Sunday, June 9, 2024

The Lonely Island: Map and Notable Location List

 

SymbolNameDescription
F1FarportA large city of roughly 100,000 humans, founded about 130 years ago. The streets are paved with bricks and stones and the buildings are made out of single, magically produced pieces of wood that can be furnished and decorated as the residents see fit.
E2Rusted Plains TownThe elf town of the Rusted Plains, the buildings are all constructed inside of artificial hills which are covered in irongrass with patches of bushes hiding the entrances.
E3Bluesalt Marsh TownThe elf town of Bluesalt Marsh, the are all disguised as thick patches of reeds, shrubs, and trees on drier portions of land surrounded by the moss, mud, and salty crust of the marsh proper.
E4Crusty Mountains TownThe elf town of the Crusty Mountains, the buildings here are all either disguised as massive pine trees or built into natural caves in the immediate area.
E5Bronze Woods TownThe elf town of the Bronze Woods, the buildings here are all disguised as massive bronzeleaf trees.
D6Fleance the Dragon's LairA series of carefully excavated and decorated caves inside the peak of the tallest mountain on the Lonely Island, Mt. Fleance. Inside, not only does Fleance the dragon make his home, but he also keeps his massive collection of live medicinal plants and the many medicines he's made from them. Fleance is unwilling to share these wonders with anyone except fellow dragons, however, so anyone who wants some better be good at disguises.
B7The Shovel Tusker's MeadowThe location where the Shoveltusker goes to sleep every night. The bronzeleaf trees surrounding this meadow are covered in deep gouges from the beast's teeth. These gouges are encrusted with dried bronzeleaf sap, a highly desirable ingredient in perfumes and incenses.
B8The Terror of Farport's NestThe nest where the Terror of Farport prefers to sleep. Aside from being well hidden in the reeds, this nest is full of the magical ropes the Terror of Farport makes out of bird feathers.
W9Walled Garden Facility: Marine Research StationA place where the mages of the Walled Garden were performing experiments on sea creatures, presumably to aid in an amphibious assault of the First Empire.
W10Walled Garden Facility: Deadly Disease NurseryHere, Walled Garden mages were attempting to manufacture contagious diseases with all sorts of terrible effects, all of which would ultimately end in death. Most of the labs and containers are still sealed off, however no one has checked for leaks in centuries.
W11Walled Garden Facility: South Entrance to the Crusty TunnelThe southern entrance to a tunnel which goes in a straight line from one side of the Crusty Mountains to the other in order to help the mages of the Walled Garden get around the Lonely Island more easily.
W12Walled Garden Facility: North Entrance to the Crusty TunnelThe northern entrance to a tunnel which goes in a straight line from one side of the Crusty Mountains to the other in order to help the mages of the Walled Garden get around the Lonely Island more easily.
W13Walled Garden Facility: Weather Control StationA facility at the top of a mountain where Walled Garden mages used the high altitude to aid in experiments with controlling the weather.
W14Walled Garden Facility: Experimental Artillery RangeHere, mages of the Walled Garden not only fired experimental magic artillery, but built the shells. Today, the range is still a minefield of not only valuable materials but hazardous magical effects.
W15Walled Garden Facility: Enchanted Sword FactoryThe Walled Garden intended to manufacture weapons for their invasions here. While their vision never happened, the factory built a considerable stockpile of enchanted weapons before the elves revolted.
W16Walled Garden Facility: Undetectable Poisons LabA lab where Walled Garden mages worked on poisons and chemical weapons that would be completely undetectable to all but the most sensitive magical tests. There are many valuable artifacts in here, it's just that one never knows when they're about to walk into something lethal.
S17Magical Scar: Eternal AvalancheA roiling, boiling mass of snow, ice, rocks, and debris that takes up an entire mountainside. The avalanche that started hundreds of years ago appears to still be moving with all the force of the day it began, yet never seems to move. To enter the area is incredibly dangerous as the whirling masses of snow maintain all of their force, instantly pulling in whatever touches it and pummeling it to bits. However, it is said that one can get the occasional glimpse of an old Walled Garden facility in the middle of the avalanche, untouched and probably brimming with magical artifacts.
S18Magical Scar: Giant Glowing SkeletonThe massive skeleton of what appears to have been a gigantic lizard. The bones glow a haunting green which is visible for miles at night. Getting close to the skeleton, living things begin to get sick, losing their hair and coughing up blood before death takes them. A small group of smaller glowing lizards lives among the bones and attacks anyone who gets too close, adding another reason not to get too close. In the center of the massive ribcage, however, sits a pristine, shining sword that any human could wield with ease.
S19Magical Scar: Massive Iron CubeA massive iron cube that takes up a cubic mile of volume. From the outside, the cube seems to be made of solid iron save for a single door in the center of each of the cube's faces. If one is strong enough to open one of these doors, they will discover that the cube is actually hollow and home to a replica of the surrounding environment made of pure iron. Plants and animals inside of the cube are also made of pure iron, however they seem to otherwise act like normal, albeit highly violent, versions of whatever they are shaped as. Floating in the exact center of the cube is a wand which apparently has the ability to produce this effect.
S20Magical Scar: Lake of Molten GlassA lake full of red-hot, molten glass in the middle of the plains. The source of the heat that keeps the glass melted is unclear, but there is an island in the middle of the perfectly circular lake with what seems to be a lit bonfire in its center. The bonfire never seems to go out, but no one has ever been able to get to survive the trip to the center of the lake to figure out what is going on.
S21Magical Scar: Invisible Cloud of Poison GasA large area near the Undetectable Poisons Lab which contains an unmoving cloud of invisible, unscented, and flavorless gas which is instantly lethal to anything that breathes in the cloud. No matter how windy it is, the cloud stays put, however this does not prevent unwitting animals from walking into the cloud every day. Their bodies mark the edges of the cloud. As far as anyone is able to tell, the gas is being contained by some magical device inside the cloud, however no one is able to get far enough into the cloud to verify this.
S22Magical Scar: Paused ExplosionA gigantic ball of purple energy that appears to be lodged in the side of a mountain. The energy ball does not move, change shape, or fluctuate in any way, however anything that touches it is vaporized on contact. This is the explosion which destroyed the Walled Garden facility that used to be in its center, however some magical effect seems to have stopped it before it could destroy much of the Lonely Island. No one knows how big the explosion would get before it ended if the magic pausing it were to be removed, so no one is too interested in messing with it.
S23Magical Scar: Bottomless PitA pit in the ground which seems to go on forever, despite the fact that the planet Tero is roughly spherical and any such hole would logically punch through the other side after a certain point. This has not happened, for some reason, and nothing that has ever been sent into the pit has ever returned. According to elvish history, many highly valuable items and magical weapons ended up in here during their revolt, so anyone who figures out how to get those items back out would instantly become wealthy and powerful.
S24Magical Scar: Place Where People Can Only Feel FearA region where the only emotion anyone is able to feel is fear. People tend to avoid this area as much as possible, but there are some who seem to think that is emotional field is hiding something.
S25Magical Scar: Animate Tree That Attacks EverythingA large bronzeleaf tree which is able to whip its limbs around and attack any living thing that gets within range. It is said that the cause of this state is buried underneath the tree itself, and anyone who can obtain that item will not only be protected from the tree, but be able to make other trees like it.
L26Ancient Lizard Folk Ruins: Statue of LizardryA massive bronze statue of a lizard person which is 50 feet tall and overlooks the ocean in the direction of the nearest land. The statue is clothed in a robe and seems to be holding a book in one arm and holding up a torch with the other. Within the hollow statue is a complex network of rooms, passages, stairs, and ladders which a band of pirates has taken up residence in. These pirates hide their boats on the shore nearby and opportunistically target lone merchant ships around the Lonely Island.
L27Ancient Lizard Folk Ruins: Fish MarketAn old fish market that the ancient lizard folk used to use. Some of the stalls even still have the remains of fish and butchering tools. Although the fish remains may not be very appealing, ancient lizard folk butchering tools can still be functional and highly valuable.
L28Ancient Lizard Folk Ruins: Rusted CityThe remains of an ancient lizardfolk city that was built entirely out of iron, and which is now mostly rust. Despite this, there are still many valuable items to be found in the ruins, albeit exploring the rusty, decaying ruins can be incredibly dangerous thanks to the corroded metal structures.
L29Ancient Lizard Folk Ruins: Shrine to FleanceAn old shrine surrounded by a small temple which ancient lizard folk would leave offerings to Fleance the dragon at. This shrine has not been maintained for a very long time, however, and only Fleance himself seems to visit it with any regularity. Fleance mostly just tidies up, but it seems like he has left many of the old offerings untouched. Although these have sentimental value to Fleance, explorers might be tempted by the wide array of valuables and enchanted items that were gifted to the dragon of the Lonely Island thousands of years ago.
L30Ancient Lizard Folk Ruins: Last Holdout VillageThe ruins of the last village of free lizard folk to hold out against the Arcane Order of the Walled Garden and their heinous experiments on the lizard folk of the Lonely Island. Within these old stone building, one can find a complete history of the Lonely Island lizard folk, written in ancient lizardfolk script and language, as well as several ancient lizard folk artifacts that had been hidden here under the assumption that the holdout lizardfolk would be able to escape the Walled Garden and reclaim their heirlooms.

The Elves: Cultural Profile

Introduction: The elves are technically just one of many species native to the Lonely Island, however to leave it at that would be far too reductive. The first elf was born 592 years, the result of hundreds of years of magical experimentation and downright evil breeding programs, the subjects of which were forced to participate against their will. The perpetrators of this atrocity, the Arcane Order of the Walled Garden, oversaw their evil work in order to have an inherently magical, immortal army to attack the First Empire with, but the first generation of elves, upon reaching maturity, recognized the terrible things that were done to their ancestors and took their own revenge against the Walled Garden, completely wiping out the mages and abandoning their facilities. Since then, the elves have been doing quite well. While much of their biology and what went into their creation is still a mystery, the elves were able to recover a great deal of information on the Lonely Island, its ecosystems, and the many different organisms that call the place home. Choosing to completely leave their creators’ vision behind, the elves have gone on to establish four towns around the island which exist in perfect harmony with the surrounding environment. Although descended from humans, every elf is born with a random combination of skin, eye, and hair colors, each of which can be nearly any color in the spectrum. Their population grows slowly because elves with uteruses can only get pregnant on the solstices, a small blessing as elves seem to achieve biological immortality around the age of 30. They each have pointed ears that stretch out several inches farther than regular human ears as well, and each elf is also gifted with at least one inherent magical power that they can use at will. These powers run the gamut of effects and it is said that for every problem one may encounter, there is at least one elf out there with the perfect power to deal with that problem.

Magic and Technology: The elves tend to see complex technology of any sort as being too similar to the evil practices of their creators, and so they do not utilize technology beyond simple tools and implements, relying on the magic talents of community members to perform any functions that might be done with technology in other societies. While an elf may have eating utensils, plates, cups, and various tools for grooming, it is understood that these tools are all crafted by magical means and that any repairs that need to be made are to be done by someone with an appropriate magical ability. Arcane magic such as enchanting and spellcasting are also seen as pointless pursuits that are too similar to Walled Garden practices, and so elves are not only expected to seek out other elves with appropriate abilities to help them when they need something difficult done, but to provide whatever assistance to other elves that their abilities allow them to when requested.

Society: Elves have defined themselves and their society in direct opposition to the ideals and goals of the mages which worked to bring the elves into the world. Elf society expects individual elves to live in harmony and cooperation with each other, providing whatever services they can to those who ask at no charge or expectation of returning the favor. Despite a lack of knowledge in the early days, the elves have had time to move on and learn about themselves. The elves now know much more about who they are and what their lives should be like. This, along with the culture of harmony and cooperation, has allowed elf society to flourish as elves use their unique gifts to help each other and contribute to their mutual survival. Over the centuries, this has resulted in a very comfortable society in which struggle and toil are seen as unnecessary because there will always be someone around who can do what you need instantly and through very little effort. This system actually works quite well as most elf powers can be applied broadly with some creative thinking, producing a surprising amount of overlap in which elves can help with which kinds of problems. Keeping track of this complex web of mutual relationships and magical abilities is the basis of elf communities, turning their towns into massive, interconnected societies in which every elf is fully aware of how they give and receive help to each other. Over the centuries, this state of affairs has helped the elves to answer many of their lingering questions about themselves and themselves.
        There is, however, one mystery that seems to preoccupy many elves. A sort of existential dread hangs over every elf regarding their own mortality and their overall place in the universe as a manufactured species. The first elves, as well as all subsequent generations, have not aged a day since their 30th birthdays, remaining in a state of near-perfect health the entire time. As such, no one is entirely certain if elves can die of old age. Elves are immune to all pathogens and do not suffer from congenital diseases or deformities, so the only way for an elf to die appears to be through physical injuries, poisoning, and other external causes of death. Although they are in tune with the spirits of the Lonely Island and the environment around them, many elves worry that their biological immortality and created status brings them out of harmony with the universe overall. Aside from distancing themselves from the attitudes of their creators, many elves also practice a harmonious existence to alleviate some of this worry.

Religion: Strictly speaking, the elves do not practice any kind of religion or organized spiritual practice. The Arcane Order of the Walled Garden was composed of mostly anti-theists, people opposed to the worship of the powerful spirits and forces of the universe. The elves do not share this view, but were also never introduced to traditional religious ideas because of it. Despite this, most elves are deeply connected to their local communities, including the various spirits that inhabit and look over the natural features of the Lonely Island. As such, each elf is encouraged to find ways to commune with the spirits of their home and determine how to stay on good terms with them as individuals. Elves see these relationships as being similar to the relationships they maintain with other elves, and so see no reason for anyone other than individual concerned parties to take actions to appease local spirits. The end result of this approach to the spiritual world is that all elves end up with some kind of obligation to the spirits of their immediate home area, although there is a high degree of variability in what these obligations actually are. Some are quite minor, such as being sure to leave an offering of food at a shrine once each week, while others are more major, such as complex cleansing rituals that must be performed on a daily basis while staying in a certain place.

Towns: The elves have established four towns around the Lonely Island, each in one of the main environments of the island. The towns are simply referred to by the ecosystem they are in, making their names Rusted Plains Town, Bluesalt Marsh Town, Crusty Mountains Town, and Bronze Woods Town. To the untrained eye, it is nearly impossible to tell that one is in a constructed space, even in the center of a town. Even more impressive is that these towns are each home to a little over 1,000 elves, all completely hidden unless they wish to be seen. This is because all aspects of elf towns are constructed, through magic, to blend in and exist in perfect harmony with the surrounding environment. In the plains and the marsh, this usually means the creation of hills which living and working spaces can be constructed under, while areas with more trees tend to see towns that are built out of massive hollow trees.These towns have no true government and have built up based on complex networks of mutual obligation and assistance and free association. Any elf is free to enter, leave, and become the resident of any town at any time depending on their whims, they are simply expected to become members of the local community, establishing bonds with others and providing the benefits of their magical abilities as needed. Should an issue that impacts more than a few elves in a town ever arise, a meeting is called for all impacted parties to attend. At these meetings, only those with a reasonable stake in the issue are allowed to attend, but all those attending are entitled to have their opinion heard and understood by all others present, and after deliberations a vote is held on what to do about the issue. Whichever solution is able to get a simple majority of votes is what people are expected to do, and thus far no issues have arisen with this system because the elves who get outvoted tend to value being a part of the community and their mutual relationships over getting their way. Rarely, these meetings will be between entire towns, and once, shortly after the arrival of the farporters, a meeting was held for all 5,000 elves living on the Lonely Island, in which the vote of secrecy from the newcomers was held, resulting in the hidden nature of the elves. To this day, the elves have all held to the vote, however some are beginning to believe that the farporters are trustworthy enough to reveal themselves to. This is still a minority opinion, but it is slowly gaining popularity as the elves become more and more curious about their new neighbors.

The Farporters: Cultural Profile

Introduction: The farporters are relative newcomers to the Lonely Island, having established the city of Farport about 130 years ago. Consisting of mostly humans with a few disguised snake people living among them in secret, the farporters are the modern descendents of First Empire dissidents who wanted to get as far away from the influence of their homeland as they could. Farporter society has since evolved in direct opposition to First Empire culture, valuing community, struggle for the good of the many, and loyalty to each other. The farporters have taken these values to heart and undertaken the hard work of starting a new settlement in a remote area with little access to trade. The city of Farport has banned First Empire citizens and merchants, even from docking in the harbor, reducing their options to the few gnome merchants willing to make the voyage. This has made the farporters good at making due with the materials at hand and finding resources on the Lonely Island that they can replace an expensive trade good with. Today, despite setbacks such as the Terror’s Rampage and resulting famine, the people of Farport are beginning to feel they know the island well enough to start founding new settlements. More conservative segments of the population, however, are of the opinion that people should stay and help Farport grow and that the rest of the Lonely Island should be left to the Island Lord and his Holy Lieutenants. Whether or not new towns are founded on other parts of the island, the farporters overestimate their understanding of the island, not even being aware of the four elf towns which have been on the island for hundreds of years now.

Magic and Technology: While the farporters are descended from First Empire citizens, as are the sporadic influxes of new dissidents from the empire, the people of Farport tend to be luddites, eschewing many of the technology and magic of the First Empire in favor of doing things with their own body whenever possible. As a result, most farporters deliberately live with technology comparable to early 17th century Europe from the real world. The main exception to this is magic and technology for safety, healing, and construction, which farporters see a great deal of value in. In farport, the technology, enchanted items, and schools of magic are focused exclusively on healing, safety, and things that make constructing buildings easier. The Academy of Arcane Casting is the only established school of magic in Farport, and it only teaches people to cast spells which pertain to the three approved applications. The academy does, however, offer these lessons for free, provided each potential student is able to pass a rigorous entrance exam, all supported by community donations. Enchanters, on the other hand, work out of several shops throughout the city and take on apprentices with some regularity, although new apprentices must buy their way in and become a partial owner of the shop they apprentice in. Each shop tends to specialize in crafting items which are useful to just one of the three applications. Those Farporters who manifest magical talents and interests outside of the approved types are viewed with distrust, seen as individualists who want to grow their own power rather than use their skills to help those around them. This is considered an “imperial attitude” towards magic and often forces people to pursue their taboo studies in secret.
        Mages and enchanters, despite their importance to Farport, are relatively rare, with the vast majority having their time taken up by assignments for the good of society such as hospital duty or construction work. Perhaps one in every 100 farporters is trained in magic, although their services are freely available to those who need them so no one complains too much about a lack of numbers. One side effect of this is that people generally have a good opinion of those who graduate from the Academy of Arcane Casting, graduates of which are almost hired by the City of Farport and paid a comfortable wage to perform their work for the other residents of the city. This has resulted in a healthy population living in well-constructed homes who are able to ply their trades and explore their home as much as they desire. Most people are unaware of the dangerous magical leftovers from the Arcane Order of the Walled Garden that are scattered around the Lonely Island, but if they were, they would probably want nothing to do with it.

Society: Farport, in direct contrast to how things are run in the First Empire, is not ruled by any one person or even any one group of people. Instead, the residents of each building in the city, businesses, shops, workshops, etc. excluded, are expected to provide a single representative in the Council of Many. This body of thousands of people, some the sole occupants of their homes, is expected to meet on the solstices and equinoxes of each year in order to hear policy petitions, vote on them, and other perform other tasks such as interviewing prospective city officials like the captain of the guard or the city planner. Some representatives are more invested in the council than others. In order for any bill to be made law or a person to be appointed to a position, at least 80% of the Council of Many must approve. This high burden acceptance is meant to ensure that no city policy or official is put in place without good reason. These officials and policies can be revoked at any time, however, if just 21% of councilors vote to revoke, a vote that is only held in emergency council sessions as needed.
        The cultural values that led to this form of government are loyalty, communalism, and the willingness to undergo hardships for others, and they can be seen in most structures and traditions in Farport. As dissidents from the more individualistic and cutthroat First Empire, farporters would rather live in opposition to such values. This can be seen in the main conflicts over whether or not to establish new settlements elsewhere on the Lonely Island. Those against new settlements argue that it would not only risk cutting people off from their sense of community with Farport, and thus the ties of loyalty, but that to do anything other than expand the space they’ve already claimed would be disloyal to the island and the spirits that govern it. Others say that one day Farport will need to stop expanding one day or risk becoming a blight on the land, so they should be allowed to take on the struggle of creating more space for people and to have less of an overall impact on the environment. Spiritual arguments back both sides of the debate, and the Council of Many has only ever reached 65% acceptance for any proposals of new settlements, despite being happy to fund dozens of expeditions into the Lonely Island each year. This is the biggest tension in Farport at the moment, but other than that, people tend to live peaceful, comfortable lives.
        Laws and city guards in Farport are rarely harsh, the only exceptions being made for those who even appear to show support for the First Empire. Farport maintains a robust social safety net and a healthy trading relationship with the gnomes. People have access to goods from all over Tero, and they have the money to pay for them because the city provides medical services and housing at no expense to residents other than a progressive income tax which results in the wealthiest farporters paying for the housing and medical care of the poorest farporters. People generally enjoy this arrangement and take pride in their city’s ability to take care of its residents. In day-to-day life, the only strict rules anyone ever seem to impact people are those against contact with current First Empire Citizens. Newer waves of residents from the First Empire often leave friends and family behind and wish to stay in touch. The founders of Farport established the rule of no contact, not even to trade for vital supplies, before they even landed on the Lonely Island, and this policy has remained in place ever since.

Religion: After leaving the influence of the First Imperial Cult and veneration of the First Emperor, most farporters are wary of religious belief and organized practice. Despite this, a local religion has developed. Some of the first settlers in Farport received visions of the locations of vital resources which the more spiritual of the early farporters attributed to a single spirit which governs the entirety of the Lonely Island, a figure they refer to as the Island Lord. The assumption was, based on the helpful visions, that the Island Lord favors the farporters and wishes for them to succeed. In return, there are eight different festivals of thanks each year to reaffirm Farport’s loyalty to the Island Lord while thanking their god for the gifts of the natural world he provides through the island. Most of these festivals consist of many offerings and elaborate sacrificial rituals to the god, intended to honor the Island Lord through complexity and decorum.
        Over time, explorers started to return from expeditions with tales of strange, unique creatures that live alone on the Lonely Island. Early members of the Church of the Island reasoned that such legendary beasts must be the lieutenants of the Island Lord, able to act within the material plane on behalf of their Lord. Several smaller cults, considered priestly orders of the overall religion, have been established to worship these legendary creatures, each of which is associated with a specific region of the island. The Armored Behemoth is said to roam the Rusted Plains, the Elephant Bird rules the Crusty Mountains, Shepherd Jim guards Big Bay, the Shoveltusker makes its home in the Bronze Woods, and the Terror of Farport is said to live deep within the Bluesalt Marsh. These priestly orders make up the organized portion of the religious community, maintaining calendars of holidays particular to their chosen lieutenant, the celebration of which is optional, unlike the 8 festivals dedicated to the Island Lord. One such priestly order, the Behemoth’s Children, not only venerates the Armored Behemoth, but has developed a form of martial arts based on their subject of worship. This is unique among the priestly orders of the Lonely Island, but they have never caused any trouble so no one really bats an eye at them.

Farport: Farport is a growing, bustling city that sits on the North bank of the Iron River, at the point where it empties into Big Bay. Although relatively young compared to other cities of Tero, the occasional influx of new settlers and the steady growth of the existing population has caused Farport to grow into a decent-sized city of roughly 100,000 people. Construction teams are able to keep up with this growth through magical means, utilizing mages and magic items to essentially grow buildings out of the ground fully formed. Housing and healthcare are provided to residents free of charge, they just need to be registered with the tax office and up to date on their income tax payments, which is not usually an issue. People are happy to send representatives to the Council of Many, the governing body of the city, and important city services are staffed and led by competent people. Most residents of Farport are quite happy to live there. The only strict rules are around First Empire citizens being banned from entering or docking in the city while residents cannot have any contact with current citizens, even by mail. This is tough on some people, but every time reversing the policy has been suggested, not nearly enough votes were cast to abolish the policies.
        To support such a large population, thousands of acres of farms have been established in the Rusted Plains around Farport, growing food crops that are native to the Lonely Island and can tolerate the high iron content of the soils south of the Crusty mountains. Rustroot is the most common crop and a staple food for the people of Farport due to its highly nutritious, tuberous roots. Other crops grown for food include red sunflowers, the seeds of which are used for oil and turned into flour, and the sweet yucca, which produces fibrous leaves that can be woven into cloth and a sweet fruit that can be eaten either raw or cooked. There are some farporters who get their meat by hunting metallic kangaroos out in the Rusted Plains, however most get their protein from imported, preserved meats. Supporting such a large population with imported protein is one of the jobs of the massive port that gives Farport its name and acts as the only access most people have to the world outside the Lonely Island. Anything that cannot be produced on the island must be imported, and some domestic products are of an inferior quality to equivalent items from other parts of the world. While few gnome merchant companies have ever chosen to make regular voyages to Farport and First Empire merchants are banned from doing business entirely, that has not been an issue as the few gnome companies that chose to make the initial voyages have prospered and grown greatly. These once-small trading companies now maintain merchant fleets of hundreds of ships, built off of their near-monopoly on trade with the farporters. Not only do the people of Farport spend a lot of money on goods that wouldn’t be worth trading in other place, but the medicines and enchanted medical instruments that they produce have gained a worldwide reputation for their quality and efficacy. The native foods of the Lonely Island and the unique fabrics woven from dyed sweet yucca thread are also sold as exotic goods abroad, making the trade relationship fairly balanced overall.

Friday, June 7, 2024

The Lonely Island: Setting Details

Introduction: The Lonely Island is a remote, poorly-known island far away from any other landmass on Tero. Due to its extreme isolation and large size, the diverse habitats of the Lonely Island have produced a number of highly unique ecosystems such as the Rusted Plains, the Bluesalt Marsh, and the Bronze Woods. Contributing to this high level of biological uniqueness is the lack of interference from the outside world that the island experiences. Ancient lizard folk settled on the island and persisted after their great catastrophe, but like there kin in other parts of the world, the ancient lizard folk were content to adapt to the resources at hand rather than import new plants and animals, so all they have left behind is stone buildings which today sit in ruin. This time without major disruption came to an end, however, with the arrival of the Arcane Order of the Walled Garden. At the time of their arrival, these mages were exiles from the recently-formed First Empire with the goal of developing magical weapons to use in some future attempt at revenge for their exile. The magical experiments of the Walled Garden irreversibly changed many aspects of the island, creating strange magical scars in the landscape that still cause harm hundreds of years on. Among the victims of these experiments were the lizard folk of the Lonely Island, wiped out by target practice and augmentation attempts. The Arcane Order of the Walled Garden would receive justice, however, in the form of their own creations.
        The elves were an attempt to create an army of naturally magical, immortal fighters to serve the Walled Garden and its goals. Luckily for the people of the world, the first elves recognized the darkness behind their creators’ eyes and revolted, killing all of the members of the order and leaving all of their facilities abandoned. The majority of the elves chose to stay on the island, fearing that the other people of the outside world were the same as their creators, and founded several towns to live in harmony with their environments and try to heal some of the damage done by the Walled Garden. While some elves chose to explore the world, the majority have chosen to stay in their homeland, the reason why elves remain such an obscure and mysterious species to this day. The elves and their history remain a secret even to the small community of humans which have settled on the island due to their distrust of outsiders, particularly humans, so it is no wonder that most people in the world are unaware that the elves originated on the Lonely Island.
        Today, the people of Farport, the sole human settlement of the Lonely Island, continue to explore and understand the new home their ancestors chose 130 years ago. After more than a century of difficulties and famines, the farporters are considering acting on their decades of exploration and sending people to found new towns around the island. With this increased interest in the rest of the Lonely Island, the people of Farport are encountering the dangerous creatures, natural features, and magical leftovers of the island in larger numbers than ever before. Although most people would be discouraged by the tales of elf towns and gigantic creatures that return to Farport, the cultural value placed on collective struggles means that there is always an ample supply of people willing to do difficult things for the good of their community. Lacking successful settlements, the farporters have not started expanding yet, but when they inevitably do, it is likely that they will come into conflict with the elves, the creatures, and even the environment of the Lonely Island.

Geographic History: The Lonely Island has always been an island, never once in its history connecting to another landmass. The island of today straddles a rift between diverging tectonic plates which has not only produced a large number of earthquakes and hotsprings over the years, but the island itself. A few hundred million years ago, the Lonely Island first erupted above the waves as the slow process of volcanic buildup at the rift brought the highest sections of oceanic crust into the air. Over time, these mountains built up into the Crusty Mountains of today, splitting the Lonely Island into its rainier North side and drier South Side. To this day there are active volcanoes, earthquakes, and hotsprings caused by this rift and which residents must contend with. This volcanism actually means that the Lonely Island is slowly growing as its two halves move apart, although this growth is inhibited by the only slightly slower rate of erosion that the edges of the island experience because of the ocean. After its initial emergence, the long distance to the nearest land resulted in a long period of barrenness on the Lonely Island that was exacerbated by the high concentrations of metals in many of the rocks and soils of the island. The southern portion of the island is rich in iron while the northern and western regions are rich in copper and tin. These unique soils have not only produced an environment that is difficult for plants and animals to adapt to, but one which actively poisons those plants which cannot utilize or filter out the metals in the soil. Several unique ecosystems have developed around these different soils and levels of precipitation which include strange plants, animals, and even a few beasts which seem entirely unique to the world.
        One of the stranger and less well-understood environments of the Lonely Island is the Bronze Woods, a forest which covers all of the land north of the Crust Mountains and which is primarily composed of bronzeleaf trees. These trees have leaves that are embedded with a network of bronze mesh, produced by extracting the necessary metals from the soil, which protects the photosynthetic portions of the leaves and makes them inedible to all but the one group of creatures which has gained the ability to digest them, the ballistic possums. These creatures are a diverse group of marsupials which have developed tube-like snouts made of thick bone and muscle which can not only crush and swallow the leaves of the bronzeleaf trees, but launch balls of bronze extracted from their food at lethal speeds. These creatures are the dominant group in the Bronze Woods, coming in many sizes from the tiny pistol possums to the massive, ground-dwelling, artillery possums. The bark of the bronzeleaf trees is, like the leaves, a mixture of bronze and plant material which renders the bark of the trees not only as strong as bronze but inedible to all but the most specialized of species. Bronze-billed woodpeckers, with their metal beaks, are able to penetrate this protective layer to eat the metallic sap of the trees, but little else is able to feed on the trees, save for whatever is able to access the deep roots of the tree, the only parts not embedded with bronze. Other, more conventional plants exist in the region as well, but all grow in the shade of the bronzeleaf trees, many of them even siphoning nutrients from the roots of the trees they grow under. The low number of conventional plants means that the herbivorous artillery possums and bronze-billed woodpeckers make up the base of the food web with several different predators and scavengers making up the rest of the large animal residents. Some of these predators are found on all parts of the island, such as the saber-toothed ferrets, while others are more particular to the area, like bronze-taloned hawks, which prey upon bronze-billed woodpeckers and smaller ballistic possums.
        On the southern side of the Crusty Mountains, contrary to the lush, metallic forests of the rainier north, are the reddish hues of the Rusted Plains. These plains are covered in a reddish sea of irongrass, a plant which grows crystals of iron oxide within its leaves to wear down the teeth of herbivores, as well as poison them if they cannot stomach the metal. The sea of red grass is punctuated by patches of more conventional grasses and bushes which provide valuable sources of food for the non-grazing herbivores of the regions. The stilted rats, herbivorous rodents with long, spindly limbs to let them see above the grass, move from green patch to green patch, eating whatever they can as they stay on the lookout for packs of the massive saber-toothed ferrets. Of all of the species endemic to this region, the most impressive may be the metallic kangaroos. These animals form large herds which roam the Rusted Plains, grazing on the irongrass and incorporating much of the iron into their fur, which has a shiny, metallic quality that reflects heat and sunlight off of the animals on hot days while collecting and radiating body heat back onto the animals on colder days. The kangaroos are often too big for any but the largest groups of saber-toothed ferrets to attempt to take down, but plains chameleon, a massive, solitary ambush predator, is able to use its color-changing scales and projectile tongue to get the drop on herds of kangaroos and pick one or two of them off.
        To the west of the Rusted Plains is the Bluesalt Marsh. Here, the waters of the Bluestream not only spill out to soak the entire region on a regular basis, but they deposit copper leached from the rocks and soils of the area, which precipitates into a crust of blue salt that covers the more stagnant areas of the marsh. Here, very few plants are able to cope with the crust of blue salt, save for some hardy mosses and horsetails. These plants are soaked in copper and are poisonous to pretty much everything on the island, so the area is mostly home to birds which take advantage of the otherwise empty area to build their nests. A few creatures have moved in to take advantage of this, but little more than a species of saber-toothed ferret which lives a solitary life and raids bird nests for food. There are tales of a creature which roams the marsh and plucks whatever unlucky birds it can catch, however not everyone is sure that it exists.
        Dividing the island are the Crusty Mountains, a mountain range as old as the Lonely Island itself. Most of the hotsprings on the island are found among these volcanic peaks, but travelers must be wary because the frequent earthquakes of the Lonely Island also tend to cause frequent rockslides as well. Truly unlucky travelers may even be caught in a volcanic eruption, something that is rare on an individual timescale but which happens fairly regularly over the course of years and decades. Although these volcanic eruptions provide the density of nutrients which allow many plants to survive despite high amounts of metals, they have built up to a point in the mountains themselves that the soils are mostly free of the metals found in the more shallow soils of the rest of the island. Because of this, the Crusty Mountains are home to a rather conventional pine forest as well as smaller, mountain-adapted varieties of many of the animals from around the island. Mountain rats, shorter than the stilted rats of the plains, can be found here, browsing and avoiding saber-toothed ferrets much like their plain-dwelling kin. A few species of ballistic possum have also adapted to this environment, consuming pine needles and firing balls of hardened pine resin instead of bronze, but still deadly. The Crusty Mountains act as a meeting point for the ecosystems of the island, allowing for visitors to see parts of the entire locale while still experiencing a unique ecosystem unto itself. Of the inhabitants of the Lonely Island, those such as the lizard folk and the elves chose to live in harmony with the unique environments they found themselves in, the Arcane Order of the Walled Garden tried to master them and only ended up causing harm, and it still remains to be seen what impact the farporters will end up having.

Farporters: The farporters are a group of humans which arrived on the Lonely Island about 130 years ago as disillusioned dissidents of the First Empire, in many ways mirroring the Arcane Order of the Walled Garden from hundreds of years before. Luckily, the farporters are more interested in their own survival than developing magical weapons, so they have spent most of their time exploring, learning, and building up their city, Farport. Farport itself is on the banks of the Iron River near the point where it empties into Big Bay. This is not only the place that the initial group of farporters landed their boats, but it is also an excellent natural harbor that provides plenty of deep water for merchant ships to dock in. This is important as the farporters, despite developing a culture in which they help each other to overcome the challenges of their environment, are not able to produce everything they need to survive on their own. For example, while several local food crops are being cultivated for human consumption, no one has been able to tame metallic kangaroos, the only viable livestock that can eat the local irongrass. This means that the vast majority of the meat eaten by farporters takes the form of either imported, preserved meats or fish. The farporters’ cultural values of collectivism and loyalty are evident in many of the structures of their society, such as the Church of the Island, which is devoted to showing loyalty to their island home and the spirits that govern it through rituals and sacrifices at certain times of the year, as well as festivals that are celebrated by the entire city of Farport. In general, the farporters are kind people who are content to help each other to survive in their challenging environment, although there are always some who long for more and wish to go on adventures and find new places for people on the island to settle.

Elves: Elven existence is governed by a deep, pervasive sense of unease. Aside from the fact that they were created to be the magical army of power-hungry wizards, all information on how the elves were created and what their biology is intended to be like was lost in their uprising against the Arcane Order of the Walled Garden. As a result, no elf is aware of anything about their species save for whatever was passed on orally and whatever has been determined through observation and experimentation since the overthrow of their creators. The things elves know about themselves are that they were created through a terrible, evil breeding program run by the Walled Garden; each of them is born with pointed ears and random skin, hair, and eye colors that can each be any color one can imagine; every elf is born with a unique magical ability that they can use at will, as often as they like; elf women can only get pregnant on the solstices; elves cannot get sick or fall ill; it takes roughly 30 years for an elf to reach full maturity, at which point they cease to age and can only be killed through injuries and poisons. Other than these things, the elves are ignorant of themselves and must learn and define on their own. This unease and discomfort with the purpose behind their creation has resulted in a paradoxically good-natured, relaxed, and peaceful culture which cultivates compassion for others and the environment at all times. Lacking any kind of religious tradition due more to ignorance than anything else, the elves have come upon this lifestyle more out of opposition to their creators than anything else. Going with this philosophy, the elves have settled into four towns around the Lonely Island, one for each of the main ecosystems of the island, and built them into the landscape so that at a glance, each town seems to be formed from their surrounding environments, even being mistaken for natural formations by the particularly naive and whimsical. Some elves prefer to travel and see other parts of the world, but for many of them, they are quite happy to live in their town and practice a harmonious existence with each other and the world around them.

Rough Timeline
  • 4,000 years ago- The ancient lizard folk civilization collapses, a few groups persist on the Lonely Island
  • 1,000 years ago- The Arcane Order of the Walled Garden, a group that had been the main challengers against the now-immortal First Emperor, are ousted from the newly formed First Empire and forced to find a new base of operations
  • 964 years ago- The Arcane Order of the Walled Garden settles on the Lonely Island, then untouched by humans, with the initial plan of developing magical weapons to take revenge on the First Emperor
  • 960 years ago- The last Lonely Island lizard folk are murdered in magical experiments after being captured by the Arcane Order of the Walled Garden
  • 592 years ago- The first elf is born on the Lonely Island, marking the first success in one of the Walled Garden's many projects.
  • 560 years ago- the first generation of elves reaches physical, mental, and magical maturity, allowing them to overthrow the Arcane Order of the Walled Garden, killing every single member, and abandon all of the organization's facilities to form their own small society
  • 130 years ago- Dissidents from the First Empire arrive and found the colony of Farport, unaware of the island's history of habitation or the existence of the elves
  • 126 years ago- The elf villages convene and agree to stay hidden from the Farporters until they have proven that they are no danger to the elves
  • 125 years ago- The Church of the Island is founded, worshiping the island itself and the multiple unique beasts of the island as a chief god and its lieutenants
  • 50 years ago- the Terror of Farport eats all of the food in Farport, resulting in a massive famine which is commemorated by a statue of the beast
  • 6 years ago- While exploring the island, a man named Frederico Buscando discovers an abandoned Arcane Order of the Walled Garden facility and the ancient magics inside, forming the Thieves in the Garden along with several of his close confidants on his return to Farport in order to organize more expeditions to go out and take Walled Garden artifacts

Major Factions
Farporters- The residents of Farport, descended mostly from the original First Empire dissidents that founded the city but bolstered by sporadic groups who are similarly trying to escape tyranny. The Farporters have developed a culture based on collective struggle and loyalty. Their only settlement is Farport, although there are regular Farporter expeditions into the Lonely Island's interior. Lately, the leaders of these expeditions have made claims that they are scouting locations for new settlements, although people aren't sure if enough people would be interested in moving to make such an endeavor worth it.

Elves- The elves are the result of the experiments of the Arcane Order of the Walled Garden and because many of them participated in the overthrow of their creators, they are generally cautious of outsiders, especially those with magical knowledge. The elves have 6 towns hidden around the Lonely Island, each of which is blended with the local landscape to show coexistence rather than mastery over the land. This is a direct reaction to the attitudes of the Walled Garden wizards. Shortly after the arrival of the Farporters, the elves decided to keep their existence hidden from them until the humans showed themselves to be trustworthy and safe. This was over 100 years ago and the majority of elves are still withholding judgment until more evidence can be collected.

The Thieves in the Garden- 6 years ago, Frederico Buscando discovered and survived the ruins of a Walled Garden facility. He went on to get whoever he could trust to join him in forming an organization that goes out and finds Walled Garden ruins to loot. Currently, the group is collecting resources and magical artifacts with the goal of revealing themselves and gaining power in some way once a certain threshold of wealth and magic has been reached.

The Behemoth's Children- A group of warriors who venerate the Armored Behemoth. They maintain a shrine and school of martial arts in Farport where they give offerings of diamonds and high-carbon steel to the Armored Behemoth in the hopes that it will grant them durability in battle like it has. The group is known for wearing heavy armor at all times, even while training, and using spiked clubs as weapons.

Gnome Merchants- The people of Farport, as First Empire deserters, have banned First Empire traders and merchants from doing business in the city, leaving room for a few enterprising gnomes to step in. While there are rumors that some of these merchants are tied to the Gnomish Mafia that is present in other places, none of these rumors have been found true yet.

Fleance the Dragon- Fleance is a massive purple dragon who has lived on the Lonely island for 10,000 years. He lives in a cave which can only be accessed from the highest peak of the island and remembers the rise and fall of the ancient lizard folk, among many other major events that have been forgotten by the historians of modern societies. Fleance is quite active and can frequently be seen flying over the island, although he mostly stays to the Rusted Plains, where he can hunt his preferred prey, metallic kangaroos. Inside his lair, Fleance has amassed the world's largest collection of medicinal plants. Over the course of the last 10,000 years, Fleance has had time to set up rooms to perfectly imitate all of the natural environments of Tero so that he can maintain a living collection that he can harvest from and preserve in various ways. While Fleance's personal collecting is limited to the Lonely Island, he will occasionally arrange to have plants from other areas brought to him, allowing him to have medicinal plants from all over the world. Fleance's collection includes many plants that are otherwise extinct, many of which also have strange, potent magical effects. Fleance is generally unwilling to share anything from his collection with anyone other than those he considers his equals, which is mostly other dragons.

The Church of the Island- Shortly after their arrival on the island, some of the more spiritual members of the original group of farporters started to receive visions of the locations of useful resources. These visions were attributed to a single spirit which looks over and has power over the Lonely Island, and spirit known as the Island Lord. As people started to return from expeditions to remote parts of the island with reports of strange and unique creatures, these devotees took them to be lieutenants of the Island Lord who protect and maintain different parts of the island on behalf of their Lord. The Church of the Island venerates these beasts along with the Island Lord, seeing them as integral parts of the holy ecosystem they rely on as residents of the island. The farporter values of collectivism and loyalty show in church doctrine as a recognition of their place within the greater ecosystem of the Lonely Island and a sense of loyalty to the Island Lord for overseeing and managing this ecosystem.