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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-