Friday, September 5, 2025
Friday Encounter: Star Metal
Wednesday, September 3, 2025
Saga of the Ortegids: Eras of Adventure
Wednesday, August 27, 2025
Zenithia
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Art by Nottsuo |
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Art by Gustavo Cabral |
Tuesday, August 19, 2025
Torland Maps
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Click here to enlarge |
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Click here to enlarge |
Monday, August 11, 2025
Rhone
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
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Art by John Hodgson |
Monday, August 4, 2025
Tuhn
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Art by Scott Pelico |
Friday, August 1, 2025
Friday Encounter: Tithe Collection
Wednesday, July 30, 2025
Wellgarth
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
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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.
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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.