ShadTheWerepire
Clueless Wanderer
- Map
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The Archipelago of IllodorBrief History
The Archipelago of Illodor is a relatively new collection of islands, colonized a mere seven decades ago. The first island, Rin, shields the other islands with its’ dense fog. The second island was to the north, Jarif, a large desert island with little function but a rich culture of natives capable of sailing over land and water. The next to be settled were Ioklos and Eidtos. The large corporation Ironbrand claimed Eidtos as their own and the neighboring waters as their food source. Ioklos grew to feed Ironbrand and became a separate agricultural colony. Mara was the next Island to be uncovered. It became the center of commerce being just north of Eidtos and Ioklos and south of Jarif. Knuckle Tip island is the most recent island of interest and has a few research colonies. A highly active volcano has kept researchers at bay until 5 years ago and now the ruin and artifact filled island is free for the taking.
Eidtos
The crescent island surrounding Ioklos. Every inch of land is covered in tightly packed buildings made of assorted alloys. The outer edge is protected from surf by a giant metal barrier outfitted with outposts every mile. The people are hard-workers that scavenge the streets to outfit their own inventions. Artifacts are periodically collected and claimed by Ironbrand industries making this one of the least magical of the nations.
Boats: Metal-plated steam-driven beasts, slow moving but capable of carrying a lot of cargo or weapons.
Government: Lead by Ironbrand industries, the corporation sets regulations to benefit themselves. There is a lack of governance overall allowing all sorts of tinkerers to successfully run their own smaller businesses to a point, then they get crushed by the oligarchy.
God: Fero
Ioklos
Floating houses chained to the seafloor in the calm waters protected by Eidtos. Known for their aquaculture, there is a thriving community of filter feeders, benthics, pelagics, and algae feeding the community and their neighbors. The people are amazing swimmers and are thought to be the decedents of mermaids, Mero’s mythical children. Magic artifacts are treasured and used freely.
Boats: flat rafts and larger barges not capable of traveling long distances outside of Ioklos’ calm waters.
Government: Based on the mainly agricultural economy the small nation is led by a small council of elders that are voted into their position. Each one is known for excelling in their field of agriculture.
Goddess: Mero
Jarif
Flat, sandy Island with minimal vegetation and trees. Known for predictable winds that go east in the morning and west in the evening. They’re a nomadic people living in family groups or solo fishing and hunting for personal sustenance or minor trading. There is one city on the island, decorated with thousands of spinning paper windmills of all shapes and sizes. Magic is completely ungoverned; artifacts are freely used throughout the land.
Boats: Catamarans and windsurfing boards capable of flying over sand and water. The sails are huge and made of a light, paper material.
Government: A priestess of Mast, known for communing with the gods, leads the people. Her word is the truth and the people believe in her sound judgement. However, for those living outside the city it may be difficult to hear any news so there is very little control on the outskirts. This is the same priestess in the high council that governs all of the lands.
God: Mast
Rin
Hidden in a dense fog, Rin is a hideaway for anyone that wants to be hidden. The most desolate place next to Knuckle Island. The quality of life is so much higher on the other islands so most avoid Rin. The small coastal towns self-govern and consist of small houses strung together by glowing lights to lead you through the fog. Extensive forests on the island influence a strong lumber and boat construction industry. The people tend to be crooks and old timers, no one planning to travel or leave the shrouded land.
Boats: The traditional frigates and schooners come from Rin, while foggy and dangerous the highly maneuverable and practical boats function well and are suited for long distance travel.
Government: One very old pirate king rules the land, he’s fallen out of touch with the times and does very little to encourage progress or lawmaking. There is a strict no magic policy so all artifacts are banned, any seen used in public are immediately confiscated and thrown into the ocean. It is an archaic practice that leaves thousands of powerful artifacts off the shores of Rin.
Goddess: Austis
Mara
Mara is the most central of the islands, originally it served as the merchant port linking all of the islands, more recently its claim to fame is the magnificent temple in the center of the city. Home of the cities’ Priestess and Grand Academy, the temple is sacred ground. The city has become the center of exploration and magical experimentation. Artifacts are widely used to improve every aspect of life and are common place to the inhabitants. Most scholars and researchers are based out of Mara and have a great drive for knowledge.
Boats: As the central island they do not have distinct boats of their own but their ports are frequently filled with Rin built ships.
Government: Mara is ruled by the Head of Research, Head of Religion (Preistess), and Head of Commerce. The three branches of government are highly democratic and almost all citizens get a vote in political problems.
Goddess: Kora
Knuckle Tip Island
A vastly unexplored island, far larger and more dangerous than the others. The only known inhabitants at the moment are a band of researchers from the other islands. It’s rocky cliff shores resemble a closed fist inspiring its name. There is a large, dormant volcano on the southern coast that until two decades ago was too active for exploration. There is a temple in the north of the island that is currently being studied, many artifacts have already been unearthed indicating the island is Zerus’ domain.
Boatless and Ungoverned.
God: Zerus
Gods and Goddesses of the Realm
Gods
Fero, God of Progress, Iron, and Defense.
Mast, God of Strong Winds, Sailing Boats, and Rough Waters.
Zerus, God of Nature, Transformations, and Freedom.
Godesses
Austris, Goddess of Safe Havens, Ports, and Fog.
Kora, Goddess of The Underworld, Life, and Preservation.
Mero, Goddess of Still Waters, Hearth, and Ocean Produce.
Artifacts: can be traded and exchanged freely. They typically serve one magical function and are much weaker than the heirlooms.
To be revealed as they come up.
Heirlooms: are permanently attached to the owner until death. Items belonging to a god at one point before being passed down to humans. Providing demi-god like abilities the items are highly sought after by pirates and kings alike.
(The importance of these will be made more clear after the few first posts, I don't think what they do is common knowledge but I'm sure there are rumors)
Mero’s Anklet- can control water when submerged, can breathe under water, weak legs on land
Mast’s Sail- can call in a breeze, light as air allowing him to float around, can be blown around by gusts other than his own.
Austris’ goggles- can turn into a large cloud of fog then re-materialize and continue to manipulate the fog. They lose track of things easily, memories, objects, people.
Zerus’ Collar- can transform into any animal they’ve been in contact in, influenced by the animal’s instincts slightly, and can’t be in an animal’s form at sunrise or they are stuck in that form.
Fero’s Magnet- can attract, repel, or bend objects that contain iron, has a high density causing them to weigh triple their actual weight.
Kora’s Ring-can heal anything but takes on the wound for themselves, cannot die from wounds taken on, feels double the pain but also heals twice as fast.
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