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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

Illus. by E. Widermann<br />

of figurehead rulers to take the blame for bad decisions—not<br />

to mention assassins’ arrows. Particularly cunning <strong>dragon</strong>s set<br />

themselves up as minor villains of a nearby region, who have<br />

already been cowed by the local rulers into never attacking<br />

their territory. This allows them a small, undisturbed area close<br />

enough nearby to keep an eye on their figurehead servants.<br />

Dragons that avoid risk are less likely to push their subjects<br />

to work on massive, long-term projects (though defenses are<br />

a notable exception). If the <strong>dragon</strong> does opt to build a largescale<br />

temple or monument, it attempts to show an immediate,<br />

positive benefit, such as the favor of the deities, even if it has<br />

to manufacture such a benefit itself. This process usually<br />

involves selecting an obvious director of the project and<br />

allowing her to absorb any blame. Even in a <strong>dragon</strong>’s realm,<br />

some people are always willing to risk failure and death for<br />

the chance at a great reward.<br />

If forced to fight for its domain, a cowardly overlord uses<br />

what resources it can to wear down foes before confronting<br />

them directly. The <strong>dragon</strong> always couches this activity in<br />

terms of “scouting enemy positions,” “making tactical raids,”<br />

and holding itself “in reserve,” to prevent open rebellion<br />

from the soldiers being sacrificed. If the <strong>dragon</strong> is forced<br />

into personal combat, it tries to lay traps, choose favorable<br />

terrain, and ambush opponents. Should those preparations<br />

fail, a true coward flees its kingdom rather than face defeat.<br />

Such <strong>dragon</strong>s usually have one or more escape plans ready<br />

to go at a moment’s notice, and they almost always abscond<br />

with guards and treasure.<br />

MINIONS AND<br />

ADVERSARIES<br />

Despite their clout and independence, most <strong>dragon</strong>s are realists.<br />

Even the mightiest solitary creature in the world can be<br />

brought low if enough foes join against it. By the same token,<br />

a weak creature can gain considerable protection by building<br />

a network of support or joining a group already dedicated to<br />

a more powerful ruler. Dragons that wish to interact with<br />

other creatures on a regular basis soon recognize the need<br />

to have spies, guardians, advisors, and contacts. Because they<br />

can offer great rewards in the form of lore, aid, and treasure<br />

(though most <strong>dragon</strong>s give up pieces of their hoard only as a<br />

last resort), they’re able to recruit skilled and loyal minions<br />

to protect their interests, keep them informed, and strike<br />

out at their foes. As <strong>dragon</strong>s age, their organizations often<br />

grow into powerful cults, noble orders of knighthood, or<br />

respected academies of knowledge, depending on the <strong>dragon</strong>’s<br />

own demeanor.<br />

Of course, such organizations don’t grow unopposed. For<br />

every cult dedicated to protecting and promoting the interests<br />

of a <strong>dragon</strong>, a conflicting group forms to bring that <strong>dragon</strong><br />

down. Very few <strong>dragon</strong>slayers are foolish enough to believe<br />

they can defeat their mighty enemies in single combat, or<br />

that the creatures would allow such a battle to take place.<br />

To have any chance against a <strong>dragon</strong>, its opponents must<br />

gather for mutual support and aid. It’s common for knights<br />

to band together to destroy evil <strong>dragon</strong>s, but groups devoted<br />

Members of the First Scroll,<br />

the Harrowers, and the<br />

Shadow’s Fangs<br />

140

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