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Need ideas for populating island

MaxKaladin

First Post
My players have set out for a new area of the campaign world in search of a long lost repository of magical knowledge. The spot I've chosen to place their goal is a large, as yet unnamed, 'island' on the western edge of the 'known world'. I've included a pretty lengthy description at the end of the message and can put up an unfinished map after work if there is sufficient interest.

I'm fishing for ideas for populating the island. It's about 100 by 300 miles and I envision it being a wild and unsettled place for the most part. The only established fact is that there is a version of Freeport on the eastern end. I've not decided if I'll use the published Freeport or go ahead and make my own. In either case, it's a pirate haven and a port where all sorts of business that would otherwise be illegal is conducted. That's pretty much it's only purpose as it's off the normal trade routes and isn't really a source for goods itself. I figure Freeport will have some surrounding villages for food and other materials and that various successful pirate lords and other criminal types might have settled up and down the nearby coast carving out their own little enclaves on the island, but that's about it. The rest of the island is undeveloped.

At this point I'm fishing for ideas about what to put out there. I want more than a random encounter table. I have vague ideas about elvish and hobgoblin settlements locked in perpetual warfare. Maybe the whole island is a network of human-demihuman-humanoid tribal territories. Perhaps the odd cult has an outpost. Perhaps wizards seeking privacy or terribly powerful monsters who have carved out their own territory. Whatever it is has to be tough enough that the interior wouldn't be heavily settled but not so tough as to wipe out a group of (approximately when they get there) 6-7th level characters.


Thanks

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Physically, the island is about 300 miles long east-west and about 100 north south. It has a number of good, sheltered harbors scattered around its coasts. The largest are on the east coast and the northwest coast are really large bays a dozen miles or more across with multiple anchorages along them. (The island was part of a map generated by Fractal Terrains from Profantasy so there is a lot of pre-made coastline and elevation detail.) To the west is open ocean. A few other islands lie in that direction, most prominent being the near-legendary final refuge of the Gaelish (celtic) people. To the south is the campaign's version of Africa. To the North is open ocean, though after a thousand miles or more you eventually hit Thule (Scandinavia). To the east is, most prominently the Tarantine Empire (Rome/Byzantium) and the rest of civilization (all of it a few hundred miles away). There are hills running north south about a hundred miles from the east coast and east west about 50-75 miles from the north coast. There are a number of inland lakes, including a large one about 30-40 miles across near the south shore. The island lies at about 32 degrees north latitude. Thus, I picture a near-subtropical climate and forests rather than jungles covering much of the island.
 

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Ouch.

Rather populated that area...

I would think about a former high civilized culture in the jungle. Ruins everywhere, strange creatures, old curses, something like that. Elves and Hobogobos... boring. There has to be a reason why the pirates never explored the island. Reason 1: They never thought it's interesting. Reason 2: They don't dare. Elves and Hobos aren't enough to scare pirates in the long term. Ghost stories and deserted ruins are.
 

I like to think of the deep Amazon. No trails, nothing but bugs, trees, swamps, more bugs, and every once in a while a hungry carnivore. Sure you can put in some trails if you like, but it can quickly fade into deep jungle, and once it becomes dark...well, there's just no telling which way home is any longer.

I hope there is something out there worth the trouble of travelling so far inland. Otherwise there would be a fair clearing around the cities, but no incentive to reach further into the woods.

Add some incentive, Indiana Jones style, and you could have some interesting outcomes though. Have an intellectual type who studies the local language and history "bump" into some very profitable information. Of course the last crew he hired to get the treasure all died, but did he mention there was lots of gold idols involved?

I can also remember some episodes of "Land of the Lost." But I won't go into old television shows--try watching, "Lost world." I would remove the dinosaurs, but keep the man-eating plants myself.

Remember that any indigenous tribes would most likely have some kind of coastal town to begin with, so it doesn't make sense that they would be completely unknown to your Freeport citizens.

Amazons?
 

Thanks for the input...

I'm thinking about removing Freeport completely and sticking it a few hundred miles away on the next nearest land in order to increase the isolation factor. That way any settlements on the island will be small tribal villages near the coast.

The motivation for going to the island is a ruin. The ruin is said to be full of magical knowledge and I'm sure many PCs have visions of magic items dancing in their heads. The thing is they don't have the map. They've seen it and know where it's supposed to be, but the actual map is in the possession of someone else who is trying to find the same ruins. This sets up potential for Indiana Jones type situations like when he was racing Belloq and/or the Nazis to the Arc or the Grail. Just like an Indiana Jones movie, there will be a twist nobody expected. The builders thought books and scrolls had two big disadvantages. They were fragile and decayed quickly and they could be easily carried off. Thus, they carved all their most important knowledge on the walls of a vast cave complex to prevent decay or thieves carrying them off. Anyone who wants their secrets will have to spend a long time camping out there to copy them....

I could just populate the island with generic 'monsters', I suppose. A quick flip through the MM should net me with plenty of things that live in subtropical areas. It does seem odd that there wouldn't be intelligent inhabitants though. Practically every habitable part of earth has been occupied for a long time now. It seems strange that there wouldn't be at least some tribal humanoids scattered here and there. I suppose it could be like the amazon where you have scattered tribes with huge uninhabited swathes between them. Perhaps mostly coastal tribes with the inland areas considered the home of unspeakable, indescribable horrors.
 

How 'bout this:
The ruin is actually one of the oldest places on the earth. The cave complex underneath contains even more powerful secrets the deeper you go. This naturally leads to the secret of death-cheating at the deepest point of the cave. Naturally, the activities of the people working in the cave attracted the attention of the Inevitables of Mechanus (see MotP). Eons ago, a Marut came to sentence the entities who created the cave. It killed the Knowers (good name, nu?) and destroyed the aboveground building, but was unable to destroy the runes themselves. So a large, powerful construct is currently guarding the deepest part of the cave. It will ignore most explorers, but anyone approaching the runes of cheating death are certain to meet a fierce attack.
 

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