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Illus. by R. Horsley<br />

ragons are an iconic part of the DUNGEONS &<br />

DRAGONS game, which is hardly surprising given<br />

that they have a starring role in its name. They<br />

serve as major threats and villains, wise allies, and occasional<br />

sources of mystery or repositories of lost lore. But despite<br />

being the best-known creatures in most campaign settings,<br />

they make appearances only rarely. As the Dungeon Master,<br />

you’re probably used to saving <strong>dragon</strong>s for major events,<br />

which means PCs seldom encounter them, and then only<br />

in higher-level adventures.<br />

But if you change that assumption, what kind of campaigns<br />

and adventures become possible? Dragons can be featured in<br />

encounters at any level, so why reserve them for the climax<br />

of a high-level game? They are powerful, cunning, long-lived,<br />

and able to settle in every environment imaginable. And<br />

if you add in <strong>dragon</strong>fire adepts, draconic prestige classes,<br />

<strong>dragon</strong>pacts, draconic auras, and other elements from Dragon<br />

Magic, their influence and presence can only grow. Indeed,<br />

part of the concept of this book is to consider what happens<br />

when <strong>dragon</strong>s stop being aloof observers at the edges of the<br />

world and involve themselves in the affairs of lesser races.<br />

How might that alter a campaign? What happens when<br />

<strong>dragon</strong>s rule kingdoms, form guilds, and go on adventures<br />

of their own?<br />

Certainly, you could make radical, sweeping changes to<br />

the world, but it’s also possible to shift focus so the campaign<br />

simply becomes more <strong>dragon</strong> oriented. This chapter<br />

presents several campaign models in which <strong>dragon</strong>s can<br />

be wise kings, curious sages, cunning merchants, vicious<br />

bandits, secretive assassins, or, of course, massive overlord<br />

monsters in the centers of vast dungeons. Any adventure<br />

appropriate for a low-<strong>dragon</strong> world still works in a<br />

draconic campaign. The main difference is that player<br />

characters have a chance to see, fight, and associate with<br />

the most popular monsters in the game.<br />

Of course, not everything remains the same. Dragons<br />

view the world differently from the way that smaller,<br />

weaker, shorter-lived races do. You can replace the<br />

benevolent human king of a major country with a<br />

gold <strong>dragon</strong>, but that doesn’t mean the <strong>dragon</strong> will<br />

act the same way the king did. Dragons have access<br />

to considerable power, lore, and wisdom. This inevitably<br />

leads to the formation of new organizations<br />

that support, investigate, or oppose <strong>dragon</strong>s that<br />

take major roles in humanoid politics and life in<br />

general. And as new opportunities develop, the player<br />

characters must decide what side they’re on and how<br />

they’ll react to their new draconic friends and foes.<br />

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