Dralk a Draconic city that is the Ancestral home of the Dragons, marking the site where they emerged from the realm of fire so long ago. Located in the Char, a volcanically unstable region of North Western Aradoth the city was once significantly more populated, but following the Great Schism large sections were abandoned. Currently it is goverened by the Lunus faction of Dragon-kind, and reflects their mentality; the city is forbidding, heavily fortified and nigh impossible to approach on foot.

In appearance the city is extremely alien and highly ornate; tunnels and rock formations are grown and carved with Primal energy, floating structures bound to the bedrock with great chains and decorative arrangements of razor sharp crystals, phosphorescent sulphur, gem mosaics, and flowing lava abound. To dragons it is a place of astounding beauty, though the subtlties of Draconic architecture are usually lost on Bipeds to whom a more immediate concern is traversing it saflely. Biped visitors must take special precautions; the environment of the city lends itself to extreme heat and high concentrations of poisinous gasses, as well as terrifying storms of pulverised volcanic glass that cause few problems for a dragon’s thick hide, but can flay a thinner skinned race in seconds.

Life in the Char is harsh. It is not rich in game, though few monsters such as beetles and pygmies and some sparse hardy plantlife do manage to survive. Many dragons only are able to eat rarely, and get their minerals from eating rocks or lava, or from their hoards. Dralk is largely supplied by the efforts of vast hunting expeditions into the hills south of their range, and occasional raids on biped settlements; a practice that has given way to reluctant trading after the formation of the Alliance. Water is extremely scarce- the few untainted and reliable sources are guarded heavily and hidden. Understandably, infant mortality rates amongst the Dragons living there are high; dehydreation or getting lost in an ash-storm is a very real prospect, and wildlife is a constant threat. Runty hatchlings rarely live past their first year; away from Dralk, only the strong survive. To cover these losses, Lunus are encouraged to mate frequently and are highly protective of their eggs and young.

Other dragons are welcome in the city, though Helians are regarded with extreme suspicion. The Living Races are, by treaty, accepted within its confines, but are often at risk from the firey-tempered Lunus. Whilst it is illegal to murder a biped, the law tends to take a rather offhand approach; Lunus mentality is that thouse who cannot defend themselves deserve little in the way of rights or respect, regardless of the obvious disparities in size.

They tend to be kinder to the Fiends, who they have an old pact with and live near, and to the Saris and Sslik, who not only make good food but have an appreciation for decoration that they find useful (They make good lair designers), to the dwarves who have an appreciation of tradition and who proved their strength and valour thorugh their long war (and who make weapons that even a dragon can appreciate), and to the Dryads who may be small but even a dragon can see they are extremely powerful.

It is minerally rich, and is a large contributor of rare stone, Azulyte and many metals to the ongoing war-effort. Lunus artisans work magma forges, fractionally distilling impure metals and working them into weaponry with bare claws. Dry lava tunnels and caves are often can be purposed into lairs for the dragons that live here.

They dislike Humans intesnely, barely tolerating them, and think of gnomes as little more than snacks, even though gnommish technology is an occasional feature in their lairs.
All others they are neutral.. if arrogant… to.


Blights edge Melanth