Dragon Realm
Capital
Drakkenhold
Government
Council of Scales
Ruler
Tyraexis (Bronze)
Elite Forces
Dragon Riders
The Draconic Dominion is the seat of draconic power in Asphodel — a majestic nation on Terathia governed by the Council of Scales, a body of elder dragons and high-ranking drakhari led by High Dragonlord Tyraexis, an ancient bronze dragon. The hierarchy places dragons at the apex, followed by drakhari and half-dragons, with kobold populations in supportive roles.
Dragon riders form the most feared aerial forces on the continent. Drakhari legions serve as ground troops. Kobold engineers maintain the fortifications and siege weapons that make the mineral-rich mountain homeland nearly impregnable. Deep reverence for draconic heritage and ancient lore permeates every aspect of culture, from the sacred citadel of Drakkenhold to the volcanic training grounds of the Searing Crags.
The capital, built around a magnificent citadel crowning Mount Fyrion in the Dragonspine Mountains. Both palace and temple, the citadel is where the Council of Scales convenes. Below, mineral-rich valleys overflow with industry, sustaining the vast population of drakhari, kobolds, and allied races.
The realm's heart — jagged peaks rich in every precious metal and stone. Ancient draconic lore repositories are carved into the deepest caverns. The mountains themselves serve as natural fortification, making the Dominion nearly impregnable.
Volcanic badlands where fire drakes and drakhari warriors train in the most extreme conditions. The crags' geothermal energy powers forges that produce weapons of extraordinary quality.
Fertile lowlands where draconic civilisation intersects with the natural world. Green and copper drakhari communities maintain these territories, balancing military readiness with agricultural production.
Eastern maritime frontier where the drakhari fleet maintains naval dominion. Coastal strongholds defend against piracy and foreign incursion while facilitating trade with distant nations.
High Dragonlord Tyraexis summons outsiders to investigate something disturbing in the deepest lore repositories — records that contradict the Dominion's origin story, suggesting dragons were not always the rulers of this land but conquered it from something that may still be imprisoned below.
A dragon rider patrol encounters an unknown aerial threat in the Frostpeak Mountains — something that fights like a dragon but isn't one. The Council of Scales mobilises, but the investigation reveals the threat may come from within the Dominion itself.
Kobold populations in the mineral valleys are organising in ways the drakhari have never seen — forming councils, demanding representation, and refusing certain mining assignments. The social hierarchy that defines the Dominion begins to crack.
A diplomatic crisis erupts when an Alabastrian Empire expedition enters Dominion airspace without permission, claiming to pursue a Nagarin artefact. The artefact in question may be one the dragons have been guarding for millennia.
An ancient dragon in self-imposed exile returns to Drakkenhold bearing warnings of a threat she claims to have witnessed in the deep places of the world — something stirring that the God Wars were supposed to have destroyed.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement