![]() |
Art by Tommy McDaniel |
![]() |
Art by Monica Coleman |
![]() |
Art by Tommy McDaniel |
![]() |
Art by Monica Coleman |
First of these is actually named in-game as Gondo, and appears to comprise much of the eastern half of the continent. Gondo seems to be a rather inhospitable region, and NPCs warn you of its dangers. They're probably referring to the high-level enemies there, but even looking at the map, we can see that it'd be a place of great danger even if we leave game mechanics out of the equation. It's enclosed by high mountains and contains numerous volcanoes and caves, including the Pit of Giaga, which connects Erdland and Torland. However, what's most notable is that Gondo's castle is the residence of Baramos, the principle villain of the first two thirds of the game.
Clearly, then, we're dealing with the local equivalent of Mordor - a place of death and desolation, with craggy peaks, searing lava floes, and vast poisonous swamps, all ruled over by a malevolent overlord. However, it seems that Gondo wasn't always this way. There are guards stationed at the Pit of Giaga, and the castle has a second throne room where a skeleton is seated on the throne, evidently the original occupant. It seems, then, that Gondo was once a human kingdom, but was overthrown and conquered by Baramos.
This might seem incongruous with the terrain, but there's actually solid reasons to believe humans could thrive here. Volcanic soil is very fertile, and there's enough forests in the area to suggest that it isn't all a barren wasteland. As any Tolkien fanboy could tell you, the wastes we're familiar with are limited to the Plateau of Gorgoroth, and other regions of Mordor are quite fertile and capable of growing crops. Gondo is likely similar. Considering that the Pit of Giaga is noted as a place that monsters crawl from, it makes sense that the inhabitants would want to establish a garrison against any dangers, and this may have informed state-building in the name of assuring order. The people of Gondo were likely a grim and militaristic sort, tasked with constant vigilance in ensuring the beasts of Torland did not threaten them or the outside world.
A further note on Baramos, he's described by some NPCs as a "demon lord." This is a recurring theme in Japanese fantasy settings - often times you'll see a "demon king" that threatens the civilized world, dwelling on the physical plane, and sometimes commanding all monsters in the world as his foot soldiers. They're usually responsible for all misfortune that faces humankind. This is a stock character that seems to be directly based on the final bosses of the Dragon Quest games. Their armies consist of disparate monsters to cover the various enemy types you'd face in a video game, and they're the source of all conflict because once you've defeated them, the game is over. Most Dragon Quest-inspired stories take these tropes and run with them. I've seen more than one in which this idea was portrayed as a metaphysically mandated cyclical system, with demon kings rising to prominence and being stricken down every era as a means to keep the forces of good and evil in a constant balance.
However, The Saga of the Ortegids does not shackle its worldbuilding to game mechanics - and for what it's worth, Baramos doesn't really come across as an existential threat. Most NPCs seem more concerned about their more immediate problems, and the king in Aliahan even notes that most people aren't even aware that he exists. In my personal experience, your quest to defeat him always seemed more like it was grounded in vengeance - your father previously set out to stop him, but never returned. Maybe it was just me coming at this from a mindset of D&D, but as a kid, I never got the impression that every single monster you fight was directly affiliated with Baramos. They feel more like random encounters that come across you by chance; NPCs certainly don't act like they're an invading force. From what I understand, the idea that every enemy is working for Baramos is made more explicit in lore that was only published in Japan. But this project is specifically based on early western marketing of the series, and if western players had no access to this information, it doesn't apply for our purposes.
Thus, I'm interpreting Baramos as a Drokkar sorcerer-king who conquered Gondo and now rules over it. He's undoubtedly a powerful one, and may well have his eyes set on further conquests, but his domain doesn't extend beyond the Southlands. There are monsters elsewhere in the world, and some are powerful indeed, but they are not all the same class of being, and only those in his castle can be assumed to be his servants.
Anyway, all that aside, the western half of the Southlands doesn't seem to be under Baramos's sway. There's one village, Tedanki, located in the southern hills. The village is ruined and lifeless during the day, but is inhabited by ghosts at night, who don't seem to realize that they're dead and laugh the prospect off. They claim to be suffering attacks by monsters, but believe the town's guard has them handled. Aside from that, there's a temple further up the western coast that was established for the benefit of sailors, but has lost contact with Tedanki.
We don't see any castles or kings in this region, but the people of Tedanki must have been well-traveled and with access to sophisticated infrastructure if they were known at the temple up the coast. I feel it's likely that there are other kingdoms in the western Southlands, but we never visit their capitals. Most likely, these are smaller petty kingdoms if Tedanki could be wiped out without support or retaliation.
I might sound like I'm contradicting myself, but the fact that Tedanki sits on the edge of Gondo makes me suspect that it was in fact wiped out by Baramos's forces. Perhaps the sorcerer-king is exerting his authority and demanding fealty from the surrounding kingdoms, and Tedanki was destroyed as a warning when it did not comply with his demands. Baramos clearly isn't a pressing enough threat for the temple to be worried about him, but he might be more concerned with his direct borders. In any case, the history of the various African kingdoms during the Middle Ages is an interesting and underappreciated one, and would be ripe for inspiration here. Some of them even have mythologized histories involving evil sorceror-kings!
Leiamland doesn't give us a lot to work with, but I think there's definitely something there for The Saga of the Ortegids. Most of the island is covered by ice, with the one feature being a temple taking the form of a giant tower, at the top of which is kept the God-Bird's egg. The only inhabitants of Leiamland seem to be two priestesses who stand as guardians and tend to the egg, and the island seems too inhospitable to support any major settlements.
![]() |
Art by Alayna Danner |
I think it's more likely that the priestesses are themselves immortal god-like beings - handmaidens of the God-Bird, and tasked with safeguarding her cycle of death and rebirth in the mortal world. We do see earthbound but divine beings elsewhere in the same game, like Aurhea, who appears to be the spirit of a particular lake. It would explain why the priestesses can survive in such an isolated, inhospitable environment, and why they would have such a close connection to a god incarnate, something that goes even beyond what we see at other temples, where the gods are more distant and metaphysical.
The orb ritual is not the only time we see gods being summoned into the physical world in the Erdrick Trilogy, and I think that's quite relevant. It seems that this is a setting that has particular rules about how gods work - even if they do not ordinarily exist on the same plane as mortals, there are rituals that can give them physical bodies that can be directly interacted with. This is pretty consistent throughout the first three games of the series, and for my purposes with the project, the similarities between the numerous instances we see will not be treated as a coincidence.The existence of Leiamland presents some interesting implications for worldbuilding - through it, we can posit that there is a class of lesser gods native to the mortal realm, and another class of divine beings that must be summoned. But I think there's other things such a location could add to a campaign, too. Certainly one could lift the questline from DQ3 wholesale and have the PCs collect artifacts needed for the ritual because they need to ride the God-Bird to an otherwise inaccessible destination.
But it could be just as compelling to have the party tasked with stealing Ramia's egg. It'd make for an interesting heist scenario - they'd have to prepare for a journey to the remote island, braving the elements just to reach the temple in the first place, and then find a way to get past the immortal guardians tirelessly watching over the egg. It's entirely possible that the temple is located in Leiamland because the icy wastes would deter anyone seeking to claim the sacred egg for their own purposes.Going off this idea, you could expand the temple into a dungeon if you wanted to. There's precedent for this - the Game Boy version of DQ3 added a post-game dungeon underneath Leiamland, inhabited by a sleeping golden dragon guarding a holy sword that can call lightning. The first floor of this dungeon is even shaped like the phoenix icon used to represent Ramia, so it seems like the place is connected to her cult. It's one of the largest in the game (and features some of the best spritework on the Game Boy Color), and could well be used as the basis for a megadungeon.
The obvious question for the worldbuilder in me is why the settlement on Luzami exists. The fact that there's a shop there at all implies that it was connected to the outside world at some point, but for one reason or another was cut off and lost contact. Alternatively, it might just be that the shop simply doesn't offer anything of value to an adventurer. It might be something more like a grain storehouse. Luzami doesn't seem to be big enough to house more than one settlement of any considerable size, even if we assume that the map is simplified for gameplay purposes, so it seems unlikely that the village would encounter outsiders enough for trade to be viable. I'd figure that the people there likely rely on barter - perhaps the reason they don't have anything to sell you is because they don't have any use for gold.
![]() |
Art by Alayna Danner |
It's possible that Luzami was settled as a colony by some other power - Aliahan would probably make the most sense, given its proxmity to the northwest - but was abandoned for being too far-flung and offering little in the way of strategic advantages. It's also possible that Luzami exists as a penal colony, with the inhabitants being exiles or the descendants thereof - a place where various kingdoms sent their outcasts. We do know that the astronomer found his way to the island that way, but for the others, it's harder to say. Still, there could be some interesting opportunities for adventures if we assume the island is a place where people are exiled to. The PCs could be shipped off to Luzami if they run afoul of a powerful ruler, or perhaps they're after someone who knows something important, but they've been exiled to Luzami - and given the isolation of the island (it seems like it'd be too small to show up on most maps), tracking them down might be easier said than done.
I, personally, am drawn to the fact that there's a prophet living on Luzami. He appears to be the oldest resident - this is likely due to the game reusing sprites; there's a lot of old hermits throughout the game. But if we assume he's been there longer than anyone else, it's possible that the village grew around him. Maybe he's an oracle sought after by those who know where to look, who seek guidance from his glimpses of the future. That would give the PCs another reason to go to Luzami, if they hear rumors of an oracle and believe his foresight would be helpful to their purposes. I like to scatter NPCs that might provide a unique service to the party here and there in my maps, and this man could easily be made into one of them. Of course, you could just as easily use Luzami as is - just an island thrown somewhere in the map, waiting for the PCs to stumble upon it in their travels.Unlike Romalia, the temple where the portal to Manoza dumps you out at is actually in working order, staffed by a priest. Said priest knows rumors about the king, so we can assume that this temple is a subject of Samanao. This provides us with some interesting implications if we take it literally. While other Aliahanian portals are located in bygone ruins, it seems that Manoza has made efforts to preserve its portal system. Given the kingdom's rugged terrain and difficult natural boundaries, and the fact that its closest neighbors are barbarians and pirates, it might rely on these portals for trade with the outside world. The temple connecting Manoza with the rest of Erdland might be a strategic trade artery. For The Saga of the Ortegids, I'd probably place a town around this temple, as it would likely be an important market center. I'd also put some trade routes through the mountains, but these would be difficult to navigate, fraught with danger from bandits, wild beasts, and the elements. Most Manozan merchants, then, would prefer to use portals for easier access to places like Romaly, Ashalam, or Portoga, saving them a lengthy voyage to get to trading partners wealthier than their neighbors.
In general, the eastern part of Manoza would be most conducive to settlement - it's mostly plains. To the west, around Samanao, the terrain is more rugged, with hills, dense forests, and swamps. Perhaps the capital is built on the site of an ancient Aliahanian city, the surroundings of which have been long reclaimed by nature (incidentally, providing any DMs plenty of liberty to drop in lost ruins buried deep in the jungle). The settlements to the east would be more recent constructions, established by vassals of the capital who migrated to more hospitable regions over time. This would influence the culture of Manoza in a few ways. Due to their distance from the capital, the eastern cities might enjoy a degree of autonomy - and the fact that they provide Samanao with access to the outside world would mean the nobles of the capital would want to keep their favor, likely relaxing their grip over them.
![]() |
Art by Geoff Taylor |
This ties in nicely with how Samanao's quest plays out in Dragon Quest III. The kingdom has been usurped by a troll using a magical staff to disguise himself as the king, imprisoning the real ruler and exerting his will over the city as a tyrant. He's imprisoned and executed people for speaking out against him, abuses his servants on a whim, and banished the kingdom's greatest warrior, Simon, to the Shrine of Shackles so that he might not oppose him. You could play this as something of a police state, with the people taking the role of prisoners trapped inside the walls of the capital.
The real-world inspiration for Manoza is less obvious than most places in the game. The more recent translations give the NPCs there Portuguese names ("Simon" becomes "Simao," for instance), because as we all know, Brazil is the only country in South America. However, looking at the map, the capital would appear to be closer to Peru, and the mountainous geography is more reminiscent of the Andes. Coupled with the plot here, I'm convinced that Manoza is actually a reference to Spain's South American colonies at the time of Simon Bolivar's rebellion. That is a deep cut - it's an era that isn't often referenced in Anglophone pop culture, let alone Japanese. But it speaks to how well-versed in history DQ3's developers were, and it's a bit disappointing that such a cool reference was completely lost in translation.
All that being said, the early nineteenth century is stretching the limits of a medieval fantasy world a fair bit, even going under the assumption of the History's Greatest Hits setting that is Erdland. I probably wouldn't use the aesthetics of the era - Romans might not look too out of place next to knights, but Bolivar's armies certainly would. Luckily, the image of a decadent fortress-city ruled by a tyrannical overlord, built on the ruins of a bygone empire in the midst of a vast and inhospitable jungle, just oozes sword-and-sorcery flavor, and fits right in with the Eastern Continent drawing more on the pulps than history. In a sword-and-sorcery setting, Samanao might look something like Lankhmar or the City-State of the Invincible Overlord, even if it's nominally the capital of a much more expansive realm than either of those.
![]() |
Art by Wanxing Wang |
![]() |
Art by Peter Jackson (Not that one) |
Background
Sir Ascanio di Tolceda and Sir Michal Klerke are two knights who have long been friendly rivals, with a long history of comparing their heroic exploits and seeking to one-up each other at every turn. Both of them believe in the virtues of knightly valor, and hold that glory in battle is one of the finest pursuits a knight can aim for. To that end, they are firm believers in the tradition of pas d'armes, and they and their followers have been engaged in many a duel before. This time, however, the two knights have arranged a contest far beyond anything they've pulled off yet.
The two knights and their retinues have come to a well-traveled bridge and determined that it shall be the site of a grand tournament. No knight may leave until everyone on each side has fought everyone else in a joust; only then will one be able to determine their men are the greater. All the knights are stoked with the fires of competition, and no one dares to disappoint their liege. They are determined to keep to the tournament and see it out to the end, and will not move from the bridge until it is over.
The problem is, both rivals have shown up with a great host of knights, and the tournament has already raged for several days, with no sign of slowing down. And there are plenty of travelers looking to cross the bridge, only to be held up by the dueling knights. The people are growing restless...
The Encounter
This encounter should be used while the PCs are traveling on a major route that gets a lot of traffic, such as an important trade or pilgrimage route. As they approach a bridge, they notice that the path is backed up with a considerable number of travelers and carts - and they look frustrated and listless. The side of the road is lined with vividly-colored pavillions, where men are polishing their armor and squires can be seen tending to horses. Up ahead on the bridge itself, two knights in full armor are charging at one another along the length of the bridge, lances drawn, while their associated retinues and companions cheer from the sidelines.
If the PCs speak to the travelers, they will relate that the knights have been jousting for the last three days, and this has slowed traffic over the bridge. Some of the travelers have been waiting for hours to cross, but every time one knight is unhorsed, another joust begins. They've tried speaking to the knights, but none of the travelers are of noble class, and the knights won't listen to them, feeling they have no understanding of the demands of chivalry. The travelers request the help of the PCs - maybe they stand a better chance of getting through to them, especially if there are fellow knights among them.
The knights insist that their tournament is a matter of great importance, and they are not willing to put it on hold for anyone, nor are they willing to leave the bridge and admit their cowardice. Besides, they've already set up an extensive camp and it would be a lot of work to move it. If the party tries to ask the knights to leave, they will only hear a PC out if they are themselves a knight or noble, and even then, they had best have a persuasive (or deceptive) enough argument. However, if presented with direct orders from a noble of higher rank (such as a count, duke, or king), they will defer to authority.
The PCs might have better luck if they try to meet the knights on their own terms. If asked, they will be led to Ascanio and Michal, who are serving as judges for the tournament and overseeing the bouts. The two knights will gladly allow the PCs to join the tournament, and will provide armor, lances, and horses for anyone who does not have any of their own, but expect them to be returned at the end of the tournament. The two knights will both encourage the PCs to join their respective team, attempting to win them over with grand accounts of their heroic deeds. Even though they are rivals, they respect each other as knights and will not dare to besmirch each others' honor. They just insist that they are clearly the superior knight to support.
To make things more interesting for the players, both knights are in the possession of a magical artifact that they are willing to surrender to anyone who can best them in a joust. Sir Ascanio has a lance that grants Advantage on all attack and damage rolls as long as the attack is made from atop a horse or other steed, while Sir Michal has a helmet that grants the effect of a set of eyes of the eagle when worn. You may also want to have one or both knights be in the service of noble houses or other factions in your campaign - siding with one or the other may impact a PC's standing with those factions.
You can potentially stretch this encounter out into an entire "tournament arc," with the PCs facing off against multiple opponents. Some of these opponents could be knights they have previously encountered in the campaign or have preexisting relationships with. Furthermore, the PCs might face off against knights in the tournament that could become recurring rivals later down the line. If you want an encounter that you can resolve quickly, though, you can simply have the PCs challenge one of the rival knights directly, and he will agree to withdraw from the bridge if he is bested in a joust. All competitors can be assumed to have the stats of a knight, and use warhorses as mounts.
Several people have written jousting rules for 5e, so feel free to use whatever system works best for your table here. I was going to list a set of my own, but in researching the subject, these rules are pretty close to what I would use anyway, so I'm just going to leave them here.
Alternatively, the PCs could try looking for an alternative route around the bridge. This route, however, may prove to be a deadly and treacherous one, and the travelers may want to come along too to scope it out. This could turn into an escort mission for the PCs.
![]() |
Art by William Stout |