- Olivia Cape: A narrow point in the middle of the Sea. An inn is present on the southern shore, and a local legend tells that the cape's namesake, a woman named Olivia, drowned herself here after her husband, Eric, was lost at sea; her ghost now forbids ships to pass. Even without the ghost, it's likely a treacherous route due to its narrow nature and the presence of large shoals.
- The Shrine of Shackles: An island in the western half of the Sea that prisoners are exiled to. Given the geographic placement, it was likely established as a penal colony by the Romalians; however, the one named canonical resident, Simon (more on him in a moment - he's the most frustrating historical reference the translators missed), was exiled there by the king of Samanao. This is almost certainly me overanalyzing a decades-old video game (but then, what part of this project isn't?), but this could point to a historical treaty between Samanao and Romaly, comparable to how Russia and Germany were able to exile Napoleon to Elba.
Tales of the Lunar Lands
Musings on Tabletop RPGs, Pop Culture, Perytons, and Other Nonsense
Wednesday, April 30, 2025
The Inland Sea
Thursday, April 24, 2025
Lancel
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Art by Shusei Sasaya |
Friday, April 18, 2025
Friday Encounter: The Guardian Beast
Wednesday, April 16, 2025
Edina
The Kingdom of Edina is probably the closest new location that can be explored from Portoga, corresponding to the British Isles in the overworld map. The name I'm using here is actually a localizationism - the more accurate translation, as used in older releases, is Edinbear (more on that in a moment) - but I will admit that for all the many flaws with the new translation, Edina sounds much more like the name of a kingdom. For The Saga of the Ortegids, I'll be using Edina as the name of the country, and Edinbear for the capital city.
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Art by Alan Lathwell |
We don't see a lot of Edina in the game. On the map, Edinbear is simplified to only the castle where the royal family holds court. Even then, you can't actually explore the castle until later, because the guards bar entrance to any mere commoners, requiring you to find an item granting invisibility in order to sneak by them. The dialogue of many NPCs there highlights a strong culture of elitism among Edinan nobility, looking down on the lower classes and viewing them as beneath their care. However, the kingdom would also appear to be a prominent naval power - they've established contact with the barbarians of the eastern continent (that's a subject for a future post), across the ocean, and it stands to reason that they may well have colonies and trading posts established along the coast.
There are a number of directions I could go with Edina. The most obvious would be to make it the place where all the traditional medieval European fantasy trappings go, with knights in shining armor and pointy-hatted damsels in towers. There isn't really a better place to put it - the equivalent region to continental Europe is split between Romalia and Portoga, which are grounded in eras before and after the High Middle Ages respectively. I've already given Aliahan an Anglo-Saxon coat of paint, and much of Torland carries light Norse themes. There's nowhere left for the generically Anglo-Norman culture we associate with traditional fantasy and chivalric romance, and when this setting is as much a love letter to classical fantasy as it is to Dragon Quest, that seems like an obvious omission. Plus, if you want a highly stratified feudal society with stuffy, pompous aristocracy and disgruntled peasants inspired by medieval England, you need look no further than Warhammer Fantasy's Brettonia for inspiration.However, the game can't really make up its mind about what part of Britain Edina is supposed to be. The culture seems to be grounded in negative stereotypes of the English upper class, and the castle is located where London would be, but the name "Edinbear" is clearly derived from Edinburgh, pointing at a specifically Scottish theme. You could give a Celtic tone to Edina, with druids, bards, and fey folk about. Perhaps you could even do both, with chivalric knights in the southeast and forest-dwelling highlanders in the north and west. Edina's elitist nature could easily be a consequence of its multicultural society, with its ruling caste adopting a sense of superiority to exert its authority over conquered tribes.
This, too, would lend itself well to potential plots. We don't see the common people of Edina, but there is likely plenty of discontent with the ruling class - and the PCs might be just what the powder keg needs to descend into full-scale revolt...
Monday, April 14, 2025
Saga of the Ortegids: Other Pantheons
Ramia, the God-Bird, is celebrated as the great phoenix, and a bringer of hope and life to the world. Her shrine sits on the frozen island of Liamland, where it is said that once an Age she emerges from a pit of fire tirelessly watched over by two sacred virgins, then flies around the world, chooses one who is destined to be a great leader of men, and then burns herself upon her own pyre so the cycle can continue again. She is also associated with the ideals of freedom and exploration, owing to her power of flight, which makes her popular among adventurers. Although one of the Beast Gods, Ramia is invoked in the courts of many kings due to her powers of prophecy and association with divine right, and her holy symbol can be found on many coats of arms, including that of the Ortegid Dynasty - Erdrick the Aliahanian was a follower of Ramia, and was said to have ridden her into battle.
- Ramia appears as a massive bird with iridescent plumage. Her holy symbol is a stylized depiction of a phoenix in flight.
- Alignment: Chaotic Good
- Domains: Life, Light, Nature, Tempest
- Oaths: Conquest, Glory, Vengeance
- Nim-Tso takes the form of a massive serpent. His holy symbol is two snakes coming together, facing each other, but they're one.
- Alignment: Neutral Evil
- Domains: Nature, Trickery
- Oaths: Treachery
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Art by noba |
- Zoma's preferred form is that of a horned three-eyed giant with sickly blue skin, and he may manifest in this form if the proper ritual is performed, but most of the time can only project enough power over the mortal realm to appear as a gigantic eye spanning the sky. His holy symbol, likewise, is that of an eye.
- Alignment: Neutral Evil
- Domains: Death, or use a School of Necromancy Wizard to represent a pilgrim of Zoma.
- Oaths: Oathbreaker
- Malroth appears as a hideous creature with six clawed arms, bat-like wings, and a grinning mouth full of fangs. His symbol is a fanged maw flanked by wings.
- Alignment: Chaotic Evil
- Domains: Death, War
- Oaths: Conquest, Oathbreaker
Wednesday, April 9, 2025
The Worldforest
Thus, I would rule that there is a Worldtree growing out of the ground in Erdland, sitting in the center of a large valley bounded by four mountains, and its roots reach down into Torland. At the time of DQ3, it was only a sapling, not visible on the world map, but over the course of untold centuries, it eventually grows large enough to join the two worlds, probably some time after the events of Dragon Quest II. Not only does this add an interesting feature to the setting that creates opportunities for travel from one map to another, if the two worlds existed without any contact with one another until relatively recently, the shakeup of different cultures interacting for the first time could create plenty of plot opportunities.
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Art by Philip Straub |
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Art by Bob Larkin |