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.

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