Dragons, Dwarves, and the Treasure Ecosystem

Fever-induced speculation on fantasy metaphysics incoming.

That dragon hoards consist of valuable items is a given, but strikingly, our draconian peers seem to prefer manufactured items. Raw silk, ore ingots, and uncut gems may incidentally find their way into the dragon’s repository, but tradition dictates that the vast majority of the hoard constitutes coins, jewellery, weaponry and armor, and other goods processed by the hands of an artisan and/or enchanter.

This reveals something about what dragons value and what they’re drawn to. They do not make lairs in gorges with untapped veins of valuable metals nor sit atop fields of silk worms. Dragons prefer items that exemplify and show skill and craftsmanship. Artisanal virtuosity and industrial effort count, it seems, for more than the mere raw material value. But if production and artifice were indeed central to the dragon’s value assessment, why would the dragon not turn its energy to stimulating such endeavors in other species – or why indeed not training itself and learn the arts of manufacturing?

Because, it seems, they cannot. By nature, dragons are not creators. They are usurpers. In this sense, dragons are, despite all their power and might, supremely uninspired entities. The mechanisms and processes of creation and meaningful production of goods and items are inaccessible to them, and they can only behold them from afar. But o what beholders they are.

As any good robber, the dragon must be an expert in identifying value, and to this end, the dragon’s preternatural senses are unmatched. Dragons do not carefully scout out prospective lairs; they are simply drawn to them. A large enough hoard will in time simply attract draconic attention. Not because of its value in raw material, but because of its value in the thing all sentient species respect but dragons crave: the value of creation.

As Burning Wheel teaches us, dwarves are greedy, and not in the traditional human sense. They are greedy for the same thing dragons are; displays of imaginative, creative force. But unlike dragons, dwarves are attuned with, even addicted to, the mechanisms of creation. And as Dwarf Fortress shows us, the overwhelming urge in a dwarf to CREATE can be akin to madness.

Though they would never admit so, dragons therefore need dwarves. They need these masters of making, these smiths of storied items, to render unto the world what the dragons themselves cannot. Because the dragon can only steal, someone else must supply the to-be-stolen goods.

And though they would be loath to admit so too, the dwarves need the dragons. For all the calamity a dragon attack brings, there is no greater assurance of a dwarf community’s power to create than draconic interest. Dragons verify the value of the objects of dwarven greed. Without them, dwarven claims to item-making excellence may very well ring hollow; but with them, dwarves are confirmed in their claims of greatness. The dwarves can may rage at predations of dragons, but deep down they crave them.

Ultimately, this symbiotic (but antagonistic) relationship proves a cosmic truth: that acts of creation do in fact carry meaning and importance. And that makes it worth creating stuff, despite the danger of dragons.

Bonded Treasure, aka The Smaugian Gambit

The Council of Wyrms boxed set for AD&D 2e is an imperfect melange of ideas, and probably way more fun to read and daydream about than it is to run. It is, however, teeming with dragon-focused rules paraphernalia, and among them, the rules for bonded hoards. Essentially, this attempts to make gameable the traditional Germanic folkloric conception of dragon treasure. A dragon that sleeps and rests on its hoard gains a connection, a bond with it. The dragon becomes more powerful, but in turn, it stores some of its energy within that treasure. A dragon that loses parts of its bonded hoard is therefore weakened until the hoard is either restored, or suitable replacements can be found.

I think this is brilliant. It’s like treasure-phylacteries on a lower scale. And more importantly, it gives the dragon’s hoard a new narrative and in-game role without invalidating its former role as loot and reward. It also provides a rationale for monster treasure-hoarding. These objects are not just shiny and pretty – they are literally a way for the monster to survive and grow! Smaug didn’t sit on the hoard of Erebor just for fun, now did he?

Dragon’s Hoard by Stephen Hickman.

And why stop at dragons? Plenty of monsters could have bonds with their treasure. The traditional undead guardians of withering tomb complexes are an obvious choice. A medusa’s bonded treasure could be its pertrified former lovers. A giant’s hoard might be its trophies of slain enemies. And so on. As long as the loot is transferable, the bonded treasure can work, even if it is essentially worthless to the PCs.

Here are some example tables based on the idea.

Generic Germanic Folkloric Dragon

For every 20’000 gp worth of treasure or magic item lost, roll 1d6 for ability affectedAbility affected
1Lose 6 hp.
2Breath weapon only half strength.
3Can fly for no more than one minute a day.
4Lose highest-level spell-casting ability.
5Worsen saving throws by one HD category.
6AC worsens by 1d4.
Adjust as needed if dragon collects books, scrolls, art, cheese, or other item type as its primary treasure.

Tomb-Haunting Ghouls (Effects Apply to All Ghouls in the Tomb)

For every 1’000 gp worth of tomb ornaments, votive gifts and grave goods lost, roll 1d6 for ability affectedAbility affected
1Counts as a 1 HD undead for turning purposes.
2Lose 2 hp.
3AC worsens by 1d3.
4Victims get +3 on saving throws against paralysis.
5Saving throws are all rolled at disadvantage.
6Roll d4s for hp, not d8s.

Grim Fire Giant

For every 8’000 gp worth of trophies, magic items, and fire-themed jewellery lost, roll 1d6 for ability affectedAbility affected
1Lose 10 hp.
2Morale worsens by 2.
3Worsen saving throws by 1 HD category.
4AC worsens by 2.
51d2 guardian monsters leave.
6Roll d6s for hp, not d8s.

Territorial Basilisk

For every petrified victim smashed, 2’000 gp worth of jewels lost, and every magic item lost, roll 1d6 for ability affectedAbility affected
1Petrifying touch ability lost.
2Saving throws against petrifying gaze made at advantage.
3Lose 8 hp.
4Worsen AC by 2.
5Worsen saving throws by 1 HD category.
6Move reduced to 30′ (10′).