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Dro-Mada, the Dry

Overview
  Named for its climate and relative absence of magic, the Dry Continent is the birthplace of man and beast alike. With desert-oases and florid coasts, to expansive savannahs and towering mesas, Dro-Mada is a cradle of life. Touched by the outer planes, everything from alien creatures, divine artefacts, and forgotten technologies are scattered across the continent. Horizon-spanning cities and roving tribes strive, and thrive, in equal measure.  
Archipelago of a Thousand Bridges.   These countless islands meander between the XanHuo and Savannah coasts, connected by myriad bridges.
Home to Tortle, Tabaxi, Shifters, and warring Frogfolk, who freely intermingle across the span of the islands.
Their folklores all tell one thing: the Bridged Isles are truly the surfacing spines of the Creator Dragon.  
Bloodroot Mesa.   Historically conflicting, the clans of the Mesa now endure a lasting, but rigorously enforced peace treaty.
From Orcs and Half-Orcs, to giant-kin like Ettins, Ogres, and Trolls; all who prove themselves are welcome.
Folklore holds that the Bloodroot city was built atop the severed limb of an avatar, of the Orc-God Gruumsh.  
Brinescar Isles.   Hidden offshore are the Brinescar Isles, obscured by mists and guarded by fearsome Dragon Turtles.
People of all lineages are found here, whether by through a life of piracy, or by being kidnapped for ransom.
Some say that the islands are actually atop the backs of dragon turtles, allowing them to remain hidden.  
Dro-Madan Savannah.   Golden cyclopean cities and forts tower above, shadowing the brush and grasslands of the Dry Continent.
Gnolls rove between the outskirts of the Leonin Citadel of Alkyos, and reclusive havens of the Loxodon.
The histories of these people are carved, and etched, into city walls and rocky outcrops that mar the land.  
Elyx's Beacon.   Off the Dro-Madan beaches, and deep beneath the reef-atoll-gates, lies the spiralling coral city of Elyxia.
Triton, Sea Elves, and Locathah find sanctuary on the ledges of ocean-cliffs, surrounding the Coral Spire.
The spire emits a light-pillar that spans from sea to sky, providing a beacon for all navigators worldwide.  
Fractured Horizons.   Floating vine-bound islands drift and clash - fragments in a kaleidoscopic sky of sand, sea, and stars.
Gith and chromatic Dragonborn alike have tethered the horizons, mastering its gravitational anomalies.
Whether the fallout of a deific battle, or an ancient plane-rift - alien creatures now inhabit the islands.  
The Labyrinth.   Otherwise known as Labyrinthos, atop this impenetrable island fort sits the namesake prison-skein.
Birthplace of the Minotaurs, the halls of forbidden knowledge are now guarded by Naga and Sphinxes.
The origin or purpose of the Labyrinth is unknown, and the sheer danger posed ensures that fact remains.  
Oases of Asa-hiir.   A large desert of harsh winds and sand, with its namesake nomadic city of sail-driven caravans and duneships.
Its Human, Sun-Elf, and planetouched inhabitants travel between oasis-towns, trading and keeping watch.
What they guard is a closely guarded secret, pertaining to their Nameless God of Sun, Sand, and Time.  
The Southern Sands.   Beyond the oases lies an endless and sun-scorched dune-expanse, where none who dare venture return.
Only the most devout Asari brave the desert wastes, an act that is treated as a grave yet noble duty.
Rumours abound of Nameless temples, and a city of endless night, surround the sands' secretive nature.  
Zangbe Octarchy.   On the northern shores of Dro-Mada, this coastal merchant-city is the seat of an ocean-spanning empire.
Holding little concern for its non-human citizens, the Octarchy prefers to travel outward to conduct business.
The ever-turning political ladder of Zangbe allows almost anyone to climb to the top, and to an early grave.
Type
Continent

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