Guide to Climates and Cultures
Apr 12, 2021 17:04:14 GMT -5
Grandma, Lady Naoki, and 7 more like this
Post by Nina on Apr 12, 2021 17:04:14 GMT -5
This document is also available as a google doc.
Current season: Autumn
The whole island experiences seasons. These may come in different shapes depending on the area, including rainy/dry seasons, or very cold/slightly less cold (e.g. in the arctic north). Roughly, winter tends to be cooler. Autumn, the current season, is characterized by shorter days, shifting colors of vegetation, and the ripening of many types of fruit. Many people may be engaged in storing food for the winter.
Note: The descriptions below are only a rough outline. Very often, local variations (such as the presence of water, the orientation of a slope), can make a big difference. A big difference in which direction, you might ask? In the direction you want! This is similar with cultures – although I’ve tried to make it as easy as possible to encounter existing cultures or hear rumors of them, shall you wish to, the world is still large enough for you to not do that if you prefer. Please note that the island is still largely unexplored; as such, most characters will have limited information about anything outside their immediate area. Make sure to check the map as well.
Climate summary: More humid in the west, dryer in the east; colder in the north, warmer in the south
Culture/race summary:
*This classification is not meant to be conscriptive, either in terms of race or morality, but simply to provide a summary description for those looking for a particular theme. There are plenty of evil characters in morally good societies, and the opposite. Also, unless otherwise specified, all races are welcome anywhere.
Settlements summary: By now, many of the refugees from the initial waves have moved from tents and other forms of temporary habitation to more stable abodes, including log cabins, wicker huts, ancient city ruins and modified caves. Stone buildings exist, but they are rare. Some people were able to engage in agriculture enough to prepare for winter, although much of the average man’s sustenance still comes from hunting, fishing and gathering. Diplomatic and trade relations connect some settlements.
North-West
Climate: Cold, humid
Weather varies from eternal snows on the small islands off the north coast to a cool autumn in the south. Generally colder the higher up a mountain, and the further north you go.
Light autumn rain is common, especially in the mountains along the shore. Fewer rains borne above the ocean reach the inner plains due to the sheltering effect of this terrain (also called a rain shadow). Nevertheless, drizzles are common in this season. Unlike in the north-east, precipitations are mostly sufficient for a lush steppe and silvo-steppe (grasslands, with or without interspersed trees) to thrive.
Particular biomes:
In the deep north, snow may last year-round. A landscape of dwarf trees is present in areas too cold and windy most of the year to support full-sized trees. Shortening days are gradually bringing frost across the colorful, ground-hugging tundra. Rich forests cover the mountains and river valleys, with layers of green conifers interspersed with the new yellows and reds of deciduous trees. A few ocean-side mountain valleys may boast temperate cloud forests, covered with curtains of moss, ferns, and fog. Grasslands cover most of the rest.
Terrain:
Potentially challenging. Many castaways, apart from those approaching from the inner bay, would encounter mountains to start with. However, the inland is largely flat.
Cultures observed: Multiple ships have landed in this area, alongside a couple of solitary castaways.
The Diriposa - Butterfly wings and other insectoid features characterize these slim humanoids. They have settled The Flowering Cradle, a forested estuary rich with the blooms they feed on. It might be hard to notice that they are there, as the Diriposa try to live with as little disruption to the natural space as possible. Currently, damaging flowers is a crime. Most of all, these people value artistic and emotional expression. Their strong olfactory sense makes them skilled in particular for crafts such as perfumery and cooking. The Diriposa most chemically in-tune with others is the Matchmaker, a revered figure that advises on the complex web of serially monogamous relationships that her society engages in. They are led by the Crown Princess.
The Winterlight estate - Based at Godslost Hollow, the Winterlights represent the combination of a noble house and a cult. They value power most of all, especially of the dark, magical kind. As the self-appointed stewards of magic, they consider this their prerogative. People with similar interests, or people of interest to the Winterlights, may be granted considerable power by them - at a cost. Except, of course, for the power to leave the cult, shall they find themselves joining. Not only magicians are present, but also spies, diplomats, servants etc. The hierarchy of the Winterlight estate is in part based on birthright, but ambitious members can make their way up to the ruling caste. They are currently ruled jointly by two leaders: the Exemplars.
North-East
Climate: Cold, dry
Autumn weather may vary from arctic in the north, through ‘chilly’,‘pleasant’ and ‘dry’ to ‘sickly warm’ in the hills close to the southern wastes. This wide range is explained by the fact that the North-Eastern side of the island is the largest in terms of latitude.
Particular biomes:
While it includes lush forests, especially in the mountains or alongside bodies of water, overall the East is more prone to drought. In the far north, the snow is once more expanding through the tundra, towards the taiga (northern coniferous forest). In the grasslands, plants may reach from ankle- to person-sized and beyond. Some are starting to die out for the year, falling to the ground to shelter next year’s seeds. Sometimes the ‘cold’ and ‘dry’ parts of the year may occur at different times. For instance, scrub woodland (Mediterranean) is present on some mountain sides. The low-lying trees, thorny bushes and aromatic flora hint at mild, wet winters and hot, dry summers in those regions.
Terrain:
Mostly flat, occasionally hilly, but with a range of mountains on the eastern side. The North-East is a land of contrasts, in having both the largest surface freshwater reservoirs of the island, with the associated water-worn landscapes, as well as large areas relatively devoid of surface water, with windswept plains and hills. This shapes its flora and fauna.
Cultures observed:
Sevintera - Previously known Pannoa, a peaceful religious community, the city on the edge of the lake has been taken over and renamed. Its current overlords are a family of vampires, House Correa. The curse they are afflicted with gives them superhuman physical abilities, and the capacity to enthrall others. In exchange, the sun burns them. They need blood to drink and, whether due to their long lives or something more arcane, develop particular obsessions. Though they form the ruling class with a Matriarch at the top, much of Sevintera still consists of humans, both free-willing folk trying to live the best they can, and thralls given some of their master’s power in exchange for their service. There are commonly thick clouds and mist around Sevintera.
The Faceless colony - Former servants of a great empire, the Faceless represent eerie, diverse modular entities. None of them looks precisely like the other, and they find it as natural to replace limbs for particular purposes as most sapient people would find using tools. Although initially shaken by finding themselves without a master, they value organization and have built themselves a resin-stabilized cave system in a small island just off the north-eastern coast. In interactions with other people, their direct nature could in theory lead to anything from kindness to localized extermination. They are organized by an overseer.
Thornwood - Thornwood is not so much a settlement as it is a human hive, whose silent inhabitants work tirelessly to fulfill the whims and commands of their queen. The ruling class consists of the Vespida family. Lower down, hooded and quiet vassals walk among the thin, glassy-eyed slaves, the latter toiling endlessly for their next taste of red honey. Impossibly sweet, this addictive substance is key to much of their compliance. Guards, along with the wasp hives that surround the burgeoning settlement, are mainly there to deal with outsiders. Though Thornwood’s queen appears human, she carries a close symbiotic relationship with the Empress Wasp inside her body, which is a closely-guarded secret.
South-East
Climate: Hot/warm, dry (for the mainland)
Note that there is a marked difference between Trinity Island, which due to the ocean’s influence has a chillier, more moderate climate, and the mainland desert.
The south-east mainland is what is known as a hot-and-cold desert. Although it may get hot enough to turn unprepared travelers into shriveled husks, temperatures might also fall below freezing at night or during particular times of the year. Snow may occasionally occur, although it is as rare as rain.
Particular biomes:
Trinity is an island with a temperate-oceanic climate. The main unusual detail about it are the (admittedly very rare) dust storms which may be carried over from the mainland.
Inland, the landscape changes drastically. Sand and barren rock range for days unending. Any life that exists in this desert is either well-adapted to its environment or quickly perishes. Adaptations may include nocturnal life (hunting at the cooler time of the day), burrowing, feeding on carrion, or traveling long distances.
Terrain:
A mixture of terrain is present on the surrounding islands. Inland, much of the surface is covered by dunes, with the north-eastern side crossed by arid canyons, eroded shelves, pillars and other stone formations.
To the north-west, an inlet of the island’s main bay might shed some light into the wasteland’s history. However, such cartographical undertaking would be immensely difficult given the nature of the surrounding terrain.
Cultures observed:
Vinya Lhann – This is the main settlement of Usqueans, on Trinity Island. In their original land, these people were closely connected to their living, thinking forest. They’ve had to leave it behind, in order to survive. While respecting nature, they are also competent fishermen and hunters, and resourceful enough to survive the strange beasts they’ve encountered on the island. Originally, Usquean simply meant the inhabitant of Usque, and might include races as different as pixies and witches, elves and dwarves. The ones observed for now are of mixed human-fey ancestry, although it is conceivable that others could have survived. This group is ruled by a Queen.
South-West
Climate: Hot/warm, wet
Monsoons are in full swing on the southern coast, while in the north, autumn drizzles strike the golden forest canopies.
Particular biomes:
Owing to the weather and ocean currents, immense forests cover much of this area. These may range from temperate in the north, to tropical in the south. Boreal forests may still be present high up mountains, but are not common. Brackish swamps cover areas wider than one could cross in a day in the south-west of the region, while other areas, such as Cathead Peninsula, are dryer and mainly consist of grasslands. Remarkable landscapes might also be seen underwater, for example in the coral reefs of some southern islands, shaped by warm oceanic currents.
Terrain:
Varied. The swamps are unique on the island due to their large size.
Cultures observed:
Port Argentium (outpost of New Isra) – The largest settlement currently present on the island, Port Argentium was built by refugees from the former empire of Isra. Whether due to the sheer number of skilled workers brought along and/or competent command, the town is thriving. They welcome foreigners as long as they have something to offer. A strong sense of community ensures that food and shelter are provided for as many as possible. Port Argentium is ruled by a captain/empress. However, there are rumors of shadowy figures behind the throne with strings to pull.
The Imilla Tribe - Sharing the estuary of the Argentium River, the Imilla are people strongly connected to their land, family, culture. They are generally benevolent people who prefer to live minimalist lives, valuing interconnectedness and cooperation over personal gain.
The Tueima - Also described as ‘sea elves’ or 'fish folk', these peoples have settled a collection of mysterious, half-submerged ruins in one of the southern islands. Individuals may present strikingly different appearances and adaptations: some have tails, some have webbed feet, some have lungs and gills, some only have gills, some are venomous, and so on. Previously a highly magical race, they have had to adapt to the challenging, low-magic environment of this world. Their communication with other races currently relies on a vanishing rune. It is suspected that their civilization had gone through great misfortunes before they arrived here, but they are peaceful people. They are ruled by a crown prince, supported by a main adviser/educator.
Pchelinyy Dom - Home to the race known as the Pchelinaya, this region of grasslands and flowery meadows is situated between the hills and the great swamp. Pchelinaya are bee fey. They are winged, small (6 inches / 15cm in height) humanoids, with elfin features, and they wear striped yellow-and-black clothes. These fey often take similar jobs to the bees, as pollinators, builders, and even craftsmen of honey. At times they will also act as protectors for bees. They live in communal hives patterned with hexagons, some grand in scale. A peaceful race, the Pchelinaya are nevertheless cautious to outsiders, and have the necessary means to protect themselves. They are ruled by a queen with somewhat insect-like features.
Central
Climate: Temperate-oceanic for the central island and the coasts, seasonally dry in the deep south
Particular biomes:
Temperate forests cover much of the island. This is also the case for the central area down south, with a temperate forest on the northern coast and a tropical forest in the south, respectively. Between them, there are great grassy plains. Especially the southern half may be strongly shaped by seasonal rainfall, and take the form of savannah.
For western side of the central island, the best word to describe it would be ‘unnatural’. A thin gelatinous red film covers the entire ground. Where it hits water, it dissolves. Where otherwise disturbed, it can slowly reform itself in a way reminiscent of slime molds. This is fiendstuff, a creation brought straight from Hell. It does not harm any living beings, including plants.
Terrain:
Varied. In the south, large plains stretch between two mountain ridges.
Cultures observed:
Varan and Vessians – These two groups of peoples have settled on either side of the strait separating the ocean from the island’s inner sea. On the north side there is the town of Wulfgardt, built by the hardy seafaring people known as the Varan. On the south side there is Neue Ritterheim, built by the Vessians.
The Varan are hardy people used to cold, harsh conditions. Many Varan are expert seafarers, or traders. Some appear to have been raiders and mercenaries prior to their arrival in the Islands. For now, they have coexisted peacefully with other cultures, as can be seen between the budding diplomatic relationships with the Vessians. The Varan are ruled by a jarl.
In contrast, Vessians hardly represent a single culture, but rather an array of people from many similar cultures, many which can’t speak each other’s languages to start with. The main thing they appear to have in common is that they used to be ruled by the same Emperor. Some used to follow a religion based around the worshipping of angels in their many complex incarnations, but a few have other pantheons. However, since arriving on the island, some have gone secular or otherwise changed their beliefs. They appear to be ruled by a noble.
The twin settlements have diplomatic connections and have started a common Mercantile Office in order to trade with other settlements.
Helsreach - Built on the western coast of the central island, the town is the heart of a nation known as the 23rd Mortal-Fiendish Union. Most of inhabitants are exiles from Hell, who supported their leader in his fight against slavery. They include fiends, half-fiends, humans and elves. Challenges may occur as former enslavers (fiends), former slaves (human and elves) and mercenaries (elves) find new ways to coexist. The Union aims to uphold principles of equality and peaceful living, while also boasting elements of hellish esthetics such as skulls, spikes, and a tentacle moat. They are ruled by a king.
The Autumn Yokai - Virtually nothing is known about this mysterious group which established their settlement, Sianhai, on the northern shore of the central island.
For additions or corrections, please let me know on Discord : ) [@suzuri]
Current season: Autumn
The whole island experiences seasons. These may come in different shapes depending on the area, including rainy/dry seasons, or very cold/slightly less cold (e.g. in the arctic north). Roughly, winter tends to be cooler. Autumn, the current season, is characterized by shorter days, shifting colors of vegetation, and the ripening of many types of fruit. Many people may be engaged in storing food for the winter.
Note: The descriptions below are only a rough outline. Very often, local variations (such as the presence of water, the orientation of a slope), can make a big difference. A big difference in which direction, you might ask? In the direction you want! This is similar with cultures – although I’ve tried to make it as easy as possible to encounter existing cultures or hear rumors of them, shall you wish to, the world is still large enough for you to not do that if you prefer. Please note that the island is still largely unexplored; as such, most characters will have limited information about anything outside their immediate area. Make sure to check the map as well.
Climate summary: More humid in the west, dryer in the east; colder in the north, warmer in the south
Culture/race summary:
Main species / morality* | Morally fine to good | Morally dark | Alien |
Human | •Port Argentium (incl. the Imilla) •Wulfsgardt & Neue Ritterheim | •Winterlight Estate •Thornwood (involves wasps) | |
Non-human | •Helsreach (fiends) •Flooded Ruins (fish people) •Flowering Cradle (butterfly people) •Pchelinyy Dom (bee people) •Faceless Colony (modular people) | •Sevintera (vampires and their humans) | •Faceless (modular people) |
*This classification is not meant to be conscriptive, either in terms of race or morality, but simply to provide a summary description for those looking for a particular theme. There are plenty of evil characters in morally good societies, and the opposite. Also, unless otherwise specified, all races are welcome anywhere.
Settlements summary: By now, many of the refugees from the initial waves have moved from tents and other forms of temporary habitation to more stable abodes, including log cabins, wicker huts, ancient city ruins and modified caves. Stone buildings exist, but they are rare. Some people were able to engage in agriculture enough to prepare for winter, although much of the average man’s sustenance still comes from hunting, fishing and gathering. Diplomatic and trade relations connect some settlements.
North-West
Climate: Cold, humid
Weather varies from eternal snows on the small islands off the north coast to a cool autumn in the south. Generally colder the higher up a mountain, and the further north you go.
Light autumn rain is common, especially in the mountains along the shore. Fewer rains borne above the ocean reach the inner plains due to the sheltering effect of this terrain (also called a rain shadow). Nevertheless, drizzles are common in this season. Unlike in the north-east, precipitations are mostly sufficient for a lush steppe and silvo-steppe (grasslands, with or without interspersed trees) to thrive.
Particular biomes:
In the deep north, snow may last year-round. A landscape of dwarf trees is present in areas too cold and windy most of the year to support full-sized trees. Shortening days are gradually bringing frost across the colorful, ground-hugging tundra. Rich forests cover the mountains and river valleys, with layers of green conifers interspersed with the new yellows and reds of deciduous trees. A few ocean-side mountain valleys may boast temperate cloud forests, covered with curtains of moss, ferns, and fog. Grasslands cover most of the rest.
Terrain:
Potentially challenging. Many castaways, apart from those approaching from the inner bay, would encounter mountains to start with. However, the inland is largely flat.
Cultures observed: Multiple ships have landed in this area, alongside a couple of solitary castaways.
The Diriposa - Butterfly wings and other insectoid features characterize these slim humanoids. They have settled The Flowering Cradle, a forested estuary rich with the blooms they feed on. It might be hard to notice that they are there, as the Diriposa try to live with as little disruption to the natural space as possible. Currently, damaging flowers is a crime. Most of all, these people value artistic and emotional expression. Their strong olfactory sense makes them skilled in particular for crafts such as perfumery and cooking. The Diriposa most chemically in-tune with others is the Matchmaker, a revered figure that advises on the complex web of serially monogamous relationships that her society engages in. They are led by the Crown Princess.
The Winterlight estate - Based at Godslost Hollow, the Winterlights represent the combination of a noble house and a cult. They value power most of all, especially of the dark, magical kind. As the self-appointed stewards of magic, they consider this their prerogative. People with similar interests, or people of interest to the Winterlights, may be granted considerable power by them - at a cost. Except, of course, for the power to leave the cult, shall they find themselves joining. Not only magicians are present, but also spies, diplomats, servants etc. The hierarchy of the Winterlight estate is in part based on birthright, but ambitious members can make their way up to the ruling caste. They are currently ruled jointly by two leaders: the Exemplars.
North-East
Climate: Cold, dry
Autumn weather may vary from arctic in the north, through ‘chilly’,‘pleasant’ and ‘dry’ to ‘sickly warm’ in the hills close to the southern wastes. This wide range is explained by the fact that the North-Eastern side of the island is the largest in terms of latitude.
Particular biomes:
While it includes lush forests, especially in the mountains or alongside bodies of water, overall the East is more prone to drought. In the far north, the snow is once more expanding through the tundra, towards the taiga (northern coniferous forest). In the grasslands, plants may reach from ankle- to person-sized and beyond. Some are starting to die out for the year, falling to the ground to shelter next year’s seeds. Sometimes the ‘cold’ and ‘dry’ parts of the year may occur at different times. For instance, scrub woodland (Mediterranean) is present on some mountain sides. The low-lying trees, thorny bushes and aromatic flora hint at mild, wet winters and hot, dry summers in those regions.
Terrain:
Mostly flat, occasionally hilly, but with a range of mountains on the eastern side. The North-East is a land of contrasts, in having both the largest surface freshwater reservoirs of the island, with the associated water-worn landscapes, as well as large areas relatively devoid of surface water, with windswept plains and hills. This shapes its flora and fauna.
Cultures observed:
Sevintera - Previously known Pannoa, a peaceful religious community, the city on the edge of the lake has been taken over and renamed. Its current overlords are a family of vampires, House Correa. The curse they are afflicted with gives them superhuman physical abilities, and the capacity to enthrall others. In exchange, the sun burns them. They need blood to drink and, whether due to their long lives or something more arcane, develop particular obsessions. Though they form the ruling class with a Matriarch at the top, much of Sevintera still consists of humans, both free-willing folk trying to live the best they can, and thralls given some of their master’s power in exchange for their service. There are commonly thick clouds and mist around Sevintera.
The Faceless colony - Former servants of a great empire, the Faceless represent eerie, diverse modular entities. None of them looks precisely like the other, and they find it as natural to replace limbs for particular purposes as most sapient people would find using tools. Although initially shaken by finding themselves without a master, they value organization and have built themselves a resin-stabilized cave system in a small island just off the north-eastern coast. In interactions with other people, their direct nature could in theory lead to anything from kindness to localized extermination. They are organized by an overseer.
Thornwood - Thornwood is not so much a settlement as it is a human hive, whose silent inhabitants work tirelessly to fulfill the whims and commands of their queen. The ruling class consists of the Vespida family. Lower down, hooded and quiet vassals walk among the thin, glassy-eyed slaves, the latter toiling endlessly for their next taste of red honey. Impossibly sweet, this addictive substance is key to much of their compliance. Guards, along with the wasp hives that surround the burgeoning settlement, are mainly there to deal with outsiders. Though Thornwood’s queen appears human, she carries a close symbiotic relationship with the Empress Wasp inside her body, which is a closely-guarded secret.
South-East
Climate: Hot/warm, dry (for the mainland)
Note that there is a marked difference between Trinity Island, which due to the ocean’s influence has a chillier, more moderate climate, and the mainland desert.
The south-east mainland is what is known as a hot-and-cold desert. Although it may get hot enough to turn unprepared travelers into shriveled husks, temperatures might also fall below freezing at night or during particular times of the year. Snow may occasionally occur, although it is as rare as rain.
Particular biomes:
Trinity is an island with a temperate-oceanic climate. The main unusual detail about it are the (admittedly very rare) dust storms which may be carried over from the mainland.
Inland, the landscape changes drastically. Sand and barren rock range for days unending. Any life that exists in this desert is either well-adapted to its environment or quickly perishes. Adaptations may include nocturnal life (hunting at the cooler time of the day), burrowing, feeding on carrion, or traveling long distances.
Terrain:
A mixture of terrain is present on the surrounding islands. Inland, much of the surface is covered by dunes, with the north-eastern side crossed by arid canyons, eroded shelves, pillars and other stone formations.
To the north-west, an inlet of the island’s main bay might shed some light into the wasteland’s history. However, such cartographical undertaking would be immensely difficult given the nature of the surrounding terrain.
Cultures observed:
Vinya Lhann – This is the main settlement of Usqueans, on Trinity Island. In their original land, these people were closely connected to their living, thinking forest. They’ve had to leave it behind, in order to survive. While respecting nature, they are also competent fishermen and hunters, and resourceful enough to survive the strange beasts they’ve encountered on the island. Originally, Usquean simply meant the inhabitant of Usque, and might include races as different as pixies and witches, elves and dwarves. The ones observed for now are of mixed human-fey ancestry, although it is conceivable that others could have survived. This group is ruled by a Queen.
South-West
Climate: Hot/warm, wet
Monsoons are in full swing on the southern coast, while in the north, autumn drizzles strike the golden forest canopies.
Particular biomes:
Owing to the weather and ocean currents, immense forests cover much of this area. These may range from temperate in the north, to tropical in the south. Boreal forests may still be present high up mountains, but are not common. Brackish swamps cover areas wider than one could cross in a day in the south-west of the region, while other areas, such as Cathead Peninsula, are dryer and mainly consist of grasslands. Remarkable landscapes might also be seen underwater, for example in the coral reefs of some southern islands, shaped by warm oceanic currents.
Terrain:
Varied. The swamps are unique on the island due to their large size.
Cultures observed:
Port Argentium (outpost of New Isra) – The largest settlement currently present on the island, Port Argentium was built by refugees from the former empire of Isra. Whether due to the sheer number of skilled workers brought along and/or competent command, the town is thriving. They welcome foreigners as long as they have something to offer. A strong sense of community ensures that food and shelter are provided for as many as possible. Port Argentium is ruled by a captain/empress. However, there are rumors of shadowy figures behind the throne with strings to pull.
The Imilla Tribe - Sharing the estuary of the Argentium River, the Imilla are people strongly connected to their land, family, culture. They are generally benevolent people who prefer to live minimalist lives, valuing interconnectedness and cooperation over personal gain.
The Tueima - Also described as ‘sea elves’ or 'fish folk', these peoples have settled a collection of mysterious, half-submerged ruins in one of the southern islands. Individuals may present strikingly different appearances and adaptations: some have tails, some have webbed feet, some have lungs and gills, some only have gills, some are venomous, and so on. Previously a highly magical race, they have had to adapt to the challenging, low-magic environment of this world. Their communication with other races currently relies on a vanishing rune. It is suspected that their civilization had gone through great misfortunes before they arrived here, but they are peaceful people. They are ruled by a crown prince, supported by a main adviser/educator.
Pchelinyy Dom - Home to the race known as the Pchelinaya, this region of grasslands and flowery meadows is situated between the hills and the great swamp. Pchelinaya are bee fey. They are winged, small (6 inches / 15cm in height) humanoids, with elfin features, and they wear striped yellow-and-black clothes. These fey often take similar jobs to the bees, as pollinators, builders, and even craftsmen of honey. At times they will also act as protectors for bees. They live in communal hives patterned with hexagons, some grand in scale. A peaceful race, the Pchelinaya are nevertheless cautious to outsiders, and have the necessary means to protect themselves. They are ruled by a queen with somewhat insect-like features.
Central
Climate: Temperate-oceanic for the central island and the coasts, seasonally dry in the deep south
Particular biomes:
Temperate forests cover much of the island. This is also the case for the central area down south, with a temperate forest on the northern coast and a tropical forest in the south, respectively. Between them, there are great grassy plains. Especially the southern half may be strongly shaped by seasonal rainfall, and take the form of savannah.
For western side of the central island, the best word to describe it would be ‘unnatural’. A thin gelatinous red film covers the entire ground. Where it hits water, it dissolves. Where otherwise disturbed, it can slowly reform itself in a way reminiscent of slime molds. This is fiendstuff, a creation brought straight from Hell. It does not harm any living beings, including plants.
Terrain:
Varied. In the south, large plains stretch between two mountain ridges.
Cultures observed:
Varan and Vessians – These two groups of peoples have settled on either side of the strait separating the ocean from the island’s inner sea. On the north side there is the town of Wulfgardt, built by the hardy seafaring people known as the Varan. On the south side there is Neue Ritterheim, built by the Vessians.
The Varan are hardy people used to cold, harsh conditions. Many Varan are expert seafarers, or traders. Some appear to have been raiders and mercenaries prior to their arrival in the Islands. For now, they have coexisted peacefully with other cultures, as can be seen between the budding diplomatic relationships with the Vessians. The Varan are ruled by a jarl.
In contrast, Vessians hardly represent a single culture, but rather an array of people from many similar cultures, many which can’t speak each other’s languages to start with. The main thing they appear to have in common is that they used to be ruled by the same Emperor. Some used to follow a religion based around the worshipping of angels in their many complex incarnations, but a few have other pantheons. However, since arriving on the island, some have gone secular or otherwise changed their beliefs. They appear to be ruled by a noble.
The twin settlements have diplomatic connections and have started a common Mercantile Office in order to trade with other settlements.
Helsreach - Built on the western coast of the central island, the town is the heart of a nation known as the 23rd Mortal-Fiendish Union. Most of inhabitants are exiles from Hell, who supported their leader in his fight against slavery. They include fiends, half-fiends, humans and elves. Challenges may occur as former enslavers (fiends), former slaves (human and elves) and mercenaries (elves) find new ways to coexist. The Union aims to uphold principles of equality and peaceful living, while also boasting elements of hellish esthetics such as skulls, spikes, and a tentacle moat. They are ruled by a king.
The Autumn Yokai - Virtually nothing is known about this mysterious group which established their settlement, Sianhai, on the northern shore of the central island.
For additions or corrections, please let me know on Discord : ) [@suzuri]