The Realms of the Dragon is set within the world of Eres, home to the mortal continent known as Alu'drial. The great sphere of Eres orbits a single sun, along with its moon, Eos, cycling the world daily.
The Realms of the Dragon is set within the world of Eres, home to the mortal continent known as Alu'drial. The great sphere of Eres orbits a single sun, along with its moon, Eos, cycling the world daily.
LIRATH
MANETHEREN
STYGIA
THELBANE
VALERIS
UNDERDARK
EVIL
NIGHTMARES
OCEANS
QUESTS
Lirath
Nestled at the heart of a verdant, sprawling valley, the venerable borough of Lirath has stood resiliently for over thirteen centuries. It was founded during an era shrouded in turmoil, when the Realms were beset by cataclysmic upheavals and strife, yet from these challenging times emerged a city that would become a beacon of unity and diversity. Lirath thrives as a vibrant melting pot, where an array of races, religions, creeds, and traditions converge to create a tapestry of cultural wealth.
Unlike many other cities, Lirath is not governed by a single, formal authority; instead, it is guided by a unique system of consensus that fosters harmony among its eclectic populace. This cooperative spirit is a hallmark of the city, with its council chambers often echoing with the passionate discussions and negotiations that sustain its peaceful coexistence.
Dominating the skyline of Lirath is the awe-inspiring ziggurat, a towering architectural marvel that rises majestically from the city center. Built from ancient stone and imbued with the whispers of innumerable stories, it serves as both a monument and a museum, preserving the myths, legends, and chronicles of Lirath's illustrious past. Its grand halls and opulent galleries house relics and artifacts that stir the imaginations of those who wander through, offering glimpses into the lives of those who have shaped the city's rich history.
The largest and most illustrious city in the Realms, Lirath beckons to adventurers, scholars, and travelers from far and wide. Its bustling markets overflow with exotic goods, vibrant textiles, and tantalizing aromas from street vendors; its streets are alive with the sounds of laughter and music; and its plazas and squares host spirited festivals celebrating the myriad cultures intertwined within the city. From opulent theaters showcasing dramatic performances to serene temples offering quiet reflection, Lirath warmly invites all to immerse themselves in its abundance of cultural treasures. Here, citizens and visitors alike are encouraged to explore, engage, and become part of the ongoing story of this magnificent borough.
Manetheren
The ruined Kingdom of Manetheren, fondly remembered by scholars as Monthemar in its original and resplendent form, stands as one of the gravest tragedies in the annals of Alu'drial's history. Once a beacon of prosperity and wisdom, it is now shrouded in somber tales of loss and ruin. At the heart of this fabled kingdom was the magnificent city of Balfor, the ancient seat of countless Kings whose names have faded into obscurity. Revered for its grand palaces and vibrant culture, Balfor was the epicenter of Monthemar’s glory—until a malevolent curse besieged its walls.
The curse cast a dark pall over Balfor, ensnaring its citizens in a web of shadow and vice that led them to forsake the light. Over time, the city became a den of darkness, with once-noble people descending into depravity and igniting a horror that rippled across neighboring realms. Unable to bear the taint of such corruption, the surrounding kingdoms and principalities forged an alliance, sending forth a force of crusaders to eradicate this blight from the world. The campaign was swift and brutal as Balfor’s mighty ramparts were breached and its streets ran red as the invaders laid waste to what was once the jewel of Manetheren. Its populace was decimated, and the city, consumed by its own darkness, was left to languish in obscurity. Today, the ruins of Balfor are hidden away in the dense wilderness, forsaken by mortal eyes but haunting the memories of those who remember its tragic fall.
In the wake of Balfor’s destruction, the former kingdom splintered. Each city and town charted its own course, leaderless and scattered. The only exception was the burgeoning Empire of Khanluun, which rose to prominence amidst the chaos, drawing survivors and those seeking a semblance of order. Khanluun transformed into the new heart of the kingdom, growing into a thriving capital that sought to reclaim some of the lost glory of its predecessor. Within its towering walls, the people of Khanluun endeavor to forge a future unmarred by the fatal mistakes of the past.
The old lands of Manetheren, with their rolling hills and dense forests, have a haunted beauty about them. Ruins and relics dot the landscape, whispering to the wind with unforgotten stories of the once-great kingdom. Travelers weaving through these parts are often drawn to explore the enigmatic remnants, even as local folklore warns of lingering curses and restless spirits that roam the shadows. Continued quests for redemption and the remnants of Manetheren's storied wealth make this region one of intrigue and untapped potential, a poignant reminder of both the heights of ancient civilization and the depths of its tragic ruin.
Stygia
The land of Stygia is a realm steeped in mystery and ancient lore, where treasures wait to be uncovered by those daring enough to seek them. However, equal to the promise of wealth is the peril that lurks at every turn. The Stygians, a people both enigmatic and resourceful, have thrived in this beguiling land, shaping it with a blend of tenacity and tradition.
At the heart of Stygia lies the foreboding city of Hylar, a sprawling metropolis encircled by towering ebony walls that shroud the city seemingly in perpetual twilight. The grand castle at its center stands as both a fortress and a seat of power, its spires reaching upward like the talons of a great beast. Within Hylar’s veins run shadowy alleyways that teem with life during the late hours, where voices whisper deals and secrets are traded like currency. Some alleys, however, are said to harbor spirits and echoes of those who have vanished in the depths of depravity and deceit. The city is a haven for those entangled in the web of espionage, crime, and forbidden magics, a beacon drawing all who seek the murky arts and dodgy dealings.
Venturing westward from Hylar, one encounters the formidable presence of an active volcano, eternally breathing clouds of fiery ash and molten whispers. This region is volatile and intense, pulsating with the earth's raw energy. Deep within its fiery core lies Cranogwyn, the subterranean realm of the Duergar. Here, these grey dwarves toil in the dark molten depths, bound to lives of constant servitude to their nameless god.
Beyond the churning fire of the volcano lies a shrouded frontier that defies understanding, its secrets jealously guarded by nature itself. Those few cryptic tales that filter back to Hylar speak of sprawling desert cities, their once-majestic facades now cloaked in the sands of forgotten time. Some spin tales of massive ziggurats rising from the shifting sands, marvels of architecture and mathematics, rumored to be inhabited by bizarre, fearsome creatures who worship timeless deities.
Further still, obscured by shifting sands and labyrinthine dunes, tales hint at hidden coastal shanty towns where the sea meets land. These coastal enclaves, veiled by eerie mists that grant both concealment and reprieve, serve as ports for illicit trade and safe haven for seafarers skilled in the arcane arts of navigation and survival.
Stygia whispers the siren’s call for adventurers, luring the bold, the curious, and the resolute into its fold. It challenges those who tread upon its soil to unravel its myriad mysteries, to seek treasure amidst terror, and to brave its depths with unflinching hearts. Yet, in this land where the veils of night and shadow reign supreme, a single truth remains as enduring as the mountains themselves: Stygia devours the timid and reverberates only with the footfalls of those unyielding in spirit.
Thelbane
The land of Thelbane, shrouded in an eternal twilight, is a region known for its enigmatic allure and a history as dark as its sprawling forests. Once desolate, it now throbs with mystical energy, drawing an eclectic mix of beings and creatures that defy logical understanding. The central feature of this land is the Dark Forest, sharing the region's name. This forest is alive, its ancient trees whispering secrets carried through time, their trunks twisted and gnarled as if in agony or ecstasy. Within its dense canopy, witches commune with nature through arcane rituals, merging the ethereal world with the physical, while spirits flit between shadows, their presence felt more than seen.
In the heart of this murky domain lies an eerie and ancient cemetery. It serves as the resting place for countless souls, their gravestones etched with runes of protection and enchantment. Glowing moss blankets the tombstones, casting an otherworldly glow that illuminates the path for any daring enough to traverse this haunted terrain. In the silence of the night, ghostly apparitions wander, keeping watch over their eternal abode.
Juxtaposed against this ominous landscape is the city of Treeth, a bastion of light and hope located on the northwestern fringes of the forest. Built under the vigilant guidance of the Priests and Paladins of the Realms, Treeth is a marvel of architecture with its spires reaching towards the heavens. The cathedral at its core radiates an aura of sanctity, its bell tolls echoing far and wide, a clarion call for all who wish to resist the encroaching darkness. The Paladins, clad in resplendent armor, patrol the city's perimeters, ready to defend against the malevolent forces that might threaten their peaceful sanctum.
To the north, the serene Elven Forest unfolds, a stark contrast to the foreboding woods of Thelbane. This enchanted woodland is home to a society of elves harmonized with nature's rhythms. Their villages, built within and around the trees, blend seamlessly with their surroundings. The elves are custodians of ancient knowledge, their songs and stories imbued with magic that sustains the forest's lush growth. The forest is alive with the chatter of woodland creatures, and under the cloistered branches, time seems to weave a slow, melodic dance.
Eastward, the town of Mithris rises amidst the rugged terrain of the northeastern mountains. Established by a group of intrepid Dwarven explorers, this town is a testament to resilience and courage. The Dwarves, though initially wary of Thelbane's dark reaches, have struck an unspoken accord with the land's shadowy forces, allowing them to mine its rich veins of precious metals. Mithris hums with industry; the rhythmic clang of hammers against anvils reverberates through its caverns, a symphony of progress amidst the backdrop of an ever-watchful darkness.
Beyond the domineering forest lies the illustrious city of Amador, a beacon of prosperity in the far north. Its fortified walls encircle a society ruled by a venerable lineage of queens, each celebrated for her wisdom and strength. Amador's seaport is a bustling hub of activity, where merchants from distant lands come to trade goods and tales. The city itself is a harmonious blend of opulent architecture and vibrant parks, its citizens enjoying a life of peace and cultural enrichment. Amador stands as a pinnacle of hope and unity, a city unafraid of the mysterious shadows of Thelbane yet ever watchful and prepared to extend its guiding light across the land.
In Thelbane, the interplay of dark and light creates a rich tapestry, a land fraught with dangers yet alive with opportunities for those daring enough to explore its depths and embrace the mysteries it holds.
Valeris
The ancient domain of Valeris, steeped in myth and mystery, lies to the south of the bustling hub of Lirath. Its neighbor to the west is the enigmatic land of Stygia, known for its shadowy magic and crimson deserts, while to the east lies the resilient kingdom of Manetheren, celebrated for its fortresses and valiant knights. Once a mighty kingdom ruled by illustrious Royal Houses, Valeris is now a land without a singular governance, having fractured into a rich tapestry of independent townships and city-states, each with its own customs and leadership.
Within the dense forests and putrid marshlands to the north, ghastly winds carry tales of a lost city of trolls, swallowed up by the very lands that bore them. These untamed lands give way to the majestic peaks of Valeris, jutting up towards the heavens. Trails wind their way through the mountains affording travelers access to the far-flung townships and city-states.
Nestled in the heart of the domain lies Rhone, a cozy settlement inhabited by Halflings. Known for its rolling hills, fertile orchards, bustling markets, and warm hospitality, Rhone is a peaceful haven where time seems to slow. Yet beneath its tranquil surface runs a river of knowledge, as Halfling historians meticulously document the histories of Valeris and beyond.
Extending south from the rolling hills, the nomadic encampments of the Tuigan dot the windswept plains, where vast herds of horses roam alongside their human companions. The Tuigan are renowned for their horsemanship and oral traditions, with stories passed down through generations. Their culture is one of deep connection to the land and the stars above, guiding their journeys across Valeris.
Eastward from the peaks of Valeris, the city-state of Pesvint cascades into the sea, giant piers protruding out like massive wooden tendrils. Protected by the city’s militia, the rice fields that dominate this region have been cultivated by the renowned Pesvint Brewers, delighting its citizens and adventurers alike.
To the far northwest, whispers hint at a hidden coastal shanty town where the sea meets land. Obscured by shifting sands and labyrinthine dunes, whispers hint at a hidden coastal shanty town where the sea meets land. This bustling port city is home to buccaneers and corsairs alike, thriving on trade and maritime prowess. Its docks are lined with ships from distant lands, and its markets brim with exotic goods and tales from across the seas. Here, sea shanties intermingle with the cries of merchants, while the salty air carries whispers of adventures untold.
Valeris, with its diverse cultures and landscapes, is a land of ancient power and hidden perils. Its history is etched into the ruins and relics scattered throughout the domain, remnants of its glorious past. Adventurers traveling through Valeris are advised to tread carefully, for the land is as unpredictable as it is breathtaking, offering wondrous opportunities and daunting challenges at every turn.
Underdark
In the dark, deep under the living skin of the world, tunnels, hollows, warrens, and crevasses merge into the giant cavern which is the heart of the Underdark of the Realms. The stone sky is nearly five hundred feet high, glittering with stars of priceless gems and precious metals. Long spires of stalactites reach down towards the ragged terrain below. In places, light creeps down through veins of crystal to illuminate, burn, and blind. The Underdark is a place of great danger and beauty, being populated by the most fantastic creatures and the finest race in the entirety of the sphere of the Realms. There is no comparison for it in any other place in this world, and for those who have lived in it, there is no other place to call home.
The city of Sreen rises out of the stone itself, half built by the hand of nature, completed and perfected by the hands of drow. Great spires reach up into the darkness above, mimicking the stalactites reaching down towards them. Flying buttresses and thin bridges support the fragile structure and span the space between them at the upper levels, creating a webbed effect when seen from above. The city is inherently magic, being blessed by a Goddess and favored by many minor deities. The excess of magic results in the entire city being shrouded in a delicate veil of luminous purple.
Outside of Sreen lies a maze of tunnels and smaller caverns which teem with creatures and dangers unknown to surfacers. It is dangerous to travel the Wilds, especially alone. The wilds rise up to meet the surface world, emerging in the mountains, in forests, and in deep ravines; they plunge down to the deeper secret places, following rivers and sinkholes into the earth. This is the hunting ground of the Drow and the hiding place of outcasts and lost souls.
There are places deeper, darker, and more evil than the Underdark, places which are accessible from certain secret corridors and fractures in the earth's body. One tunnel in particular leads from beneath the ancient ruins of House Eresh'Kigal through the DemonWeb and down into the Abyss far below. The way is deadly and full of trickery, but the path is open for those who wish to descend into the depths of true evil.
The Underdark is full of rivers, springs from below, and seepage from above. All of it runs southwards to the Darksea, a shallow ocean which is the Underdark's counterpart to the vast ocean above. The skies above the Darksea hang too low for a sailing vessel to have safe passage and even were one to construct a boat down here (of what? there are no trees), there is no wind save the soft breath of the world which sighs all through the Underdark. Strange creatures dwell in the depths and the Darksea travels through many passages to alien subterranean shores where bizarre races dwell.
Evil
Welcome to the enigmatic and foreboding Raven's Island, the dark heart of the notorious Domain of Evil. Once, arcane energies of immense power encased the isle, admitting only the most seasoned adventurers who possessed unparalleled skill and experience. However, over the centuries, those magical barriers have weakened, allowing younger and less experienced travelers to venture into the island’s dark embrace.
At the heart of the Accursed Isle lies Kildareh, a beleaguered citadel shrouded in legend and mystery. This last bastion stands as a lament to a forgotten age, its walls etched with arcane symbols that pulse with a dim and malevolent light. Here, echoes of a bygone civilization whisper through the ominous, empty streets, and shadows stretch unnaturally long, as if eager to swallow the unwary.
Towering over Kildareh is the infamous Crag of Evil, a menacing mountain, its jagged peaks piercing the perpetual twilight skies. It is said to be the dwelling of sinister beings and malevolent echoes, a place where the very earth seems alive with malice. Those who dare to climb its treacherous slopes find themselves tested by cunning illusions and lethal traps born from the island's dark psyche.
Further within the island's depths lies the Labyrinth, an ominous maze woven from stone and darkness. A product of old enchantments and ancient, crumbling architecture, it perplexes and disorients those who attempt to navigate its corridors. Myth holds that at its heart lies wondrous relics, though none have ever returned to confirm its truth or falsity.
Shrouding the entire isle is a mysterious and impenetrable fog, a sentient entity that consumes all who stray too far from established paths. The fog is said to devour the memories of those it engulfs, leaving behind hollow shells of former travelers, now puppets to the island’s will.
So traveler, do you possess the courage, the skill, the sheer will to set foot upon this much-feared isle, to brave its dangers and secrets? The Accursed Isle of Ravens awaits, its many mysteries beckoning to those who seek to unravel them. Will you rise to the challenge, or will your name be added to the long list of souls lost to the island's dark embrace?
Nightmares
The wild lands of Nightmares are perhaps the most untamed and enigmatic of any of the Realms within the known world, shrouded in a mystique that defies comprehension. Here, the boundaries between dreams and reality blur, weaving a tapestry of wonder, terror, and beauty. The denizens of Nightmares are as multifarious as they are unpredictable: from the ethereal beings of light that whisper wisdom to those who listen, to monstrous entities born from the primal chaos of the world's inception. Some are vicious and relentless, while others possess an unexpected tranquility and wisdom that guide lost travelers.
Spanning the vast continent of Madagor, the landscape is a diverse mosaic of ecosystems. To the east lies the Hyperborean Jungle, a dense, verdant expanse teeming with gargantuan reptilian beasts that patrol the canopy and agile feline predators that stalk the forest floor. In these jungles, rare and exotic flora yield potent alchemical ingredients, while hidden among the trees are the ancient ruins of a civilization long forgotten. Scholars dare the perilous journey to unlock the secrets held within these stone relics.
To the south, the Eandroth swamplands extend like a living entity. The lizard folk, known as the Eandroth, are an emerging civilization carved out of the marshes. They construct their community atop the warm, murky waters of this region, slowly shifting with the rhythm of the swamps. These denizens of the swamplands eek out a crude existence against their harsh surroundings.
The Kryullun River serves as the lifeblood of Madagor. Its journey begins high in the icy peaks of the Tarneget Mountains, where crystalline waters shimmer as it flows forth from the high mountain springs. As it descends, the river nourishes the lands, weaving through verdant forests, golden grasslands, and eventually feeding into the boundless Erinya Ocean. Along its banks lies the city of Ukaeri, a beacon of peace and civilization amidst the chaos, a place where cultures of the region converge, share, and trade. Its towering spires of ivory and glass reflect the moonlight, a shimmering contrast to the wild lands beyond its walls.
The Akiran Desert stretches to the west, a vast and unforgiving expanse of dunes and scorching sun. Yet, beneath its sands lie the remnants of an ancient empire, whispering tales of opulence and power. Oasis encampments serve as bastions of life, where merchants and nomads barter goods collected from afar. Among the sandstorms, hidden pathways are said to shift, leading adventurers to unknown destinations or leaving them lost in an ever-changing maze.
Far south of Madagor, perched on the shores of the Erinya Ocean, the Isle of Llyn rises as a mysterious and isolated land. It is cloaked in fog and legend, believed to be a point of convergence where the boundaries between the ages are weakest. Many who seek enlightenment or escape find solace, or peril, within its lush valleys and ancient stone circles.
Beyond the horizon, there are rumors of an emerging plane caught in limbo, hovering like a mirage, an ever-shifting realm of possibilities and paradoxes. It promises both peril and treasures to those daring enough to step beyond the known world, with only a whisper of what lies beyond the tangible boundaries of Nightmares.
In the wild lands of Nightmares, every shadow hides a mystery, every creature guards a secret, and every dream holds the promise of adventure. Intrepid adventurers can find not just danger, but the opportunity to carve their legends into the very essence of the land.
Oceans
The ocean domain is in charge of the new sailing system that allows the captain to control the boat by its speed and direction, rather than by typing 'steer
Many types of boats are available, which range from reasonably priced to very expensive. Ship-to-ship combat with different weapon and ammunition choices. Additional players can perform certain jobs on the ship such as loading the cannons, fishing, and rowing the boat, while the ship's npc crew does jobs like controlling the anchor, repairing damage to the ship, and raising and lowering the sails. The crew can also perform the jobs that no players are, though in a manner less efficient than that of a player, with the goal of promoting groups of players on each ship.
Quests
From simple tasks requested by simple peasants, to epic campaigns assigned by royalty, the Quest domain provides an alternative method to gaining wealth and experience.
Pursuing fame, fortune and glory, adventurers can obtain great prestige through heroic feats and dastardly deeds. Adventure awaits you in many forms, within a dynamic structure that is constantly evolving.
Solutions can change overnight, with loyalties and storylines shifting in the blink of an eye.