Shattered Isles Worldbuilding

by peaceful7ea

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The Shattered Isles

Welcome to the world of The Shattered Isles!

A Quick Aside

While this is certainly a dive into the world of The Shattered Isles, it is by no means the full extent of the isles. Some things may be unknown for now, some things may be hidden for later, and some things may be created along the way. If you have questions, or would like to add something in for your character, don't be afraid to ask!

A Brief History

A Discovery of Lightwater

  • 674 years ago, a cave was discovered on the isle of Ocul, containing a mysterious liquid that glowed faintly blue.
  • This liquid, later named Lightwater by the Common speaking inhabitants, gave anything it was applied to the ability to defy gravity, causing even the heaviest of objects to float weightlessly.
  • This sparked a creative revolution in Ocul, transforming it into a capital of transport, trade, and innovation. Ocul is now the center of progress in the isles, completely remade by Lightwater.
  • The Common calender reflects this, as it was reset by the finding of Lightwater. It is currently 674 PLW (Post Lightwater)

The Shatter

In 229 PLW, an incident occured in the isle now known as Laf o Aelf. Space, time, and magic shattered across the isle, destroying buildings, a majority of technology, and killing a large portion of the population. A large chunk of the land was blown off completely, becoming the abandoned island of Nægl. What caused The Shatter is still unknown, but its affects on the population of Laf o Aelf are still felt today.

The Unknown Próteros

In the isle of Αὐχμηρός [Afchmirós], there are ruins across the vast desert from a people long before. These people are known as the πρότερος [Próteros], meaning 'Before'. Not much is known about the Próteros outside of the ruins left in the ghostlands. They were a society similar to the current population of Afchmirós, with a similar production of stone carvings. There is a language inscribed on the walls and objects found in these ruins, but it is currently unable to be read. Current belief is that they were simply a precursor society that evolved into the Afchmirós, and record was lost along the way.

The Merge of Notrendroit

The outer curve of Chanteve, also known as Notrendroit, was an independent state of Goblins up until 150 PLW, when a large storm wiped out the entire harvest in Notrendroit. The halflings of Chanteve, who had always been friendly to those in Notrendroit, offered their help, and the two decided to merge into one country in order to support each other. Notrendroit is still the name for the curved part of the isle, but it is now simply a subsect of the larger Isle of Chanteve. However, it still retains its independence in all aspects except name, and the merge was more a union of states rather than an assimilation.

A Disappearance in the Desert

In the year 458 PLW, a well known inventor and diplomat of Ocul, a human by the name of Errol Reinold, left on a trip to visit Afchmiros. While there, he decided that he wanted to investigate the Ghostlands, hoping they may spark some invention. He never returned, and what happened to him is unknown.

Ocul, the Eye of the World

Also known as:

  • Eye of the World
  • Ece Blacern (Eternal place of light, elvish)
  • αἰειγενέτης λυχνιών [aieigenétis lychneón] (Immortal lamp light, dwarvish)
  • Fascinsula (Enchanted Isle, Orcish)
  • Amarandelaine (Unfading Light, Halfling)

The Legacy of Lightwater

A country of glass and brass, Ocul was built anew after the discovery of Lightwater. Many buildings are designed not only to be accessed from the ground, but from the air as well. The architecture of Ocul, especially its crowning jewel, the capital city of Pūpārum, shows just how ingrained Lightwater is in the culture. Penthouses and towering arcane laboratories of shimmering brass and glass hover and float as if they weigh nothing, and the streets are filled with one building gently floating on top of the other, effectively making the air into a secondary street.

For example, Ocul has several towers across the country run by its post office. Inside, hundreds and hundreds of post boxes line the shelves, going up several stories, and mail must be placed and retrieved by staff using lightwater powered platforms. Mail can be delivered and picked up from the ground floor, but staff are also placed on various suspended levels, with windows to the outside, where anyone with the means to levitate or hover high enough can receive or deposit mail.

As a city of clockwork and arcane mechanics, Warforged and Autognomes are fairly common, as are several types of Golem. While Warforged and Autognomes are occasionally autonomous, either through outliving their creators or being granted it by their engineers, Golems exist solely to serve a singular purpose set by their creators.

Ocul is a hub of business, trade and innovation, as its abundance of Lightwater means it has the most interconnected transport system in the isles. Its sky ships, large vessels resembling sea faring boats with glowing undersides coated in lightwater solution, travel anywhere in the isles, and the Lightrack, a hovering rail system, runs at all hours of the day. Sky ships do have sails, however they are not used to capture wind. They instead are made of fine reflective fabric, in order to be better seen at night. In addition, most inhabitants use hoverboards, thin metal boards powered by a core of Lightwater that allow the user to effortlessly flit about in the air. Due to its many uses, it has amassed a high value, and vials of Lightwater can be used as currency to barter, as small amounts are available for public purchase for magical and experimental purposes.

The Servi and Scild

In the outer ring of Ocul is a large cave system known as the Divas Grotte, meaning Gods’ cave. (Sometimes shortened to the Divas). This is the main source of lightwater, a lightly fluorescent, light blue liquid that gives objects properly applied to the ability to float, and has been treated as a sacred and divine place as a result. While scientists and students of the arcane travel to the Divas to retrieve samples and study the area, It is more widely known as the home of Divasservi (sometimes shortened to Servi), the divine order dedicated to the preservation and worship of the water. It’s unknown as to which deity, if any, enchanted the water, so the Divasservi acts as a halfway point between religions. By deferring to the water itself, they associate no deity with it, and are treated as an extension of many practices.

They wear a long, white underdress, with a secondary dress, light blue and about thigh length, on top. Their hair is tucked under woven caps, with veils pinned over top. The amount of fabric and use of veils is intended to mimic the flow of the lightwater, and the fabric is often treated with it, causing it to float gently behind the wearer. The Servi are not gender specific, and the uniform is used throughout, with the exception of the Scild, a subsection of the Servi who are trained to protect the main sect. Most of their role is ceremonial, however, as Lightwater is highly valued, they are a necessary part of the Divasservi. Scild wear pants with light, loose fabric that go in at the ankles, and a light leather chestpiece over a loose, cuffed shirt.

The Servi live in the temples around Divas Grotte, small, rectangular buildings made of beautifully carved stone. While most stay at Divas Grotte, they will occasionally need to make ambassador trips to the city or to other Isles, such as to Auratusensus Academy to give lectures on the properties and beliefs surrounding the water. When on such trips, a group of 3-5 is sent, and ordered to stay together, along with a Scild who is sent with them. Meeting a group of Servi is seen to be lucky, although you are discouraged from touching their hands, as not to sully the water when they return to tend it.

Those living within

The Eye of the World is naturally home to a mix of Humans and Gnomes, which has fueled a passion for science and invention, especially after the discovery of Lightwater. Both races are known for their willingness to discard personal safety for the sake of an interesting discovery. While humans collect traditions and fashions from every culture in the Isles, those who have grown up in Ocul wear fashions similar to those in Gnomish culture.

Gnomes wear clothing in earthy plaids, with an abundance of leather straps and pockets for storing materials and tools. They favor practical, hardy skirts that are easily hitched, and sleeves that are easy to roll up, heavy canvas vests, and bolero jackets. Chained tool belts, called Chatelaines, are also popular.

However, due to the presence of Lightwater and the ever advancing mechanisms and magic within the country, Ocul is home to pretty much every race. While every country contains a mix of races, Ocul is a mixed rainbow of cultures, attracting people from all over for a vast variety of reasons. As a result, it’s hard to pin down one national culture, especially as the native humans are so eager to adopt new traditions as their own.

The Council

During the early days of Ocul’s reinvention, there was no overarching structure to the districts, and they were left to run themselves. This led to an abuse of power by many merchants and corporate guilds. Led by a group of workers and those with means, the Council was established. While the districts are still separate and independent, the Council (also known as the People’s Council or the Council of the People) keeps an eye on things and makes sure no one is being taken advantage of. They largely exist to enforce labor laws and safety surrounding Lightwater, and are consulted not just in Ocul, but across the isles. They consist of inventors, researchers, and workers from across Ocul, admitted by application. Those of noble titles or in power somewhere else are barred due to conflict of interest.

The String Islands:

Due to being an equal distance from Calix and Ocul, the string islands are the subject of a joking rivalry between the two countries, and it’s culture is a mix of both.

One notable feature of the String Islands is the “Overwater” businesses. These businesses take advantage of the two clashing governments and Lightwater powered ships to run any number of illegal businesses just offshore of The String Islands, constantly moving around to avoid being caught. Occasionally, if scared off, they will move down through the isles to lay low, but most days there’s an entire floating pier of Illicit ships just off the shore. The most well known of these ventures is “The Thieves' Gambit”, a floating gambling ship run by Louie Létourneau, an Air Genasi with a distracting smile and penchant for poor decisions.

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Part 2 | Places and Cultures

A Labeled Map of Ocul and the String Islands

The Outer Ring

Outer Ring Districts

Port’s Welcome: An island consisting of small shops, refueling stations for Sky Ships, and anything passing travelers might need.

Divas Grotte: Home of the cave system of the same name, and The Servi.

Gravesend: An island used entirely for graveyards, to limit the spread of disease.

Elfacan: Made of shining metal and floating, twisting, seemingly impossible structures, Elfacan is known for “The Theater of The Mind”, a venue capable of twisting and shifting to suit whatever is being performed.

Waldebrand: Makers of fine weaponry, those blades quenched in Lightwater are exceedingly light while maintaining their strength.

Briídún: Set on a series of hills, houses are built on them and around them (with the aid of Lightwater), with rope ladders and bridges between, and a thin path on the ground.

Mardís: Known for its extremely muddy land, Mardis is a town of well meaning people that’s more passed through than stopped at.

Mycene: Full of mushrooms, both edible and deadly, some small, others large enough to cover trees.

Rudyard: Red grass covers every inch of this district, used to weave baskets and other items. Fantastical creatures, woven entirely from the grass, are treated with Lightwater and left to float through the skies as if they were real.

A Labeled Map of Ocul and the String Islands

Pūpārum

Capital Districts

Yarmount: Main port of Ocul, used both for commercial shipping and the travel of people.

Jesmouth: A Side port, specializing in the collection of fish rather than trading or travel.

Acheslan: A port opened solely to deal with the amount of foot traffic Pūpārum gets daily.

Inchunder: Named for the fact that it is seemingly always raining, and the cobblestones are always a bit flooded.

Caelum: The crown of Pūpārum, this is where the core of Ocul’s invention takes place. The streets are lined with floating laboratories, shops selling specialized equipment, and research outposts from all over. This is where the Council meets.

Technae: A production district, made largely of engineering shops that fix Sky Ships, Hoverboards, and all manner of things.

Latours: An entertainment district. If you wish to find food, drink, or any manner of show, you will find it here.

Gossam: A shopping paradise, where merchants from all over show off their finest wares.

Abril: An art district, sponsored entirely by Calixian patrons. Bards, painters, sculptures, and all other artisans make their home here.

A Labeled Map of Ocul and the String Islands

The String Islands

Districts

Restis: Known for its wide crop of medicinal plants. Restis is largely left alone, so that the valuable herbs and plants can flourish. Its ‘gardeners’ live in floating platforms above the fields to avoid touching the ecosystem.

Catena: An extension of Calix’s culture, just not under its control. The dense thicket hides a beautiful woven mead hall, made from the surrounding wood, a tribute to the wine halls of Calix, just without a Lord.

Dídymos: As the middle island between Calix and Ocul, this district is a blend of each culture. With the love of fine things, wine, and food of Calix and the drive for invention of Ocul, Didymos is responsible for inventing new and fancier ways of getting drunk and making good food.

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String-Islandsm

Calix

(Wine cup, Orcish)

Also known as:

  • Mélinaterre (Honey Land, Halfling)
  • Tæpperern (Place of wine sellers, Elvish)
  • εὔοινος [évoinos] (Producing good wine, Dwarvish)

A Land of Bread and Wine

A land famous for its wine and mead production. Calix has a culture heavily centered on food and drink. Dark red is considered a lucky and happy color, due to having an association with wine and grapes rather than blood, and a larger figure is considered good (although not much value is put on body shape in general).

Amorvitae, a festival celebrating life, people, and enjoyable experiences, features a pouring of local wine over the heads of young, unmarried people, in order to attract good things and love, and a pouring of wine into fountains.

As well known as it is for its wine, Calix is also known for its wine halls. Large, gorgeously carved wooden structures, which host parties and revelry from dusk till dawn. Each Wine House has its own hall, staffed by both flesh and blood staff and Calix’s iconic Candlewax Golems. These silent, ever present creatures are made entirely from enchanted wax, and often have one or more wicks burning away on their pale bodies. While unsettling, those in Calix know them to be eternally patient and polite.

From our cup to yours

Calix is a land that has been made wealthy by wine. This is due to the grapes for fine wines only growing in Calix’s climate and soil. Due to its abundant wealth, many citizens of Calix sponsor artisans or artists both inside and outside the country. Whole sections of cities in Chanteve, Afchmirós, and entire districts in Ocul are supported by wealthy Calixian patrons. This wealth also goes towards funding Auratusensus Academy, a well renowned university funded by a shared wealth program.

The Wine Houses of Calix run the isle as a place of pleasantry, friendship, and festivity. Each House, headed up by a ‘Lord’ of the house, meets with the other houses monthly to settle any conflicts and discuss topics of interest in a system known as Gentilis (Meaning ‘Of the same Family’). As they are mostly content to run their own business, the rivalries between houses are largely in terms of who can do the most philanthropic work, which is how the publicly available Auratusensus Academy has been so successful.

Those living within

A large amount of the population are Orcs or half-orcs. Due to their general size, strength, and durability, Half-orc/orcs are often popular monster hunters when not in the wine business. A half-orc or orc in an adventuring party is a sign of protection and safety to many.

Orcs place a large amount of weight on personal care, especially their Tusks and hair. Hair is often worn long and braided, with trinkets woven into the hair. Orcs and Dwarves often bond over the constant care given to their hair/beards, and with tieflings over Horn/tusk care.

The same amount of care is given to clothing. Single shoulder capes are popular, as well as ornately embroidered vests, and waist wraps in masculine fashion. Layered dresses with hand sewn chemises, overskirts and giorneas, and slashed upper sleeves are common in feminine fashions. Clothing is commonly found in wine red or purple colors, as those colors are considered lucky. Those in Calix get along very well with the dyemakers in Chanteve due to their appetite for expensive dyes.

Patera:

Due to its proximity to Ocul and Calix, a large amount of the population is Half-Orcs.

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A Labeled Map of Calix and Patera

Wine Houses/Districts

Glykeros: A house that welcomes all, Glykeros is known for sponsoring artists based on their passion for their work, rather than any set style or genre. The house crest (and crest of the house’s district by extension) is a mouse perched atop some grapes.

Yiorgos: The house of the traditional, Yiorgos is less raucous wine parties and more slow sipping and tasting. Yiorgos supports only those artists who do strictly classical art. The entire house is known for its love of old and traditional rules (and it’s lacking sense of humor). They are tolerated but not well liked, but respected nonetheless. The house’s crest is a bat with its wings spread.

Arista: The house of bards and wandering musicians, Arista is a hall open to those seeking to wander in and play their share. The smell of honey mead is a permanent feature in the streets of Arista. The house’s crest is a bee surrounded by a ring of wheat.

Duclea: Duclea is the house that favors the painter and sketch artists of the isles. Their hall sports large canvases on the walls, which are painted and painted over every month or so by chosen artists. The house’s crest is a cow seen side on, with a flower blooming on its head.

???: An abandoned Wine house. No one can remember it being occupied, or even who built it. It was always there, but no one knows why.

Gentilis: The most extravagant of all the Wine Houses, Gentilis is the hall that hosts the meeting of all the houses. Its streets and the surrounding area are used as a venue to show off the most complex and beautiful artworks. To play this hall during the meeting of Gentilis is a bard’s dream. The crest is a circle of linked hands.

Caterris: The Home of the Tabaxi, this small island is full of tree houses connected with rope bridges and nets. The villages of Caterris are a jungle gym for only the most dexterous of felines.

Auratusensus Academy: The house funded university, available at almost no cost to those in Calix, and only a nominal fee to those coming from abroad.

Vineyards: The vineyards are the enormous rolling fields of grapes and wheat, and every other specialty ingredient used by the various houses. The house of Arista keeps its bees here, which it uses for its honey mead.

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Calixcutedit

A Labeled Map of Calix and Patera

Regions

Fratermeus: Patera’s equivalent of a Wine House, this winery has been in the same family for generations, but has recently passed into the hands of an old family friend after the tragic passing of its owner. Its beautiful columns and landscaped grounds show the best of both Calixian culture and Afchmirós sculpture.

Vinoritas: A sunken pit that curves down into a lake. It is a popular location for partying, and is often used to celebrate Amorvitae. The lake temporarily turns red due to the amount of wine poured into it.

Virideorum: Yet another display of Calix’s obsession with beautiful things, these levitating platforms are some of the most revered gardens in the Isles. The planters rotate based on the plant’s needs, all around a central, immaculately crafted, terraced greenhouse.

Vopiscus: This city was a popular destination for pre-shatter elves, and as such, fingerprints of their culture are preserved within it. The Elvish drink of Beónbroþ, warm and watered down mead with honey mingled, is a common delicacy. Those from Laf find the echoes of the past comforting.

Kaeso: As the main port of entry for sky ships, Kaeso is a bustling town looking to sell travelers just about anything. Kaeso is known for it’s baked goods, and the Suavisvia is a road entirely dedicated to bakeries.

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Chanteve

(Breathing Song, Halfling)

Also known as:

  • Cessabiterra (Land of calm, Orcish)
  • γαλήνη [galíni] (Stillness of sea/calm, dwarvish)
  • Blostmbære (Blooming/Blossoming, Elvish)

A Flowering Paradise

A heavily forested and calming place, where the wind blows constantly, scattering petals to the wind. A large variety of flowers grow here, and as a result, flowers are commonly used in food and drink, as well as decorations and dyes, hair powders, soaps, and various other products. There are several rituals associated with Flowers in the culture of Chanteve.

Due to the high winds, the discovery of Lightwater hasn’t had a major impact on the structure of life in Chanteve. Hoverboards are rarely used, and the only major use of Lightwater is the Sky ships that arrive from Ocul and the other Isles.

Rituals

  • Mourning/Funerary: A crown of flowers is braided. Flowers are usually picked based on meaning and the person's personal taste. Once the crown is finished, it is placed upon a dish and burned. The ash is then used in the soil of a new plant or to tend a garden.

  • Wedding: Both parties wear flower crowns containing flowers associated with love, and flowers the other party chooses. These crowns will be dried out and kept by the couple for as long as possible.

  • Birth: Newborns are presented with an array of flowers. Whatever the baby chooses, that meaning will define their life (IE, Sensitivity, Strength, Defiance). This isn’t taken overly seriously, and is used more for fun than actual prediction.

  • First Bloom: When spring hits, and the flowers first start to open, those in Chanteve throw a festival called Florestan (To put forth blooms). Flower displays are made and hung outside every house, and outfits made with flowers and plant material are shown off in competitions.

Those living within

Halflings place a large value on the power of words and names. If a thing is painful or sorrowful, the name or word for it will often avoid invoking it directly in order to avoid repeating the thing or attracting more pain. Genovefa, the name for Laf o Aelf, is a healing name, a name intended to aid a place or person that has been harmed. They believe that calling it by this name (usually used in very respectful contexts, ie Anniversaries of mourning, when discussing the Shatter, or in areas heavily affected by the Shatter) will aid the healing and regrowth of the country.

However, Halflings are not the only race that calls Chanteve home. Goblins make their homes on the outer curve of Chanteve, known as Notrendroit, although the two populations often mix between the two halves. While they don’t place the same value on words that Halflings do, they enjoy their traditions, and many goblins cross over to take part in Florestan or other celebrations. Unlike the wood and thatched houses of Halflings, Goblin houses are largely clay and stone.

Goblins largely keep to themselves, content to stay within their forests and communities. They have a barter based economy, and many goblins find money based systems confusing and largely pointless. Goblin’s traveling to other isles take packs of collected items to sell for cash once they arrive. Issues are taken up with the Settmother, a woman chosen for kindness and knowledge, picked by community vote. They are not totally hostile to outsiders, but arriving at a Sett without being invited or announcing your visit, especially if you have never been before, is considered extremely rude.

This content isolation has led the foolish to believe that they must be hidden for a reason, and their collection of bartering items has given them a false reputation for being thieves. This reputation is only held by those judgemental outside of Chanteve, as the native population finds such rumors cruel, as to speak falsely of someone is to injure their spirit. Halflings have a token economy, but are more than happy to barter with goblins.

Sellerie:

While Sellerie is known to contain beautiful flowers, Halflings and Goblins alike do not make their homes there. This is partially to protect the native beauty, but also because it is a place of unrestrained wild magic. Picking the wrong plant could result in the loss of a limb or a curse. Those who dare to venture beyond the perimeter forest speak of strangely beautiful and luminescent plant life, rings of mushrooms, and the sound of laughter they can’t quite place. On extremely rare occasions, invitations are sent out to those who have entered the deeper forest, inviting them to parties and performances…

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A Labeled Map of Chanteve

Districts

Notrendroit: The previously independent state of Notrendroit, now part of the union of Chanteve. The goblins make their homes in chunky, rectangular stone houses, deep within the thick woods.

Belaset: The name for the predominantly halfling half of Chanteve, before the union formed, still used as a name for that half of the Isle. As the circular part is reserved for the growth of plants and flowers, this name now refers to the lower straight part of the isle.

The Fields: The flower fields of Belaset are a multicolored painted wonder, and have no rival anywhere in the isles. Flowers aren't the only things that come from these beautiful rolling fields, as they are also a known source of Silkstone, a mineral used in some magic.

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Laf o Aelf

(Remains of Elves, Elvish)

Also known as:

  • διάκομμα [diákomma] (Gash, dwarvish)
  • Terramors (The land of death, Orcish [derogatory])
  • Nati-par vinum (Born like wine, Orcish [Positive])
  • Néd'un décès (Born from a death, Halfling)
  • Genovefa (Family [Positive], Halfling)

A Shattered Land

While elves usually live up to 750 years, the Shatter ended the lives of many elves early, and most that are alive now were young when it happened, or were born after it happened. Those races who were around before or near The Shatter describe how the elves carry “a deep sadness” within them, even those born after the Shatter, a culture wide mourning that lives within them.

This is even reflected in their time keeping. While most of the Isles use the common calender of PLW, Laf o Aelf had it's calender reset after The Shatter, and measures time in years AS, or After Shatter. It is currently 445 AS.

Clockwork City

Rather than districts or cities, Laf o Aelf is made of a few outposts of the main city state of the same name (sometimes shortened to just Laf). Unlike the shining copper and brass of Ocul, however, Laf o Aelf is made of old, tarnished metal, covered in moss and plantlife, supported with wood and stone. The Dægmægást have moss clinging to their joints and the rotating platforms have weeds growing from their cracks. The city is not floating freely, but instead set in the large, hollowed out center between four lakes, surrounded by forest and hidden by plant growth. It is made with scraps and repurposed material, rather than the newly minted beauty of Ocul.

The citystate of Laf has large gearlike platforms that rotate regularly, with bridges that lock into place between them with each tick. Smaller people mover gears rotate constantly, similar to a conveyor belt, or gears that function like escalators. The paths of the city seem like chaos to those unfamiliar to them, but the ticking mechanical chaos is comfort to the elves of Laf o Aelf. Outside of the main city, it’s possible to find the city due to mechanical trinkets and broken gears that are tied into trees and used to decorate and protect the perimeter forest, due to belief in Godhád Isern.

A notable feature of the city is the Clockwork Guardians, or Dægmægást (Clockwork Spirits). Tall mechanical guardians of the woods, they have slender, razor edge limbs, one pointed and one thin five fingered hand. They act as mechanical Dryads, protecting and aiding the elves as they can.

Godhád Isern

Many elves subscribe to the Theory of Progress (also known as Godhád Isern (Divine Nature of Iron)), an idea that magic manifests in places where invention and creation are abundant. They also strongly believe that any creation should be replaceable, in case another shattering were to occur. As such, they hold clockwork as divine, as it is powerful, easily made, an example of creation, and able to blend with magic easily. As a result, Copper, brass and metallically colored hair is considered lucky. Those beholden to Divine Progress find comfort in being able to hear clockwork at night, and those traveling often take clockwork trinkets with them to ease their trances.

Those living within

The few elves remaining from before the Shatter often gripe over those loss of traditions like hair and clothing styles. While pre-shatter elves wore their hair long, with small decorative braids like those of Dwarves, current elves sport shorter, cropped hair to help keep it out of machinery. Those with longer hair no longer wear it down, but tied up with woven ribbon or pins. As for clothing, most elves sport patched, often repaired clothing of earth tones, with practical boots and pants, or easily hitched skirts, similar to those worn by Gnomes. High collar tunics or underdresses with cuffed sleeves are popular to protect against injury while repairing machinery or working with magic, as well as an abundance of leather belts. They believe heavily in repairing things until they can no longer be used. This is a far cry from the flowing, magic infused clothing of yesteryear, with their layers and decorative sleeves. However, some traditions have been repurposed. The runes that once decorated clothing as a show of extravagance have been the embroidered stitching used to patch fabric and offer a little protection. The long flowing cloaks have been turned into shoulder capes to fight cold and use traditional patterns.

Unlike the other isles, Laf o Aelf does not have an art district or major contributions by wealthy Calixian patrons. Elves, on a whole, feel the need to rebuild on their own, and distrust outside attempts at aid. Part of this self-reliance comes from not understanding what caused the Shatter, and part of it comes from having gone through such a harrowing blow to their culture. While it’s untrue to say they never accept aid, they will certainly exhaust every other option before asking for it. Some in Calix fail to grasp this, and have made continued attempts to fund art or building projects in Laf o Aelf. As a result, elves’ view of those from Calix is somewhat poor, and those more prejudiced call them “Gebyræt”, Meaning “descent from rats” as a reference to their pointed teeth.

Despite the name, Elves are not the only thing living in Laf o Aelf. Gnomes, with a similar love of clockwork, have begun to move from their homes in the hills of Ocul to the mechanical city of Laf. While relatively new to the area, they have been rather well accepted, however there’s an unspoken understanding that these Gnomes are not part of the native culture, but rather simply outsiders who stay. They are accepted where Calixian patrons are not because they hold the same appreciation for clockwork as the elves, and they choose to live there because they wish to improve this machinery, which is not seen as an act of pity.

Nægl:

Named after its nail-like shape, this portion of Laf o Aelf was cast off during the Shatter. Nægl is largely abandoned, having sat left to rot for 445 years. There are rumors among those in Laf o Aelf that Nægl contains a portal to the underworld, although how true this is is unknown…

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A Labeled Map of Laf o Aelf

Cities

Laf o Aelf: The main city, of the same name of the country, is the last remaining piece of elven civilization. With metal shingle rooftops, black wooden walls and its iconic ticking clockwork platforms, Laf o Aelf is as distinct as it is cobbled together, every scrap of available material used to hold itself together.

Stánburg: A walled outpost that is half city, half archaeological dig. Its inhabitants are scouring the land, attempting to find any remaining pieces of the country that existed before the Shatter.

Andred: In the ruins of an old shattered citadel (possibly a castle, or some sort of manor), a group of Elves have set up camp, having dedicated themselves to preserving one of the few still standing pre-shattered buildings. The stonework and wooden frame is slowly being supported by divine clockwork repairs.

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Αὐχμηρός [afchmirós]

(Without rain, Dwarvish)

Also known as:

  • Sár-wilm (A feverish heat, Elvish)
  • Terraharenae (Place of sand, Orcish)
  • Lynuslyle (Flax colored island, Halfling)

Sun and Sand

Afchmirós is known for its intense heat and beating sun. Markets are covered in cloth to provide some welcome shade. While it’s a popular destination, the heat isn’t tolerated well by all races. The Elves of Laf o Aelf call Afchmirós ‘Sár-wilm’, meaning feverish heat, and elven visitors can be spotted by looking for the umbrellas in a crowd.

Craftsmen of the Isles

Known for their stone and glass work, Afchmirós specializes in the production of small solid figures in clay, harvested bone, and bronze, depicting humanoids and animals. These trinkets are sold to tourists, but are also considered lucky by locals. One of the most prized products is Dichroic glass, which appears red when lit from behind or within, but green when lit from the front, often used in cups and bowls.Gold glass is another popular creation of Afchmirós. Other products include glass/clay beads, amulets and rings, and metal rings and other jewelry. Game counters and gaming pieces are made with scrap glass.

Wall reliefs are left blank, but larger standing statues are painted with bright pigments, and often used in places of great importance, such as sanctuaries, divine sites, and graveyards. Due to the high abundance of carvable stone, however, smaller statues are used to decorate every inch of major cities, some painted, most unpainted.

As a way to resist the heat, Dwarves often wear light linen clothing, such as light side fastened tunics and large square cloaks, which are used to protect against the cold nights. Leather pants are common, as they protect the legs against the harms of stone carving and metalwork, and leather aprons are used. Adventurers often sport thick leather or metal armor, perhaps even selfmade.

The Ghostlands

The Ghostlands, or νέκυςαἶα [nékysaía] (Deadland) are a large section of the Afchmirós desert filled with ruins of the Próteros. A sandstorm roams the land, along with ghosts of the past. While sighting these ghosts is common, almost no one has gotten close enough to talk to them, as they disappear when approached. Those who say they have met them tell tales of shadowy spirits who speak a mystery langage, and a feeling that something was being drained from their very being. Travelers heading into the Ghostlands are warned not to leave packs unattended, as it could be seen as setting an invitation for a passing ghost to attach itself to your party…

Those living within

Dwarves are not the only race that calls the sand their home. Both Kenku and Aarakocra live in the sandstone cities beside them. Kenku resemble Burrowing Owls, Hummingbirds, and Elf Owls, small and brown, covered in fluffy feathers. Aarakocra resemble Secretarybirds, Roadrunners, and Falcons. Both commonly act as guides throughout the desert, as the Dwarves’ hardiness in the heat is only rivaled by their avian counterparts.

Due to the long life spans of Dwarves, around 350 years or so, they’re renowned for their patience and planning. Dwarves who have grudges against someone tend to plan their revenge over about ten years or so. Some older dwarves speak of a time where Elves were the same, but the Shatter seems to have changed them, and they no longer treat their time as so assured.

Beards are grown by all in dwarven culture, not just the traditionally masculine. Like the Halflings of Chanteve with their flowers, the Dwarves of Afchmirós have many rituals surrounding their beards, and hair by extent.

  • Life: Throughout their lives, Dwarves will collect beads and other decorations for their beards. These can be gifts from friends and family, selfmade to reflect accomplishments, or given as a reward. Many Dwarves will have lucky charms as well as their personal decorations woven in. Gold cuffs and rings are common, with various engravings on the outside.

  • Death: In a period of mourning, Dwarves will cut the hair on their head (Cutting the beard is optional) to show respect for the departed by giving up something so beloved. Veils and other headcovers are sometimes used, and there are special veil pins associated with mourning as opposed to just fashion. Veils are worn both by men and women. If the beard is shorn, beads and trinkets will be strung along a cord and worn around the neck until they can be placed back in.

afrchmirosmap

A Labeled Map of Afchmirós

Cities/Regions

ἄμαθος [ámathos]: The plain open desert, used mostly to harvest the few plants that survive out here, and to collect sand for glass and metal work.

ἀγαλματίας [agalmatías]: The main city of Agalmatías, known for its sandstone structures, covered markets, and epic statue gardens.

τᾰ̀ὄρνεᾰ [tàórnea]: Otherwise known as the avian city, this village, carved in towering cliffs and expanded with stone work, is populated mostly with Kenku and Aarakocra.

ἐπίκρυφος [epíkryfos]: As an alternate entrance port for sky ships that may be carrying less than savory items, this market town, composed of hundreds of ramshackle tents and covered stalls, provides everything the worst of the worst could want, and things even stranger besides.

νέκυςαἶα [nékysaía]: The sprawling sand filled ruins, subject to a constant storm, and filled with ghosts.

κιθαρῳδία [kitharodía]: As one of the few ruins outside the Ghostlands, this crumbling stone ring and its surrounding walls has become a popular performance venue for bards looking for atmosphere, although it’s quite a trek to reach.

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Other Known Phenomena

Pyríliptos

Children of dragon blood are exceedingly rare. True dragons are almost myth, and those who would’ve been able to tell their stories died in the Shatter. A very small community of dragonborn live on the volcanic isle of Pyríliptos, mostly keeping to themselves and occasionally trading with the dwarves of Afchmirós. They wear attire similar to that of the dwarves, and hunt the limited wildlife on the island, functioning as one large village. Pyríliptos, as a homeland, is a violently active place. The center is a boiling spring, heated from underneath by the magma flows that peek through the cracks in the hardened rock.

Most of the dragonborn from Pyríliptos are descended from Red dragons, which aids in resisting the intense heat from the volcanic activity. They smell faintly of sulfur and smoke, and their veins glow faintly with heat from under their leathery skin.

Tieflings

As children of demonic heritage, Tieflings can appear in any society, and don’t have one geographic homeland. Despite this, they have formed a culture of their own, with their own traditions that mix with the traditions of their physical homelands.

Horns, like Dwarf beards and Orc braids, are decorated with metal rings, as well as piercings and chains. These can have personal meaning, or simply be for decoration. Symmetrical horns are seen as attractive, and the filing and removal of horns is seen as being ashamed of your heritage and looked down on. Those who lose Horns through injury often sport metal prosthetics in their place. Tails are also decorated, with small cuffs near the pointed end, although not to the extent that horns are.

Most tiefling eyes are solid, with no discernible pupils, but those with pupils often have eyes of unnatural color, or rectangular pupils like those of goats.

Aasimar

Like Tieflings, Aasimar have no set homeland, but rather emerge in bloodlines touched by the divine. With eyes unnaturally bright, luminous blood, and strange unworldly feeling about them, Aasimar can unsettle even those who they call friends.

While Aasimar resemble the races from which they were born, there are traits that can manifest randomly, such as extra eyes, glowing fingertips, a strange, metallic voice, a barely visible halo, and any other number of terrifying divine characteristics.

Genasi

Similarly to Tieflings and Aasimar, Genasi come from a mixture of elemental force and mortal blood, with no solid homeland. Some say the current crop of Air Genasi come from the effects of exposure to Lightwater, although how true this is is unknown. Like the Aasimar, they have an uncanny feel about them, and depending on their heritage, any number of unsettling traits, from hair that floats without a breeze to boiling hot skin.

Tabaxi

A small population of cat-like humanoids that originate from the island of Caterris in Calix. Having left their woven, tree mounted villages, a number of Tabaxi have spread out across the isles, most often found in the ports of Calix, Ocul, and the String Islands. They are infamous for their naming traditions, named for their geographical location, a prediction for their lives, or a statement of character. These names are often long, and shortened to a single word. However, some Tabaxi born away from Caterris have been taking Calixian names in recent years, or abandoning the tradition altogether. They generally don’t take last names.

Seer

A Seer, also called a Giffæst, was someone who was born sensitive to divination magic, as well as magic in general. They were able to dream of the future, and could detect magic without casting a spell. Most Seers were Elves, and as such, were killed in The Shatter. Today, True Seers have not been seen for generations, to the point where most proclaim them as myth.

Shattered Terms

  • Perditus (Lost)- Orcish word for The Shatter
  • μεταβιόω [metavióo] (Live after, survive)- Dwarvish word for elves born after The Shatter
  • ῥήγνυμι [rígnymi] (Break asunder, shatter)- Dwarvish for The Shatter
  • Eshcive (To evade, to avoid, to fear) -Halfing for The Shatter (the name does not invoke the shatter directly due to halfling tradition)
  • Sár-líc a-bræc (occasion of sorrow and breaking) - Elvish name for The Shatter (This is a formal name, used mainly in a historical context, Cwylmnes is the commonly used term)
  • Cwylmnes (Pain, Anguish)- Elvish name for the Shatter

Lightwater Terms

  • Lightwater (Common)
  • Lyftburne (Elvish)
  • Ἀήρ νᾶμα [aír náma] (Dwarvish)
  • Voltigeaux (Halfling)
  • Volitquam (Orcish)

Common Names

Laf o Aelf

Names are usually Anglo-Saxon or Old English in Origin

  • Addy
  • Amice
  • Alcott
  • Col
  • Daw
  • Diot
  • Royse
  • Amis
  • Dye
  • Firmin
  • Hawise
  • Merlyn
  • Larkin
  • Kinborough

Calix

Names are usually Late greek/roman, Latinized or Old Italian

  • Babylas
  • Alessio
  • Amata
  • Andino
  • Erasmus
  • Glykeria
  • Cosimo
  • Carina
  • Ceasario
  • Decimus
  • Catellus
  • Nektarios
  • Giovanna
  • Therapon
  • Tertia
  • Lorenza
  • Leonello
  • Makarios

Chanteve

Names are usually Old or Medieval French

  • Fromental
  • Amande
  • Abeille
  • Avery
  • Mercarius
  • Bardot
  • Mallaury
  • Mercer
  • Yves
  • Peintfeuilles

Afchmirós

Names are usually Ancient Greek, Non-Latinized

  • Ἀγαθή [Agathe]
  • Ἀλκαῖος [Alkaios]
  • δῶρον [doron]
  • ἀμύντωρ [amyntor]
  • Φερενίκη [Pherenike]
  • κριτής [krites]
  • Ἐλπίς [Elpis]
  • ἀνατολή [anatole]
  • εὐδοξία [eudoxia]

Ocul

Humans and Gnomes take Names from many cultures, and will just as often have Names of Elven, Dwarven, Halfling, or Orcish origin as they do common. Note that all other cultures have this trait, IE not all Elves will have elven names, some may take Common or Dwarven names, however Humans, as creatures of collection and repurpose, tend to do this more often, and this has spread to the Gnome population as well.

Items

Hoverboard

Weight: 10 Pds

Price: 10 GP

Requires: Attunement (Short Rest)

The Hoverboard moves at a speed of up to 30 feet (based on creature’s land speed), plus 10 feet per strength bonus a round. When making difficult turns or manoeuvres, or when being melee attacked on the board, they must beat a DC12 strength check to remain on the board. The board floats at 3 feet above the ground, but can climb 5 feet per round.

The Hoverboard requires attunement over a short rest, which takes the form of practising manoeuvres on it. While unattuned, a creature can still ride the board, but must make a DC10 dexterity check every round in order to stay on the board.

A hoverboard weighs 10 pounds and can run for 1,000 hours on a single lightwater charge. The maximum carry weight of a hoverboard is 350 pounds.

Model-Hoverboard

Lightwater Charge

Weight: 2 Pds

Price: 1 gp

A large round core that slots into the centre of a hoverboard. Lightwater charges are watered down flasks of lightwater, which can either be bought new or refilled to charge Hoverboards and similar objects.

Lightwater-charge

Pure lightwater (Vial)

Weight: 0.5 Pds

Price: 20 gp

A small glass vial of glowing blue liquid. Pure lightwater is much more volatile than the watered down version used in Lightwater Charges, and are thus used for magical experimentation and heavy duty projects.

Copy-of-Lightwater-charge

The Known Isles

Hovermap
 

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