So, here's the deal about dragons: they're awesome. They're powerful, live practically forever, and they're perfect treasure hoarders. Everything about them says "great risk, but great reward." They're in the name of the game (well, the original game at least), and every D&D player has at least one dragon story.
But, the standard metallic/chromatic split has been done dozens of times. It's traditional, fairly interesting, and a D&D staple. And I'm getting rid of it. Well, some of it.
I'm keeping three types of dragon - chromatic, metallic, and catastrophic. Since I don't use alignment, generally, the whole "chromatic are evil, metallics are good" split is going away. A noble, kind red dragon is just as likely as a princess-gnawing red. But, I'm keeping a lot of the "reds breath fire, blacks spit acid, etc." stuff, because I really like it.
I'm also adding in catastrophic dragons to throw a wrench in the works. Catastrophic dragons, instead of being created by a dragon god to serve that dragon god's purpose, were created by a vengeful nature god to keep those uppity mortals from getting the idea that they can "defeat" nature. Catastrophic dragons are a reminder to mortals that nature will always win, no matter what. Stone castles, underground fortresses, island paradises - none of these are safe havens from the elements. They're not evil, they're not good, they just live to destroy. A volcanic dragon blasts things with fire and magma because that's what it was made to do, just like a blizzard dragon freezes and shatters things as the god commands.
One thing you might note from the sample volcanic dragon I've written up here: there's no spellcasting. See, I don't care for spellcasting dragons. I like arcane, interesting dragons, but turning every single dragon into a mage just bugs me, always has. Some might have some spell-like effects, but I really like how 4E gave dragons unique abilities instead of just "okay, so this dragon casts spells just like a 12th level sorcerer" like 3E and some other editions/games do it.
NOTE: This series is going to be using ACKS stats, mostly because I really like how dragons are handled in that system. One day, I'll convert all this stuff to Swords & Wizardry White Box, once I get an actual campaign running.
Not 100% how I see volcanic dragons, but close. Source. |
Volcanic Dragon
Origins
When the world was
still being forged by the gods, Arathon, god of nature, took it upon
himself to alter the still-young races of dragons. He feared that his
pristine wilderness would be tamed and battered into submission by
the mortal races. So he took dragons of wild nature and temperament
and molded them into personifications of the forces of nature: the
first catastrophic dragons.
The first of these
were the volcanic dragons, former red and gold dragons warped to suit
Arathon's needs. He gave them fiery natures and granted them the
power to shape their territories to fit their needs. Some of those
first volcanic dragons are said to slumber beneath the world's
volcanoes, belching and spewing magma across the land when their
sleep is disturbed.
Appearance
Volcanic dragons are
powerfully muscled and heavy dragons. Their scales resemble obsidian
and orange light shines through cracks between the scales. Their eyes
shine a malevolent yellow-orange; their wings are patterned to
resemble dark rocks floating in pools of lava. Their claws and teeth
resemble black, jagged stone.
Breath Weapon
Volcanic dragons
breath superheated ash and molten rock, resembling nothing more than
a volcano spewing magma sideways. Where a red dragon's breath is mere
flame, volcanic dragons breath the very essence of the world's heat.
An aura of immense
heat surrounds volcanic dragons. Any foes within this aura are
seared, the air stolen from their lungs and set ablaze. Metals melt,
flammable items catch fire, and flesh is charred.
Common Personality
Traits
Rage, violence,
malevolence – these are all terms that fit the volcanic dragons'
temperament. Volcanic dragons rarely deign to speak to mortals,
preferring to watch and destroy them at the first sign that the
mortals are gaining dominance over the dragons' harsh territories.
Preferred
Territories
Like all
catastrophic dragons, volcanic dragons alter their territories to
suit their needs. However, volcanic dragons prefer to lair in
existing volcanoes, causing eruptions to blanket their lands in ash
and molten rock. Fields of flowing black rock, persistent ash clouds,
and a complete lack of vegetation are all signs of a volcanic
dragon's presence.
Favored Treasure
Catastrophic
dragons, like all dragons, are covetous and protective of their
treasures. Volcanic dragons prefer gems, usually black or red, and
set them into the walls of their lairs where the light from the
ever-present magma can shine on them. Volcanic dragons have no use
for gold or other metals, as they would rapidly melt in the dragon's
heat.
Sample Dragon and
Lair
Davarax, Volcanic
Dragon
Age Category: Old
(175 years old)
% In Lair: 40
Dungeon Enc: 1
Wilderness Enc: 1
Movement: 90' (30')
A Fly: 240' (80')
Armor Class: 9
Hit Dice: 14***
Attacks: 3 or breath
weapon (90' long, 30' wide cone)
Damage: 2d4/2d4/3d10
Special Abilities:
Volcanic aura (1d4 damage to creatures within 20'), breath weapon,
clutching claws
Save: F14
Morale: +1
Treasure Type: R
XP: 4,900
Davarax the
Pyroclastic, though still relatively young for his race, has claimed
a formerly-dormant volcano for his lair. This volcano, Flamestrike
Peak, was surrounded by snow and ice before Davarax formed his lair.
Davarax chose the icy peak for his lair for the sheer joy of
perverting such a cold area into a fiery hellscape. Causing
Flamestrike Peak to erupt, blowing the top of the mountain off,
Davarax has altered the landscape. Hot ash rains from the sky, molten
rivers of rock flow and harden, coating the land in a hard crust of
obsidian. A clan of kobolds manages to eke out a living in the
furthest reaches from the mountain, as far as they can get without
being in the tundra. Davarax allows them to live, as they barely
survive and haven't managed to tame the blasted wasteland.
Click for full-size. |
Lair
Davarax's lair is in
the top magma chamber of Flamestrike Peak. It is open to the sky
above the magma pool, and a river of lava flows out and splits into
two before streaming down the mountainside.
1. The Tunnel
A sharply-sloped
tunnel leads from the lower mountain caverns to Davarax's chamber.
The dragon knows about the tunnel, but hasn't bothered to seal it up.
He knows that, in theory, someone could use the tunnel to enter the
lair, but in his arrogance, he believes that no mortal would ever
dare to confront him.
2. The Ledge
The path opens onto
a small ledge overlooking the magma pool. Once a pile of rock, the
intense heat from one of the mountain's eruptions smoothed the rock
and formed a series of ledges that function as crude steps to the
main floor.
3. Magma Pool
The chamber's
defining feature, the magma pool lays open to the sky. The air above
it shimmers with heat, meaning that anyone entering the chamber may
not be easily seen from the Throne on the other side (1-in-6 chance
of being seen).
4. Davarax's Throne
If Davarax is in his
lair, this is where he prefers to be. A tall ledge set into an
alcove, nearly thirty feet above the rest of the chamber, Davarax's
Throne has carved steps leading to it, made of smooth, melted rock.
Davarax's hoard is here – hundreds of gems arranged on the alcove
walls that reflect the light of the magma pool and brighten the
Throne area (roll on the treasure tables for exact value).
Occasionally, Davarax also has magical items here, from any recent
travelers or adventurers in his domain that he has slain.
5. Magma Rivers
The magma from the
center pool flows out through this hole in the chamber's southern
wall. A massive obsidian chunk splits the river into two to stream
down the mountain.
I like ditching the alignment restrictions and ditching the spellcasting. Dragons are way too badass to adhere to cosmic alignment unwaveringly and not all of them should stoop to using elf spells.
ReplyDeleteI don't think you have to keep the taxonomy though. If you lose the good vs evil, then you don't have to keep track of them that way. There's nothing wrong with catastrophic dragons just being dragons in my opinion.
Maybe it's the name. Catastrophe Dragons is more pleasing. But in any case I don't think you need it.
I'm mostly keeping the catastrophic/metallic split because I plan on having two opposed dragon gods. I don't use alignment at all - even going so far as to remove Protection from X Alignment and similar spells - but I like the idea of two dragon gods, like Bahamut and Tiamat, creating separate dragons to oppose each other.
DeleteBut, I also like the idea of those dragons having free will and being able to choose between the two gods, or another god, or no god altogether.
For catastrophic dragons, where Bahamut/Tiamat (or whatever their final names are) created the metallics and chromatics, the nature god Arathon took the existing dragons and physically altered them to be a new species. Catastrophic dragons literally change the environment around them, which is why I give them auras like the volcanic aura Davarax has.
Oh hey. I've been working on OSR catastrophic dragons this past weekend myself. How funny is that? I like this interpretation. Oh well, no big loss, I have something else in the works I'll post instead.
ReplyDeleteI even took spellcasting off of mine just like you did. Great minds think alike, eh?
DeleteThanks, glad you like it! If you do end up posting your version, let me know. I'm always looking for cool new OSR stuff, even (or maybe especially) if I've already got my own version.
Delete