2. REGIONS OF THE DRAGONLANDS
2.1 The DragonLands Proper
Also known as the "Original" DragonLands, this area constituted the
entire "known world" of DL when the story began in DL year 2998. The
DragonLands proper are more or less in the center of the currently known
areas of the DragonLands, and they are the most heavily populated in terms of
both people and settlements. The DragonLands Proper are located within a
great ring of mountains, which enclose a roughly circular area so large that
it spans a wide range of climatic zones from North to South. Several large
rivers crisscross this region, but the only two appreciable bodies of water
are the Telnor Sea, actually a large freshwater lake, and a smaller lake just
north of Marrid Warren. Except for a series of mountainous spurs which
project into the DragonLands from the surrounding ring the landscape is made
up of relatively gentle terrain ranging from rolling hills to broad plains.
The capital of the Landbound Nation, Ralengarde, is located almost at
the center of the inhabited lands, and is connected to the other landbound
cities by an extensive network of roads. In addition to being the seat of
government, it is also the headquarters for most of the guilds. Thus,
Ralengarde tends to be the center of both culture and commerce for the
Landbound Nation.
The Warren Nation is headed by Dragonlady Christalla at Keldarra, the
most centrally located of the warrens. Keldarra's territory covers the
centermost portion of the DragonLands, including Ralengarde. Six other
warrens, comprising with Keldarra the original seven warrens created to
defend the DragonLands, are situated at approximately regular intervals
around Keldarra in the surrounding mountains. Each of these warrens has its
own designated territory to defend; within each territory, the Warrenlady is
responsible for maintaining diplomatic relations with the local Landbound
lords. The Lords in each territory are responsible for supplying their
assigned warren.
The warrens of the DragonLands proper, and their current leaders, are:
- Keldarra Warren* (Dragonlady Christalla/Empress Kaeryth; Warrenlord D'neor/Queen Shatavari)
- Wild Marrid, formerly Marrid Warren (Currently Abandoned due to magic shift)
- Norwall Warren* (Warrenlady Jeneve/Queen Malani)
- Telnor Warren (Warrenlady Laria/Queen Vithraena)
- Whiteriver Warren* (Warrenlady Merissa/Queen Chrysthal)
- Daere Warren* (Warrenlady Thea (The Duchess)/Queen Galendriel)
- Falagand Warren (Warrenlady B'nair/Queen Teraichen)
- Cleft Warren* (Warrenlady Cynthia/Queen Syren) -- though it is under the jurisdiction of Dragonlady Christalla, is located in the Nomadlands (see Section 2.2).
(* denotes a PC warren that is open to roleplaying)
For more information on individual warrens and their domains, see their
homepages and post archives. All of these are accessible from the DragonLands
webpage, as are the maps of the various warrens and their territories.
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2.2 The Nomadlands
The Nomadlands are located immediately to the south of the DragonLands
proper. A vast area several hundred miles across, the Nomadlands are mostly
covered by grassy plains; however, areas of forest and desert are also to be
found. The climate is very hot and dry for the most part, and the rivers that
cross the Nomadlands are often reduced to the merest trickles during the
summer. Its native inhabitants are the Horse Nomads, a people very different
from those of the DragonLands. Their lifestyle and culture have been shaped
by the harsh conditions they live under, since the Nomadlands are by and
large incapable of supporting large populations. There are no cities in the
Nomadlands, nor any truly permanent settlements of any sort; nor do most of
the Nomadlands readily support farming. The Nomads thus follow a wandering
existence, grazing their herds in one spot and then moving on.
The Nomads have no central government, the Nomads of any one tribe being
answerable only to their own chiefs. Tribes may form alliances with one
another, but these are temporary at best, and intertribal raids are part of
their normal way of life. The Nomads worship a pantheon of deities, whom they
believe grant special powers to certain of their people, and after whom their
tribes are named. (These powers are actually psionic in nature, such as
healing and firestarting, and are not limited to Nomads).
Until recently there was little contact between the Nomadlands and
DragonLands. Because the Nomadlands lay outside the area of magic that
characterizes the DragonLands, neither dragons nor wraiths could exist there.
However, in the autumn of DL year 2998, it was discovered that the magic
boundary had shifted southward, and now encompassed the Nomadlands. Realizing
that the Horse Nomads were in grave danger from the previously unknown
threats of the wraiths and wild dragons, Dragonlady Christalla called an
emergency meeting of the Warrenladies at Keldarra to deal with the problem.
It was Cynthia, then the junior queenrider of Syren at Telnor Warren,
who proposed the solution that was finally accepted: Establish a new warren
in the Great Cleft, a vast rocky gorge cut by the Dragon River where it flows
from the northern mountains down into the Nomadlands. Each warren, according
to its size and ability to contribute, sent riders and dragons to support the
new venture; Cynthia, and her queen Syren, became the Warrenlady and Senior
Queen for Cleft Warren.
Cleft Warren faces a number of unique problems. Although not a large
warren (two combat wings), it covers the largest territory of any warren,
much of which has not even been fully explored and mapped. The people it
protects have no permanent settlements, making it difficult for the riders to
know exactly where to patrol; moreover, many of the Nomads resent these
strange Northerners and their dragons, fearing that their presence may
represent a threat to their traditional way of life (a situation that may
change as, through repeated hatchings, the rider population of Cleft takes on
ever more Nomad riders).
Finally, the Nomadlands are in many ways the "Old West" of the
DragonLands, a place where rogue riders and dragons from other parts of the
DragonLands often wind up. The remnants of Roland's band of banished riders
from Falagand Warren is currently at large in the Nomadlands; the location of
their warren, Shakar, is unknown. A second group, inhabiting a rogue warren
known as Jhezrael, was largely destroyed by forces from Cleft; however, its
leader Khazeen and a few of his followers have not been definitely accounted for.
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2.3 The Lost DragonLands
Just as the shifting of magical boundaries has recently opened up the
Nomadlands to dragons and wraiths, a long-ago shifting of the boundaries
isolated the Westernmost group of warrens in the then-DragonLands from the
others. No one knows how long ago this occurred; however, within each group
of warrens and landbound settlements, no records of the other group survived
to the present day. Thus, until a chance encounter in 2999, the two groups
were totally unaware of the other's existence.
In many respects, the Lost DragonLands resemble the DragonLands Proper.
The dragons and riders of the warrens protect the landbound within their
territories, and are in turn supplied by the landbound. Each warren is run by
a Warrenlady, who in turn reports to the Dragonlady Vignette at Ismene Warren.
However, there are important differences as well. When the DragonLands
magic receded from the Lost DragonLands, it left behind a cluster of magical
"pockets," within which the magic remained. No one knows just how many such
pockets there are, as most are quite small. Only five large pockets exist;
each of these contains a warren, in addition to landbound towns and cities.
Beyond the pockets are the wastes (see Section 2.4); thus,
while joined dragons and riders may teleport between the magical pockets, this is more
difficult and dangerous than in the DragonLands Proper because the teleports
take them across areas of the Wastes' chaotic magic. In fact, direct
teleports between widely separated warrens such as Geode and Xylian are not
always possible, requiring intermediate stops at other pockets that lie in
between.
Wraiths and wild dragons can be found in certain areas between the
pockets, where the magic of the DragonLands is still sufficiently strong to
sustain them; thus, while landbound humans may cross the gaps between the
pockets, this is done only at extreme risk.
There is no single Landbound Nation within the Lost DragonLands because
of the difficulty of communications between the pockets. Thus, each of the
major pockets has its own Landbound Nation. There is no king, and the
landbound of each pocket are ruled by one or more independent lords.
Commerce does go on between the pockets, but it is a risky undertaking.
Lacking the protection of the dragonriders in the spaces between the magic
pockets, merchants have been forced to adopt a "convoy" system under which
many wagons travel together under the protection of soldiers or mercenaries.
Even the most heavily armed and armored convoy, however, cannot fend off
determined attacks by wraiths or wild dragons; thus, some convoys get through
to their destinations, while others do not. Therefore, the Landbound within
each pocket must be relatively self-sufficient. The Guilds exist within the
Lost DragonLands, but like all other institutions within these lands, are
rather decentralized.
There are five warrens in the Lost DragonLands, as follows:
Ismene* Warren (Dragonlady Vignette/Empress Darath)
Xylian Warren (Warrenlady Rhiannon/Queen Queri)
Geode Warren (Warrenlady Phaedra/Queen Melith - injured.
Acting Warrenlady Argent/Queen Silver)
Jasra* Warren (Warrenlady Tara/Queen Varaenna)
Epion Warren (Warrenlady Gwyneth, Queen Zenta)
(* denotes a PC warren open to roleplaying)
The inhabitants of these warrens, of course, had no idea that they were
"lost" during the time that the two groups were separated. To them, Keldarra
and its group of warrens make up the "Lost" DragonLands.
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2.4 The Wastes
Beyond the DragonLands are the Wastes. They are, in essence an area of
chaotic magic where the DragonLands magic grows weaker as it meets and
interacts with the very different magical systems of other areas of New
Brittany which surround the DragonLands. The Wastes exits around the borders
of the DragonLands Proper, the Lost DragonLands, and the Nomadlands, as well
as between the magic pockets of the Lost DragonLands and under the sea beyond
the coastal areas off Jasra Warren. Wild dragons and wraiths can and do exist
in some parts of the Wastes, in any area where the magic of the DragonLands
is sufficiently strong (and uncontaminated by outside magic) to sustain them.
Joined dragons and riders *can* enter the Wastes, but only at great risk
because the magical bond that joins them is particularly susceptible to the
gradual weakening of DragonLands magic and the greater influence of other
forms of magic that occur as one proceeds more deeply into them. This
"changeover" may occur gradually as one proceeds deeper into the Wastes,
allowing warren dragons to avoid danger by sensing when the DragonLands magic
is becoming too diluted for them; however, within the Wastes, the boundaries
can shift quickly and without warning, dooming any who are suddenly caught by
such a shift.
Shifts in magic can also occur within DragonLands itself. A recent shift in the magic at Marrid Domain has caused havoc in the magic there, to the point that most dragons and their riders have had to flee. Many went to Xylian Warren and now reside there.
Wraiths, requiring a lower level of DragonLands magic to support them,
can often evade the warren dragons by retreating into areas deep within the
wastes where their enemies cannot follow; wild dragons may also do this,
since they have no rider-dragon bond to worry about.
The interactions of DL magic with other forms of outside magic can
produce weird creatures within the Wastes, some of which are able to exist
within the DragonLands themselves. The Wyrms, which resemble wingless
Oriental Dragons (whereas DL dragons are of the Western type) are one
example, but there are many others.
Landbound humans are not directly affected by the chaotic magic of the
Wastes, and can enter them at will; however, in so doing, they face terrible
danger from the wraiths, wild dragons, and waste creatures they will
inevitably encounter. Thus, few do so without very good reason.
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