Dragonwing Setting Primer
This primer is meant to be used as an instant campaign setting. It holds just enough details about the setting but attempts to leave a lot of room for additions and improvisations. This mini-setting is the foundation for many of the adventures and other content created by Hogart the Rogue in order to give a coherent background that can be used by any group to take the worry out of building a world from scratch, so you can jump right into the adventures.
However, this setting can be completely disregarded and easily replaced by your own custom content or existing campaign.
About Dragonwing
Dragonwing is both the name of the setting in general and the region in which the adventures take place. The Dragonwing region is a large peninsula (similar to the Iberian Peninsula in the real world), located at the westernmost tip of a large landmass. Initially, it was named for its characteristic shape, but later history gave it a second, more literal and grim meaning.
Geography
Dragonwing is connected to the mainland by a rather narrow isthmus. The inhospitable mountain range called Basilisk’s Spine is located across the isthmus, making the crossing tough. Many human villages hang from their eastern slopes, under the shadow of snow-capped peaks.
The Basilisk's Spine extends into the peninsula, with spurs running almost to the surrounding sea. The largest mountain crowns the Dragonwing almost exactly at the center. But while there are many hills and mountains, the region can accommodate any biome, from rather chilly highlands to moderate to arid and to jungles, as the story requires.
The seas surrounding the Dragonwing are dangerous. While there aren’t many large islands (with one exception to the north), there are many treacherous reefs that protrude from the waters just by a few inches at the lowest tide. There’s a habitable Turtle Archipelago a little to the north of the peninsula, home to sea raiders of all species and nations.
History
Age of Giants
It is widely believed that giants once ruled over the entire continent, many, many millennia ago. Their advanced civilization flourished for a few centuries, and its downfall is a complete mystery.
Of Reptilians and Humans
Up until roughly twelve centuries ago, Dragonwing was inhabited by reptilian folks: lizardfolk, turtle people, and snakefolk.
Humans arrived from the western ocean on a fleet of decrepit vessels. They sailed for many years, maybe even generations. But what or who made them undertake such a journey, and where was their starting point, they preferred to forget.
Initially, reptilians accepted the new people and treated them as guests. However, in just a few generations, humans were virtually enslaved. The slavery grew harsher, and eventually the slaves revolted.
The rebellion knew no mercy, and when the fires subsided, the reptilians' numbers dwindled severely. A new kingdom, a kingdom of men, was forged in those fires.
The Age of Umbraxis
The new kingdom didn’t prosper for long. Surviving reptilians sought revenge and summoned a dragon, as black as the void between the worlds. The dragon’s name was Umbraxis.
Umbraxis did what they were summoned for. Human cities burned, as bright as the reptilians’ cities did just a few years ago. Survivors fled the peninsula eastward and eventually built a new kingdom, beyond the Basilisk’s Spine.
Umbraxis summoned lesser dragons of all colors, and their reign lasted for a millennium.
Kobolds fled to Dragonwing or were considered dragon spies and forced to relocate. Infants started to emerge with draconic features. They were called dragonborn, and their fate was often grim.
The Dragonfall
Umbraxis reigned unchallenged until the rumors began that they laid an egg and were hatching it. The free peoples: Humans, Elves, Dwarves, Orcs, and Halflings each dispatched a champion. The five heroes eventually defeated the dragon, but did not return. That happened five years ago.
However, it is not clear what exactly happened. The Umbraxis’s presence is unmistakably gone from this world, but what of their egg? What happened to the five champions? Perhaps, another party of great heroes is yet to scale the slopes of the Umbraxis’ keep and learn the truth...
New Hold, New Frontier
Using the fact that the Dragonwing formally belonged to their ancestors, and that the human champion was his son, the king of humans declared the freed lands the property of the human crown. However, he also declared the homestead rule: anybody who can work and live off the land can settle and claim a piece of land, independent of nation, lineage, and previous allegiance.
The Dragonwing is rich in resources. The land is fertile, and the climate is stable. The forests are lush, and there are a great many exotic beasts to hunt and trap, and sell their hides. The sea is dangerous, but rich in fish. The ancient reptilian ruins may still hold treasures that Umbraxis and their dragons didn’t find or consider worthwhile.
As of now, Year 5 in Dragonfall Reckoning, Dragonwing is a frontier. Despite the hardships, farmers, hunters, gold diggers, noble scions, soldiers, academics, and simply adventurers of all types rush here. Settlements and towns are springing up like mushrooms after rain; fortunes are made and spent; incredible discoveries are made to be lost again forever.
The Peoples of Dragonwing
It’s worth noting that biology and upbringing are very separate in the world of Dragonwing. A human child adopted by dwarves in the dwarven community would most probably follow dwarven customs and beliefs. An orc child raised by halflings in a large human settlement will be as human as they want, except for the color of their skin. The same goes for the mixed heritage: a mixed-lineage child would behave according to one of their parents' cultures, or the mix of both, or whatever culture they are surrounded with outside of home.
Humans
The history of humans is a history of the last twelve hundred years and is briefly described above. Currently, apart from the Dragonwing region, they inhabit the Old Hold—the kingdom that was founded after they fled Umbraxis, and several smaller principalities and marches with various degrees of independence from the crown.
Sea Affinity. Even after so many years have passed since their great journey, humans are still considered the best shipwrights and sailors.
No Slavery. One good thing came out of their living under the reptilian rule: a strong cultural taboo on slavery. There’s no slavery, serfdom, indentured servitude, or forced labor of any kind. The rich and powerful, of course, have servants, but they are paid workers, with freedoms and respect.
However, this taboo also has a darker side. Imprisonment is also considered to be a form of slavery. Punishment for crimes and treason often includes branding, mutilation, exile, or simply death.
Succession Crisis. The king of humans, Aedelric II, is old, and his only child was the human champion sent to defeat Umbraxis. It is unlikely that Aedelric will sire another heir. There are several other people with royal blood, but their claim to the throne will be equally dubious at best. Thus, the matter of who is going to rule the land has split the people into a number of political parties.
Each of the pretenders to the throne has some backing and traction, but most people understand that it will throw the kingdom into the bloody chaos of a civil war. There’s also the High Council, a body of royal advisors, but their opponents claim that the members will just endlessly intrigue and vie for power. There’s a new idea that the land should be ruled by a collective of elected representatives from each city, town, and village. There are also proponents of a combined approach: representatives should elect the members of the High Council, and the High Council will elect a new king every few years.
Elves
If their own chronicles are to be believed, the elves were the first to settle the continent.
The arrival of humans coincided with the Violet Plague, a horrible epidemic that almost erased the entire population of elves. Whether it was really a coincidence, or it was just a human sickness that the elves hadn’t had immunity to, or it was a deliberate act, is a matter of debate.
Now there are just a few elven cities left, half-empty. Their inhabitants are still skilled artisans and artists, powerful spellcasters and knowledgeable scholars.
Elven Supremacy. Some humans take great pride in the drops of elven blood they have. However, this is just a pale reflection of how some elves consider themselves the highest of mortals. Disturbingly, this movement has been gaining more and more traction since the Dragonfall.
Dwarves
Dwarves arrived on the continent from below. By that time, the elves were the only inhabitants. Initially, both species seemed completely alien to each other. But since dwarves weren’t very much interested in the above-ground territories, there were never really many hostilities. Eventually, they came to appreciate each other’s mastery and craftsmanship.
The dwarven-elven pidgin, with the addition of human words, eventually became what is now called the Common language.
Dwarven outposts are scattered across the continent. Ancient outposts in the Dragonwing peninsula were abandoned with the arrival of Umbraxis, but are now being slowly resettled and restored.
Dwarven society is egalitarian and meritocratic.
Orcs
Orcs arrived on the continent some time after the dwarves. They came from beyond the great southern desert, and, as with the humans, it is unclear what horror forced them to make the journey.
They came as a riptide, riding great six-legged lizard-like mounts, and tried to conquer the entire landmass—and almost succeeded. The alliance forged between elves and dwarves stopped the invaders and even threw them back. Eventually, orcs settled in semi-nomadic groups in the southern steppes and deserts.
Drums from Beyond the Horizon. Orcish clans, families, and tribes communicate over great distances using a highly developed system of rhythms. Being raised in the orcish society means you are proficient with percussive instruments, and most wandering performers will be happy to hire you.
Halflings
The origins of Halflings are lost in time. Early chronicles do not mention them specifically, although some names are now considered halfling.
Halflings mostly live near humans and share many of the cultural traits, except the affinity for water transportation.
Reptilians
It’s hard to say how many reptilians survived the rebellion, the summoning of Umbraxis, and the dragon’s millennium-long reign. Whatever their current number is, they are in hiding—but there have been unmistakable sightings.
Kobolds
Kobolds, previously ubiquitous, were moving to Dragonwing during the Age of Umbraxis—either voluntarily or forcefully.
When Umbraxis was defeated, all the adult kobolds lost their sanity, and most of them died. Kids and adolescents survived if they were big enough to care for themselves.
Meeting an adult kobold now means they are either insane or have just reached adulthood.
Dragonborn
The Dragonborn are not a separate species in the setting of Dragonwing, but infants born to any parents, whose appearance has been influenced by Umbraxis, during the gestation period. They are often pariahs, distrusted, feared, and surrounded by superstitions. This kind of social pressure can drive anyone evil, but far from all of them ever really turn to darkness.
In the setting of Dragonwing, dragonborns take the niche of tieflings from other settings: excluded and feared, but learned to survive.
Other Species and Lineages
The setting of Dragonwing can accommodate any other species and lineages. For example, gnomes can be a subspecies of elves, and goblins can be the ancient underground enemies of dwarves. Giantkin can inhabit the frozen highlands to the north of the mainland. Bird people can share the forests with the elves or survive on the slopes of the Basilisk’s Spine. The Turtle Archipelago can be the capital of the ocean-vast sahuagin empire.
Religions
The most widespread religion is the worship of the Everflame, a non-personified deity, brought by human settlers. However, different species revere different aspects of this divine and have different practices. Sun, candle, torch, and spark are the most common symbols associated with the Everflame. Temples and shrines always include a large brazier as a central element.
The core tenets of the Everflame are simple. Do unto others as you would have them do unto you; help those in need; strive to be a better self. A good follower will find himself in perpetual light after death, while a bad person will find himself in cold, dark eternity.
Humans and Halflings
Humans were the ones who brought and spread the Everflame worship, and still are the most zealous followers. Although the spread of religion was not without conflicts, there were no holy wars as such either.
Elves
Some elves still worship the ancient gods. Those who worship the Everflame regard it as a highly abstract concept, a “spark of life” or “spark of creation”.
Dwarves
Their variant of the Everflame is a syncretic religion, merged with their old veneration of ancestors and forge fires. Dwarves burn their dead so they can return to the divine.
Orcs
Having crossed the scorched desert, they have no regard for fire and heat. For them, the main aspect of the divine is the moon and stars, the fire in the hearth, and fire in the blood.
Reptilians
The previous inhabitants of the region worshiped four reptile deities. The number itself took on a sacred meaning, and the temples and shrines were often built in square or octagonal shape, and the pantheon itself was often referred to as The Four.
The gods were: Zahh-kar, the lizard god; Teeru-lan, the turtle god; Wess-tar, the snake god; and Kur-gar, the crocodile god. They created ground, water, sky, and every living thing. Time passed, and they became bored with their creation. So each chose a creature in its own image and infused it with sense and reason after its own. Thus, the Saurians (lizardfolk) are strong, enduring, and ready to adapt to the changing world. The Testudians (turtle people) turned out wise, patient, and studious. The Ophidians (snakefolk) are cunning, resourceful, and inventive. The Kaimians (crocodile people), in turn, are ferocious and fearless in battle.
After the great war with demons, the Kaimians could not quench their bloodthirst, and started attacking their brethren tribes. Eventually, the Kaimians were exiled and went extinct, and Kur-gar was chained and imprisoned by the other three deities.
Currently, reptilians are presumably still worshiping the Four Gods; however, some isolated tribes may have changed the faith or some aspects of it.
Other Species
Dragonborns usually inherit the beliefs from their parents or the culture they grow up in.
Kobolds used to worship and deify Umbraxis or other dragons, and some still do; a few started to worship the Everflame since missionaries were sent to the Dragonwing.
License
This work is licensed under the Creative Commons Attribution 4.0 International License. You are free to use, modify, and distribute it, provided appropriate credit is given.
