DON’T WORRY! WE DO NOT EXPECT YOU TO MEMORIZE ALL OF THIS!

Because Dragon’s Rest is an original setting, there are quite a number of unique settings created for the world. These details grow as the server grows and are provided in detail here for you to use in roleplays and are presented in detail with cross referencing here rather than on the server to make them easier to browse. Click on a link below to jump to that area’s information.

World Map and Trade Routes

The below map depicts the world of the vikings during the Dragons Rest and HTTYD eras: The Greenland Sea. In the south surrounding the area of Scotland you will note a small yellow circle and larger partial circle – this is the territory of the Brutish tribe, the small circle being the widest point patrolled by Dragons Rest dragons and dragonriders. Rarely would the tribe leave this territory.

In the southeast corner outside of Brutish waters are the home ports of the dragon hunters. They have many outposts elsewhere that come and go as their needs change but the trade has grown many large villages and cities with ports to build and refit ships as well as reach markets far away.

Far to the north, the red circle indicates the farthest Hiccup and Toothless ever traveled together up through the end of HTTYD2, and the green circle indicates their travels in HTTYD3. Since Hiccup traveled farther than any Berkian map, it shows that no one from Berk would have encountered anyone from the Brutish tribe, likely discrediting any stories by traders of vikings riding dragons as mere fantasy.

Connecting all of these territories are dotted lines which indicate shipping routes. Golden dots indicate hunter and trader routes while the lighter yellow dots are specifically routes used by the Brutish tribe.

More of the world beyond this sea exists, with different dragons unique to other regions and massive empires forming on various mainlands. The vikings have not yet explored these although traders bring back stories of Byzantines, Franks and Britons and the remains of a crumbled empire that was known generations ago as Rome.

The Island Ring of Dragon’s Rest

The layout of Dragon’s Rest

Five days sailing north of Scotland and three days good sailing west of Djull is a ring of islands known as Dragon’s Rest. Fearing the wrath of the fire giant Surtr, vikings had avoided this formation for generations due to the pair of constantly smoking volcanic cones at the center of the ring which have become known as Surtr’s Twins.

The island chain was formed long ago when a much larger island volcano erupted. Four major islands now exist in the range:

The Main Island

A large single mountain peak and shallow stairstepping cliffs hosts the majority of the dragon population as well as the viking outpost village. Much of the island is covered by dense forests however north of the village and along the northern coast are beaches, marshes, rivers and grassy plains. A wide cove with a narrow mouth provides protection for the village docks. Near the top and bottom of the mountain on the village side of the island are entrances to an elaborate tunnel network where dragons live safely.

The following are channels for specific locations across the main island. Click a link to skip ahead:

Isle of Night

The next largest mountain is all that remains of the original island’s slope. The inside of the island facing the other islands was once part of the volcano crater but has since decayed into a sheer cliff face with a shallow forest area, large freshwater lake and wide beaches along the water warmed by the nearby active cones. The cliff is pockmarked with holes that serve as dens for the various Fury species who reside there. Other species of dragons are rarely welcome here for long.

Surtr’s Twins – The “Volcanic Basin”

Two small volcanic cones rest between the other three islands. About half as high as the cliffs of the Island of Night, these peaks constantly emit faint smoke which tends to drift toward the west and provide shade over the Island of Night. The slopes of these miniature mountains are very rocky and always warm and stoker class dragons tend to enjoy sunning themselves there.

Basalt Island

The unique columnar volcanic basalt formations make up most of this island, which is only about six feet above the water on the south side and shallowly slopes into the water where it ends submerged about 8 to 12 feet deep on the inside edge of the island. This makes for a good and relatively calm spot that dragons can rest to partially submerge themselves in the warmer ocean waters without dealing with many waves.

Northwest Swamp and River
The river near its mouth, lavender fields beyond.

Springs near the top of the mountain and at various points along its northern face feed streams which combine into a small river before feeding into the ocean. The combination of warm and cool springs means that a wide variety of fish live in these waters although not always in the same spots along the waterway. It is not a fast flowing river however various rock ledges and dips in the landscape allow for some rather deep areas, enough for a dragon to submerge themselves at points.

While a portion of the water from the river flows directly into the sea, some near the shore instead widens out into a calm swampland separated from the ocean by rocky hills. The swamp travels along the coast toward the west before dumping into the ocean as a series of rocky brooks. Like the salt marsh this is a muddy area however the water is a little deeper and clearer with various mostly-dead trees tanning the water and several species of fish and snake preferring to live here.

Northern Salt Marsh

To the east of the river’s mouth is a shallow marshy area where the beach to the east has faded to mud and grass. Crustaceans are often found here but it is a dangerous place as even some dragons who are not accustomed to moving in mud can become stuck. Few dragons however could sink deep enough into the mud to drown although it is more possible for a viking to do so.

Northeast Beach

North of the village and nestled between the marshlands to the north and the cliffs lining the cove to the east is a large and relaxing beach. High dunes fade into the hilly plains toward the village and forest. Below the dunes is a mixture of rough, gritty sand and fine powdery sand depending on the recent weather.

The beach is very shallow but after a distance drops at a steep shelf causing some strong wave breaks at times. Several large rocks protrude from the sand serving as good perches for dragons who wish to enjoy the sound of the crashing waves and feel the spray of those waves as they break upon said perch.

Some of the more sedimentary and rocky areas of the dunes may have small caves but these tend to fill in with sand from time to time when storms pass.

Forest and Plains

This channel includes the entire forested area around the mountain leading up to the edge of the village as well as the grassy area between the village and the northeast beach. Stories taking place on the grassy and rocky hills surrounding the Cove can also be placed here.

The forest is a combination of oaks, maples and evergreen conifer trees. Many of them are very large and old although there is considerable new growth.

The plains are mostly made up of tall waving grasses, rustling heather and various shades of lavender and aster flower beds. There are also plains areas along the west slope of the mountain between the river and some of the swampland.


The Village of Dragon’s Rest

Server Channel Locations: Click to jump ahead

This village was founded only about a year ago, meant as an outpost initially and intended to protect the island’s dragons from hunters. Originally simply named “Dragon Island Outpost,” the name Dragon’s Rest was applied when it was learned that the dragons had given the island that name. It was an effort by the Brutish tribe to advance their relatively newfound desire to see that dragon species were protected from the growing threat of hunters.

A map of the village, although it is always growing and changing. Click to see it in more detail.

Dragon’s Rest is built along a lower slope of the island where fairly level ground between cliffs forms a giant stair-step pattern for several levels. A cove with a dangerous rocky entrance protects the docks, and a 4-story cliff separates the water from the lowest level of the village.

Today the village has about 200 residents including children. Some have learned to ride dragons or at least befriend them in order to make life and work duties easier, and a few of these riders have developed very strong relationships with a chosen dragon.

Village Proper

The major portions of the village are built upon the lower steps of the mountain foothills, where flat areas are supported by small cliffs in succession with sloped pathways between them. The largest of these flat areas is the lowest before the drop to the water of the cove. Dozens of homes are built here on the lowest level, some in family clusters and some along dirt roads that form two loose rings around the communal plaza area. The chief’s hut is located facing one corner of the plaza.

The plaza is made up of mostly dirt and gravel pathways around a large open picnic pavilion which serves as the focal center of the village. The structure itself is mostly wood and constructed of massive sturdy beams, large on the four corners and slightly smaller at intervals along the sides and ends. The pavilion is the location of the daily community supper, village meetings and the central point of feasts and celebrations. There is a large stove and oven on the end of the pavilion facing the mountain and a wide stone fire ring for cooking and heating in the very center, venting to an opening in the center of the stone tile roof.

Several storehouses and a prison are located beyond the central housing area of the village on this level, as is the armory.

The next several successive layers have their own clusters of homes however most areas are only wide enough for a home and outbuildings and narrow roadway between the cliff face upward and the drop to the next level below. To allow for dragons to land more easily several sturdy wooden landing platforms are built out from the cliff faces on each level.

A skrill on one of the middle ledges of the village, the great pavilion, cove mouth and several huts visible in the background.
Docks and Cove

Not far from the pavilion off of the corner of the plaza opposite the chief’s hut is a wooden ramp which turns once and doubles back on itself once while traveling down to a series of sturdy docks at the base of the cliff upon which that main section of the village is built. The docks are protected from heavy waves and potential enemies by their location within a large cove that is only accessible through a narrow pass between two cliffs.

The cove is a popular place for dragons to scare fish from the sea in order to catch them. Some dragons lounge on the rocks overlooking the inlet to the cove as if protecting the village from threats.

There are many ships coming in and out of the docks. Most of these are fishing boats based from the village. Occasionally traders trusted by the tribe pass through and display their wares. New traders will occasionally arrive as well but are often met and inspected before being allowed to dock. There are a couple of battle ready longboats kept in the cove in case of an attack and it is likely more will join the village fleet over time.

Alehouse

At the top of the ramp to the docks, atop the cliff overlooking the cove and just off of the plaza is a proportionately large building made of light construction and sporting a simple thatched roof – both walls and roof sporting obvious repairs. This is the alehouse, where a barkeep stores and dispenses a variety of ales imported and domestic. Most are meads and wines of various vintages. This is a good place to find a quick and senseless brawl between vikings…or rather outlandish tales of adventure when too many drinks have gone around.

Smith and Lesson

On the southern edge of the village, on the same large flat level as the central area and plaza but overlooking the warm waters around Surtrs Twins is the tradesmens’ area of the village. This is where blacksmiths and wheelwrights, barrel makers and carpenters and other such builders and makers set up their shops and homes so that they don’t keep the rest of the village awake with the noises of their trades. The most notable blacksmith shop belongs to a man named Sindri who was one of the first settlers of the village and is aided by his bonded changewing named Erling.

A large open area here is often used by instructors and may someday be turned into an area for schooling and perhaps even a dragon training academy.

Bakery and Farms

The highest points of the village, the top two steps of the village cliffs and just along the present treeline of the forest, is where Petre’s bakery and many of the island’s farms and orchards are located.

Petre’s bakery may not be the only bakery but it is by far the largest and provides some of the more..interesting breads on the island including herbal, honey and seasoned breads. Petre also prepares “Dragon loaf” treats for dragons which are essentially large deep fried hot pockets filled with still-raw chum and butchers’ byproducts. There is also a large structure for wild dragons to rest in within the village that was constructed beside his bakery and Petre maintains this as well.

There is a farm that grows primarily wheat and other grains for breads and animal feed which covers a good portion of the landscape along the cliffs overlooking the other islands. Within these fields in some of the harder and rockier areas an apple orchard and various berry groves have been planted as well as a vineyard for grapes.

A smaller farm grows herbs and vegetables for sale in a small market near the village center and another raises livestock for the butchers and families to purchase as well as for the village meals and milk delivery.

Between the bakery and farms are several homes and a road which leads to the lower entrance of the mountain.



The Great Mountain

A cross section of the mountain on the main island of Dragon’s Rest. Click to see more detail.

The most prominent feature of Dragon’s Rest and especially on the main island is the mountain. This towering mass dominates the landscape view for miles. Presumably the mountain was formed from the remains of the original volcano as an actively growing cone before the cauldera shifted its output slightly to form Surtrs Twins.

To jump to a channel area click on one of the links below:

The mountain consists primarily of volcanic rock with veins of other stone and ores. While the top third of the mountain remains mostly barren of vegetation the remainder of the island is lush and mostly covered in dense forest that flourishes in the rich nutrients of the ash and humus soil. The north side of the mountain slopes very gradually toward the sea providing landscape for a spring fed river that winds down that side and feeds the marshland, the west side slopes more sharply toward a rocky forested water edge, and the south side facing the Isle of Night and Surtrs Twins is cut short dropping to the water with tall cliffs.

The mountain is the primary dwelling for dragons with well over 150 dragons currently living inside the tunnel network it contains and quite a bit of room existing for more. There are various glowing fungus and phosphorescent rocks which help to light the tunnels along with the presence of fireworms who are constantly scurrying across the tunnel ceilings and walls in search of insects to eat.

The Overlook

The Overlook is sometimes also called the Rookery although that is sort of a misnomer as it is used more often for lounging than breeding. This feature of the mountain is the most popular spot on the exterior of the mountain and provides the best basking area on the mountain. A few trees surround a large rocky projection near the top of the conical landmass. Dragons are often found sprawled here around a wide cavernous opening into the mountain itself which serves as the upper entrance to the mountain. More about this cave can be found in Mountain Interior.

From the Overlook is a pathway winding around the mountain face to a smaller cave where the remains of dragons who have died on the island too frail or injured to seek Vanaheim or who were slain at the hands of hunters are kept.

Mountain Interior

The mountain interior is an extensive network of tunnels and caves. The channels for this section essentially can cover any part of the mountain. These tunnels have been formed over the years by the efforts of various boulder class dragons, notably an elderly whispering death who no longer is able to continue her task of expanding the network.

Near the upper entrance mouth of the cavern system there is a fork where one can choose a higher or lower path. Both of these forks are wide enough for most dragons to pass one another in flight at several points and equally wide enough for dragons to pass amidst lounging dragons on the ground or hanging from the walls. (Imagine the tunnel full of dragons when the Berkians smash open Dragon Island’s mountain near the end of HTTYD, but about half the size and with fewer dragons.)

If one were to select the upper passage, it only travels upward briefly before sharply dropping into an almost vertical spiral. This is called the Inner Helix. This winding tunnel is the most direct passage between the top and bottom of the mountain and connects the upper entrance of the cave to the ceiling of the Great Chamber at the base of the mountain. At many points along this vertical shaft there are places to land and enter other tunnels at various levels.

The lower of the two passages is the Outer Helix, a very shallow spiral which forms several miles of passageway coiling through the entirety of the mountain. This is the primary tunnel and all other tunnels and major caves are connected to it directly. Many ledges line the walls and are dug into the ceiling of this tunnel for dragons to recline or reside if they wish. Near the base of the mountain it opens up into the wall of the Great Chamber where it makes 3 circuits around the walls of the room before coming to an end at Talon’s cave.

Many other tunnels which are too small to fly through for larger species and are only large enough for a couple of dragons to pass one another walking in most cases circle the helices within the mountain as rings at different levels and widths. These are all connected to the outer helix and some also connect to the inner helix. Each of these smaller tunnels is lined with dens and larger living caves for individual dragons or families to claim as homes. Some of these tunnels are reserved for the frail and injured so that the dragon healers and caretakers can best tend to all of their needs due to the number of wounded dragons rescued from hunters over the years.

Cavern Pond and Ice Cave

Not far from the rookery entrance near the top of the mountain are two large cavernous chambers which are connected to the outer helix. These are the Pond and the Ice Cave which both have their purposes for dragon food supplies.

The Cavern Pond is the larger and uppermost chamber and forms a half moon shape along the north half of the mountain interior. It has strong columns left in place to support the top of the mountain. Within this massive room is a water basin which could almost be considered a lake in size. It is divided into breeding waters and fishing waters. Freshwater fish are raised here and dragons are permitted to catch them for meals. This is kept well stocked by capturing fish from the river and outside ponds live to introduce to the breeding area.

Priority goes for the injured and ill however as there are plenty of sources for food outside the mountain for those more capable of hunting and fishing in less enclosed environments. This cave ensures some food source in case of an emergency which would cut off other food sources. This is the outlet of the mountain’s primary springs and water from this pond leeches down to other areas of the mountain as well as feeding the origin springs for the uppermost streams forming into the river on the north face.

To further ensure food supply, an Ice Cave is located two rotations of the helix path below the pond. Maintained by a Snow Wraith who is missing a wing, this is actually a series of smaller connected rooms full of ice and dragon-made snow. Food from hunts on the island and abroad is sometimes brought here and what she does not eat is left to freeze solid until it is needed as an emergency food source.

Healers and Nursery

Not far from the ice cave is a large cavern room which is directly connected to both helices and lined with many small den like caves. This is the Healers’ cave. The current primary healer is a Prickleboggle named Nesdara however she is kept quite busy and there are other healers within the mountain who care for the sick, injured and disabled dragons. Dragons recovering from severe injuries or who need to be kept under her close observation may stay in the dens here until they are healthy enough to return to their own dens further down the mountain.

Near the healers are a series of rooms which serve as a hatchery and a nursery. While some dragons nest with their own eggs in the dens, some dragons are unable to care for their eggs and at times eggs are rescued from hunters. These eggs are cared for by a partly blinded changewing female in a room kept warm by a steadily feeding hot spring. Several dragons serve in the two room nursery beside this where Tiny Tooth and Short Wing youngsters (one group in each cave) are kept safe and play together while their parents are out hunting or serving on patrols. Orphans sometimes grow up here although adoption does take place quite frequently as well.

Dragon Dens

Much of the mountain tunnel network is lined with dens of various sizes. Some are simply a single cave just large enough for a medium sized dragon to sleep in while others are more than spacious enough for a family of large dragons to live together with several side caves for whatever storage or living uses they wish.

For the time being, there have been more than enough dens carved out for population growth. In time however more will need carved as the mountain’s population grows.

As the number of dragon riders on the island grows, it is not unlikely that some riders may wish to take up residence with their dragon in these dens instead of the village.

The Great Chamber
A hobblegrunt passing the outer helix’s ledge-like pathway around the Great Chamber.

At the core of the mountain is an expansive bullet shaped cavern room known as the Great Chamber. This space offers enough room for several dragons to take flight at the same time, with various perches and tunnel openings along the inwardly tapering ceiling and walls. The floor of this opening is a constant lava flow filled with large hardened magma platforms which rarely change and do not shift under the weight of even several dragons. While all dragons and even humans can tolerate the heat here (at least for a time) it is most popular with stoker class dragons.

Between the number of fireworms that migrate here to warm up before wandering the other tunnels, and the lava’s orange glow, this is the best lit portion of the mountain network.

Talon has a cave which serves as his den near the floor of this room, as well as a tall rock which he uses as a throne when attending to disputes and handling colony matters.

Lower Entrance and Road

Just above the point where the Outer Helix opens up into the Great Chamber, there is a tunnel which leads to a second opening to the exterior of the mountain. This opening is near the base of the mountain, where the vikings have carved ornate dragon shapes into the rock around the tunnel mouth. This serves as an entrance to the mountain for vikings and its recent construction cemented the Alpha’s direction that the vikings of the village and the dragons of the mountain should try to work as if they are one colony.

outside of this cave opening is a road carved through the forest that leads directly to the village. Already some vikings have cleared more land alongside this road to build new huts and storehouses, slowly expanding the village toward the mountain.

Exterior Caves

Dotting all sides of the mountain at every altitude and especially in the cliff face overlooking Surtr’s Twins are many small naturally occurring caves and a few artificially carved caves in which some dragons prefer to live and avoid the close interaction with those inside the mountain. Most of the dragons here still consider themselves part of the colony although some do not. All are subject to the alpha, however. (Well, all except for one particular skrill…)



Djull – Brutish Capitol City

The capitol city of the Brutish Tribe and lead by the tribe’s High Chief Erik Unn. This is the center of trade for the tribe with a great marketplace at the center of the city and one of the largest ports in the known world although only trusted traders and merchants are permitted to come to the city. The shipyards also turn out innovated new ways of building ships from time to time.

There are many generations of structure here and in many different styles. Some of the more successful merchants even have homes of stone construction rather than wood.

Meals and meetings take place in a large stone and plastered wood structure that serves as the Great Hall, however most feasts and celebrations take up most of the village plazas and roads due to the population.

Other Brutish Villages

Village of Northern Coast

This village is lead by a chief named Sten. They collect fresh springwater into barrels for water shortages around the empire and for use by ships’ crews, they also are skilled at trap fishing and grow crops for supplying other villages.

Village of Halsgrof

An inland village beside a large lake where freshwater fish are bred and harvested for trade. They have grown a forest of medicinal trees such as willow and maple and grow herbs in the sunny slopes and mountainsides around the lake. The chief here is named Njal.

Village of Hjallforjt

Chief Troels leads this agrarian village. The village is surrounded by apple and cherry orchards, bee hives and mead stills, and rolling hills full of fertile farmland where root crops and berry bushes are abundant.

Village of Fjallholt

This Slowly traveling village is a community populated primarily by lumberjacks. They sustain most of their food needs with a handful of farms however the village is not entirely permanent and will occasionally relocate and build new or rebuild old structures in order to be closer to the mountainsides they are clearing of trees to provide strong lumber for ship and building construction throughout the tribe’s other villages. Currently they are lead by Chief Udar and have recently rebuilt what was the original location of the village generations before now that those trees have regrown enough for harvest. They cut many of these trees into planks or masts on site and then transport the goods to the same docks no matter where the village is. Smaller branches and leftover pieces from milling the trees is converted to charcoal and stored in barrels for transport.

Minetown

Another occasionally relocating village, Minetown is a loosely organized group of community clusters across a wide area of mountains lead by Chief Gorm. Between these clusters of homes and gardens are routes for exchange and carrying goods to joint docks where Brutish ships carry their goods throughout the empire. These communities each serve different mines which together provide much of the ores and coals used by the villages.

Village of Dyjubofl

This village is both an outpost and the second largest community in the tribe. Chief Arne governs over this settlement which is mostly self sustaining and serves as a trading post to reduce the risk of unfamiliar traders arriving at the capitol and extra storage for the tribe’s goods in case Djull was to be raided or damaged in a storm.



Ránfjall – Mountains of the Siren

ranfjall
Beautiful but deadly Ránfjall

It is said that the sea goddess Rán casts her net into her domain and dooms any man who she lures within it to drown in her waters. Some believe that this is a literal truth in this place.

Ránfjall is a large mountain island towering above the sea between Dragon’s Rest and Iceland. Though a beauty to behold from a distance, the waters surrounding this island are treacherous with shallow rock and sand features that are littered with the remains of ships which ran aground. Looking past the waters and high cliffs it appears to be lush with bountiful fresh water springs and fruit groves making it an attractive place to attempt to take provisions for those who have never heard the tales.

None who have landed on the beach of this island have ever been seen again, and very few survivors have ever been found adrift from the wrecks here. The stories they tell are of the allure of the place, the smells of wonderous sweet foods drifting from the land and the most beautiful music echoing through the deep ravines leading to the hidden center of the island. They also tell of the screams and cries of their crew who ventured into the island being cut short as if they were all slain in their terror. Even dragons are drawn to the place, acting as if mesmerized by the music and obediantly flying toward it never to be seen again.

In reality, this is the home of the Deathsong, Songwing and Slithersong as well as some other dragon- and human-eating dragons. The various species live together mostly in peace working to lure prey to the island as a colony, although there is no guarantee that they will not be their neighbor’s next meal.


Feigrstadr – The Place of Doom

Northwest of Dragon’s Rest, northeast of Ránfjall and southeast of the waters patrolled by the Outcasts and their pirate ships is a tight cluster of rocky islands known as Feigrstadr meaning “Place of Doom.” Like Ránfjall it is land that few have ever set foot on and survived, but here the reason and horrors are known. Some of the most vicious dragons known to the world live here, most notably the Deathgripper.

There has never been a map made of this island as it is always enveloped in a haze of smoke, steam and fog. Tall rock pillars sometimes appear through the top of the haze, possibly at the top of tall mountains. Those who have risked everything to step on the island talk of it being barren and gray. Constant magma flows slowly expand the size of the island and contribute to the haze that hides the island’s features. The threat of poisonous flying dragons that spray boiling acid is enough to lead most ships to keep the island on the distant horizon as they go out of their way to avoid approaching it.


Iceland

There is very little to say about Iceland. A few small villages have been formed here, mostly by groups who wanted to break off and begin their own tribes. They tend to trade food and ores mined from the land for supplies that they need to survive whenever a trader comes by.

There are rumors of large dragons farther inland, but no one has ever been able to prove this.

Scotland

To the south of Dragon’s Rest is the northern coastline of Scotia (Scotland). There is minor trade with the Scoti in the west and significant trade with the Pict tribe along the eastern coast and the Kingdom of Northumbria just to the south of them. The Scoti and Pict do not fight dragon hunters however they do not agree with the idea of killing dragons, and like the vikings will sometimes use them in designs.

The Angles (English) people of Northumbria (England) dabble in dragon hunting themselves, sometimes treating the task of killing a dragon as a notable feat. The Ragnar tribe bases itself in a city at the location of present day Hull.



Hunter Outposts

Dragon hunting and trapping is a challenging career, and an industry which requires a quite a large amount of infrastructure. Much of their work involves being mobile with ships scouting, tracking and capturing dragons at sea and in traveling from island to island. To make efficient use of their time the various hunter tribes have set up networks of outposts throughout the archipelago which serve as bases of operation. Some are shared by the tribes while others are owned by a specific tribe or even individual hunters. In addition to outposts there is a great city farther inland where many trades and sales take place.

Hunter City

The Brutish tribe hasn’t had much interest nor the means of learning much about the hunter city. This is a large city at the location of modern day Copenhagen, Denmark where all hunter tribes converge. Many of their top leaders spend their time here rather than out sea drawing out plans and discussing orders and trade agreements. The dragon market and equally large trade market here are exceptionally large and attract customers from far away and dragon fighting arenas have developed a tourist trade as well making it a hub of activity.

The city, like all hunter communities, is very well defended.

Mainland Outpost

What two decades ago had been a peaceful fishing village is today a large outpost for the hunters. In its own right the outpost could be called a city with a population of several hundred hunters and their families. Many families of hunters aboard ships live here or the Hunter City as well. It is located where present day Gothenburg, Sweden would be found.

It is here that dragons captured throughout the archipelago are often brought to be…processed…however that may be done. Large stone buildings with heavy flat slab roofs, partially sunken into the ground house row after row of dragon cages, and warehouses and rows of covered pits store dragon products awaiting shipment to the hunter city.

The port here is capable of handling two dozen ships at a time.

Smaller Outposts

Scattered around the archipelago are small outposts, villages built upon islands that can sustain them. Some families of active hunters live in these villages and they support the ships that scout and capture dragons. Hunter ships will take on supplies here and then travel to catch their quota of dragons. Larger ships transport their catch to the mainland outpost, city or other marketplaces and return with supplies, capturing additional dragons during the trip.

Sometimes, individual hunter groups with smaller ships will set up port outposts with single fort towers containing their own dragon pens, living areas and defensive positions within the same structure. Erit’s fort in HTTYD2 had been one such outpost.



Outcast Waters

The Brutish tribe, like the people of other tribes and lands in the area, often allow those who break their laws to make up for their crimes and continue to be a part of society. Some criminals however cannot be trusted any longer or are deemed dangerous. For many years these were exiled from society, left adrift at sea. Since those days they have formed their own tribe, known as Outcasts.

There are several Outcast tribes in the archipelago and the closest make their home on an island north of Iceland. This is not the same tribe of Outcasts that Berk deals with. The “Southern Outcasts” as they like to be called fancy themselves as pirates and often raid small viking villages and trade ships. They steal anything that they can, especially food as their island only grows a limited selection of foods.

The Outcasts claim the waters for quite a distance and many maps now show what waters to avoid unless you want to be guaranteed an attack by these ruthless roughians.



The Wild Archapelago

Unlike the Greenland Sea that exists in our reality, the Viking Greenland Sea of the HTTYD world is filled with hundreds of islands of many shapes and sizes. Most of these are too small and barren to sustain life but make good resting places for long flights. Others are like Dragon’s Rest and are large and lush with forests and grass and lakes and populated by various species of wild dragon. As the server grows, more of these islands may be given names and channels but for now they are free game for use in stories abroad during trade, travel and scouting.



Timeframe

The Viking era is a relatively short period in real history, and applies to a period when people of this area were expanding and conquering other lands outside of what we think of as the archipelago. There is no date set for the events of the movies however the various maps seen in film place the franchise in a parallel version of the real world with a few geographic exaggerations. Because of this, we can assume that the events of HTTYD take place before the viking era began and Hiccup may have been one of the first to lead grand expeditions which began before 800AD. With the presence of warlords from the south in HTTYD3 we can also claim that they perhaps were descendants of those left in power when Rome left Britain and France around 400AD.

With that said, we will say that Hiccup met toothless sometime around 690AD, and this server is set about 630AD. The

TLDR: This RP takes place a long time ago and about 50 years before the events of the first HTTYD movie.