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usually at the cost of protecting the weak. Good <strong>dragon</strong>s<br />
show concern for the well-being of all those under their<br />
rule, while evil <strong>dragon</strong>s focus only on their own power base.<br />
Morally neutral <strong>dragon</strong>s frequently care only for their private<br />
pursuits, while ethically neutral <strong>dragon</strong>s use whatever idea<br />
or system best furthers their own goals.<br />
On a large scale, typical <strong>dragon</strong> overlords act much the<br />
same as formidable wizards or mighty warriors who happen<br />
to be rulers. Despite their vast personal power, they cannot be<br />
in multiple places at once (though being able to fly does cut<br />
down on travel time), and so they delegate many responsibilities<br />
to underlings. If possible, <strong>dragon</strong> overlords find weaker<br />
<strong>dragon</strong>s to fill these subordinate positions. They believe that<br />
only other <strong>dragon</strong>s can understand and implement their<br />
laws and goals, but then again, they don’t want to give too<br />
much political power to potential usurpers. It’s not unusual<br />
for an older <strong>dragon</strong> to recruit its younger children for such<br />
roles, though this turn of events can lead to the same kind<br />
of dynastic conflict seen with humanoid rulers.<br />
Due to their extremely long life spans, <strong>dragon</strong>s can make<br />
very far-reaching plans. A <strong>dragon</strong> overlord sees the difficulties<br />
its kingdom suffers over centuries and is willing to spend centuries<br />
fixing those problems. Massive projects—giant dams<br />
or irrigation canals, aqueducts, walled cities (or countries),<br />
artificial islands or mountains, clearing a vast wilderness for<br />
farming, and the like—might span generations of humanoid<br />
workers, but <strong>dragon</strong> kings can ensure they keep toiling for<br />
the betterment of their grandchildren. By the same token,<br />
tyrants can drive their subjects to work on vanity projects for<br />
just as long. An evil <strong>dragon</strong> overlord might force thousands<br />
of peasants to spend their lives building a temple, tomb, or<br />
astrological observatory that benefits no one but itself. It’s<br />
easy for a <strong>dragon</strong> that controls a kingdom for centuries to<br />
arrange for structures that rival real-world marvels such as<br />
the pyramids of Egypt or the Great Wall of China.<br />
However, their singular vision and great self-confidence<br />
also makes these overlords susceptible to massive failures<br />
of reason or planning. A <strong>dragon</strong> ruler that doles out harsh<br />
punishments for trivial offenses might oppress its people for<br />
so long that it crushes their spirit. The monarch dismisses<br />
arguments and pleas from its subjects as naive complaints<br />
from lesser beings who can’t hope to live long enough to see<br />
the big picture. Similarly, a <strong>dragon</strong> that thinks its kingdom<br />
would be better off with more temples than farms, or with<br />
vast stockpiles of weapons rather than emergency stores of<br />
grain, can use its power to accomplish these ends—to the<br />
detriment of all.<br />
Still, most <strong>dragon</strong>s are intelligent enough to see the ill effects<br />
of poor planning. A benevolent <strong>dragon</strong> overlord might<br />
seem harsh, distant, or greedy, but it also protects its people<br />
from invaders and other threats, not to mention their own<br />
failings. A gold <strong>dragon</strong> duke might order its subjects to clad<br />
its lair in sheets of pure gold, stoking their discontent because<br />
it considers such ornamentation a fitting tribute to<br />
its long and magnificent rule. But when supplies run short,<br />
the <strong>dragon</strong> stops work on its lair to help the people recover.<br />
When blight or drought strike the land, the people give<br />
thanks for the granaries and aquifers the <strong>dragon</strong> had their<br />
forefathers build. And though they might not appreciate the<br />
safety of living under such a powerful monarch, they would<br />
miss that protection if their ruler left them to the ravages of<br />
wild beasts and conquering armies.<br />
Of course, not all <strong>dragon</strong>s are perfect. Typical drakes are<br />
mentally and physically superior to most creatures in their<br />
domain, but some fall short of the ideal. To be effective and<br />
tenacious rulers, they compensate for their failings with<br />
different tactics and styles of rule, as discussed below.<br />
DRAGON THUGS<br />
Most <strong>dragon</strong>s are highly developed mentally, with keen intellects,<br />
vast wisdom, loads of personal magnetism, and access<br />
to ancient lore. A red <strong>dragon</strong> is the equal of a typical human<br />
in Intelligence, Wisdom, and Charisma when it’s merely a<br />
wyrmling, and as it matures, it surpasses even the wisest humanoid<br />
sage. When such <strong>dragon</strong>s set out to rule a territory,<br />
they carefully consider how to maximize their advantages,<br />
build a network of allies, and keep their foes off balance with<br />
cunning deceptions. They use the same advanced political<br />
techniques of experienced kings and community leaders,<br />
backed with draconic might.<br />
But not all <strong>dragon</strong>s have this vast intellect at their disposal.<br />
Until at least full adulthood, a typical white <strong>dragon</strong><br />
is actually inferior to a standard human in most mental<br />
attributes. Among other <strong>dragon</strong>s, such below-par intellect<br />
is more common. Felldrakes, while good-hearted and loyal,<br />
lack advanced cognitive abilities. Sea drakes have a great<br />
deal of leadership ability but aren’t significantly smarter<br />
than a typical sailor. Numerous other drakes (such as abyssal,<br />
earth, fire, magma, ooze, and water drakes) and a few<br />
other <strong>dragon</strong>s (including rust <strong>dragon</strong>s and hill, plains, and<br />
tundra landwyrms) just aren’t terribly smart even at full<br />
maturity. When seeking to become overlords of a territory,<br />
these <strong>dragon</strong>s must rely on brute force much more than<br />
their cannier cousins.<br />
It’s important to remember that even these <strong>dragon</strong>s aren’t<br />
“dumb” in any normal sense of the word. They are cunning<br />
in much the same way as animals and many <strong>magic</strong>al beasts,<br />
with keen senses and great stores of self-confidence. A rust<br />
<strong>dragon</strong> might not have a vast vocabulary, speak multiple<br />
languages, or be adept at learning or recovering lore, but it’s<br />
still a thinking, rational creature able to spot traps, smell<br />
out cheats, recognize foes, and remember what tactics have<br />
worked in the past. Dragons with low Intelligence scores<br />
treat most problems as barriers to be knocked down rather<br />
than puzzles to be solved.<br />
The two major differences between <strong>dragon</strong> thugs and other<br />
<strong>dragon</strong> overlords are scale and organization. Dragon thugs<br />
rarely try to take over more territory then they personally<br />
can cover in two weeks. For winged <strong>dragon</strong>s, this can still<br />
be a considerable expanse, but it won’t include far-off lands<br />
or colonies that must be run by underlings. A <strong>dragon</strong> thug<br />
CHAPTER 5<br />
DRACONIC<br />
CAMPAIGNS<br />
137