Aging, Death, and Beyond (CWS)

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Dragons follow a strict cycle of growth and stability throughout their long lives. Massive growth occurs twelve times over the course of a dragon's existence-the first time within the egg before hatching, the last time when it moves from wyrm to great wyrm. Except for these relatively short periods of growth facilitated by the state of dragon sleep, a dragon does not change. There are no gradual signs of aging, no reduction in strength and abilities as witnessed in other creatures. A dragon appears the same for years on end, then disappears for a time, only to return larger, stronger, older than it was. 
From hatchling to great wyrm, a dragon continues to grow larger and more powerful as the years unfold. It suffers no gradual weakening, no decay of mind or body. The first spurt of growth is fueled by a precious metal or gem passed through the mother's body and lodged inside the egg with the embryo. The metal or gem will be of an appropriate type for the dragon, and it must be valued at 1,000 gold pieces times the hatchling's Hit Dice or greater. For each point of Constitution and Strength the hatchling has, the metal or gem is reduced in value by 100 gold pieces, indicating that a portion of it has been consumed to fuel the growth process. 
When the hatchling emerges from the egg, this single item becomes the first piece of its bonded hoard. For example, a silver dragon with 9 HD would need a lump of silver worth 9,000 gold pieces. A silver hatchling, with a Strength of 12 and a Constitution of 14, consumes 2,600 gp of the silver. The hatchling starts with a bonded hoard worth 6,400 gp. 
Many creatures that value precious metals and stones often brave the lairs of dragons to steal them from newly laid eggs. Legends describing magical properties are attached to these gems, but except for exceptional efficiency as spell components, no major intrinsic magical powers have ever been documented. 
Each subsequent growth period is fueled by a dragon's hoard, though no additional reduction in gold-piece value occurs. During its great wyrm stage, a dragon can use its hoard to fuel one last change, as discussed below. 
At some point during the great wyrm stage, a dragon finally suffers the effects of all its years. They come crashing down upon the wyrm in a single moment, and suddenly its great strength gives out, its sharp mind dulls, and its massive body refuses to obey even the simplest commands. This moment, called the dragon's twilight, is neither welcomed nor dreaded by great wyrms. They know that it waits for them, hiding among the years ahead, and the only thing to do is meet it when it comes... or find a way to avoid it. 
Dragon's twilight strikes a great wyrm sometime after its 1201st birthday, as determined by its Constitution score. Multiply the great wyrm's Constitution score by 100 years (for metallic dragons), by 75 years (for gems), or by 50 years (for chromatics) and add that total to 1,200. This indicates the first year of life in which dragon's twilight can strike the wyrm. For example, a topaz great wyrm with a Constitution score of 11 would not suffer from dragon's twilight until after its 2,025th year. 
After the first possible year in which dragon's twilight can strike, roll a Constitution check. A successful check indicates that the malady holds off for another year, but the dragon's Constitution score is reduced by one. The next year, another check must be made, using the reduced score. Success grants the dragon another year of health and vitality, though its Constitution again falls by one more point. Each subsequent year, a check must be made and Constitution reduced if necessary. Eventually, the check will fail or the dragon's Constitution score will drop to zero. At either point, dragon's twilight sets in. 
Death is the net result of dragon's twilight. The effects of age, held at bay for so long, finally wrack the great wyrm's body and mind in one sudden, overwhelming release of pent-up years. Of course, few dragons ever make it to this point. Even with the relative peace insured by the Council of Wyrms, a dragon's life is far from safe and idyllic. Many threats exist-hostile beings, monsters, natural disasters, and even other dragons pose fatal danger to the average dragon. Among the chromatic clans, the surest way to advance in rank is to defeat a rival in mortal combat. Contests between members of the same clan rarely receive the safeguards afforded to the formal challenges of the Council. 
The raise dead spell is ineffective on dragons, although more powerful magic such as wish and resurrection will work. A few mighty great wyrms are rumored to have such powers, as is the Council. The outright cost of such services is steep, especially for young dragons; generally a deal is struck for services to be performed by close friends, clan, or kindred. 
Occasionally, PC dragons will fall prey to the hazards of giant raids, dragon slayers, natural disasters, and more. However, PCs will have an edge here, because they are wards of the Council. Those dragons who do reach great wyrm age often seek to circumvent dragon's twilight through a number of mysterious and secret methods, as outlined below. Note that some of these methods are merely whispers of legends, and are not necessarily available to dragon PCs. This is a matter up to a DM.
==Guardianship==
Some great wyrms transform into guardians of the land. Before dragon's twilight overtakes them, a great wyrm finds a location that suits its nature and transports its vast hoard to the spot. Then it enters one last period of dragon sleep, consuming its hoard as it magically becomes one with the landscape. Such a great wyrm could transform into a hill or mountain, a deep lake, a wooded grove, a secluded desert, or some other terrain feature. 
Legends describe young dragons seeking knowledge and advice from these sleeping guardians, as well as sacrilegious thieves hunting for the remains of the hoard. They believe that only a portion of the hoard is consumed in the transformation. The rest waits at the bottom of the lake, or deep within the mountain, or in some other appropriately guarded location in the terrain. 
==Dragon's Graveyard==
Other great wyrms scatter their hoards through a variety of hiding places before departing from the islands of Io's Blood before the twilight falls. Where do these dragons go? Some say there is an island out beyond the Blood Sea where the great wyrms go to die. This dragon graveyard of legend is said to be covered with the bones and glistening scales of many, many wyrms. 
==Dragon Ascension==
Others have seen great wyrms consume their hoards. The wyrms, of course, did not say why, but some believe the act was an effort to pass on to a new level of existence. They say these wyrms become like gods, companions of Great Io who travel the many planes of existence at the Concordant Dragon's side. 
==Dragon Passing==
Some great wyrms simply disappear, and there are those who say these wyrms continue to grow and advance beyond the 12th stage of existence. They say the wyrms grow so large that this world can no longer contain them. They fly to the next world, a place where only dragons live. Like the elven Arvanaith, this dragon homeland waits for those great wyrms strong enough and brave enough to attempt the journey. 
==Dracolichdom==
A final method for cheating the dragon's twilight is only available to evil dragons. Through a complex process involving arcane spells of a malevolent  nature, these  dragons  become  undead creatures known as dracoliches. These creatures are extremely rare, for all living dragons-including the chromatic dragons-despise and fear dracoliches. When the presence of such a creature is detected, the Council gathers a horde of different dragons to oppose it.