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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

Illus. by D. Bircham<br />

138<br />

wants to be able to reach every area of its domain and forbids<br />

its servants from pushing the borders too far. Even a nomadic<br />

ruler that leads a clan or tribe across the steppes will not allow<br />

its forces to spread out so far that it can no longer oversee<br />

them all personally.<br />

Similarly, <strong>dragon</strong> thugs want to deal with as few people as<br />

possible, having little interest in other levels of authority. A<br />

white <strong>dragon</strong> ruler of a land that includes a tribe of gnolls<br />

deals with only one gnoll, be that the chieftain, the shaman, or<br />

just the first gnoll<br />

it encounters. The<br />

<strong>dragon</strong> doesn’t care<br />

how the tribe organizes<br />

itself. The<br />

gnolls can have<br />

lesser chieftains,<br />

warlords, battle<br />

leaders, and orders<br />

of priests if<br />

they wish, but the<br />

<strong>dragon</strong> deals only<br />

with a single chosen<br />

representative.<br />

This arrangement<br />

allows <strong>dragon</strong><br />

thugs to bully large<br />

groups by threatening<br />

the people<br />

in charge, but it<br />

also means that<br />

the groups aren’t<br />

being put to their<br />

best use.<br />

Dragon thugs<br />

tend to be straightforward<br />

in their<br />

requirements<br />

of underlings.<br />

A tundra landwyrm<br />

that rules<br />

a stretch of frozen<br />

plains demands<br />

the villages within<br />

provide it with a set tribute each season, consisting of<br />

large quantities of food and small tokens of treasure. It<br />

outlaws anything it sees as a threat to its power, including<br />

heavy strongholds, large standing armies, powerful<br />

churches, or academies of <strong>magic</strong>. The landwyrm designates<br />

sections of its territory as areas where only it can hunt.<br />

It assigns a single humanoid to rule over each village or<br />

town and deals with no one but. If anything goes wrong<br />

in or near a settlement, the community’s speaker must explain<br />

or face the consequences, and the landwyrm doesn’t<br />

care about extenuating circumstances. If the speaker satisfactorily<br />

explains who or what caused the problem, the<br />

landwyrm destroys or banishes the culprit. If, however,<br />

the speaker fails to provide a suitable target for the landwyrm’s<br />

wrath, it takes out its displeasure by appointing a<br />

new speaker—possibly after disposing of the old one.<br />

Different <strong>dragon</strong>s use different methods, but the basic<br />

guidelines remain the same. A spiked felldrake that declares<br />

itself the guardian of a territory might be more tolerant of<br />

those it assigns to watch over certain villages, but it still<br />

requires the speakers to keep their explanations simple. A<br />

transgression rooted in ignorance or accident might be forgiven,<br />

but someone<br />

who violates the<br />

felldrake’s laws<br />

willfully is driven<br />

into exile. On<br />

the other hand, an<br />

evil abyssal drake<br />

would likely execute<br />

someone<br />

for even minor<br />

infractions. But<br />

all these <strong>dragon</strong>s<br />

keep their rules,<br />

organization, and<br />

solutions simple.<br />

Thus, while<br />

<strong>dragon</strong> thugs do<br />

make use of the<br />

creatures in their<br />

realms, assignments<br />

are general.<br />

A band of ogres<br />

might be charged<br />

with guarding the<br />

<strong>dragon</strong>’s lair, but<br />

they are left to determine<br />

on their<br />

own the best way<br />

to do that. Similarly,<br />

a sea drake<br />

might demand<br />

that the residents<br />

Less intelligent <strong>dragon</strong>s choose a single individual<br />

of the islands<br />

to represent each community under their rule<br />

within its territory<br />

reduce the level of piracy in the waters, but it makes no<br />

effort to suggest how. Successful speakers are often smarter<br />

than the <strong>dragon</strong>s that rule them, and they’ve learned to be<br />

quick when offering solutions to problems. A speaker who<br />

tries to outsmart his overlord must be clever enough to succeed<br />

in a single attempt, for the <strong>dragon</strong> won’t allow a traitor<br />

to live once any betrayal is discovered.<br />

When dealing with <strong>dragon</strong> thugs, the PCs can expect no<br />

cooperation from the locals, who usually refuse to talk about<br />

their overlord or help the characters contact it. Characters<br />

who look like troublemakers are made unwelcome, in the<br />

hope that they’ll depart quickly and be far away before the<br />

<strong>dragon</strong> discovers them and looks for someone to blame. Deal-

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