New Critter: Sunrise Dragon

Post/Author/DateTimePost
#1

nightdruid

Jun 18, 2003 11:47:08
Haha, first post ;)

Anyways, here's a critter that's been sitting on my computer for at least two years now; might as well post the silly thing Enjoy!

Sunrise Dragon
Dragon (Fire)
Climate/Terrain: Space castles, asteroids
Organization: Wyrmling, very young, young, juvenile, and young adult:
solitary or clutch (2-5); adult, mature adult, old, very old, ancient,
wrym, or great wrym: solitary, pair, family (1-2 and 2-5 offspring), or
clan (10-40 adults, 4-10 offspring).
Challenge Rating: Wyrmling, very young, young, juvenile, young adult,
adult, mature adult, old, very old, ancient, wrym, or great wrym
Treasure: Double standard
Alignment: Always lawful
Advancement: Wyrmling 6-7 HD, very young 9-10 HD, young 12-13 HD,
juvenile 15-16 HD, young adult 18-19 HD, adult 21-22 HD, mature adult
24-25 HD, old 27-28 HD, very old 30-31 HD, ancient 33-34 HD, wrym 36-37
HD, or great wrym 39+ HD

One of the most sociable dragon species ever are the sunrise dragons.
Crafting cities for themselves and their followers, the sunrise dragons
are only encountered in wildspace close to hot fire bodies. A few
revert to a more selfish and hateful nature and will use their abilities
and followers to gain wealth and power.
Sunrise dragons are a breed of dragons that emerged from unions between
red and brass dragons. The dragons departed their homeworld generations
ago and found a new home in wildspace. To survive in such a harsh
environment, sunrise dragons developed strong family ties and built
their first citadels.
At birth, sunrise dragon's scales are a dull rust-red color.
Hatchlings are kept near the nest until they reach the very young age
category, though they have little to fear from predators. As the dragon
ages, it's scales take on a warm orange color along their underbelly. A
sunrise dragon's back darken to a purple color, leaving a band of red
along its sides that blends with its back and underbelly. They have a
trio of horned head plates of deep crimson color with small horns. As
the dragon ages, the horns grow into a distinctive shape that easily
identifies each individual dragon. Their wings are a deep blue color
that lighten to maroon at the edges. The pupils of a sunrise dragon
fade as it ages; the oldest dragons have eyes that resemble a deep red
rising sun.
Sunrise dragons lair in cities of their own design that orbit close to
fire bodies. They love the heat and dry climate being so close to a sun
provides, which is at the very least uncomfortable to humans. Cities
with large human populations will orbit farther away from the sun to
make life more comfortable for their non-dragon residents. Their cities
sport several large, flat platforms where the dragons can sun themselves
for hours on end. Spelljammers sometimes mistake these platforms for
docks, much to the dragons' annoyance. The cities are overgrown with
plants of all sorts to both refresh the atmosphere and to provide food
for their herd animals.
Sunrise dragons are natural carnivores, though they require
surprisingly little food. Their preferred food is krajen, which they
enjoy hunting. Most cities raise large herds of domestic animals such
as sheep, cattle, or rothe as a supplementary to their diets.
Because they do not share territories with many other dragons, sunrise
dragons have few conflicts with other dragons. Their relations with
radiant dragons are mixed, with some radiant dragons welcomed in sunrise
dragon cities, while other radiant dragons are hated enemies of those
same cities. They are on good standing with sun dragons and sometimes
invite those creatures into their cities. They usually welcome the rare
metallic and gem dragons in space, but chromatic dragons are coldly
received.

Combat
Sunrise dragons are surprisingly passive creatures, not liking to engage
in physical combat. Instead, they rather allow their followers and
guards to engage in physical combat. Only if an opponent proves too
much for their guards will a sunrise dragon enter melee.
Sunrise dragons usually attack en-mass, calling in all dragons in range
to join in. They will use their claws and bite attacks to eliminate
weak, isolated foes and their breath weapon to destroy large groups of
creatures quickly. They will gang up on strong opponents, attempting to
rend them apart with their claws and breath weapons. Older dragons will
use their sleep breath weapon and natural fear-ability to scatter and
neutralize weak foes like sailors and hired marines. Any prisoners
taken are given the option of joining the ranks as followers, slaves, or
food.
Breath Weapon (Su): A sunrise dragon has two types of breath weapons.
The first is a line of fire and the second is a cone of sleep gas. Any
creature inside the cone of sleep gas must make a will save or enter a
deep slumber for 1 round per age category of the dragon.
Fire Subtype (Ex): The dragon gains immunity to fire and suffers double
damage from cold attacks on a failed save.
Create Elements (Sp): Once per day, a sunrise dragon can create roughly
1,000 cubic feet of material per age category of the dragon that it can
mold into any shape it desires. The dragon must concentrate for 10
minutes to make use of this ability, making it difficult to use in
combat. If used to create fire, it vanishes quickly but will cause 1d8
points of damage per age category of the dragon to any creature caught
in the area of effect. The dragon can use this ability to create their
cities, creating stone building blocks, filling water reservoirs, and
refresh the air about the city.
Voidflight (Ex): Once the sunrise dragon reaches Ancient status, it can
travel in wildspace as if it were a radiant dragon. The dragon can
travel 100 million miles a day and can travel for up to one day per
point of constitution score before requiring rest. After a long
journey, the dragon needs to rest at least four hours per day of travel,
including sleep, food, and water.
Summon Djinni (Sp): A sunset dragon may summon a djinni once per day, as
per the summon monster spell. The dragon can summon only one djinni per
summons, who will serve the dragon faithfully.
Spell-Like Abilities: 3/day - polymorph self; 1/day - suggestion

Attack Fort Ref Will
Age Size Hit Dice (hp) AC Bonus Save Save Save
Wyrmling S 6d12 15 (+1 size, +4 natural) +7 +5 +4 +5
Very young M 9d12 17 (+7 natural) +11 +8 +6 +7
Young M 12d12 20 (+10 natural) +15 +9 +7 +9
Juvenile L 15d12 22 (-1 size, +13 natural) +18 +12 +9 +12
Young adult L 18d12 25 (-1 size, +16 natural) +22 +14 +10 +13
Adult H 21d12 27 (-2 size, +19 natural) +26 +17 +12 +16
Mature Adult H 24d12 30 (-2 size, +22 natural) +30 +18 +13 +17
Old H 27d12 33 (-2 size, +25 natural) +35 +21 +15 +20
Very old H 30d12 36 (-2 size, +28 natural) +39 +23 +16 +22
Ancient G 33d12 37 (-4 size, +31 natural) +41 +26 +18 +25
Wrym G 36d12 40 (-4 size, +34 natural) +45 +28 +19 +27
Great wyrm G 39d12 43 (-4 size, +37 natural) +49 +30 +21 +30

Breath Fear
Age Weapon (DC) DC SR Speed Str Dex Con Wyrmling 2d6 (13) -- -- 40
ft., fly 100 ft. (average) 12 10 13
Very young 4d6 (16) -- -- 40 ft., fly 150 ft. (poor) 14 10 15
Young 6d6 (17) -- -- 40 ft., fly 150 ft. (poor) 16 10 15
Juvenile 8d6 (20) -- -- 40 ft., fly 150 ft. (poor) 18 10 17
Young adult 10d6 (22) 20 19 40 ft., fly 150 ft. (poor) 20 10 19
Adult 12d6 (25) 23 21 40 ft., fly 150 ft. (poor) 24 10 21
Mature Adult 14d6 (26) 24 22 40 ft., fly 150 ft. (poor) 27 10 21
Old 16d6 (29) 27 24 40 ft., fly 150 ft. (poor) 30 10 23
Very old 18d6 (30) 28 25 40 ft., fly 150 ft. (poor) 33 10 25
Ancient 20d6 (33) 31 27 40 ft., fly 200 ft. (clumsy) 35 10 27
Wrym 22d6 (35) 32 28 40 ft., fly 200 ft. (clumsy) 37 10 29
Great wyrm 24d6 (37) 35 30 40 ft., fly 200 ft. (clumsy) 39 10 29

Age Int Wis Cha Special Abilities Caster Level
Wyrmling 10 11 13 Fire subtype --
Very young 10 11 13 --
Young 12 13 15 --
Juvenile 12 13 15 Polymorph self --
Young adult 14 15 17 Damage reduction 5/+1 1st
Adult 14 15 17 Suggestion 3rd
Mature Adult 16 17 19 Damage reduction 10/+2 5th
Old 16 17 19 Create Elements 7th
Very old 18 19 21 Damage reduction 15/+2 9th
Ancient 18 19 21 Voidflight 11th
Wrym 20 21 23 Damage reduction 20/+3 13th
Great wyrm 20 21 23 Summon Djinni 15th

Sunrise Dragon Society
Sunrise dragons organize themselves families (newly established cities)
or clans (well established and old cities). They use their Create
Element ability to craft enormous cities for themselves in orbit about a
large fire body. These cities take the shape of dozens of discs melded
together at the edge with buildings, gardens, and temples upon the flat
surfaces. The dragons constantly enlarge their cities, such that over
several generations a city can grow into a small island. The larger
discs are at the center of the city while smaller discs are at the
city's parameter. The cities never stop growing, and in time may become
large islands supporting a varied ecosystem. The dragons have found
great value in humans and demihumans as servants and guards. A typical
city will have at least 10 humans and demihumans per dragon, sometimes
more. The non-dragon population include dragon worshippers, servants,
artisans, and even slaves. Because of their close contact with
non-dragons, half-dragons are common, typically the most favored
servants of the dragons. The dragons will seek out young human and
demihuman females for the express purpose of producing half-dragons to
act as their guards and worshippers.
If the dragon population grows larger than 50 dragons, several young
dragons will depart the city to found a new one. This new city may
orbit the same fire body that the parent city orbits, or it may be in a
new sphere altogether. Long established clans may be spread out over a
dozen or more cities orbiting the same fire body, able to call upon one
another for mutual defense or to oppress nearby worlds. It is also
possible for two cities to orbit the same sun be bitter rivals, each
constantly working to undo the other. The dragons will use 'hired
swords' (read: adventurers) to make conduct raids, spy on, and generally
make life miserable for the rival city.
To protect themselves from the predators and pirates of wildspace, the
dragon cities will field a navy of spelljammers crewed by their most
fanatical guards and sometimes carries a polymorphed dragon. A typical
city can put as many as 5 spelljammers into space, though most cities
have only half as many ships. Ship designs favored by the sunrise
dragons include dragonships, squidships, hammerships, and battle
dolphins. In general, the dragons favor large, heavy ships that can
carry a ample guards and numerous weapons. If a city is directly
attacked, every dragon and non-dragon will take up arms against the
invaders. A fighting force of nearly fifty dragons backed up by a
fanatical army is more than enough to terrify even the largest invasion
force!
Dragon cities are varied in their politics. Some cities are benign
trading outposts for spelljammers, others are monasteries for
philosophers and pilgrims, and others still are cruel strongholds for
draconic warlords who extend their rule far beyond the walls of their
cities. Spelljammers need to be wary when visiting a sunrise dragon
city and be aware of all laws the city imposes. Entanglement in the
Byzantine legal system of the sunrise dragons is something most
travelers will wish to avoid. Even the most lawful good dragon city
will have an extremely complicated legal system with many eccentric laws
and procedures.
#2

old_sage

Jun 19, 2003 7:37:44
Impressive. It seems like a shame to have left a little gem like this to languish on your hard drive for so long.

Anyway, thanks for the new addition.

;)

Old Sage of Candlekeep
#3

nightdruid

Jun 19, 2003 7:54:43
Actually, there's more that I haven't gotten a chance to post yet (been busy; shouldn't be a problem today ). I hope to get to posting the rest later, though I think I never finished the PrC for it. Basically, I did a whole city (plus map :D ).
#4

old_sage

Jun 20, 2003 5:31:23
Sounds interesting. I can't wait.

;)

Old Sage of Candlekeep
#5

nightdruid

Jun 20, 2003 12:34:32
Sunrise Dragon Addendium

Here's the rest of the article, the draconic city of Sundale. This place drove me nuts; it was here that I discovered the not-so-fun parts of 3e, that high-level characters are number-crunching nightmares. Enjoy!

Sundale
Village (Dragon city)
Population 43 dragons, 700 non-dragons
Racial Mix Human 45%, half-dragon 25%, dwarves 20%, elves 5%, halflings
5%
Alignment Lawful Neutral
Gp Limit Roughly 300,000 gp
Assets At least 2,000,000 gp

Inns The only inn in Sundale is the Rising Sun, which exclusively
caters to
sailors from visiting spelljammers.
Taverns The Golden Dragon is the only tavern, which is a large, open-air
affair
with perches so that the dragons can partake in the merrymaking.
Supplies Sundale has only one store that caters to passing spelljammers.
Watch The town has a Captain of the Watch, Palax (half-dragon F12) and
220 guards (War 2 - 4).
Temples The Fifth Claw, a temple dedicated to Bahamut, is the only
temple.

A well-established and old sun dragon city, Sundale orbits roughly 55
million miles from an ordinary sun. It was founded about 3000 years ago
by the Brightwing clan, growing out of a single disc only a few yards
across. The city is now almost a mile long and has over fifty
individual discs. The lairs of the clan dragons are near the center of
the city under enormous, elaborately decorated domes. The dragons are
served by almost 700 non-dragons, many that worship the dragons as
gods. Half-dragons are common due to long standing traditions involving
young dragons and female cultists. Mothers of half-dragons command
great respect in the community and granted many special privileges.

Defense
Sundale has a defensive navy of a pair of squidships, the Red Kraken
and the Golden Trident. Each ship carries a heavy catapult and two
medium ballista. A typical crew is twenty sailors, fifty marines, and
at least one polymorphed dragon. A ship will carry fewer crewmen if
sent on a long missing. The Golden Trident is used more for diplomatic
missions and is the more grandeur of the two ships. The Red Kraken sees
more cargo-hauling and pirate hunting duty.
The city has a total of 220 armed guards, all fanatically loyal to
their dragon masters. A typical guard is a 3rd level warrior armed with
a greatsword, heavy crossbow, and a dagger. They wear masterwork scale
armor and sometimes (50% chance) carry a vial of alchemist fire or a
thunderstone. They are led by the Dragon Champion, Palax. A hardened
soldier and dragon zealot, Palax is charged with protecting the dragons
from possible assassins or thieves that a visiting spelljammer could
bring. He defers to the dragons, but keeps tight control over the
non-dragon residents of the city.

Temple
The only temple in the city is the Fifth Claw, concentrated to the King
of Good Dragons, Bahamut. The temple is attended by Merolothovalos, the
highest ranking priest of his deity in the city. He is attended by
three acolytes, Ragothnym (LG half-dragon m C13), Isolda (LN hf W2/C7),
and Jhurhoon (LN adult sunrise dragon C6). The temple is richly
decorated with elaborate frescos of Bahamut, his dragon attendants,
battles against Tiamat, and his leading the Brightwing clan to found
Sundale. The temple is so large that it can easily accommodates even
the largest sunrise dragon. The priests make regular offerings to
Bahamut for continued prosperity and wealth.

Trade
Sundale is a hospice for spelljammers. Food and water can be obtained
at reasonable prices. The dragons have a large library of spells and
scrolls and are willing to trade spells with visiting wizards and
sorcerers. Some of the dragons amuse themselves by crafting magical
trinkets that they sell to passing merchants for a tidy profit. The
dragon purchase magical items, jewelry, art objects, books, and spices.


Palax, half sunrise dragon/half human Fighter 12: Medium-size Humanoid
(6' 8"); HD 12d12+36, hp 120; Init +5 (Improved Initiative, dex); Spd 20
ft; AC +22 (+10 armor, +1 dex, +1 ring); Atk greatsword +23/+18/+13
(2d6+12) melee; AL LN(E); SV Fort +13, Ref +7, Will +7; Str 26, Dex 13,
Con 16, Int 10, Wis 12, Cha 12.
Skills: Climb +5, Intimidate +8, Jump +9, Spot +4.
Feats: Weapon Focus (greatsword), Weapon Focus (great axe), Improved
Initiative, Power Attack, Weapon Specialization (greatsword), Cleave,
Point-Blank Shot, Improved Critical (greatsword), Great Cleave,
Leadership, Precise Shot, Weapon Focus (heavy crossbow)
Special: Darkvision 60 ft, Immunity to sleep, paralysis, fire.
Possession: +2 Full Plate Armor, Greatsword +2, Heavy Crossbow +1 of
Distance, 25 Bolts +1, Potion of Cure Moderate Wounds, Potion of
Endurance, Cloak of Resistance +2, Ring of Protection +1.

Palax appears as a golden human with the head of a dragon. He has a
massively muscular physique and powerful claws. He considers his bronze
plate armor as a second skin and wears it constantly. His greatsword
and crossbow are always at his side and in easy reach. The Cloak of
Resistance is purple in color and flows around him. Palax has a short
tail but he cannot use it to make attacks.
A hardened veteran of at least two wars, Palax has fought countless
foes and seen many of his friends die due to betrayal or incompetence.
This has left Palax a hard and joyless individual, the perfect man to
ensure Sundale's security. Palax enjoys the favor of virtually every
dragon on Sundale and has almost complete authority over all non-dragons
dwelling in the city. He is automatically suspicious of all visitors
and will have his agents tail visitors until they depart. Though his
tactics can make a visitor feel less than welcomed, he has stopped at
least five major theft and assassination attempts. Palax has recently
married a young elf and is looking forward to raising a family.
Palax commands great respect from his men. Though a hard commander,
his men fear Palax too much to cross him. Palax keeps his men busy with
drills, voyages aboard Sundale's spelljammers, and even hiring them out
as mercenaries in campaigns elsewhere in the sphere to earn real combat
experience. Due to Palax's efforts, the defenders of Sundale are
well-prepared to handle almost any threat.


Merolothovalos, old male sunrise dragon Cleric 15 (of Bahamut):
Huge-size Dragon (28' body, 18' tail); HD 27d12+162 + 15d8+90; hp 500;
Init +0; Spd 40 ft, fly 150 (clumsy); AC 36 (-2 size, +25 natural; +2
ring; +1 amulet); Atk claw: +33 (2d6+10) melee, bite: +35 (2d8+10)
melee; AL LN; SV Fort +23, Ref +18, Will +22; Str 30, Dex 10, Con 23,
Int 16, Wis 20, Cha 19.
Skills: (9x27 + 5x15) Appraise +33, Bluff +13, Concentration +36,
Diplomacy +34, Heal +35, Intimidate +34, Innuendo +14, Jump +19
Knowledge (religion) +33, Listen +35, Move Silently +9, Scry +12, Spot
+35.
Feats: Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Craft
Rod, Craft Wondrous Item, Enlarge Spell, Flyby Attack, Heighten Spell,
Multiattack, Scribe Scroll, Silent Spell, Still Spell
Spell-like Powers: 3/day - polymorph self; 1/day - suggestion, create
elements.
Special: Damage reduction 10/+2
Domains: Fire, Air
Possessions: Cloak of Resistance +2, Wand of Cure Serious Wounds, Ring
of Protection +2, Wand of Hold Person, Wand of Searing Light, Amulet of
Natural Armor +1, Scrolls (17 cure critical wounds, 4 neutralize poison,
6 silence, 3 ethereal jaunt, 5 raise dead, 2 true resurrection), at
least 18 other minor, 2 medium, & 2 major magic items.

Zundaeryx, juvenile sunset dragon: Large-size Dragon (12' body, 8'
tail); HD 15d12 +45; hp 150; Init +4 (Improved Initiative); Spd 40 ft,
fly 150 (clumsy); AC 24 (-1 size, +23 natural, +2 ring); Atk bite: +22
(2d6+4) melee, claw: +17 (1d8+4) melee; or greatsword +20 (2d6+6) melee;
AL LN; SV Fort +12, Ref +9, Will +12; Str 18, Dex 10, Con 17, Int 12,
Wis 13, Cha 15.
Skills: Bluff +21, Concentration +12, Escape Artist +19, Listen +20,
Search +20, Spot +20
Feats: Alertness, Flyby Attack, Improved Initiative, Weapon Focus
(greatsword)
Spell-like Powers: 3/day - polymorph self.
Possessions: Keen Greatsword +1, Ring of Protection +2, Bag of Holding
(type 2), Figurine of Wondrous Power (Serpentine Owl).

Zundaeryx is a young sunset dragon, with his scales only now turning
into a warm orange. He has a small scar on his right forearm, earned in
a fight with an owlbear. His scales are supple and smooth, unworn by
age. Zundaeryx's faceplate is decorated with small runes that glow
brightly if heated.
Zundaeryx's human form is Zundax the Slayer, a tall blonde warrior and
sell-sword. "Zundax" loves travel and adventure, especially dungeon
crawling. He wields a massive greatsword in battle and keeps his dragon
form hidden. He will only reveal his dragon form only if all of his
fellows have fallen unconscious. He returns to his human form before
his fellows awaken or he returns to civilization. Zundax is a cheerful
and helpful individual, if a bit greedy with the gold and silver.
Zundaeryx hopes to build the greatest horde that Sundale had ever seen.
Zundax always keep his ring worn and his sword at his side. He has
never used his Serpentine Owl, and plans on saving it until an
emergency.
Recently, Zundax was accosted by villagers attempting to kill him to
steal his magic and gold. He was forced to revert to his dragon shape
and punish the evil villagers. Fearful that they would be completely
obliterated by the vengeful dragon, the villagers offered a virgin
sacrifice. Unsure of what to do with the young girl, Zundaeryx returned
home with the girl in tow. The girl is now Zundaeryx's betrothed,
though he would rather ditch the pending ceremony and head out for
another adventure.

Juliana, female human Commoner 2: Medium-size Humanoid (5' 2" tall); HD
2d4; hp 5; Init +2 (Dex); Spd 30 ft; AC 12 (+2 dex); Atk Quarterstaff
+0 (1d6 -1); AL N; SV Fort +0, Ref +2, Will +0; Str 9, Dex 15, Con 11,
Int 12, Wis 13, Cha 16.
Skills: Craft (pottery) +6, Handle Animal +5, Listen +3, Swim +3, Use
Rope +4.
Feats: Lightning Reflexes
Possessions: Quarterstaff, noble's outfit, 5 gp, potion of healing, 200
gp worth of jewelry.

A simple girl of 16 summers, Juliana is very pretty for her age. She
has straight brown hair that hangs down just past her waist and eyes the
color of emeralds. She has several tiny scars on her hands, arms, and
legs due to her life of labor. Juliana left her village with only the
clothes on her back, but the natives of Sundale have given her many
beautiful clothes and even some simple jewelry.
Juliana grew up in a small village on the banks of the Mudwash River.
The villagers used the riverbed clay to make pottery, but were not above
waylaying travelers for extra coin. For years, the village killed
travelers and buried them in the thick river mud, until they attempted
to waylay the wrong traveler. The warrior Zundax was, in truth, the
dragon Zundaeryx. Sorely wounded but enraged beyond reason, Zundaeryx
burned half the village to the ground before he retreated to a nearby
cave to nurse his wounds. In the meantime, the villagers threw Juliana
in chains and left her outside the cave entrance, begging the dragon
accept her as a sacrifice and forgive their village. Unsure of what to
do with the weeping girl, Zundaeryx took her to the city elders. They
determined that she would make an excellent mother for new half dragons,
and betrothed her to Zundaeryx.
Since their declaration, Juliana has been pampered and primped for her
mating ceremony with Zundaeryx. For Juliana, a simple girl from a
backwater village, the recent events of her have left her confused and
scared. She spends most of her time with Zundaeryx, listening to his
adventurous stories with wonder. She secretly wants to accompany
Zundaeryx on his next adventure and a lust for adventure is being
awakened within the young girl.

Dionisia, female half-elf Aristocrat 6/Eggwarden 9: Medium-size Humanoid
(4' 9" tall); HD 6d8 + 9d8; hp 70; Init +5 (Improved Initiative, Dex);
Spd 20 ft; AC 11 (+1 dex); Atk Rapier +11/+6 (1d6 +1); AL LN; SV Fort
+7, Ref +6, Will +14; Str 12, Dex 13, Con 14, Int 16, Wis 12, Cha 17.
Skills: Concentration +14, Diplomacy +12, Gather Information +4,
Innuendo +10, Heal +17, Knowledge (birthing) +12, Listen +10, Search
+15, Sense motive +10, Spellcraft +12, Spot +10
Feats: Endurance, Alertness, Improved Initiative, Weapon Focus
(rapier), Expertise, Improved Disarm, Iron Will
Possessions: Scale Armor +3,

Dioisia is a middle-aged woman with slightly pointed ears and
shoulder-length, curly black hair. She has developed draconic
characters in the form of pupils that glow like metal, a short tail, and
abnormally long legs. Dioisia enjoys a very high station in Sundale and
is very wealthy. She wears only the best silken noble outfits and is
never seen without several expensive pieces of jewelry.
Dioisia is the senior Eggwarden in the city and the favorite servant of
the dragons. She has given birth to no less then nine half-dragons and
served as midwife for countless births. Dioisia was born on Sundale to
a high station, and was groomed for the position of Eggwarden from
birth. She has rarely left the city and always at the behest of the
dragons. She rose through the ranks and fought for her position through
intrigue and some back-stabbing of her friends. Dioisia's duties now
are to screen potential mates for the dragons and future Eggwardens,
assigning Eggwardens to young dragons and half-dragons, and making sure
the dragons are well-cared for. This woman is a master of gossip and
intrigue when dealing with Sundale's politics, though she is
uncomfortable outside of the city.
#6

old_sage

Jun 21, 2003 7:31:13
Another fine addition Nightdruid.

In fact this work of yours has inspired me to dust off some of my old Spelljammer notebooks, and start posting some of my own creations.

I will try and have some Spelljammer related stuff posted soon.

;)

Old Sage of Candlekeep
#7

bigmac

Sep 27, 2015 16:43:14

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