Sunday, January 31, 2016

World Note:  The History of the Isles - Geography

The 'Isles of Kindar' exist as an archipelago of over 100 islands spanning hundreds of miles.  The vast majority of these isles are but a mile or two across, but at least a dozen are large enough to support civilization.  The three largest are known as Kindar, Forgen, and Daconis in the Darian tongue.  These three are large enough to have well developed settlements and cities.  Other isles of note are "Mal A'Lin" and "The Wraith Isles".  Both are large and rich with natural resources, but are yet to have a successful settlement due to the local challenges indigenous to the isles.  Many of the smaller isles serve as mines or hunting/trapping grounds.

Kindar is the largest isle and serves as the central hub of the archipelago.  It exists in a temperate band, so weather is mild and stable.  The isle is mountainous though, with high cliffs to the north and sloping flatlands to the south.  This elevation change makes for harsh winters along the northern cliffs, where they are consistently met by winds from the Daconis Isle.  These cliffs protect the rest of Kindar though, allowing for long harvests. 

Kindar is home to many indigenous animals.  Large herds of bison roam the southern flatland, providing for hunting opportunities for all.  This also allows for some large predators to exist on the isle.  In particular, wyverns in the mountain peaks and griffons in the forest.  The flatlands are home to enormous ankhegs which occasionally burst from their underground lairs to feed on passing bison.  The flatland tribes treasure these opportunities.  An ankheg is a bounty of carapace, meat, and shamanistic components.  To the north, the great glass cats hunt deltan elk along the Spirit Lake's tributaries.  Bear roam the mountains, mostly black and of medium size. 

Due to this wealth of food and natural resources, Kindar is highly populated by humanoid settlements.  The Darian city-states of Traton, Sal, Peltony, Harlenton, and Covel hug the shores and create a band across the center of the isle.  They follow the edge of the Deltan woods, home to the peaceful elven hunters.  Their great city of Deltyavania nestled in the center of the ancient forest along the shores of a massive freshwater spring.  To the south-west lies the hidden cities of the Darmic Maji.  Their forest of towering redwood trees is home to many great insects and creatures of magic.  To the far north is the 'weekin'.  The gypsy bands of halflings roam the hillside while the mystical Fellerin create crystal fortresses along the cliff face.  To the north-east lie the swamps and marshes which serve as home to the Srylian lizardmen.  A nearby small separate isle is rumored to be the home to the elusive Gistasch, but no one is certain where their great city lies.  Finally, to the south east lie the great Vernfal mountains.  Once home to the dwarves of the same name, their underground cities have been flushed of dwarves and now lie abandoned. 

If you leave Kindar and sail west 7 days, you will arrive at the Forgen isle.  A third the size of Kindar, the Forgen isle is home to orcs, goblins, giants, and any other number of crude humanoid races.  Only two civilized locations can be found; the city of 'Manville' near the coast and the empire of the Forgen Dwarves in the mountains.  The isle is warmer than Kindar, though still cool enough in the mountains for some snow to survive year round.  The Forgen are the dominate power of the isle.  They focus their efforts on hollowing out the great Forgen mountain peaks and shipping goods to Kindar for trade.  All around them, the orcs fight the goblins who fight the giants.  The only peace to be found amongst them is at the trade port of 'Manville', where Covalian carracks can be seen trading weapons for raw ores. 

If you return to Kindar and sail directly north 3 days, you will reach the shores of Daconis.  A cold island roughly 50 miles across, it serves as the only Darian settlement to survive off of Kindar.  No other great races have settled here.  Though this lessens the threat of war, the Daconis have other economic problems.  The settlement began as a beachhead to destroy dragons which had made there home here.  This was 200 years ago, and no true dragon has been seen in the isles since.  The settlement now serves as a whaling port, its ships patrolling the northern most sea for lamp oil and ambergris.  Agriculture is hard and the people of Daconis (once Draconis, but the name has slipped since the loss of Dragons).  What few root vegetables grow in the harsh cold do little to lighten the dull existence on this island.

The last two isles are not well mapped.  The 'Wraith Isles' are actually three small islands located west of Kindar and South of Forgen.  Every settlement that has been attempted has failed.  Failed in such a manner that nobody is ever found of the settlers, just empty villages.  The weather is warm and unpredictable. One of the three isles consist of a dormant volcano, and this can provide hot springs which several past settlements have attempted to take advantage of.  The primary calling to this isle is the rare minerals.  Alchemists have found several unique materials which could lead to great discoveries, if only a mine could be constructed. 

Finally, there is the isle of Mal A'Lin.  South-East of Kindar, about 5 days.  This warm isle hosts many mysteries.  Only one settlement has been attempted, and those settlers fled the isles after only one month.  Little is known of the thick jungles that blanket the isle.  Many Covalian traders have considered ways to breach the wall of tropical forest and claim its bounty, but few have the courage.

There are other isles throughout the archipelago chain.  As stated earlier, many have been claimed as resource points.  No settlement, just slave mines or forests to be cleared.  For those willing to face the longer ventures into the four seas, there may be great unknowns for you to discover.

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