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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 />

135

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