1. INTRODUCTION
The DragonLands are a very dangerous part of New Brittany. The
wilderness is filled with monsters, and deadly wraiths plague the
settlements. The dominant race is nothing Humanoid, but huge firebreathing
dragons which are found everywhere within its borders. However, while these
dragons are the greatest danger to the Humans of the DragonLands, they are
also the greatest ally. For within the civilized portions of the DragonLands,
dragons and Humans have formed a unique bond, and together they have vowed to
protect their people.
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1.1 Geography and Political Structure
The DragonLands are located in a Northern Continent of the world of New
Brittany. It is bounded on all sides by dangerous, rocky wastes filled with
predatory unjoined dragons and other monsters. Landbound travelers may
venture into the wastes for various reasons and return, but this is an
extremely hazardous undertaking. Very few people have ever made it beyond
the wastes to the other lands of New Brittany and come back to tell the tale. Within the
DragonLands, there are two very separate cultures: the Dragonfolk and the
Landbound.
The Landbound Nation reports to the King in the capital city of
Ralengarde, and the Dragonfolk answer to the Dragonlady in the great warren
Keldarra. There is a certain amount of power struggle between the two ruling
structures, but mostly they stay within their own kind. Because of the
necessary service the dragonriders provide to the Landbound (and the
difficulty they have providing themselves with food and supplies), the
landbound nation tithes a certain percentage of its harvest and supplies to
the Dragon Warrens each year.
The power structure of the landbound nation is typical of most
monarchies: there is a smattering of cities, towns, and farms following no
particular rhyme or reason. Each town offers its allegiance to the local
noble, who in turn (officially) offers allegiance to the king. Due to the
constant threat of wraiths (described in Section 8.1), all buildings are
built of stone, and many cities are carved into cliffs. The cities are also
the homes to the Guilds, which have a certain disorganized power of their
own.
The Warren Nation consists of a limited number of Warrens, which are the
homes of dragons, riders, and associated unjoined dragonfolk. These warrens
take orders from the Dragonlady of Keldarra Warren in times of crisis (or the
Dragonlady of Ismene Warren in the Lost DragonLands), but are otherwise
largely autonomous.
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1.2 Races
There are only two sentient races native to the DragonLands: Humans and
Dragons. There are no other races native to this area, and it is very
difficult to play a dragon without a human dragonrider.
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1.3 Technology Level of the DragonLands
The DragonLands is not your run-of-the-mill, swords-and-sorcery world.
Though DL's tech level is far from modern, we are not playing in the Dark
Ages.
Transportation: Hot air balloons, steamships.
Weapons and Armor: Firearms (guns).
Power: Electricity, combustion engines.
Medicine: Vaccines, organ transplants.
Transportation: Horseback with saddle and stirrups, horse-drawn
carriages, rigged sailing ships.
Weapons and Armor: Steel weapons, plate and chainmail, crossbows,
castles, gunpowder (used in fireworks, dynamite, and the occasional crude
cannon).
Power: Wind- and water-powered mills, gas heat and cooking (where
it can be piped locally, otherwise wood or coal fires are used), horse
collar. Warrens are generally placed near a water source that can be piped
such that residences have running water. Most also have hot water due to
gas heat or some other source, though usually it must be heated up rather
than running hot.
Medicine: Good knowledge of anatomy, germ theory of medicine
(herbal and chemical antibiotics and such), amputations, anesthetics,
birth control preparation (much like the Pill) and barrier methods, some
surgeries (Caesarean sections, cancer removal)-- most surgeries are still
risky, but knowledge is progressing with more and more successes. The
warrens are especially knowledgeable in sexually-transmitted diseases,
birth control techniques, pregnancy and childbirth, due to the nature of
warren society and the risk of losing a queen dragon if a queenrider died
in childbirth. Glassware such as syringes are manufactured, but are very
expensive.
Within this framework, technology is free to the development of the
players. Try not to go too high-tech or absurdly low-tech. This not a
Medieval "swords-and-sorcery" world, nor is it in any respect "modern" by
present-day standards. Also, it should be noted that the technology level of
the DragonLands does not precisely correspond to any particular period in
Earth-history.
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1.4 Time in the DragonLands
Time is fluid in DragonLands. No matter how many game-days have
passed in different gaming units, it is always considered the "present"
for all units. This facilitates inter-unit roleplaying. For example, if
your character is a dragonrider whose father resides at another Warren,
you do not have to calculate what the date is at the other Warren to
synchronize the visit. This is necessitated by the fact that the rate of
time-passage at a warren (as compared to real- time) may fluctuate at
different times based on what is transpiring in the game and how
frequently players are writing.
Fluid time also facilitates roleplaying of events that would occur over
a long time outside of the game, such as pregnancy or recovery from a serious
injury. These types of events can happen as rapidly or as slowly as the
player wishes to play them.
The passage of seasons is determined by time in the Northern Hemisphere
in the real world: if it is Spring when you are writing, it is Spring in
DragonLands (if you are living in the Southern Hemisphere, of course, it
would be necessary to reverse the seasons). To age your character normally,
you may want to give him or her a birthday in one season, and age that
character when the season comes around.
There is a dating system in DL based on the seasons. The current year in
the DragonLands is computed as the current RL year + 1003. Thus, when
DragonLands opened in 1996, the DL year (calculated from the legendary date
that the Contract Between Warren and Landbound originated) was 2999. The New
Year is between Winter and Spring (around our month of February), and is
often symbolized as the birth of the new year from the cold dying old year.
For RP purposes, the DL New Year is considered as beginning on February 1 of
each real-time year; thus, the DL year 3003 would begin on February 1, 2000. However, with the fluid time in DL, aging appears to move at 1 DL year per every 2 of our years.
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1.5 DragonLands and Pern
Those of you who are familiar with Anne McCaffery's "Dragonriders of
Pern" will notice some definite similarities between it and this world.
However, DragonLands is an original world and does not follow the same rules.
Thus, riders and dragons do not "impress" at hatching; dragons are a
separate, sentient race (not genetically-engineered), can be of any color,
and have no color- based hierarchy; there are no weyrs or weyrleaders, and we
have towns and cities rather than holds and crafthalls. There are no
threads, and we have standard Earth-type fauna rather than Pern-type beasts
such as runners or wherries. Thus, those who are familiar with Pern will not
necessarily have an advantage in roleplay (and could be at a disadvantage if
they make assumptions based on Anne McCaffery's work, since these would very
frequently be incorrect).
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