Armphid
Crowned Sun
- Joined
- May 18, 2003
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Jessina, The Lost Island.
The island of Jessina is a new land, only settled five hundred years ago. There was little development until two hundred years ago, when rich veins of silver and iron were discovered. There is still little settlement here, many of the mines playing out almost 60 years ago, just before the ravages of the Dragonlord that drove many others away. The overall population of the island is in the neighborhood of 40, 000 “civilized” folk. The numbers of the monsters and barbarian tribes remains largely unknown.
The Peoples
Humans- The civilized population of Jessina is largely human, due to that race’s remarkable abilities at pro-creation. They have a notable but not overwhelming majority over the other civilized races, though many of the barbarians that dwell in the highlands are also human. The island as a whole is officially part of the New Kingdom, located over the sea to the south, ruled by King Godfrey III. The local vassal of the king is Lord Shingle (technically an Earl) who resides in Silverlode, a wealthy mining town inland. Humans are known for their boldness and virility. More than any other race, humans are explorers, always curious to see what is over the next hill or beyond the horizon. This has also given them a reputation as risk-takers, sometimes to the point of foolishness. Humans also have the shortest gestation and maturation time of all the other races, allowing them to spring back from disaster or war faster than the others. Humans also have an unusual magic ability, the ability to inter-breed with other races. Perhaps as a result, they get along with the other races well, and often welcome them into their communities. This attitude is not necessarily shared however.
Dwarves- Dwarves are a sizable minority on Jessina, many having made the long journey from fabled Midgard (the Dwarven Empire, even further away than the New Kingdom) attracted by the mines and mountains of the lost island. A few clans made the move as a whole, resulting in a few dwarf only settlements in the mountain areas. Dwarven culture bares some similarity to that of the ancient Norsemen in our world, but with an emphasis on mining and manufacturing rather than farming and fishing. Renowned for their craftsmanship, dwarven metal goods (not just weapons) are very desirable and trade well. Dwarven alchemists have also created a rudimentary form of gunpowder, meaning that most dwarves will carry a blunderbuss rather than a bow. Dwarves are well known for battle prowess, and an eagerness to display it. Dwarven mercenaries are common, and most either adventure or serve in their jarl’s forces before settling down to become craftsmen. They usually work through caravans or trading towns, rarely allowing outsiders into their halls and palaces. Most dwarves would admit that they have a very strong sense of other races as outsiders, a mild xenophobia that prevents much mixing. The valor of humans appeals to the dwarves immensely, but their ability to inter-breed…quite frankly freaks most dwarves out. Their well ingrained distrust of other races is enough that there have never been any known half-dwarves, much to the race’s relief. Dwarves respect elves, seeing a match for their own craftsmanship in iron and stone in elvish wood work, weaving, and magic. They see the elves as similar, spirits of the woods as dwarves are spirits of the mountains.
Elves- Elves have been in Jessina longer than any of the others, this island long an outpost and something of a fall back for their people. The vast woods of the lost island are united in one elven kingdom, ruled by Queen Moira. The legendary (and largely thought deceased or fictional) elven warrior-mage Balthazar has his own lands here as well, in a majestic river valley deep in the mountains. Elves are close to nature, master hunters, trackers, and crafters of wood, leather, and cloth. Elven made garments are wonders to behold, and can be passed on for generations. They are also master bowyers, and unsurpassed in the magical arts. They are passionate beings, and due to the nature of elven reproduction (an elven couple must ingest a series of potions over the course of a year before even being able to become pregnant), take many lovers over their long lives, and do not share the sex taboo that humans and dwarves have. This is one reason why there are so many half-elves, since humans seem to break the normal restrictions on elven fertility. The elves involved in such pairings are often baffled, but try to be good parents. It is often hard, since both the other parent and the offspring seem to mature and fade so quickly…many such elves become devoted to family lines, becoming an eternal “grandparent” to the entire lineage. Though they travel for trade and commerce, few elves are adventurers. So long do they live, that there is very little that seems worth risking their lives for. Those that do are looked at a bit oddly by the rest of elven society, and are sometimes said to have “the human sickness.” Humans both delight and worry elves. Humanity’s emotional nature, curiosity, and remarkable flexibility are both charming and fascinating but many worry that in their explorations humans will find things better left alone. Some elves also worry that if things continue, humans will breed the elves into extinction. Elves respect dwarves, though they dislike their interest in tearing the earth apart so. Many elves feel that once the mountains run out of coal, the dwarves will bring their axes to the woods looking to fuel their forges.
Nekojin- The smallest civilized race, the nekojin are so scattered that it is hard to speak of them as a people. They have no written history, which makes it even harder to discern where they came from. Most nekojin live in human communities, though there is at least one nekojin barbarian tribe on Jessina. There will be occasional nekojin villages as well, but these are small, barely hamlets. These furred beings are even more curious than humans, but lose interest in anything quickly, lacking human drive and ingenuity. As a result, they are often looked upon as being moronic, good for nothing annoyances. The cat folk take this in stride; they know who the truly awesome ones are. Nekojin travel a great deal, the whole race being largely nomadic. Often they will “adopt” an adventuring group as a kind of family and travel along, invited or not. Those who get to know them find the cat folk very loyal, fearless, and quite compassionate. They like all the other races immensely, fascinated by dwarven mechanisms and elven magic (this is generally not a returned enthusiasm), and delight in the newest mechanical/magical wares and toys. They are particularly fond of music boxes. Nekojin identify with humans, both races sharing curiosity and a certain boldness. They make excellent warriors, but are often so frustrating to train that many do not bother.
Monster Races- There are too many of these to mention, but there are some of particular note. Swamp goblins are very numerous on Jessina, and though weaker than humans, they breed even faster. Lizard folk live in the swamps as well, in savage barbarian tribes that often menace travelers. Trolls, cave and water, are unfortunately common, though they can only venture out at night, for if the sun’s rays touch them they turn to stone. Redcaps, larger, smarter goblins are also often a travel menace thought hey usually avoid armed adventurers. Off the coast live tribes of fish men that attack both ships and coastal communities. Possibly the most feared of the monster races are the dark elves that dwell far below the surface. They occasionally raid the surface for slaves, and their appearance is dreaded in every community on the island. There are rumors of dragons in the great swamps and mountains, but none have been seen since the Dragonlord’s campaign.
The Land
The island of Jessina is about the size of the United Kingdom and Ireland in our world, if the two were joined together. The terrain is also much the same. In the south, north, and west, there are mountain ranges that give way to ridges, and finally to rolling hills before the plains and moors. Much of the land is covered in forest or swamp, very little having been cleared for farms or towns. It is a wild land, rich with animal and plant life. Dotting the landscape are strange ruins. From structures as simple as massive stone circles (a la Stonehenge) to fallen towers, the builders (and destroyers) of these are unknown. The elves are the only ones who have a history of that ancient time, and all they will tell anyone is that there was a kingdom here millennia ago, that was smashed in battle with an insidious evil. The barbarian tribes in the highlands and the western mountains are descendants of that ancient kingdom.
Jessina is also rich in minerals. Silver, iron, copper, and coal are in great abundance, and some gold has been discovered as well. The dwarves claim that other more exotic metals lie far beneath the surface. The soil is good for crops, and the sea provides riches of its own, such as fish, pearls, and whale oil. The richness of resources in this land is something that many sages puzzle over. With such wealth, how did it go unnoticed? Why was it abandoned and lost for so long? Prior to the discovery (or re-discovery) of the island 500 years ago, there is no record of it.
There are several geographic points of interest. Of particular note is Noah’s Bay. Named for the human explorer who found Jessina, the bay is a huge curving inlet on the east coast of the island. There are a few good anchorage points, but also several dangerous reefs and rocks, making navigation dangerous, especially at night or during the winter. When the Lighthouse of Petra still shone, it was passable, but now fewer and fewer ships brave the dangers of the bay. At the southern tip, the town of Black Harbor was the largest human settlement on the island until the Dragonlord’s army sacked and burned it sixty years ago. The burned ruins still stand, and few go near them. Dark things move among the wreckage, and many who go exploring there never return.
From Black Harbor, a long and wide gravel road, Gallows Way, winds south and west toward Silverlode and the Bright Hills. Gallows Way got its name from an incident a century ago, when Lord Shingle’s forces rode against the swamp goblins. The goblins had been raiding towns and caravans, and the people asked Lord Shingle to step in. His knights inflicted horrible casualties on the goblins, and captured hundreds of prisoners. To make his point to the goblins, Lord Shingle erected gibbets along the road, one every hundred feet, and hung the prisoners along them, all the way from Silverlode to Black Harbor. The road also goes along the border of the Great Oak Swamp to the south, a large swamp that is a breeding ground for goblins, trolls, lizard men, and other creatures. Monsters from the swamps regularly attack travelers on the road, making the journey far from safe. To the north of the road stretches the Forest of Petra, a deciduous forest with trees of all kinds, including a rare tree with silvery bark much prized for its wood. This is the land of the elves, and while they don’t mind travelers, they do usually like those coming through to introduce themselves.
Toward the end of Gallows Way rise the Bright Hills, so named for the rich mineral deposits there. The road ends in the largest human town on the island, Silverlode. Though several of its famed silver mines are played out, there are still a few open, and iron and copper are plentiful. Silverlode also boasts a large dwarf community, and a few kilometers from the town is the manor of Lord Shingle. Further west of Silverlode are a small group of mountains, the home of several dwarf communities, including the hall of the famed jarl Thialfi Olafsson.
On the northern end of Noah’s Bay, not even a kilometer inland, rises Mount Petra. This unusual mountain, standing alone at the top of the bay, has been a strange place since the settlement of Jessina. It was here that the cult of the demon-goddess Alrinach demanded the sacrifice of infants and virgins to safeguard the passage of ships. Until the church of the goddess Lysandra, deity of moon and sea, drove them out and imprisoned the wicked goddess herself in chains of silver beneath the mountain. At the summit, they erected a great temple to Lysandra, a large lighthouse, to make safe the bay. It was this temple that was the goal of the Dragonlord’s campaign 60 years ago, and the site of the curse that ended his villainy. The lighthouse is gone, returning only during the nights of the full moon, still full of the monsters of the Dragonlord’s army, and untold riches.
To the south of Mount Petra, northward on the coast from Black Harbor, is the town of Noah’s Landing. A small settlement of perhaps 500, mostly humans, though there are dwarves and nekojin as well, and elves are often visiting from the nearby forest. It is a farming community, though some do venture out into the bay for some fishing. The town is most famous for having largely survived the Dragonlord’s campaign, and being the site of both the Spider Ninja Clan and the St. George’s Academy for Young Adventurers.
In Noah’s Landing are several interesting places. Perhaps the most ordinary of these is Noah’s Inn, a large two story inn with stabling for a dozen horses. The inn is run by Isaac Strange, a lean and handsome man in his thirties, usually dressed in robes of blue or purple. Strange is wealthy, and very interested in collecting both art and magical items. He is also known to be very knowledgeable about the area, and willing to share his knowledge.
The Spider Ninja Clan has its home just outside the town, a small compound with a shrine, a large training yard, and a five story pagoda. Relations with the town are cordial, if distant. The ninja take an active part in defending the town, and buy all their food from the citizens, and the apprentice ninjas are a common sight in the town’s streets, occasionally bantering/arguing/fighting with students from St. George’s.
St. George’s Academy for Young Adventurers is the town’s most well known feature, though it often gives the townsfolk as much headache as it does income and prestige. The academy is a large walled compound, with a two story stone building with bell tower, two dormitories (one male, one female), plenty of open space for combat practice and sparring, a garden shed, and a storehouse. St. George’s accepts promising students between the ages of 14-18, provided they have a letter of introduction from a well known adventurer or otherwise impress the faculty
The island of Jessina is a new land, only settled five hundred years ago. There was little development until two hundred years ago, when rich veins of silver and iron were discovered. There is still little settlement here, many of the mines playing out almost 60 years ago, just before the ravages of the Dragonlord that drove many others away. The overall population of the island is in the neighborhood of 40, 000 “civilized” folk. The numbers of the monsters and barbarian tribes remains largely unknown.
The Peoples
Humans- The civilized population of Jessina is largely human, due to that race’s remarkable abilities at pro-creation. They have a notable but not overwhelming majority over the other civilized races, though many of the barbarians that dwell in the highlands are also human. The island as a whole is officially part of the New Kingdom, located over the sea to the south, ruled by King Godfrey III. The local vassal of the king is Lord Shingle (technically an Earl) who resides in Silverlode, a wealthy mining town inland. Humans are known for their boldness and virility. More than any other race, humans are explorers, always curious to see what is over the next hill or beyond the horizon. This has also given them a reputation as risk-takers, sometimes to the point of foolishness. Humans also have the shortest gestation and maturation time of all the other races, allowing them to spring back from disaster or war faster than the others. Humans also have an unusual magic ability, the ability to inter-breed with other races. Perhaps as a result, they get along with the other races well, and often welcome them into their communities. This attitude is not necessarily shared however.
Dwarves- Dwarves are a sizable minority on Jessina, many having made the long journey from fabled Midgard (the Dwarven Empire, even further away than the New Kingdom) attracted by the mines and mountains of the lost island. A few clans made the move as a whole, resulting in a few dwarf only settlements in the mountain areas. Dwarven culture bares some similarity to that of the ancient Norsemen in our world, but with an emphasis on mining and manufacturing rather than farming and fishing. Renowned for their craftsmanship, dwarven metal goods (not just weapons) are very desirable and trade well. Dwarven alchemists have also created a rudimentary form of gunpowder, meaning that most dwarves will carry a blunderbuss rather than a bow. Dwarves are well known for battle prowess, and an eagerness to display it. Dwarven mercenaries are common, and most either adventure or serve in their jarl’s forces before settling down to become craftsmen. They usually work through caravans or trading towns, rarely allowing outsiders into their halls and palaces. Most dwarves would admit that they have a very strong sense of other races as outsiders, a mild xenophobia that prevents much mixing. The valor of humans appeals to the dwarves immensely, but their ability to inter-breed…quite frankly freaks most dwarves out. Their well ingrained distrust of other races is enough that there have never been any known half-dwarves, much to the race’s relief. Dwarves respect elves, seeing a match for their own craftsmanship in iron and stone in elvish wood work, weaving, and magic. They see the elves as similar, spirits of the woods as dwarves are spirits of the mountains.
Elves- Elves have been in Jessina longer than any of the others, this island long an outpost and something of a fall back for their people. The vast woods of the lost island are united in one elven kingdom, ruled by Queen Moira. The legendary (and largely thought deceased or fictional) elven warrior-mage Balthazar has his own lands here as well, in a majestic river valley deep in the mountains. Elves are close to nature, master hunters, trackers, and crafters of wood, leather, and cloth. Elven made garments are wonders to behold, and can be passed on for generations. They are also master bowyers, and unsurpassed in the magical arts. They are passionate beings, and due to the nature of elven reproduction (an elven couple must ingest a series of potions over the course of a year before even being able to become pregnant), take many lovers over their long lives, and do not share the sex taboo that humans and dwarves have. This is one reason why there are so many half-elves, since humans seem to break the normal restrictions on elven fertility. The elves involved in such pairings are often baffled, but try to be good parents. It is often hard, since both the other parent and the offspring seem to mature and fade so quickly…many such elves become devoted to family lines, becoming an eternal “grandparent” to the entire lineage. Though they travel for trade and commerce, few elves are adventurers. So long do they live, that there is very little that seems worth risking their lives for. Those that do are looked at a bit oddly by the rest of elven society, and are sometimes said to have “the human sickness.” Humans both delight and worry elves. Humanity’s emotional nature, curiosity, and remarkable flexibility are both charming and fascinating but many worry that in their explorations humans will find things better left alone. Some elves also worry that if things continue, humans will breed the elves into extinction. Elves respect dwarves, though they dislike their interest in tearing the earth apart so. Many elves feel that once the mountains run out of coal, the dwarves will bring their axes to the woods looking to fuel their forges.
Nekojin- The smallest civilized race, the nekojin are so scattered that it is hard to speak of them as a people. They have no written history, which makes it even harder to discern where they came from. Most nekojin live in human communities, though there is at least one nekojin barbarian tribe on Jessina. There will be occasional nekojin villages as well, but these are small, barely hamlets. These furred beings are even more curious than humans, but lose interest in anything quickly, lacking human drive and ingenuity. As a result, they are often looked upon as being moronic, good for nothing annoyances. The cat folk take this in stride; they know who the truly awesome ones are. Nekojin travel a great deal, the whole race being largely nomadic. Often they will “adopt” an adventuring group as a kind of family and travel along, invited or not. Those who get to know them find the cat folk very loyal, fearless, and quite compassionate. They like all the other races immensely, fascinated by dwarven mechanisms and elven magic (this is generally not a returned enthusiasm), and delight in the newest mechanical/magical wares and toys. They are particularly fond of music boxes. Nekojin identify with humans, both races sharing curiosity and a certain boldness. They make excellent warriors, but are often so frustrating to train that many do not bother.
Monster Races- There are too many of these to mention, but there are some of particular note. Swamp goblins are very numerous on Jessina, and though weaker than humans, they breed even faster. Lizard folk live in the swamps as well, in savage barbarian tribes that often menace travelers. Trolls, cave and water, are unfortunately common, though they can only venture out at night, for if the sun’s rays touch them they turn to stone. Redcaps, larger, smarter goblins are also often a travel menace thought hey usually avoid armed adventurers. Off the coast live tribes of fish men that attack both ships and coastal communities. Possibly the most feared of the monster races are the dark elves that dwell far below the surface. They occasionally raid the surface for slaves, and their appearance is dreaded in every community on the island. There are rumors of dragons in the great swamps and mountains, but none have been seen since the Dragonlord’s campaign.
The Land
The island of Jessina is about the size of the United Kingdom and Ireland in our world, if the two were joined together. The terrain is also much the same. In the south, north, and west, there are mountain ranges that give way to ridges, and finally to rolling hills before the plains and moors. Much of the land is covered in forest or swamp, very little having been cleared for farms or towns. It is a wild land, rich with animal and plant life. Dotting the landscape are strange ruins. From structures as simple as massive stone circles (a la Stonehenge) to fallen towers, the builders (and destroyers) of these are unknown. The elves are the only ones who have a history of that ancient time, and all they will tell anyone is that there was a kingdom here millennia ago, that was smashed in battle with an insidious evil. The barbarian tribes in the highlands and the western mountains are descendants of that ancient kingdom.
Jessina is also rich in minerals. Silver, iron, copper, and coal are in great abundance, and some gold has been discovered as well. The dwarves claim that other more exotic metals lie far beneath the surface. The soil is good for crops, and the sea provides riches of its own, such as fish, pearls, and whale oil. The richness of resources in this land is something that many sages puzzle over. With such wealth, how did it go unnoticed? Why was it abandoned and lost for so long? Prior to the discovery (or re-discovery) of the island 500 years ago, there is no record of it.
There are several geographic points of interest. Of particular note is Noah’s Bay. Named for the human explorer who found Jessina, the bay is a huge curving inlet on the east coast of the island. There are a few good anchorage points, but also several dangerous reefs and rocks, making navigation dangerous, especially at night or during the winter. When the Lighthouse of Petra still shone, it was passable, but now fewer and fewer ships brave the dangers of the bay. At the southern tip, the town of Black Harbor was the largest human settlement on the island until the Dragonlord’s army sacked and burned it sixty years ago. The burned ruins still stand, and few go near them. Dark things move among the wreckage, and many who go exploring there never return.
From Black Harbor, a long and wide gravel road, Gallows Way, winds south and west toward Silverlode and the Bright Hills. Gallows Way got its name from an incident a century ago, when Lord Shingle’s forces rode against the swamp goblins. The goblins had been raiding towns and caravans, and the people asked Lord Shingle to step in. His knights inflicted horrible casualties on the goblins, and captured hundreds of prisoners. To make his point to the goblins, Lord Shingle erected gibbets along the road, one every hundred feet, and hung the prisoners along them, all the way from Silverlode to Black Harbor. The road also goes along the border of the Great Oak Swamp to the south, a large swamp that is a breeding ground for goblins, trolls, lizard men, and other creatures. Monsters from the swamps regularly attack travelers on the road, making the journey far from safe. To the north of the road stretches the Forest of Petra, a deciduous forest with trees of all kinds, including a rare tree with silvery bark much prized for its wood. This is the land of the elves, and while they don’t mind travelers, they do usually like those coming through to introduce themselves.
Toward the end of Gallows Way rise the Bright Hills, so named for the rich mineral deposits there. The road ends in the largest human town on the island, Silverlode. Though several of its famed silver mines are played out, there are still a few open, and iron and copper are plentiful. Silverlode also boasts a large dwarf community, and a few kilometers from the town is the manor of Lord Shingle. Further west of Silverlode are a small group of mountains, the home of several dwarf communities, including the hall of the famed jarl Thialfi Olafsson.
On the northern end of Noah’s Bay, not even a kilometer inland, rises Mount Petra. This unusual mountain, standing alone at the top of the bay, has been a strange place since the settlement of Jessina. It was here that the cult of the demon-goddess Alrinach demanded the sacrifice of infants and virgins to safeguard the passage of ships. Until the church of the goddess Lysandra, deity of moon and sea, drove them out and imprisoned the wicked goddess herself in chains of silver beneath the mountain. At the summit, they erected a great temple to Lysandra, a large lighthouse, to make safe the bay. It was this temple that was the goal of the Dragonlord’s campaign 60 years ago, and the site of the curse that ended his villainy. The lighthouse is gone, returning only during the nights of the full moon, still full of the monsters of the Dragonlord’s army, and untold riches.
To the south of Mount Petra, northward on the coast from Black Harbor, is the town of Noah’s Landing. A small settlement of perhaps 500, mostly humans, though there are dwarves and nekojin as well, and elves are often visiting from the nearby forest. It is a farming community, though some do venture out into the bay for some fishing. The town is most famous for having largely survived the Dragonlord’s campaign, and being the site of both the Spider Ninja Clan and the St. George’s Academy for Young Adventurers.
In Noah’s Landing are several interesting places. Perhaps the most ordinary of these is Noah’s Inn, a large two story inn with stabling for a dozen horses. The inn is run by Isaac Strange, a lean and handsome man in his thirties, usually dressed in robes of blue or purple. Strange is wealthy, and very interested in collecting both art and magical items. He is also known to be very knowledgeable about the area, and willing to share his knowledge.
The Spider Ninja Clan has its home just outside the town, a small compound with a shrine, a large training yard, and a five story pagoda. Relations with the town are cordial, if distant. The ninja take an active part in defending the town, and buy all their food from the citizens, and the apprentice ninjas are a common sight in the town’s streets, occasionally bantering/arguing/fighting with students from St. George’s.
St. George’s Academy for Young Adventurers is the town’s most well known feature, though it often gives the townsfolk as much headache as it does income and prestige. The academy is a large walled compound, with a two story stone building with bell tower, two dormitories (one male, one female), plenty of open space for combat practice and sparring, a garden shed, and a storehouse. St. George’s accepts promising students between the ages of 14-18, provided they have a letter of introduction from a well known adventurer or otherwise impress the faculty