Tuesday, August 19, 2025

Torland Maps

Following on the same format from my Erdland maps, now that we've completed our look at Torland, we can now present a complete map of my interpretation of the inner world for The Saga of the Ortegids.

Click here to enlarge

Click here to enlarge

Friday, August 15, 2025

Friday Encounter: Archimedes's Well

Here's a simple two-room puzzle designed to be slotted into a larger dungeon. This one is based on Archimedes's principle that an object displaces water equal to its mass, and attempts to simplify these physics for the sake of gameplay. Keep in mind that the intended solution to this puzzle may not be obvious unless your players are familiar with the theorem, although there are alternative solutions as well.

There should be one room in the dungeon with a large well in the center of the floor. The well drops a distance of about 200 feet before coming to standing water. Looking into the well reveals that a golden crown is floating atop the water, its surface reflecting light off any torches or lanterns, but it's far too deep to be reached from the surface.

A short distance away from the well is a pile of stones of various sizes. The third feature of the room is a door leading to the north (or whatever direction you want, it isn't important). On the wall opposite the door is a chipped, faded mural of a naked man holding his fists high in triumph, with the word "EUREKA" written over his head.

The intended solution to this puzzle is for the PCs to drop stones into the well, displacing enough water to lift the crown up to where it can be reached. They need to raise the water level a total of 200 feet in order to retrieve the crown.

However, they must do this without making too much noise, or they risk alerting an ogre who resides in the room to the north. When the PCs first enter the room, the ogre is asleep, and the sound of his snoring can be heard if one listens at the door. He's sleeping too soundly to be woken by normal conversation or footsteps. However, if the party makes any loud noises, or isn't careful in how they drop the stones, he will wake up and charge into the room.

If the PCs drop stones into the well, the water level rises by an amount of feet equal to the weight of the stone. They can use any combination of the stones to raise the crown, but every time they drop one, they must make a Stealth check; the ogre is alerted if the check fails.

The pile contains:
  • Five 20-pound stones (DC 25; requires two hands to carry)
  • Eight 15-pound stones (DC 20; requires two hands to carry)
  • Ten 10-pound stones (DC 15)
  • Fifteen 5-pound stones (DC 10)
  • Twenty 1-pound stones (DC 5)
If the PCs wish to appraise the crown, a DC 15 Nature check will reveal that it appears to be worth 1000 GP. However, if the check passes by a value of 25 or more, it will be determined that the gold of the crown is actually mixed with silver, cutting the value down to 500 GP. Alternatively, you could use the crown for another puzzle elsewhere in the dungeon, such as putting it on the head of a statue to open a door.

Many players might attempt to solve this puzzle through alternative means, such as levitating into the well or using spider climb to scale the walls. Use your judgment to determine how this should be addressed - you should reward PCs for thinking outside the box, not punish them for not guessing what you wanted them to do.

Optionally, if you're worried about PCs getting into the well, you can have a water weird at the bottom, lurking in the water. It lays dormant as long as the PCs stay out of the well, but will come to life and attack if they enter it.

Monday, August 11, 2025

Rhone

The setting for the climactic confrontation of Dragon Quest II is Rhone, a highland region in the center of Torland's Southern Continent under the control of Hargon, high priest of a cult that worships Malroth, the god of chaos and destruction. There's a few things that make this area unique and interesting, and they deserve a closer look - in no small part because they raise questions that might elucidate further worldbuilding in The Saga of the Ortegids.

Rhone appears to be coterminous and/or synonymous with the Plateau of Rendarak, suggesting this is the predominant geographical feature of the realm. That's certainly supported by the geography - it's ringed by high mountains, so high that in the game it can only be reached through a complex system of caves winding up the mountains to the south. I'd likely add other means to access Rhone for a more open-ended campaign, but the Road to Rhone, as it's been dubbed, is infamously a long, circuitous maze-like dungeon, with corridors that loop back on each other and pits that force players to backtrack from a lower floor. In a video game, this is tiresome and frustrating, but it would be easy to translate to a megadungeon if one was so inclined. Thanks to the pits, it's even Jacquayed! Check out the maps at Dragon's Den for an in-depth explanation.

The Plateau itself, notably, is the only snowy area in the game (and, indeed, in the entire Erdrick Trilogy), likely due to its position high in the mountains. We can then surmise that Rendarak is a high tableland, and the elevation leaves it notably colder than the lowlands at its feet. Perhaps it would look something like the Tibetan Plateau in terms of geography and climate, or at least parts of it would. Since there are no other areas with such wintery terrain, it's reasonable to assume that the Plateau of Rendarak is the highest point of Torland.

And with that in mind, we must confront the implications this has on the metaphysics of our setting. On a conventional globe, it makes sense that a high-altitude tableland would be so cold, as the atmosphere is thinner the higher off the ground you get, and thus doesn't distribute heat as well. But remember, we're working off the conceit that, since Alefgard is accessed through a pit in Dragon Quest III and the Trilogy consistently shows it to have no day-night cycle, Torland is located on the hollow interior of the planet, with a central inner sun. If this sun works the way ours does, you'd expect that it would be warmer at high elevations, since these would be closer to the innermost part of the planet, and thus the sun.

In order for Rhone to make sense, we must assume that the inner sun gives off light, but not heat - which makes sense, because it seems to be connected in some way to the Sphere of Light. Furthermore, the physics of Torland don't appear to work by conventional means, as in DQ3 it's shown to be capable of supporting life and vegetation even when it has no sun at all. Torlandic physics, then, may simply hold that plants are capable of growing without photosynthesis and higher altitudes are colder just because.

Look, it's a pulpy sword and sorcery setting. Scientific accuracy takes a backseat to what makes for fantastic adventure.

With all that out of the way, I'd like to address the sociological and political situation in Rhone, because that is also quite interesting. In later Dragon Quest games, and much of the broader canon of Japanese fantasy they inspired, "monsters" are something of a race, or a category of races; despite their heterogenous appearances and abilities, they all share a vaguely-defined nature, and are uniformly aligned with the game's villain. They seem to be contrasted in this way against humans, who are almost always on the side of good - criminals tend to be background characters or roguish antiheroes. This is quite different from D&D, where the idea of a "monster" does not exist outside of game mechanics, and there is not much in common between, say, a skeleton and a gryphon.

But this distinction does not appear to be present in the Erdrick Trilogy - we don't really see the idea of monsters as a monolith come up in the games themselves until IV. And Hargon's forces seem to consist mainly of humans. Many of DQ2's enemies, and almost all of those who are explicitly tied to Hargon's cult, are various forms of cultists and magicians. Furthermore, Rhone is far more civilized than you'd expect from a land of monsters. Hargon has a castle, and there's a temple there staffed by a human priest that functions much like the temples in towns. Consider also that the plot of DQ2 is kicked off when Rhone invades Moonbrooke and destroys its capital. If Rhone is able to wage open war against a powerful kingdom, it must have an army.

To control a cult as large and powerful as his is, Hargon must be a charismatic leader indeed, but I feel like that wouldn't explain all the resources Rhone has at its disposal. What seems more likely to me is that Rhone is, or was, itself a kingdom, but was usurped and taken control of by the Children of Hargon. Hargon is, then, a political leader, not just a spiritual one.

If one wishes to run a more gritty and realistic take on the setting, Rhone would likely have legitimate grievances that the Children of Hargon looked like a solution to. An entire country wouldn't start openly serving a world-devouring god that easily (there are some hilarious jokes I could be making right now, but I don't discuss real-world politics on this blog). And I think there's something we could look at with the fact that Moonbrooke is Rhone's first target.

It could just be a matter of proximity, since Moonbrooke is directly to the north of Rhone. But there may have been some existing tension between the two kingdoms. Given Rhone's more inhospitable climate and inaccessibility, it's likely it wouldn't have been as rich, fertile, or influential as its northern neighbor. The Rhonesmen may have been Moonbrooker vassals at some point in history, and this could have led to resentment among the populace, who felt they were forced to answer to foreign crowns (especially considering that the ruling house of Moonbrooke is of Alefgardic and Aliahanian descent, not anything native to the region). Hargon offered the people the possibility of self-determination and independence - a chance to be powerful enough to throw off the yoke of Ortegid oppression. And that made his ultimate goal of summoning Malroth an easier pill to swallow. Since my Moonbrooke is based on Sweden, I think it works quite nicely to have Rhone culturally analogous to Finland in this scenario, fitting the terrain and the fact that they're neighbors of the Ortegid kingdoms but lack a common heritage.

I'm not doing this to pull a Wicked and portray Hargon as a misunderstood well-intentioned extremist. He still wants to summon a god of destruction to destroy existence as we know it. But he needed a base of power in order to do so, and - as cult leaders are wont to do - he could tell the people what they wanted to hear so that they would give that power to him.

A final note on Hargon: he has blue skin and fangs, and this is never really explained. The game never gives any indication as to what he is. For that reason, I would run him as a tiefling. The proper tieflings with non-standardized appearances and randomized demonic traits, thank you very much. I'm very much a proponent that demons in general should be Boschian creatures of chaos that come in all shapes and sizes, with no two being alike. That should go for tieflings too.

This concept opens up some fun prospects for campaigns. If Hargon was holding the people of Rhone together, we are presented with the question of what would happen after his death at the end of DQ2. There would be a power vacuum, and all manner of factions would have reasons to get involved. Who is next in line to lead the Children of Hargon - and would they really believe in the cult's dogma, or merely go through the motions as a way to hold power over the people already in its thrall? If the latter, is this motivated by self-interest, or a genuine desire to uplift the people of Rhone through the only means anyone knows how? Would a resurgent Moonbrooke set its sights again on Rhone, especially after it nearly brought the kingdom to its end? What do the Rhonesmen think of that? There's a lot of fascinating questions here, just begging to throw the PCs into head-first.

Thursday, August 7, 2025

Beran

The southwestern corner of Dragon Quest II's overworld features a large island off the coast of Tuhn, on which is the city of Beran. There's no major quests or dungeons here, but it is an evocative area that deserves a closer look for The Saga of the Ortegids.

Beran is located at the center of a lake, and much of the town appears to be built on top of a series of bridges and platforms. The first thing that comes to my mind here is Laketown from The Hobbit, which I've always found to be an intriguing setting. Helpfully, I have the Middle-Earth Roleplaying sourcebook on Laketown, and though I've used it for a similar floating city in the Lunar Lands, it could just as easily be reskinned as Beran.

Beran is a rather large town, with multiple shops and facilities, so it would seem to be a major economic center for the region. Perhaps its location on the lake may play a role in this, as it would be easy for ships to transport goods from the shore - but, at the same time, it also provides a natural defense that would allow Beran to become a citadel in times of war.

We don't see a king in Beran - there is a save point, which in Dragon Quest is usually the function of a king, but here it's located at the house of a hermit living in an island to the northwest of town. It would've been easy to make this a king if the developers so wanted, but for whatever reason they didn't. For this reason, I think it's safe to say that Beran is not a capital city. However, unlike Tuhn, I think it's a reasonable assumption that the city would in fact be part of a greater kingdom. The geography of the island seems conducive to large-scale settlement, with a long accessible coast in the south, wide open plains, and access to freshwater sources. I'd argue that it makes sense for there to be other settlements on the island, all answering to the same monarch - we just don't see them, or the capital, because they doesn't offer anything of value to the characters' journey.

Art by John Hodgson

Much like Hanguo, this offers me the chance to flex my creative muscles a bit. I've chosen to invent the Kingdom of Escar - yes, as in Esgaroth - occupying this southwestern island, much like Dirkandor in the east. It's likely a prominent regional power, as it's quite distant from any other kingdom (and thus would lack competition) and has enough land and resources to be self-sufficient. Escar might send ships to trade with ports in the Tuhn region and the Southern Archipelago, but any other kingdoms that could match it in power and wealth are quite far away.

Beran is bounded by a large desert and mountains, which would make communication with the northern half of the kingdom difficult. Either the capital is near the coast, and of a similarly mercantile nature, or it's in the northern part of the island. The northern part certainly has enough plains to support agriculture and settlement, but I feel it would be hard for a kingdom to control territory if its capital was in an inaccessible region. Thus, I'd argue that the capital of Escar is likely quite close to Beran, which would give it access to seafaring trade routes.


In fact, that might explain why Beran is built on a lake - perhaps it was originally intended as a citadel that people from the capital could retreat to if attacked. It may have developed into a separate city over time, or we may be seeing it in such a function. Maybe the reason we don't see the capital is because it's been evacuated. Note that the capital of Moonbrooke is razed at the start of DQ2, and a martime power like Escar would likely catch wind of this through traders and sailors. It's possible that the people of the capital fled here when they heard the news in case they were targeted next.

If the Escarian capital is located in the north, then Beran would likely exert a considerable amount of power due to its wealth and its distance from the capital. It may be a de facto independent city, even if it formally answers to a king who has no way of controlling it. This could lead to a rivalry between the cities, which could allow for faction play.

A third option is that the northern half of the island is controlled by a separate kingdom than the one that controls Beran. As I said beforehand, both halves could support a state, and the mountains and desert form a believable natural boundary. As the northern half is more mountainous and has little access to the sea, it's likely not as wealthy or powerful as the southern half. It's noteworthy that the random encounter list for the island includes both orcs and orc chieftains - the northern part, whether a separate kingdom or a wild frontier, may be populated by beastmen.

The main function Beran serves in the game is the portal there, which serves as the only point of entrance to Rhone, the endgame area. It's a bit interesting why Beran would have this. Perhaps it maintained relations with Rhone at one point - it would make communication easier, given how mountainous and inhospitable the path to Rhone is. Or maybe Beran is built over the ruins of a portal shrine that once linked Escar and Rhone.

Monday, August 4, 2025

Tuhn

South of Moonbrooke and the Lianport region, the Southern Continent of Dragon Quest II's overworld is highly mountainous. The central region forms the Plateau of Rendarak, a high snow-capped tableland that appears to be even higher in elevation than the surrounding mountains that make it inaccessible until the end of the game. But even if we look around the Plateau, we can see several mountains surrounding Wellgarth to the south, and a complex system of mountain ranges to the northwest, where we find the city of Tuhn.

Tuhn is the only settlement in this area detailed in the game, and it does not have any king or other local authority. I don't suspect that it's part of a larger kingdom, either - it's likely an independent city-state. The area around it is a maze of cliffs and valleys, which would make it quite difficult to project power from any capital. Rather, I would imagine this is Torland's "points of light" region. The difficult terrain makes it difficult to establish any major states, so the area is a patchwork of free cities, petty duchies, and tribes of barbarians, bandits, and beastmen (funnily enough, enemies in this area do indeed include orcs and hostile warriors). Every valley may well have a distinct culture quite unlike its neighbors. There's shades of Vance in this, and it could easily provide fodder for an exploration-driven campaign if the party travels from one valley to another, encountering new and strange discoveries in each. It would also provide an easy way into domain play, since the lack of major regional powers would mean the PCs would face little resistance if they wished to carve out their own.

The other major geographical feature of the Tuhn region is an extensive system of waterways - no doubt fed by the mountains. Most of these can be navigated by boat, which may be the most efficient way to travel from one valley to another if the mountains block overland travel. See Death on the Reik from Warhammer Fantasy Roleplay if you want to see how a campaign could be structured around river travel. Because Tuhn itself is located on a river, it's likely a prominent trade center, and may be wealthier than other towns in the area, since it has access to other ports along the water. Those villages more inland, however, may be forced to live a self-sufficient existence.


Notably, in the game, the stretch of the river by Tuhn is dried up because a thief has stolen the key to the town floodgate. This is mostly an issue because it blocks your access to the Tower of the Moon, a tower where a wizard guards a fragment of the moon. It's interesting how this got here, given that Torland is a hollow earth with no day and night, and presumably no moon - perhaps it's for that reason why it's such a rare and prized artifact.

However, you would think that the people would be more concerned about the river drying up. Not only would it limit Tuhn's access to other towns along the river system, it would also deprive people of fresh water, seafood (fish was a reliable source of food for many medieval cities), and irrigation. If I was running a similar scenario, I would likely emphasize the effects of being cut off from the river on the town, with the people risking drought and economic ruin. This would give such a quest more urgency.

Also in Tuhn is the workshop of Don Mohame, a legendary weaver; if provided with the right tools, he can sew a robe made of water, protecting the wearer against fire, ice, and magic. This is an optional sidequest, but I love the folkloric feel of a craftsman so skilled he can create items that are physically impossible. Also, he's a good example of how you can throw a unique NPC with special skills and services unavailable anywhere else somewhere in the campaign world to serve as a resource.

Art by Scott Pelico

Culturally, I would imagine the Tuhn region as being something like Switzerland, befitting its nature as a decentralized region of small scattered settlements separated by mountains. With that in mind, my previous writing on the Freikantons might provide some inspiration.

Friday, August 1, 2025

Friday Encounter: Tithe Collection

This encounter is designed to challenge your players' expectations of morality and social expectations in a setting that may have different worldviews from their own. In that way, it's well-suited to a non-Flintstonist campaign, as a way to introduce players to the concept that people in a medieval fantasy world might see things differently than they see things today - especially with players who are new to the idea of leaving their preconceived notions at the door when approaching the campaign world. Keep in mind, though, that it's best if the players know this is a non-Flintstonist world going in, so that they aren't punished for making sensible choices.

The encounter should happen in a settled area in a feudal state. The PCs should pass by a small homestead, with ragged crops and a slumping roof. Outside, the farmer, Petro Barisic, is holding onto a young heifer by a rope, and is engaged in a heated debate with an armored woman, Mirta Pavlovic, who wears the arms of the local lord on her tabard, and faces Petro with a stern and unflinching glare as she keeps her hand on the pommel of the sword on her belt.

Mirta is a woman-at-arms in the employ of the local lord who oversees this steading. She has demanded that Petro give up the heifer as a tithe to the lord's coffers. Petro rejects this, citing that he has little to his name, and his cow is getting old; he was hoping to raise the heifer to take her place so that he can provide butter and cheese for his family. However, Mirta insists that the lord's word is absolute. If Petro will not turn over the heifer by the next week, his family will be evicted from the land.

Most players will naturally see Petro as the victim in this situation, and will be inclined to take his side.  His story is a truthful one. However, in a setting that believes in the divine right of the nobility, to contest the lord's demands - especially if the PCs are not of noble birth, or are foreigners - would be considered insubordination, and threaten the stability of the fief. The party might try to seek an audience with the lord in order to plead Petro's case, but it will likely not be easy to convince a noble that he should care for the plight of a single peasant, when he has armies to supply and treaties to negotiate with his neighbors, who may or may not be friendly. Petro's concerns are well beneath him.

Some parties might even try to incite open rebellion against the lord, but they should not expect to do so without facing stiff resistance, as the lord has more resources than they do. If they try to go up against the lord alone, they are up against whatever armies he can muster - to say nothing of any allies he might call upon from other fiefs and baronies. And even if his seat on the throne is threatened, the ensuing power vacuum might not be a step up - it might destabilize the region, or worse, lead to an even worse tyrant taking over.

The purpose of this encounter is not to punish the PCs for doing the right thing, and beat into the players' heads that everything they do is hopeless. It should still be theoretically possible to come out with an outcome that Petro will be satisfied by - perhaps they can sway the lord with careful rhetoric, or find a suitable substitute for the heifer, or even find a way to allow Petro to keep it under his master's nose. But by having such dilemmas come up in play and exploring the realistic consequences of how the PCs address them, you can give the players a firsthand look into how this isn't a world that will work the way their own life does, and prove that they shouldn't expect it to.

Wednesday, July 30, 2025

Wellgarth

Wellgarth
 is one of the more unique towns in Dragon Quest II. Located in the southern peninsula of the Southern Continent, just across the sea from the Southern Archipelago, the majority of the town is located underground. Why this is is never really explained. It's far away from any other settlement, and none of the townspeople comment on the unusual circumstances of the town. A lot of sources I've found online suggest that the people moved underground to defend against attacks, but nothing in the game actually says this. It certainly would be a viable option to make Wellgarth something like the Cappadocian underground cities, which exist as citadels for the people to retreat into in times of siege. It's an evocative setting with fascinating implications on worldbuilding, and it provides a useful justification to give megadungeons some versimilitude - especially when it's directly based on something from real life.

However, there aren't any structures on the surface of Wellgarth besides a small fortress. You would think that if the town is a temporary institution that exists to house refugees, there would be something above ground. But there aren't even ruins, which the destroyed city of Moonbrooke has. My personal answer to the dilemma? Just make it a city of dwarves.

Sure, the people in Wellgarth use the same graphics as those of any other town. But then, those sprites are generic townsfolk shared between all the towns anyway. And there's nothing that would indicate that they aren't dwarves. The Erdrick Trilogy features appearances by elves and hobbits, but no dwarves, so making Wellgarth a dwarven city is an easy way to complete the triad. For that matter, Wellgarth is where some of the best equipment in the game can be purchased, which fits with the trope of dwarves being expert craftsmen. In a setting like The Saga of the Ortegids, which tries to reframe the setting of the Dragon Quest games in a way that isn't reliant on game mechanics, Wellgarth could still be a place to buy powerful magic items - not because it's a late-game location, but because it's home to dwarven smiths with the knowledge to create such things. Getting there could be a quest in itself. And winning the favor of the dwarves might be necessary to win such a reward.

Besides, as any Dwarf Fortress player would know, the lower reaches of a dwarven city - the abandoned mineshafts, ruins of previous settlements, and sealed-off tunnels of those who dug too deep - are great fodder for megadungeons anyway. You even have a safe town for rest, recovery, and restocking at the top.

Wellgarth may not be a wholly dwarven city. It's located near the mountainous region of Rhone, which is certainly a point in support of it being predominately inhabited by dwarves, but it's in a relatively open area surrounded by plains and near the coast. There may be other dwarven citadels in the mountains, but Wellgarth might be a trading post in an area easily accessible by humans to facilitate communication between the dwarves of the Southern Continent and the outside world. We don't see a king or other authority figure in Wellgarth, so it may be a vassal of a larger dwarven kingdom we never see the capital of.

If Wellgarth is a trade center, it may well have a population of humans as well. And that ties into another feature of the city we see - there seems to be a criminal underworld (no pun intended). One of the shopkeepers sells a key that can open the cells of the town jail, suggesting that there is contraband being passed around on the black market, even in seemingly reputable businesses. Furthermore, in order to buy the key, you have to specifically ask for it, represented by picking a blank item on the shop menu. Another citizen alludes to this, so it seems the existence of this black market is a secret known to some select people that can be trusted with the knowledge. There may be a thriving thieves' guild in Wellgarth, and getting involved with the right people might open a new world of resources and opportunities.

Wednesday, July 23, 2025

Torlandic Topology

So this is probably the single nerdiest thing I've ever done.

The setting for The Saga of the Ortegids, extrapolating from the worldbuilding details we get in the first three Dragon Quest games, is a hollow planet, with Erdland (the world map of Dragon Quest III) on the outside, and Torland (that of Dragon Quest II, which includes that of I) on the inside. Thinking about how both 3 and 2 feature an area where you can obtain a leaf of the Worldtree, I began to ponder how exactly the maps would line up if modeled on a three-dimensional sphere.

So I got a free trial of SketchUp and did exactly that. Look under the cut for more.

Monday, July 21, 2025

The Southern Archipelago

At the tip of the southern continent in the overworld of
Dragon Quest II
 is a series of islands, several of which have interesting features. As someone whose gateway drug to fantasy was Greek mythology, and who lists The Odyssey as one of my major influences, it should come as no surprise that I like the concept of strange and enchanted islands with all matter of unusual encounters to be found. For The Saga of the Ortegids, I'd like to treat this region as something like that.

You could easily run a seafaring campaign going from island to island, encountering strange and unique phenomena on each. The islands detailed in the game are listed below.

I'd likely add a few more islands for a campaign of this sort, to give more material. Ideally, each island should have a distinct hook or gimmick, such as a tribe of locals with some peculiar culture or a unique and powerful monster. Here is a post with some ideas. Helpful hint: if you think of islands in this sort of campaign the way Star Trek writers think of planets, you're pretty much there.
Art by DylanvdLinde
  • Zahan: The easternmost of the islands, home to a village where all able-bodied men live as fishermen. They are often away at sea, leaving the village populated by their wives, children, and elders. There is also a wizard who lives here. His mansion is warded by traps, but he is in the possession of a loom that can be used to weave a robe from water, giving the wearer protection against fire.
  • The island directly west of Zahan has a shrine with a portal that links to the castle in Midenhall. This is one of a few teleportation shrines in the game, serving as a fast travel system.
  • The Shrine of Fire is located on an island to the northwest of Zahan. There are portals here that lead to shrines near Lianport, Beran, and Alefgard. These portal shrines are quite similar in function to the ancient Aliahanian ruins from Dragon Quest III, but it's unlikely that they were created by the Aliahanian Empire, as all those portals are restricted to Erdland. If the Aliahanians settled in Torland, you would think they would build at least one portal to there, given that the inner world is otherwise very difficult to access. It's possible, however, that these portals have been lost to time. Alternatively, there could have been a similar world-spanning empire in Torland that built portals to link their colonies, or they could have built by the Ortegid Empire under Aleph Wyrmbeorn, considering that one of these portals is in his capital.
  • On the island just east of the mainland, surrounded by mountains and desert (or perhaps, like Empress Castle, this should be interpreted to be a high mountain), there is a grove where a leaf of the Worldtree can be obtained. This can cure people of curses and ailments. I tried to line up the maps of Erdland and Torland, but if we assume that the Pit of Giaga is directly above Tantegel (as that's where it spits you out in DQ3), then this island would be beneath either Suland or Baharata, not the Worldforest, where a similar secret exists in 3. However, it's possible this leaf could come from an offshoot of the Worldtree's roots that extends further east.
Art by Einar Martinsen
  • Not shown on the map, but included for completion, is a mountainous island (or, again, another mountain) midway between the southern continent and Dirkandor. At low tide, the island is surrounded by shoals that make it inaccessible, but when the tide rises, ships can sail into a cave on the south shore. Note that in the game, you need to use a fragment of the moon to alter the tides - as Torland is the inside of a hollow world presumably with no moon, this may be the only way to affect the tides. This cave is the site of a hideout of the Children of Hargon, a cult devoted to Malroth, the god of chaos and destruction - they likely chose the location as it's difficult to access, thus making it hard for the authorities to track them here.

Friday, July 18, 2025

Friday Encounter: Drinking with Satyrs

This encounter could be used on the road, in the wilderness, or in a dungeon. If encountered outdoors, it works best at night. If the PCs come upon it weary after a day of traveling, they may be forced to weigh their options more.

The party should come across a campfire where three men are sitting around drinking heartily from wineskins, laughing and singing all the while. All of them are wearing hats and boots. As soon as they catch sight of the party, they introduce themselves as a group of merry wayfarers partaking in the joys of a life unburdened by oversight and authority, and invite the PCs to join them, citing that if they too choose to live life for themselves, they should be happy to celebrate likewise.

However, not all is as it seems. The three men are really satyrs in disguise, using their hats to cover their horns and boots to cover their hooves. Using Divine Sense or a similar ability will detect fey creatures at the campfire, and a successful DC 10 Perception check will note that they seem to be staggering around as though they aren't used to wearing shoes - though that could just from them being drunk. A result of 20 or more will also note that one of them seems to bleat like a goat when he laughs.

The three men do genuinely just want to enjoy living life on their own terms, and believe that all should follow their philosophy. They have no other ulterior motives besides inviting the PCs for a bit of fun, and they've disguised themselves as humans mainly because they thought it would be amusing. However, what they don't realize is that mortals aren't exactly equipped to handle the fey wine they drink.

If the PCs reject the satyrs' offer, their leader will be disappointed and attempt to persuade them to stay, but they will not force them or inconvenience them in any way if they don't comply. If they choose to join in, the satyrs will happily invite them to their campfire and pass them all wineskins. They will sing long into the night and rope the PCs into games - you could use the drinking contest mechanics I came up with for this previous encounter, or just roleplay everything. However, what's important is that the PCs should black out by the end of the night. No one can hope to outdrink a satyr, and the wine of the fair folk is a potent one indeed.

When the PCs come to, they should be in an unfamiliar location, with a pounding headache and no recollection of anything that happened for the rest of the night. The satyrs will not harm them in any way, as doing that would be a violation of hospitality, and all their belongings will be where they left them - they just know that something wild happened last night. The idea is to get the PCs lost in a creative way, and have them try to find their way back to where they were when they have no recollection of the route. You could also leave the PCs with clues to the sorts of insane antics they got into while drunk, which may provide hooks for future adventures (think The Hangover, or that one quest from Skyrim), but be advised that not all players enjoy having their characters do things outside of their control, so it's best to know your table for this part.

Wednesday, July 16, 2025

Dirkandor

The middle act of Dragon Quest II follows a structure much the same as its successor. After obtaining a ship, you have free reign of the map and must seek out a series of artifacts - five crests, in this case - in order to access the next area. Probably the simplest of these to obtain is the Moon Crest, which is located in the Kingdom of Dirkandor.

Dirkandor is a large island to the south of Lorasia. The only site of interest we see in-game is the capital city, which I am calling Osterfair after the name used for the location in the original English NES release. The dominant feature of Osterfair is its large colosseum, where the King has a box to observe the games. The game refers to this as both a colosseum and a castle, but there don't appear to be any living quarters or rooms besides the arena depicted. If we assume this design is merely a matter of gameplay convenience, the King's personal residence must be elsewhere, though it's possible that he has a palace connected to the arena, as several Roman emperors did with the Circus Maximus.

Art by Travis Lacey

A few towns in Dragon Quest III also feature arenas, but at the time of 2 they hadn't figured out how to make this system work. Instead of being able to bet on fights between computer-controlled NPCs, this colosseum is a scripted event in which the King has you fight a lion in order to prove that you're worthy of holding the Moon Crest. This is a pretty pulpy quest - heroes being forced to compete in gladiatorial combat is a staple of sword and sorcery adventure stories, so there are definitely opportunities to work this into a tabletop adventure. However, keep in mind that the heroes of DQ2 are princes, and other PCs without such high status might not have as much say in the matter when it comes to their bouts. A campaign could involve the PCs being captured (you need to be doing that more!) and sold as slaves to the colosseum of Osterfair, forcing them to fight for survival and freedom - or else plot an escape, or even a revolt!

We don't see much of Dirkandor beyond its capital, but there are some inferences that can be made from the geography. The island is surrounded by high cliffs and rocky shoals, and the only safe entrance is through a central bay. It's not exactly the most appealing location for trade, even with the lands of the former Ortegid Empire to the north. Considering the island's size, the kingdom probably grows enough of its own food to sustain itself. Combine this with the fact the people are bloodthirsty enough for their main claim to fame to be an arena, and I can see a martial culture taking hold in Dirkandor. The rough terrain and isolation could give rise to a spartan ethic where the people are used to relative scarcity, and this tempers their attitudes toward pursuing strength in battle and succeeding by exerting power over others in their way. The strong are the ones who can claim the resources for themselves.

In fact, I'd like to note that Dirkandor's terrain makes it very defensible. The harbor is the only reliable entrance, and even from there the route to the capital is blocked by mountains. If we assume that northeast Torland was once the domain of sea raiders, I can see Dirkandor being a natural citadel from which raids could be launched without fear of retribution. The first kings of Dirkandor were likely powerful jarls lucky enough to claim the territory as their own and exert their power from there. If they were used to a life of fighting and raiding, and if this was a mark of status for them, this could well explain where their martial culture came from.

Monday, July 14, 2025

Lianport

Much like how Portoga is where you get a ship in Dragon Quest III, significantly opening your venues for exploring the world, the city of Lianport plays a similar role in Dragon Quest II. This port town is located on the eastern coast of the southern continent of Torland, facing Alefgard, and with the northern continent not far from there. It's no surprise that a port would be established there - it's at a crossroads of Torland's three major land masses, with ready access to all three. For this reason, it's reasonable to believe that this region is a major trade center.

For The Saga of the Ortegids, I would hypothesize that Lianport is only one of a number of such cities along the coast. We just don't see the others due to the map being simplified for gameplay purposes. There is no king in Lianport and no capital cities nearby, so it's likely that Lianport is a free city-state; other cities in the area may well be as well. There may also be a few larger merchant republics in the area, or groups of allied cities similar to the Hanseatic League - which would certainly fit the northern European feel of Torland.

Due to its nature as an important mercantile center with access to sea trade, Lianport (and other cities like it) would likely be a cosmopolitan place, with merchants from across Torland passing through here. Indeed, we even see a soldier from Alefgard here. There are a number of advantages such a setting would offer a tabletop campaign. It could be an easy way to bring PCs of disparate backgrounds together, since no matter where they came from in the world, it wouldn't be hard to think of reasons for them to arrive in Lianport. It would also be a hotbed of rumors and quest hooks from so many disparate visitors. If ships are readily accessible here, it could serve as a hub for the party to explore locales throughout the map - tie this in with the previous point, and you have an easy setup for a globe-hopping campaign. Is it still a globe if it's on the inside of a hollow world?


Furthermore, with Lianport being a free port outside the authority of any king, it's easy to imagine how a criminal underbelly could form. It'd be a natural spot for smugglers to pass through without attracting attention, and even pirates might be able to evade the law here. For this reason, it could make for a good base of operations for a more roguish party - or, consequently, it could present its own dangers. The streets could be thronged with cutpurses, thugs, or even beastmen, where taking the wrong turn down an alley could get ugly fast. Add in a few competing criminal organizations, and you have factions the PCs could play off of or get involved in.

Art by Jihyun Kim

Also located to the south of Lianport are the Dragon's Horns, a set of two towers flanking a river. In the game, in order to reach Lianport, you must climb the tower to the south and jump from the top, using the Cloak of Winds from the Tower of Winds to glide across. It's mentioned that the two towers were once joined by a bridge, but this has been destroyed by the time of DQ2. Despite this, the people don't seem to be in any hurry to rebuild the bridge, and the towers are still manned by guards, implying that they're still being used as fortresses by the local authorities. Perhaps it's just easier to navigate by sea. Due to the distance from the city, I don't think the Dragon's Horns are controlled by Lianport itself; perhaps there's another city on the river, maybe at the foot of one or both of the towers, and the towers are there to protect its harbor. Strangely enough, there are monsters in the tower itself. Maybe the guards are in the process of fighting off an infestation? It is the obligatory dungeon where you fight a lot of rats.

Art by Marc Mons

Wednesday, July 9, 2025

The Ortegid Empire

At the end of Dragon Quest I, the hero (who, for the purposes of The Saga of the Ortegids, I've given the name Aleph Wyrmbeorn - if you know, you know) defeats the Dragonlord and marries Princess Gwaelin of Alefgard. The king gives him the option to stay and succeed him, but he instead chooses to sail across the sea and settle a new kingdom.

Dragon Quest II picks up generations later, where there are now three kingdoms where the royal families claim descent from Aleph, and by extension from the Ortegid Dynasty. Two of these kingdoms are named different things in Japanese and English, but I'm once again going to use the Japanese names for the kingdoms and the English names for their capitals, as they sound more like city names. Ergo, the northeastern corner of Torland is home to the Kingdom of Lorasia and the Kingdom of Samartoria, with the northern continent being split roughly evenly between them; the Kingdom of Moonbrooke is across a strait to the south, occupying a considerable part of the southern continent.

It's mentioned in the instruction manual that Samartoria and Moonbrooke split off from Lorasia after the first king, on his deathbed, divided his land between his three children. That's a backstory I'd like to keep. But it does imply that Aleph was a very successful king, conquering nearly half of Torland (if you've played DQ1, you'll know that this is particularly funny) and ruling it as one. The three kingdoms, then, are successor states of a short-lived Ortegid Empire.

This is quite similar to the history of the Carolignan Empire, which was briefly a major power in Europe before falling into chaos after being divided between Charlemagne's three sons. It seems reasonable to believe that something similar could have happened in this case. A campaign set in the immediate fallout of Aleph's death could be placed against a backdrop of unrest and civil war, with border disputes and factions squabbling to take control of all three kingdoms. This would give the PCs plenty of options in terms of who they'd want to ally with, or if they wanted to get in on the action in carving out a domain for themselves too.

Another time period I think could be interesting to explore would be what the region looked like before Aleph became king. The fact that he specifically chose it as an unconquered territory has implications to me. In all likelihood, his empire was the first large-scale state in the area, and he may have waged a campaign to unify disparate lands under his banner. The fact that he was able to conquer such a large swathe of territory in one reign is certainly in keeping with the feats of legendary heroes, but if he was mainly fighting (and/or allying with) smaller tribes and jarls, especially with the backing of Alefgard on his side, this would be an easier task.

Art by Peter Jackson
(Still not that one)
I've mentioned before that Dragon Quest in general and Torland in particular makes use of Norse themes. You've probably been asking this whole time "where are all the Vikings." Well, here's your answer. In my personal interpretation of the series' lore, northeast Torland was inhabited primarily by seafaring barbarians and raiders before being unified by Aleph's conquests. Samartoria, in particular, has a long coastline with easy access to Alefgard and the southern continent, which would make sea raids quite strategic. A campaign set in Torland before the events of DQ1 could definitely make use of Norse history and mythology for inspiration.

Given the shared history, Lorasia, Samartoria, and Moonbrooke are likely culturally similar. If I was to differentiate them, I'd portray Lorasians as Danes, Samartorians as Norwegians, and Moonbrookers as Swedes, in order to call back to the Norse inspiration.

Notable Locations in Lorasia:
  • Midenhall: The capital. There is a portal located in the castle that links to the island of Zahan, which may indicate a previous alliance, or perhaps the castle is built on ruins that once housed a network similar to that of Old Aliahan.
  • Leftwyne: A town located on the border between Lorasia and Samartoria. Likely a strategic chokepoint, a trading post, or both.
  • An oracle lives on an island in the northeast bay.
Notable Locations in Samartoria:
  • Cannock: The capital.
  • The Spring of Bravery: An underground wellspring located northeast of Cannock, guarded by a hermit. It is a sacred location that travelers go to purify themselves in before making a journey.
  • An abandoned silver mine on an island in a lake to the west.
Notable Locations in Moonbrooke:
  • Moonbrooke: The eponymous capital. Was destroyed by forces from Rhone, which kicks off the events of DQ2.
  • Hamlin: A city located on the river northeast of Moonbrooke. Likely an important port due to its sea access. Holds a lottery.
  • The Tower of Winds: A ruined tower in the southeastern mountains. A cloak that allows the wearer to glide and survive long falls can be found here.

Friday, July 4, 2025

Friday Encounter: Powder Keg

Here's another encounter designed to give the PCs access to a potentially powerful strategic asset, but one that presents plenty of dangers too. It would make the most sense on a road, and should ideally be used in an area with a developed military. If you're using it, you should do so in a setting that has developed gunpowder or similar technologies.

While on the road, the PCs come upon an abandoned cart on the side of the road, carrying a large barrel filled with a fine black dust with a strong sulfurous odor. A DC 10 Arcana or Nature check will determine that the barrel is full of gunpowder; a character who has served in a military setting in which gunpowder weapons were used will know this automatically. The barrel was being transported to a military camp to refuel their cannon, but was lost along the way, and now sits unclaimed. If you're concerned that the players might think the army will return to the barrel in the immediate future, you can put some skeletons dressed in armor around the cart, making it clear that whoever was guarding it have long been slain.

The idea here is to leave the PCs with a large explosive device on their hands - a setup ripe for mayhem, as many a DM would know. There are many situations an adventurer might get into where having access to an improvised bomb is an appealing thought. However, there are a number of logistical difficulties to this as well. The barrel weighs 80 pounds and must be transported by a horse or other Large-sized creature, or by two Medium-sized creatures pulling the cart. It's also quite cumbersome and may be hard to get through narrow passages, though enterprising players might see potential in rolling it down hallways, ramps, or staircases.

If a fuse is attached to the barrel and lit, it will explode in one round. Any creature in a 20-foot radius of the barrel must make a DC 12 Dexterity saving throw or take 8d8 fire damage, taking half damage on a failed save. The explosion could also be used to blast through rocks, potentially bypassing obstacles or creating an avalanche.

Alternatively, this much gunpowder would draw a substantial price at any marketplace. The barrel can be sold for 3000 GP, or 5000 GP to a particularly invested buyer, such as an alchemist or a rival commander (be they a bandit or a leader of another army). However, if the PCs go around toting a large barrel of gunpowder everywhere, they may attract suspicion, and the army that owned it in the first place may want it back. If the PCs sold it to a rival power, that might land them in even bigger trouble. And if something could kill even an army detachment with a barrel of gunpowder on their hands, that could pose a problem if it's still in the area...

Thursday, July 3, 2025

Charlock

In Dragon Quest I, the castle of Charlock is the final dungeon in the game, and the site of the final battle with the Dragonlord. It reprises this role in Dragon Quest III, with Zoma filling in for the role of final boss. It plays a different role in Dragon Quest II, but we'll get to that later.

Charlock Castle is on a small island at the very center of Alefgard, occupying the continent's central bay. Notably, it's directly across from Tantegel - you can see it on the map as soon as you leave the starting location, but it's inaccessible until much later, and much of the first game revolves around creating a passage to the island.

I don't think Charlock is actually a part of Alefgard, so much as it's located in the immediate vicinity of it. At least, for The Saga of the Ortegids, I would portray it as an independent kingdom in Torland. Although the Dragonlord is the final boss and central antagonist of I, his grandson appears in II, still apparently in charge of Charlock, and this time as an ally. His role is small, all things considered - he really just gives you information needed to complete a late-game quest - but he even declares the party to be friends if visited after defeating Malroth. And the fact that he's there at all is, in my opinion, a clue toward Charlock's true nature.

You would think that, if the Dragonlord was some rogue entity acting within Alefgardic jurisdiction, his descendants would not be allowed to operate the same position so openly, and not with the kingdom turning a blind eye to it. This only makes sense if we assume that Charlock is a sovereign state, and the Dragonlords are its rulers. They had opposed Alefgard at one point in time, but later forged an alliance with them and/or the three Ortegid kingdoms, perhaps out of necessity with the Children of Hargon proving to be a bigger threat.

Art by JamesRPGArt

This interpretation is actually pretty internally consistent with what we see in the games. Neither character is given a name beyond "Dragonlord," which is likely the title of the ruler of Charlock. They use the same sprites, would could be a sign that they use the same royal regalia for their position. Furthermore, the first Dragonlord is implied to be the son of the Queen of Dragons from III, which positions him as being part of a draconic royal bloodline. As I stated before, that also explains his motivation for stealing the Sphere of Light from Tantegel, because that item was originally owned by his mother, and is likely a sacred treasure of the draconic royal house. If we further pull at the strings of the Dragon Queen claiming to be a "messenger of the gods" who lives close to the heavens, the Dragonlord may well be a direct descendant of Gaius, the god of dragonkind, and would have reason to covet the Sphere if it was forged by Gaius himself. If he was born in Erdland, him retrieving the Sphere may also be a way to legitimize his rule to the dragons of Torland.

I would go as far as to say that Charlock was probably run by a different lineage of dragons at the time of DQ3. I don't think Zoma would've always been there, at least not going based on the logic I've already created for this setting. In my opinion, the power and authority Zoma displays in being able to overthrow a goddess makes the most sense if he is himself a god, and the Erdrick Trilogy shows that gods can be summoned to the mortal realm. Perhaps Zoma is in Charlock because he was summoned by the reigning Dragonlord at the time, who may have been a worshiper of his cult.

In fact, one of the bosses fought directly before Zoma is the "King Hydra." There's no real sense of significance alloted to this creature besides the name, but consider that that name combines a reptilian monster and a noble title. Where have we seen that before? I'm almost certainly overthinking this, but it makes a surprising amount of sense.

Art by Gustavo Cabral
Anyway, on to the gameable stuff. Befitting its status as the final location of the original game, Charlock's terrain is quite foreboding, consisting mainly of mountains. Uniquely, the castle itself is placed atop a series of tall cliffs, which use unique graphical assets not seen elsewhere on the map - I'd posit that it's built on the tallest mountain in the Alefgard area, if not all of Torland, which draws further parallels to the Kingdom of Dragons. Unlike the Kingdom of Dragons, though, I don't see such an inhospitable land sustaining a large population of humanoids. The bulk of Charlock's population is likely made up of dragons and their kin, like Dragovians.

It could be a place to go to battle monsters, but we also see that the draconic rulers are capable of diplomacy and maintaining friendly relations with outsiders. Negotiating an alliance with the dragons could provide a valuable asset. Further, the fact that the ruling dynasty is a foreign one could well breed tensions with native-born dragon houses. And who knows if they would approve of the ruler's decision to ally with humans...