BOOK OF ARTIFACTS
Introduction: What are the Orbs of Dragonkind?
The Orbs of Dragonkind are a set of powerful artifacts that can grant their wielders the ability to control and communicate with dragons of a specific type. These artifacts are said to be 12 in number, each corresponding to a different kind of dragon, such as red, blue, green, gold, silver, and so on. The Orbs are ancient and mysterious, and their origins and purpose are shrouded in legend.
The Orbs of Dragonkind are all similar in appearance. They look like spheres of finest crystal, perfectly smooth and lustrous. A close examination of each Orb shows faint lines of writing etched into the surface. The language is ancient, no longer known by any speaker alive. The writing on each Orb is different.
The Orbs are usually found mounted on three-armed stands. Each stand is different for each Orb, but since the stands are not part of the artifacts, they are of no help in identifying each. The stands are normally of precious metals and elaborately done, although at least one looks like crudely wrought steel.
When an Orb is used, it glows with an internal fire that matches the color of its dragon type. For example, the Orb of Red Dragonkind glows with a fiery red light, while the Orb of Silver Dragonkind glows with a silvery white light.
The Orbs of Dragonkind are not the same as those found in the DRAGONLANCE® campaign setting. The DRAGONLANCE® Orbs were created by wizards to control dragons during the War of the Lance. The Orbs of Dragonkind in this article are from the Book of Artifacts (AD&D 2e), which describes them as relics from a forgotten age.
In this article, we will explore the history, lore, and mechanics of the Orbs of Dragonkind. We will also discuss some possible ways to use them in your own campaigns and adventures. Whether you are a fan of dragons or artifacts, you will find something interesting and useful in this article. Let’s begin!
History of the Orbs of Dragonkind: A Timeline of Legends
The history of the Orbs of Dragonkind is one that delves deeply into the beginnings of the worlds, so deeply, indeed, that the very origins of these great artifacts are matters of mystery and confusion. In part the tale depends on who tells it. Different races and cultures have their own versions and interpretations of the events that shaped the creation and destiny of the Orbs. Here we will present a timeline of legends, based on the most common and widely accepted stories, but keep in mind that these are not necessarily the absolute truth.
- The Beginning: In the dawn of time, all things lived in their truest forms, in shapes of strength and power. The dragons were the majestic rulers of the world, wise and benevolent. They were entrusted by the creator (or creators) to watch over and guide the other races, such as humans, elves, dwarves, and more.
- The First Betrayal: One of the dragons, whose name is lost to history, became corrupted by pride and greed. He coveted the power and secrets of the creator (or creators), and sought to overthrow them. He gathered a group of followers among his kin, and waged a war against the heavens. The war was fierce and terrible, and many lives were lost on both sides. The rebel dragon was eventually defeated and cast down, but not before he inflicted a great wound on the world. The wound became a rift, a portal to a dark and chaotic realm, where evil things lurked and waited.
- The Second Betrayal: The rift caused a great imbalance in the world, and threatened to destroy it. The dragons, who felt responsible for their fallen brother’s actions, decided to sacrifice themselves to seal the rift. They used their magic and life force to create 12 Orbs, each containing a fragment of their essence and power. The Orbs were then placed around the rift, forming a circle that closed it. However, not all dragons agreed with this plan. Some of them feared that giving up their magic would make them weak and vulnerable. They secretly plotted to steal the Orbs and use them for their own purposes. They attacked their brethren who guarded the Orbs, and managed to take some of them. A new war erupted among the dragons, one that divided them into two factions: those who remained loyal to their duty, and those who betrayed it.
- The Third Betrayal: The war among the dragons lasted for many years, and caused much destruction and suffering. The other races were caught in the crossfire, and some of them decided to intervene. They formed alliances with either side of the dragon conflict, hoping to gain favor or protection from them. Some of them also sought to obtain the Orbs for themselves, believing that they could use them to control or destroy the dragons. They infiltrated or attacked the dragon lairs where the Orbs were kept, and stole or destroyed some of them. A new wave of betrayal swept over the world, one that involved not only dragons, but also humans, elves, dwarves, and more.
- The Fourth Betrayal: The war among the dragons and their allies eventually ended in a stalemate. Neither side could gain an advantage over the other, and both suffered heavy losses. The Orbs were scattered across the world, hidden or lost in various places. Some of them were still in the possession of dragons or their allies, while others were in the hands of adventurers or villains who had found them by chance or by cunning. Some of them were even forgotten or buried under ruins or rubble. The world was left in a state of chaos and uncertainty, where no one could trust anyone else. The Orbs became objects of fear and desire, sources of conflict and intrigue.
- The Fifth Betrayal: The human bards tell a different story from the dragons, one that portrays them as heroes and liberators. They claim that the dragons were tyrants and oppressors, who cared nothing for the welfare of their subjects and demanded more and more from them. The humans cried out for relief, but the dragons ignored them. So the humans turned to their gods and pleaded for guidance. The gods answered their prayers, and chose a humble swineherd to be their champion. They gave him 12 secrets, one for each Orb, that would allow him to control and command the dragons. The swineherd climbed the mountain where the dragons dwelled, and confronted them with his newfound power. He returned with 12 Orbs, which he claimed were hostages given by the dragons to ensure their obedience. He became the king of his land, and hid the Orbs in secret places. He never used them again, but his descendants inherited his secrets and his authority over the dragons.
- The Sixth Betrayal: The elves tell a different story from the humans, one that portrays them as guardians and protectors. They claim that the humans were greedy and reckless, who abused the power of the Orbs and endangered the balance of the world. The humans used the Orbs to enslave or destroy the dragons, who were their natural allies and friends. The elves tried to reason with them, but the humans ignored them. So the elves decided to act, and stole some of the Orbs from their human keepers. They used them to free or heal some of the dragons, who were grateful and loyal to them. They also used them to defend themselves from human aggression, who sought to reclaim their lost Orbs. They became the custodians of some of the Orbs, and hid them in sacred places. They never used them for evil, but only for good and necessity.
- The Seventh Betrayal: The dwarves tell a different story from the elves, one that portrays them as craftsmen and explorers. They claim that the elves were arrogant and secretive, who hoarded the power of the Orbs and denied it to others. The elves used the Orbs to manipulate or deceive the dragons, who were their rivals and enemies. The dwarves tried to negotiate with them, but the elves ignored them. So the dwarves decided to dig, and found some of the Orbs buried under mountains or caves. They used them to study or improve some of the dragons, who were curious and respectful to them. They also used them to enhance themselves or their creations, who benefited from their ingenuity and skill. They became the owners of some of the Orbs, and hid them in secure places. They never used them for malice, but only for curiosity and innovation.
- The Eighth Betrayal: The elves tell a different story from the dragons and the humans, one that portrays them as artists and benefactors. They claim that the dragons were noble and majestic, who shared a bond of friendship and respect with them. The dragons asked the elves to make them a gift, a reminder of their joy and beauty. The elves agreed, and spent a hundred years and a day to craft 12 Orbs of perfect brilliance and beauty. Each Orb sang with a voice of crystal, and the music of the stones touched the hearts of the dragons. The Orbs sang of flying in the sky, of courting under the moon, of battles fought by the brave, and of passings that would come. The songs moved the dragons so much that they willingly surrendered their spirits to the Orbs, where they have remained to this day. The elves did not intend to trap or harm them, but only to honor them with their art.
- The Ninth Betrayal: The humans tell a different story from the elves and the dragons, one that portrays them as victims and rebels. They claim that the elves were cunning and treacherous, who tricked the dragons into giving up their power and freedom. The elves made 12 Orbs that looked beautiful but were actually cursed. Each Orb contained a spell that enslaved the dragon’s spirit to its will. The elves gave the Orbs to the dragons as a gift, but in reality they were a trap. The Orbs sang to the dragons, but their songs were lies and illusions. The Orbs sang of flying in chains, of courting in fear, of battles lost by the cowardly, and of passings that would never come. The songs deceived the dragons so much that they unknowingly surrendered their spirits to the Orbs, where they have been imprisoned to this day. The humans discovered this plot, and decided to free the dragons from their elven captors. They stole some of the Orbs from their elven keepers, and used them to liberate or destroy some of the dragons.
- The Tenth Betrayal: The dragons tell a different story from the humans and the elves, one that portrays them as survivors and warriors. They claim that the humans were foolish and reckless, who endangered the world with their ignorance and arrogance. The humans used some of the Orbs to enslave or destroy some of their kin, who were their natural allies and friends. The humans did not understand or respect the power and wisdom of the dragons. They used them as tools or weapons, or worse, as trophies or pets. The dragons tried to resist them, but some of them were too weak or too proud to accept help from others. So some of them decided to fight back, and reclaimed some of the Orbs from their human oppressors. They used them to rally or avenge some of their kin, who were grateful and loyal to them. They also used them to challenge or punish those who wronged them or their kind.
- The Eleventh Betrayal: The dwarves tell a different story from the elves, the humans, and the dragons, one that portrays them as shapers and avengers. They claim that the dragons were respectful and appreciative, who recognized their skill and craftsmanship. The dragons asked the dwarves to make them a solution, a way to communicate and share news with their kin across the world. The dwarves agreed, and spent 12 summers and 12 winters to forge 12 Orbs of crystal and metal, each containing a device that could send and receive messages. They gave the Orbs to the dragons as a solution, but in reality they were a safeguard. The dwarves did not trust the dragons, who were the rulers over all, and so they built into the Orbs a secret magic that could curse or control them. The dragons betrayed them, and tried to kill them without paying them their promised treasure. The dwarves cursed them, and activated the magic of the Orbs. The Orbs seized all things noble from within the dragons, and pulled them into their crystal prisons. The dragons changed colors and feared each other. Screeching in rage, they fled throughout the world.
- The Twelfth Betrayal: The world tells a different story from the dwarves, the elves, the humans, and the dragons, one that portrays them as witnesses and sufferers. They claim that the Orbs were a curse and a blessing, a source of conflict and intrigue. The Orbs caused wars and alliances among the races, who sought to obtain or destroy them. The Orbs caused wonders and horrors among the dragons, who were affected by their power or absence. The Orbs caused secrets and mysteries among the gods, who knew or hid their origin or purpose. The world saw it all, and felt it all. The world was shaped by it all.
- The Thirteenth Betrayal: Any one of these stories might be true, or perhaps none of them. However they were made, since that time the Orbs have surfaced time and again throughout the world. Sometimes they have made kingdoms powerful, sometimes they have brought them down. Always dragons appear wherever the Orbs are to be found. The Orbs are rumored to grant great powers, but always at a terrible price.
It is unclear just how many Orbs were made or still remain. The dwarven legend says a dozen were fashioned—both elf and human stories are silent on this. There are tales of the destruction of three or more of these Orbs—tales of great heroism and danger. Orbs supposedly destroyed appear in later tales, so it is hard to be certain what is right. The researches of Alimead the Sage on this point do nothing to clear up the confusion, although his dry and scholarly work—found only in a few exclusive collections—is the best authority on the Orbs themselves.
Alimead the Sage was a renowned scholar and historian, who devoted his life to studying the Orbs of Dragonkind. He collected and analyzed various sources and accounts, both ancient and modern, both factual and mythical, both reliable and dubious. He compiled his findings and theories in a monumental work titled “The Book of Orbs: A Comprehensive Study of the Legendary Artifacts of Dragon Magic”. The book contains detailed descriptions and illustrations of each Orb, as well as their history, lore, and mechanics. It also discusses some possible ways to use them in your own campaigns and adventures.
The book is not widely available, as it is considered a rare and valuable item by collectors and scholars alike. It is also considered a dangerous and forbidden item by some authorities and factions, who fear or despise the power and influence of the Orbs. The book is sought after by many adventurers and villains, who hope to gain an edge or an advantage over their enemies or rivals.
If you are lucky or brave enough to find a copy of this book, you will discover a wealth of information and inspiration about these legendary artifacts of dragon magic. You will also discover a warning from Alimead himself, who wrote in his preface:
“Reader, beware! The Orbs of Dragonkind are not toys or trinkets. They are powerful and perilous items that can bring glory or ruin to those who possess them. They can also bring doom or salvation to those who encounter them. They are not to be taken lightly or used recklessly. They are to be treated with respect and caution. They are to be used with wisdom and responsibility.
For the Orbs have a will of their own, a will that is not always aligned with yours. They have a bond with their dragon kin, a bond that is not always friendly or peaceful. They have a secret from their origin, a secret that is not always known or revealed.
The Orbs can be your allies or your enemies, your friends or your foes, your masters or your servants.
The choice is yours.
But remember: The Orbs always betray.”
Owners of the Orbs of Dragonkind: A Timeline of Encounters
The Orbs of Dragonkind have been in the possession of various owners throughout history, some of them famous, some of them infamous, and some of them unknown. Here we will present a timeline of encounters, based on the most reliable and documented sources, but keep in mind that these are not necessarily the complete or accurate records.
- The First Owners: The first owners of the Orbs were the dragons themselves, who either created or received them as gifts from their gods or allies. The dragons used the Orbs to communicate and coordinate with their kin across the world, as well as to exert their authority and influence over other races. The dragons were proud and powerful, and considered themselves the rightful rulers of the world.
- The Second Owners: The second owners of the Orbs were the other races, who either stole or acquired them from the dragons or their allies. The other races used the Orbs to control or destroy the dragons, as well as to gain their power and secrets. The other races were greedy and reckless, and considered themselves the liberators or explorers of the world.
- The Third Owners: The third owners of the Orbs were the adventurers or villains, who either found or obtained them by chance or by cunning. The adventurers or villains used the Orbs to achieve their personal goals or ambitions, as well as to face their enemies or rivals. The adventurers or villains were brave and daring, and considered themselves the heroes or conquerors of the world.
Some of the notable owners of the Orbs of Dragonkind are:
- Alasklerbanbastos: Alasklerbanbastos, also known as the Great Bone Wyrm, was an ancient dracolich who ruled over Dragonback Mountain in Thay. He possessed an Orb of Red Dragonkind, which he used to command a horde of red dragons and undead. He was eventually defeated by a group of adventurers led by Szass Tam, who claimed his Orb for himself.
- Emirikol the Chaotic: Emirikol the Chaotic was a legendary wizard who was rumored to possess an Orb of Blue Dragonkind. He was known for his erratic and destructive behavior, which often involved summoning or unleashing dragons on unsuspecting towns or cities. He was never captured or killed, and his fate and whereabouts remain unknown.
- Nilanthe: Nilanthe was a blue dragon who served as a consort and general for Tchazzar, the dragon ascendant ruler of Chessenta. She possessed an Orb of Blue Dragonkind, which she used to communicate with Tchazzar and to lead his armies. She was killed by a group of adventurers who infiltrated Tchazzar’s palace and stole his Orb.
- Tchazzar: Tchazzar was a red dragon who ascended to godhood and became the patron deity of Chessenta. He possessed an Orb of Red Dragonkind, which he used to maintain his divine status and to dominate his followers. He was slain by a group of adventurers who infiltrated his palace and stole his Orb.
- Uldrak: Uldrak was an empyrean who held an Orb of Gold Dragonkind within the pommel of his sword. He was a benevolent ruler who protected his realm from evil forces. He was betrayed by one of his advisors, who poisoned him and took his sword and Orb. He was later resurrected by a group of adventurers who recovered his sword and Orb.
The Powers and Curse of the Orbs of Gold Dragonkind
The Orbs of Dragonkind are powerful artifacts that allow their wielders to command and control dragons of a certain color. However, these Orbs also have a dark side, as they carry a curse that affects the user’s personality and behavior. The Orbs of Gold Dragonkind are among the most coveted and feared of these artifacts, as they grant access to the powers and secrets of the noble and majestic gold dragons.
The Orbs of Gold Dragonkind consist of three separate elements: color, age, and personality. These elements determine the choice, strength, and usage of the powers that each Orb possesses. The color element is fixed, as each Orb is attuned to a specific type of dragon. The age element varies, as each Orb corresponds to a different stage of a dragon’s life cycle: wyrmling, young, adult, or ancient. The personality element is random, as each Orb has its own unique character and temperament that influences how it interacts with its wielder and the world.
The powers of the Orbs of Gold Dragonkind are derived from the innate abilities and magic of gold dragons. These powers can be constant or invoked, depending on the nature and level of the power. Constant powers are always active and do not require any action or concentration from the user. Invoked powers require an action or a command word from the user to activate them, and may have a limited duration or number of uses per day. The powers that vary by age and color are:
- Wyrmling Orb: This Orb grants the user the ability to speak with animals, breathe fire, and detect thoughts.
- Young Orb: This Orb grants the user the ability to fly, shapechange into a humanoid form, and cast spells as a 5th-level sorcerer.
- Adult Orb: This Orb grants the user the ability to create an aura of fire, summon a gold dragon ally, and cast spells as a 10th-level sorcerer.
- Ancient Orb: This Orb grants the user the ability to create a lair with magical effects, dominate any dragon within sight, and cast spells as a 15th-level sorcerer.
In addition to these powers, the Orbs of Gold Dragonkind have certain features in common that stem from their nature as powerful magical items. These features are:
- Dragon Sight: The user can see in darkness up to 120 feet, and has advantage on saving throws against being blinded.
- Dragon Senses: The user can hear and smell as well as a dragon, and has advantage on perception checks that rely on these senses.
- Dragon Resistance: The user has resistance to fire damage, and immunity to being frightened or charmed by dragons.
- Dragon Bond: The user can communicate telepathically with any dragon within 120 feet, and can sense the location and condition of any dragon within 10 miles.
- Dragon Command: The user can issue commands to any dragon within sight that shares the same color as the Orb. The dragon must make a saving throw and, on a failed save, the dragon obeys the command for 1 minute. On a successful save, the dragon is free to act as it wishes, but may become hostile or resentful towards the user.
However, these features also come with a price, as each Orb carries a curse that affects the user’s personality and behavior. The curse is influenced by the personality element of each Orb, which can range from benevolent to malevolent, from wise to foolish, from calm to impulsive, and so on. The curse manifests in different ways depending on the situation and the user’s choices, but some possible effects are:
- Dragon Lust: The user becomes obsessed with dragons and their lore, and seeks to collect more Orbs or other dragon-related items. The user may also develop an attraction or affinity for dragons of the same color as the Orb.
- Dragon Pride: The user becomes arrogant and haughty, and believes that they are superior to other beings. The user may also become overconfident and reckless in their actions, or disdainful and dismissive of others’ opinions or advice.
- Dragon Wrath: The user becomes easily angered and vengeful, and seeks to punish or destroy anyone who opposes or insults them. The user may also become violent and cruel in their methods, or impatient and intolerant of others’ mistakes or weaknesses.
- Dragon Greed: The user becomes greedy and covetous, and seeks to hoard wealth and power for themselves. The user may also become stingy and selfish in their dealings, or envious and jealous of others’ possessions or achievements.
- Dragon Fear: The user becomes fearful and paranoid, and seeks to avoid or escape from danger or conflict. The user may also become cowardly and submissive in their interactions, or distrustful and suspicious of others’ motives or intentions.
The curse of the Orbs of Gold Dragonkind is subtle and insidious, and may not be noticed or resisted by the user at first. However, the longer the user possesses and uses the Orb, the stronger the curse becomes, and the more it influences the user’s thoughts and actions. The curse can only be broken by destroying the Orb, or by a powerful magic such as a wish spell. However, destroying an Orb may have unforeseen consequences, as the Orb may release a burst of energy, or unleash the wrath of the dragon that created it.
Common Powers of the Orbs of Gold Dragonkind
The Orbs of Gold Dragonkind have certain powers that are shared by all Orbs of Dragonkind, regardless of their color or age. These powers are derived from the essence and personality of the dragon trapped within the Orb, and can be used by the owner of the Orb to gain an advantage over other dragons or creatures. These powers can be divided into two categories: constant and invoked.
Constant Powers
The constant powers of the Orbs of Gold Dragonkind are always active and do not require any action or concentration from the user. These powers are:
- Dragon Stats: Anyone within 10 feet of the Orb has the THACO, Armor Class, and saving throws of the dragon trapped within. This is calculated according to the age and color of the trapped dragon. These individuals are also immune to breath weapon attacks by dragons of the same type as the Orb.
- Dragon Mind: The personalities of all of the Orbs are telepathic to any creature within a 60-foot visual range. The trapped personalities also possess full awareness of their surroundings, able to detect invisible or otherwise concealed creatures as would a normal dragon of their size. Whether or not this information is communicated to the owner depends upon the Orb’s personality.
Invoked Powers
The invoked powers of the Orbs of Gold Dragonkind require an action or a command word from the user to activate them, and may have a limited duration or number of uses per day. These powers are:
- Dragon Sight: Each Orb functions as a crystal ball to any other Orb of Dragonkind, provided the identity of the other Orb’s owner is known.
- Dragon Breath: Invoking the correct command while touching the Orb allows the owner of the item to use the dragon’s breath weapon (3/day), which is a cone of fire for gold dragons.
- Dragon Fear: Invoking the correct command while touching the Orb allows the owner of the item to radiate dragon fear (3/day), which causes creatures within 120 feet to make a wisdom saving throw or become frightened for 1 minute.
- Dragon Magic: Invoking the correct command while touching the Orb allows the owner of the item to cast any spells (including special powers) known by the dragon (as per their age and color).
- Dragon Domination: Invoking the correct command while touching the Orb allows the owner of the item to use a domination spell against any dragon of the same color within 100 yards. The target creature must make a wisdom saving throw against a DC equal to 8 + the user’s charisma modifier + the user’s proficiency bonus. However, instead of a -2 penalty and Wisdom adjustments as per the spell, the roll needed is increased or decreased by the age difference between the Orb’s personality and the target dragon. The older the trapped personality, the greater the chance of success. The owner of the Orb can dominate any number of dragons within range, but can only make one domination attempt per round. There is no limit to the number of times per day this power can be used.
Powers Related to the Color of the Orbs of Dragonkind
The Orbs of Dragonkind are artifacts that grant their owners the ability to command and control dragons of a certain color. However, these Orbs also have other powers that are related to the color and nature of the dragon trapped within them. These powers must be invoked by the owner and are usable according to the limitations given in the description. The powers related to the color of the Orbs of Dragonkind are:
Black Orb of Dragon Kind
This Orb contains the essence of a black dragon (12 HD), a creature of acid and corruption. Upon command, the owner can create an acid storm with a radius of 100 feet. The storm lasts a number of rounds equal to the dragon’s Hit Dice and inflicts 1d4 points of damage for the first 3 rounds, 1d6 through the 6th round, and 1d8 every round thereafter. The acid storm can only be conjured once per month, however.
Blue Orb of Dragonkind
This Orb contains the essence of a blue dragon (14 HD), a creature of lightning and tyranny. The owner can breathe a bolt that leaps from target to target, striking several creatures in the same manner as a chain lightning spell. A number of targets equal to the dragon’s Hit Dice can be struck. However, unlike the spell, the number of dice of damage inflicted remains constant throughout. This power can be used once per day.
Brass Orb of Dragonkind
This Orb contains the essence of a brass dragon (12 HD), a creature of fire and conversation. Upon uttering the command, the owner triggers a circle of sunmotes spell from the Orb. The power is usable only once per month.
Bronze Orb of Dragonkind
This Orb contains the essence of a bronze dragon (14 HD), a creature of water and justice. The owner of this Orb can use imago interrogation once per month. However, no matter what being is contacted, this power can never be used to gain more information about the locations or powers of any other artifact.
Cloud Orb of Dragonkind
This Orb contains the essence of a cloud dragon (14 HD), a creature of air and mystery. By touching this Orb, the owner is able to summon a storm of vengeance spell. Unlike the spell, invoking this power only requires 1 round. The power is usable once per month.
Copper Orb of Dragonkind
This Orb contains the essence of a copper dragon (13 HD), a creature of earth and humor. As befits the copper dragon’s impish nature, invoking its power triggers a powerful version of the mass suggestion spell. The power centers on the Orb and has a radius of 30 feet. Anyone other than the owner of the Orb within the area of effect and possessing fewer Hit Dice or levels than the trapped dragon spirit is automatically subject. No saving throw is allowed. Those beings of greater level or Hit Dice are unaffected by the power. The suggestion given must follow all of the normal rules given for the spell of that name—i.e., it must be understandable and reasonable to those who listen for it to have effect. This power can be used once per week.
Gold Orb of Dragonkind
This Orb contains the essence of a gold dragon (16 HD), a creature of fire and wisdom. The Orb of the gold dragon has the power of command over others of its kind, meaning in this case all dragons. It can only be invoked once per year. Upon uttering the command, the Orb summons to it a number of dragons equal to its Hit Dice + 1d6 additional dragons. These dragons are the same age as the possessed gold dragon and can be of any type determined by the DM. All must be summoned at the same time. The summoned dragons will serve the owner of the Orb faithfully for 3d6 days. They will carry out his instructions to the best of their ability. However, the creatures will refuse any order that is clearly futile, suicidal, or hostile to dragons of their own color. The dragons could be summoned to fight at the side of an outnumbered army (since the creatures themselves might turn the tide), but would not slay each other upon command (just to reduce the number of dragons in the world). A red dragon cannot be ordered to attack or harm another red dragon, but would have no qualms about tearing into a blue dragon. At the end of the period of service, the dragons are released from servitude. Unlike other summonings, those creatures called by the Orb will not seek revenge upon its owner. To their mind, whoever possesses the Orb has the right to place this duty upon them. However, should the being that called them ever fall into their clutches, little mercy will be offered. Evil dragons will most likely kill the offender outright, while good ones will impose some service equal to what was required of them.
Green Orb of Dragonkind
This Orb contains the essence of a green dragon (13 HD), a creature of poison and deceit. The power of this Orb is only effective in a forest or wooded area. Upon command, a ray of vile green shoots forth, up to 100 yards, to strike a number of trees equal to the dragon’s Hit Dice. The trees touched are instantly polymorphed into shambling mounds, uncontrolled by anyone. The shambling mounds remain for 24 hours or until they are slain. This power is usable only once per month.
Red Orb of Dragonkind
This Orb contains the essence of a red dragon (15 HD), a creature of fire and fury. The power of the red dragon’s Orb is the most devastating of all the Orbs of Dragonkind and is only usable once per year. Upon uttering the proper command, the Orb lances out a beam of energy straight down that penetrates into the very heart of the earth. Within 2d12 hours, the earth heaves and splits with the force of an earthquake spell. As the tremors grow, a volcano arises from the point where the magical beam struck. The volcano spews lava and ash, gradually rising into a mountainous cone over a process of weeks. The radius of the destruction is equal to 10 miles times the dragon’s Hit Dice (150 miles). All structures within this area—towns, roads, castles, etc.—should be considered ruined. Magical structures, should any exist, are allowed a saving throw vs. crushing blow to avoid annihilation. All temples are allowed a saving throw vs. magical fire to avoid ruin. Those buildings that survive become small islands of near-stability. A temple at the heart of the cone, for example, might be raised with the crater’s rim and stranded on a pinnacle of rock. Further away, it might avoid destruction by having the lava flows part naturally around it.
Shadow Orb of Dragonkind
This Orb contains the essence of a shadow dragon (12 HD), a creature of darkness and stealth. The power of the shadow dragon is to draw upon the very essence of the Plane of Shadow, a sinister demi-plane of the ethereal. Once per year the owner of the Orb can cast a place on the Prime Material Plane into the Plane of Shadow. The area of effect is a diameter equal to the trapped dragon’s Hit Dice x 100 yards, with the Orb at the center. When the command is given, Orb, owner, and the surrounding area are whisked into the Plane of Shadow. The transported area remains there for 1 year and at the end of that time is instantly returned to its proper place. While on the Plane of Shadow, all transported things are subject to the normal risks present on that plane—shadow dragons, slow shadows, shadow mastiffs, and worse. Beings can move from the Prime Material to the Plane of Shadow by all normal means of planar travel—most often by passing through the ethereal. On the Prime Material Plane, the area transported is replaced by an equal area of the Plane of Shadow—shifting veils of darkness that fill the area of effect. Just as Prime Material inhabitants and creatures are carried away, shadow beings can arrive as part of the transfer, perhaps to maraud the surrounding lands.
Silver Orb of Dragonkind
This Orb contains the essence of a silver dragon (15 HD), a creature of cold and benevolence. The Orb of the silver dragon has great healing powers. Once per year it can be used to resurrect 2d10 x 10 bodies within 100 yards. All bodies to be resurrected must be present at the same time. When attempting to resurrect special characters (PCs and the like) make normal resurrection survival rolls; for low-level NPCs and common soldiers, assume the attempt is automatically successful. Furthermore, the power distinguishes between friend and foe, making this Orb particularly useful for restoring a fallen unit on the battlefield.
White Orb of Dragonkind
This Orb contains the essence of a white dragon (11 HD), a creature of ice and savagery. Upon invoking the power of this Orb, all allies of the owner within 100 yards are seized by a savage war-frenzy. They fight with a blood-lust that causes them to disregard their own peril and wounds in their savage attempts to slay the enemy. Those frenzied gain an additional 2 dice of hit points, and +2 bonuses to THACO, Damage, and all saving throw rolls, and are immune to fear, charms, and illusions of all types. While perhaps not much for player characters, this power can render a battlefield unit into a terrifying force. The power is usable once per month.
Suggested Means of Destruction of the Orbs of Gold Dragonkind
The Orbs of Gold Dragonkind are extremely durable and resistant to damage, and can only be destroyed by very specific and rare methods. These methods are often shrouded in mystery and legend, and may involve great risks and sacrifices. Some of the suggested means of destruction of the Orbs of Gold Dragonkind are:
- Dragon Release: The dragon trapped within the Orb can be released by sacrificing oneself with a magic jar spell, to be trapped within the Orb. This would free the dragon from its imprisonment, but also doom the caster to an eternity of isolation and madness. The Orb would then lose its powers and become a mundane crystal sphere.
- Great Millstone: All 12 Orbs of Dragonkind must be ground simultaneously under the Great Millstone of the Gods, a colossal device that is said to be located in the outer planes. The Great Millstone is capable of crushing any material or magic, but it is also guarded by powerful beings and traps. The Orbs would then be reduced to dust and scattered across the multiverse.
- Original Makers: The original makers of the Orbs must be found at the beginning of time, and the secret of the Orbs’ destruction must be learned from them. The original makers are rumored to be ancient and powerful wizards who created the Orbs as a weapon against the dragons, but later regretted their actions and hid themselves in a timeless realm. The Orbs would then be destroyed by a method known only to them.