The Nifty Gaming Blog is mostly about Dungeons & Dragons, plus general high fantasy and RPG nonsense. It is the half-baked brainchild of Patrick McCarty, who also does serious, grown-up writing over at Cracked.

Sunday, July 7, 2013

Let's Build a World: The Empire of Dragons - Dragon Politics



What I wanted to do here was create a system of government that I could believe D&D dragons would enact, without being so alien that players would struggle to understand it.

To the short-lived races, the Empire of Dragons is unfathomably ancient. But among the Dragons, there are those still alive who remember the time before. Dragons lived alone out of fear and distrust, content to sit on piles of treasure in the hidden corners of the world, as the short-lived people built their petty kingdoms.

Now, the Dragons are one, and by their combined power they rule the better part of the world. There is still
conflict—for Dragons, there is always conflict. But there is no more senseless destruction. Dominion of the Empire changes hand through ritualized combat. Any Dragon may challenge the reigning Emperor for the crown. On a date of the Emperor’s choosing, the challengers go to the Proving Ground. It is a desolate valley, high in the mountains, devastated forever by an ancient battle. The battle sometimes lasts for weeks as two of the strongest beings in the world vie for control. In the end, the current Emperor keeps their title, or they are defeated and a new ruler is crowned.

Dragons do not fight to the death. Killing a fellow Dragon weakens the Empire, and is punishable by exile. By the same token, it is unthinkable to refuse to yield to a proven superior.

Through combat, the Empire determines who is best-suited to rule it. It is no shame to be bested at the Proving Ground, because the Empire is stronger for your defeat.

The Lord of each province is similarly determined, and each Lord acts as an advisor to the Emperor, as well as two advisors hand-chosen by the Emperor. The practice of choosing two chief advisors, it is said, echoes Io and the god’s Twin Aspects, Tiamat and Bahamut...

I think this system is simple and elegant enough that players can easily grasp it, while also allowing for plenty of interesting stories and still capturing an appropriately draconic feel. But I’d love to know what you think of it, let me know in the comments.

Next Time: Io and the Twin Aspects

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