The Lands of Dragon: The Game

 

The Lands of Erda

 

The Far North

Even in places where the ground turns to ice, life persists. Large herds of shaggy caribou wander the tundra. Less docile creatures, like Frost Giants and Ice Worms, menace the unwary. The dragons here are small in number, but large in both size and territory. There is little treasure to be found, but the dramatic ice-scapes can steal the breath of even the most jaded explorer.

The Far North

Geography

Bordered by cold taiga forests to the south and sea ice to the north, the tundra is flat, open, and mostly featureless. The few landmarks that do exist have great local significance.

Inhabitants

  • Dragons: Few
  • Humans: Few
  • Ice Giants: Some
  • Ogres: Some

Hazards

Ice Giants, Ogres, Frost Worms, Extreme Cold, Side-Winds, Resource Scarcity

Territories

  • The Great Ice Dragon (Dragon Territory)
  • Whispering Ice (Dragon Territory)
  • Frostbite (Dragon Territory)
  • Ice Giants’ Fortress (Ice Giant Territory)

Wealth and Resources

Few and far between. The wandering caribou are the main food source, and the only treasures most dragons would care for are hidden in frozen shipwrecks. However, a few dragons have found that the stark beauty of the North itself is treasure enough for them.

The Western Shores

The Western Shores

The lands west of the mountains are cloaked in an almost impenetrably dense forest. Beneath its branches lurk wolves, bandits, and other, stranger creatures. Aside from a few meadows and lakes, the canopy only breaks when it reaches the mountains or the ocean shore. Most humans choose to make their homes on the relatively safe and abundant coast, leaving the verdant interior to the outlaws and beasts.

Geography

From the foot of the Stormcrest Mountains to the ocean’s edge, most of the Western Shores is cloaked in dense forest. The topography of the forest floor is often hidden, but the coastline is dotted with numerous bays, inlets, and caves.

Inhabitants

  • Dragons: Some
  • Humans: Many
  • Goblins: Many
  • Kobolds: Some

Hazards

Goblins, Griffins, Trolls, Traps

Territories

  • Erkrahst (Dragon Territory)
  • Zin (Dragon Territory)
  • Venom (Dragon Territory)
  • Zoren (Dragon Territory)
  • Sseret (Dragon Territory)
  • Tarok (Dragon Territory)
  • Highwater (Human City-State)
  • Gullport (Human City-State)
  • Twixtem (Human City)
  • The Itchy Toes Tribe (Goblin Tribe Turf)
  • The Tribe of the Rotten Mushroom (Goblin Tribe Turf)

Wealth and Resources

Abundant natural resources - timber, fish, furs, etc. - have allowed the human residents to import many fine luxuries into the region. There are also rumors of ruins in the forest that may contain some unique artifacts.

The Plains

The open plains can appear endless, even to a dragon on the wing. Castles stand like islands in a sea of grass, signaling the presence of human wealth and civilization. For centuries, such kingdoms have risen, warred, and fallen, and all of those deaths have had some unpleasant consequences. But really, what’s a little haunting to a dragon?

Plains

Geography

A vast, open landscape with environments that range from seas of grass to rocky badlands. Its most prominent landmark is the Wandering River, which meanders across much of the region.

Inhabitants

  • Dragons: Many
  • Humans: Many
  • Kobolds: Some
  • Orcs: Some

Hazards

Griffins, Orcs, Skeletons, Zombies, Knights Errant, Tornadoes

Territories

  • Huuneth (Dragon Territory)
  • Anarak (Dragon Territory)
  • Raekor the Avaricious (Dragon Territory)
  • Glimmerdeep (Dragon Territory)
  • The Traveler (Dragon Territory)
  • Skywatch (Human Kingdom)
  • Wind Vale (Human Kingdom)
  • Clan of the Broken Spear (Orc Clan Lands)
  • Clan of the Red Eye (Orc Clan Lands)
  • Griffin Rock Aerie (Griffin Territory)

Wealth and Resources

Plenty of food in the form of both livestock and wild animals. The presence of several wealthy kingdoms mean that there’s plenty of treasure to be found.

The Moorlands

Few dragons care to brave the moors. This isn’t due to any supernatural fiend or powerful monster, but rather the threat of humans who harbor a particular hatred for dragonkind. In this rocky, desolate land, dragons are enslaved and trained from a young age to battle their own kin on behalf of their masters. Unable to eradicate these humans, most dragons settle for avoiding them, though not all have that luxury.

Geography

A hilly and open landscape dotted with grey rock formations and covered in wild grasses and short bushes. The moors are pocked with quarries where the humans harvest stone to build their houses.

Inhabitants

  • Humans: Ubiquitous
  • Orcs: Some
  • Ogres: Few

Hazards

Dragon Slavers, Brainwashed Dragons, Ogres, Trolls

Territories

  • Udairn (Human Kingdom)
  • Clan of the Blackened Skull (Orc Clan Lands)
  • Clan of the Dragon’s Claw (Orc Clan Lands)
  • Troll Horde (Technically Unclaimed Territory, but Impassible)

Wealth and Resources

Sheep and ponies, both wild and domestic, could serve as a primary food source. The human cities are wealthy from trade, but a dragon would have to be half-mad or all-powerful to go near them.

The Arid Isle

The markets of this island nation are the busiest and most varied in the land. Exotic spices, fine fabrics, and unfamiliar weapons find their way here from far-off places on the ships of foreign merchants. Port Augustus, the gem of the isle, is a fortress whose high walls and unmatched artillery have thwarted many an invader. Anyone is permitted to visit and trade, as long as they remain peaceful.

Geography

A large island with a mountain range as its spine. Any land that’s not too steep or bare has been turned to farmland or pasture.

Inhabitants

  • Humans -- Many
  • Dragons -- Some
  • Kobolds -- Few

Hazards

Pirates, Politics, Ballistae

Territories

  • Port Augustus (Human City-State)
  • Greyclaw the Learned (Dragon Territory)

Wealth and Resources

Beyond counting. The Arid Isle is the linchpin of trade between the continent and all outside nations.