Experience and Advancement (CWS)

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Dragon PCs, no matter what class they belong to or what kit they use, need three different things to advance from one level to the next. 
First, a dragon PC can't advance until it reaches its next age level. A hatchling must reach the age of six and become very young, for example, before being eligible for level advancement. 
Second, the dragon character must gain the number of experience points indicated on the DRAGON EXPERIENCE LEVELS table that follows. 
Third, it must also gather a hoard of treasure equal in gold piece value to the number of experience points it needs. Each hoard must also contain a certain amount of magical treasure (see Chapter Seven). 
When all three of these requirements have been met, a dragon PC can advance to the next level. 
==Table 10: Dragon Experience Levels==
 Gold Dragon
Level	XP 	Hit Dice
H 	0 	10
1 	500,000 	10
2 	1,000,000	12
3 	1,500,000	14
4 	2,000,000	16
5 	2,250,000	17
6 	2,500,000	18
7 	2,750,000	19
8 	3,000,000	20
9 	3,250,000	21
10 	3,500,000	22
11 	3,750,000	23
12 	4,000,000	24
 Silver, Red Dragons
Level	XP 	Hit Dice
H 	0 	9
1 	250,000 	9
2 	750,000 	11
3 	1,250,000	13
4 	1,750,000	15
5 	2,000,000	16
6 	2,250,000	17
7 	2,500,000	18
8 	2,750,000	19
9 	3,000,000	20
10 	3,250,000	21
11 	3,500,000	22
12 	3,750,000	23
 Bronze, Amethyst,Blue Dragons
Level	XP 	Hit Dice
H 	0 	8
1 	125,000 	8
2 	500,000 	10
3 	1,000,000	12
4 	1,500,000	14
5 	1,750,000	15
6 	2,000,000	16
7 	2,250,000	17
8 	2,500,000	18
9 	2,750,000	19
10 	3,000,000	20
11 	3,250,000	21
12 	3.500,000	22
 Copper, Sapphire,Green Dragons
Level	XP 	Hit Dice
H 	0 	7
1 	64,000 	7
2 	250,000 	9
3 	750,000 	11
4 	1.250.000	13
5 	1,500,000	14
6 	1,750,000	15
7 	2,000,000	16
8 	2,250,000	17
9 	2,500,000	18
10 	2,750,000	19
11 	3,000,000	20
12 	3,250,000	21
 Brass, EmeraldBlack Dragons
Level	XP 	Hit Dice
H 	0 	6
1 	32.000 	6
2 	125,000 	8
3 	500.000 	10
4 	1,000,000	12
5 	1.250.000	13
6 	1,500,000	14
7 	1,750,000	15
8 	2,000,000	16
9 	2,250,000	17
10 	2,500,000	18
11 	2,750,000	19
12 	3,000,000	20
 Topaz, White Dragons
Level	XP 	Hit Dice
H 	0 	5
1 	16,000 	5
2 	64.000 	7
3 	250,000 	9
4 	750,000 	11
5 	1,000,000	12
6 	1,250,000	13
7 	1,500,000	14
8 	1,750,000	15
9 	2,000.000	16
10 	2,225,000	17
11 	2,500,000	18
12 	2,750,000	19
 Crystal Dragon
Level	XP 	Hit Dice
H 	0 	4
1 	8,000 	4
2 	32,000 	6
3 	125,000 	8
4 	500,000 	10
5 	750,000 	11
6 	1,000,000	12
7 	1,250,000	13
8 	1,500,000	14
9 	1,750,000	15
10 	2,000,000	16
11 	2,250,000	17
12 	2,500,000	18
==Hoards And Dragon Sleep==
With the passage of years, a dragon PC changes from one age category to another. It gains experience points by doing deeds that advance its draconic goals and ambitions. It also gathers treasure-both magical and mundane-to add to its treasure hoard. When all three requirements equal or exceed the necessary amounts, the dragon PC enters into a deep sleep to promote the changes that must now occur. 
A dragon PC must sleep atop its complete hoard for a period of time equal to the experience level it is advancing to, as measured in months. 
For example, a young blue dragon reaches his twenty -sixth birthday, has accumulated the necessary experience points to move to 4th level, and has gathered a treasure hoard that equals these experience points in gold-piece value. He must enter a comalike state, called dragon sleep, for four months (the new experience level measured in months), during which time growth and other physical and mental changes occur. 
All dragons gain an intimate knowledge of their hoards through the act of dragon sleep. This knowledge is so great that they can recognize missing items at a base 35% chance, plus 5% for every age category they have achieved. This becomes very important, for if large amounts of a dragon's hoard are stolen, the dragon becomes weaker and can't advance further until the treasure is replaced. See Chapter Seven for more information about dragon hoards.
==Hatchlings==
Hatchling dragons start with no experience points. They do, however, start with a substantial number of hit points. To determine a hatchling's hit point total, roll the number of Hit Dice listed for the appropriate dragon type on TABLE 10. 
A newborn hatchling gets the claw attack combat proficiency as an instinctive ability (no proficiency slot cost). It also chooses other proficiencies to fill its initial slots. 
When the hatchling acquires enough experience points and treasure to reach 1st level (which is still considered the hatchling stage, though not fresh out of the egg), it gets to choose additional proficiencies as detailed in the next chapter. Hatchlings advancing to 1st level do not gain additional hit points. They remain at their starting number until they reach 2nd level. 
==Player Character Sets==
There are two ways to play characters in the Council of Wyrms setting: as a single half-dragon PC, who progresses much like the PCs of other AD&D game worlds, or with a set of PCs controlled by a single player-a dragon and its kindred. 
Player character sets allow players to have two distinct kinds of characters on call for use in a variety of situations. The dragon is ready for the grand, high-level adventures that only dragonkind can participate in. The kindred stays on call to go where the dragon cannot hope to tread-the dungeons and caverns where most adventures take place. 
Players only play one of these characters at a time, but they can call upon either one at the start of any particular adventure. As a bonded pair, both dragon and demihuman share a portion of their individual experiences. One doesn't know everything that the other knows, but the bond allows a sharing of general impressions. 
A character set consists of one active character and one inactive character (one dragon and one kindred demihuman). The active character participates in an adventure while the inactive one is considered to be off doing something else in the campaign world. In a character set, the kindred is in all cases subservient to the dragon. The kindred is not an NPC or follower, but she is definitely lower in status than the dragon PC. In only rare situations should a DM allow both characters from the same set to meet during the course of an adventure. There will be time enough between adventures for the dragon and its kindred to interact and compare notes. 
When an active character gains experience points, the inactive character does too. The inactive character receives 25% of the active character's experience-point award. 
For example, if Ausperrane earns an award of 1,000 experience points for completing an adventure, he takes 750 points for himself and his kindred demihuman gains 250 points.