Dakra Isles in Draco Isles | World Anvil
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Dakra Isles

The Dakra Isles were created when a sea goddess wept over the death of her mortal champion and lover, a merfolk queen killed by a whaler's harpoon. Where the goddess's tears fell onto the sea, there exploded forth islands suffused with immortal magic and memory. At least, that's what the old stories say.

Ages later, the Dakra Isles - also called the Isles of Enchantment - harbor strange sights and fierce monsters. Some power - perhaps that of the isles' creator - makes it impossible to keep an accurate chart of the islands' positions, which roam as they please. Thus, even the most famed locations appear on no map, and sailors might spot them whenever or wherever the goddess wills.
d4 Island
1 Arixmethes - Tales tell of the lost island of Arixmethes, whose population was wiped out by disaster. In truth, generations of hapless people raised their city, realizing only too late that they'd done so on the back of a titanic kraken. When the kraken Arixmethes awoke, its throes devastated the city and wiped out the residents. Since returning to slumber, Arixmethese drifts where it will, still bearing the ruins of a legendary city upon its back.
2 Cronemouth Cave - This tiny island lies in the midst of perpetual doldrums and holds a known gate to the Underworld. It is guarded by a coven of Sea Hags who share a single tongue that is perpetually trying to escape from their clutches, wriggling out of reach with a mind of its own.
3 Ketaphos - This island supposedly exists in the land of Dream during the night, and in the mortal realm during the day. The legendary captain Callaphe and her crew were welcomed there and fed by a band of centaurs when a storm drove them to the island, then found themselves stranded on a barren rock when the sun rose and the island shifted to the mortal realm.
4 Skathos - This island was once a meeting place for a secret cult of a serpent goddess, whose rites revolved around consuming a magical flower native to the island. The island is now home to a terrible Medusa queen.

  • For every day the party spends on a Dakra Island or in its harbor, the island drifts 1d4 hexes in a random direction. On the first day, roll 1d6, with 1 being north and proceeding clockwise. Each day thereafter, roll 1d3. On a way, its course shifts one hex face to the counterclockwise, on a 2 it continues straight, and on a 3 it veers clockwise.


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