Table of Contents

Cultes du Dragon d'En-Dessous

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Alias Cultes de Khyber
Alignement Neutre Mauvais
Portfolio Gloire, folie, conquête, ténèbres, Aberrations
Domains Tromperie
Weapon Pic Lourd

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Les Cultes du Dragon d'En-Dessous sont divers cultes qui adorent les forces obscures de Khyber et les êtres du royaume souterrain.

Dans les temps modernes, les cultistes cherchent à libérer des êtres (par exemple des Daelkyr, Rakshasa Rajahs, ou [autre [Démon]]) ou à gagner le pouvoir de ces mêmes êtres par le sacrifice ou la dévotion.

La plupart des cultistes pratiquent en secret, car la société dans son ensemble évite ces cultes illégaux dans toutes les Cinq Nations.

Histoire des sectes

Ces cultes existent depuis la nuit des temps sous une forme ou une autre. Il y a toujours eu de ceux qui ont choisi d'adorer Khyber, le Dragon d'En-dessous afin de gagner du pouvoir ou dans l'espoir que quelque sombre promesse soit accomplie.

L'adoration des Cultes du Dragon d'En-Dessous est plus forte dans les régions occidentales de Khorvaire, en particulier dans Les Frontières de l'Ombre. Ces régions ont le plus souffert pendant la Guerre Daelkyr et portent les plus grandes cicatrices de cet ancien conflit, physiquement et psychologiquement.

Divers cultes

Les Cultes du Dragon d'En-Dessous ne sont pas une doctrine religieuse unifiée. La grande majorité de ces cultistes sont fous et dangereux, et ils se tournent vers les forces que la société évite pour leur pouvoir personnel.

De nombreux adeptes du Dragon d'En-dessous sont fous, tenant a des croyances étranges comme que les Aberrations sont de belles créatures qui les récompenseront pour leur dévouement.

Ces sectes peuvent adorer des Aberrations, des Daelkyr ou d'autres démons de Khyber et leurs Maîtres Démoniaques des Premiers Âges.

Il n'y a environ pas moins que de trois sectes des Cultes du Dragon d'En-Dessous d'actives à Sharn à la fois.

Les Aashtas

Le clan Aashta est l'un des trois clans Demi-orc originaires des Frontières de l'Ombre à avoir développé la Marque de la Découverte. Ces trois clans (Aashta, Torrn et Velderan) forment la base de la Maison Tharashk. La rumeur veut que les Aashta et les clans inférieurs à leurs services soient liés au Dragon d'En-dessous.

Le clan Aashta contient des cultistes du daelkyr Kyrzin, le prince gluant.

Khundar'aashta est l'un des trois triumvirs de la Maison Tharashk, et représente les intérêts du clan dans la maison à Zarash'ak. Karr'Aashta, Maison Tharashk, inquisiteur des Portes de la mort à Sharn est membre du clan Aashta et disciple du Dragon d'En-dessous. Sul'aashta Fléau d'acier est un chasseur du clan Aashta, qui chasse des Guerrier de Fer et s'aventure dans les terres_des_lamentations, poussé à vaincre le guerrier de l'acier et de la pierre qui hantent ses rêves.

Le Cercle Fermé

Le Cercle Fermé is a defunct wizarding guild of Sharn. They were destroyed by the other magic guilds of Sharn, L'Ordre Ésotérique d'Aureon and La Guilde des Étoiles et des Ombres, for delving too deep into the occult following their research into the Daelkyr.

A mind flayer named Chyrassk, along with a small force of lesser Aberrations from Khyber, have established a presence in the former Citadel of Le Cercle Fermé in the undercity district of Porte du Khyber. The Aberration has been sharing the secrets of Symbiotes, grafts, and unique discoveries made by Le Cercle Fermé with its followers.

The Cults of Slime (Gibbering Cults)

Members of these cults follow the Daelkyr Kyrzin. These clans, also known as Gibberers, revere and tend to gibbering mouthers. They feed their elders and the infirm among them to the beasts as a mad form of preservation–their practices dictate that the souls of those consumed are preserved within these entities.

The du Edar Brood

The Duke of Passage, Jalnar du Edar and his daughter Melys du Edar lead a cabal of almost 60 cultists in the city. His family has rumored to be prone to madness since a distance ancestor first took a Demi-orc from the Frontières de l'Ombre for his wife. Duke Jalnar du Edar now seeks untold heights of arcane magic in a mad quest to reclaim glory for Aundair that he believes has been Perdu in the last ten years.

The Family Finch

Overlord Cults

The Cultes du Dragon d'En-Dessous can be used as witting or unwitting pawns for the whims of the Les Seigneurs Des Cendres or their Overlord masters.

In the Webs of Zarash'ak, the mad Gobelin Jhugaar delivers sermons about the rise of The Voice in the Darkness.

In Cap-Tempête, the Overlord known as The Scar that Abides stirs strife and resentment among heirs of the Maisons Marquées Du Dragon.

RISING : RAI D R EVEALS CU LT CHAOS The people of Beaurefuge were shocked by the revelation of bizarre cult activity in the center of one of that city's most trusted institutions. Acting on a tip from the Royal Eyes of Aundair, elite forces raided a Maison Létourneau facility and discovered a nightmare. Captain Allis says that her soldiers discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently believing that if completed, this monstrosity could reunite the shattered kingdom. When pressed to comment, Patriarch Dalin de Létourneau denied any connections to this cult. “These are difficult times for all of us. I assure you that Maison Létourneau will conduct a full investigation of this incident and work to regain the trust of the good people of Beaurefuge.”

power. A cult that seeks power chooses to serve a dark force because of the gifts they receive from it. A cabal of scholars might serve the demon overlord Sul Khatesh in exchange for secrets of magic. In the Bastions de la Nation, Nain clans bargain with Dyrrn the Corrupter to gain Symbiotes and sinister gifts. The Frontières de l'Ombre contain cults devoted to the daelkyr Belashyrra and Kyrzin. Membership in such a cult is voluntary, and spellcasters are more likely to be warlocks or wizards than clerics; their power comes from bargaining, not from faith. Cults driven by madness have a warped view of reality. A cultist might believe aberrations are a higher form of life and that the daelkyr will elevate mortals. Other cultists may not recognize the true nature of the beings they serve. A cult of Rak Tulkhesh might truly believe their lord will bring peace to the world, even if that peace must begin with bloody war. Joining such a cult isn't a choice, it's something you fall into due to madness. New cults can spring up anywhere, as seeds of madness take root and spread.

SYMBOL Many cultists carry pieces of volcanic glass or small Fragments de Khyber, but the cults have no unified symbol. Individual cults develop a symbol based on their fiendish patron or mad visions. Eyes, tentacles, and broken weapons are all Commun themes.

RITES Cult rituals are intense and often violent, including blood sacrifice and ritual combat. Many cultists consume unnatural substances, seeking a closer communion to aberrations. They perform rituals in UnderCommun, though most cultists don't have a full understanding of the language.

TEMPLES Cults meet underground, whether in caverns or sewers. Rural cults seek out places twisted by the powers of the plane of Xoriat (described in chapter 4) or Khyber.

CULTS OF THE Dragon d'En-dessous The Cultes du Dragon d'En-Dessous are made up of people fanatically devoted to the daelkyr or the fiendish Maîtres Démoniaques. Though some choose this path, most are drawn to it by strange visions and corrupting madness. Like weeds breaking through the foundation of Khorvaire, Cultes du Dragon d'En-Dessous can spring up anywhere, at any time.

Unlike other organizations with global reach, the cults have no organizing structure or principle. They are an infection inflicted on the world without reason. “Culte du Dragon d'En-Dessous” is a term that outsiders use to describe any sect devoted to the daelkyr or the Maîtres Démoniaques. Each cult pursues its own mad schemes, tied to its dark patron. Even cults associated with the same master might not recognize one another as allies. Whatever purpose cultists find or create for themselves from their twisted devotions, they pursue it with fanaticism. Even the most urbane and cultured cult leaders are unwavering in their convictions, entirely sure that their beliefs are good, true, and just.

C U LTS OF T H E D R A G O N B E LOW d8 Cult 1 A cult of Belashyrra murders innocents and steals their eyes, magically preserving the image of the last thing the eyes beheld. The cultists collect the eyes in a deep vault, while new eyes grow in strangel places on their own bodies. 2 A cult of Dyrrn the Corrupter seeks to transcend humanity by bonding with aberrations and Symbiotes. 3 A cult of Kyrzin, the daelkyr Prince of Slime, keeps a gibbering mouther in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast. 4 A cult of Rak Tulkhesh believes that this life is only a stepping stone, and members earn a path to paradise by spilling blood and spreading strife. S A cult of Belashyrra serves a beholder messiah, believing that only the eye tyrant has the vision to lead them to a golden age. 6 A cult of Dyrrn led by a mind flayer kidnaps people with Marques du Dragon, seeking to decipher the marks and transfer them to others. 7 An arcane think tank has become a cult of Sul Khatesh; the members believe they can heal the damage of the Mourning, but the Machine Occulte they are building will surely cause more horror. 8 A cult of Rak Tul khesh has sprung up among a local militia. Its members are convinced that refugees from the war are secretly inhuman monsters, and must be destroyed.

THE CULTS AND THE WAR The war and its aftermath created a fertile breeding ground for the Cultes du Dragon d'En-Dessous. In this time of uncertainty and fear, it's easy for people to gravitate toward a group that provides a sense of purpose or a promise of security. This mindset is intensified by the spread of refugees in the wake of the Mourning, and by the lingering animosity that continues to divide people. In the Bastions de la Nation, the conflict with Dyrrn le Corrupteur has begun to leave its mark, with new cults appearing throughout the nation. In general, the chaos of the war has left behind ample areas of Ombre in which new cults can form and thrive. CULTS OF THE D RAGON BELOW N P C s Some Cultes du Dragon d'En-Dessous are bizarre yet harmless, but most of them are dangelrous and destructive forces that prey on innocents and vulnerable people. Some cultists are aware of the true nature of the beings they serve, but many are delusional; cultists might perceive their mind flayer master as a wise and gentle priest.

CU LT N PCs d8 N PC 1 A monstrous a berration (such as a beholder, a mind flayer, or a gibbering mouther) lairs beneath a popular inn, from where it twists the thoughts and dreams of those sleeping above. 2 The headmaster of an exclusive magic academy is actually a cult leader who is indoctrinating the students into a cult of Sul Khatesh. 3 A wizard found mad scrawlings hidden in a library book, used the writing to make contact with a daelkyr, and began creating aberration servants. 4 A mind flayer serving Dyrrn dominates a magistrate and takes control of the La Sureté using intellect Dévoreurs. 5 An assassin mixes mind-altering poisons laced with the whispers of a dark entity. 6 A Héritier des Dragons whose fortunes were ruined in the La Dernière Guerre founds a cult within their house. 7 The local thieves' guild turns from mundane organized crime activities to bizarre murders and acts of chaos. 8 A respected noble behaves more erratically as time goes on, treating their servants and family with random and escalating cruelty.

CULT CAMPAIGN THEME Cults of the Dragon Below make versatile villains in a campaign. They can be introduced as a threat early on, in the form of low-level cultists and small, disorganized cells. As the campaign moves through the tiers of play, stronger aberrations and fiends become viable antagonists, as well as more powerful cult leaders who serve the daelkyr, the Lords of Dust, or other dark entities. The cults can also serve different styles of play. One would be perfect for a slowly unfolding investigation that starts out seemingly mundane, but slowly delves deeper into otherworldly influences and dark magic. Allies become suspect, and perhaps even erstwhile enemies become necessary bedfellows. Alternatively, a cult can burst explosively onto the scene with a spray of gore and a horde of shrieking dolgaunts. Such an incident leaves no doubt about the cultists' evil nature, making them the obvious villains of the story.

CULT ADVENTURES The Cult Adventure Hooks table offers suggestions for story opportunities involving the cults. CU LT ADV E N T U R E H OO K S d8 Adventure Hook 1 Children throughout town begin reciting the same nursery rhyme, adding increasingly disturbing descriptions as the verses progress. No one knows where they learned the rhyme. 2 Shadows around the old asylum take on a deep, inky cast, and things move just outside the light. Then the whispered laughs begin. 3 A seemingly healthy noble dies of heart failure brought on by extreme terror, but with no clear source. The noble recently had an exquisite portrait painted. Every other person portrayed by the same artist has also died in a similar fashion. 4 In a remote village, the local herbalist is condemned for practicing dark magic against the villagers. They swear their innocence to the characters and beg to be exonerated before their scheduled execution. 5 Magic items begin exhibiting strange side effects, causing minor warping of their users' flesh, or fraying their users' sanity. 6 Strange bounty hunters stalk the characters, seemingly aware of all their secrets and loved ones. Odd lumps writhe beneath the hunters' cloaks. 7 A crazed hermit wanders into town and commits suicide in a grisly fashion. All the food in the village spoils instantly, and aberrant creatures attack every midnight thereafter. 8 Several caravans have gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master.

The Cults of the Dragon Below The title “Cult of the Dragon Below” is a blanket term used to describe any sect that serves a malevolent power or has bizarre beliefs that defy rational thought. But no member of such an organization would call themselves a “cultist of the Dragon Below.” As a true believer, you might be a blessed eye of the All-Seer, a pilgrim on the road to the Inner Sun, or a warlock in the court of the Queen of Shadows. If you’re a member of one of these three cults, you don’t see the other two as allies, for they’re clearly dangerous and delusional. And while outsiders may be able to guess what force is behind the cult—it doesn’t take a Korranberg sage to guess that the people growing eyes on their hands might be tied to Belashyrra—only a fraction of the cults of the Dragon Below knowingly serve a daelkyr or overlord.

Cults of the Dragon Below are categorized by two elements: structure and power. The structure defines the shape and scale of a cult, while the power is the malevolent force behind it, usually a daelkyr or fiendish overlord. The cults of the Dragon Below table provides a few examples of cults—simply scratching the surface of what can appear in the world—and the rest of the section explores these elements in more detail.

Cults of the Dragon Below d8 Cult Power Structure 1 The Vigilant Eye. Cult members develop an alien eye on the palm of their non-dominant hand. When they view the world through this eye, members can see “secrets” about the world around them that feel true—such as seeing certain people are possessed by demons or about to commit murder. Members take vigilante action to eliminate the threats “revealed” by their eyes. This cult often takes root in House Deneith enclaves or city watch units. Belashyrra Corrupted cult 2 Whisperers. An ancient tradition found across the Shadow Marches. Whisperers have a strange bond with gibbering mouthers, and a Whisperer family will keep a mouther somewhere in their home. When a family member reaches a certain age, they are fed to the mouther; the Whisperers believe that the soul of the departed lives forever in the mouther and can be heard in the gibbering. The name “Whisperer” comes from their tradition of prayer, a sort of ecstatic murmuring that mimics the chaotic gibbering of the mouther. Kyrzin Traditional cult 3 The Court of Shadows. A cabal of warlocks and wizards who serve the overlord Sul Khatesh in exchange for arcane knowledge and power. The current iteration of the Court began in Arcanix during the Last War, and is spreading across Khorvaire. Members are assigned a rank in the imaginary court of the Queen of Shadows; a warlock might be the Count of the Broken Bell or the Baroness of the Forgotten Moment. Sul Khatesh Transactional cult 4 The Hive. Members of the Hive believe they are the children of Valaara, the Crawling Queen. Most believe they began their lives as insects, which then crawled into a humanoid body and consumed its brain. Hive cultists are compelled to work together, tirelessly pursuing the goals of their queen. Valaara Corrupted cult 5 The Inner Sun. This cult can be found across the west coast of Khorvaire, from the Shadow Marches to the Demon Wastes. Cultists believe that there is a paradise within Khyber: the Vale of the Inner Sun. To earn passage to the Vale, a champion must defeat a host of worthy foes, dedicating their souls to the Gatekeeper. Cults vary on the criteria for “worthy foe”—while some cultists are serial killers, others only consider monsters or evildoers as qualifying for their passage. Katashka Traditional cult 6 The Transcendent Flesh. Followers of the Transcendent Flesh walk the paths of the Foul Labyrinth in a quest to evolve beyond the bodies they were born in. They work with mind flayers and other minions of Dyrrn the Corruptor, receiving their payment in symbionts, warlock powers, or other forms of physical or mental transformation. Dyrrn Transactional cult 7 Revenants. Not to be confused with the Revenant Blades of Valenar, members of revenant cults believe that they are ancient heroes reincarnated to serve a divine purpose. Revenants may operate alone, or a band of cultists may believe they are heroes from the same time period. Katashka, Rak Tulkhesh, and Dyrrn the Corruptor have all been known to produce revenant cults. The challenge of fighting a revenant cult is simple: How do you know they’re not reborn heroes with a vital purpose? Varies Corrupted cult 8 Loyalists. A common cult that can spring up anywhere, loyalists worship their immortal patron as a deity and are devoted to releasing it from Khyber. Traditional loyalists may have been slowly advancing their patron’s goals for centuries, worming their way into positions of influence and aiding their master’s inhuman minions. Corrupted loyalists are usually wildly dedicated to a single task, and the cult will dissolve if their attempt fails. Varies Varies

Cult Structure Rak Tulkhesh has tribes of barbarians clamoring to spill blood in his name in the Demon Wastes. He has loyalists in the Five Nations subtly spreading hatred and ignorance. And he produces revenants, innocents who wake up convinced they are reincarnated soldiers with a duty to complete unfinished battles. This is common—most overlords and daelkyr have multiple cults, each completely unaware of another. While each cult is unique, most fall into one of the following three categories. Corrupted Members of these cults are united by shared delusions, the reality of their minds corrupted by a horrifying alien force. Sometimes the delusion infects those who take part in the rituals; other times the ideas first leak into people’s minds, then draw them to the cult. This is why the cults of the Dragon Below can never be wiped out, and why they can appear anywhere—you never know when or where an irrational idea can take root, twisting the thoughts and beliefs of innocent people. While a corrupted cult’s beliefs and actions may seem irrational to outsiders, to members of the cult they make perfect sense. A revenant truly believes they are a legendary hero reincarnated. A Vigilant Eye cultist believes they’ve been given blessed vision that reveals evildoers who must die. The fact the cultist has grown a new eye doesn’t seem strange to them—it’s a blessed eye! Others are just jealous they don’t have one. Corrupted cultists may see the world differently than people around them. A group of revenants could be working with a mind flayer and dolgrims, but they see these aberrations as loyal knights tied to their ancient order. When encountering a corrupted cult, player characters will face the challenge of making sense of the delusion—understanding what the cult members believe they’re trying to accomplish, and how it relates to what they’re actually doing. These delusions have nothing to do with mental illness and cannot be treated at a Brunet healing house. This is a form of supernatural influence with a specific cause—a corrupting alien entity—and with a specific effect; corruption can take hold of anyone at any time, and cultists may otherwise appear perfectly healthy and sane. Corrupted cults rarely last long. They typically come into existence with a clear purpose, a specific scheme that somehow benefits their guiding power. After this scheme succeeds or fails, the driving force often abandons the survivors. The question is whether this releases cultists from the delusion, or whether they are simply abandoned—or even driven toward destructive acts. A second important question is whether it’s possible to free a cultist from their delusion while the cult is still active. This could require magic, such as greater restoration. But it could simply require the cultist to be isolated from their allies and deprogrammed, or perhaps separated from an item that is reinforcing the delusion. If this powerful delusion can be broken, perhaps the cultist’s original identity can reassert itself. The power behind a corrupted cult isn’t always obvious. Loyalists know the power they serve and often proudly proclaim it, but many other corrupted cults aren’t aware of the power behind them. Vigilant Eye cultists could mistakenly believe that their blessed eyes are a gift from Aureon, while a revenant might believe Dol Arrah has returned them to the world. Even if the cultists themselves don’t realize who they serve, the trappings can be a giveaway. Belashyrra’s cultists often deal with eyes or beholders, Dyrrn employs illithids and doppelgangers, and Kyrzin’s cults usually have something to do with oozes and slime. But sometimes a cult can appear perfectly innocent. Are you absolutely certain that revenant wasn’t restored by Dol Arrah? Traditional There are cults far older than any human civilization. Their strongholds are in desolate regions—the Demon Wastes, the Shadow Marches—but immigrants have carried these beliefs into the Five Nations. The members of these cults have been raised to believe that the traditions of their faith are normal. You remember when your grandmother was consumed by the gibbering mouther in the basement. What’s wrong with that? It was her time and her passage to immortality; you’ve heard her speaking to you in the whispers of the mouther. You hope that you’ll live long enough to join her in its bowels. Traditional cultists are typically less volatile and extreme than corrupted cultists; surviving long enough to become a tradition means avoiding reckless behavior and learning to keep your faith hidden from strangers. Many traditional cults can seem harmless; for the most part, Whisperers have no interest in harming or interacting with outsiders. However, traditional cults provide a lurking support network that can be activated when needed. Rak Tulkhesh has loyalists hidden throughout the armies of the Five Nations, always ready to escalate violent situations. And a town could be filled with followers of the Transcendent Flesh who appear completely harmless and mundane—until the Night of Six Moons, when they all attach their symbionts and tear apart any outsiders unlucky enough to be in the town that night. Traditional cults are less extreme than corrupted ones, but they still see the world through a strange lens, despite knowing the power they’re bound to. Some traditional cults believe their patrons are simply misunderstood—Dyrrn seeks to elevate humanity, not to corrupt it! Others celebrate the destructive or chaotic aspects of their patrons, either believing that this corrupt world deserves to be torn down, or that the faithful will be elevated in the next age. Even a cultist who reveres Rak Tulkhesh may not be evil; they could believe the corrupt world must be washed in blood to cleanse evil, and aside from their duties to the Orphan King, they may be gentle and altruistic. Transactional The dark powers associated with the cults of the Dragon Below have much to offer. They can imbue their servants with mystical powers, following the model of the warlock. Daelkyr can provide symbionts and physical transformation, while the Lords of Dust can provide wealth, influence, or ancient artifacts to their loyal agents. As a result, transactional cults often begin as secret societies. People join of their own free will, eager to obtain whatever it is the cult has to offer. But even if someone joins for the most rational of reasons, the influence of a daelkyr or an overlord is difficult to resist; the longer someone remains in the cult, the more power it will have over them. Consider the Court of Shadows cult, tied to Sul Khatesh. A wizard has a fascinating conversation with a colleague, discussing a spell unlike anything they’ve seen before. The colleague explains that the spell is from Ashtakala’s vaults, and if the wizard joins the Court, they’ll discover many amazing things about magic and history. So they go to a meeting and are impressed by the scholars and warlocks they meet. Soon they’re initiated into the cult, swearing an oath to the Queen of Shadows and being invested as the Knight of the Forgotten Library. It seems like a game, and they’re gaining access to fascinating new spells. But as time passes, they become ever more obsessed with rising in the Court of Shadows. The political interplay in the Kingdom of Shadows feels more real, more relevant than the mundane politics of Khorvaire. They pursue missions for the Queen, yearning to win her favor. And they hope that someday the Queen will rise from her slumber, for then, the Kingdom of Shadows will truly become real. Transactional cults can be found anywhere on this slippery slope. A transactional cult might use symbiont weapons but otherwise be quite rational. Or, while you can still see how they stumbled into this mess, they could be completely pulled into the warped reality espoused by the cult. Transactional cults are typically small, but can be widespread. A coven of the Court of Shadows may only have a few members, but the Court itself is spread across Khorvaire. Often, members of transactional cults know who they are dealing with, but greed or curiosity overrides concerns. However, it’s also possible for people to only know part of the story; a warlock might believe that the Queen of Shadows is a mighty warlock or perhaps an archfey, not realizing she’s actually an overlord. Cult Goals What do the cults of the Dragon Below want? What do members strive to achieve? This varies based on the structure and patron of the cult. All of the malevolent powers described in this section have loyalists, cults that are devoted to releasing their lords from Khyber or helping their agents (be they Lords of Dust, mind flayers, or rogue dragons) with whatever they require. But beyond the loyalists, cult goals can be a little more exotic. Corrupted cults usually have some sort of immediate goal that drives the formation and expansion of the cult. The Vigilant Eye is hunting down “demons” hidden in the community, which can only be seen with their blessed eyes! The revenants have to re-enact a brutal massacre that occurred five hundred years ago today! The goals are often terrible things that must be stopped, but it’s not always obvious how they are helping the power behind the cult; these schemes may have nothing to do with the seals of the daelkyr or releasing an overlord. In the case of an overlord, the archfiends gain strength by driving mortals down their paths. For Sul Khatesh, getting mortals to use magic for malevolent strengthens her regardless of what they actually do; likewise, Rak Tulkhesh revels in all violence. Meanwhile, the daelkyr are truly incomprehensible. They certainly enjoy experimenting with their preferred mediums; one of Dyrrn’s cults could enact a ritual that causes dragonmarks to come to life and attack their bearers, with no purpose beyond satisfying Dyrrn’s curiosity. As the daelkyr experience time in a nonlinear fashion, it’s also possible that what seems like meaningless chaos could have a unforeseen future—that there will come a time when a living dragonmark unleashed in the cult’s bizarre rampage ends up being the vital element needed to defeat one of the Lords of Dust. The key point is that cults of the Dragon Below—particularly corrupted cults—may not have long-term plans; their schemes can and should often appear nonsensical. Traditional cults are religions. They aren’t driven by short term goals, but instead provide guidelines on how to live your whole life. Traditional cults can be peaceful and innocuous . . . until they aren’t. A particular alignment of moons, a vision sent to the cult leader, a critical mass of outsiders arriving at the same time—any cult could have a set of circumstances that trigger bloody rituals or brutal sacrifices. This is where the absurdity of a traditional cult rises to the surface. The people of Lowholt couldn’t be kinder—until the flesh barn runs low on spleen and they have to harvest your organs. It’s a real shame, stranger, but our grandparents have to have that spleen—the “grandparents” in this case being the gibbering mouther in the basement. Transactional cults are often initially driven by the desires of the members. Someone joins a transactional cult because they want the power to do something—to take revenge on their enemies, to overthrow a tyrant, to destroy a local criminal gang. But the patron always has a price, and this can eventually follow the same model described for corrupted cults earlier.

The Powers Behind the Cults Each cult of the Dragon Below is tied to a sinister power trapped in Khyber, and a cult’s goals usually reflect the power behind it. If the cult has inhuman allies, are they fiends, aberrations, or other monsters? What sort of treasures and magic items does the group use? These magic items aren’t necessarily direct gifts from the patron; a cult of Kyrzin may have many potions because the high priest is an alchemist, or because a strange fountain in the temple secretes mystical fluids. In the case of loyalists and traditional cults, the connection to its patron may be quite obvious, whereas corrupted cults can be challenging to identify the hidden manipulator. Regardless of whether cultists know the identity of their patron, the power behind a cult has many effects. As a broad rule, cults tied to overlords (Rak Tulkhesh, Sul Khatesh, Katashka, Bel Shalor, the Daughter of Khyber) are either directly helping the Lords of Dust or trying to drive behavior that strengthens the archfiend. The daelkyr (Belashyrra, Dyrrn, Kyrzin, Orlaask, Valaara) are more enigmatic. Their traditional cults may continue strange patterns of behavior handed down for generations, performing sacrifices or mysterious rituals when the planes are aligned. But they can also engage in dramatic actions with no clear benefit to anyone. There’s no clear reason for Orlassk to turn citizens of Sharn into gargoyles; it could be an experiment, or simply a form of art. But these actions will be related to the sphere of the daelkyr that causes it, whether that’s oozes, stone, eyes, or insects. The ten powers described below reflect the most common cults, but there are many other overlords and daelkyr. There will never be a complete list, and DMs can always develop new powers. Use these as inspiration, but don’t feel limited. Bel Shalor: The Shadow in the Flame The brightest soul casts the longest shadow. You can’t escape the evil within you. It’s always one step behind, waiting for you to miss a step. Even if you keep your footing, do you truly believe that those around you are as strong as you? Are they so virtuous? Or have they already let the darkness in? The overlords embody mortal fears, and Bel Shalor embodies our fear of other mortals—the eternal suspicion that a stranger means us harm, that even our friends can’t be trusted. Bel Shalor thrives on paranoia and feasts when fear drives good people to do terrible things. Wars feed Rak Tulkhesh, but an inquisition that torments countless innocents delights Bel Shalor—especially when carried out by virtuous people. In the third century YK, Bel Shalor nearly escaped his bonds before being bound once more by the sacrifice of Tira Miron, but some sages wonder if Bel Shalor didn’t in fact allow himself to be defeated. Now he is forever tied to Tira, and anyone who can hear the Voice of the Silver Flame can also hear the tempting whispers of the Shadow in the Flame. Bel Shalor doesn’t encourage savage violence. Instead, he amplifies fears and suspicions while fanning the fires of greed and self-interest. He convinces us that the people around us are cruel and petty; the only way to survive is to strike first, to take what we need regardless of the cost to others. Corrupted cults can appear anywhere; Bel Shalor seizes on a suspicion and amplifies it. The Whispering Flame is a transactional cult hidden within the Church of the Silver Flame—a secret order of priests and templars who do Bel Shalor’s bidding in exchange for power and influence. The greatest agents of the Whispering Flame rarely perform obvious acts of corruption themselves; instead, they subtly encourage others to compromise their principles or succumb to their fears. Forces. Bel Shalor’s chief agents are rakshasa, and his prakhutu (“speaker”) on the Council of Ashtakala is known as the Wyrmbreaker. His minions specialize in stealth and deception, not brute force. Bel Shalor also controls shadows, and it’s said he can grant malevolent life to anyone’s shadow, causing it to spy on the person who casts it or even to kill them. Gifts. Magic items associated with Bel Shalor typically are used to manipulate others, conceal thoughts, or control shadows. Important members of the Whispering Flame often receive a ring of mind shielding, and may use eyes of charming to influence others. Such items are typically made by the Lords of Dust, though they can be ancient relics or items infused with the power of the Shadow in the Flame. Character Ideas. Bel Shalor thrives on manipulating thoughts and emotions. A bard of the College of Whispers could attribute their gifts and magical talents—the ability to harness fears and even steal another’s shadow—to a bond to Bel Shalor. For a warlock, either the Archfey or the Great Old One could represent the Shadow in the Flame. Members of the Whispering Flame sometimes begin as paladins or clerics devoted to the Silver Flame. Even once serving Bel Shalor, they are able to retain a connection to the Flame and keep their class abilities; however, they typically shift to the Trickery domain or the Oathbreaker oath. Story Ideas. Any fear could be amplified by Bel Shalor and form the basis of a cult. A group of people in a small town might become convinced that there’s a doppelganger or a wererat hidden in the community that has to be rooted out at any cost. Or perhaps it’s a fear of foreign spies. Or warforged made to replace humans . . . can you prove that you’re not a warforged imposter? Frequently such cults truly believe that they’re protecting the innocent from a serious threat, and don’t realize that they are the ones serving a dark power. Similar stories can be associated with the Whispering Flame. Cultists work to trick truly virtuous members of the church, convincing good templars to persecute innocent people in pursuit of imaginary threats. This situation—good people harming good people—delights Bel Shalor. Can adventurers expose the true agents of evil without killing innocents themselves? Belashyrra: The Lord of Eyes We know the world through our eyes. But sight is a gift of the Glorious Eye, and what is given can be taken away. Those who serve the All-Seer well are given new eyes, able to see layers of reality hidden from mere mortals. If only you could see what I can see! The daelkyr Belashyrra is associated with sight, and might use its cultists as vessels through which to explore the world. Belashyrra’s cultists can become obsessed with sight, both unable to believe what they can’t see, and utterly convinced of those things they can. They might experience visions others can’t see, or gain powers linked with sight, like a beholder’s eye rays. The concept of seeing secret things is critical for these cults and typically drives their missions. It’s common for devoted cultists of Belashyrra to grow new eyes, as with the Vigilant Eye cult. Belashyrra has traditional cults in the Shadow Marches; members generally keep to themselves, unless guided by visions or gathering sacrifices. Belashyrra’s corrupted cults can appear anywhere, driven by ecstatic visions or convinced that only they can see threats that must be dealt with (such as members of the Vigilant Eye believing they can see hidden demons). Belashyrra’s cultists aren’t always dangerous; they can be gifted oracles, and sometimes they truly can see threats hidden from others. Belashyrra is also known to be fighting the Umbragen drow beneath Xen’drik.

Forces. Belashyrra is the source of beholderkin in Eberron, though they can be found serving other daelkyr or operating independently. Any aberration whose powers revolve around eyes or vision could be tied to Belashyrra. Any creature created by Belashyrra will have extra eyes; this includes its dolgaunts and dolgrims, though the dolgaunts still possess blindsight. Gifts. Any magic item associated with sight can be tied to Belashyrra, usually in symbiont form. Cultists may have organic versions of eyes of the eagle, eyes of charming, or goggles of night; a robe of eyes could be made from a leathery material that bonds to the wearer’s body. Symbiont items that grant sight-related abilities will often demand to see certain things; the wearer will simply have a sense that the robe wants to see what’s inside that building, and refusing such requests could result in losing the powers of the item until a long or short rest has been completed. In addition to items, Belashyrra can grant supernatural gifts tied to sight, such as granting darkvision or the ability to use true seeing once a week; such gifts usually take the form of a new eye manifesting on the victim, with the power only working through that eye.

Character Ideas. Belashyrra can be an excellent patron for a Great Old One warlock, because typically what it asks of its warlocks is to see things; a warlock will be charged to find something or observe a particular event. Sight-related invocations are common, and spell effects may be channeled through the eyes—either the warlock’s natural eyes, or new ones that they manifest. Any character could be guided by visions shown by Belashyrra; a paladin might not follow a god, but rather be driven by the visions of evil Belashyrra shows them. Is Belashyrra guiding them to stop evil, or is the All-Seer mocking them by showing them the evil people do, while the paladin is determined to prevent these visions from coming to pass? Story Ideas. Due to a cult’s actions, people start seeing hidden truths they don’t want to know. A wave of visual hallucinations is causing people to see their friends as monsters or deadly enemies. A serial killer is collecting eyes of different species to offer to the All-Seer. A loyalist cult sees signs that reveal one of the adventurers is their next designated sacrifice. An individual or group (such as the Vigilant Eye) is guided by visions leading them to murder hidden demons—are they killing innocents, or could there truly be demons hidden in the community?

The Daughter of Khyber Even Eberron herself couldn’t defeat Khyber, and the day is coming when she’ll break her chains, shattering the world that you know, revealing the one that was always meant to be. Khyber’s Daughter gathers her armies, and soon their wings will blot out the sun. The Daughter of Khyber embodies the fear of dragons. She manipulates the hearts and minds of dragons, turning them to darkness and ultimately seizing control. This has kept the dragons in self-imposed isolation in Argonnessen; the more they exert their power, the stronger Khyber’s Daughter becomes. Of all the cults, this is the one that most truly serves the Dragon Below. Loyalists serve the Daughter of Khyber as the greatest champion of her mother and the harbinger of Khyber’s return. Loyalist doctrine maintains that Khyber didn’t betray Siberys; instead, she was the one betrayed. Khyber had a grand and glorious vision for reality, but the other Progenitors turned on her. Cultists typically see themselves as being oppressed by laws and systems; like Khyber, they are imprisoned by their inferiors, by people who don’t understand their vision for the world, and they will ascend to glory when Khyber rises. Some cults maintain that dragons themselves were the creations of Khyber and were stolen by Siberys and Eberron; under this belief, the Daughter isn’t corrupting dragons, but rather restoring them to their rightful role. In any case, loyalists see themselves as warriors in a battle to restore proper balance to reality, heroes who will be elevated in the dark and beautiful reality soon to be revealed through dragonfire and blood. Corrupted cultists may share these beliefs. Other common delusions include the idea that cultists are dragons—either transformed and trapped in human form, or inheritors of draconic bloodlines who could someday regain their proper form. In extreme cases, such cultists may manifest draconic physical traits—growing scales or claws, manifesting breath weapons, or wielding sorcerous power. Some cults refer to the Daughter of Khyber as Tiamat, after the draconic deity known in other sections of the multiverse. However, the Daughter of Khyber is a fiendish overlord, bound in the Pit of Five Sorrows in Argonnessen, and does not wield power in other realms.

Forces. The Daughter of Khyber is associated with dragons, along with dragonborn, kobolds, and other creatures with draconic traits. While she has rakshasa followers among the Lords of Dust, her primary servants are abishai. Gifts. Magic items associated with the Daughter of Khyber are usually associated with dragons in some way, and may come from Argonnessen or be relics from the Age of Demons. Magic weapons and armor may be made from dragon scales or bones. Artifacts and wondrous items that allow the bearer to control dragons, protect them from dragons, or emulate draconic abilities are all possible.

Character Ideas. The powers of a Draconic Bloodline sorcerer could be tied to the Daughter of Khyber; was it you that forged this bond, or did one of your ancestors serve the Dragon Below? A dragonborn character could have been born as another species, transformed into their current form by the Daughter of Khyber. A cultist barbarian could be described as taking on draconic traits when they rage, their damage resistance granted by rage reflecting a temporary layer of dragon scales.

Story Ideas. The residents of a small village have been transforming into dragonborn, hearing the whispering voice of the Daughter calling them to service. Can this be stopped and the victims restored? A group of cultists are convinced they are dragons, and seek to spread a message of draconic dominance. A scholar obsessed with the Draconic Prophecy is secretly a servant of Khyber’s Daughter . . . and possibly even a corrupted dragon. A young dragon dominated by the Daughter of Khyber is raiding villages—but what purpose does this serve? A dragon tied to the Chamber employs adventurers to recover an Orb of Dragonkind—will the party surrender it once it’s in their hands?

Dyrrn: The Corruptor Flesh isn’t final: it’s clay to be molded into something better. We can be so much more than these bodies we’re born with. You were birthed in the prison of everyday life, but there are paths in this foul labyrinth that lead to unimaginable wonders. Let us show you the way. One of the most active daelkyr, Dyrrn the Corruptor is infamous for warping mind and body to turn innocents into monsters. It’s said that Dyrrn bred the first dolgrims and dolgaunts from goblinoid stock. It created doppelgangers from changelins, and perhaps even chokers from halflings. Strong evidence suggests Dyrrn corrupted shifters, creating the first lycanthropes. Lord of the mind flayers, it takes equal joy in twisting thoughts and flesh. Dyrrn’s loyalists believe that the Corruptor will ultimately consume and transform the world, and that only those who serve it will survive the experience. However, there are other cults—such as the Transcendent Flesh—who see Dyrrn’s actions in a positive light. Dyrrn transforms and creates new forms of life—but who are we to decide that these things are monsters? Such cultists believe that Dyrrn is driving evolution, and they can transcend their own limits by walking the path of the Foul Labyrinth. While this can start as simply transactional, the influence of the Corruptor is insidious, and cultists can soon start to see natural creatures as vile and weak. Dyrrn has had a long presence in western Aundair and the Eldeen Reaches, and the Wardens of the Wood remain ever watchful for its vile creations. During the Last War, the dwarves of the Morin Holds discovered that Dyrrn’s forces were deeply entrenched in the ancient Royaume d'En Dessous their holdings. While many clans are determined to drive all aberrations from the depths, others feel it may be possible to use Dyrrn’s power for the greater good; this has offered a foothold for the Transcendent Flesh and other cults to spread. Forces. Dyrrn has created many of the aberrations used by all daelkyr, such as dolgaunts and dolgrims. It’s the source of mind flayers in Eberron; they know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Doppelgangers and mind flayers are often associated with Dyrrn’s cults, but any aberration or monstrosity could appear. Gifts. Dyrrn is a prolific producer of symbionts. It’s not bound to any one theme; any living weapon or tool could be tied to Dyrrn. It’s also closely associated with psionic powers and the evolution of the mind, and a cult could be found wielding tools that focus mental power. Character Ideas. An artificer could hear Dyrnn’s whispers, guiding them to create living tools; their infusions might appear to be alive, though their effects are the same as those for other artificers. A warlock bound to Dyrrn could experience dramatic physical transformation or focus on powers that control thought— are they now a renegade fighting Dyrrn, or being guided toward evolution? A barbarian could present their rage as a disturbing physical transformation, while a transmuter wizard might follow in Mordain the Fleshweaver’s footsteps. Story Ideas. Dyrrn’s cults can always provide a foothold for aberrations to enter a story. Cultists could be creating monsters from corpses, cloning important people and releasing the clones into the world, or turning innocent people into aberrations. A Transcendent Flesh cult might focus on their own physical or mental evolution and have no intention of harming others— until they need extra brains or body parts. Someone might discover that Dyrrn is responsible for both aberrant and true dragonmarks; what impact would this have on the world?

Katashka: The Gatekeeper You cannot defeat me. You fear death, knowing your flesh will rot and your soul will shrivel away in Dolurrh. But I serve the Grim King, the Keeper of the Gate— and even if you kill me now, he will open the gate for my return. The overlord Katashka embodies the fears of both death and the undead. People often assume that the followers of the Blood of Vol want to become undead, but it is Katashka’s cultists who embrace this dark destiny. His loyalists dream of a world where the dead reign over the living, reveling in the power death holds over the rabble, secure in the belief that Katashka will either grant them immortality through undeath or raise them when they fall. Katashka thrives both on the fear of death and fear of the undead. As such, his cults might spread plagues or otherwise cause mass death, or they might unleash ghouls in the sewers or trigger zombie outbreaks. His intent is not death itself— the Grim King draws strength from the fear of the living. As such, Katashka rarely seeks to kill people swiftly. The primary purpose of the lingering plague is to sow fear among those fighting it, and the small pack of ghouls that causes long-term terror is more effective than an army that wipes out a city in a day. Likewise, Katashka’s undead champions revel in their unnatural condition; they want people to know what they are and to fear them. The Gatekeeper’s cults are often transactional, with cultists serving the Grim King in exchange for secrets of necromancy or undead servants. Corrupted cults will in some way tie to death or the undead; Katashka also produces revenants. Katashka’s cults have no established territories, but are actually rarer in Karrnath than elsewhere in the Five Nations, as the Blood of Vol presents a different path to necromantic magic along with a more positive overall message for followers. There are some obvious similarities between Katashka and the Keeper, and some scholars assert that they are one and the same—that Katashka’s actions in the Age of Demons inspired the myths of the Keeper. A critical difference is Katashka’s focus on undeath, in some ways resembling the role of Orcus in other settings. In contrast, priests of the Keeper also deal with general greed, offering deals that have nothing to do with death or undeath. Forces. Katashka’s forces are undead; even within the Lords of Dust, his champions are liches, death knights, and dracoliches. His transactional cults include necromancers, though he actually has fewer necromancers in his service than are found among the Blood of Vol and the Emerald Claw; his followers don’t need to understand the science of necromancy if their dark lord raises bones for them. Gifts. Katashka’s treasures are tools that consume life, such as a sword of life stealing. His cultists may also possess tools that create or command undead. Beyond this, the greatest gift Katashka grants his followers is life after death. A champion of Katashka could be repeatedly raised after death, forcing adventurers to find more elaborate ways to prevent their resurrection. His champions could also be returned as undead; only valuable servants are granted a second life as liches or vampires, but lesser cultists could rise after death as zombies or ghouls—an unpleasant surprise for adventurers fighting them! Character Ideas. A Zealot barbarian dealing necrotic damage could have a tie to the Grim King; do they have to earn this power by killing in the name of the Gatekeeper? The Undying warlock patron is another sound match for Katashka. While the Death domain and the Oathbreaker paladin both fit Katashka thematically, Katashka isn’t a god and such characters may be a better fit for the Keeper or the Blood of Vol. Perhaps you died in the past, then were returned to life by Katashka, but with a bargain to fulfill—along with the knowledge that if you fail to carry out your mission, you will die again. Will you do the bidding of the Grim King, or will you try to find another way to earn your life? Story Ideas. Any plotline involving evil undead or powerhungry necromancers can be laid at Katashka’s feet; his cults require less nuance than the Blood of Vol. A common theme is the fact that Katashka doesn’t simply want to kill innocents, he wants people to fear death and the undead. Kyrzin: The Prince of Slime Slime, water, blood—fluids are the purest essence of life. We begin as a drop of liquid, and in the end we return to it. Drink the bounty of the Bile Lord. Heed the voice of the Lurker Within, for it’s already part of you. Follow our teachings, and after death, you’ll find eternal peace in the whispering choir. The daelkyr Kyrzin deals in living liquids and foul fluids. It is infamous as the source of all oozes; some believe that there are living rivers of gray ooze and green slime in the depths of Khyber. Many cults revere gibbering mouthers and hear guiding words in the ravings of these beasts; such cults refer to Kyrzin as the Regent of Whispers. While oozes play a major role, its cults can be associated with liquid in any form. One cult might venerate an ancient well, while others say that the local lake holds the ghosts of their ancestors. Any delusion associated with liquids could be tied to Kyrzin. Kyrzin’s traditional cults are strongly established in the Shadow Marches, but Whisperers keep to themselves. Marchers refer to the common cold as “the drip” or the “Bile Lord’s kiss;” and stories say that Kyrzin has sown giant oozes in the rivers of the Marches. While many Marchers know stories of the Prince of Slime, it’s typically seen as a dangerous but largely neutral force. Mold plays an important part in Marcher medicine, and the Bile Lord is seen as a force that can cause disease when angered, or help to prevent it. So most prefer to ignore and avoid Kyrzin, and Whisperers are largely left alone. Forces. In Eberron, Kyrzin replaces Juiblex as the source of black puddings, gray oozes, gibbering mouthers, mimics, and similar creatures, any of which could be tied to the Prince of Slime. It can also create creatures similar to living spells, though Kyrzin is not responsible for the living spells that roam the Mournland. Its most infamous creations are parasitic oozes, a form of black pudding that can enter a creature’s body. More intelligent than their larger kin, these oozes can communicate telepathically with their hosts. An adventurer who kills a weak cultist may have an unpleasant surprise when a deadly parasitic ooze emerges from the corpse! Victims unwillingly bonded to a parasitic slime must find a way to coexist until they can be freed from the creature (greater restoration will expel it). If angered, the ooze can eat its way out of the victim, which is usually fatal. Kyrzin is also served by dolgaunts and dolgrims; those created by the Prince of Slime have slimy, translucent skin. Gifts. Kyrzin’s cults are well stocked with potions. While they may have standard effects, Kyrzin’s potions are often disturbing to look at and may crawl about, ooze-like, if spilled. Kyrzin’s symbionts often mimic the effects of magical garments, though they are fluid rather than fabric; Kyrzin’s cloak of elvenkind is an amorphous shroud that shifts to match its surroundings. could have an unorthodox approach to alchemy, and their homunculus could be a living ooze. A Great Old One warlock could specialize in spells dealing with fluids or confusing whispers; even eldritch blast could be flavored as flinging globs of mystically charged slime. Story Ideas. A cult could do something unusual to the water supply of a town, whether introducing poisons or hallucinogens, or transforming the water into living ooze. Kyrzin’s parasitic oozes could spread throughout a town or take over a particular organization—but what do they actually want? Friends of the party could be consumed by a gibbering mouther—but could they still be alive within the slime? Orlassk: The Voice in the Sto ne Stone is immortal. It listens. It remembers. It chooses to be still, but anyone who’s seen a gargoyle knows it can move whenever it chooses. So respect the stone, for it’ll still be here long after you’ve turned to dust. The daelkyr Orlassk is the master of stone. Orlassk’s traditional cults say that it is the Still Lord who carves out caverns, and that it is the Voice in the Stone that guides the miner to the ore. Orlassk can breathe life into stone, as seen in the gargoyle; but it can also turn living creatures into stone, and it’s thought that most creatures with this power—medusas, gorgons, basilisks, cockatrices—are its creations. Cults may associate with such creatures, but they can also venerate stone itself. Orlassk’s cultists could venerate a sacred stone that whispers when it’s fed fresh blood, or maintain a deep chamber where all the secret knowledge of the cult is engraved into the walls. Orlassk is one of the lesser known daelkyr. Its cults are found where people live around stone, in high mountains and deep caves. Orlassk’s corrupted cults often form around those who work with stone: masons, sculptors, stone giants, or even just people who dwell in stone towers. When the walls start whispering to you, Orlassk has found you. Orlassk is thought to have feuds with other daelkyr. Orlassk and Kyrzin are fundamentally opposed: solid against liquid, static against change. Some scholars suggest that Orlassk’s creation of medusas and basilisks is a blow against Belashyrra, as seeing these creatures is what triggers their deadly power. Forces. Orlassk is tied to creatures of stone, both those made of stone and those that petrify. The medusas of Cazhaak Draal in Droaam deny any connection to Orlassk, but it may have medusa cultists elsewhere in Khyber. Orlassk has many gargoyle servants in exotic variations. It employs creatively twisted earth elementals. Orlassk’s dolgrim and dolgaunt minions have a rocky skin texture and can stand still indefinitely. Gifts. Any form of magic item that is related to stone can be associated with Orlassk. Cultists often use figurines of wondrous power, though the beasts associated with them are usually aberrant and strange. Orlassk is the most common source of Ioun stones in Eberron, its stones whispering disturbing secrets to the attuned character. Orlassk’s cults may also employ armor or weapons made out of enchanted stone instead of metal. Character Ideas. A Totem Warrior barbarian could describe the benefits of the Bear Totem as the Still Lord’s blessing, with their skin taking on a stone-like texture during their rage. A Battle Smith artificer could work with stone instead of metal, sculpting their Steel Defender before bringing it to life. Story Ideas. All of the statues in a city begin speaking, whispering dangerous secrets. There’s a series of inexplicable murders; could it be the work of statues coming to life? A corrupted cult is drawing in members who are then petrified. Their cult leader says that a terrible cataclysm is about to occur, and only those petrified will survive, and the Still Lord will free them once it passes; could it be true? The rituals of a cult are slowly turning a community and everyone in it into stone. A cult is sculpting statues that then come to life; are they replacing important people with these duplicates, or working on a monster that could destroy the city? The cult’s rituals are drawing gargoyles to the city, but for what purpose? Rak Tulkhesh: The Rage of War It is only in conflict that we find ourselves. We can only know our strength when we measure it against another. Laws are traps laid by the weak to control the stronger; anything you can take with fist or blade is yours by right. The overlord Rak Tulkhesh embodies the fear of war and bloodshed, whether as a victim of violence or losing oneself to bloodlust and rage. The cults of Rak Tulkhesh include brutal raiders who embrace lives of endless violence, but it also includes those who spread hate and strife—anything that could stir up harsh conflict where there might otherwise be peace. While most of the Orphan King’s cults are driven by ruthless aggression, they could also believe they are serving a greater good. A corrupted cult might truly be determined to bring down bandits that are preying on innocents; they are simply driven by the delusion that there are no other alternatives to bloodshed. Another common delusion is that the current world must be cleansed in bloody battle to clear the path for a peaceful world—these cultists are only fighting today so that their children may know peace tomorrow. The Rage of War has a particularly strong following among the Carrion Tribes of the Demon Wastes, but he has drawn strength from the Last War and cults can be found anywhere in the Five Nations, especially in communities that suffered serious losses during the war. Just as Katashka differs from the Keeper, Rak Tulkhesh is different from the Three Faces of War. Rak Tulkhesh isn’t a god of war who guides the hands of each soldier; rather, he drives aggression and revels in the bloodshed, regardless of who wins or loses. Forces. The Rage of War has fiendish servants among the Lords of Dust, including rakshasa, narzugons, merregons, and other devils and demons. But Rak Tulkhesh’s forces are primarily mortal. In addition to the Carrion Tribes of the Demon Wastes, many of the minotaurs of Droaam revere Rak Tulkhesh in the guise of the Horned Prince. The Znir Pact gnolls have broken ties with fiends, but there are still many gnolls—especially in the Demon Wastes—bound to the Rage of War. Gifts. Rak Tulkhesh arms his champions with magical weapons. The most powerful might be forged in Ashtakala or relics of the Age of Demons, but on a lesser level, Rak Tulkhesh’s cults have an uncanny talent for finding arms dealers and securing the best weapons available within a particular region. Character Ideas. The barbarian is the iconic champion of Rak Tulkhesh, and as a cultist, you could be a proud minotaur dedicating your kills to the Horned Prince, or a human or tiefling from the Demon Wastes who’s left your treacherous land behind. The Hexblade warlock is a possible path for a cultist bound to Rak Tulkhesh; your weapon could be an artifact from Do you revel in your powers, or is your blade a curse? Perhaps it will take a life once a week, and if you don’t kill someone who deserves it, you know the blade will kill an innocent. Story Ideas. Like Bel Shalor, plots tied to Rak Tulkhesh can focus on escalating tensions in the aftermath of the Last War; the primary difference is that Bel Shalor’s cultists may promote more nuanced inquisitions, while Rak Tulkhesh will inspire mob violence. Locals could unleash their rage on Cyran refugees or warforged, believing they threaten their livelihoods. Revenants could claim to be the spirits of heroes returned to right ancient wrongs. A charismatic leader could inspire a community to rise up against oppression—fighting bandits or a tyrannical local lord. It’s a noble cause, but how many people will die in the violent uprising that follows? Sul Khatesh: The Keeper of Secrets I know the secrets that shape the world. With three words, I can kill with fire; with four, ice. But why should I, when I can bend you to my will? The Queen of Shadows reveals your secrets—do as I command, or all will learn what you’ve hidden. The overlord Sul Khatesh embodies the fear of both magic and of secrets . . . for what is magic but secret knowledge? She whispers insights to students at Arcanix and inspires evokers working on weapons of war. But she also encourages people to keep secrets, and then sets misery in motion when she reveals these secrets to those who would use them. Sul Khatesh’s cults often begin as transactional. Wizards or would-be warlocks invoke her with rituals, offering blood or service in exchange for power and knowledge. Sul Khatesh has no need of mortal souls, but a cultist might believe they have sworn their soul to her. What truly delights her is when magic is used for cruel purposes or in ways that cause people to fear it. While cultists may forge a bond for rational reasons, the more people that draw on her gifts, the more that corruption can creep in. Members of the Court of Shadows believe that they are part of a shadow kingdom that becomes more real with each day; some members even believe they can see its towers and spires overlapping the structures of the real world. Other cults may become obsessed with their own power, embracing the idea that those who can do magic are superior to those who cannot—that it is their right to prey on these mundane cattle. Given her love of secrets, the cults of Sul Khatesh are almost always hidden and subtle. While magic usually plays a role in her cults, she could certainly have one that deals purely with blackmail and the manipulation of secrets. Forces. Sul Khatesh’s supernatural agents are primarily rakshasa, often with greater mystical power than their comrades. Her prakhutu Hektula is the librarian of Ashtakala and perhaps the most knowledgeable sage in existence. Beyond this, her primary agents are mortals she has lured into her service and gifted with arcane power. Gifts. Those who serve the Keeper of Secrets are usually well supplied with scrolls and magic books, and cults could be given wands or rods crafted in Ashtakala. As Sul Khatesh’s primary gift is knowledge, she might instead lead her followers to a cache of Dhakaani treasure or other hidden troves. Sul Khatesh is well known for bargaining with warlocks, and she can grant lesser spellcasting abilities should she choose. Character Ideas. Sul Khatesh can be an excellent patron for a warlock. Her gifts are versatile; depending on the powers you seek from her, she could grant the features associated with the Archfey, Fiend, or Hexblade patrons. The primary question for such a warlock is whether you still serve her—whether you are seeking to rise in the Court of Shadows even as you go about your adventuring career—or whether you regret the bargain that you made and are trying to find a way out. Any spellcaster could have received a boon from Sul Khatesh even if they don’t have the close bond of a warlock; did she teach you your first spell in your dreams, and are you afraid she’ll return to call in this favor? Likewise, a character who wants to take the Magic Initiate feat could frame this as a sudden gift from Sul Khatesh—but what’s the catch? Story Ideas. A cult of Sul Khatesh is an easy way to introduce an evil wizard or cabal of warlocks using their gifts to terrify and dominate a community. The Court of Shadows could fill this role, but it could also be used in a more subtle way; perhaps nobles of the Court assist the adventurers, and they are drawn into the politics and intrigues of this imaginary kingdom. A cult of Sul Khatesh could be at the center of a web of blackmail that’s tearing a city apart. A player character or NPC could suddenly find that they know the worst secrets of everyone they meet . . . but are they sure all of these secrets are true? Or is Sul Khatesh feeding them just enough truth that they’ll start believing these insights without question, even if it leads them down evil paths? Valaara: The Crawling Queen Individuality is a curse. Every day, it fills you with disappointment and doubt. But within the Hive, you will always know your place, always know your purpose. Join us. Forget your past. Forget your pain. And help us build a better world. The daelkyr Valaara works with insects and all manner of crawling vermin. Its children are all around us, listening in the walls and consuming our dead. While it creates new and deadly forms of insects and arachnids, Valaara also experiments with insect consciousness, spreading the mind of a humanoid across multiple bodies. Victims of Valaara’s delusions may believe that they are insects transformed into human form, or that they are being controlled or consumed by parasites. Its most widespread cult calls itself the Hive; members of this sect surrender their individuality to serve the collective, with mammals acting as if they’re insects. The question when dealing with the Hive is whether it’s solely a delusion and the victims can be saved, or whether the cultists truly have been consumed from within by Valaara’s children, and are simply wearing human shells. Beyond the Hive, Valaara’s cults invariably interact with insects in some way. Some believe they are receiving divine messages hidden in the buzzing of insects. Others cultivate massive hives of telepathic insects or create charnel pits as a breeding ground for maggots. Valaara has no established domain, but its cults often spring up in the sewers and middens of major cities. It prospers in places where insects and humans both thrive. Despite their shared affinity for vermin, the Children of Winter druids despise Valaara and its cults; they seek to preserve the natural order, whereas Valaara’s creations are anything but natural. Forces. Valaara created the carrion crawlers, and any sort of unnatural insect or crawling vermin could be attributed to the Crawling Queen. Valaara doesn’t associate with dolgaunts or dolgrims. Its primary servitors are thri-kreen; it is constantly twisting and evolving them, and they may be slightly different each time they’re encountered. Swarms, spiders, scorpions, and other similar creatures can be found with Valaara’s cults. However, as with all the daelkyr, Valaara takes natural things and makes them unnatural. When using a relatively mundane insect as a base creature, consider what you can add to making it unnatural. This could be a mystical ability, but it could also be abnormal intelligence or a cosmetic detail—perhaps the insects of the swarm are bioluminescent, and the fluctuating patterns of their glowing carapaces has an almost hypnotic effect; when the creatures fly, the buzzing of their wings sounds like maniacal human laughter. Gifts. Valaara creates chitinous armor and living weapons. It creates symbionts that burrow into the flesh of the host; two of its gifts are the throwing scarab and the spellburrow, both presented in chapter 7. Character Ideas. A druid using the Circle of Spores (from Guildmasters’ Guide to Ravnica) could be reflavored, with their Halo of Spores presented as an aura of insects. A character might believe they are one of Valaara’s children—an insect transformed into humanoid form, either as an experiment or as a scout sent out to gather information. Story Ideas. A plague of unnatural locusts is stripping the land; what is drawing the insects here? A sect of the Hive is spreading through a squalid part of town, but are they preying on innocents, or are new members joining of their own free will? An insect follows the adventurers, whispering their secrets; is it a single warped creature, or just one drone from a telepathic hive? Cultist Characters Members of the cults of the Dragon Below aren’t always evil, and cults aren’t always pursuing malevolent ends. The previous section presents a host of ideas for player characters with ties to a particular cult. But what does it mean to be a barbarian drawing power from the Rage of War? Ultimately, the question is: what do you want it to mean? Do you want to play a character who knowingly serves a sinister power? Do you want to highlight the idea that while others see the power you deal with as evil, you interact with it in a positive way? Or do you want to explore the idea that you’re either actively working to break your ties to the cult, or that you’re a renegade fighting the power you once served? The Cultist Origins table provides examples you can use as inspiration.

Cultist Origins d6 Origin 1 You were raised in a traditional cult, such as the Whisperers or Inner Sun. You know that outsiders don’t understand your faith, but you see nothing evil about it and seek to honor your family traditions. 2 You’re a revenant. You believe that you are the reincarnation of an ancient hero with a destiny to fulfill in the modern age. This could be a delusion, and if so, you must discover which sinister power is using you as a pawn. On the other hand, perhaps it is exactly what it seems to be; Aureon and the Keeper truly preserved your soul and returned you when the world needed your talents. 3 You’re tied to a transactional cult, such as the Court of Shadows. You believe that the good you can do with the powers you possess outweighs the sinister nature of their source. Will this always be the case? Or will you learn secrets about your patron you realize you’d rather not know? 4 You gained some or all of your class features as a cult champion, but now you’re trying to find a way to break that connection. If you succeed, will you lose those powers (perhaps changing your class or subclass to reflect this)? Are you being pursued by your former allies? 5 You’ve stolen your powers from an overlord, and you believe that when you wield them, you are actually weakening the overlord’s power. Are they aware of your actions? Are cultists trying to kill you? 6 You’re a member of a traditional cult, and you believe that the power you serve will make the world a better place. If you’re bound to Rak Tulkhesh, you may believe that conflict is the natural state of life; if you’re tied to Sul Khatesh, you could feel that a world ruled by magic would be a better place. Or you believe the rise of Khyber is inevitable, but your overlord will at least preserve civilization. These beliefs won’t stop you from being a hero, they simply affect the path you take to heroic action.

SAMPLE CULT: THE IR’EDAR BROOD Count Jaskar ir’Edar of Aundair was a man with an adventurous spirit. He traveled across the Talenta Plains, delved into the depths of the Eldeen Reaches, and even led an expedition into the Demon Wastes. His peers came to expect eccentric behavior from the count, but even they were surprised when he married Nola Turaash, a half-orc who served as his guide in the Shadow Marches. Yet despite his strange behavior, Jaskar was a man of wealth, and whisperers said that his less-than-lovely bride was heir to a vast fortune in dragonshards.

 Whatever the source of their fortune, Jaskar and his children prospered.

Over the course of centuries the family gained even greater prestige and power. Today, one of Jaskar’s descendents, Jalnar ir’Edar, is duke of the city of Passage. Having studied magic at Arcanix, Jalnar frequently used his pow-ers to defend the city against Thrane knights and Eldeen rebels. Over the last decade, however, he has become increasingly reclusive, o�en sending his eldest daughter to conduct affairs of state in his place. Some fear he has fallen ill. Others believe he was worn down by the horrors of the war and seeks sol-ace in the solitude of his library. The truth is far worse. In the final years of the war, Jalnar found himself in the grip of an irrational fear. He felt a desperate need to tap new sources of mystical power, to find some way to protect his city from its enemies. He began to have disturbing dreams, and following one of these visions he uncovered a secret chamber in his ancestral manor—a room filled with strange texts and odd relics. Nola Tuurash was a child of the Dragon Below, and her tainted blood ran in his veins. Through this corrupt heritage, he could gain the power he sought. Over the last ten years, Jalnar was drawn deeper down the path of the Cult of the Dragon Below. In his twisted mind, he does what is best for Aundair, believing that if he can adapt the dark lore of his ancestors, he can lead the battle to reclaim the Eldeen Reaches, possibly even reunite Galifar itself. Having drawn a host of followers to his cult, Jalnar engages in strange experiments and slowly gathers his own army of savage aberrations. At the moment, the Passage cult consists of approximately 60 people. The group is led by Jalnar ir’Edar (NE male aberration conjurer 5/alienist 6/aberrant paragon 3, cerebrant [see “Enter the Far Realm” in Dragon #330]); his sinister studies have made him one of the most powerful wizards in Aundair, though few know of his skills. Jalnar’s exposure to the taint of Khyber has afflicted him with a hideous rotting skin condition, and he remains in his mansion to hide this horrible affliction. His daughter, Melys ir’Edar (NE female human conjurer 5/alienist 1/aberrant paragon 2) manages the affairs of Passage on his behalf. As for the other members of the sect, Jalnar’s experiments tapped into inner reserves of rage and madness, causing many of his followers to gain barbarian, wilder, or soulknife levels. As such, Passage is filled with unpleasant surprises. The plump innkeeper or crippled beggar might be a barbarian 5/soulknife 1 and could fly into a murderous rage at any moment, lashing out with a blade formed from blood. There are many ways a party could encounter the ir’Edar brood. While traveling through Passage, they could be attacked by a crazed farmer-turned-barbarian or encounter a pseudonatural creature (see the template in Complete Arcane) that has escaped from Jalnar’s lab. Adventurers could discover a ruin dating back to the war against the daelkyr, but Jalnar’s cultists are also present scouring the dungeon for artifacts. A wizard could be asked to spy on Jalnar on behalf of an increasingly suspicious arcane congress. Perhaps Jalnar achieves a power great enough that he seeks to conquer the Eldeen Reaches, and the party must ally with the Gatekeepers to battle a new wave of unnatural horrors.