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Island-based Civilization Ideas - Need Help!
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<blockquote data-quote="Dykstrav" data-source="post: 3206880" data-attributes="member: 40522"><p>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 <em>the Odyssey</em> 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.</p><p></p><p>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.</p><p></p><p>Anyway, here are a few of the islands I've used, with the campaign-specific names stripped out:</p><p></p><p><strong>Dwarven Isle:</strong> 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.</p><p></p><p><strong>Nymph Isle:</strong> 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.</p><p></p><p><strong>Cyclops Temple Isle:</strong> 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.</p><p></p><p><strong>Cyclops Capital Isle:</strong> 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.</p><p></p><p><strong>Tomb Isle:</strong> 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.</p><p></p><p><strong>Amazon Isle:</strong> 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.</p><p></p><p><strong>The Holy Isle:</strong> 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.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3206880, member: 40522"] 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 [I]the Odyssey[/I] 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: [B]Dwarven Isle:[/B] 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. [B]Nymph Isle:[/B] 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. [B]Cyclops Temple Isle:[/B] 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. [B]Cyclops Capital Isle:[/B] 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. [B]Tomb Isle:[/B] 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. [B]Amazon Isle:[/B] 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. [B]The Holy Isle:[/B] 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. [/QUOTE]
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