Dragon Isles

The Dragon Isles run out in a loose archipelago to the east and north of Northport. They’re named for Kellauralak, a great dragon who once terrorised the isles, and her brood. About four hundred years ago Kellauralak was defeated by a small band of heroes (and a larger band of servants, people-at-arms, porters and dogsbodies who didn’t bribe the bards enough to be remembered); they then travelled west to slay her mate Arakothrax, lord of what is now Northport. A great deal of wealth was redistributed along the way.

There are hundreds or thousands of islands (depending on the tide and what you count).

Denizens

  • Dragons: various descendants of Kellauralak and Arakothrax. There are perhaps a dozen first-generation children left, but it’s hard to count; dragons have a way of napping for a few decades and then reappearing just when everybody thought they were dead. The best-known is Milzarug the Glorious, who has taken over what used to be Kellauralak’s den, and is often seen on the wing. Many of them now have children and grandchildren of their own.
  • Goblins: these creatures have an unstable social dynamic. Every so often, one of the goblin tribes organises, multiplies, and expands. Then it falls apart and the remnants of the goblin armies go feral.
  • Humans, elves, tengu, halflings, gnomes, orcs, and half-breeds thereof: all over the place. Some of them pay protection money tribute to one of the local dragons in exchange for security. Other almost-humans (tieflings and other planetouched, etc. etc.) are more common here than on the mainland, although still pretty rare.
  • Giants: pretty uncommon. Most of the islands are too small for them. Exceptions include ogres (often found in small tribes, occasionally living among orcs or humans), trolls, a few aquatic types, and a pesky tribe of fire giants who’ve staked claim to a volcano and have started raiding nearby settlements for food and slaves (sometimes one and the same).
  • Assorted magical creatures: relatively common. The Bestiary’s experts suggest that the presence of dragons creates subtle magical energies that encourage a diversity of species. It’s also alleged that Bestiary mages have occasionally returned magically-altered creatures to the wild “just to see what’ll happen”, resulting in weird hybrids.
  • Snake People: known for constructing intricate temples, and for their dislike of outsiders. And their pointy teeth.

Places of Interest

Some of the better-known islands, listed roughly from southwest (nearest Northport) to northeast:

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The Near Isles (known to easterners as the Far Isles): effectively the suburbs of Northport, various islands within one or two days’ sail. Some of these are private estates for nobles who want a little breathing room; others are laboratories and breeding grounds for the Magical Colleges, along with The Archives, an island dedicated to storing wizards’ paperwork. Somewhere among these is Goblin Island, a small island overrun with brambles and goblins.

The Pearl Isles: a run of islands known for their pearls, shells, and other luxuries. Wary of Northporters ever since an unfortunate “entrepreneurial enterprise” that may or may not have been a hostile takeover attempt.

The Sargasso Dulls: a large patch of open-water doldrums, choken up with seaweed and ships that got stuck there. Not recommended.

Firebelch: a chain of volcanoes, now inhabited by pesky fire giants.

The Snake Isles, populated by Snake People. And snakes.

Mother’s Rest: once the lair of Kellauralak, now claimed by her daughter Milzarug. Best avoided unless you aim to meet a dragon up close.

Dragon Isles

Perfectly Legitimate Adventuring Party GeoffreyBrent