I may have to make some of it up... neither the Draconomicon nor the Monster Manual nor the SRD makes any kinds of allowances for players playing dragons older than Juvenile, and in some cases... reds, specifically, no allowances are made beyond Young. Since you're STARTING at Young... well... you can see the dillema.
Additionally, the rules for advancement are TERRIBLY complicated, requiring a combination of PC classes and "Dragon Levels" to account for HD increases.
Not going to bother with any of that. You'll gain experience which can be used to cast spells requiring experience, or to gain levels in Dragon Prestige classes or PC classes. You'll gain an age category when sufficient time has passed. Err... to get your current age, roll 1d10+15, since Young dragons are between 16 and 25 years old (convenient, no?).
This thread'll tell you how to roll dice on the board...
How to use it:
[dice={dices}]{faces}[/dice]
Examples - replace ( and ) with [ and ] in the below examples:
(dice=2)10(/dice) (This will roll 2d10)
(dice=1)6(/dice) (This will roll 1d6)
Remember, the code works for a maximum of 3 dice, and only between 2-30 faces on each.
Dragon Prestiege Classes you'll qualify for (or eventually qualify for):
Vague descriptions only now, if you pick one, I'll detail it for you.
Bloodscaled Fury
Requirements: Any Chaotic Dragon, BAB+22, 14 Ranks in Intimidate, Feats: Power Attack, Shock Wave, Windstorm. Must have Rage ability (from the Barbarian class, most likely)
Overview: A barbarian dragon custom tailored to the dragon... frightful presence bonuses, damage reduction, ability to make others rage, extra claw damage, and extra speed.
Disciple of Ashardalon
Requirements: Any Evil Dragon, BAB+18, Knowledge(Religion) 18, Knowledge(The Planes) 18, Feats: Iron Will, Quicken Spell-like Ability, Special: Intiation (which the Lich King can provide)
Overview: Bonds a demons to your heart, gains lots of resistances, some spell-like abilities, more skills, better ability scores, poison immunity, armor bonus, and eventually, the half-fiend template.
Dragon Ascendant
Requirements: BAB+30, A hoard of 100,000gp or more that must be consumed, Feats: Draconic Knowledge, Fast Healing, Great Fortitude, Improved Speed, Iron Will, Lightning Reflexes
Overview: You eventually become a god. Frightful presence replaced by Awesome Aura, more hp, transmutation immunity, more damage reduction, energy drain protection, more armor, mental immunity, more spell resistance, and finally quasi-deity status and immortality.
Elemental Master
Requirements: BAB+20, three metabreath feats, arcane spellcasting ability, elemental breath weapon, elemental attunement.
Overview: Extra breath weapon type, ability to turn or destroy opposite elemental creatures as if you were a cleric and they undead, energy substitution, summon elemental, breath weapon enhancements, energy burst, energy storm, and eventually becomes an elemental.
All other prestige classes violate your alignment, so you can't ever have them.
What kind of villages are near the mountains on the good side?
The Good country has some of its larger cities built right up next to the Lowly Peaks...
Dragons are said to be able to eat anything, even inorganic material? Would the Fireking be able to survive on the grass in the green desert?
You're welcome to
try... *evil grin*
Do any creatures live in the green desert? How common are they?
Small creatures, like snakes and lizards and insects and vultures... anything that lives there has a very special way of collecting water for itself. Watch a nature documentary sometime on desert creatures... fascinating stuff. In this world, some of the little creatures may even be able to cast "Create Water" for themselves... who knows? At any rate, they're all quite rare, and EXTREMELY hard to find, esspecially amongst the grass.
How well are villages, large cities, and capitals able to defend themselves if none of that sides armies are present?
Not well at all. Towns and cities and such have a civil patrol... "Town guards"... but they're terrible at fighting and are used to dealing with, well... civil matters. Think policemen. You don't often ask policemen to fight in wars, and few would want to. Towns have walls though, and some players might have spent some gold on static defenses that even commoners could trigger in a hitch... maybe?
Are there any limitations on teleport, teleport circle, or mirrors of mental prowess? Are there any relatively cheap ways to protect large areas from teleportation?
Forbiddance works well... heck, I'll even make forbiddance cheaper. Half price in all respects... want to make a forbiddance magical object? XP requirement halved. Buy one? Half price. Same level to cast though.
would my fire breath be able to melt rock and form caverns? If no, will it be able to do so at higher levels?
None of the rules I have seen allow for this. Other dragons can burrow, but not the red. Red lairs also are described as being crude when compared to some other dragons (especially metallics)... the picture looks like a natural cave... the most work that's been done is MAYBE to connect two cave systems together by a shaft... and that shaft may have either already been there, or formed through use of destructive magics.
If anyone has any information to the contrary, let me know... other wise, it doesn't seem like you have this ability.
Are there any mercenaries we are able to hire? If yes, how strong are they, how much do they cost, how long do they stay with you?
There are nuetral countries to the west... seek them out and make use of your diplomacy skill.
Are there high level spellcasters that we would be able to hire to cast spells for us. Do they cost more or less than the given price in the book.
In the evil territories, it seems that such things aren't encouraged... anyone with power is either joined to the Lich King's forces (included in an army) or killed. In the Good territories, there may be magical services, but would they want to deal with you? Again... there's also the nuetral territories to the west. Seek them out, find out what it's like over there.
What kind of spoils would you get from a raid on a small village/large city (money and magic wise)?'
Small villages aren't likely to produce much except dead bodies and reputation. Cities likely have more spoils. Try taking some and see what you get.
As I'm sure somebody somewhere said, Information is the key to victory.
True... but some information will have to be obtained in game.