Monday 16 July 2018

A few more Fortunate Isles...

I was doing this ages ago (here and here). But I haven't really kept up with it, partly because there doesn't seem much chance that the PCs will be travelling to the coast, boarding a boat and heading for the 1,000 Fortunate Isles in the south-west of the 'Lands and Environs of the D&D Wilderness', which is the default world of the campaign, at any time in the near future; partly, because I thought it would be cool to build the Thousand Islands collaboratively, but no-one seemed to want to join in and submit any entries.

In my setting, divorced from the later 'Gazeteers' and suchlike which I never owned, The Kingdom of Ierendi (where the Fortunate Isles are located) is an Arthurian, pseudo-Celtic-Twilight sort of place, where doomed Knights, sorceresses and witches, fay-folk and such like inhabit a mist-shrouded land- and sea-scape of a destroyed Elven kingdom. That's the kind of feel I want for this - Excalibur meets The Odyssey.

A while ago I was on a 'weird landscape' tip that didn't really go anywhere. I was I think starting to fall under a Carcosa-y spell and generating hallucinatory terrain seemed like an interesting thing to do.

What I've realised is that some of the one can inform the other. If I'm already generating weird and hallucinatory seascapes, then combining my attempts to generate hallucinatory landscapes may make sense. So, to that end, I decided to combine the notes for one into the other and make these islands.

So, here are seven more islands in case my PCs do indeed go to the seaside this year.

Island 009 - the Isle of Rippling Hills - small island
This island is small and circular, about 3 miles in diameter. It is composed of concentric rings of earth. The undulating ground looks like waves on the sea. Ridges resemble breakers. Perhaps over a million years the waves will break. At the centre of the island a spire reaches up two miles to an impossible bulb of earth, like a droplet suspended in time. Powerful magic must be present here.

Island 010 - the Isle of the Red Plains - medium island
Here, the coast is rocky and there are many cliffs. Only small boats can approach and parties must climb up to the cliff-tops. Predatory birds and other flying creatures live on the cliffs. The flat ground at the tops is like red marble, with veins that change colour as you observe them. Sleeping here restores spells and promotes healing twice as fast as usual.

Island 011 - Isle of the Red Trees - small island
The red earth sprouts fleshy trees that produce red sap and inviting fruit. Three of the fruit should be enough food for a day. This fruit is mildly addictive - anyone trying it needs to save v spells or continue to consume it (save once per day to try to break the addiction and have the will to flee the island). Anyone killed here will produce a new tree in 3 months.

Island 012 - Isle of Mists - large island
The rocky ground is streaked grey and yellow. A dull green fog hangs over everything – visibility 50 yards. A castle, hidden in the hills at the centre of the island, reputedly houses a fearsome guardian but also a portal to another world.

Island 013 - the Isle of the Towers - large island
Towers of black glass dot the landscape. Some of these towers contain ancient magical items. Monster encounters are more common near the towers. Though the sun is shining, the sky is black and stars can be seen.

Island 014 - Isle of the Spectral City - large island
It is difficult to be sure of the size of this island - it seems when one circumnavigates it to be around 10 miles long and 6 miles wide. However, when journeying across the island, it seems much bigger, taking at least 3 days to cross at the narrowest point, and at least 5 days from end to end. There is a mirage of colossal city on a mountain in the distance. The city is extremely difficult, perhaps impossible, to access, but reputedly contains ancient wonders.

Island 015 - Black Rock Isle - medium island
This island of black rocks has little to recommend it except for clear water springs that can replenish the ship's stores. Storms of black lightning are common – every hour from the PCs' ship approaching within 1 mile of the island, roll a d6: on a 1 or 2, a storm blows up that lasts lasts d6 hours, save v death ray every hour or take d6d6 damage. If the PCs return to their ship they will need to stand a mile off from the island to escape these effects.

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