Dragon Stalker Bloodlines

Explore the Land of Zandador and All Things Dragon Stalkers

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The Land of No Return

The Great Rift is the dimension God created after the flood to preserve the animals who wouldn’t be able to survive earth’s post-flood atmosphere, such as dragons.  It is an odd-shaped island in the midst of red and purple seas that is roughly the width and length of the Atlantic Ocean.

It is comprised of seven distinct regions, one of which is The Land of No Return.

The Land of No Return is southernmost region of the Great Rift; a Y-shaped canyon separates it from Keckrick and Varzack to the north. 

Like its counterpart Xyies at the northern tip of the Great Rift, the Land of No Return is cold and barren.  But unlike Xyies, there are no underground caves to provide a safe haven from the below freezing temperatures or the wind, snow and ice storms that constantly sweep across the land. 

Because of its uninhabitable nature, the Dark King uses the Zandadorian Portal to banish lawbreakers and traitors to this region. 

No one who has been banished to the Land of No Return has ever returned.

To find out more about the regions of the Great Rift, check out The Dragon Collector. ffffff

Varzack

The Great Rift is the dimension God created after the flood to preserve the animals who wouldn’t be able to survive earth’s post-flood atmosphere, such as dragons.  It is an odd-shaped island in the midst of red and purple seas that is roughly the width and length of the Atlantic Ocean.

It is comprised of seven distinct regions, one of which is Varzack.

Varzack is the region below the southeast half of Zandador.  It is bordered by Keckrick to the west, the purple ocean to the east and the Land of No Return to the south.  A desert separates it from Zandador, and a Y-shaped canyon separates it from its other neighboring regions.

Varzack itself is a mountainous and rocky region.  The trees in the mountains grow tall, thick and fast; they reach their full height within a year of being planted.  The rocks and stones come in all shapes, sizes and colors.  The wood, rocks and stones are used all over the Great Rift in the construction of homes and buildings.

Those who live in Varzack are dark-skinned people and descendants of Gomer, one of the original 49 human settlers of the Great Rift.  They developed an insatiable thirst for power and control once they discovered that a dragon would become subservient to anyone who cut off the tip of its tail.

They believed dragons were to be used, not be useful.  Their goal was to enslave all dragons, and use those dragons as tools to gain power over man.

As a result of these beliefs, they became known as the Hunter Bloodline.

When they lost the first Battle for the Throne to the Collector Bloodline, they retreated from the Land of Zandador and moved south to Varzack.  There they learned the art of building and became master artisans in the use of both stone and wood.

To find out more about the dragons, Bloodlines and the regions of the Great Rift, check out The Dragon Collector.

Keckrick

The Great Rift is the dimension God created after the flood to preserve the animals who wouldn’t be able to survive earth’s post-flood atmosphere, such as dragons.  It is an odd-shaped island in the midst of red and purple seas that is roughly the width and length of the Atlantic Ocean.

It is comprised of seven distinct regions, one of which is Keckrick.

Keckrick is the region below the southwest half of Zandador.  It is bordered by Varzack to the east, the red ocean to the west and the Land of No Return to the south.  A desert separates it from Zandador, and a Y-shaped canyon separates it from its other neighboring regions.

Keckrick itself is a lush rain forest.  An array of plants, trees and flowers grow in this region and are used in many foods and medicines all over the Great Rift. 

Those who live in Keckrick are brown-skinned people with black hair and are descendants of Tiras, one of the original 49 human settlers of the Great Rift.  They believed that dragons should be free to live how they please without any interference from man.  They also believed man should protect the dragons, not require dragons to protect or serve man. 

As a result of these beliefs, they become known as the Protector Bloodline.

When they lost the first Battle for the Throne to the Collector Bloodline, they retreated from the Land of Zandador and moved south to Keckrick.  To protect the plants and animals of the rain forest, they spread out and set up small communities all over the region.  That way they only had to clear tiny sections of land here and there to build their homes.

They are a peaceful people who keep to themselves but won’t hesitate to fight to protect Dragon Stalkers from harm.

To find out more about the dragons, Bloodlines and the regions of the Great Rift, check out The Dragon Collector.

Tirza

The Great Rift is the dimension God created after the flood to preserve the animals who wouldn’t be able to survive earth’s post-flood atmosphere, such as dragons.  It is an odd-shaped island in the midst of red and purple seas that is roughly the width and length of the Atlantic Ocean.

It is comprised of seven distinct regions, one of which is Tirza.

Tirza is the area south and east of Gibbet and is more than twice the size of Xyies and Gibbet combined.  The northern corner of the region contains volcanoes while most of the rest of the area is a bleak desert.  The only exception is the far eastern shore that is dominated by a huge lake, trees and meadows.

Those who live in Tirza are descendants of Madai, one of the original 49 human settlers of the Great Rift.  They grew to be unusually tall and built one of their first villages on Dawn Stalker territory, something the first king of Zandador strictly forbade. 

The dragons showed their disapproval of the encroachment by attacking the village and killing the inhabitants.  The remaining Madai descendants vowed vengeance by wiping out the dragons and became known as the Destroyer Bloodline.

When they lost the first Battle for the Throne to the Collector Bloodline, they fled the Land of Zandador and moved north to Tirza.  They inhabited the area around the lake and devoted themselves to training for war with the dragons. 

To this day, they pride themselves on their ability to live primitive lives and destroy any animal that poses a threat to them.  The animal threats in Tirza include six-legged bears, flying skunks and needle-shooting porcupines.

To find out more about the dragons, Bloodlines and the regions of the Great Rift, check out The Dragon Collector.

Gibbet

The Great Rift is the dimension God created after the flood to preserve the animals who wouldn’t be able to survive earth’s post-flood atmosphere, such as dragons.  It is an odd-shaped island in the midst of red and purple seas that is roughly the width and length of the Atlantic Ocean.

It is comprised of seven distinct regions, one of which is Gibbet.

Gibbet is the territory just below the icy region of Xyies.  It is a warm region shaped like the palm of a hand; the abundance of wild monkeys and thick jungles make building there challenging.

Those who live in the thickets of Gibbet are descendants of Tubal, one of the original 49 human settlers of the Great Rift.  They are tough, crafty folks who developed a genetic tendency toward dwarfism. 

Their small height made them feel like outcasts in the Land of Zandador, so they moved north and set up their own secluded community in Gibbet, far away from dragons and the conflict between the Dragon Stalker Bloodlines. 

Rather than clearing the land of trees in order to build homes, they learned to build in the trees and thrive alongside the monkeys.   The monkeys have thus grown protective of the dwarves and swarm to attack any strangers who trespass in their land.


To find out more about the dragons and regions of the Great Rift, check out The Dragon Collector. fff

Xyies

The Great Rift is the dimension God created after the flood to preserve the animals who wouldn’t be able to survive earth’s post-flood atmosphere, such as dragons.  It is an odd-shaped island in the midst of red and purple seas that is roughly the width and length of the Atlantic Ocean.

It is comprised of seven distinct regions, one of which is Xyies.

Xyies is the northern most tip of the Great Rift.  It looks like a giant thumb covered by a white, icy landscape. 

Xyies is a cold, barren land; the only habitable places are in underground caves.

Those who live in the caves of Xyies are descendants of Meschech, one of the original 49 human settlers of the Great Rift.  They migrated to Xyies from the Land of Zandador in order to avoid the conflict between the four Dragon Stalker Bloodlines and get as far away from the dragons of Zandador as possible. 

Xyiens survive on the fruits, nuts and vegetables they grow underground and the water they distill from the icy surface above.  They are extremely intelligent but lack pigmentation in their skin, making them a small nation of underground albinos.

To find out more about the dragons and regions of the Great Rift, check out The Dragon Collector.

The Storms of Zandador

Wind.  Rain.  Hail.  Sleet.  Snow.  Like on earth, these types of storms occur in the Land of Zandador.  But unlike earth, the Land of Zandador experiences three different types of storms:  red rains, white winds and sanity strikes.

Red Rains are horizontal rain storms that form over the ocean and sweep across the land.  The rain droplets in these slow-moving storms are red and sting when they contact skin.  The smaller the droplets are, the stronger the sting.  They can leave welts that last for weeks.

If a person is caught in a storm and exposed to too many stings, death is an imminent possibility.

White Winds are powerful blankets of wind that can form anywhere at any time.  The wind is so concentrated that it appears to be a sheet of sheer white, and the sound of the storm is so high-pitched that only animals can hear it coming. 

Anyone or anything caught in the path of a white wind storm can be thrown hundreds of miles away.

Sanity Strikes only occur at night within five nights before or after a full moon.  When these storms hit, glowing balls ranging in size from marbles to golf balls fall from the sky and explode on impact.

If a person is near one of these exploding balls, he or she will be rendered insane for days.  If one of these balls explodes on a person, he or she could be rendered insane for years.  Some never regain their sanity.

Find out more about the Land of Zandador, the Dragon Stalkers who roam the land and the boy who is on a mission to collect dragons in The Dragon Collector.

Barath

Meet Barath, one of the characters in The Dragon Hunter.  He works for Omri in the lab located in the basement of the castle.  Here is his brief profile:

Birthdate:   March 13 in the Zandadorian year of 3303

Current Age:  897

Appearance:  Half-bald black man, well-trimmed white beard; scrawny; wears glasses (but he’s always forgetting where he put them and often walks around with several pair on his head at once)

Rank: 
Lead Researcher in the King’s Lab

Family:  Widower; his only daughter is Omri’s third wife

Personality:  Intelligent, Absent-minded, Talkative  

Biggest Fear:  Upsetting King Omri and thus endangering his daughter’s life

Unique Facts:  Once Omri discovered how brilliant Barath was, Omri had Barath’s wife Yara killed and threatened to execute his daughter as well unless Barath agreed to work for Omri.  Barath has worked for Omri during the king’s entire reign and has become accustomed to obeying the king’s orders to keep his daughter safe.

Lydia

Meet Lydia, one of the characters in The Dragon Hunter.    She is the Tribal Chief of the Sacratali Tribe in Lower Keckrick.  Here is her brief profile:

Birthdate:   December 8 in the Zandadorian year of 4103

Current Age:  97

Appearance:  5’7”, spiked hair, brown eyes, brown skin; slender, muscular

Rank:  Tribal Chief 

Family:  Widow; mother of three grown boys; has five grandchildren, all girls

Personality:  Tough, Determined, Impulsive

Biggest Fear:  Being unable to protect her family and tribe

Unique Facts:  On her tenth wedding anniversary at the age of 47, a powerful storm with high winds and massive rainfall swept through her village.  Her husband—the Chief at the time—was trapped by a fallen tree and drowned by the rising water from the rain.  She tried to free him from the tree but was unsuccessful.  She took over as Chief and became fiercely protective of her family and tribe, determined not to lose any more loved ones on her watch.

Taliya, Dragon Protector

Meet Taliya, one of the characters in The Dragon Hunter.    She is a Dragon Protector and a direct descent of Atlar, Timlech and Tra, the Protector Kings who ruled Zandador from 1501-1800.  Here is her brief profile:

Birthdate:   March 17 in the Zandadorian year of 4178

Current Age:  22

Appearance:  5’2”, waist-length black hair, tan skin, bright blue eyes, slender figure

Heritage:  Protector Bloodline 

Family:  only child; parents live in Zandador but sent her to Keckrick to live with her grandparents

Personality:  Smart, Witty, Outgoing

Biggest Fear:  Losing Kisa, the dragon she is secretly protecting in Keckrick

Unique Facts:  Her human contact has been limited because she doesn’t want anyone to find out about Kisa.  She can move in the woods without making a sound, shoots darts from a slingshot with deadly accuracy, and studies the weather patterns.  She can sense when animals are about to strike or a storm is about to hit.

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