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Dragon Government and Society

Dragons are organized into small nations, ranging in size from clans scarcely larger in number than a small town to republics that control entire floating continents, with most being nations that are in-between in size, ruling either collections of smaller islands or portions of larger continents. Though dragons are willing to bend their pride enough to live in a collective society under rules they do not directly control, they never live under kings or queens, and would never accept such direct authority. Instead, dragon nations are nearly always representative republics, ruled by an elected council. Those few that are not tend to be those too small for representative democracy to function, and in those cases the entire draconic community forms the ruling council instead. Dragons themselves do not see these gatherings as nations so much as they see them as conglomerates or corporations, and they tend to couch their governance in terms appropriate to this attitude. To a dragon, there are no citizens, as citizenship implies a measure of subservience. Instead they are more akin to contractors or employees, a relationship where power is unbalanced between the two parties, but participation is ultimately at the pleasure of both and can be broken at will.

To further allow draconic republics to function with such a prideful populace, dragon society revolves around contracts, agreements, and indirect action. Dragons - naturally scheming creatures well aware that they are not alone in their scheming - will rarely deal with one another without a binding agreement in place, enforced by third parties who have a vested interest in one's word being binding so that the republic can function. For this reason, dragons will only rarely interact with each other directly, instead preferring to interact through their co-dependent kobold servants. It is only when dealing with outsiders (and blood relatives) that this standoffish behavior is relaxed. Dragons tend to find treating with outsiders to be a refreshing change, as outsiders present not only an opportunity for profit, but that opportunity comes without the bulk of the conniving and backstabbing risks that a fellow dragon would bring.

Generally, the number of actual dragons present in any given republic will be fairly low relative to the territory and influence they command, with the dragons outnumbered 10 to 1 by their kobold servants in smaller instances, and as much as 100 to 1 in the very largest republics. Any enterprise within the republic will generally be run by a single dragon - or more rarely a mated pair - and their small army of kobold servants as well as any offspring, with their draconic master unwilling to share their knowledge or profits with many aside from their servants. The dragons who run these enterprises tend to be masters of their craft, having spent centuries or even millennia perfecting it, whatever it may be; be it banking, running a transport service, or even simply carpentry. Magic will nearly always play a large part of the enterprise. For services in which a monopoly would be difficult or impossible to maintain in such a low trust society - such as the creation of weapons and armor - every dragon will maintain their own facilities and ability to provide such services for themselves, their servants and outsiders, with the quality and specialties varying from dragon to dragon.

In spite of their extremely high sex drive, it is rare for dragons to take mates. Such occasions are a mark of great trust, as rearing hatchlings with another dragon is a great commitment of resources. Usually when dragons wish to procreate, they will "court" an individual of the opposite sex in a more clinical way than most species are used to; evaluating the quality of their genes, and paying for the use of their genetic material and rearing rights for the resulting hatchlings, who will then be raised by the paying parent alone. Much more rare is when dragons choose to become mates; a commitment that often lasts the lifetime of the pair, can result in many hatchlings, and is the ultimate display of trust between two dragons, as it means fully unifying their assets under a single household. Mated pairs are a rare sight in draconic republics and are the envy of their peers. Few would admit it out loud, but most dragons long to find someone they can trust enough to become their mate.

Draconic Magic and Technology

Dragons are recognized as one of the few races in the Parasite World capable of matching the sheer magical skill of hydromels. Each and every one is an accomplished mage or sorcerer that has spent centuries or millennia perfecting their craft, and their kind possesses an instinctual ability to understand magic and magical phenomena, often being able to identify spells from sight or sound alone with little training. This is reflected in the technology used by their society.

Dragons utilize very little "mechanical" technology, substituting nearly all machinery for spells and enchantments. They even eschew the advanced metallurgical arts used by the likes of goblins in favor of weaving grand spells or enchantments over ordinary stone, iron, gold or other basic materials to accomplish their desired goals. This does not, however, make draconic technology primitive. It is simply a different kind of expertise. A draconic weaponsmith will not know the intricacies of metallurgy to the degree that a goblin would, but they will be far more knowledgeable on matters of enchanting weapons of different materials than a goblin will ever be, and their products can achieve similar or better results because of this. It is a similar story with the innate understanding of nature and lifeweaving that hydromels possess; dragons are not nearly as in-touch with the nature of the Parasite World, but are far more in tune with the magic that flows through it.

Feats of draconic magecraft include the likes of reusable teleporters capable of instant translation between two fixed points, though the construction of said teleporters is quite difficult even for dragons and they do possess limitations. They are also capable of creating golems the likes of which can rival the animated armor of goblins or elementals produced by hydromels. Their armor and weapons are also of high quality as well; ordinary iron shields and swords able to punch well above their weight, and even able to turn ordinary clothing or even jewelry into workable armor through the use of magic.

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