The World
A map of places to walk into with your dragon. Chat with whoever is there. The places:
-
The Hollow
— A fire that is nobody's. Tap a tile to walk, and whoever else is here will see you do it.
-
The Warm Springs
— Water warmed by the rock it rises through. Slip in; whoever else is soaking will see you arrive.
-
The Overlook
— The world from above it. The wind does most of the talking, and the fire disagrees.
-
The Shore
— Where the wood runs out of land. Cold water, a warm fire, and driftwood that remembers being taller.
-
The Sky Lift
— A timber lift at the foot of a great mast. Step into the cage and ride the open sky.
-
The Terrarium
— A garden under one great glass. The weather never gets in, and whoever else is walking the green will see you arrive.
-
The Great Forest of Mercer
— An old forest and a fire that was never lit. Tap a tile to walk, and whoever else is here will see you arrive.
-
The Arena
— A sanded ring. Your dragon fights; you call the moves. Spar with whoever is here, or climb the ladder.
-
The Sunken Warren
— Cold caves under the ridge. Walk up to a wild dragon to fight it. Beat them all and the boss rises.
-
Thornback Ridge
— Wind and scrub. Wild dragons stand about the ridge; Bramblejaw holds the crest.
-
Ashfall Gullies
— Hot ground and old kilns. Kilnmother waits at the far end for anyone who clears the way.
-
The Frostmoor
— Snow country past the Wolfhold. Wild dragons stand about the moor; Old Winter lies under the cairn.
-
The Elder Stand
— The oldest trees in Mercer's wood, and what was under them before the fire. The Eldest waits at the heart.
-
The Highwall
— A red fortress city on the headland. Three wards climb to a keep that has never been taken.
-
The Wolfhold
— A grey castle in the snow. A great yard, a godswood with a hot pool, and a Great Hall. The snow does not stop.
-
Lairhalla
— The capital, where every road ends. Twenty wards inside one wall: the Great Market, a fairground, the Old Town, a cathedral and the Citadel.
-
The Library
— The colleges' reading room. Tap a shelf and the books come down.
-
The Cathedral of the First Flame
— The nave behind the great door: two rows of piers, pews, and the First Flame burning at the far end. Light a candle, read the Founder's stone, listen at the crypt stair.
-
The Thieves' Guild
— The Thieves' Guild, called the Lamplighters by day. Nan Quickset runs it. Join to learn to find things, go unnoticed, and work in the dark.
-
The Wardens' Hatchery
— The dragons' guild. Aud Ferrow runs it and judges your dragon, not you. Join to be ranked on how well you raise it.
-
The Wayfarers' Map Room
— The travellers' guild. Sable Marrow runs it. Join to be sent to every fire and down every road, and ranked for coming back.
-
The Masons' Lodge
— The builders' guild. Hob Greaves runs it. Join to be ranked on your lair: what you place, what you dig, how you build.
-
The Warriors' Sword Hall
— The fighters' guild. Brand Halloran runs it. Join to be ranked on fights won, ladder rungs beaten and hunting grounds cleared.
-
The Assassins' Quiet Room
— The guild of the night. Vesper Kell runs it. Join to fight after dark, sit at the night fires, and earn the rank nobody hears coming.
- Each place drops something once a day for whoever walks over it.
- Expeditions send your grown dragon away for hours. It comes back with silver or a trinket.