World Biomes

Landscapes of the Realm

Geographic zones, climate profiles, and ecological records across the three kingdoms and the neutral heartland. Each biome carries unique resources, hazards, and territorial politics.

Biomes and world geography banner for Dragonheim Online.
Geographic Survey

Mapped Biomes

The launch realm covers a compact 50 km × 50 km zone intentionally designed for legibility and political meaning. Each biome reflects the kingdom that governs it.

Kingdom of Valebrook · Temperate

Valebrook Frontier Forests

Dense broadleaf forests running along the western launch corridor. Governed by manor road law and well-patrolled duchy routes.

Known Hazards

  • Thornhide boar herds
  • Bandit ambushes on forest roads
  • Seasonal flash flooding near ravines

Resources

  • Hardwood timber
  • Game and pelts
  • Medicinal herbs
  • Freshwater streams
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Kingdom of Duskmarrow · Arid/Blighted

Duskmarrow Ashfields

Flat, ash-black plains surrounding ancient dragon battlefield sites. Relic radiation distorts plant growth and magnetizes metal.

Known Hazards

  • Ashwarg packs
  • Relic radiation sickness
  • Ridgeback drake territory markers
  • Compass unreliability near relic clusters

Resources

  • Dragonbone relic fragments
  • Rare mineral deposits
  • Ash-cured materials
  • Archaeological sites
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Kingdom of Aurelfen · Humid/Subtropical

Aurelfen River Floodplains

Wide river valleys and seasonal flood channels. Heavy traffic from river trade barges connecting eastern kingdom routes.

Known Hazards

  • Gilded serpent nesting banks
  • Seasonal flood surges
  • Bog gas pockets near marsh edges

Resources

  • River fish
  • Clay deposits
  • Reed materials
  • Trade route access
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Neutral Heartland · Temperate/Mixed

Heartland Central District

The political center of the launch realm. Dense with roads, waypoints, and neutral-ground agreements. Highest player traffic expected.

Known Hazards

  • Political tension between kingdom agents
  • Hollow knight patrol routes near old ruins

Resources

  • All-region trade access
  • Waypoint connectivity
  • Mixed craftable materials
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Kingdom of Duskmarrow · Cold/Alpine

Duskmarrow Highland Ridges

High stone ridges above the ashfields. Thin air, exposed rock faces, and heavily territorial drake populations.

Known Hazards

  • Ridgeback drake ambushes
  • Rockfall corridors
  • Altitude stamina drain
  • Hollow knight patrols near ridge ruins

Resources

  • Iron ore veins
  • Rare mineral crystals
  • Drake scale (high risk)
  • Summit vantage points
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Kingdom of Aurelfen · Maritime

Eastern Coastal Cliffs

Dramatic sea cliffs and tidal platforms along Aurelfen's eastern edge. Critical for sea trade route access in post-launch expansion.

Known Hazards

  • Stoneclaw crab territory during low tide
  • Storm surges
  • Unstable cliff edges

Resources

  • Stoneclaw shell material
  • Sea salt
  • Coastal stone
  • Future port access
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All Kingdoms (Underground) · Subterranean/Dark

Deep Cave Systems

Extensive cave networks running beneath all three kingdoms. Largely unmapped. Primary habitat for voidmoths and rare underground fauna.

Known Hazards

  • Voidmoth wing-dust exposure
  • Total darkness without light sources
  • Structural cave-in risk
  • Disorientation

Resources

  • Voidmoth wing dust (alchemical)
  • Deep crystal formations
  • Rare fungi
  • Archaeological finds
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