Today we’re taking looking further into the world of Islia, a sample world from Gates, the upcoming game from Stormforge West. So without further ado, here’s James:

Fair Isles

To the north of the Western Wilds is several large islands collectively known as the Fair Isles. This is the home of the Islian Elves and the center of magic in Islia. If magic was like water, then the Fair Isles would be an ocean. The creatures of the Isles are often born with magical qualities. Bears that can speak, birds who lay diamond eggs, or fire breathing lizards. Some of the plants and natural geography of the Fair Isles are just as magical. Rare flowers that brew a tea of immortality, a lake that heals all wounds, or even a cave which echoes your deepest regrets back to you.

The Elves of the Fair Isles were human many thousands of years ago. But the magic seeped into their very being over the generations, turning them into elves. They live in cities and villages, farm the land, and tend to their seas. They trade with both Nenmaa and the Western wilds. Mages are also drawn to this land in order to study magic.

Twilight Spire

Six hundred years ago, seven mages decided to join together and study the Magic of the Fair Isles. Two elves, Three humans, a Dwarf, and a Lourulf. At first, they made a campsite, which turned into an outpost where their knowledge was recorded. Soon, they were joined by other researchers, craftsmen, and adventurers and they needed to expand. So, together the seven decided to erect a tower to hold their magical secrets and to house their workers. A 40 foot tower was erected and called the Twilight Spire. However, in two short decades even it was too small. So, they built it again.

The Tower, as it is today, is a 2000 ft tall tower that functions more like a city than a scholars tower. At its center is the original tower with a small garden around it. It is left intact as a reminder of its beginnings. The outside of the tower is built from a special stone found in abundance not far from the tower. It has a magical property based on the time of the day. At noon, the tower is stark black, and easily spotted from miles away. Midnight the tower becomes a gleaming white, which shines like a beacon in the moonlight. At twilight, the tower turns a red and blue color, making it almost invisible in the twilight sky. It is separated by one hundred floors, each with their own communities and purposes. At the base of the tower is a small village where farmers, tradesmen, and those who need to travel live. These farmers tend to the earth around the tower, providing enough food for the Spire.

The seven who have built the tower are now dead, but statues have been erected in their honor. Now the Spire is ruled by a magistrate. Eleven mages and an alchemist who each love the Tower dearly. Magic absolutely permeates through the Tower. Elevators powered by magic replace stairs, lights burn without fuel, and animated constructs keep the Spire clean and repaired.

Quest Hooks:

  • Something evil entered the original tower and has locked it from the inside. Someone needs to find a way in and rid it of evil magic.
  • One of the Magistrates was assassinated, and the others have been threatened. The investigation leads to a cult of mages which seek to take the tower as their own.
  • A powerful artifact crafted in the Tower was stolen. It could destroy cities in the wrong hands, and must be returned.
  • Something is draining the magic from the Tower. The investigation leads to a magical experiment gone wrong.
  • Time stopped outside the Tower, and no-one can leave. The adventurers must help fix this. The investigation leads to a spell mishap.
  • Untouched Island

    There was an island in the Fair Islands that has been untouched by man or elf for as long as anyone can remember. Any attempts to reach it have been thwarted by weather and strange, invisible monsters. However, recently the storms and monsters have gone away. People flocked to this island seeking treasure, knowledge, and adventure. It is fairly small, with several smaller islands surrounding it. You could walk from one side to the other in a single day. A small village was found on the island in ruin, and its inhabitants are gone. The village looks recent.

    Quest Hooks:

  • Some insight on the previous inhabitants were discovered, but the proof was stolen by thieves. They must be recovered.
  • Strange monsters attack the new settlers. They seem to be constructs and newly made. Where are they coming from?
  • A fae is found on one of the islands who claims to know what happened, but it speaks in nothing but riddles.
  • A tree with strange delicious fruits has been found, and wine has been made of the fruit. However, when this wine in drunk then the inhibitor becomes violents and sees strange illusions. This wine was shipped to a mainland, and someone needs to stop it from being sold in the market.
  • Spirits of the previous inhabitants warn settlers to stay away. What does this dire warning mean?
  • Ira, the City under the Sea

    There is a coral reef between two of the islands which has a strange property. Anyone in the coral reef can breath the water as though it were air. Elves discovered this and soon built a town into the coral itself. They harvest the coral area, fish from under the sea, and even mine the rare minerals under the coral reef, which they trade to others. The town is simply called Ira but the nickname City under the Sea is used often. The elves who live in Ira have developed a new way of life, and have been called mer-folk despite the fact that they are the same elves as any other.

    Quest Hooks:

  • Sharks are coming close and closer to Ira, and they need to be eradicated.
  • A race of sentient squids is trying to invade Ira, the town needs strong warriors to help defend it.
  • Ruins under the coral suggest that there may be more to this reef than originally thought.
  • An addictive drug is released in the party scene of Ira. This drug is highly addictive and causes magical mutations. The towns leaders wants the Players to track down its source.
  • A leviathan of tremendous proportions is headed straight for Ira. The Players need to find a way to save the town.
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