Iorrwel "Greyscale", the Red Dragon
2 years ago
General
Shalom, dear reader. Draw near and hear what I have to say today.
Because this is about sharing my character rather than telling a full-blown story, I thought it best to put this in the journal rather than create a submission. First, let me say that although Iorrwel is the first of what are currently my three 'sonas, he was originally meant for D&D as an NPC in my campaigns and as a Player Character in others. As this was the reason I created him, the information I present is with 5th Edition in mind.
Iorrwel is an adult Red Chromatic True Dragon with a Neutral Good alignment. As dragons are powerful apex creatures, they typically have a high charisma to go with their high strength, but Iorrwel is different in that he focuses on his intelligence for the use of magic, knowing that a typical Red Dragon would consider him a weakling for being good-aligned and having scales of a color that is not red or similar. Due to his intelligence, he knows a wide variety of skills, languages, and spells up to 6th level. Even though most Red Dragons would consider him weak for being good-aligned, he still possesses the strength of a typical adult Red Dragon, but he has greater firepower as he is not a typical Red Dragon. During combat, his body temperature begins rapidly rising to a point where his flames become too hot even for creatures normally unphased by fire, the very air around Iorrwel begins to burn, and he can use his breath weapon more often. He can even use this heat to succeed in checks he would normally fail, or to end a nearby spell effect such as Forcecage.
Iorrwel possesses other tricks tucked under his wings. If he is on the same plane as his minions, he can telepathically speak to them regardless of distance. Although they are technically minions, Iorrwel considers them to be friends and family, oftentimes talking to them as if they were children. He has also developed his Dragonsight, which allows him to commune with his echoes across the different planes in the Forgotten Realms. Lastly, he is able to use the same shape-change ability Metallic Dragons possess, oftentimes taking on the appearance of a wizard a tenth of his actual age.
The circumstances of the majority of these changes was the result of a dwarf cleric praying to Bahamut that the nature of an unhatched Iorrwel would be changed so that he could become more docile and similar to a Metallic Dragon, which resulted in his red scales being discolored as a sign that Iorrwel was touched by Bahamut in some way. Other behavioral changes included a preference for cooler climates and temperatures, meeting the person he is speaking to at their eye level, and being easily calmed when listening to soothing melodies and stringed instruments.
As an adult Red Dragon, Iorrwel has a head length of 6.75 feet (his whiskers are the same length), a neck length of 15.75 feet, a body length of 18 feet, a tail length of 40.5 feet (81 feet from tip to tail), is 13.5 feet tall at the shoulder, stands at a total height of 22.5 feet, and has a wingspan of 162 feet. (For reference at shoulder height, Iorrwel as a wyrmling would be the size of a large dog, as a young dragon would be the size of a horse, as an adult is the size of a one-story house, as an ancient would stand as tall as a London double-decker bus is long, and as a greatwyrm would be as tall as the world's largest wind-chime. Due to his neck, Iorrwel could easily look over any of them.)
The following is a description of Iorrwel when first encountered by players.
The faint odor of Lavender, Cinnamon, and other calming herbs and spices surround Iorrwel, whose swept-back black horns and spinal frill define his silhouette; red scales having been discolored to a grey hue, smaller black horns grown on either side of his head along his jaw-line, black whiskers hanging from his snout to give the illusion of facial hair with his horns, black stripes going down his back and onto his limbs, and a pair of amber colored eyes faintly glow from their sockets. His rounded snout vents steam at all times while he fans the fragrance he emanates from the constant fanning of his wings; his eyes dance with blue flame and his snout vents smoke when he is angry, emanating the smell of sulfur and char as his body begins to heat up for the looming conflict.
The following is a description of his lair and the surrounding area.
Iorrwel has had a complex lair and environment constructed to his liking with the aid of Kobolds, Druids, and Firbolgs. Rather than having a lair perched on top of his mountain, Iorrwel's lair is located under a lone small mountain, and is connected to four large chambers by a network of passages and tunnels carved out by his Kobolds. These tunnels and the main passages, that Iorrwel himself travels through the mountain, all eventually lead outside to a Druid Grove, if a tunnel doesn't lead to a trap or a dead-end. Wishing life to prosper over the destructive regional effects of most Red Dragons, a forest has been grown up to 10 miles from the base of the mountain, and the magic from Iorrwel is causing the regional effects which have been beneficial to the ecosystem.
The forest was grown by the Druids and Firbolgs, whom Iorrwel has gained the allegiances of, and is home to a unique ecosystem of various plants and animals, some of which are not native to the land which Iorrwel's sovereignty is located. With the various edible plants, flowers, and other growths nearly everywhere, the air has a pleasant aroma and is pleasing to the eye. To keep vegetation vibrant and fauna to stay, 15 ft diameter pools of water can be found throughout the forest in addition to any streams and ponds, connected by small brooks so that the sound of running water can be heard, and getting a steady stream of spring water through underground sources which connect to the Druid Groves. At the center of any pond or pool floats a magical flame above the water's surface, which has been produced by the Continual Flame spell.
The Druid Groves, which reside at every entrance to the tunnels under Iorrwel's mountain, are the size of large villages to small towns, and have the appearance of various gardens; each is home to various races and each grove has its own circle of Druids. Similar to the forest, various eye-catching vegetation and fauna roam the groves, the springs which flow to the pools and ponds throughout the forest themselves recieving their water from the mountainside and from the springs within the mountain, and the dwellings of the grove's inhabitants reside on the edges of the grove. Each grove is hidden by the Druids' magic, requiring a DC 17 Intelligence (Nature) check to reveal the grove. The largest of these groves, home to the largest clan of Druids primarily made up of Firbolgs, sits at the primary entrance to Iorrwel's lair and is the most ecologically diverse of the groves, has pathways large enough for Iorrwel himself to walk through, and features a waterfall which flows into a water garden at the center of the grove. Due to the magic of the Firbolgs keeping the grove hidden, this grove requires a DC 21 Intelligence (Nature) check to reveal the grove.
The tunnels and passageways that connect the caverns and chambers beneath the mountain, having been carved out by Kobolds, are designed to be hazardous to any intruder not familiar with the lair, riddled with traps and paths that lead to nowhere. Besides the lair itself, there are four other chambers beneath the mountain: one which provides the main source of spring water to the Druid groves and houses an aquatic ecosystem, a chamber which houses a lava chamber, a chamber rich with minerals and materials, and a chamber carved out by the Kobolds to act as their home. Kobolds each have many various jobs related to the chambers and the passageways connecting them, such as tending to the aquatic life and maintaining the water so it may flow to the Druid Groves, miners digging in the material-rich chamber for metals and gems, using the heat and lava for melting down and shaping the materials mined by the Kobolds in their forges, maintaining the colony's chamber and tending to the injured and young, and constructing complex traps to be used in the passageways. Similar to how the forest and groves have vegetation and fauna, the caverns and tunnels also house various cave-dwelling plants, animals, and fungi.
The lair itself is the largest of the chambers beneath the mountain, featuring four smaller side chambers which each have a unique purpose and the larger main chamber which looks more like something out of the Fey Wild. One side-chamber acts as a library and art museum containing many works of art, literature, and tomes of magic; a second room acts as a vault containing precious metals, gems, equipment, and magic items; the third room acts as a living space for those invited to Iorrwel's lair, featuring various pieces of furniture, drinks, and foods contained in many Chests of Preserving; and the fourth room is Iorrwel's personal quarters, where he rests, experiments with magic and magic items, and contains many of his favorite magic items, works of art, and other items. The main chamber is similar to the Druid Groves, being incredibly diverse in plant life such as moss, fungi, flowers, shrubbery, and plants that grow fruits and vegetables, illusory animals rather than real ones, is magically illuminated by sunlight and open flames similar to the ones found throughout the forest, maintains a cool temperature despite heat venting from the forges of the lava chamber, and a water system which flows in and out of the large pool of water at the center of the room. The pool is magical in that it allows the viewer to cast divination magic near the pool without expending a spell slot or material components, but the spell is viewed through the pool.
Iorrwel is an adult Red Chromatic True Dragon with a Neutral Good alignment. As dragons are powerful apex creatures, they typically have a high charisma to go with their high strength, but Iorrwel is different in that he focuses on his intelligence for the use of magic, knowing that a typical Red Dragon would consider him a weakling for being good-aligned and having scales of a color that is not red or similar. Due to his intelligence, he knows a wide variety of skills, languages, and spells up to 6th level. Even though most Red Dragons would consider him weak for being good-aligned, he still possesses the strength of a typical adult Red Dragon, but he has greater firepower as he is not a typical Red Dragon. During combat, his body temperature begins rapidly rising to a point where his flames become too hot even for creatures normally unphased by fire, the very air around Iorrwel begins to burn, and he can use his breath weapon more often. He can even use this heat to succeed in checks he would normally fail, or to end a nearby spell effect such as Forcecage.
Iorrwel possesses other tricks tucked under his wings. If he is on the same plane as his minions, he can telepathically speak to them regardless of distance. Although they are technically minions, Iorrwel considers them to be friends and family, oftentimes talking to them as if they were children. He has also developed his Dragonsight, which allows him to commune with his echoes across the different planes in the Forgotten Realms. Lastly, he is able to use the same shape-change ability Metallic Dragons possess, oftentimes taking on the appearance of a wizard a tenth of his actual age.
The circumstances of the majority of these changes was the result of a dwarf cleric praying to Bahamut that the nature of an unhatched Iorrwel would be changed so that he could become more docile and similar to a Metallic Dragon, which resulted in his red scales being discolored as a sign that Iorrwel was touched by Bahamut in some way. Other behavioral changes included a preference for cooler climates and temperatures, meeting the person he is speaking to at their eye level, and being easily calmed when listening to soothing melodies and stringed instruments.
As an adult Red Dragon, Iorrwel has a head length of 6.75 feet (his whiskers are the same length), a neck length of 15.75 feet, a body length of 18 feet, a tail length of 40.5 feet (81 feet from tip to tail), is 13.5 feet tall at the shoulder, stands at a total height of 22.5 feet, and has a wingspan of 162 feet. (For reference at shoulder height, Iorrwel as a wyrmling would be the size of a large dog, as a young dragon would be the size of a horse, as an adult is the size of a one-story house, as an ancient would stand as tall as a London double-decker bus is long, and as a greatwyrm would be as tall as the world's largest wind-chime. Due to his neck, Iorrwel could easily look over any of them.)
The following is a description of Iorrwel when first encountered by players.
The faint odor of Lavender, Cinnamon, and other calming herbs and spices surround Iorrwel, whose swept-back black horns and spinal frill define his silhouette; red scales having been discolored to a grey hue, smaller black horns grown on either side of his head along his jaw-line, black whiskers hanging from his snout to give the illusion of facial hair with his horns, black stripes going down his back and onto his limbs, and a pair of amber colored eyes faintly glow from their sockets. His rounded snout vents steam at all times while he fans the fragrance he emanates from the constant fanning of his wings; his eyes dance with blue flame and his snout vents smoke when he is angry, emanating the smell of sulfur and char as his body begins to heat up for the looming conflict.
The following is a description of his lair and the surrounding area.
Iorrwel has had a complex lair and environment constructed to his liking with the aid of Kobolds, Druids, and Firbolgs. Rather than having a lair perched on top of his mountain, Iorrwel's lair is located under a lone small mountain, and is connected to four large chambers by a network of passages and tunnels carved out by his Kobolds. These tunnels and the main passages, that Iorrwel himself travels through the mountain, all eventually lead outside to a Druid Grove, if a tunnel doesn't lead to a trap or a dead-end. Wishing life to prosper over the destructive regional effects of most Red Dragons, a forest has been grown up to 10 miles from the base of the mountain, and the magic from Iorrwel is causing the regional effects which have been beneficial to the ecosystem.
The forest was grown by the Druids and Firbolgs, whom Iorrwel has gained the allegiances of, and is home to a unique ecosystem of various plants and animals, some of which are not native to the land which Iorrwel's sovereignty is located. With the various edible plants, flowers, and other growths nearly everywhere, the air has a pleasant aroma and is pleasing to the eye. To keep vegetation vibrant and fauna to stay, 15 ft diameter pools of water can be found throughout the forest in addition to any streams and ponds, connected by small brooks so that the sound of running water can be heard, and getting a steady stream of spring water through underground sources which connect to the Druid Groves. At the center of any pond or pool floats a magical flame above the water's surface, which has been produced by the Continual Flame spell.
The Druid Groves, which reside at every entrance to the tunnels under Iorrwel's mountain, are the size of large villages to small towns, and have the appearance of various gardens; each is home to various races and each grove has its own circle of Druids. Similar to the forest, various eye-catching vegetation and fauna roam the groves, the springs which flow to the pools and ponds throughout the forest themselves recieving their water from the mountainside and from the springs within the mountain, and the dwellings of the grove's inhabitants reside on the edges of the grove. Each grove is hidden by the Druids' magic, requiring a DC 17 Intelligence (Nature) check to reveal the grove. The largest of these groves, home to the largest clan of Druids primarily made up of Firbolgs, sits at the primary entrance to Iorrwel's lair and is the most ecologically diverse of the groves, has pathways large enough for Iorrwel himself to walk through, and features a waterfall which flows into a water garden at the center of the grove. Due to the magic of the Firbolgs keeping the grove hidden, this grove requires a DC 21 Intelligence (Nature) check to reveal the grove.
The tunnels and passageways that connect the caverns and chambers beneath the mountain, having been carved out by Kobolds, are designed to be hazardous to any intruder not familiar with the lair, riddled with traps and paths that lead to nowhere. Besides the lair itself, there are four other chambers beneath the mountain: one which provides the main source of spring water to the Druid groves and houses an aquatic ecosystem, a chamber which houses a lava chamber, a chamber rich with minerals and materials, and a chamber carved out by the Kobolds to act as their home. Kobolds each have many various jobs related to the chambers and the passageways connecting them, such as tending to the aquatic life and maintaining the water so it may flow to the Druid Groves, miners digging in the material-rich chamber for metals and gems, using the heat and lava for melting down and shaping the materials mined by the Kobolds in their forges, maintaining the colony's chamber and tending to the injured and young, and constructing complex traps to be used in the passageways. Similar to how the forest and groves have vegetation and fauna, the caverns and tunnels also house various cave-dwelling plants, animals, and fungi.
The lair itself is the largest of the chambers beneath the mountain, featuring four smaller side chambers which each have a unique purpose and the larger main chamber which looks more like something out of the Fey Wild. One side-chamber acts as a library and art museum containing many works of art, literature, and tomes of magic; a second room acts as a vault containing precious metals, gems, equipment, and magic items; the third room acts as a living space for those invited to Iorrwel's lair, featuring various pieces of furniture, drinks, and foods contained in many Chests of Preserving; and the fourth room is Iorrwel's personal quarters, where he rests, experiments with magic and magic items, and contains many of his favorite magic items, works of art, and other items. The main chamber is similar to the Druid Groves, being incredibly diverse in plant life such as moss, fungi, flowers, shrubbery, and plants that grow fruits and vegetables, illusory animals rather than real ones, is magically illuminated by sunlight and open flames similar to the ones found throughout the forest, maintains a cool temperature despite heat venting from the forges of the lava chamber, and a water system which flows in and out of the large pool of water at the center of the room. The pool is magical in that it allows the viewer to cast divination magic near the pool without expending a spell slot or material components, but the spell is viewed through the pool.
FA+
