Dragon, Irridesium

Saltwave Campaign Creature


Dragon (Fire, Ice)
Climate/Terrain:
Any
Organization:
Solitary (with servitors)
Challenge Ratings:
Wyrmling 5, very young 7, young 9,
juvenile 11, young adult 14, adult 16, mature adult 18,
old 21, very old 22, wyrm 25, great wyrm 27
Treasure: Triple standard
Alignment: Any (amoral)
Advancement: by class (Dragon Sorcerer)

Irridesium dragons are grand, powerful, intelligent, and manipulative. They typically lair in areas that offer access to humanity, but are far enough removed to be protected from intrusion. Their lairs are usually comfortable for their minion species, and display many artworks and a fine sense of aesthetics in construction and materials. An irridesium dragon values comfort and subtle forms of power over displays of brute physical or magical strength.

The irridesium dragon combines the shimmering colors of the metal irridesium with other colors of the rainbow. Examples are metallic black (iridescent), blue, green, and red. These colors may be very confusing to humans who are used to judging the alignment of a dragon by the color of its scales–they appear to be chromatic dragons, but with metallic scales. This mystery of color often suits the irridesium dragons’ purposes, allowing them the chance to win new minions and allies through conversation instead of engaging directly in combat. All irridesium dragons have the power to communicate with any intelligent creature, and speak draconic as their natural tongue.

Combat

Irridesium dragons prefer negotiation and charming to physical combat. Some, however, will happily engage in destructive exercises when they judge the danger to themselves to be slight. Most of the time, an irridesium dragon will have its humanoid (human, demihuman, humanoid, or kzin) minions do its fighting for it, while observing the fight and supporting them with its magic.

In situations in which they have no choice but to fight or flee, irridesium dragons will use their spells and spell-like powers in as intelligent and wise a manner as possible, and are quite likely to have already planned for contingencies and escape routes. They will use their breath weapons when able to catch a number of foes in its area of effect without causing unnecessary damage to their own minions. Irridesiums are able to use magic items as sorcerers, including devices and enchantments. At least two dragons have had enchanted symbols inlaid into their horns for use as magical items.

Breath Weapon (Su): An irridesium dragon has two breath weapons. The first is a cone of cold fire. This flame causes cold damage and yet sets flammable or combustible items on fire. Cold resistance protects normally, but fire resistance has no effect. The second breath weapon is a cone of shimmering confusion gas. Creatures caught in the cloud must make a Will save or be confused (as the spell) for one minute per age level of the dragon, plus 1d8 minutes.

Prestige Class Levels (Ex): In addition to their sorcerer abilities gained through age, irridesium dragons also earn levels as prestige-class Dragon Sorcerers. Thus, their sorcerer class level might be very high. The existing irridesiums are 19th level sorcerers, with additional spells known and metamagic feats.

Fire, Ice Subtype (Ex): At birth, irridesium dragons are immune to fire, heat, and cold.

Persuasion (Ex): The dragon's every word causes subjects to save vs. Will or act as if affected by a symbol of persuasion.

Other Spell-like Abilities: 3/day––polymorph self, charm person, charm monster, geas, suggestion. 1/day––treasure finding, mass suggestion.

Habitat/Society

Irridesium dragons are found in places out of reach of humanity, but readily accessible with a little travel (especially by air). They are interested in conversation, stories, and news of the kingdoms of man- and kzinkind. They employ many loyal agents to represent their interests in the circles of human society. Many of these minions started out as charmed servants, but became loyal and trusted henchmen through good treatment and continued association with their dragon masters. At least one irridesium dragon has even founded his own order of knighthood to do good deeds and spread the word of the magnificence of dragonkind.

Because the road to temporal power is best smoothed with gold, all irridesium dragons take pains to accumulate wealth. Irridesium dragons have learned well the value and usefulness of investing their money. While their lairs display art and decorations of great value, at least half of their net worth at any given time is employed in the production of more wealth. These dragons may own shipping companies, colleges, merchant houses, farms and fishing fleets, manorial lands, and even majority shares of the great Dwarven corporations.

While the irridesium dragons know themselves to be the destined rulers of the world, they are also aware of and sensitive to the humanoid suspicion and fear of dragonkind. For this reason, they make most of their moves subtly, winning over adversaries slowly and patiently. After all, they have decades and centuries to bring their plans to fruition.

Ecology/History

Irridesium dragons can eat almost anything, but prefer human food, prepared by the finest chefs available. They are especially fond of clever and innovative desserts, Elven brandy, Dwarven ale, and rich chocolates.

 

Irridesium Dragons by Age

Age

Size

Hit Dice (hp)

AC

Attack Bonus

Fort Save

Ref Save

Will Save

Breath Weapon (DC)

Fear DC

SR

Wyrmling

S

8d12+16 (68)

18 (+1 size, +7 natural)

+11

+8

+6

+8

2d10 (14)

Very Young

M

11d12+33 (104)

20 (+10 natural)

+15

+10

+7

+10

4d10 (17)

Young

M

14d12+42 (133)

23 (+13 natural)

+20

+12

+9

+12

6d10 (19)

Juvenile

L

17d12+68 (178)

25 (-1 size, +16 natural)

+25

+14

+10

+14

8d10 (22)

Young Adult

L

20d12+100 (230)

28 (-1 size, +19 natural)

+28

+17

+12

+17

10d10 (24)

23

21

Adult

H

23d12+115 (264)

30 (-2 size, +22 natural)

+32

+18

+13

+18

12d10 (27)

26

23

Mature Adult

H

26d12+156 (325)

33 (-2 size, +25 natural)

+36

+21

+15

+21

14d10 (29)

27

25

Old

H

29d12+203 (391)

36 (-2 size, +28 natural)

+39

+23

+16

+23

16d10 (31)

30

27

Very Old

H

32d12+256 (464)

39 (-2 size, +31 natural)

+43

+26

+18

+26

18d10 (33)

32

28

Ancient

G

35d12+315 (542)

40 (-4 size, +34 natural)

+47

+28

+19

+28

20d10 (36)

35

30

Wyrm

G

38d12+380 (627)

43 (-4 size, +37 natural)

+47

+31

+21

+31

22d10 (38)

37

31

Great Wyrm

C

41d12+451 (717)

42 (-8 size, +40 natural)

+51

+33

+22

+33

24d10 (41)

40

33

 

Irridesium Dragons by Age

Age

Speed

Str

Dex

Con

Int

Wis

Cha

Special Abilities

Caster Level*

Wyrmling

60 ft., fly 200 ft. (poor)

17

10

15

14

14

15

Cold immunity, Fire immunity, polymorph self

Very Young

60 ft., fly 200 ft. (poor)

21

10

17

16

16

17

 

Young

60 ft., fly 200 ft. (poor)

25

10

17

16

16

17

Charm person

1st

Juvenile

60 ft., fly 200 ft. (poor)

29

10

19

18

18

19

Suggestion

3rd

Young Adult

60 ft., fly 200 ft. (poor)

31

10

21

18

18

19

Damage reduction 5/+1

5th

Adult

60 ft., fly 200 ft. (poor)

33

10

21

20

20

21

Treasure finding

7th

Mature Adult

60 ft., fly 200 ft. (poor)

35

10

23

20

20

21

Damage reduction 10/+1

9th

Old

60 ft., fly 200 ft. (poor)

39

10

25

24

24

25

Charm monster

11th

Very Old

60 ft., fly 200 ft. (poor)

41

10

27

26

26

27

Damage reduction 15/+2, mass suggestion

13th

Ancient

60 ft., fly 250 ft. (clumsy)

43

10

29

28

28

29

Geas

15th

Wyrm

60 ft., fly 250 ft. (clumsy)

45

10

31

30

30

31

Damage reduction 20/+3

17th

Great Wyrm

60 ft., fly 250 ft. (clumsy)

47

10

33

32

40

33

Persuasion

19th

* Dragon Sorcerer prestige class gives +2 levels and other abilities per age category from Young to Mature Adult

 

The Dragons and their relationships

There are eight irridesium dragons, all hatched from the same clutch of eggs. They were born in LY 1876, and are somewhat older than 280 years of age, placing them in the mature adult category. There are four males and four females, and each of them understands the special nature that they have in relation to the rest of dragonkind. For this reason, they will seek out mates from among their kind, although their dispersion and lack of contact has made such liaison difficult. An additional complication is that the males and females who lair near to each other (in general terms) are personally incompatible with each other. The result is that no more irridesium hatchlings have yet been produced, though this may soon change.

The dragons themselves regard each other as members of an extended merchant family might. Each is in competition with the others, in some respect, although they would band together against a threat from outside. Because each dragon "rules" a region, it wants to increase the power and ascendancy of that region to bring in more wealth, power, and glory. This has evolved into a subtle behind-the-scenes game for the dragons who have contact with each other. There is only one inviolate rule of this kind of game: the dragons themselves are not, and shall not be considered, targets. Humans, demihumans, and kzinti are the pawns in the power game. Territories, boundaries, national policy, and wealth are the prizes.

The irridesium dragons seek to recruit other dragons into the ranks of their minions where they can, and otherwise use their minions to destroy dragons that pose a threat to their plans. Because they consider territory mostly as humans do, they rarely have conflicts with other dragons on the basis of territory. Instead, the other dragons might pose a threat to the minions, political, or financial interests of the irridesium dragons. The irridesium dragons would, on the balance, be happy destroying the evil members of dragonkind as a civilizing influence. Conversely, they regard the metallic breeds as potential nobility in the world order that they are constructing.

Zkydraksis: aka "Lord Irridesium." Black- irridesium male, Saltwave Islands. Alignment: Lawful neutral. Preferred Minions: Humans, Orcs, and Dwarves. Network: Partial ownership of several major and many smaller Dwarven corporations, affinity ties to at least seven County-level nobles of Landers and Qoolm, sponsor of the "Protectors of Legend" order of knighthood, three mid-level adventuring parties. Plans: Play against Mustang Sally and the Dylevers in order to gain the power of both from the spoils. He has no significant contact with the others of his kind, and finds this neither good nor bad.

Tysrravya: aka "Lady Dragon," "Mistress of the Trees," and "Lady Syrrathar Hyzenthlay." Red-gold female, Kyriabor and eastern Smeisserand. Alignment: Chaotic neutral. Preferred Minions: Elves, Hafl-elves, Gnomes, and other faerie. Network: In her guise as an Elven noble, many elves and Kyriaborean human nobles owe her favors. She sponsors two high-level and four mid-level non-human (or mixed) adventuring parties. She patronizes arts, exploration, and business ventures in Lebensbrüke and Kyriabor, often coming into conflict with Benshannazar's economic interests. Plans: Regain power and influence lost when Kyriabor was virtually destroyed. Also, slowly win the trust of the rulers of Lebensbrüke. She has contact with Karnassariath, Benshannazar, and Uvikfarnis. She also knows of the activities of the other dragons, excepting Wallistarm.

Benshannazar: aka "Baron Benjamin Nassir," and "The Advisor." Blue-silver male, Smeisserand. Alignment: Lawful good. Preferred Minions: Humans, other demihumans, Kenku. Network: Tightly connected to the nobility, the druidic priesthood, and the kenku of Smeisserand. Also well-known as the protector of Qoolm and the power behind the Pasha. He controls four mid-level and four high-level adventuring parties. He also has efficient spy networks operating throughout Jaastenland and the Four Kingdoms. Plans: Maintain economic interests in Lebensbrüke while gaining open political power and influence in the Four Kingdoms (Qoolm especially). He has contact with Tysrravya and Karnissariath, both of whom he dislikes. He is on good relations with Zkydraksis and Panitoko, both of whom he regards as potential threats to his plans. He knows of Wallistarm and keeps tabs on Uvikfarnis' activities. He has entered an alliance, friendship, and mating relationship with Ysmeeris of Deeyam.

Uvikfarnis: aka "Mistress of the Three Peaks," "Windsplitter," and "The Patriarch’s Dragon." Green-gold female, southern Jaastenland. Alignment: Neutral. Preferred Minions: Kzinti, lesser dragons. Network: Uvikfarnis is the ruler of the Southern Patriarchies. She has no less than seven mid-level adventuring bands of kzinti operating at any time. She maintains a spy network in Lebensbrüke and Kyriabor, but prefers not to act directly against Tysrravya's minions. Plans: Encourage rapid expansionism while improving the breed through culling, eugenic breeding, and special training programs. She has icy contact with Tysrravya and Benshannazar, and knows some of the activities of Zkydraksis, Ysmeeris, and Panitoko. She is considering an alliance and relationship with Karnissariath.

Karnissariath: aka "Lord Brightwing," "Lord Dragon," and "Master." Green-gold male, western Patriarchies. Alignment: Neutral evil. Preferred Minions: Kzinti, lesser dragons. Network: Karnissariath is the overlord of the Western Kzin Empire, and has nearly all of the resources of the western kzinti at his disposal. He also secretly owns property in the Highlands and the corridor from the sea to the Highlands. He has three independent spy networks operating in Ishan, Saltwave, and Lebensbrüke. Plans: Reform his own kzin nation and equip it for long term strength and expansion. He has contact with all of his nestmates except Wallistarm, who is avoiding contact with him. He is on cordial relations with all except Uvikfarnis, with whom he is considering an alliance and mating.

Wallistarm: aka "The Royal Dragon," "The General," "Redwall," and "Fratht-Trasst." Red-gold male, eastern Patriarchies. Alignment: Lawful neutral. Preferred Minions: Kzinti, humans, Tabaxi. Network: An efficient spy network of Tabaxi throughout the continent of the Patriarchies, including the western reaches unconquered by man or kzin. He also serves in different guises as a minor patriarch in his own right, a very powerful dragon who can assist the great patriarchs, and an advisor to the greatest patriarchs in both dragon and kzin form. He owns one factory outright, and has a fairly high degree of control over two more. He sponsors a prestigious college of magic and two training camps. He has the equivalent of six bands of mid-level adventurers and two bands of high-level adventurers, although he does not control or sponsor them directly, like most of his nestmates. Plans: Consolidate power in his own region and cause the exploration of the western lands of the kzin continent. Also gain more influence in Saltwave and seek out a mate. He currently has contact only with Ysmeeris and Zkydraksis, but has gone largely underground in his recent maneuverings within the Ishan empire.

Ysmeeris: aka "Opal," "Danveeri the Witch," "The Pearl of Hakeeris," and "The Rain Dragon." Blue-gold female, the Deeyam Empire. Alignment: Neutral good. Preferred Minions: Humans, Kenku, Elves, Aarakocra. Network: Ysmeeris is the center of all magical instruction in the Deeyam Empire, and serves as the headmistress of the magical college system. She also is a charismatic religious prophet who gives advice and foretells the future. In this guise she has gained a great following from the common people. She has no dedicated spy network, instead using the religious and magical hierarchies to gather information. She has two mid-level adventuring parties and an additional two mid-level exploration and scouting bands. Plans: Remove or subvert the kzinti who have conquered the Empire. This has occupied all of her attention since the invasion began several years ago. She has some contact with Wallistarm, but has not communicated much to him for suspicion over who was behind the kzin invasion. She has recently gained contact and friendship with Benshannazar, and they are considering mating.

Panitharm: aka "Panitoko," "Great Dragon of the Mist," and "The Midnight Dragon." Black-irridesium female, Honura region. Alignment: Lawful good. Preferred Minions: Humans, lesser dragons, coatl. Network: Extensive resources as sponsoring grandmother of the three largest remaining ninja clans. She is also the lawful emporer of Honura, and has the resources of the Empire at her command. She has seven mid-level and three high-level adventuring parties and the service of several ki-rin. She owns many farms, factories, and trading fleets. Her draconic nature is recognized and appreciated in her domain, and many people believe that she brings good luck and prosperity to the country. Plans: Rebuild the nation and settle the bonds of tradition firmly about the people of Honura to ensure stability and loyalty. She has contact with Zkydraksis, whom she considers a potential mate, Benshannazar, with whom she gets along but does not greatly respect, and Ysmeeris, with whom she is on friendly terms.


Last updated 25-December-2000
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