Island-based Civilization Ideas - Need Help!

DrNilesCrane said:
The campaign setting is a massive continent with many cultures that was shattered by a cataclysm around 300 years ago and flooded, leaving behind about a thousand islands scattered in a shallow sea. The various islands have been, for the most part, isolated until the last few decades, so the setting will support a wide variety of possibilities (i.e. the islands can really be very different and still fit with the style and feel of the setting).

I do have a couple of questions about the background for the setting which might help to answer a few things about the different cultures.

If this cataclysm happened only 300 years ago why the wide varieties of cultures? Were there many seperate pre-cataclysm cultures or was it one nation before hand and fragmented afterwards.

Why did it take 250+ years to re-establish contact? Massive storms, loss of ship-building technology, sea monsters, isolationism?

How did the cataclysm affect the survivors? Religious conversion, xenophobia, canabalism?

When I read this background I couldn't help but think of Polynesia. While each has a similar background each group of islands has developed its culture in relative isolation from one another. A heavily tattooed Maori warrior would have a distinctly alien apperance in a medieval fantasy setting. The Moi of Rapa Nui (you know the big stone heads on Easter Island), just scream for a cult of Earth Elemental worshippers. The Hawaiian kingdom, on a volcanic island desires technology not found on a volcanic island (no metal), yet were supreme sailors and seamen.
 

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Some_call_me_Tim said:
I do have a couple of questions about the background for the setting which might help to answer a few things about the different cultures.

If this cataclysm happened only 300 years ago why the wide varieties of cultures? Were there many seperate pre-cataclysm cultures or was it one nation before hand and fragmented afterwards.

Why did it take 250+ years to re-establish contact? Massive storms, loss of ship-building technology, sea monsters, isolationism?

How did the cataclysm affect the survivors? Religious conversion, xenophobia, canabalism?

When I read this background I couldn't help but think of Polynesia. While each has a similar background each group of islands has developed its culture in relative isolation from one another. A heavily tattooed Maori warrior would have a distinctly alien apperance in a medieval fantasy setting. The Moi of Rapa Nui (you know the big stone heads on Easter Island), just scream for a cult of Earth Elemental worshippers. The Hawaiian kingdom, on a volcanic island desires technology not found on a volcanic island (no metal), yet were supreme sailors and seamen.

The general idea is that the continent was ruled by "demons" that collected a variety of civilizations from other parts of the world to use as slaves and food, in addition to the natives of the continent. So the population before the cataclysm was very diverse to begin with, without any single unifying government in any traditional sense, and people were not encouraged / allowed to travel.

The cataclysm was effectively a meteor strike, which shattered the continent and helped cause a massive flood, leaving the single massive land mass as a shallow sea populated by islands. It was the end of a fifty year war between these demons and their enemies: the demons caused the cataclysm when it was clear they were about to lose. (That's the short and sweet version: I can go into more detail if it would help & there's quite a bit more on the website link).

Since the cataclysm (which wiped out about 90% of the land mass and population), the "demons" were vanquished (or at least aren't obviously around today), leaving the civilizations pretty much to develop on their own. While there was interaction between them, my idea for this thread was to get the ideas for various cultures first then develop how they've interacted. There is trade and travel now, although it's a little fragmented (sort of coming out of a dark age): a part of what I'm looking forward to exploring over the course of the campaign is how some of the cultures interact. (My players are really interested in exploring new lands / cultures as well as traveling in the campaign, so I want to have a lot of options to accomidate their interests - preferably a solid list of one/two sentence summaries of places I can present to them as options and see what they are interested in).

As for affecting the survivors, pretty much anything goes: with a thousand or so islands, I'm assuming a wide range of reactions, from plagues, canabalism, and barbarism to pockets that survived the flooding and are fairly civilized. The Polynesia idea is a good one - you reminded me of another real world source I can investigate. I've developed a few cultures and a religion that survived the cataclysm, but the canvas still has plenty of room. My players are also contributing to the world creation, although the more ideas I have to draw upon the better. :)
 

Different Islands have different craft/trade Items.

One of your volcanic islands is main source of metal (iron) and most smiths are from there.

Island of the rope-makers (hemp crops)

Island of the potters (significant clay deposits)

Island of the boatwrights (forested island)

Island of the silk weavers...
 

You could have a similar cultural situation like when Easter Island was discoverred.

First of all the people there thought they were the only people in the world. They developed a very sophistocated culture but human nature wore out the environment of the island and the easy life was no more. After all the trees were lost ,the civilization broke up into warring clans and For a few generations there was war & cannibalism due to the lack of food and overpopulation.

There are some cool movies out on the topic.

You could have your pc's discover the civilization the same way we did. Find a practically deserted island with sophistocated monuments, but the surviving locals are living in a paranoid stone age.
 

Tarangil said:
You could have a similar cultural situation like when Easter Island was discoverred.

First of all the people there thought they were the only people in the world. They developed a very sophistocated culture but human nature wore out the environment of the island and the easy life was no more. After all the trees were lost ,the civilization broke up into warring clans and For a few generations there was war & cannibalism due to the lack of food and overpopulation.

There are some cool movies out on the topic.

You could have your pc's discover the civilization the same way we did. Find a practically deserted island with sophistocated monuments, but the surviving locals are living in a paranoid stone age.

That's a great idea - I wasn't aware of the history of the island and it definitely sounds easily adaptable. :)
 

DrNilesCrane said:
That's a great idea - I wasn't aware of the history of the island and it definitely sounds easily adaptable. :)


Religion also had a big influence with the degradation of the environment (aka monolith creation) and the differences between clans. :D You'll have to tell me how it goes if you use it.

here's a good reference you can use for ideas:

posterx.jpg
 

Island of the Fae - dryads, nymphs, pixies and sprites.

Isle of the Blessed - where memory fades and people are transformed into Elans, loosing all knowledge of the outside world.

Isle of the Dead - where all the people begain to perish from unsustainable development, then turned to a bloody religion to save them, which unlike RW it did. Sort of.

The Restful Isle - a place of refuge and safety, a small primative community welcomes all strangers. They doll out simple gifts and occasional valuables to new arrivals. They are actually the kept slaves of an aboleth or Aboleth mage, the gifts make the owners more suseptable.
Here have a necklace of beautiful flowers, here wear three, yes the will sv penalties are cumlative why do you ask?
 

a matriarchy where women are the rulers and warriors and priests; a PC party of mostly men might have a tough time making progress with trade, adventuring etc. here

an abandoned mining site - decaying tools and implements, and valuable but unrefined ore which would be heavy and difficult to transport to another place. The site may have been abandoned due to the mines reaching some strange monster in the ground such as a xorn, or an adjoining umber hulk lair

an evil cult on its own island with prisoners; perhaps one prisoner might help the party or another might be worth a valuable ransom if brought home

an underwater wizard's citadel - all kinds of possibilities and dangers here including water breathing ability long enough to get there, sea animal servants, treasures and perhaps a great magical item like an Apparatus of Kwalish - in fact the climax here might be the party in one Apparatus of Kwalish dueling with the wizard in another

caver slavers - an evil group of slavers operating out of a cave hideaway, preying on ships and coastal towns; perhaps the prince of a nearby island state would commission the party to put them out of business

a small druidic civilization on a remote island, perhaps with some badly needed information that would enable the party to locate another island or solve part of an adventure

a very militaristic culture centered around a warlike navy, perhaps similar to Japan in World War II in that the military leadership runs the show and seeks to conquer and enslave neighboring cultures for their own material benefit, with little respect for other cultures

peaceful sea nomads who live on giant, ancient rafts, trade odd items that they obtain from oceanic races and distant cultures, speak their own language, have their own odd, sea-oriented magic spells and items

The Hole in the Sea - a wide, strange tunnel that opens in the sea's surface; few have ventured into it and even fewer have returned. Those who have returned brought back several different stories, including weird, faraway civilizations (perhaps on the other side of the planet, or on other planes) and a realm far under the sea where humans can breathe without any magic or equipment and can interact with strange sea races and creatures

an island where the culture, religion and society revolve around gaming and gambling of all sorts, with racecourses and casinos of all types to be found everywhere

Maze Island, in which the entire surface - and much of the area beneath it - is a massive maze cut into solid rock, leading to villages, gardens, fertile fields, jungles. If you take a wrong turn you might end up in dangerous places like burial areas filled with nocturnal lycanthropes, deserted areas filled with rotting carcasses and disease, strange hermits or wizards who have hewn their own shelters or libraries into the rock, or faraway and abandoned areas where there is no food or water

An island whose culture is devoted to raising and smoking marijuana. Seriously, this could be a good and trying adventure. These peaceful and generous stoners do not have many physical resources or items to trade besides their huge surplus marijuana crops (for which there may be a very profitable, though illegal, demand in some other island cultures) but if players spend enough time there they will learn that these people have much in the way of strange druidic tradition and spellcasting and a great deal of magical knowledge, largely taken for granted. Weird, minor magical items are common, as are strange and esoteric spells. While these people are very pleasant, they are not very interested in trading; they would rather just smoke marijuana. They can easily be interested, though, with such items as unusual foodstuffs or kaleidoscopes, or unusual artwork or even storytellers whose art they find interesting and engaging.

A culture where the people worship their own body functions to the extreme and seek to have diarrhea and related conditions as often and as strongly as possible. This could lead to a lot of very difficult but amusing situations for the party. In this society it is considered to be very rude to eat in front of people or in social settings, but reliving one's colon or bladder is a social event - the reverse of how eating and going to the bathroom are in most cultures. People eat in small, secluded rooms; instead of shared dining areas they have large multi-person toilet areas where social events are held. Food and water supplies there will leave PCs dangerously ill for days. It would be an amusing but unpleasant place for PCs, but they might obtain spells or items that discomfort or disable enemies with sudden bursts of diarrhea at bad moments. They also might find that mundane commodities such as clay (for making toilets or tile) are rare and desired there, while items coveted elsewhere like gold and silver are discarded (because they make for cold, uncomfortable toilet seats). In fact, gold and silver and jewels might be commonly discarded into the sewers, by children in particular, and one adventure might involve PCs trying to figure out how to retreive gold and jewels from the disgusting, disease and creature ridden sewers - a place that locals hold taboo and that cannot be entered without severe punishment if one is caught.
 

I've used the island model for years. My ancient-world themed setting is similar to ancient Greece, where there's a big mainland seperated by vast mountain chains and deserts. Hundred of islands (some large, but most small) cluster around the mainland. At first, I ripped off the idea from the Odyssey and the story of the Argonauts, but I gradually came to realize that it's an awesome model for a campaign. In fact, the dominant campaign empire right now is based on one of these islands.

The neat thing about an island is that you can compartmentalize the setting into convenient packages. An island can be a dungeon in its own right. You can always have characters stumble onto an uncharted island, and nautical characters can always run aground on some undiscovered reef or be short on supplies.

Anyway, here are a few of the islands I've used, with the campaign-specific names stripped out:

Dwarven Isle: The dwarves rule a sizable island that's mostly desert. They still use bronze weaponry because steel is rare here and developed their giant-fighting techniques while fighting cyclops tribes.

Nymph Isle: This island is idyllic, with many ponds, streams, and small forests. It's inhabited by nymphs, dryads, and sirens. Elves also live here, although they are considered a lost branch of the fae by the natives. The island is ruled by a powerful enchantress who bends men to her whim by her spells and charms.

Cyclops Temple Isle: This barren island is dominated by half-finished monoliths and ruined temples. Before the cyclops civilization descended into barbarism, this was their holiest isle, where they raised mighty temples dedicated to the titans of air and water. Now the cyclops are littlemore than savages lurking in their old ruins, but this isle is still haunted by strange elementals, outsiders, and the ghosts of long-dead cyclops priests.

Cyclops Capital Isle: This warm isle is covered by thick forests, but the roots of the trees are gnarled through shattered flagstones and around crumbling pillars. This is where the old cyclops empire held its capital, but now the palaces stand in ruin. Savage beasts and tribes of cyclops roam the isle.

Tomb Isle: When the dead can afford it, their family ferries their remains to this place for a proper burial. It is a sullen, cold island shrouded in fog and smoke from multiple caves criss-crossing the hills. A cult dedicated to the power of death has its most prominent temple here, as this isle marks the boundary between the worlds of the living and the dead. It is said that magicians can conjure the spirits of the dead in this place to answer his questions, so this isle tends to attract the wrong kind of magician bent on acquiring power.

Amazon Isle: This heavily forested isle is home to a fierce tribe of woman warriors. They claim the patronage of the queen of gods and expelled all men from their isle long ago. Once per year they travel to other isles to mate, daughters are kept but sons are sent to live with the father's tribe. They spend a great deal of their time fighting cyclops and other monsters with their expert archers are enchanted spears.

The Holy Isle: Said to be the birthplace of several divine beings, this island hosts eight major temples. The eight high priests and priestesses jointly rule this isle, dispensing their favor and aid to pious island-nations with which they have contact. Those seeking healing or knowledge of otherworldly matters come here, as this is the jumping-off point for most extraplanar trips.
 

Trade Islands - There were some south pacific Islands that were entirely citified. 3 story buildings everywhere, with no land use for food cultivation and a population density to rival manhatten. How? They were trade hubs, that all the other nearby islands came to to trade goods, the inhabitants survive entirely off of their trade.

Small islands will be intensely farmed, possibly consisting of nothing but farmland and houses.

Odd Geography - The skyfall, an Island where the rivers run backwards, with rapids pouring uphill from the sea to the top of the tallest peak where the water leaps skyward and falls up untill it disappears into the clouds.

Cooperative Island - An Island that has good relations with the local Mermen/Sea elves/Sauguin/Whatever, and trades pottery and metal goods for food and corals.

Uncooperative island - An Island at war with the local Mermen/Sea elves/Sauguin/Whatever.

Cult Island - An Island preparing for the prophecied day, when they will be called upon to save the world from a great evil. Except for a mimimum of farmers (or perhaps all food comes from magic or trade) the entire population trains intensely for battle. Almost all islanders have PC classes with Paladins predominating.

Castle Island - A Castle rising from the sea, patroled by porpoise Knights and run by a royal family full of intrigues.

Circus Island - This island was a fair at the time of the cataclysm and most of the survivors were from a circus. Lots of exotic animals and a populace with unusual skills. Tumblers and jugglers and animal trainers. The desendents of the high-wire act living in a rope city amoung the trees.
 

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