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or other legendary <strong>dragon</strong>s from the early days of the world.<br />
Maybe certain new options in Dragon Magic, such as draconic<br />
auras and <strong>dragon</strong>pacts, are the exclusive province of noble<br />
families, with “lesser” <strong>dragon</strong>s held in no higher regard than<br />
typical humanoids. In these situations, PCs find themselves<br />
either standing with oppressed commoner <strong>dragon</strong>s against<br />
tyrant nobles or defending the rulers from petty renegade<br />
<strong>dragon</strong>s seeking to usurp their rightful power.<br />
It’s easy to shift an ongoing campaign to the “Dragon<br />
Kings” model. First, select a kingdom and arrange for its<br />
ruler to end up in poor health with no heirs. Unfriendly<br />
kingdoms nearby prepare to take advantage of the chaos that<br />
always comes when a monarch dies with no clear successor.<br />
Desperate to protect his people once he is gone, the king<br />
invites a <strong>dragon</strong> to rule in his place. Though the people are<br />
nervous at first, when the new king personally fights off an<br />
invading army, they begin to see the advantages of a flying,<br />
breath-weapon-wielding monarch. From here, things can<br />
escalate as slowly or quickly as you like. Dragons opposing<br />
the first <strong>dragon</strong> sovereign might conquer their own lands or<br />
offer their services to outlying kingdoms in return for noble<br />
titles. As <strong>dragon</strong>-ruled kingdoms prove to be powerful and<br />
resilient, more and more humanoid realms invite their own<br />
<strong>dragon</strong> rulers (or at least bolster themselves with draconic<br />
lesser nobles) or fall before the flying armies of the <strong>dragon</strong><br />
monarchs.<br />
Soon, only a few humanoid kingdoms remain, left alone to<br />
serve as neutral sites where <strong>dragon</strong> lords can meet and hold<br />
negotiations. The PCs might be agents of one of the <strong>dragon</strong>free<br />
domains, working against sorcerous spies, armies filled<br />
with the spawn of Tiamat, or even well-meaning <strong>dragon</strong>born<br />
who truly believe that a nation is doomed if it doesn’t agree<br />
to fair, lawful governance by the children of Bahamut.<br />
WINGED DEITIES<br />
If few creatures are as powerful as <strong>dragon</strong>s, it stands to reason<br />
that some cultures would revere them as deities. Numerous<br />
examples exist in the EBERRON campaign setting, where the<br />
forces that created the world are attributed to <strong>dragon</strong>s, and<br />
of course, the <strong>dragon</strong> gods Bahamut and Tiamat are well<br />
known. But what about religions that worship, revere, and<br />
obey living, breathing <strong>dragon</strong>s? How might the world change<br />
if the deities are inhuman monsters that can be found on<br />
mountaintops and in deep forests?<br />
Such religions are much more immediate than those that<br />
worship deities from other planes. Of course, clerics and<br />
druids know the gods they worship are real—they gain<br />
powers from their deities and can communicate directly<br />
with them. But for common worshipers, there’s little difference<br />
between a cleric saying he has spoken to a deity and<br />
showing divine <strong>magic</strong> to prove it, and a charlatan wizard<br />
claiming the same thing and casting illusions as proof. Gods<br />
don’t visit their congregations directly, and worshipers don’t<br />
expect them to. However, a church that worshiped a <strong>dragon</strong><br />
could have its deity visit regularly, or even live within the<br />
temple. The rank-and-file faithful might overlook any lack<br />
of miracles when their object of veneration speaks to them<br />
directly, without depending on priests to act as intermediaries.<br />
However, even the most powerful of mortal <strong>dragon</strong>s<br />
cannot grant spells to clerics, as true gods do. Since other<br />
religions will have clerics with such powers in a typical<br />
campaign, religions centered around living <strong>dragon</strong>s usually<br />
take one of two basic forms.<br />
The first is a religion that denies the need for divine<br />
spellcasters. Instead, creatures that have powerful arcane<br />
abilities take the roles of senior priests and temple defenders.<br />
In many cases, these faithful are <strong>dragon</strong>blooded or<br />
<strong>dragon</strong>-influenced, such as half-<strong>dragon</strong>s, <strong>dragon</strong>born, and<br />
the spawn of Tiamat. Below these are lesser officers of the<br />
religion, mostly <strong>dragon</strong>fire adepts, sorcerers, and characters<br />
who have the Dragontouched feat. The common worshipers<br />
might be of any race or occupation, though races with connections<br />
to <strong>dragon</strong>s (real or imagined) are often the most<br />
enthusiastic faithful. In the cosmology of this religion, gifts<br />
that only <strong>dragon</strong>s can grant, such as <strong>dragon</strong>pact abilities,<br />
often take the place of divine powers. A draconic sorcerer<br />
who acts as a priest accepts that his faith is real because the<br />
white <strong>dragon</strong> that rules his sect grants him special powers<br />
in the form of <strong>dragon</strong>pact <strong>magic</strong>. To the sorcerer, this is no<br />
less compelling than a druid’s animal companion or a cleric’s<br />
ability to turn undead.<br />
The second possibility is a religion declaring that <strong>dragon</strong>s<br />
are not deities but are chief among the gods’ mortal servants.<br />
The <strong>dragon</strong>s accept this view and are faithful to the gods<br />
worshiped within the religion. Obviously, many <strong>dragon</strong>controlled<br />
churches worship one of the draconic gods,<br />
but that’s far from the only possible scenario. Dragons can<br />
be seen as agents of humanoid deities in the same vein as<br />
outsiders—for example, red <strong>dragon</strong>s might claim to be the<br />
Scourges of Erythnul, and gold <strong>dragon</strong>s could believe they<br />
are Chief Justices of Heironeous. These creatures are essentially<br />
senior clerics and might have cleric powers (a DM can<br />
simply replace their sorcerer spells with a cleric or druid’s<br />
spellcasting ability at the same caster level).<br />
The end result is the same for either religious organization.<br />
Dragons drive the churches they rule over, giving orders,<br />
guarding temples, and confronting drakes of opposing faiths.<br />
Each temple is controlled by a single <strong>dragon</strong> that makes<br />
its home there. That <strong>dragon</strong> holds services, trains priests<br />
(who might be clerics, paladins, or arcane spellcasters, depending<br />
on the religion’s cosmology), and passes holy laws.<br />
The most senior <strong>dragon</strong> is assisted by younger <strong>dragon</strong>s that<br />
convey its commands to the lesser races, patrol the temple<br />
grounds, and train to control their own temples someday.<br />
The ruling <strong>dragon</strong>’s alignment and goals guide the actions<br />
of its church, though <strong>dragon</strong>s that worship true deities must<br />
have alignments no more than one step removed from that<br />
of their god.<br />
The “Winged Deities” campaign model leans heavily on<br />
church-driven plots and adventures. A vile black <strong>dragon</strong><br />
necromancer that runs a temple devoted to Vecna harries<br />
CHAPTER 5<br />
DRACONIC<br />
CAMPAIGNS<br />
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