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What Every Islander should know

Page history last edited by meir 12 years, 1 month ago

 

 

 

Bloody worthless youngling sea welch! here be some things you can'na do without!

 

  • An islander is any indigenous inhabitant of the Witchling Isles. they are often proud, sometime fool hardy, opportunists and very proud of their freedom and individuality.

 

  • History: a long time ago there was the continent Arvus. it was controlled by The Masters (powerful beings, sort of aberration fiends) who toyed and manipulated the original races. then there was a war, and finally the races won. however- Arvus broke and much of it sank, leaving only the islands above. This is called "The Breaking".

 

  • the isolated cultures grew apart till they were able to build ships. they squabbled and fought and traded since, with only the outside threat of the Empire sometime unifying them. the Empire struck at two waves, and now has a tenuous control over the islands. recently two other outside merchant forces arrived to trade with the isles- the mysterious industrial Vizikian, and the elegant and luxurious Sebiccai.

 

  • diversity: one of the islands strengths, and one of it's weaknesses is the mind boggling diversity of it's races. due to the Maters' experiments, there are LOADs of minute races. this sometime teaches cooperation, but also hostiliy many times. some races have established themselves as major powers (such as the orcs and elves) and therefore gain a more powerful representation in the council at Arkruz. Humans are NOT from the isles- they come from over the sea and belong to the Empire.

 

  • Witches: witches is a term for ALL islanders’ magic casters. they are well respected (if of gratitude or fear). they are divided into some very loose categories,. there are the Soul Sworn- who invite some power to their soul. the Hagglers- who bargain with entities. the Draco, who gain their powers through draconic blood, and a few non aligned witches. that said however- witches are mostly individualists, and do their own thing. all have some power over minor curses known as Jinxes and spiritual familiars.  the outside forces have their own types of casters, and the magic is treated slightly differently.

 

  • Mundanes and fighting styles: the many kinds of not-witches have developed all kinds of fighting styles (maneuvers and stances from Tome of Battle, only a bit differently) and can prove to be a very effective fighting force. the outside forces may have their own fighting styles befitting their own classes.

 

  • Mixed Blessings: the islanders have a strange trait- when they fail at things, or when the chips are against them, they tend to succeed superbly at other efforts. (this is a new mechanic i’m presenting, that will vary the action points mechanic). “the current changes course” they say. the islanders consider this a blessing, and most people have ways of “gaining” their luck.

 

  • Forms of Trade: as the dwarven saying goes- "3 winds sail ships over water- the steady glint of a hard coin, the shifty breeze of bartering for need and the wail of the binding words of an oath bond."

 

  • The islanders deal in all 3 forms of trade. The coin came originally from the Empire, and has spread since to the islands, with the major races coining some of their own coin (the dwarves leading). The Empire itself deals strictly in this measure. many of the islands, especially the poor ones do no deal with coin, but rather barter of services and mainly goods. this custom is as common as the trade in coin, perhaps even more. the Far Traders prefer this sort of transaction, though they agree to deal in other forms. the last "currency" are Oath bonds- promises that exert power on their taker to accomplish. these are rarely used, most often in one of two cases- the first is if the "buyer" have nothing the "seller" wants. and the second is when the "seller" wants a specific deed/ act/ promise or the like made for their services, one that cannot be paid or bartered for. The outside forces almost never accept this sort of trade (the magic involved affect only islanders), but some rare people might.

 

  • Oath bonds: these "magical pacts" are not used just for deals, but also as a promise of loyalty, a dedication to a cause, ideal or path, and in rare cases- bonds between man and woman, or clan members. a person's word is worth a lot on the isles. a special form of contract can be the Oath bond- a promise by the islanders that must be met. the magic of the isles makes an oath breaker's luck... quite problematic. this is a strange sort of assurance that is highly regarded in the isles. but due to it's nature, most people are very very wary of giving their word... (in the game this has similar mechanics to mixed blessings, but slightly different)

 

  • The Empire: some sort of semi- colonial highly religious force that came to the isles some time ago from across the eastern ocean. twice they have tried (and mostly succeeded) in conquering the isles, though at most times they have lived side by side with the islanders, interested mostly in trade, and trying to spread their faith. (the last with very very limited success). today their power is unmatched and they control the trade with the Far Traders. they are composed mainly by humans and some sort of subservient dwarves (close but not quite like our dwarves). they have some different ships, better armor, different casters (clerics, wizards and warmages), and recently- Gunpowder! they follow some gods/ masters they call “the virtues”.

 

  • half breeds: these lowly wretched half elves and half orcs are the consequence of the empire attempts of conquest. they are despised and loathed on both sides, though some communities may be more accepting. they are rare. VERY rare. (they have an option of knowing some of the Empire's secrets and classes, but for a price)

 

  • Hobgoblins:  Islanders have mixed feelings towards the hobgoblins- their nation has willingly served (as mercenaries) under the Empire in the second wave against it, but they also helped save many islanders' lives. (they too have an option of knowing some Empire's secrets)

 

  • Far Traders: two strange and exotic races/ cultures that arrived from the west fairly recently. the Vizikian are a strange race of constructs who have an incredible talent for inventions and crafting magic items. the Sebbicai are noble looking cat people with sleek ships who trade luxuries, herbs and "substances". both trade with the islanders, but mostly with the empire merchants, and they abide by It’s edicts. very little is known of each race other than their trade. they keep their secrets very closely.

 

  • Arkruz: the one city for all races. the greatest port of commerce, with a council to hear the voices of all races. it too is under the watching eyes of the Empire officials.

 

  • Of monsters and Dragons: these are creations/ monsters created by the Masters that survived to this day. they are many and varied and some might even found their way into the society. Most of the dragons tried to lord as new Masters over the islanders (and in some places may still do so) but in time most have left civilized isles. they have however bred extensively with the races and many believe that the witch

          traditions of the Draco line come from them.

 

          For more check the Monster Manual in the the Wind Singers' tale page

 

 

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