Dragon Call is a fantasy festival built around real-world quests, tabletop role-playing, and sharing adventures in an outdoor location. But more than that, it’s something larger. It’s a living world shaped year to year by the people who take part in it.

The Dragon is Calling…

Looking Ahead

There’s a long-term vision and roadmap behind Dragon Call.

Over time, the festival will develop the evolving realms, more extensive characters and gameplay, and an immersive world that grows year by year.

Organisers

Behind the scenes, Dragon Call is being developed by Geocentric Outdoors, drawing on more than 25 years of experience delivering outdoor adventure events and festivals.

The festival is being built on a solid foundation of real-world event planning, logistics, infrastructure, and operational experience. Behind the scenes, there’s an experienced team working on everything from site planning and safety through to equipment, staging, power, camping, ticketing systems, and event operations, with support from a growing network of volunteers, creators, game masters, and collaborators.

If you would like to be part of the team, we would love to hear from you. We are looking for people to contribute in the lead-up, helping shape ideas, quests, and experiences, as well as during the event itself. Send us an email.

The Story Begins

Whispers carried by travellers, fragments of messages passed from hand to hand of a newly discovered link between distant lands. Of ways appearing where none existed before. Of a quiet place, deep within the land, where all seem to converge. It is said that a gathering has been called, and that for the first time in living memory, the realms will meet again.

Such things have not happened since the time of the Great Cataclysm.

In that time, the world was broken. Mountains rose where plains once lay, and valleys split open as the earth itself shifted. Volcanoes awoke and cast ash across the skies, dimming the sun for seasons at a time.

In the chaos, the old roads and trade routes that once bound the realms were shattered, buried, or torn apart. The peoples of the world—humans, elves, dwarves, fae, orcs, and others—were scattered and cut off, each enduring alone. Trade ceased. Knowledge fractured. What was once shared faded into distant memory with the passing of an age.

But now, something is stirring.

At the quiet crossroads of Greenwood Ford, long overlooked, now the centre of these emerging paths, adventurers and wanderers have begun to arrive. Some question their sudden appearance and why.

A few whisper, in places where such things are safe to speak, of something older, of a dragon not seen since before the cataclysm, whose presence may be stirring beneath the land, awakening what was once lost.

Whatever the truth, a call has taken hold. A time has been set. The place agreed. Not by kings, but by those bold enough to step beyond their borders and meet on uncertain ground.  They come to trade, to seek knowledge, to find their fortunes and chase the unknown.  To test old rivalries and forge new alliances.

Some name it simply the Gathering. Others, the Concord. But in quieter voices, carried between those who have felt it for themselves, another name is spoken—the Dragon Call.