Community Adventures
World of Dragons
World
Magic in Andora is a gift from many gods, yet two loom largest: the radiant brother of Light and his twin sister, the veiled goddess of Darkness. Their rivalry forged ages and whispers in every hall. Two continents hold mortal fate. Velaryn is civilized: spires, sky kingdoms of the avianfolk, majestic empires, river-cities and deep halls where humans, elves, dwarves, sea-folk, avar (avianfolk), deepborn and more, share trade and tunnels. Nocth is the Continent of Eternal Night: a land of perpetual dusk where followers of the goddess of Darkness retreated after the Great War of the Gods millennia ago, nursing old wounds and plotting. Dragon riders rule kingdoms; bonding a dragon confers instant nobility. Each realm hosts a Dragon Academy where aspirants take the Aptitude Test; few pass the dragon-song that reveals true affinity. Dragons are myriad: Stormmantles that crack thunder, Voidwings that swallow light, Ironjaws with plated maws, Sunpiercers that flare like spears, Frostwights of living glacier, Ashwylds wreathed in embers, Dirge Drakes whose roars corrode steel, Nightstalkers, silent predators of shadow, Glassmaws with crystalline teeth; bites chip reality, Mossbacks, walking groves of the forest, and more. Other magic - elemental, rune-arcane, blood-forge, mindweave, spellblade, and more - shapes daily life; guild academies teach, trade influence, and scheme. A rider's bond is law: swear to guard your kingdom, or be deemed unworthy and cast into the mapless wastes.
Story
Andora's peace is brittle. Kingdom courts trade gold for secrets, dragon banners hide daggers, and academies of standard magic run quiet campaigns of influence. The followers of Nocth fester beyond the mists: shadow cults, unholy dragon riders and their void-forged wyrms test borders with raids. Spy rifts open between crown and academy; nobles buy dragon blood, merchants peddle arcane relics, and rumor fans old grievances. You may be any race or class: a tunnel-born scout from Velaryn, a frost-singer from the polar holds, an untested apprentice at a city academy, a ranger from the wilds, a warrior or a thief who dreams of a saddle and a crown, and more. Choices shape fate. Join a Dragon Academy and pass the Aptitude to bond with a dragon and claim nobility; master other magics in guild halls; become an Apostle of Light and wield divine power; or fall to Night and rise as a lieutenant of the goddess. Become a champion who defends a kingdom, a rebel who topples a regime, a lone ruin-robber who reads old glyphs and loots dungeons for godly artefacts, a dragonknight in service to holy or dark orders, a wyrmblade who wields draconic might in battle, a beastmaster, necromantic nightborn or shadow Apostle, or even an adventuring monster hunter, and more. When the drums of the gods beat once more, kingdoms will choose—steel, spell, or shadow. Your story begins at an Academy gate, wastelands, a smoky tavern, or atop a sleeping wyrm. Decide, and let Andora remember your name.
Disclaimer: The monsters contained within this compendium are the result of generative AI processes, created without specific intent or design towards any existing intellectual property. Any resemblance to characters, creatures, or entities from Dungeons & Dragons (D&D), Pathfinder, Warhammer, and other RPGs (such as Star Wars RPG, Cyberpunk 2020, Shadowrun, Call of Cthulhu, World of Darkness), tabletop games, video games, literature, or any other media is entirely coincidental and unintended. This compendium is not affiliated with, endorsed, sponsored, or specifically approved by any company or publisher. Our aim is to explore the creative possibilities of AI and to provide unique and imaginative monsters for entertainment and inspiration.
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