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The Island of Hopestone

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The Island of Hopestone Empty The Island of Hopestone

Post by Oni Sat Feb 19, 2022 1:17 pm

The Island of Hopestone is a relatively small island in the grand and vast archipelago that hosts the Awakened.  It is mostly covered in a blanket of forests save for the few scattered settlements, and the ruins of prior ones, that dot its face.  The highest point of the island is the peak of the former volcano known as Silverstone – home of the silver dragon Tiaymatia, and it is chief among several smaller peaks in a short mountainous territory, called the Rainscent Mountains, near the island's heart.  Lake Rainstone is the largest freshwater source on the island and it is fed by the rivers Threefalls and Redclay, both born from the mountain Silverstone.

The island is home to a relatively low number of dangerous monsters and creatures, unlike most of the other islands of this archipelago.  A few clans of goblins and kobolds are present, often warring with one another in the deeper forests.  Wargs and spiders raised by the goblins are common place enough in those places as well.  The kobolds worship a green dragon that supposely lives in the forest, though none have ever seen it but they are in a steady supply of acidic tools and weaponry.  A few hill giants live in the lower Rainscent Mountains as well as the occasional ettin.   Though the worse threat on the island is thought to be the “lost tribe” of Awakened who dwell somewhere in the northern and northeastern parts of the island in scattered tribal villages.  They war among with each other as well as anyone else they deem a threat.

Hopestone is named after a strange boulder, some ten feet wide and six tall and equally thick, that rests near the edge of Lake Rainstone.  Its appearance is that of a worked gem, polished to a sheen and seemingly ready to be set in a piece of jewelry – however massive it would be.  It is teal like in color though it seems to shift gently between the green and blue color families overtime, invoking a calming feeling in those that look upon it.  A Githyanki, named Blakia, discovered the stone gives off a constant psionic pulse that grants a feeling of hope and well-being to those touched by it.  Once it was discovered the pulse extended to a distance just beyond the coast of the island.  Blakia, and those of the First Awakening, decided it was best to call the island this and make use of it best they could.

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The Island of Hopestone Empty Re: The Island of Hopestone

Post by Oni Sat Feb 19, 2022 1:29 pm

The Port of Good Hope is the primary settlement on Hopestone, built on the western edge of the island and near the namesake stone, and was founded by the First Awakened.  It has been a successful settlement as in the years since its humble origins it has become quite a busy small city.

Population.  Being a small city, the number of citizens living in and around the port is considerable.  The majority is of course Humans but closely followed by Elves, Dwarves, and Halflings.  Gnomes lead the minorities in number.  From there a small percentage of most of Toril's sentient races seem present in some fashion.  The city has several districts and has so far maintained not having a ghetto though there are certainly a few poorer than other ones present.  A small "over" city and a small "under" city also exists to accommodate the races that require such, though over and under is literal directions and not quality.
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Likely due to the influence of the hopestone, the population gets along surprisingly well for the most part.  Celebrations and the likes are not unheard of and somewhat common, especially to honor historical city achievements.  

Government. It is considered a Free City and is ruled by an election based oligarchy – five adult citizens are voted into three year terms for no more than two consecutive elections, though no limits on how often they can run in respect to those conditions.  Most other government based position follows a similar format.  In general, nearly all adults of the Port of Good Hope who are interested in doing so, have served or can serve a term in office.

Faith is considered personal and is generally worshiped within one's own home.  However, public gatherings for non-evil faiths are permitted, none are endorsed specifically by the city.  Specifically evil faiths are not permitted in any knowing format.  As a result the city does not have a temple district though it does have a large area for gatherings, be it for religious purposes or other.  Clerics of non-evil faiths are permitted to do business as any other business can, often from their own house or a storefront.  One common example is an apothecary who rents out space to a cleric will have a sign of their store with a holy symbol next to it.

Trade.  The city is home to many crafters and their goods.  Hopestone Island is considerably easier than most other islands to travel safely and resources can be gathered relatively easily.  Crafters still employ armed guards and laborers to protect and the do the work but incidents and loss of life is far less common.  Goods are made for domestic use and exportation to other nearby islands such as Franzia (home to surface dwelling Dwarves), Rum-a-Ton (a tiny island ruled by “noble” Ogres), and others.  Import of foreign goods such as Dwarven ale, Ogre Rum, livestock, etc. is common as well.  In addition, Port of Good Hope is known to have several artisan crafters in the fields of jewelry, weapon, and furniture crafting as well as baking and brewing.

Military-wise, Port of Good Hope is a bit lacking.  While it maintains a healthy guard-force with a two-year tenure from every citizen after becoming an adult, it has had little need to maintain a standing army.  The guard-force numbers about four hundred at any give time.  The walls are always posted, gates always maintained, a guard on nearly every city corner.  But these men and women are often more use to giving directions and handling disputes than actual combat.  Posting, equipment load, and the likes are determined after an entry exam.
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Meanwhile, a force of two hundred soldiers makes up the army of the city, these soldiers being profession, often coming from the guard-force, and having little interest in any other work.  A token force of specialist fighters, such as Elven snipers, exist but their numbers are always very small.  Five ships with crews make up the entire navy, and only two ships are generally ever in harbor at a time – the other three escort trade ships.  Each ship having a crew of twenty to thirty sailors, one hundred to one hundred fifty at most.  And the council guard numbers only ten, though it boasts nearly always the best fighter in all of Hopestone.

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The Island of Hopestone Empty Re: The Island of Hopestone

Post by Oni Sat Feb 19, 2022 2:12 pm

Conifers' Circle is a small but well ran drudic circle that exists upon the island of Good Hope.  It is home to a number of druids, ranger-wardens, and animals that seek to maintain a healthy balance on the island of Good Hope by doing the likes of controlled cullings for population purposes to wiping out hostile creatures to convincing the city dwellers to respect the forest by word or force, among other things.  The Circle's enclave is located in a dense section of conifers at the base of mount Silverstone.  More specifically its right after the last of the Three Falls that lends its name to the same river that feeds Rainstone Lake.

Population. It is believe the makeup of the circle is one elder druid per ten druids of various sub-rankings, so currently its eleven among their numbers – one elder druids, two high druids, rotborn druid and bloom druid and blood druid (fungus, plant and animal specialists), two druids, and two initiates.  Meanwhile the ranger-wardens are a little more numerous, about twice as many.  The First Warden, two ranger-warden captains, ten ranger-wardens, and seven rangers.

Government. Its more a chain of command than a government.  The Elder Druid is considered the chief with the First Warden and the two High Druids as chief counsels and sharing the spot below.  The specialist druids counsel is taken next though they do not hold any specific rank over the ranger-warden captains.  But both hold rank above the rank and file druids and ranger-wardens.  The initiates and rangers fall below everyone else but share in same level of sway.  Though generally speaking in most non-combat situations ranger-wardens will refer to druids first and combat wise druids will refer to ranger-wardens for command.

Faith. The main religions followed are Silvanus and Mielikki though secondarily Chauntea and Lurue are given honor.  Occasionally various aspects of the above deities or even a few other nature deities would be worshiped by non-Human members.

Trade. While the druids and ranger-wardens tried to remain primarily away from the other settlements on the Island of Good Hope, occasionally travelers would find their members or their enclave and request trade.  The rare Chauntean members of the circle would sometimes take goods to the settlements to promote good farming practices or to request something.  Often the goods would just be basic and/or advanced techniques to travel in the forests without leaving as much of an impact or to find herbs more easily without mucking up other plantlife or how to grow something and leave the land in better shape or the likes.  Sometimes it would be for ironwood materials or uncommon animal goods that could be gathered by druids with generally less lethal methods.  In exchange, the circle could get food or materials less common to them or even just news.  Occasionally enlisting outside help to smite a clan of goblins or the likes would not be unheard of.

Military. The entire circle are able to defend themselves and to attack others as needed.  Generally speaking though, the druids unless attempting to right balance leave most of the combat to the ranger-wardens.  The ranger-wardens generally take care of the guarding, patrols, and away combat.  The animals present at the circle occasionally will help defend it or travel with the circle members into combat.

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The Island of Hopestone Empty Re: The Island of Hopestone

Post by Oni Sat Feb 19, 2022 3:04 pm

Monastery of the Silver Rain is a relatively new, so therefore small, order of monks that has a compound at the plateau like peak of Weishost.  Weishost is part of the Rainscent Mountains and it stands head to the shoulder of Silverstone, so to speak.  Located not far from the Silver Rain compound is the Dwarven ruins of Sunguard, a strange set of well-preserved ruins that are clearly Dwarven made but shows through wall art and stained glass a worship of the sun, hence its modern name.  Sunguard sits on the lower peak, or “shoulder” of Silverstone.
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The Order of the Silver Rain is a monastic order that follows the principles of strength and wisdom through isolation of one's self or with a small like-minded group but with the forethought to show courage and action when needed.  The teachings are said to be from a diary of a mountain hermit known as Dirk who lived in the ruins of Sunguard and studied the silver dragon Tiaymatia and her offspring, Tyriaan.  Dirk sought to emulate the dragon who lived by herself and her offspring in this remote area, even eventually approaching and speaking to her to learn her mindset and attempting to understand it.  As Dirk himself wrote, Tiaymatia would show great courage and attack, preemptively, a red dragon that had attempted to find a new home on Hopestone.  How his diary came to the hands of these monks and why they chose to follow his teachings are known only to them.

Government. Isn't one.  The Monks simply follow the eldest member of the order.  It does help that the eldest is also the most capable combat wise.  As one learns more and becomes stronger, they take on roles fitting this.  Instructors, Counselors, etc.  Body, mind, and soul need to be all maintained and cared for.  Currently there is the Eldest, Two Instructors and Councilors each, and one Quartermaster in terms of any sort of hierarchy.

Faith.  No faith is enforced and generally its suggested one leaves go of old beliefs so they do not conflict with what is taught. This is however suggested, not required.  But the teachings of Dirk/Silver Rain are mandatory to remain part of the order.

Trade. The Order is not fully self-sufficient and must regularly trade with Port of Good Hope and Hamlet of Shardstone for their primary needs.  Rare trade with Conifers' Circle or other groups do arise.  Foodstuffs, specialty tools, and medicine are most common trade needs.  The Order produces grains, brewed drinks such as ale and beer, books, and wool.  The Order is one of the main ways to copy a book on Hopestone.

Military. Has none.  All members of the Order have some capability fighting if need be but they do not actively seek battle unless it is of a dire need to prevent something drastic from happening.  Order members fight primarily with hand and foot but certain weapons are taught.  The Quartermaster is responsible for maintaining and preparing these weapons for training and battle if it arises.

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The Island of Hopestone Empty Re: The Island of Hopestone

Post by Oni Sat Feb 19, 2022 4:37 pm

The Hamlet of Shardstone is a very small village consisting of four houses and two families that sits on the far eastern side of the island of Hopestone. The hamlet sits within what is known as the Verdant Vale.  The Vale is the strange tree-less opening between the western section of forest, sits high as its on the rolling foothills of the Rainscent Mountains, and the eastern section of forest that sits deep, below sea-level.  Near the hamlet is another stone akin to the Hopestone, though this one has been irreversibly damaged and its face has been splintered in many shards.  Before it was smashed it was said to behave similar to the Hopestone, but afterwards it seems to have changed considerably.  It is said the two families are cursed with immortality with the inability to leave the area but blessed with a strange affinity for luck.

The story goes that a family from the Dalelands were the first to find this stone and they settled there – Kinan with wife Anni and their daughter Luriea.  Soon after this another family, also from the Dalelands, settled there – Edwart with Lizabetha and their sons Widhelm and Lazir.

After several months, Edwart began to notice a strangeness in his son's words and actions after finding him staring at his brother Lazir whilst on a date with Luriea.  It came to a head when Widhelm one night snuck out whilst Lazir and Luriea had planned to meet up.  The young couple witnessed Widhelm conversing with a strange creature that sat on the stone, worried they approached.  It was soon found that Widhelm was jealous of Lazir and was making a deal with some sort of outsider being to have Luriea to himself.  As a blade was drawn by Widhelm, his father Edwart leapt from a nearby hill and fought his son while Kinan having hidden with Edwart came about to protect the young couple from the creature.  Bemused at the scene before it, the creature referred to itself as an Eldest and took Luriea without any trouble and vanished.

Emerging moments later with a bloodied blade, Widhelm attacked the distracted Lazir and took his eye.  Enraged Lazir tackled Widhelm and knocked the blade away, shouted at him to come to his senses.  Edwart came limping over, a deep wound in his side, and took the blade and plunged it into son's chest claiming there was nothing left of his boy there.  Kinan just fell to his knees not knowing where to go or what not do.
As all seemed lost, Lazir walked to the stone, as if drawn there, and touched it. With a nod he stepped back and punched it as hard as he could, breaking his hand in the process – laughter filled the air again as the Eldest reappeared with a maul and shattered the stone's face where Lazir hit it.  It seems Lazir agreed to whatever the Eldest wanted in order to have Luriea back and that is what he got.  She floated down to him from the sky and they embraced.

Having had his fun, the Eldest gave them the facts.  The being cursed them to never die but forever be stuck near the spot where a father killed his son instead of trying to redeem him.  The women not involved could leave if they left now, neither did.  They will not age, so no child will ever come from any unions of these people here.  And the Eldest required them to always help travelers, as it is hard to say when he might be back and if he isn't shown kindness, things will get worse.

The shattered stone lost its ability to grant hope, weakening the effect on the entire island though it remains thanks to the one near Port of Good Hope.  The shattered stone though has become something more of a luck booster for any who visit it, despite the events that cursed them, the families are lucky for never hungering and always having visitors.

Of the four houses.  Lazir and Luriea dwell together in one.  The two older couples share a house with one another.  One house is treated as a storage and the final one has been modified to be inn-like with several bedrooms.

This hamlet has a great many people appearing and Awakening near it on an almost daily basis at times.  The two families find and help the people get adjusted to being not home any longer.  Due to the number of people who seem to find their way there from elsewhere on the island, the two families often have supplies to spare and can help direct the person toward Port of Good Hope – sometimes even managing to get them a guide there.  It is thought one has a one in five chances of Awakening there if not born.

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