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CHAPTER 5<br />
DRACONIC<br />
CAMPAIGNS<br />
136<br />
peaceful lands though <strong>dragon</strong>fire adepts, sorcerers, and undead<br />
under its control. A gold <strong>dragon</strong> known as the Grand<br />
Sun of Pelor sends its own followers out to oppose such corruption,<br />
aiding them with <strong>dragon</strong>pact abilities and <strong>dragon</strong><br />
allies, ranging from wyrmling copper <strong>dragon</strong> paladins to<br />
silver <strong>dragon</strong> clerics. No church is without its own <strong>dragon</strong>s<br />
and <strong>dragon</strong>blooded agents, and many <strong>dragon</strong>s have holy<br />
symbols inscribed in their scales. It’s possible to combine<br />
both religious models such that some churches have truly<br />
faithful <strong>dragon</strong>s, while others are controlled by draconic<br />
charlatans.<br />
Adventures are likely to include raids on evil temples,<br />
quests for draconic holy relics, urban infiltration to root out<br />
<strong>dragon</strong> cults, and exploration of lands free of the <strong>dragon</strong><br />
churches’ control. Player characters are often asked to undertake<br />
missions for one church or another, and they might be<br />
official temple troubleshooters. In some cases, clerics and<br />
sorcerers might be trained side by side under the church’s<br />
purview, with <strong>dragon</strong>fire adepts treated as holy warriors much<br />
like paladins. As they gain power and prestige, the PCs must<br />
guard against attacks from agents of opposing churches that<br />
want to stop them from spreading a given <strong>dragon</strong>’s influence<br />
too far.<br />
DRAGONS AMONG US<br />
In this campaign model, <strong>dragon</strong>s and draconic creatures are<br />
everywhere, but people just don’t notice them very often.<br />
Dragons use natural shapeshifting abilities or sorcerous<br />
spells to take on other forms, while draconic creatures simply<br />
exhibit fewer telltale characteristics. Anyone the PCs meet<br />
could be a <strong>dragon</strong>, or an agent or descendant of <strong>dragon</strong>s.<br />
Everyone knows that <strong>dragon</strong>s rule vast rings of spies and<br />
insinuate themselves into humanoid life wherever possible.<br />
Some <strong>dragon</strong>s simply like certain races or specific cities,<br />
taking up residence secretly to cause as little disruption as<br />
possible. Others have far less benevolent motives and use their<br />
humanoid disguises to keep their true powers hidden.<br />
Of course, even if the characters cannot tell if a given NPC<br />
is a <strong>dragon</strong>, they’ll find out fast enough if they wind up in<br />
a fight with him. A thieves guild might discover that the<br />
innkeeper it tried to bully for protection money is actually<br />
a bronze <strong>dragon</strong> using alternate form. On the other hand,<br />
the guild is run by a red half-<strong>dragon</strong> thief (only the shocking<br />
color of his hair gives any clue), which is why the city<br />
guard’s efforts to eliminate the guild have failed. Indeed,<br />
these two draconic characters wage a secret war for control<br />
of the city, while a silver <strong>dragon</strong> disguised as an advisor to<br />
the king tries to keep them from doing too much damage<br />
in the process.<br />
In the “Dragons among Us” campaign model, many draconic<br />
races look more humanoid than they would in a normal<br />
campaign. A half-<strong>dragon</strong> might have nothing more to betray<br />
her heritage than an unusual eye color or tiny horns concealed<br />
beneath her hair. Similarly, <strong>dragon</strong>born, spellscales, and<br />
others with the draconic creature template retain more of<br />
their base races’ appearance than usual. Humanoid draconic<br />
creatures with wings can hide them under a large cloak,<br />
though they’re obviously easy to spot when in use. As the<br />
DM, you might allow all true <strong>dragon</strong>s (rather than just some<br />
metallic <strong>dragon</strong>s) to use the alternate form ability to assume<br />
humanoid forms, which makes them harder to recognize and<br />
explains where half-<strong>dragon</strong>s come from.<br />
Characters in this campaign model encounter <strong>dragon</strong>s<br />
frequently without realizing it. They must treat every<br />
encounter as having the potential for turning into a battle<br />
with a major draconic foe. An unassuming bandit could<br />
transform into an adult green <strong>dragon</strong> as soon as a fight starts,<br />
or a sorcerer could uncurl claws that reveal her to be a draconic<br />
creature. Adventures are still typical for a DUNGEONS<br />
& DRAGONS campaign, but they take on a draconic tint. The<br />
lost dungeon explored by the PCs was once a <strong>dragon</strong> city,<br />
the artifact components they seek were forged by a <strong>dragon</strong><br />
smith, and the forgotten lore they hope to rediscover was<br />
originally found by <strong>dragon</strong> sages.<br />
Of course, since <strong>dragon</strong>s often remain hidden, the PCs<br />
might spend the early adventures of the campaign discovering<br />
its secret history as a world of <strong>dragon</strong>s. They begin<br />
to realize how commonplace the creatures really are only<br />
after learning that the kind sage who hired them to recover<br />
a spellbook is a <strong>dragon</strong> in disguise, his archnemesis who<br />
sent <strong>dragon</strong>kin warriors after them is a half-<strong>dragon</strong>, and the<br />
spellbook was written by a <strong>dragon</strong> wizard centuries ago. The<br />
PCs might keep this knowledge to themselves, thus becoming<br />
part of a vast hidden <strong>dragon</strong> society, or they might expose<br />
the creatures, incurring the wrath of good and evil <strong>dragon</strong>s<br />
alike.<br />
DRAGON OVERLORDS<br />
Once <strong>dragon</strong>s decide to become more involved in the lives<br />
of lesser races, it’s only a matter of time before they lay claim<br />
to territories as ruling overlords. These <strong>dragon</strong>s might be<br />
commonplace (such as in the “Dragon Kings” campaign<br />
model, above) or rare exceptions. In most campaigns, <strong>dragon</strong><br />
overlords fill the same role as giant kings and genie princes—<br />
powerful rulers of foreign lands that can be political foils and<br />
personal threats for higher-level player characters. To create<br />
believable and interesting <strong>dragon</strong> overlords, strive to make<br />
them more than just kings with breath weapons.<br />
Since a <strong>dragon</strong> lives longer than members of most other<br />
races, its control of a humanoid nation becomes a fact of life<br />
for generations of its subjects. A <strong>dragon</strong> that takes over a<br />
small country when it first becomes an adult can easily rule<br />
it for another 1,100 years (equal to roughly nine generations<br />
of dwarves or six generations of elves). Even more than a<br />
typical monarch, a <strong>dragon</strong> overlord shapes its domain with<br />
its personal worldview, making laws and deals that reward<br />
those of like mind, and driving off or imprisoning others<br />
(see Alignment of Power Centers, DMG 138).<br />
Lawful <strong>dragon</strong>s promote stability, though often through<br />
tyranny, while chaotic <strong>dragon</strong>s enforce freedom and renewal,