Locations

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Locations of Dragonsea

(Link To Map: http://www.penrosegames.com/resources/dragonsea_grid.jpg )

The following places will reference the Map of Dragonsea. There are 4x4 grids of darker grey squares, these are labeled 1-8 across the top and A-J down the side. If I use a third number, that references a square in that grid. The grid squares are 1-16.

01 - 02 - 03 - 04
05 - 06 - 07 - 08
09 - 10 - 11 - 12
13 - 14 - 15 - 16

Example: The land mass in the upper left of the map is mainly in Grid B1. It's northern tip however can be found in Grid A1-14.

Scale: Each small square is 1000 sq miles. (Please note that I had to make a change to the Scale, this is the correct scale to allow Dragonsea to be big enough to travel in.

Dragonsea is split up into three main sections, the Northern Islands, which are the coldest islands of all of Dragonsea. The Central Islands, which are the temperate islands as well as home to the biggest centers of civilzation, and the seat of power for Dragonsea. And finally the Southern Islands which are the hottest waters, as well as the ones most teeming with life.

 

Dragonsea: The Northern Islands


Isle of the Raven Queen (B1)


Named after the Queen's Watchtower located at A1-14, a giant ice watchtower built in the earliest ages of Dragonsea. The Raven's Isle as most call it, is mostly a deserted wasteland of ice and snow. The center of the isle is said to be the coldest place in all of Dragonsea, colder than any dragon could bear. There are but a handful of Silver and White dragon clans that make the coastal area of Raven's Isle their home. The Dragonborn Paladin sect known as the Watchtower Vigilants inhabit the Queen's Watchtower, and the settlement of Raven's Feet located near the tower is the only settlement on the isle. The town survives only because of the unusually fertile waters which are a bounty of sea life.

Queen's Watchtower (A1-14)
The Queen's Watchtower is one of the four great watchtowers located throughout Dragonsea. Their purpose long forgotten, the watchtowers still possess powerful magical spells, casting an unknown effect on all of Dragonsea. To protect these ancient wards, and their long lost purpose, the Dragonborn known as the Watchtower Vigilants have attempted to set-up bases in each of the towers, to maintain and defend the watchtowers. The Queen's Watchtower is like the others, a tall spiraling tower reaching up into the sky. Atop the Queen's Watchtower, a bright blue jewel of immense size pulses with ancient power. The top of the watchtower was lost before recorded memory and the glow of the jewel rises up in the sky, helping to create the lights which light up the northern horizon during the coldest month's of the year. Inside the watchtower, the Watchtower Vigilants have set up a base where they study and maintain the energies of the watchtower as best as they can. Their research has led the Watchtower Vigilants to discover long lost rituals and ways of accessing magical energies. Led by their female Dragonborn captain, Celea Queenscale, the Watchtower Vigilants of the Queen's Watchtower have made the greatest strides in rediscovering lost arcane arts.

Raven's Feet (A1-14)
A fishing village located at the foot of the Queen's Watchtower, Raven's Feet thrives because of the unusually bountiful sea life around the island. The number of rare specimens has made the village almost famous amongst mages, who seek out unique and powerful reagents from the sea life. Along with meeting the supply demands of the Watchtower Vigilants, Raven's Feet has managed to thrive despite the cold conditions.



Isle of the Twins (A4/5/6; B4/5/6)


The northernmost isle in Dragonsea, the Isle of the Twins is so named for a large pair of dragon statues carved into the mountainside at A4-08. The Twins' Isle is home to many Silver clans, who claim the eastern half of the island as their own. It is here that the Silver Dragons Floating Fortress and home to the Silver Enclave is located. Fortress Mercury is home to countless Silver Dragon Clans and roams above the eastern half of the island guarding other silver clan territories. The western half of the island is dominated by both the White Dragon Clan who claim the northern mountains as their lairs and the Grey Dragons who claim the southern coastline as their territories.

Besides the dragons, there are a several settlements on the Isle of the Twins. Between the Silver and White Clan territories, is rumored to be several monastery fortresses of the Kayal, including the Kayal capitol of Shadowmind, though it's location is a well guarded secret, even from the Dragons. There is also the trade city of Frosttip (B5-11). Run by the Undine, Frosttip is the main trade point for the various mining towns located in the Silver Clan territories. They specialize in processing and shipping of a multitude of ore mined in the frozen north. Frosttip is also the capitol city of the Elemental Kingdom of Water which governs all Undine cities..

Shadowmind (A4-07)
Shadowmind is the capitol of the Kayal race, hidden in the frozen mountains of the north. Shadowmind is a city mostly underground, but its great meditation altars are located in a crater only accessible by flight or through the tunnels. The city tunnels are works of precision stonework and implement a unique form of crystal growing which amplifies the Kayal powers as well as create a hauntingly beautiful sight, as if parts of the city were made of ice. It is here that the leaders of the Kayal, The Triad, meditate on the future of their race.  The city remains hidden from the eyes of dragons through the unique mind magicks of the Triad so that the Kayal can protect and study their greatest secret, a permanent portal to the Shadowrealm, the rumored birthplace of both their race.

Frosttip (B5-11)
A trade city located in Silver Clan Territory, Frosttip is in fact the capitol of the Elemental Kingdom of Water. All of the city's trade and mining operations are overseen by the Undine, and their leader the High Chief Sokka Gelid, a male Undine. With the permission of the Silver Dragons, the Oread mine the bountiful silver mines and diamond mines located amongst the stone and ice of the mountains in the north. Frosttip is a waterway city, canals running throughout the city allowing for goods and people to be taken to any part. During the coldest months, the canals actually freeze and sleds and skates becomes the preferred form of travel.

Fortress Mercury
Home to the great Silver Enclave, the leaders of all the silver clans of Dragonsea, Fortress Mercury is one of only two mobile fortresses, and the only which flies through the air. Powered by crystals of immense size, Fortress Mercury is in fact a giant glacier held aloft in the sky. The cold temperatures of it's height along with the natural coldness of the northern islands makes it so that only those immune to the effects of the extreme cold can live there, and few others to last more than mere moments there. Despite being made of ice, the Fortress is highly resilient, and should the Silver Enclave ever wish it, it can even survive the temperatures of the south, making it perhaps the most dangerous fortress in all of Dragonsea.



Isles of the Broken Tower (A8)


The Isles of the Broken Tower are a series of islands around another ancient watchtower (A8-02). This watchtower, it's name long forgotten, has laid in ruins for thousands of years, the weather around it making it very difficult for any race to settle there. The Watchtower Vigilants have tried many times to settle there but with no success. Despite the frigidness, there does exist a settlement on these islands known as The Wall (A7-08). Wall City is in fact a massive underground fortress, manned by both Undines of the Kingdom of Water and the Tieflings. It is the home of the White Enclave and countless white dragon clans are said to have settled within Wall City and throughout the island chain.

Broken Tower (A8-02)
One of the four Watchtowers of Dragonsea, the Broken Tower as it is now called, has become a blight to the northern islands. The entire island has fallen victim to the twisted and broken magicks of the tower. Though its great white crystal still pulses with power, the magic is in fact erratic and dangerous. Several times the Watchtower Vigilants have attempted to settle here and stabilize the magicks but few come back alive, and those who do bear great magical scars of long lost spells. Rumors of a rift in magic surround the island of the Broken Tower and only the mad or desperate go there. The dangerous magicks are limited to the island the Broken Tower is located on and have not spread further.

Wall City (A7-08)
Wall City is so named because of the Great Ice Walls which surrounds the entire city. 7 separate walls, each several yards thick separate the surface sections of Wall city, where both Undine and Tiefling have settled here. A robust city of arts, and trade, Wall City's main attraction is as a launching point for the great ice hunts, where both dragons and lesser races go after the dangerous sea life that live in the northeastern waters. Beneath the surface of Wall City, one encounters one more great wall, a great wall of ice which acts as ceiling and defense to the underground Frozen Fortress, home of the White Enclave. It would take a massive amount of fire power to pierce the glacial defenses of the Frozen Fortress to reach the home of countless ancient white dragon clans.



Maab's Isle (B8-09)


Maab's Isle is of importance because no dragon makes the island its home. The tiny island is often overlooked and no dragon has attempted or even cared to settle here. This works to the advantage of the Oaklings who have claimed the island as their own. The Oakling Clan Leaders meet here every year at the Oakling capitol of Twilight hidden in the center of the great island forest. The Ritual of the Twilight as its known, also marks the time that many believe a portal to the Feywild opens, allowing the Oaklings to commune with their ancestors.

Twilight (B8-09)

The rumored Oakling capital, Twilight is in fact the birthplace of the Oakling race and their one and only true city. A city of nature, of mounds and trees, unless one looked carefully, one would be unable to tell where the city begins and the forest ends. Twilight is a source of great natural energy and has sustained the Oakling race since their birth. The great tree canopy keeps the city in perpetual twilight during the day, and the unique luminous vines light the city at night. The true source of all this power however comes from the city's greatest treasure, a massive grove of ancient trees which form the center of the city, and where a part of the Feywild appears every year for a few weeks.



Serpent Spine Island (C7/8)


Serpent Spine Island is important not only for it's mountain range rich in rare minerals, but also because three chromatic Enclaves meet here. The enigmatic Purple Enclave is said to meet in the depths of the mountain (a journey many claim takes days to complete to reach the depths) in the Purple Dragon Fortress of Obsidia.

In contrast, high above near the peaks of the mountain range, the Blue Dragon Enclave meet at the peak top Fortress of Stormhold (C8-01). The perpetual storm that encircles the Fortress is maintained by the Blue Dragons and the various enclaves.

The final enclave to inhabit the island is the Grey Dragon enclave which meet at the Tiefling capitol city of Illusion (C7-16). The normally free roaming Grey Dragons and the equally mobile Tiefling clans gather for mutual reasons and festivals in the city of Illusion. Here various tests of cunning and ingenuity test the young of both races. The Grey Dragons have no Fortress unlike the other dragons, preferring mobility above all else.

Because of the many sources of rare raw materials, a couple of Oread settlements have arisen here, the most important being the city of Stone (C8-05). Stone City is the capitol city of the Elemental Kingdom of Earth, led by the Oreads.


Fortress Obsidia
Home to the Purple Enclave, Fortress Obsidia is hidden deep within the Serpent Spine Mountains. The enigmatic purple dragon home is located in what some call the Undersea, the deep places of the world which are said to connect not only all the islands underneath Dragonsea, but also to mysterious lands far beyond. Fortress Obsidia is built out of the remnants of some long lost forgotten cataclysm. It is a massive network of caverns and tunnels all made out of obsidian. Even other dragons fear to tread into the deep places, madness and who knows what else lying beyond the controlled caverns of the purple dragons.

Fortress Stormhold (C8-01)
Upon the highest peak of the Serpent Spine Mountains is the great Fortress Stormhold of the Blue Enclave. The Blue Enclave has taken the raw power of nature and storm and broken part of the mountain peak, which now floats in a maelstrom of lightning above its former resting place. The blue dragons have dug deep into the mountain peak and made their home, safe from the maelstrom they created to keep their eldest and most powerful clans safe. Only those who have the permission of the Blue Enclave will find safe passage into the Fortress.

Illusion (C7-16)
Illusion is the great city forged through the magicks of the grey dragons and the Tieflings. Located on the coast, Illusion is not one city but two overlapping cities. Using the innate magic in Dragonsea, the grey dragons and the tieflings both tapped into the Astral Sea and created a second city. It is in the Astral Sea itself that the Grey Dragon elders settled, and where the Grey Enclaves rules from, though this is a closely guarded secret known only to the grey dragons and the most trustworthy of Tieflings. In the material world, Illusion is the capitol of the Tiefling people, where their most cunning and crafty are chosen to become rulers for the nomadic clans. Illusion is also where the great Dark Mirror Festival takes place. Host to countless events that test the cunning and smarts of the participants, none are aware the magicks used in the trials are in fact the two cities comingling as the planes overlap for a few days each year.

Stone City (C8-05)
Stone City, located at the base of the Serpent Spine Mountains, is the capitol of the Elemental Earth Kingdom. Led by the High Chief Leena Terra, a female Oread, Stone City is the center of all the mining operations for all of the Serpent Spine Mountains. Stone City is a built into the mountainside. A multilevel city, each level shows off the great wealth that is mined out of the seemingly never ending mines, and each level named after the various ores mined.  


Dragonsea: The Southern Islands

Primal Island (G2-H2)

Primal island is so named because of the nature of beasts which inhabit the island. Besides the numerous dinosaurs and dire animals which live on the island, it is also home to the extremely dangerous wyrm. Wyrms are thought to be an accidental offshoot of dragons, primitive in mind, but just as dangerous. These creatures though provide an adequate form of sport for dragons, and many find Primal Island a suiteable place to test one's strength.

No clans call Primal Island home, the landscape being too dangerous for young to survive. There is also strange magics on Primal Island that have been known to cause wyrms to be born from dragon eggs, or even addle the brain of an older dragon and turn them into a wild beast. Dragons hunt on primal island, but none dare live there.


Pelor's Scar (G4/5/6, H4/5/6)


Pelor's Scar is so named from a near cataclysmic event during the early ages of Dragonsea. The copper dragon exarch Pelor was embroiled in a powerful dispute with another exarch of his age, the fallen black dragon exarch Bane. Pelor's anger finally overtook him and he unleashed all his fury against the other exarch. The devasation turned the center of the island into a massive desert and destroyed Bane.

Despite it's dark history, Pelor's Scar has many residents. In the forest to the west, the Adamantine dragons live in greater numbers than anywhere else. The Adamantine Enclave meets in the great Starfall Fortress (G4-05).

The Copper dragons have all but abandoned the island, leaving only a small clan behind, the Penitent Watchers who guard a temple to their exarch's crime known as Pelor's Folly (H5-01). In their absense, the Brown Dragons clans have claimed the desert as their own, including building their great underground fortress, Mirage (H4-11). It is here that the Brown Enclave gathers and meets. Mirage is in fact a mobile underground fortress, burrowing through the sand, so it's exact location is never truly known until it rises at Mirage Point (H4-11) to trade.

Pelor's Scar is also home to one of the few Kayal Fortresses, the Fortress of Dessication. These warriors harden themselves against the harshness of the desert and have become very adept sand warriors
.

Starfall Fortress (G4-05)

Home of the Adamantium Enclave, the Starfall Fortress is a massive fortress built in the depths of the forest. Built out of a strange giant rock, the adamantium dragons believe this is where they were first created. Though the forest had grown over the hill sized rock, the dragons have forged the exterior of the Fortress into solid walls of adamantium. There are numerous veins of adamantium around the fortress which the dragons have allowed to be mined but none may touch the fortress itself or the surrounding rock.

Pelor's Folly (H5-01)
Once the home of the Copper Enclave, it is now just an abandoned temple dedicated to the folly of their great exarch who commited the first great sin of Dragonsea. Though evil does exist, no dragon had taken the life of another, until Pelor, the Copper Exarch took the life of the Black Exarch Bane, unleashing his full power. As a sign of penance, the copper dragons exiled themselves to the southern islands, leaving behind their original sand fortress under the watchful gaze of the Penitent Watchers, a group of fierce Copper dragon defenders.

Mirage/Mirage Point (H4-11)
Mirage is also known as Mirage Fortress, the great Brown Dragon fortress. A highly magical fortress, the great stone fortress is capable of moving through the sands of Pelor's Scar with unimaginable speed and swiftness. When not docked at Mirage Point to trade with the rest of Dragonsea, Mirage Fortress spends most of it's time underground, keeping the Brown Enclave safe. Rumors persist that the fortress is capable of even greater mobility but to date has not been confirmed.

Fortress of Dessication
Despite it's name, the Fortress of Dessication is not a permanent location, but rather a tribe of Kayal who roam the desert training themselves against all the harshness of the location. The Dessication Soldiers are the best survivalist that the Kayal race has to offer. They have found a way to keep an entire society hidden in the deserts, trading very rarely with the outside world. Dessication Kayal are sought after as spies and scouts, given their ability to hide in plain sight from years of training in the open flats of the great desert.

Melora's Grace (G7/8)

Melora's Grace is in fact three heavily forested islands in close proximity to one another. They are so named because of the Brown Dragon Exarch Corelleon who is said to have defeated the great Tarrasque on the main island (G7-08) and then gifted the island to his love Melora and her clan. The great forest Fortress of Verdant is built upon the site where Corelleon claimed his victory and the Green Enclave has met here ever since.

Also located on the main island is the tiefling tree top city of Horizon (G8-05) who are known for their well trained forest rangers. The main island is also said to be home to an order of Oaklings but they remain elusive in the midst of the Green dragon's territory.

The southernmost island, known as Corelleon's Gift (G8-13) is in fact a giant swamp. It is here that after their exarch had fallen from grace that the Black Dragons found refuge. It's written in legend that the black dragons helped Corelleon defeat the Tarrasque and earned a place of honor. Corelleon's gift is home to the submerged Fortress of Mist, where the Black Enclave gathers.

The western island, Corelleon's Bow (G7-11) is a wild and dangerous island, with many great creatures for both the black and green dragons to hunt and feed off of. Rumors persist of a Kayal enclave studing a new form of magic. Thought no one knows what the nature of this magic is.


Verdant Fortress (G7-08)
Home of the Green Enclave, the Verdant Fortress is a true wonder of Dragonsea. Atop of the great corpse of the Tarrasque, defeated by the Brown Exarch Corelleon of his love the Green Exarch Melora, the Verdant Fortress was grown from both the remains of the Tarrasque and the island itself. A living fortress, the Verdant Fortress pulses with the great energy it draws from the magic rich island and from the still intact shell of the great Tarrasque. The fortress is pure luxury for the green dragon flights that live there and all beings who live on the island lead healthier lives due to the natural magics exuding from the fortress. Rumors claim that the Fortress is not only living, but has actually been awakened.

Horizon (G8-05)
Sharing the island with the Green Dragons, the Tieflings have set up a city amongst the great canopies of the forest. Horizon has become one of the few tiefling permanent settlements because of the effects of the Verdant Fortress. The Tieflings here have created countless curatives and become adept healers learning from natural energies of the island.

Mist Fortress (G8-13)
Because of their aid in defeating the Tarrasque, the black dragons gained a place of honor nearby and built the Mist Fortress. Situated in a swamp, the black dragons took back bones and the skull of the great Tarrasque and using the magical energies built their fortress of bone out of it. Half in the swamp, half above it, the Mist Fortress exudes a perpetual mist that protects the fortress, as both lesser races and dragons become confused and eventually lost in the mist. Like the Verdant Fortress, the Mist Fortress is said to be a living fortress, powered by necortic energies and is even rumored to be able to become mobile.

Vault of Instincts
A hidden enclave of the Kayal located amongst the islands, the Vault of Instincts is located below the forest floor in crystal caves built by the Kayal. The Vault of Instincts is home to a unique sect of the Kayal who study the primal forces within creation, and within themselves. Rumors claim that the Kayal have tapped the very energy of their creation, and have used it to bond with creature of pure instinct. These Summoners have learned to not only call other creatures to their aid, but have also learned to call unique creatures, phantoms of creation. These Eidolons now fight alongside them.
 
Shattered Crown and the Coral Sea (H6/7/8 & I6/7/8)


Shattered Crown is given to the hundreds of small islands which form the circular border around what is called the Coral Sea. These islands are varied in terrain but many are jungle refuges, completely deserted, and home to some of the undersireable elements of Dragonsea.

The Coral Sea, is so named because of the particularly warm waters and the countless coral reefs which line the area. The Coral Sea is a haven for countless forms of sea life. A virtual underwater paradise, the Coral Sea however does have one real threat, it's very center is a place of still water. No current, wind or storm ever enters the area and it is a bane to any wind powered ship. Io's Eye (H7-11) is said to be cursed waters and many avoid the area. There is no sea life in the area either.

The largest island that compromises the Shattered Crown is the Isle of Life (I6/7). The Isle of Life is so named because it is the most heavily populated island in all of Dragonsea. Countless beasts, birds, reptiles, magical creatures and insects of every size live tightly in this veritable living zoo. The great jungles stretch from coast to coast and from tree top to below their roots, life has found a place to call home. Even the great dragons have found a reason to call the island and it's nearby waters home, as it is has the greatest concentration of Brass Dragon clans in all of Dragonsea. The Bay of Ambrosia (I7-01) is the home of the partly submerged Fortress of Paradise, where the Brass Enclave calls home.

South, but still part of the crown is the Isle of Redemption (I7-15). This magically transformed island has been turned into a desert and where the Copper Dragon's exiled themselves after the crimes of Pelor. Here in the Fortress of the Sun (I7-15), the Copper Enclave meets, and where many Copper dragon clans continue their self imposed penitence over the crimes of their predecessor. The Copper clans also support the Watchtower Vigilants in their running and maintenance of one of the four great watchtower, the Watchtower of the Knight located on the south eastern most island in the entire crown. (I8-08)


Io's Eye (H7-11)
Cursed waters in the Coral Sea, Io's Eye is avoided by all species. No sea life, no plant life, no wind, even birds dare not fly over the waters of Io's Eye. Countless dragons in flight, and ships of the lesser races have accidently found themselves in the cursed area only to vanish. Even scrying magics, divinations and countless of the dragons rituals refuse to give any answer as to the source or reason for the existence of such a place. Io's Eye is a mystery to all.

Paradise Fortress (I7-01)
The great coral fortress of the Brass Enclave, is the last of the living fortresses. Made of the coral that is so abundant in the coral sea, Paradise Fortress is a living artwork. Temperate waters, beauftiful sea life, and seemingly endless supply of warm days and cool nights has allowed the fortress to live up to it's name of Paradise. Partially submerged, the Brass Dragons have hidden most of their secrets in the deepest part of the bay, while the upper areas, especially the sections located above water show the opulence and beauty of the fortress.

Sun Fortress (I7-15)
The newest fortress in all of Dragonsea, the Sun Fortress is the relocated fortress of the Copper dragons after their self imposed exile from the center of Dragonsea. After the dragons changed the island to a great desert, most of the clans set up homes along the island and the fortress and have turned it into a sort of self imposed prison. Despite the penance many of the clans feel they must still suffer, the Sun Fortress is not easily accesible or defenseless. Located deep in the sands of the island, the Sun Fortress uses countless magical obelisks to power the magics of the Fortress, and is even said to be able to control the very sand it is buried in. Should the need arise, the entire island can be engulfed in a magical sand storm, protecting the fortress from any invader.

Watchtower of the Knight (I8-08)

One of the four great Watchtowers of Dragonsea, the Knight's Watchtower and it's great green crystal, pulse and thrum with the ancient magics that course through it. Like the Queen's Watchtower, the Knight's Watchtower is defended by the dragonborn known as the Watchtower Vigilants. Led by a male dragonborn, Captain Tristen Blackscale, the Watchtower Vigilants, study and defends the ancient magics of the watchtower seen to be integral to the existence and prosperity of Dragonsea. Given the remote location of this watchtower, the Watchtower Vigilants have had time to not only study the Watchtower but the other magical anomolies. Captain Blackscale has taken particular interest in the nearby Io's Eye and is determined to use the powers of the Watchtower to learn the truth of the dead waters.

Isles of the Forgotten (I1/2)


The Isles of the Forgotten is named because of the strange ruins located on the isles. There is nothing in the entire recorded history that even mentions the islands existance, let alone their purpose or who may have once inhabited there.

The only record is about the Watchtower of the Wizard (I1-11), located on the westernmost island. The Wizard's Tower is the only intact tower that possesses ancient battle scars upon it's western side.

No dragon clan makes the islands their home, and the only known inhabitants were the Watchtower Vigilants. Recently though, the Watchtower Vigilants were ousted by the nearby Red Enclave and a Tiefling Order known as the Prismatic Guardians have been given control and support by the Red Enclave. This matter has caused a great debate at the Council of the Exarch which still remains unresolved.
 

Watchtower of the Wizard (I1-11)
The Southwestern most Watchtower, the Wizard's Tower possess a great red crystal at it's peak. Unlike the others, the Wizard's Watchtower is more heavily fortifed by additions built long before the towers were discovered by the dragons of Dragonsea. It also is the only Watchtower to possess ancient battle scars along it's westernside. The goal of the Watchtower Vigilants of the Wizard's tower was to determine against what foe the Watchtower stood against, but recent events have led to the ousting of the Watchtower Vigilants at the order of the local Red Dragon Governor and the Red Dragon Enclave. In their places, a Tiefling order known as the Prismatic Guardians have taken their places, and it seems, have picked up where the dragonborn left off in their research as to the battle capabilities of the watchtower.

Fury Island (I2/3)


Fury Island is home to a great active volcano, the only one in all of Dragonsea. Io's Breath (I3-05) as the volcano is known, has erupted so often it has kept the entire island a wasteland of fire and ash. Despite such harsh conditions, many creatures have thrived here, the greatest of course being the countless Red Dragon clans who are unaffected by the volcano's fury.

Using the volcano and magma rivers as a natural defence, the Red Dragon clans have made homes within the volcano, and have built their great tempered Fortress of Ember, where the Red Enclave rules. The dragons are not the only inhabitants of the island though.

On the north eastern edge is the Ifrit city of Tinder (I3-02). Tinder is the capitol city of the Elemental Kingdom of Fire, led by the Pyre Clans. Tinder is also home to the second kobold city known as Dragon's Forge. The underground magma rivers have allowed the Ifrit and the Kobolds to create marvels of blacksmithing and engineering.

Also in the great firey wastes is a secret enclave of the Kayal, the Searing Fortress. These fire wielding Kayal harden themselves in the fire and harshness and learn to weild the inner fire of their bodies. They have also aligned themselves with the recently ousted Watchtower Vigilants from the Wizard's Tower and spy on both the Red Dragons and the Prismatic Guardians.


Io's Breath (I3-05)
The largest, and only active volacno in all of Dragonsea, Io's Breath is almost constantly erupting, keeping most of the island covered in fire and ash. Io's breath has been this active for as long as anyone can remember and the source of it's ferocity is unknown. Many dragons have come to believe a powerful magical source, perhaps an ancient primeval portal, keeps the volcano so active. This would also explain the occasional magical eruptions that not only spew fire and ash into the air, but sends out waves of magical energy with strange effects. These magical eruptions however are very rare only occuring every few hundred years or so.

Tinder (I3-02)

The Ifrit city of Timber, is located on one of the few places of the island some consider to be hospitable. The Capital city of the Elemental Kingdom of Fire, Timber is headed by the Ember Clans of the Ifrit. Along with the kobolds who live in the undercity, the Ifrit have developed advanced techniques of blacksmithing and engineering, and by using the magical magma rivers that flow nearby and deep beneath the city, Tinder has become the home to countless magical wonders.

Ember Fortress (I3-05)
The home of the Red Enclave, the Ember Fortress is located deep within Io's Breath. By using the magics of the volcano, the Red Enclave have forged a massive Fortess deep within the volcano, and tempered it with the volcano's heat. Stronger than any other metal in all of Dragonsea, the great metal fortress is proof of the power of the Red Dragons. Unlike most of the other fortresses, Ember Fortress itself has little in the way of comforts for it's inhabitants, it's space rather used for defenses and weapons of the Fortress. Ember Fortress may be the only Fortress in all of Dragonsea to match the power of Erathis Fortress.

Dragon's Forge (I3-02)
The kobold undercity of Dragon's Forge is located directly beneath the city of Tinder. Like it's sister city of Kes'kar, Dragon's Forge is a massive clockwork wonder powered by the magma rivers. Unlike it's sister city, Dragon's Forge primary creations are weapons and armors. Using their natural ingenuity and the magical magma rivers, the kobold artisans have been able to create magically tempered weapons and armor in their massive dragon sized forges.

Searing Fortress
A secret fortress of the Kayal located beneath the ash and fires of Fury Island, the Searing Fortress is extremely isolated from prying eyes. The Searing Fortress is a series of underground caverns open to the harsh elements of the island. Despite this, the Kayal have not only survived, but thrived amongst the harsh environments and even learned to tap into the natural fires of the island as well as to manifest this fire from within themselves. The Searing Fortress has also recently become the refuge of the Watchtower Vigilants from the Wizard's Tower. The dragonborn captain, a male dragonborn, Captain Sendis Firescale, has forged an alliance with the Kayal to spy on the Red Enclave and learn of their intentions for the watchtower. 

 

Dragonsea: The Central Islands

Pangea (D2/3, E2/3, F2/3)

 The largest of all the islands of Dragonsea, it houses countless clans and settlements of many races. Gold, Green, Adamantine and Black Dragon clans all call Pangea home. Adamantine and Green dragons have territories over the northern and southern forest, Gold Dragon clans spread out across the plains, and Black Dragons call the wetlands around the Shattered River Delta their home.

The lesser races have many settlements here as well. The Dragonborn capitol of Arkhosia (E3-14) is home to countless races, including many city-bound gold dragons. Countless Tiefling families roam north and south across Pangea, making homes as they go along. The most permanent being the tent city of Gatherhome (E3-05). The twin Oakling settlements of Oakleaf (D2-11) and Redwood (D3-05) are found in the north of Pangea.  There are also various elemental villages of Sylphs strewn across the island, ruled by the Elemental Air Kingdom capitol of Skybluff (E2-06).

The most well known city however is the Gold Dragon City of Shimmering (E4-06).  This massive city was built by the Gold dragons to be a center of commerce, art, trade. All dragons and races are welcomed and it is the greatest metropolis in all of Dragonsea. Many dragons are quite aware however that Shimmering is ruled by the Gold Dragons and easily could double as a second fortress for the Gold Dragons. Despite this, countless beings come here everyday to trade, ideas, secrets, works of art or anything else they have.


Arkhosia (E3-14)
Capitol of the Dragonborn, Arkhosia is a pristine city of white columns and grand buildings. The Dragonborn take great pride in what they consider the place of their birth and the city is a testament to that pride. Built between two offshoots of the Io'sene River, Arkhosia sits on a hill and rises gently up to the center of the city where the great Temple of Bahamut and its platinum dome sit. The serene countryside is host to countless festivals, and the flags of Arkhosia often overlook countless events where combatants test their strength, wits and magic and various duels.

Gatherhome (E3-05)
Gatherhome is the great tent city of the land-bound Tiefling clans who inhabit the island of Pangea. Gatherhome has only one permanent building, a small subdued temple to Tiamat that acts as the anchor and city center. The rest of the city is in constant flux as various clans of different races, though mainly Tieflings, arrive and trade and interact with others before continuing their migration throughout the islands. Tents, caravans, carts, anyplace one can lay ones head becomes home in Gatherhome.

Oakleaf (D2-11)
One of the few primarily Oakling settlements outside of Maab's Island, Oakleaf is a quiet hamlet located on the forest's edge. Here the Oaklings unable to make it home gather to be amongst their kind and to enjoy the quiet peacefulness of nature. Built around a series of underground caves, the tiny hamlet is only noteworthy because of the Oaklings who live here willingness to teach anyone the ways of nature. Though there is nothing stopping any race from moving in alongside the Oaklings, only kobolds seem to adjust to living within the druidic hamlet for any length of time.

Redwood (D3-05)
Where Oakleaf is a quiet village, Redwood is in fact a bustling trade city for the Oaklings. Located at the forest's edge on top of a cliff overlooking the sea, Redwood is built in fact across all three terrain elements. High in the trees, Oakling elders discuss trade matters as well as any ruling that pass down from the council at Twilight. On the forest floor, crafters and merchants deal with the various races who seek out the Oakling's unique talents. And connected via complex but sturdy ramp ways, at the bottom of the cliff, traders find safe harbor in an underground harbor, able to deliver their wares or pick them up.

Skybluff (E2-06)
The Capitol of the Elemental Air Kingdom, Skybluff is also commonly known as the Soaring City. With the aid of the dragons, The Sylphs built their city not only on the ground, but parts of the city rest on floating pieces of earth which hover over the city center like a great crown. The unique bond the Sylphs and the Levins  have with the element, Skybluff is the only city which builds the newest wonder of Dragonsea, the airship. The great floating dockyards located outside the city are a flurry of production where dragon, Syplhs and Levins work together to further improve upon their creation.

Shimmering (E4-06)
The jewel of Pangea, Shimmering is the great metropolis of Dragonsea. Built by the Gold Dragons, Shimmering is a massive network of bridges, towers, waterways, streets, and buildings, all built around each other in flowing precision. The city is named because nearly the entire city is able to reflect sunlight during the day, and with the aid of magical lights, reflects the cool lights of the night like a massive jewel. Shimmering boasts the largest number of city bound dragons, primarily metallics, as well as the largest diversity of races than any other city. Shimmering is the center of commerce, art, knowledge and all culture in Dragonsea.

Shimmering however is more than just a metropolis, it is also Fortress Shimmering, the second Gold Dragon Fortress, and while many suspect that the city doubles as a fortress, few realize how dangerous the city can be. The city's precision architecture is such that the Gold Dragons may use the city as a way to focus their innate powers. It is here, not Erathis, where the Gold Enclave actually lives, beneath the great wonder that is the city above.


Foundling (D5)

Foundling are the most important islands in all of Dragonsea. The main island known as Io's Throne is where the great Exarch Aerie's (D5-09) is located. This massive extinct volcano is home to countless clans and flights of all draconic colors. At it's top, is the great Temple of the Exarchs where the leaders of each draconic breed meet and pass all the laws and judgments for all of Dragonsea. No lesser race is allowed within the great volcano unless they are a Voice of one of the other draconic races, and even then, they are flowin into the Temple of the Exarchs and are allowed access to nowhere else.

Io's Throne is the center of all discovery and magic for all of Dragonsea, at the behest and oversight of the Council, countless dragons experiment with great rituals and magicks that only those of their blood can handle. The labyrinthine tunnels go deep into the island and provide protection as well as homes for the countless dragons that live there. It is here and only here where the great creation forges of the Forged race exits.

Also on the main island is the city of the lesser races, Io'volkar (D4-12). Io'volkar is where all the servants and vassals of the dragons who live in Io's Throne call home. Here they carry out the duties and requests of their masters as best as they can. Io'volkar is also the city which bears the largest kobold population. Kas'kar is a sub-city, existing below Io'volkar and is the closest thing the kobolds have to a capitol for their race.

The other island of Foundling is Io's Tear (D5-15). This island is holy and sacrosanct to all dragons. The entire island is in fact one massive temple whose central towers are higher than the peak of Io's Throne. The 15 central towers are said to be the birth place of each breed of dragon, metallic and chromatic alike, and where Io waited and called to all his children when he saved them from the jealousy of the other gods. Io's Tear is also where Io banished the remaning Exarchs's power so they would never endanger the citizens of Dragonsea again. The island is forbidden, and no living creature is allowed to step foot nor claw on the entire island. Those who have dared to fly nearby have brought back stories of pristine towers and stones; the island seems untouched by time.


Exarch's Aerie (D5-09)
Exarch's Aerie is the center of all of Dragonsea and the single most important location in all of Dragonsea. Said to have been the place where Io landed when he called all the dragons to safety, Exarch's Aerie is where the great Council of the Exarch rules over all of Dragonsea. A massive extinct volcano, Exarch's Aerie is home to countless flights of dragons, the eldest and most honored amongst the dragons, which now live in the hollowed out volcano.

Atop the Exarch's Aerie is the great Temple of the Exarchs where the leader of each dragon race discusses and passes laws. Though only meeting once every ten years, any dragon can call for a session to address any imminent problems. The lesser draconic races, Kobold, Tiefling, Dragonborn, Oakling and Kayal each are allowed a representative to argue on the council, but they do not have a vote in matters. Only the Oaklings, Tieflings and Dragonborn have an active Voice from their own race, the Kobolds have no chosen Voice and the Kayal have chosen an independent Forged as their Voice.

The current Council of Exarchs have been in session for almost 3 years straight, and the strain of the increasing conflicts between the two religious sects has begun to take it's toll on the council.


Io'volkar (D4-12)

The only city on Io's Throne, Io'volkar is a utilitarian city, built to meet the needs of the support staff of the council members. Since no member of the lesser races save the Voices are allowed on Exarch's Aerie, all their support staff must be nearby enough to carry out their leader's orders. Despite this, Io'volkar has become a bustling city, with little need for long term sustainment, the city has risen to meet the off duty needs of all the lesser races, thus Io'volkar has become a center for entertainment of various kinds. Theatres, restaurants, libraries, and even arcane study centers are plentiful in Io'volkar, the city's attempt to meet as many of the citizen's needs as possible.

Kas'kar (D4-12)

Kas'kar is not in fact its own city but an extension of the city above it, Io'volkar. Despite this, many think of it as a separate city. Where the city above focuses on leisure and entertainment, Kas'kar is a hotbed of research, innovation and time consuming work. Kas'kar is in fact a city of kobolds, and many are continually reminded of this fact by the small scale of things in the underground city. The city pride's itself on creating new magical and mechanical items each day, in hopes of impressing their draconic masters whom the kobolds worship with such ferocity. The entire city itself is in fact a massive clockwork machine, constantly in motion to help create the energy needed to fuel all the workshops that litter the underground city's landscape. It's said on a quiet day in Io'volkar, one can hear the gears of Kas'kar turning.

Io's Tear (D5-15)

Io's Tear is in fact the great Temple of Io, and completely off limits to anyone, not even those who sit on the council are allowed to set talon down on the great temple. No one remembers where or when this edict was enacted, but it is enforced by draconic flight patrols with ruthless punishments. Io's Tear is a grand, island wide temple dedicated to the creator god. From flight, one can see roads, and countless draconic statues and grand temples built all along the island. Its true marvels however are the 15 great towers. Massive alabaster towers, they rise into the air, their heights reaching high into the cloud, higher than even the top of the Exarch's Aerie. Each tower is dedicated to one of the draconic scale races, statues and embossed images adorn each tower, pictures of the dragon type that tower is dedicated to. At the top of each tower, a massive sealed room can be seen, though none know what lay inside.

Legend claim that Io's Tear was where Io first created all of the dragon types, and sent them out into the world, and that each tower holds the pure essence of each dragon type, before they became mortal. It was to this essence that they believe Io recalled the mighty Exarches, to keep their power from the hands of any mortal, draconic or lesser race.


Cliffside Island (D7, E6)

Cliffside Island is named so because the entire coastline is sheer cliffs, making docking by any of the lesser races near impossible. The rocky landscape however has made the isle an ideal home for countless Mithril and Iron Dragons. The Cliffside Mountiain range which lines almost the entire eastern seaboard of the island is where both of these clan types have created their enclaves. The Mithril Dragons, who adore the violent storms and the turbulent winds have created the Fortress of Ioun (D7-14), home of the Mithril Enclave, located on the highest peak at the northern end of the mountain range. The Iron Dragons preferreing to live amongst the great iron veins of the mountain side have created the massive Ironroot Fortress (E6-11), home of the Iron Enclave, nestled in one of the few valleys of the mountain range.

Along with the Iron and Mithril Dragons, several Oreads have made settlements here. This is also one of the few islands to possess a Kayal fortress known as the Vault of Shards. (E6-09). The Vault of Shards is located on a particularly uninhabitable part of the island, named after the fields of rocks that rise out of the ground like broken glass.


Fortress of Ioun (D7-14)
Home of the great Mithril Enclave, Fortress Ioun is not one but in fact three hollowed out mountain tops. The Mithril dragons with their love of song and storm have a maelstrom similar to the one which protects the blue dragon home. However, instead of using it as a defense mechanism, the Sibilant Storm, a naturally occurring storm, is a source of magical energies for the dragons. The Mithril Dragon Enclave has tapped into the storm to create powerful magical defenses and a unique system of travel between the mountain peaks in the form of permanent portals. It is even said that the dragons have in their possession portals to various other places in Dragonsea.

Ironroot Fortress (E6-11)
The Iron Enclave Fortress is located deep into the mountainside. Around it, countless veins of Iron act as a source of nourishment as well as natural defensive barrier. Many of these iron veins have been magically enchanted, allowing the Iron Dragons to have a secondary defense that their enemies might not suspect. The core of the Fortress however is a massive underground citadel made of the thickest and hardest iron the dragons could find. The great Fortress Ironroot is a bastion of defense and penetrating it would be a great task, even to dragons. Small flight tunnels along the mountainside and along the cliffs on the coast side are the only way to the fortress. Only the Iron Dragons know which tunnels are safe, which are barred, and which will doom the traveler to being forever lost in the Undersea or killed by insidious traps.

Vault of Shards (E6-09)
Located on an almost inhospitable area of the island, the Vault of Shards is one of the few Kayal fortresses. The vault is named after the numerous caverns beneath it filled with the same glass shards that are spread across the surface. Kayal soldiers harden their bodies in harsh training regiments in these chambers, coming out scarred but resilient. The Vault trains some of the most dedicated and toughest Kayal warriors.

Radiance (E7)

The Isle of Radiance is perhaps the second most well known island in all of Dragonsea, for it is the home of the first dragon city, the City of Erathis (E7-14). Erathis was so named after the great gold dragon exarch whose vision was that the dragons should create a utopian civilization, a perfect society. So it was that a great metropolis for dragons was built and the civilization of Dragonsea was born. It was in Erathis that the Elemental Races were first created and many still see it as a holy city.

Despite her original lofty ideals, The Isle of Radiance and the City of Erathis is in fact all Gold Dragon territory. Erathis doubles as the home for the Gold Enclave and is in fact the dragons' primary fortress. Chromatic dragons find they receive a cold welcome when in the city and many are finding new places to live.


Erathis (E7-14)
The first city of Dragonsea, Erathis is a strong candidate to usurping Shimmering's title as the most important city in all of Dragonsea. The birthplace of draconic civilization, and the draconic utopian ideal, Erathis is a massive city built to accommodate the needs of countless dragon flights of every color. Countless buildings are built on top one another, in a masterpiece of chaotic architecture, libraries, hunting grounds, aeries, and many other luxuries make up the grand dragon city. The size of things makes it very apparent that the city was built for dragons, and no other race. Despite this, there are secret passages and servant paths littered throughout every inch of Erathis. This is because in the great planar forge located in the city, is where the first of the Elemental Races were created. The Elemental Star is considered a holy site for countless of the elemental races, and many find a reason to travel to Erathis during their lifetime to bask in its glow.

Unlike Shimmering, everyone is aware that Erathis is more than just the first draconic city; it is in fact the powerful Fortress Erathis. Like Shimmering, Erathis was built to enhance the powers of the gold dragon residents, as well as power the various defenses located throughout the city. Unlike Shimmering however, Erathis has a secondary source of power, known as the Elemental Star, a planar rift that the dragons have controlled and tapped into to fuel the deadly weapons at the city's fingertips.

 

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