Olympus


Type: Spherical Earth Body
Size: E (6000 mile diameter)
Day Length: 24 Hours
Year Length: 360 local days (one year)
Population Analysis:
5,000,000+ Humans; 100,000+ Elves; 30,000+ Centaurs, 25,000+ Dwarves; 9000+ Gnomes; 100,000+ Invaders; 5000+ Dragons; 30,000+ Others (Giants, Gromman, Ogres, Minotaurs, Tabaxi, ect)
Distance/ Time To:
The Sun: 100 million miles; 1 day travel
Sphere Wall: 300 million miles, 3 days travel

Dragonworld consists of three great continents; two in the equatorial/north temperate zone, one mostly in the south polar area but extending into the south temperate region.

Respectively, these continents are Panthea, Dragonhome, and Southreach. Outside of these three landmasses, there is surprisingly little land: just a single very long chain of small islands on the far side of the world.

The ocean forms a continuous unbroken band within about ten to twenty degrees of the equator. Strong winds and fast moving currents in these regions can carry a vessel around the world in a little over a month - something that happens fairly often. The ocean is dominated by the usual aquatic life, but dolphins, whales, sharks, ect are very rare, almost legendary. Aside from a few merfolk and and tritons, there are no native sapient aquatic races.

The vast bulk (80%) of Dragonworlds humans appear to be decended from a single group (probably initially numbering no more than a few thousand) that appeared on this planet some 2500 - 2800 years ago. It is difficult to tell just precisely how long ago these humans appeared; their own records extend back only 1500 years; prior to that are only isolated quotations, inscriptions, and legends, all too fragmentary and contradictory to determine the mode of their arrival. This group shared a common culture and religion (roughly Greek based). The other human groups appear to have been three separate groups of barbarians: one vaguely Celtic (and mostly long since absorbed into the dominant human group); a black skinned people (once persecuted by the dominant humans and now found mostly on isolated islands and on Dragonhome); and a more recently arrived `Norse' group who now dominate Southreach.

PANTHEA:

Panthea, for the most part, is a continent without extremes - one hunts almost in vain for massive swamps, imposing mountain ranges, or vast tracks of unexplored forest. Even its climate - except for its extreme south - is relentlessly moderate and temperate. Indeed, aside from a few peaks in the south and the sheer ridge in the March to the east, it consists of rolling hills large grassy plains dotted with modest forests.

The western two thirds of this continent are under the sway of Regia, a long standing human empire. The remainder is either unclaimed (to far away to bother with) or dominated by the elven realm of Sinaliel. Panthea's Dragons were forced out by ancient hero's over a millenia ago, heading west over the sea to Dragonhome.

REGIA:

This is a theocratic Empire, based on the worship of the Greek Gods. Each of the major cities is named after a major Greco-Roman god or goddess, and to an extent shares the character of that god or goddess; their priests exercise major authority in the city, forming one part of the cities governing triad. A second part of the governing triad is the nobility, charged with defence and internal order (roughly, a police/judiciary function). Both the priesthoods and the nobility are hereditary (though particularly outstanding commoners are sometimes inducted into either). The third part of the Triad is the imperial bureaucracy, a vast network of clerks, scribes, couriers, and functionaries appointed by and answerable to members of the other two bodies, charged with the day to day running of things. By law and tradition, the members of the bureaucracy are drawn from the ranks of the commoners. These days, many, if not most of the members of the Imperial Bureaucracy are chosen by the Invaders, who also dominate much of the nobility. However, the Invaders, hard pressed in other spheres, have never really had the sheer manpower or other resources necessary to assume direct control, and rule mostly from behind the scenes.

In the old days Regia was tied together by a network of fine quality stone paved roads. Many of these roads, while well worn, are still in place and in good condition, while others have deteriorated to mere cart tracks or vanished alltogether. The Invaders have had several old roads rebuilt to their standards, and a number of completely new ones constructed.

History:

Regia began as alliance between half a dozen large villages (future city-states) some fifteen hundred years ago, and has gradually expanded to cover most of the continent. During the course of this expansion, they encountered no other humans, save for a few tiny barbarian tribes that were either annexed and fully integrated into Regian society, or fled. Their only serious competition came from the various dragon clans; but these were banished from Panthea after a series of raids, ending in a epic contest (still a very popular cycle of tales) between the dragons and ancient hero's of old. Ancient Regia reached its zenith a thousand years ago. At that time it consisted of more than forty allied city states, linked by a network of fine stone paved roads that spanned the western half of the continent. Art, natural philosophy, and magical science were all highly developed; this period is still looked back upon as a `golden age'. Then it began to unravel in a series of intrigues and civil wars, which eventually resulted in a mass migration of perhaps a quarter of its populace to Dragonhome. Afterwards, Regia was restored, not so much as an alliance, but as a quasi theocratic state, one occasionally beset by serious internal feuds, some of which have been nasty enough to be considered civil wars (like the one that destroyed Cronus several hundred years ago). But Regia has also expanded since then, moving its frontiers so far to the east that it collided head on with Sinaliel some four hundred years ago (up until then the elven realm had been little more than a rumor). After several abortive invasions, multiple confusing embassies, and intrigue with various `faerie queens', Regia decided to leave Sinaliel alone, creating a wide buffer zone between the two realms. Twice, Regia has attempted to annex its former subjects in Dragonhome, only to have the first effort bog down in internal intrigue and be soundly defeated by the dragons themselves the second. Prior to the arrival of the Invaders, Regias rulers were starting to be concerned over the increasing number of `viking' raiders from Southreach (the third continent) - which still continue.

The Invaders seized Regia more through political manipulation and internal intrigue than outright conquest. Their agents infiltrated Regia, looking for allies, supporting certain nobles and priests, working to bring the downfall of others. In fact, the current nobility of Regia are mostly locals - but locals who are mere puppets for Invaders commanders.

Currently elves are widespread, though few in number in the eastern empire. In the west, they are regarded almost as myths outside of Hermos, Jovus-Hera, and Venusi, where they maintain embassies and enclaves. Dwarves and gnomes are almost common in Vulcan, rare in Plutos, and almost unknown elsewhere outside of a few mines and isolated villages. Centaurs, though rare, are found scattered in small villages all across the continent. Minotaurs, ogres, and giants were once fairly common and widespread, but a combination of innate stupidity and an abundance of hero's has thinned their ranks dramatically; these three races are now very rare at best, and found mostly as bodyguards, mercenaries, or bandits.

Brownies, pixies, sprites, ect are very scarce, and usually regarded as parts of a single race of `faeries', with no further subdistinctions. Goblins and Kobolds are present, but in small numbers (and then mostly in the east or in the underdark); collectively they too are classed as `faeries' - specifically members of the unseelie court. Collectively, these `faeries' are so scarce as to be quasi legendary; many educated people do not believe in them.

Prominent Cities of Regia:

Apollo:

This is a old city, one of the founding cities of the empire, built on a hilly plateau overlooking a river. Once it was reknown as a place of learning, healing, and music; but it has long since become an inward turning theocracy - the nobility and the bureaucracy barely have any say in running Apollo anymore. The invaders, noting that the governing cult (and it is a full fledged cult with a `us vs them' mentality, extensive brainwashing, ect) has no interest in the outer world, has decided to leave the place alone rather than trip off a religious war.

Ares:

This is a warriors city, dominated by a huge arena. The bulk of its common citizens can be considered fighters of 1st - 4th level (usually 1st). Ares is commonly thought of as a city of brawlers and drunken braggarts obsessed with physical contests. Besides humans, this city state `boasts' a substantial minority of ogres (and even a few half ogres and hill giants), whose presence only adds to the cities low reputation. Many weaponsmiths and arms dealers are found in Ares. Numerous Invaders dwell here; they rule almost openly.

Artemos:

This is one of the Empires eastermost cities, founded less than four hundred years ago. It is located along a river near the buffer zone with the elven lands. This city is heavily matriarchal, very nearly amazonian in character - virtually all of the priests, ruling nobles, and senior members of the bureaucracy are female; and the city has developed a reputation as a refuge for women. Much of its (male) populace are hunters and woodsmen (1st - 2nd level Rangers). Elves are not uncommon here; the populace includes a number of half-elves. The Invaders watch, but seldom enter Artemos.

Athenos:

A city reknown for its great library (rivaling that of Hermos) and the fiercness of its militia (all 3rd level fighters), this is one of the oldest cities in the Empire. Its leaders command universal respect, second only to those of Jovus-Hera. The Invaders maintain a large `embassy' here, but few actual troops.

Bel:

This is a cursed ruin, stalked by all manner of ghosts and undead. A hidden gate, opening to the planet Bel, is found at the ruins center.

Ceres:

Located at the intersection of two major rivers, this is a huge farmers market. The outflowing river enters the sea at Hermos. A semi-secret mages academy has been established here since the arrival of the Invaders, who keep only a token presence.

Cronus:

The former capitol city, partly destroyed in civil strife three centuries ago and officially abandoned after a devastating earthquake some hundred years later. Currently, a major haunt for bandits, thieves, smugglers, renegade wizards, deserters from the ranks of the Invaders, ect. Besides humans, this one of the few places on this continent where minotaurs, ogres, and hill giants can be found in substantial numbers. Found here are tunnels leading deep into the underdark, where small cities of Drow, Duagar, Goblins, and Mind Flayers can be found, along with Gates to other planes.

Demeter:

This is an important eastern metropolis, located at the edge of the buffer zone between Regia and Sinaliel. It is a cosmopolitan place, though with a heavy emphasis on agriculture (the easternmost point of civilization in the Empire, according to common reckoning). Elves and half elves are not unknown. The Invaders maintain a large garrision nearby.

Dionysus:

While it once had a wild reputation, Dionysus these days is a large, quiet city, noted for its numerous vineyards and wineries, as well as being home to a number of prominent Regian artists. About the only trouble comes from the odd drunken centaur (there are several nearby centaur villages). The Invaders ignore Dionysus completely.

Gaia:

Like Ceres, this is another huge farmers market, located at the outlet of Gaia lake. From here, the Jove river flows westward to the twin cities of Jovus-Hera. Fully a third of the local populace are centaurs. Gaia supplies most of the grain based foods consumed in Jovus-Hera. The Invaders here are rejects from other units, and are not overly loyal.

Hermos:

Set on a river emptying into the sea, Hermos is one of the Empires two great trade cities. Hermos is split into three distinct quarters: a quiet academic quarter, where lore from the empire over is gathered; the raucious lower quarter dominated by gangs of smugglers and thieves; and between them, the Great Market, where merchants come from all over the Empire. A fourth quarter has since been added for the Invaders - who are mostly mercentile and academic sorts, as Invaders go. Denizens of the Academic Quarter are often students and sages with obscure lore skills (many are low level wizards), while those of the lower quarter are often low level thieves. A few elven scholars and gnomish sages are found in Hermos.

Jovus-Hera:

This a pair of cities, each built around a large hill on opposite side of the Jove River. The summit of each of these thousand foot hills has been leveled, and a temple to the respective deity placed there. The imperial palace occupies the entirity of a third hill rising from a long narrow island in the Jove River between the two. Several impressive bridges connect this island with either shore. The Jove River continues another hundred miles to empty into the sea at Posiedos. These cities have long been filled with political schemers - the Invaders are merely one additional faction. There are temples to Zeus (Jove) and Hera in all the other cities (usually in the same building), a claim that cannot be made (and is legally not allowed) by any other cult. There are superficial aspects of all the other cities present in Jovus-Hera: a respected academy, an arena, several theaters, ect - but these are mere facades for the everpresent politicing. (You go to the academy because it is expected politically. You go to the theater to meet an ally of the moment.)

Various nonhuman races maintain embassies here, members of those races are sometimes seen on the streets from time to time as a result. The Invaders, to avoid tripping off a messy rebellion, avoid landing their spelljammer craft here, instead using the port at Uranos.

Lupus:

Prior to the arrival of the invaders, Lupus was a mere village. Now it is a central base of operations for the Invaders, under a Invader overlord.

Plutos:

The Empires greatest trade city and financial capitol, most of Plutos is built on a long, narrow shelf between a harbour and the sheer cliff containing the Great Necropolis - which is the place where every Regian of any social signifigance aspires to be buried. The clergy dwells atop the cliff, while the nobility and wealthiest of the merchants occupy a long fortified island linked by a drawbridge to the mainland at either end. The limited number of estates on the island are fiercly contested for. Much of this cities populace pursues profit with an alarming singlemindedness. Gates to other planes (Elysium, Olympus, Carci, and Hades) are reputed to exist within the Great Necropolis. A small, but prominent minority of the populace consists of dwarves and gnomes. The Invader presence here is mostly covert (spies, `hidden investors', ect).

Posiedos:

The Maritime City. Located at the end of a bay jutting into a large partly wooded plain, this city is reknown for its mariners, shipwrights, and horsemen, as well as being a major spelljamming port for the Invaders. Many of its inhabitants are sailors (1st - 2nd level fighters).

Uranos:

Until the invaders came, this was little more than a ruin. Currently, it is the Invaders chief spelljammer port for this region. Invaders heading for Jovus-Hera land here (more than one petty Invader Commander has been summarily executed for violating this directive).

Venusi:

City of Pleasure. This city is (in)famous for its mile long strip of brothels, gambling dens, and theaters, but is also the location of several respectable bardic academies. Most of its citizens have some sort of entertainment related skill or proficiency. Despite being in the western empire, nonhumans (elves, centaurs, minotaurs, ect) are sometimes seen here. Regarded as a sort of `open city' by the Invaders.

Vulcan:

City of Smiths. This is a industrial city, reknown for its metalworkers. The bulk of the Empires few dwarves and gnomes dwell here. Mostly unknown to Vulcans surface inhabitants is the existence of a large underground cavern network, populated by tens of thousands of Duagar and Drow, who arrived here via elemental portals. Vulcans citizens almost invariably have some sort of craft related proficiency. Some Invader artisans dwell here.

SINALIEL:

Little is known of this elven realm. It dominates a huge eastward jutting peninsula of Panthea, with the landward end blocked by a tall wall of mountains (the Mistpeaks) and a confusing wall of fog surrounding the seacoast most of the time (which hides multiple nasty reefs). Those approaching via spelljammer find that their helms begin behaving erratically and very often fail upon entering into the fog: a hundred years ago the Invaders lost almost an entire fleet of spelljammers when they attempted an airborne invasion. Those entering the Mistpeaks find a confusing maze of twists and turns, made all the more confusing by multiple illusions.

What can be said is that Sinaliel is mostly forest covered, with many scattered communities, few of them having more than a thousand inhabitants. The realm is governed by a sort of `fairie court', possibly directly linked to `The' Fairie Court of the Outer Planes. The elves maintain a network of agents in Regia (and elsewhere on this world), most of them `charmed' locals, or locals who think that they are working for somebody else. Prior to the arrival of the Invaders, Regia had basically given up on trying to conquor Sinaliel. A buffer zone known as `The March', partly ruled by high level multiclassed elven ladies (the `Faerie Queens') extends some hundreds of miles westward from the Mistpeaks.

There are at least a score of `Faerie Queens'. Each is stunningly beautifull (Charisma 15+) and bright (Intelligence 15+). None are lawfull or evil, most are chaotic (NG, N, CN, CG). Each is capable of casting wizard spells of at least 5th level, furthermore all are multiclassed in some manner - though never as priests. They have a penchant for collecting good looking human males (adventurers, woodsmen, rangers, ect with a Charisma 13+) as consorts; each usually has between one and four such, suitable charmed, in her castle at any given time. Consorts remain anywhere from a few days to several years, and often return with strange companions or odd mystical abilities. Each Faerie Queen has a small garrison of (usually) male elves - often multiclassed, plus various other monsters including bands of goblins, kobolds, pixies, or some such. There are no `Faerie Kings', though there are `Elven Lords', who appear to be subservient to the Faerie Queens.

DRAGONHOME:

Largest of Dragonworlds landmasses, Dragonhome is centered in the north temperate region, but has one massive peninsula that juts north of the arctic circle and another that penetrates beyond the equator into the south temperate region. The northern portion of Dragonhome is mostly covered by a lush, coniferous forest, while much of the equatorial region is dominated by a thick jungle. But the land between these two forests - the bulk of Dragonhome - is much harsher; most of it is arid grassland or out and out desert, with only a few rivers providing water to croplands and patchs of trees. The most pleasant of these middle areas is probably the Metal Mountains, along the continents east coast, which has been made into a sort of wooded park through carefull management.

Aside from the Dragons, many humans are found here, mostly of the same `Greek' stock as Panthia, though smaller numbers of `Celtic' and `Black' barbarians are found here as well. Small numbers of centaurs, dwarves, elves, and gnomes dwell here, mostly as isolated enclaves within larger groups of `Greek' humans: indeed, most seem to have migrated here with them (the elves appear to be outcasts of some sort). Ogres are found as enforcers in some areas and as bandits in others; half ogres, though rare are not unknown. Minotaurs are almost completely unknown here; indeed, many think them a legendary fiction. Giants are (slightly) more common here than in Panthea, but still rare. Sylvian creatures such as brownies, sprites, ect are almost completely unknown and usually deemed mere myths. The southern jungle, besides human `black' barbarians, is home to small clans of chattur, grommam, hadozee, and tabaxi; though none of these races numbers more than 3500 - 4500. Likely, most were brought here via gates from Suynama. Orcs, Goblins, Kobolds, ect are completely unknown here (except possibly in the underdark). Dragonhomes Underdark is known to have hold Duagar, Derro, Drow, and Mind Flayers, none in great number.

History:

The Dragons claim that they were the first sapient inhabitants of this world, brought here by the Great Dragon (who could be any of a number of draconic gods) and still watched over by the Great Dragons Son. At one time, they claim they ruled the world unchallenged. Then, after loosing a grand contest of their own devising - to mere humans! - they found themselves confined to this continent. Then, not content with that, the humans came here. So the Dragons made them their subjects. Not all the Dragon Clans went along with this proposal: the Blacks, in fact were exiled by the Son of the Great Dragon to Suynama; and the Whites removed themselves (well, mostly removed themselves) in disgust to Southreach. But the others - twelve clans in total - did go along with the idea. And for nearly a thousand years, it worked. Until the Invaders came.

The Invaders challenged each of the Dragon clans to send forth a champion, to vie for rulership of the realm. Arrogant, thinking themselves unbeatable, (and not learning from the last such contest), each of the Dragon clans did so, and each lost, one by one to the monstrosities the Invaders released as their champions...

Now, the Dragon Overlords still rule their realms - but the Invaders rule the Dragon Overlords.

The Dragon Clans:

There are twelve clans of Dragons remaining on Dragonhome, each clan consisting of Dragons of a specific color/type, each clan numbering a few hundred. The represented types are: Blue, Brass, Bronze, Brown, Copper, Gold, Green, Mist, Red, Silver, Steel, and White. Each clan rules over/exacts tribute from the populace of a city/tribe named after its color/type. Their subjects vary from little more than savages to highly advanced civilizations; and draconic rule varies from harsh dictatorships to near indifference to very decent.

Caeruleus (Blue):

This is a strictly ruled desert city, situated atop an extensive mine network. The mines are linked to caverns infested with nonsapient monsters - along with Duagar and Derro in an extensive underdark below those mines. Water is scarce here; locals are issued daily rations from one of the communities dozen odd wells. Rain is something that comes twice a year and lasts for less than an hour. The blue dragons that rule this city dwell in a peak rising above the city just to its north. Being lawfull sorts, the Blue Dragons submit to the Invaders - but as befits their nature are constantly trying to twist the various orders given to their own benefit.

Orichalcum (Brass):

This city dominates a large oasis set inside a rocky bowl with a substantial pair of lakes at its center. Orichalcum is situated at a crossroad of desert trade routes, and is the prime resupply point for passing caravans. Its ruling brass dragons - a friendly, if overly talkative lot - occupy caves in the ridge of rock encircling the oasis. They have a sort of `hostile truce' with the blue dragons of nearby Caeruleus. The brass dragons are unhappy with the Invaders, but are taking what might be termed the `talk and see' approach.

Fulvus (Brown):

Located deep in the desert, this `city' is nothing more than a bandit encampment, with its ruling Brown Dragons the biggest bandits of all. Slavers, smugglers, thieves, and black magicians abound here, operating openly. The Brown Dragons obey the Invaders only when they have too.

Aeneus (Copper):

Located at the southwestern end of the Metal Mountains, this is a ranching city set amid rolling hills covered with grass. Its residents pride themselves on their cleverness at asking and answering riddles, solving puzzles, ect. The twice yearly riddling fairs are serious matters here - fortunes can change hands, convicts can win their freedom, ect - depending on who wins. Its ruling copper dragons are scattered in small caves throughout the area (though a few are always present in town). They spend much of their time scouring the area for dangerous creatures that wander in from time to time out of the desert. The Invaders complain that the draconic overlords here answer every question with a riddle or another question (at least one Invader commander suffered a mental breakdown from dealing with the leaders of Aeneus and their riddles).

Predictably, a small clan of sphinxes dwells on a secondary hill adjoining Aenus proper.

Viridus (Green):

Located in the southern forests, this is a brutal, intrigue laden city of wood built above the underground lairs of its green dragon overlords, many of whom support this or that faction in the city above. Much of this cities income derives from exporting precious lumber to the desert areas to the north. Prominent faction leaders in the city above are often called to the lairs of their masters below - sometimes to recieve new orders, sometimes as `lunch'. Most of the cities offenders beyond the most minor or the most cunning (including the enemies of the various faction leaders) become `lunch' as well. The green dragons regard the Invaders as one more feuding faction to contend with.

Caligo (Mist):

Located on the west coast of the southern jungle, this is a sleepy seaport with relaxed laws. Its residents regard the resident mist dragons as partners, not overlords, offering them a share of the wealth gained from trading in exchange for fair winds and good sailing. They do have the occasional feud with Viridus, which is sometimes settled with `shuttle diplomacy' and sometimes handled via minor border wars. A substantial majority of the populace are black skinned humans; tabaxi, hadozee, grommam, and chattur are also present in small numbers. The draconic overlords here submit to the Invaders without comment - of any sort.

Ruber (Red):

Like Viridus, this is an intrigue ridden pesthole. However, its red dragon overlords do not rule it directly, prefering to keep an eye on things and show up occasionally to collect `tribute' - which includes not merely wealth, but vast amounts of food as well. The periods between tribute collections are erratic, varying from as little as a two months to as much as a year. The amount of tribute demanded by the dragons varies as well, from easily managable to crushing. Human leaders who fail to come up with all the required tribute stand a good chance of being devoured, but there is never any shortage of applicants either, for considerable power and wealth comes with the job. Ruber is built on a mineral laden plateau overlooking a winding river irrigating nearby grasslands and small wooded areas. As such, it is almost self sufficient. Its frequently feuding draconic overlords occupy the caverns of a pair of extinct volcano's a days hike upstream. Shortly after the Invaders took over, a particularly nasty feud as to whether or not they should actually submit arose among the red dragons, with the loosers (those favoring rebellion) being exiled to Southreach.

Ruber is home to close to a thousand ogres in addition to its human populace. The ogres are used as slavemasters and mercenaries by the various factions. Half ogres are not unknown.

Albus (White):

This is not so much a city as it is a semi-permanent trading camp for the barbarians who roam the tundra of Dragonhomes far north. Each of the tiny barbarian bands - none numbering more than a hundred or so - is required to bring suitable tribute for the white dragons who lair around this encampment once a year or face eradication. Aside from this, the white dragons bother themselves not at all with matters of leadership - including submission to the Invaders.

Metalix League:

This is a longstanding alliance of lawfull good dragon clans that controls a triangular region encompassing much of Dragonhomes eastern seaboard, most of the northern forest, and just barely touching the continents western coast. These cities are peacefull, well ordered, and well governed. Unlike most of the rest of Dragonhome's cities, which are connected to each other with simple cart tracks (at best), these cities are linked by well maintained stone paved roads. For the most part, the draconic overlords use their shapechange abilities to better fit in among their subjects.

In addition to humans and dragons, the Metallix League is home to small numbers (no more than a few thousand each) of centaurs, dwarves, and elves.

The draconic leaders of the Metalix League are (very) unhappy with the Invaders, but being lawfull sorts, are unwilling to actively rebel, instead confronting the Invaders with legal trickery while waiting for their realm to either collapse on its own, or take some action that they can legally revolt against. Many think, that given time, they can actually `reform' the Invaders.

Aeratus (Bronze):

This is a well run seaport city on the eastern seaboard. The bulk of the vessels coming from Pangia call here. The city has a famous maritime academy, and is noted for its efficient marines.

Argentum (Silver):

The southernmost of the Metalix Leagues three principle cities, Argentum is in a mountain valley overlooking the southernmost extent of the northern forest. It is principly devoted to the arts and crafts.

Aurum (Gold):

Westernmost of the three principle cities of the Metalix League, Aurum is built in concentric rings around a solitary cone shaped mountain (of uncertain geologic origin) rising from the midst of the northern forest. Aurum is reknown for its well kept orchards, its university (the greatest on the continent), and for its artisans who work the numerous gems dug from the mountain below.

Westport:

Prior to the arrival of the invaders, this was nothing more than a fishing village and minor seaport on the continents western coast. Nowadays, though, it is a thriving city and spelljammer port, and as such is home to more than 20,000 people, most of whom are Invaders.

Ferrum:

This is the final draconic clan, not a city. The Ferrum are steel dragons, who have no city of their own but are found all through the draconic realms, usually in human form, determining just how effective the dragon rulers are in maintaining their rule. (Are the people content? is a dragon lords about to be deposed or suffer a revolt?) Sometimes they act on their own to correct problems, other times they bring them before the council of the Dragon Lords.

Dragon Mountain:

This is the tallest of small cluster of mountains rising from the center of the continent. It is off limits to all except dragons, and is where the dragon overlords used to meet once a year to discuss matters that affect them all.

Free Coast:

Prior to the arrival of the invaders, the Free Coast (the mostly desolate western shoreline) had only a few fishing villages, smuggling bases, and pirate camps. With the arrival of the Invaders, though, this area has seen a vast migration of refugees, exiles, and opportunists, turning these tiny settlements into modest sized cities, some occupied by decent folk, others dens of villany. The Invaders, too, have established towns in this region. Mixed in with the human and invader settlements are small enclaves of dwarves, elves, minotaurs, and others. The Invaders are currently building a stone paved road through the area, to secure it and aid future settlement of their own.

Umbrax:

This is the southern most region of Dragonhome. Never all that well populated, and consisting mostly of windswept plains and patchy forest, it is in the process of being annexed and settled by the viking style marauders from Southreach. Every year, it seems, another shipload or three of these reavers arrive, establishing yet another village.

SOUTHREACH:

Most of this continent is a frozen wasteland, covered by a mile thick icecap, though parts of its coastal fringes are more habitable, with grassy valleys roamed by herd animals. At two points, though, Southreach sends out long fingers of land that extend into the south temperate zone. One of these peninsula's is particularly impressive, extending to within a few hundred miles of southern Dragonhome. Called Scandar, it is dominated by a northward reaching spine of mountains along its western coast, and numerous patches of coniferous forest on the plains that make up its eastern seaboard.

Southreach in general, and Scandar in particular is populated by norse type barbarians, along with a scattering of elves, norse dwarves and pukje (goblins). There is no single ruling kingdom; rather the entire region is filled with a multitude of tiny feuding states, who raid the northern continents when not raiding each other. Occasionally, the rulers (Jarls) of a given state will grow weary of the fighting, or loose a battle, and decide to relocate elsewhere (Umbra is becoming a popular destination). No single human kingdom stands out - a kingdom that seems powerfull one year is likely to fall apart into three or four feuding kingdoms the next.

To date, the Invaders have ignored Southreach almost completely.

The Elves:

The Elves of Southreach originally hail from Sinaliel. Probably they were exiles of some sort - but they do not speak of the reasons why they left. Among the barbarians of Southreach, they have reputations as powerfull wonderworkers and tricksters. (Aside from clerics, the barbarians here have almost nothing in the way of magic). The elves have laid claim to a wooded island which has since developed the reputation of being `enchanted'.

The (Norse) Dwarves:

These Dwarves appeared at about the same time as the human barbarians, and might have had something to do with the barbarians being brought here in the first place. They have excavated a substantial underground complex since their arrival - a combination mine, home, and workshop - that links three isolated valleys. The barbarians regard them as magical craftsmen (most are Earth Elementalists of up to 12th level), and often try to bargain with them for magical swords and other wonders.

The Goblins:

Actually including both goblins and kobolds, these are savage woodland creatures, considered to be a bandit nuisance, not a real threat. Many are in service to the Dwarves. Perhaps one in twenty is a wizard of 1st - 4th level (rarely up to 7th). They have no clerics.

THE ISLANDS:

Almost the only land on the far side of the world, this is a three thousand mile long chain of islands and islets, the largest no more than forty miles to a side. Most of these islands are nothing more than uninhabited rocks, while others hold strange monsters, members of odd races, `lost' cities, and the like.

Isle of the Apes:

This large jungle island is home to a thousand grommam and several hundred chattur.

Kuranga:

This small nation of human `black barbarians' occupies three close set islands. It is pretty much overlooked by the invaders. This nation trades occasionally - but quietly - with Caligo.

Garges:

A tribe of hill giants with ogre slaves dominates this large island. Those who land here usually wind up in the stewpot.

Phantasma:

This is a wizardly retreat, until now overlooked by the Invaders. Rebel spelljammers now land here occasionally.

`The Block':

This island has been taken over by the Invaders as a secret prison/research faculty.

Daros:

This island is dominated by a small `lost' Regian kingdom, apparently overlooked by the invaders.


Olympus


Type: Earth Flatworld
Size: C (600 mile diameter, 50 miles thick)
Day Length: 1 month (30 24 hour days)

Dominated by a twenty mile tall central mountain, this moon is regarded as the `home of the gods' by the bulk of the human population on Dragonworld. Whether or not that is true, it is offlimits to spelljammers - those that venture there are repeatedly struck by massive bolts of lightning until they either leave or are destroyed. Likewise, those who try to Teleport or Gate their way here find that their spells simply will not work. There are, however, multiple tales of past hero's who have been invited or brought to Olympus to undergo various trials, receive awards, ect. - which sometimes happens to present day adventurers and spelljamming visitors as well.

Olympus has an extremly rugged and largely barren terrain for the most part. Scattered about its surface, though, are various places dedicated to testing, punishing, or rewarding various mortals (as well as other sites that appear to be personal retreats for the dieties avatars). Both the Greek and at least some of the Norse Gods have `estates' on this moon. The various locations take the form of enchanted forests, labyrinths, blissfull parklands, vast libraries, stormy oceans with magical islands, ect. Guardian monsters abound.

A large temple complex with huge statues representing all the spheres gods dominates the peak of the central mountain.

The Invaders lost several ships trying to establish a base on this moon before giving up.