Winged Serpents, also referred to as Lesser Dragons, Common Dragons (the term we will use here), or (by the irreverent) “Dragonettes”, are found throughout the Western world, in virtually every environment and habitat type known. They are generally defined as large, winged creatures of either lizard or serpentine form, but specifically with four “walking” limbs and separate wings. The latter definition sets them specifically apart from creatures with wyvern-like (bat form) or roc-like (bird form) appendages. Fully grown, these creatures can easily reach lengths of 60 feet or more in length as adults, with a wingspan even greater.
Dragons are an ancient race, one of the oldest, with some sages believing they trace their lineage to the very creation of the Prime Material plane itself. As individuals, their lifespan is measured in centuries, possibly reaching a thousand years or more. As a rule they have average to exceptional intelligence, and are conversant in a wide variety of languages, including human dialects and their native Draconic. All are highly magical creatures, and most have extensive arcane knowledge and ability commensurate with their tremendous life spans. They come in a wide variety of shapes and colors, which vaguely tends to correspond to the habitat types they prefer.
Although we technically call them "Lesser" Dragons, there is really nothing lesser about them. A Lesser Dragon, even a young one, is still going to be a class 9 or 10 encounter on the Guild scale, meaning about as dangerous as anything an adventurer can encounter. They are enormously powerful creatures, with big claws and big teeth capable of tearing through magical armor, and a scaly hide virtually impenetrable to non-magical weapons. Their senses of sight, smell, and hearing are extraordinary, rendering them generally immune to illusion magic (including invisibility). Their magical nature gives them an inherent magic resistance, usually slight to moderate, and those that aren't actual spellcasters tend to have magical abilities relevant to their natural habitats. Of course they can fly, but they can also be strong enough to pick up a man and horse fly, high enough to make the fall a truly terminal ending.
And then there is dragon breath. There are many kinds, and contrary to popular opinion, an individual dragon's breath weapon isn't inherently predicted by it's color. There are, indeed, tendencies, but many an adventurer has lost their lives assuming it's a hard and fast rule. Of all types, fire seems the most common by far, and reported in dragons of every type and color, but frost, lightning, gaseous, and acidic-reactive breath weapons can be considered "standard" expectations. There are some records of dragons with more than a single type of breath weapon ability, but these incidents seem rare. In any form, it's deadly even in very young dragons and clearly grows stronger as the creature ages.
It's not surprising that wherever they are found, Lesser Dragons are always the apex predator of their area. They tend to be highly territorial, favoring either a specific habitat (swamp, mountains, etc.) or a specific location (ancient ruins or landmarks), and there's very little that happens in a dragon's territory that it won't soon learn about. They are also active; unlike the Elder Dragons, Lesser Dragons have a relatively short sleep cycle, typically only a few days, in between weeks of activity. Fortunately, they are highly individualistic creatures that lead predominantly solo lives, and despite the legends of the fabled " Dragon Hills", there are no known examples of dragons living in groups. Mothers do, of course, raise young for a brief period of time, but it is believed that even then juvenile dragons fairly quickly set out on their own.
Lesser Dragons have a wide range of motivations and interests, and their long life spans give them time to indulge them. Some become substantial historians and lore masters, often with a surprising degree of knowledge in affairs well beyond their individual territories. On the other hand, some appear interested in little more than eating anything that looks tasty. So it's fair to say there is a fair amount of variance from dragon to dragon. But whatever their personal inclinations, one thing does appear universal amongst them, and that is their legendary propensity for treasure collection. Some are fairly active in this endeavor, others seem to simply keep souvenirs from dead intruders. But where there is a dragon, there will be a dragon horde; the compulsion to collect wealth and treasures is as universal amongst their kind as the teeth, claws, and the rest of the package. The importance of this cannot be overemphasized, as understanding a dragon's motivation can make the difference between having a successful negotiation and ending up as dragon dinner.
Although there are no Lesser Dragons known to be active in the Blackmoor area as of the current publication date, there have been a number of these creatures prominent in Blackmoor adventuring history. Early in the 8th century PC, a powerful white dragon was identified in the northern Barrier Peaks, but it seldom flew into the valley area, and the few attacks it inflicted on Blackmoor appear to be more retaliations against intrusive adventurers than the normal campaign of dragon-terror. It appears to have died in some kind of conflict with Frostcrag Peak, possibly the Mistress of the Castle itself, in 1205. Rumors of its unfound treasure horde persist to this day. The Razorbacks, on the other hand, have hosted dragon lairs four separate times in Blackmoor's history, the last in the middle to late 1700s. While each proved a terrible curse in their time, all eventually fell to efforts of Blackmoor's military and adventuring communities. And in the middle 1200s, a black dragon named Marrion was first confirmed in the Misty Marsh, a creature who, over the centuries, would prove to be both elusive and reclusive, but also a passionate loremaster and student of arcane art, and one open to negotiation and exchange. It was common to say that it wasn't Marrion that was dangerous, just that darn Marsh around him. However, the last known contact with this dragon is now well over two hundred years old, and there is speculation as to whether Marrion (known to be very old) may have simply died of natural causes. On the other hand, no one has found any bones yet, either.
True Dragons, also known as the Elder Dragons, are the absolute pinnacle of Prime Material plane creatures, and truly deserving of the title "Legendary". There is nothing else like them on the Prime Material plane; they are the most singularly powerful creatures we know of, so much so that they have been worshipped as gods by not just numerous humanoid cultures, but even by primitive human cultures early in mankind's development. They are probably the oldest creatures in existence, possibly true Immortals, apparently present in elven and dwarven legends that predate humanity by tens of thousands of years. And in all histories, they are the ultimate symbol of terror and power, of mass destruction and overwhelming disaster, and yet also of fabled riches and (in our modern time) the ultimate adventuring opportunity. There is nothing else even in their category.
The Elder Dragons do not appear to be breeding population but a specific group of unique individuals. Their exact number is, in fact, uncertain. Six have been encountered over the course of human history; they are Alcagon the Black, Jurgathar the Green, Kaladrax Rex the Red, Magua Ti the Gold, Ssesterus the White, and Tarestor the Red. Evidence coming to us from other races exists for at least two others, a blue dragon possibly named Penthar and a silver dragon of an unknown name. Most experts accept there are others, probably three or four, and we just have never encountered them, but at no point in human (or non-human, so far as we know) history have any "new" ones ever appeared.
Not that more would be desirable. The scale and power of each of these creatures defies belief, but the historical record has left clear enough descriptions that exaggeration seems almost impossible. They are truly creatures of nightmare proportions; big enough to seize an elephant in their jaws and powerful enough to fly away with it, capable of crushing stone buildings and even castle walls just by landing on them. The scales covering their lizard-like bodies are tough enough to turn aside not just normal weapons or projectiles, but even many magical ones. The immense strength of their massive hands can snap bones like paper, a strike of their tail can knock a knight unconscious, and a single strike of their razor-sharp talons will slice through armor and can disembowel a horse.
As if they could be more formidable, Elder Dragons are creatures of a magical nature whose use of arcane power has been recorded by known arch-mages as "off the human scale". The power they channel is so strong it gives them almost godlike magic resistance, and they don't so much cast magical spells as cause magical events, using power at a deeper and more fundamental level than we understand. It is no exaggeration to say it takes not just mages but guilds of mages to even effect .
And of course they have dragon breath. We're pretty sure they can all breathe fire, and in most cases, at least one other option (Tarestor specifically has never been known to use anything but fire), and regardless of what form it comes in, it is surely the most devastating single attack possessed by any creature on the Prime Material plane. Unquenchable fire, stone-shattering lightning, a deadly freeze destroying animal and plant alike, a toxic acidic rain that melts flesh, wood, even stone, a vast gas cloud in which breathing is impossible, take your pick. Defense is mostly just a matter of not being there when it happens.
It's no exaggeration to say these are creatures capable of destroying not just cities and towns but entire kingdoms and even cultures. Capable, and also willing. Human history alone contains repeated examples of these creatures doing enough damage to drive developing civilizations almost back to the stone age, and in some cases causing the absolute collapse and extinction of a culture or people. Every time one appears, wherever it chooses to go, complete disaster inevitably befalls whatever peoples are there. No one "beats" an Elder Dragon, not in the sense of killing one, at least. That's never happened. It's proved possible to drive one away, usually by assembling a coalition of mage's guilds, heroes with artifact weapons, and the greatest priests of the kingdom's combined churches, or something similar. It can be done. But it doesn't happen very often.
There is one saving grace regarding Elder Dragons, and that is they are relatively rarely active. Each individual is a little different, and there's evidence their patterns vary over time, but they tend to have active periods measurable in years, followed by dormant periods measurable in decades. Additionally, most of them seem to have periods, sometimes several centuries, where they simply aren't seen at all. This, plus the fact the Western world is a big place, makes their impact episodic, but not constant.
Ironically, while the Elder Dragons represent the most singularly dangerous thing any adventuring hero could want to encounter, their lairs they inhabit represent the pinnacle of adventuring opportunity. While we don't really know very much about Elder Dragon motivation, it is clear they collect treasures, both precious and magical, on a scale commensurate with their status as the apex of the Prime Material plane, and all of these end up in the Dragon's lair. These aren't just caves, they are intricate labyrinths usually containing not one but many treasure rooms, guarded by underlings and minions of every type imaginable, and containing wealth and treasures so old as to be lost even to dragon-memory. Any one of these vaults can contain more wealth and treasure than any adventurer group might carry away.
Many try. They say it is a simple gamble: the lair is like a giant chessboard with many pieces, and only one is the Wumpus. Avoid it, you can win; and if not, well, game over and thanks for playing. Some try stealth, some try speed, some try misdirection, and those that know when to run often actually survive. There are even those who advocate up-front negotiation (read: sacrifice), gambling that what is offered will be enough to satisfy greed and desire. Some succeed, some don't. A few come home rich, stupendously fund-your-own-kingdom wealthy. Others have returned with power in the form of magical artifacts lost for generations, perhaps millennia, items whose influence has changed the course of kingdoms and empires. And while there are surely more that end as dragon dinner as those who return with glory, there are enough of the latter that the lairs of the Elder Dragons represent an allure to the professional adventurer that cannot be matched anywhere else.
Details on the individual Elder Dragons are given below.
Of all the Elder Dragons, the red dragon Tarestor is probably the most known and feared of them all. Almost every major kingdom and civilization in the west has at some point directly felt his wrath. In some cultures to this day, his very name is a symbol of fear, and many a child in the West has been put to bed and warned by a parent that "Tarestor will get you if you don't watch out!" His existence has without question altered the course of human civilization in the west, and it is impossible to fully catalogue the catastrophes he has inflicted on humanity. History has, however, left plenty of record.
Stories of Tarestor date to very early in human history, beginning with the pre-literate early cultures of the Celtic Isles during the First Age. While there are contradictions in the oral histories, most scholars accept a date between -1200 and -1100 PC as "reliable" regarding the dragon's initial appearance amongst the earliest human communities. Lore of the time makes it clear he was the very embodiment of evil and destruction for the developing civilizations of the time, both throughout the Celtic Isles themselves and the northwest continent as well. Some apparently worshipped him as a terrible god and were ultimately consumed by him, others struggled against him and were usually destroyed in the process. Many sages and scholars of human history believe the long period of cultural stagnation in the area during this period is specifically due to Tarestor's deprivations, and it is perhaps significant that real civilizations in this area appear to have begin develop only when the dragon's activity abruptly ceased around -450 PC.
For almost six centuries, Tarestor vanished from record, only to reappear somewhere around the second century of the Phoenician Calendar, we think in the same lair he occupies today --a rocky and still volcanic island in the sea north of the Celtic Isles. Since then, with the exception of several quiet periods, he has characteristically issued forth twice or so per century, and for a period of perhaps five to eight years, brings terror and destruction to some part of the Western world. While the cultures of the northwest have certainly received the brunt of his attention, Tarestor's raids have historically reached as far south as the Italian peninsula and as far east as Persia. It is likely that outside of Blackmoor, and Egypt, there is no human culture of either Age that has not at some point directly felt his wrath.
Wherever he strikes, Tarestor represents disaster of the highest magnitude. Every fortress and castle, every city and town, every motley collection of buildings in the area is under a death watch, and he has been known to literally depopulate entire kingdoms. His behavior is capricious, but inevitably cruel; while his favor can be courted, through tribute of magic, wealth, and sacrificial victims, in most cases it will only buy time. The extortion is repeated, the price climbs higher, until of course it can no longer be met.
To make matters worse, his very presence in an area seems a stimulus to every malevolent and evil creature in the realm, and particularly humanoid populations like orcs and goblins. Cities and towns shattered by dragon fire become easy prey for forces previously held in check, and these often become the final agents of destruction for all but the strongest of communities. Some fight; most lose, very few win, and it's often hard to tell the difference.
As noted, the location of Tarestor's lair has been well enough known to the adventuring world since the third or fourth century of the Phoenician calendar. During the First Age up until the Great War, there were several major guilds and organizations dedicated to the Dragon's downfall, and it appears expeditions to his lair were surprisingly numerous, and occasionally successful. In the wake of the Great War, it was likely re-located some time in the 1300s, but remained a closely guarded secret for several centuries, particularly through the efforts of the still-famous Holy Order of the Dragonslayers, until its location gradually leaked into the adventuring community at large.
Since then, it has been on the target list of only the boldest and bravest. The Dragon's mountainous island is honeycombed with endless caves and passages, and clearly appears to have numerous separate treasure vaults. They are also patrolled by a variety of magical minions. Intruders can choose stealth or speed, either sneak past the guardians unnoticed or kill them quick enough to stay ahead of a pursuing Dragon. Just to increase the difficulty, the mountain's high metal content naturally interferes with magical transportation and teleportation effects, meaning it's in and out on foot regardless. Even getting out of the mountain may not end the ordeal, as Tarestor has, on some occasions, been known to even pursue retreating groups attempting to sail away. It's entirely possible the Dragon is even capable of bearing a grudge, as (unproven) legends claim several times a series of Tarestor raids have been linked with prior adventurer activity from that area.
In the category of Bad Dragons, Tarestor may have to rank at the top of the list. He has been given many names; the Destroyer, the Scourge, the Red Death, the Firebringer, the Cruel; they are all appropriate. He is considered the archetypical Dragon, Chaotic Evil to the core, a creature without pity or mercy that delights in its ability to terrorize and to destroy. Unpredictable, capricious, greedy, vain, and destructive, he is an embodiment of physical force and violence and a scourge on mankind's existence for which there appears to be no answer.
The green Dragon Jurgathar is often called "the Wanderer" by sages who study the Elder Dragons. This nickname comes from the frequency with which this dragon changes lairs, usually abandoning them outright and moving to a new territory. Why he changes so often is unknown; he's never really been "driven away" by hostile action but appears to just abruptly leave of his own volition. Stranger still, each time Jurgathar moves, he leaves behind the vast treasure horde that represents the results of his depravations of his time, simply abandoning what are often multiple hordes of treasures, magical and valuable alike. Of all the dragons and the things they do, Jurgathar's wandering may be the most mysterious behavior of all.
That behavior is clear in the historical record. The first human report of Jurgathar comes from Sumerian records, perhaps as early as -650PC. It was, in fact, his existence, and his depredations against those original tribes, that ultimately led to their uniting and forming their first empire. For nearly four centuries, Jurgathar and the lesser drakes he gathered were the greatest challenge to the existence of that civilization, yet conversely, when he suddenly vanished, and his lair was famously captured in -262PC, the wealth obtained propelled the new Empire into its golden age.
Jurgathar next appeared more than two centuries later, when Phoenician explorers in the western seas began disappearing, though it took some time to finally identify the Dragon was the cause. Soon enough the dragon was striking in the middle sea area as well, and for a time, threatened to seriously disrupt vital trade and communications in the new Phoenician Empire. The situation was saved when the attacks abruptly ceased late in the second century of the new Empire's calendar. At the time, his lair was unknown, but an unconfirmed but persistent legend suggests the treasure horde he left behind was not found until after the Great War, when it became the wealth that funded the rapid growth of the Carthaginian state in the 13th century .
The great green dragon would not be seen again until the fifth century PC, when he begins to appear in the records of the kingdoms of the eastern Gauls. Throughout the fifth, sixth, and seventh centuries, it is generally held by historians that his repeated raiding and plundering of those kingdoms is responsible for causing those societies to collapse so quickly in the Great War. In a recurrent theme, there is good evidence that the eventual findings of his abandoned treasure hordes figure significantly in post-War development of Ostrogothic and particularly Visigothic kingdoms.
Jurgathar next appears in the east, in the lands of the Rus, probably in the early 1200s and maybe earlier. Unusually, in this time he ranged across a great area along the seacoast and river lines, and for well over a century, was unquestionably responsible for substantially hindering the development of coherent civilizations above the purely pastoral level. These attacks end with the well-known destruction of Tapsevitch in 1437, with no more reason for ending than for why they began. Another period of quiet ensued, until raids on first Frankish and then Germanic kingdoms announced his return in the mid-1700s. To this day he remains active in these areas, with a lair possibly identified in the deep primal forests of the continent.
Of all the Elder Dragons, Jurgathar seems to have the shortest activity-sleep cycle. His resting periods can be as short as a two or three decades, but his active time is often only a few years. In those times, however, he is capable of great destruction. It is well-known that he can be bargained with, offered bribery and tribute to withhold his destructive force, with a particular weakness for gold and fine jewelry. And while he is known for being true to his bargain, it is said that if he gives five years of peace, beware in the sixth; it is not mercy which drives this Dragon, but the desire to plunder again and again. Yet he is also clearly capable of inflicting the Elder Dragon version of punishment on those who refuse to pay his price.
Of all the Elder Dragons, the one surrounded by the greatest mysteries is Penthar the Blue. Sages and scholars are certain that he exists, but beyond that, we know almost nothing.
As far as direct human experience goes, Penthar is a story without substance. There have been many claimed sightings of this Dragon, always a vague blue dragon-shape, in the air at some distance, flying in essentially a random direction towards an unknown destination. None have any real credibility. Stories of supposed encounters with this Dragon, or of finding evidence such as shed scales, broken teeth, claws or horns, all pop up periodically, and again, none are ever validated. We've never really had any empirical evidence for this Dragon, but experts still place him on the "known to exist list", based specifically on credible sources that predate humanity entirely.
For it appears both elven and dwarven lore contains virtually identical descriptions of a great Blue dragon, named Penthar, alternatively called "the Watcher", "the Guardian", "the Keeper", and several other names as well. What we know is sketchy, and based on often-controversial translations of partial texts or records, and not made easier by a notorious reluctance by either race to reveal or confirm much about their own history or legends. As the names make clear, he is implied to have some kind of guardian, protective, or defensive responsibility, but regarding what, or how, the translations break down. A place, an item, a gateway, secret knowledge, infinite power, the doom of the world, you can take your pick, it's just not clear. But what is clear enough is that the fragments we know are part of larger legends accepted as historical fact by their respective peoples, and for that reason alone, they must be considered credible.
The black Dragon Alcagon might well be the most enigmatic of all the Elder Dragons. Most sages believe he has appeared both early and regularly throughout human history, indeed probably through all history, but all evidence is complicated by the Dragon's habit of always appearing in human or appropriate form and (almost) never revealing himself as an actual dragon. In human societies, this is typically the guise of a human sage or wizard-warrior, but legends claim him appearing in other societies as a drow elf sorcerer, a dwarven craftmaster, and in other races who existed in an earlier age. As a result, the constant question always accompanies his legends -- "yes, but was it really him?"
Alcagon's interventions (in human history at least) are believed to follow a common pattern. He appears in a small kingdom or community, often one in a politically diverse area, in the role of a person of knowledge, often a sage or magician. Never a person of power himself, he becomes instead the mentor or advisor to either the ruler himself, or someone who quickly advances into that role. The chosen kingdom immediately prospers, but rapidly becomes a dark and evil land, regimented and repressive, enslaving its own people and then those around it through military conquest. Within just a short time, the community will grow from relative obscurity to the status of a dominant military power. Then, abruptly, Alcagon will abandon his protégé and their kingdom, leaving it entirely to its own devices. Inevitably, since it has become a terrible place, and only the Dragon's power kept it all going in the first place, the kingdom will then rapidly collapse, implode, or be conquered by angry neighbors.
One hardly needs the influence of an Elder Dragon for the general "rise-and-fall" story just described to appear in human history at least, nor should every historical collapse of an empire or kingdom be blamed on one. Nevertheless, there is strong evidence, particularly from the reappearance in these cases of oddly similar magical artifacts, for a minimum of four to six such incidents in both the First and Second Ages, and maybe more. In only two of these instances did Alcagon in fact reveal himself, but the pattern and circumstances of the others are too similar for coincidence. And were this not enough, we have some knowledge that Alcagon figures significantly in Dwarven and Elven legend in much the same manner, as a bringer of false promise and ultimate calamity.
Although the pattern of behavior seems clear enough Alcagon's motivations are, like many of the Dragons, obscure. It is clear he doesn't hesitate to enrich himself each time he corrupts a new kingdom, and since his lair has never been found, it is possible his treasure horde may be the single greatest collection anywhere. But the unusual nature of his actions suggest there are deeper and perhaps more malicious intentions involved than mere plunder, a cruel enjoyment in the downfall of his victims and in the torment it brings to its people. Since we only know of him through a pattern of disguise and deception, hard facts are almost impossible to come by, and much of what we think of this Dragon we are forced to assume.
Ssesterus is a white dragon known to live in the arctic region of the high northeast, beyond the Rus and even the barbarian orc tribes. Next to Tarestor, he might be the most widely known and most active of all the Elder dragons in modern times. He is occasionally described as an uncaring force of nature, not so much evil as simply reflecting the cruel and harsh side of the natural world. Undoubtedly, his victims would find this description entirely too forgiving.
Accounts of Ssesterus prior to the Great War are somewhat rare, but in the centuries since, sightings have come fairly regularly, roughly every forty to seventy years. Appearances have no real geographic pattern, and sometimes he travels a great distance; he has historically been reported by Norse, Rus, German, Frankish, Greek, and Persian sources. He always seems to strike at an individual kingdom or specific city-state, often the strongest or most sophisticated in the general area.
Unprovable but consistent stories claim he often visits the area first in the guise of a human sorcerer all dressed in white. In any case, his attacks are always subtle, first manifesting as a winter of particular coldness and harsh weather, and of unusual length because spring just doesn't come. A short spring will finally arrive when it should be mid-summer, a weak summer will barely last until overtaken by an early fall, and another viscous and lengthy winter will begin. Unlike other dragons, there is usually only a little direct confrontation on the Dragon's part, as Ssesterus frequently seems to prefer simply to take up residence in an area and allow the inevitable agricultural disaster to create famine and social disruption.
The Dragon's motivations do not always appear consistent, which many experts cite as evidence of a clearly Chaotic nature. There are plenty of cases on record where he appears simply to wish evil upon some specific community or area. But in some cases, he sooner or later appears to be open to negotiations with his victims (granted, usually only after a certain amount of suffering has been inflicted). Repeated references suggest a preference for tribute in the form of powerful magical items or magical craft, in order to go away.
For as long as any human history records, Ssesterus has always resided in the same place, a rocky and ice-coated mountain, actually an island in a sea half-frozen for a short part of the year and solid ice for the rest. It was discovered by adventurers fairly early in the First Age, and was soon given the nickname "The Frozen Castle". It has continued to attract adventurers ever since, as its countless rooms and chambers are filled with two things to excite any adventurer -- guardians and treasures.
Whereas we think of most Elder Dragons with one or perhaps several big treasure hordes, Ssesterus probably has a hundred or even more -- all little ones. "Stuff scattered everywhere" is a famous evaluation from a successful survivor, of whom there are more than one might expect. The prevalence and dangers of the guards and minions are not to be underestimated, and any intruder needs to be ready to fight -- a lot. But for those willing to take a "smash and run" mentality, there's profit to be gained at almost every step. Of interesting note, the Dragon himself, if present and awakened, will chase intruders, but only within the mountain and not beyond (unlike Tarestor, for example). Or at least we can say no survivors have ever reported being chased...
Known to various cultures as "the Loremaster", "Whisperer of Secrets", and "Keeper of Knowledge", Magua Ti the Gold Dragon is famous for both the extent of his knowledge and the price he will demand to share it. The Gold Dragon is held by many to be the greatest source of arcane knowledge and lore on the Prime Material plane.
Unlike his brother Dragons, Magua Ti is a true recluse. He lives in a high mountain valley in just about the most unreachable part of the High Alpine Mountains. Unlike the other Dragons, he doesn't travel, and in fact never leaves his valley; he is always to be found on a rocky outcrop overlooking a small lake in the center. The surrounding land is a magically saturated realm with its own unique population of creatures and inhabitants. It cannot be reached by magical travel, but there is a specific route known to lead through the mountains to reach it. The trails and climbs involved are long, difficult, and dangerous; the legends associated with them claim those who travel the paths are intentionally tested and that the Dragon is aware of all that happens along them.
To any who can survive the difficult trek to reach him, the Dragon is willing to share knowledge. Legend claims there are no questions regarding the arcane that Magua Ti cannot answer, no puzzle he cannot solve, no mystery he cannot explain. He is said to keep a series of books called the Tomes of the Ages which chronicle the history of magic on the Prime Material plane. One book is said to contain a list of every arcane spell ever known or created, a second catalogues every artifact ever created, and a third records every locus of magical power on the Prime Material plane. The magic of these books, and the scope of Magua Ti's awareness, is such that even as new spells, artifacts, or sanctified places are created, new pages appear to record them, and the catalogue of the Dragon's knowledge grows ever deeper.
In addition to the Tomes, there is Magua Ti's personal knowledge regarding the passage of time and the history of the plane. Like all the Elder Dragons, he appears to have existed just about as long as anything on the Prime Material plane, and his knowledge of events and lore is unparalleled. Legend claims Magua Ti has a sort of "cosmic awareness" that extends across the plane, which you can accept or not as you like, but his knowledge of the great events of history is said to be like that of a first-hand witness.
It is not altruism that drives the great Golden Dragon, for whatever he gives requires a price to be paid. Legends say Magua Ti holds that those who will not sacrifice for the truth must hold it in little value, and his terms are typically harsh, even cruel. Yet none refuse him, though it is noteworthy perhaps that no one who has ever petitioned Magua Ti has ever spoken in detail about it.
Kaladrax, the Great Red Dragon, is without question the most spectacular creature on the Prime Material plane. Even on the scale of the Elder Dragons, Kaladrax is colossal almost beyond description. He is more than three times the size of any other Elder Dragon, and if standing erect, would easily look into a 10th floor tower window. His wings probably span 200 feet when stretched out, his clawed hands are over ten feet across, and he can swallow an entire horse in an effortless gulp. His strength is probably titan-equivalent; he has been known to collapse reinforced stone structures just by brushing against them. His natural magical aura will simply cancel out most magical effects without effort or even thought, and he can channel a level of magical power that would tear most arch-mages in half. And the hellfire of his breath weapon is simply the end of everything, it can probably melt a mountain.
Just what makes Kaladrax so much "more" than all the other Elder Dragons isn't known. Some sages believe there may be an age difference, citing legends describing him as being already old when the other Elder Dragons were still young. However, these legends describe a time already many thousands of years ago, with surely enough time now having passed for those others to have "grown up". Another body of thought is that he has some kind of natural symbiosis with the natural power of the dark land of Iberia, which has fed and amplified both his natural power and evil. And while Kaladrax has, as far as any history records, always resided somewhere in Iberia, and this land is known for its evil mutations, stories from the Great War now generally accepted by scholars seem to make clear the Dragon's power is inherent to the creature himself and draws on no external sources.
Despite his overwhelming attributes and power, Kaladrax has a history of favoring indirect action over personal involvement. It seems that from the earliest recorded time, he has used Iberia as a personal stronghold, from which he can spawn and train a wide variety of lesser powers to be proxies unleashed on the outer world. Well before the advent of humanity, there is clear enough evidence of multiple major wars between powers of the Dragon's creation and the dwarves, elves, and other good-aligned races of the world of that time. At least one, possibly several of these involved not just defending but an actual assault on Iberia and Kaladrax himself. All appear to have involved appalling loss of life, and quite possible the extinction of several sentient races of this earlier age, a fact which makes information all the harder to come by.
In the time of human history, Kaladrax has represented a known but remote evil, a legendary creature in a distant land, always present but never directly manifesting itself. There is some evidence of his direct participation in the Great War (if true, the only Elder Dragon to do so), including at the final siege of Atlantis. Less clear evidence exists claiming his responsibility for the destruction of a sophisticated, pre-Gallic culture that may have arisen centuries before we normally credit civilization in those lands. Yet even if valid, these events would represent the only direct actions we know of by Kaladrax outside his Iberian territory over better than 2,500 years.
It is in fact the Dragon's activity within Iberia that has been more ominous, even disturbing, as relates to human interests. To those humans -- and only humans, he does this with no other race -- who approach him in supplication, be it only with their proffered soul and service, Kaladrax has shown he will grant power, dark and arcane, in the form of knowledge, spells, artifacts of ancient ancestry, and even personal ability. He does not seek out such individuals, they must willingly come to him of their own volition, but to those that do he offers his rewards. Particularly during the First Age, Iberia appears to have been the training ground for a number of famous grand sorcerers and arch-mages that plagued early human history and civilization, and it still remains so. There are some who even claim Kaladrax had a hand in corrupting Vecna himself, though there is no real evidence to support his. Nonetheless, the willingness of the Dragon to uniquely use humans as proxies is something unprecedented in the historical record, and not entirely a happy thought.
In addition to common dragons and Elder Dragons, the discussion cannot end without mentioning undead dragons.
The "common" form of undead dragon is known properly as a Bone Dragon (shown to left). They are not naturally occurring creatures, but powerful undead spirits raised specifically by necromantic magic of the highest power -- the rituals are known to require 9th level spells. The result is a dragon in skeletal form, powerful and intelligent, yet loyal to its creator. The powers and abilities of these creatures are summarized below.
The Dracoliches are another thing entirely. They are as deeply shrouded in legend as any creature in this handbook, and many scholars deny their existence entirely, holding them to be other creatures in a deceptive form. Yet the historical record holds strong evidence to suggest they are real, and that they may be the most frightening manifestation of Evil known to this world.
Dracoliches are surely the ultimate manifestation of undead power (it's rather hard to think what could be worse). There is a general assumption among scholars that their appearance in dragon form is a sign of actual dragon ancestry, that they were once normal living dragons and somehow became undead creatures, obviously in some ancient time well before the first humans came to be. Some go as far as to equate them with Elder Dragons, but there is no evidence for this and what little we know of them doesn't really fit with Elder Dragon lore.
Whatever they once were, they are now undead creatures of a unique type. They have no natural physical existence, and their spirits appear to reside in some kin of limbo. They can only be brought into physical existence through a complex series of necromantic rituals and sacrifices on a scale requiring not individuals but entire guilds or communities of magical casters. Once brought into existence, they take on a physical form not unlike an extra-planar avatar; however, this form is not subject to magical banishment or control as an avatar is.
A Dracolich IS subject to physical destruction, which banishes the spirit back to wherever it goes, but this of course does not truly "kill" these creatures. And the physical destruction of a Dracolich is no small proposition. The amount of negative energy these creatures channel is almost beyond measure. They can regenerate physical damage almost as fast as it can be inflicted, even assuming weapons which can hurt it in the first place. They aren't just magic resistant, magic will in some cases visibly warp in their presence, with damage-inflicting spells being virtually useless and defensive magic often malfunctioning. And since they aren't living, they have virtually no natural limitation on casting high level magic themselves.
But of course, what is most fearsome is their breath weapon. It has many names -- Zombie Breath, Death Breath, Black Breath, Death's Decay. It is a cloud of life-sapping energy that will drain the life force not just from opponents, but anything living -- man, animal, even plant life dies when touched by the cloud. The cloud dissipates as it cancels life energy, but it persists until all of its energy finds something to negate or destroy. Worse, the Dracoliches have a magical aura about them that causes creatures that died from the breath to immediately revive in undead form. The stronger in life, the stronger in death, and while most ordinary people devolve into ghoul-like forms, powerful opponents can manifest as revenants or wraiths, with their skills and abilities intact. Fighting a Dracolich without careful planning and extensive protection doesn't just create dead heroes, it creates dragon allies.
A brief historical recounting of the Dracoliches and their appearances is given below.
Bone Dragons are frequently confused with the true Dracoliches, or as creatures related to normal dragons, but in fact they are neither. They are actually necromantic constructs, in many ways not dissimilar from simple skeletons, though obviously much more sophisticated, and thankfully, exceptionally rare.
Bone dragons share many characteristics of ordinary skeletal creatures. They are “powered” entirely by negative energy and have no need to eat or to rest; they are generally affected by spells reactive to negative energy (assuming it gets past their magic resistance), but they are not extra-planar, and cannot be banished or dispelled. Like other bone creatures, they are resistant to cutting and piercing damage, and as just mentioned, they have a Substantial level of magic resistance. They have the strength of stone giants, and a natural fear aura similar to many undead forms, but fortunately one thing they do not have is a breath weapon.
Bone dragons are exceptionally intelligent beings, and obviously capable of independent thinking and decision-making, but like all skeletal creatures, it appears they are always loyal and obedient to their creator. However, unlike virtually every other form of skeletal creature, if their creator dies, these skeletons neither collapse or mindlessly follow their last standing order. Instead, it appears the death of their maker “frees” the creature and allows it to assume an independent life. Thus, while Bone dragons are inevitably Lawful Evil upon creation, those that become independent can become Neutral or Chaotic Evil as their true nature asserts itself. There are even historical examples of individuals who actually learned to cast magic spells (a clear comment on both their intelligence and latent abilities). It is for this reason we list the Bone dragon as a unique undead creature and not simply another skeletal form.
The enchantments necessary to make a Bone dragons are a mystery outside the necromantic community, but it seems obvious they require at least 8th level arcane spells as no caster short of full mage standing has ever created one. Whether coincidental or a fundamental limit, no individual necromancer has ever been known to have more than one such creature at a time.
Xanthix the Dracolich appears as an enormous blue dragon, gaunt and scarred, probably sixty or more feet in length and a wingspan even greater. He is Chaotic Evil incarnate, so much so that he is believed to be nearly as dangerous to those who summon him as he is to those he is summoned against. His hatred of all life and his desire to inflict destruction appear without limitation. Where Xanthis strikes, very little survives.
Cults dedicated to Xanthis tend to be highly Chaotic in their Evil, usually to the point of being nihilistic or even self-destructive. The only purpose to summon Xanthis is to destroy; the legends say that once unleashed, it is as though every living thing is his enemy. He cannot be bargained or reasoned with, he cannot be deflected from his purpose, once invoked he must be destroyed lest he ultimately slay every living creature on the Prime Material plane.
As best we know, Xanthix has only been summoned twice in human history. In roughly -200 PC, in early Sumeria, a civil war between the traditional Sumerian priesthood and a cult of powerful necromancers was resolved by the successful invoking of the dracolich, but not in the manner intended. Once manifested, Xanthis apparently proceeded to destroy his summoners first of all, allowing the priests to then concentrate all their efforts on defeating the dracolich, which they did after only a few years. In a similar manner, in the 15th century, the infamous Cult of the Timeless Path, a necromantic cult that plagued Western civilizations for centuries, finally succeeded in invoking the Dracolich, only to find the creature happy to destroy themselves as well as their enemies. For nearly a century, it remained in the cult's Iberian fortress, periodically striking at western kingdoms until finally destroyed by heroes led by Arch-Priest Veritas Ladoras carrying the Runestaff itself.
While only these two cases are confirmed, there are persistent legends of Xanthix being summoned at various other times, usually in the context of a kingdom or independent culture vanishing without a more standard explanation. While some are quite plausible, all suffer from failing to explain how or why the Dragon went away after doing is supposed damage. Given the scale of resources necessary to accomplish this, it seems unlikely that utterly no record or mention of such an effort would exist.
The Dracolich Korag Tol manifests as a rotting, half-skeletal dragon, green in color where the flesh hasn't decayed. He has been the repeated target of numerous summoning attempts over humanity's time in the world, and appears himself to actively strive to reach the Prime Material Plane. There is a general belief amongst experts that the green dracolich has his own active agenda involving changing the Prime Material plane itself from a world of light and positive energy to an undead world of darkness. It pursuit of that agenda, it is believed that the Dracolich is quick to give power to his supplicants, and is believed to be the specific source of a number of necromantic artifacts including the Black Bone Mace and the Censer of Damnation.
Korag Tol is a Lawful Evil being, and it is probably this characteristic that makes him an attractive power for necromancers to worship. His cults have been battled by the civilized world repeatedly over human history; so often they seem destroyed only to reappear elsewhere again. Fortunately, few attempts have ever succeeded, although a number have come famously close. It seems likely that in very early Egyptian pre-history, there were at least one, possibly several cults dedicated to honoring him equally with the many other Egyptian deities. Records of this time are very sparse, but a green skeletal dragon causing mummies to rise appears to be a repeated motif in certain art and jewelry of the time. We know for certain Korag Tol was successfully invoked by the great Arch-Lich Vecna, most likely somewhere around 350 PC, and for more than a century this creature terrorized kingdoms across the continent. It was finally destroyed while attacking the Frankish city-fortress of Dernlay in 452.
It also seems likely Korag Tol was summoned in the 17th century by the infamous necromancer Athagoles the Damned while on the island of Chabros in the Aegean Sea. This event is still clouded in mystery, and although the dracolich was prominent in destroying a major fleet sent against the Chabrans, it did very little else, and ultimately was nowhere to be found when the island was finally conquered in 1666. It is believed, however, that refugees from the island, and the artifacts they bear, have been instrumental in preserving the cult of the Green Dracolich continuing to this day.
Yrakis takes the form of a white dragon, with an emaciated, rotting body and torn and shredded wings. Wherever he flies, he is surrounded by a cold and deadening mist that saps both the strength of the body and of the will. His voice is like the whispers of the dead, heard as much in your mind as by your ears. Some call him the Soul Hunter, and claim those he slays are condemned to an eternal undead existence not on the Prime Material plane but in the Limbo-realm where this creature's essence naturally exists.
So say the legends; in fact we know very little about this creature. Since the later stages of the First Age, there were stories coming from east of Sumeria (later, Persia), and particularly merchants of the Silk Road, of an emaciated white dragon, occasionally encountered along the high plateau zones. Thought for some time to simply be exaggerated reports of Ssesterus, it has taken western scholars time to accept Yrakis as a separate creature. Reports are rare, they have occurred in widely separate locations and times along the Silk Road, with no particular pattern. There is no record of it being seen anywhere in the Western realms, and no records ever found from any necromantic cult mentioning such a creature. Attempts by wizards and sages to search for him, typically by accompanying annual convoys, have produced neither dracolich nor sign of a lair.
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