Government
The Isles are the domain of House Nuada, masters of Elemental Magic. Water, Air, Earth, and Fire are their tools to summon, manipulate, and command. Scions of House Nuada are usually at sea, captaining their ships. The daily activities of the towns and cities on the Isles are governed by leaders of Lower Houses and Administrators appointed by House Nuada and/or the Emperor.
Terrain
The shallow western coastal sea and a long chain of volcanic islands make up the lands of the Isles. Terrain ranges from lush, green gems to barren mountains of volcanic rock and includes everything in between. Much of the might and wealth of the Kingdom is actually based on the size and skill of their fleet, not the resources of their land.
It is temperate in the Isle, seldom uncomfortably cold or hot. The trade winds are a near constant feature of the region. Only in steep-sided inlets, interior jungle valleys, or near volcanic vents are temperatures unpleasant.
Culture
The people of the Isles are intrepid, ever-curious, and unfailingly bold — the women as well as the men. They are not quick to take offense. Because of their travels, they have a very open culture. They are renowned for adopting new styles, innovations and the best practices from all they encounter.
The culture is organized around the structure of Fleet - Ship - Home Port. While some fleets and ships are family ventures, most are organized around meritocracy. Gender is no consideration for leadership roles.
Ships and boats of all varieties are the mode of transport. Horses are almost unknown in the Isles. Feet, ox-drawn wagons, rickshaws, and dog carts are the dominate forms of travel ashore.
Almost all adults wear a neck torc — a choker of silver, bronze, gold, etc. Most of their personal gear and clothing is heavily decorated (gaudy by most standards) with the reoccurring themes of knotted lines, spirals, waves, and sea creatures.
Their ships are sleek, beautiful vessels, easily identifiable by the multiple sails, almost resembling a cloud from the distance. Instead of figureheads, the ships of the Isles all feature ornate eyes painted or inlaid on the prow so that the ship (regarded by her crew as a living entity) can “see” where she is going.
Many people regard the folk of the Isles as little more than pirates. They are not. Honest trade and exploration are the first choice of these folk in all encounters. But if cheated or attacked, the People of the Isles do not hesitate to respond with force. A friendly fight is one thing, but a back-stab or unexplained assault is met with stiff, passionate and bloody resistance.
Commerce
Everything is fair game. Barter or coins, the People of the Isles are comfortable with either, and they are famed for striking the most unusual deals imaginable. No one is ever sure where their ships are going or what new port they might be selling their goods in. They are approached with caution by merchants who value pride (of striking the best deal) above profit.
Warfare
If armor is worn, it is of leather. Metal mail is highly unusual. Intricate leather hauberks, bracers and helms are standard and typically highly decorated.
Double edged swords, long and short, are common. Wave-bladed spears and five-foot long pole-axes with a hook on the reverse of the blade for tripping, gathering lines, or gaffing a fish are seen on all the ships of the Isles. Bows and crossbows are not uncommon.
Every adult carries a long, straight-bladed dirk. Some are single edged, some double. These dirks are the symbol of personal honor. Oaths sworn on the personal dirk are considered the most binding. Within the Isles society, to be without a dirk is to be a prisoner at best, an outcast at worst.
As with most things, all combat is organized around Fleet - Ship - Home Port. Anyone facing a fleet of the Isle’s ships would do well to seek refuge on the mainland.
Notes
(Original source material here.)
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