Table of Contents

Dragons / Wyrms

Dragons / Wyrms

Ancient scaled terrors of treasure, poison, fire, wisdom, and doom; in Norse style they are often serpentine wyrms as much as winged dragons.

In the North

For a Viking-inspired campaign, dragons work best when they are rare and story-heavy. A wyrm may coil under a barrow, gnaw beneath roots, poison a valley, or sleep over cursed gold rather than patrol the sky like an ordinary predator.

Myth and Folklore

Níðhöggr gnaws below Yggdrasil, and Fáfnir becomes a dragon through greed and cursed treasure. Norse dragons often connect wealth, death, venom, and fate.

Campaign Use

Use dragons as campaign-shaping threats, cursed hoard guardians, ancient powers below mountains, or legendary comparisons for lesser drakes.

Most dragons encountered in the current Latitude record appear to trace back to the far-northern Aetherstone Islands, where Aetherstone is mined and small dragons eat the floating stones. That origin helps explain why dragons are rarely seen in the settled fjordlands now: the surviving populations are concentrated far to the north, and the location of their islands is deliberately protected by those who know it.

Latitude Lore

See Also

Sources

Game Master Notes

DM-only encounter details, stat blocks, and running notes are kept at Dragons / Wyrms (DM).