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SKYLANDIA

SKYLANDIA
“Skylandia” is a group of floating islands far up in the world’s atmosphere. Sages that know of this
believe that the islands contain some kind of magically reactive ore that causes them to be lighter than
air. This is not true. Long ago, a powerful mage or mages drew matter from the plane of air (“true air”)
and forced it to coalesce into the form of earth. However, the matter itself is still lighter than air, and
carries geometrically progressive buoyancy according to the amount of matter constituting the island,
(i.e. the more “earth” there is, the greater weight it can carry). The elements comprising these islands
have a magnetic-like effect upon each other as well. The closer an island comes to another island;
inertial momentum is slowed to near stillness. One supposes this effect would keep the islands from
smashing together and disintegrating from the force of any impacts. A series of chain bridges connect
the islands to each other, allowing access to each of the islands, while keeping them from drifting apart.
The metal comprising these chains is unknown by even current dwarven smiths, (“true earth”). These
chains do not rust or oxidize, remain flexible and strong even in the worst weather (hot or cold). These
islands drift about on whatever winds propel it above the level of the clouds, which is why it cannot be
easily seen from the ground. Even the shadow cast by them often does not register on the ground.
It has been noted, that the higher up one goes, the less air there is to breathe. But there seems
to be plenty on these islands. True Air gives off oxygen as it evaporates. However, the element seems to
“grow” while on the prime material plane. This growth bears more resemblance to a regenerative
property rather than actual “growth”.
At one time, there was thought to be a great empire based from these islands. A metropolis was
centered on the main island, with outlying “villages” on the smaller islands. People and beings from all
over the world, and even other worlds made these islands their port of call, whether for a single night or
as a permanent home. However, the ones that live here now, are mostly half-bloods; cast offs from
other “full blooded” societies. The memory of this once great empire sadly is useful for nothing but sage
lore and nostalgia. It is unknown just exactly why this supposed great empire fell or became abandoned.
Although there are libraries located in Cortensk, the volumes did not survive the ages. So many theories
about Skylandia’s history are pure conjecture.
Any wood taken from the trees grown on these islands, shares the True Air’s properties, as do
many of the plants grown in the soil here. So the herbs grown and used in cooking becomes ingested by
the people living here, giving them a levitation ability shared by all people living on these islands. This
ability lasts for a week after a being stops ingesting the herbs/plants.
Since everyone has levitation ability, and most races here have special abilities, actual spell
magic has not been developed as much as it has on the “world below”. The art of casting spells has long
since been lost, and nobody remains that can teach it. The idea of ‘gods’ is so foreign here, that the
temple area has been turned into “slums” for the Tramani and Forkestir.

CORTENSK- this was the main metropolis. Once it was a great empire that spanned the world over, and
even other crystal spheres. The ruins dotting the islands give truth to this rumor; and “ruins” is actually a
misnomer. For all the buildings still stand, untouched by the elements or time (“true iron”). Only the
natural stone seems weathered by the high altitude but still stands as well, covering the skeletal building
structures. There is even a spaceport for ships that have not fared as well as the city itself. Their hulls
are rotting and dilapidated and should not be considered space worthy any longer, and their ability to fly
long since removed. 80% of the population here are Cortigenese, this island being named after their
race. The Cortigenese maintain that their ancestors built this system, and therefore it is their ancestral
“right” to rule it. However, a ‘benevolent tyrant’ is still a tyrant. The Cortigenese rule with a strict
bearing, taking a lot of the best goods for themselves, and leaving the rest to fend for themselves.
Business is conducted here through a rigidly controlled barter system by the Cortigenese government;
money is very rare as there are no ores on the islands to mine. There are some from the “old days” of
when the empire was still around, and those coins are extremely valuable (re; value = 150 gold pieces
due to rarity and attachment to the empire) and are most often owned by any “nobility”. Such coins are
not likely to be bartered in the common marketplace. The marketplace is where all the vendors,
farmers, and any one that has something to sell meet. Supplies can be sold either to the Cortensk
government at 75% of market value, or you can chance selling in the marketplace for whatever the
market will bear. There is a straight up 20% chance of selling wares. For every 1% rolled below 20%, the
value of the item(s) being sold increases by 2%. Above 20%, and there were no sales that day. Each day
the seller attempts to sell at the market will increase the chance of a sale by 3%. However, if the goods
are perishable, they can only sell for 3 days before it will be deemed “bad” and not allowed to be sold in
the marketplace. All wagons and entries into the marketplace are checked by the local police force to
insure “marketplace standards are maintained”. Such police force groups consist of at least 3 Lorken,
and perhaps a Bellini Vortian.
The government stalls sell what they take in at a 50% profit (i.e. they buy at 75%, and sell at 125% of
market value).
The marketplace is patrolled by groups of 6 gendarmes. The police force is diverse and mixed due to the
necessity of meeting the demands of unique powers and abilities of its citizens. Squads contain at least
one Sarumpshar for their strength and nigh invulnerability, A Lorken for their heightened senses; and a
Klorofen for any necessary healing. The other three that make up a squad can be any other race.

KENTALA- is the second largest island; though it seems less “industrial” and business than agricultural
and farming. This island is where all the crops for Cortensk are grown and exported from. Many of the
other “village” islands grow their own food, and any surplus is taken to Cortensk to be sold to the city
government. There is a heavy Cortigenese presence here, but some Tramani and Forkestir are also
prevalent as slave labor. Cortigenese water children insure that the crops are watered, the earth
children till the fields. The ratios of Cortigenese to Tramani / Forkestir are 3: 1. The Tramani and
Forkestir that work on Kentala are not treated badly, per se, as much as they are neglected. They are
given communal halls in which to sleep/live in, and some meager food farmed by their own hands,
which they must pay for. Anything beyond this (such as blankets, fuel for fires, etc) they must pay for at
the communal stores. Beyond that, the Cortigenese ignore them as long as they are working and doing
their jobs.

THRUSH- While not as large as Cortensk or Kentala, there is some debate about its actual size. This is
because Thrush has multiple layers and connections; even subterranean tunnels. Thrush is dominated
primarily by Lorken, though some Tramani and Forkestir aid them in order to remain out of the slums of
Cortensk. Thrush is a game preserve. Animals from long ago have been altered, bred, and then
domesticated. Many of these animals would not be recognized by someone from below; wolf rats, lizard
turtles, etc. though some creatures such as owlbears or gryphons would not be out of place here. Many
are bred specifically for docility and meat since not all creatures can subsist on just plants. Many of the
Lorken themselves require the daily nutrition of red meat. This is the Lorken’s primary economic export,
so they guard it very jealously. Whatever feed they cannot grow for their animals, they import from
Sirrepsen. The subterranean levels can even account for some molds and fungus, and can be exported
and sold in Cortensk for food supplies.
Thrush has contracts with other islands, in particular Purkesh. Purkesh is the actual industrial island that
produces a number of goods required by the rest of Cortigenese society; paper and inks,
perfumes/colognes, clothing, leather, weapons/armor, etc. Several masters of these skills arrive when
notified of the “culling time”, when a large number of animals are to be slaughtered for sale. Or when
the rabbit sheep have over grown their fur and need to be sheared. Rabbit sheep are the cheapest food
animals to raise and slaughter since they reproduce frequently.
Hunting is absolutely forbidden here! It has happened before when a Lorken has been hunted and killed
by mistake by “tourists”. Breaking this law will cause the offender to be punished by death.

SIRREPSEN- is another agricultural island, run by the Tellini, once again with Tramani and Forkestir aid.
Sirrepsen grows feed products for Thrush’s animals. Since nearly all of Thrush’s land is occupied by
grazing farms and free range pastures, there is little area to grow the materials necessary to feed this
many animals. Thrush and Sirrepsen are on good terms with each other; though Sirrepsen has recently
started farming “moisture” as well in partnership with a coalition of Cortigenese water children. While
water is not hard to come by, neither is it plentiful enough to collect in large amounts. The Tellini use
the water children to collect the vast amounts of dew from their plants, and store it in large reservoirs
for sale to the Cortigenese. Sirrepsen also has large tracts of forests, and even some small mountains
high enough to where the dewpoint turns to frost and ice. Under a Cortigenese water child’s care, this
ice can be carted to Cortensk and sold without melting. This partnership with the Cortigenese has
caused many Tellini and their Tramani and Forkestir help, to protest this collusion. No one is talking
about revolution, yet.

PURKESH- This medium sized island is nearly barren of plant life, which is an oddity. This is the one
island in which Tramani and Forkestir not only survive and make a decent living, they thrive. This is
because Purkesh makes all the clothing, paper, and other necessities needed by the Cortigenese. The
Sarumpshar maintain a minimal presence here with their metal farms. Dwarves and Gnomes are
happiest in the forges. Dwarves can make armor and weapons; Gnomes make the mechanical wings
most people are fond of. But most the population here are Tramani. This is where the actual industrial
works are made; paper, leather, armor/weapons, wood working, inks and writing implements and
supplies. There is a faction of the Cortigenese that do not like this island, and are set against it. Mostly
because Tramani and Forkestir are better at these skills than anyone else and produce better quality
materials than the Cortigenese themselves. Some Cortigenese have attempted to work and learn these
skills, to replace the Tramani and send them back to the slums. However, it seems the Cortigenese rely
too much on their elemental abilities, and cannot fathom how NOT to use their abilities.
Purkesh has a contract with Thrush for the skins and glands of the animals they use in slaughter. Skilled
leather workers travel there during “culling times” to skin the animals and bring the load back to
Purkesh. The glands are used for making inks and perfumes/colognes for the Cortigenese, the leather is
sold to the Cortensk government for their police force, and to individuals that can afford it in the
marketplace. Clothing workers/Weavers travel to Thrush for the Rabbit Sheep shearing to make the
softest cloth most have ever felt.
Another contract is with Sirrepsen for the various woods they grow. Most of Sirrepsen is farmland, true.
But there are large areas of forested land that can be used to grow and harvest wood. Since the trees
are grown in the True Air soil, and the wood derived from these trees exhibits the same properties as
the plants eaten, it gives the wood a certain weightless ability. Wagons made from this wood also
produce levitation ability. While Thrush raises livestock for slaughter, they produce docile and obedient
cart pullers as well. Most tradesmen/craftsmen require at least one or two such wagons, so there is a
large demand for these.

Prime- this rather large chunk of rock orbits on the very outskirts of all the other islands. It is not
attached to any of the others by chains, but seemingly follows them as if attached by gravity. It is very
slow moving, and not likely to crash into any of the other islands due to the innate inertial dampening
when islands get too close to each other. This island is immensely huge, country sized in fact and
contains a variety of environments; mountains, valleys, lakes, swamps, etc. Prime is so far away from all
the other islands that none of the humanoid races are aware that Prime even exists. Prime is the home
to the Tormellok, a draconic race. For the Tormellok, when the humanoid mage and priests left
Skylandia, so did all the adult or older dragons. Their children were left their treasure hordes and
whatever homes they had.
Prime is run by the duly ‘elected’ faction that comes to power. Each faction contains a guild or guilds
that ally themselves with a faction to increase their influence or power. Election is not by a population
count, but on actual power and/or influence wielded by the faction through the guilds that make up
their faction. To note, ‘influence and power’ is determined by how much other Tormellok, or Prime
society in general, needs the goods and/or services offered by the guilds contained in each faction. A
faction that wins the Ascendency Vote (elected) gets to make laws and change policies for five full turns
of seasons (i.e. -5 years). However, regardless of which faction gains ‘ascendency’, any laws or policy
changes must be ratified by the council of electorates. The council of electorates are the heads of each
guild. The council of electorates debate the ramifications of any such proposed laws or policy changes. If
it is deemed that it would harm Tormellok society or Prime itself (i.e. such as depleting any needed
resources), then the law or change is not ratified and put into effect. This can sometimes hurt a faction
as guilds may withdraw from the faction due to the lack of influence or ability to get the change
effected.
FACTIONS
ATAVARS- this faction argues quite vehemently about how dragons are the ‘top of the food
chain’ and the highest life form there is, and wish to return to their parent’s ways of taking the things
they want or need from any lesser races. They want to reveal themselves to the Cortigenese islands and
begin raiding. This faction is wildly popular with many of the younger Tormellok.
PAX- this faction opposes the Atavars fiercely. They agree with them about revealing
themselves, but they want to buy/trade for the supplies Prime needs. They argue that since they
(tormellok) have all the money that exists in Skylandia, would it not be better to buy the supplies and set
themselves up as princes in the new humanoid economy created by the Tormellok gold? Unfortunately,
this is not a popular opinion among any of the Tormellok right now, so it’s one of the weaker factions.
SOCIETY OF ALCIMEDES- this is a guild and a faction both, consisting of alchemists. This guild
wields considerable power and influence on its own, even without considering the glassmakers guild or
any of the others part of their membership. As reds bring more and more of the humanoid ‘mechology’
back to Prime for study, that influence can only grow.
CRAFTERS- this is a loose amalgamation of the guilds that create or build something. Everything
from the weavers/cloth guild to the stone masons. Currently, it numbers the ship wrights’ guild as part
of its membership. While not as influential as the Society, it still wields moderate to high influence.
BROTHERHOOD ALLIANCE- this faction is a development in recent years. It is an eclectic mix of
different colors of Tormellok, members from different guilds. Most of the other factions do not even
consider this faction to be one as it has not consolidated any influence over anything. They fight to make
the Tellini and the other humanoids, equal to Tormellok. It is an extremely unpopular opinion.
SENTIENTS- this is a moderate influential faction. This faction is made up of Tormellok
possessing either spiritual or intellectual knowledge or practices. They are the first actual ‘faction’ to
ever arise after the parent dragons departed. The Sentient faction held Tormellok society together with
what to do and how to do it. However, as Tormellok society developed on its own, it did not need the
Sentients as much, so their influence has waned. But it is still there. Sentient faction has the sages,
scribes, archivists, historians, and other knowledge Prime society still needs. New knowledge that is
discovered by any guilds such as the Society, is brought to the Sentient faction and given to the
appropriate archivist or lore keeper so it can be recorded.
GUILDS
ARCHIVISTS- this guild is the collection of historians and lore keepers. This pertains not only to
knowledge, but to physical artifacts as well (museums). This guild wields low to moderate influence
because it also ranks sages among its members. Tormellok still know spell magic, all one need do is pay a
sage to teach you. Unfortunately, the call for day to day magic is not that great. Ink makers and
papyrus/vellum makers are also ranked among the archivist’s guild members. While these professions
are mostly valuable to the archivists themselves, they are valuable to other segments of Tormellok
society as well, such as the engineers which contain the draftsmen and architects for the projects the
engineers build. The Archivists are currently part of the Sentient faction, lending their influence to that
faction.
GLASS MAKERS- this guild membership consists heavily of reds, blues, and brass, though there
are a few blacks as well. This guild creates any windows or glasses needed for buildings in the newer
cities being built. They also create the bottles, jars, alembics and other glassware needed for the Society,
and with the Society’s help, mirrors and other reflective surfaces.
The glass makers have a low but necessary influence. They are currently aligned with the Society faction.
SHIP WRIGHTS- this guild is the one that builds the Tormellok flying boat fleet. They work very
closely with the herbalist guild to insure a healthy harvest of trees from the tree farms for the levitating
wood. They also have close connections with the cloth/weaver’s guild for the rope and sails to outfit
their fleet. Although the ship wright guild is relatively new, (last 30 years or so), it has gained
significantly in prestige. However, it is not as widespread or prevalent as they wish because not
everyone needs a flying boat. The ship wright’s guild is on friendly terms with the Sentient
faction/archivist’s guild because they hold the plans and designs for the boats they make. While the ship
wright’s guild is currently part of the Crafters faction, it would not be unheard of for them to throw their
prestige behind the Sentient faction for a win.
HERBALISTS- this membership is almost exclusively greens. It has come as no little surprise that
the greens have a ‘green’ thumb. It is a talent that has surfaced in the years since the parent dragons
have left, and they have nurtured that talent to good use. Some tend to the tree farms for the ship
wright’s guild, while others tend the herb plantation run by the Society. They are currently working with
the Society to create citric acid fruit bombs; oranges that explode when the tissue inside is exposed to
air.
The herbalists are currently undecided on a faction, though they are leaning towards the Society.
HEALERS- consisting most of greens, golds, silvers, and even some brass Tormellok, this guild
doesn’t wield their power overtly. While only wielding mild influence, it is wide spread in every single
faction and guild. Healers stand ready for the Society when experiments go wrong, Craftsmen when
accidents happen, Engineers when things fall or limbs get crushed. Any reasonable requests are
acquiesced to and this guild wants for nothing.
The healer’s guild will not participate in any faction ‘nonsense’ as long as there are lives to save.
Curiously enough, their neutrality has garnered them even more influence in the recent years.
ENFORCERS- any color of Tormellok other than blues are an extremely rare thing. The enforcers
guild is nearly exclusively blue Tormelloks. Whites were invited, but the general rough housing and
physical interaction of the blues between themselves left the Whites feeling more than a little
inadequate. There are some blacks in here, but they can be counted on a single claw. Enforcers are the
police force for the Tormelloks and all their cities.
The Enforcers guild does not wield that much influence, but it does have some for some reason. It has
long been suspected that some of the Enforcers are involved in smuggling humanoids and possible slave
markets, but it has never been proven with any suitable satisfaction.
The Enforcers throw what influence they have behind the Atavar faction.
ALCHEMISTS- while this guild has already been covered by the faction listing, the guild itself
does require further description. This guild is dominated heavily by blacks, though other colors do
participate. This guild wields phenomenal power, which came shortly after it was discovered what the
humanoids were making and the reds began bringing ‘samples’ back. One of their primary projects, the
Alchemists are attempting to duplicate is the Stark Vest so it can used on dragon bodies. They are
attempting to recreate the klorofen sap or find an alternative to it. They’re also trying to find better
ways of controlling the speed and direction on the ship wright guild’s flying boats, and working with the
herbalists to find a way to create orange incendiary bombs, glass maker’s guild to increase the reflective
power on some of their mirro’s to reflect high density energy.
TRADESMEN-these are the Tormellok that go ‘in disguise’ to Thrush for a portion of their herds.
They do it in the ‘off season’ because they require the ship wright’s boats to transport so many herd
animals back to Prime. They are then released and allowed to wander freely in certain areas, ready to
become a meal for any Tormellok. Lorken are the only humanoids that know about the Tormellok. The
Tormellok tried farming their own animals at first after their parents left, but animals can smell what the
Tormellok are; predators. They ran from them. The Tormellok are not adept at breeding herd animals,
so they let the Lorken do it for them. Alas for the Tormellok, the Lorken have even sharper senses than
normal animals because of their sentience. Even in shapechanged form of humans, the Lorken knew
what the Tradesmen were. So, disguises were dropped, and the Tormellok introduced themselves. Every
three to four months, the Tradesmen (who are all winged; the better to impress) take several boats to
the outskirts of Thrush and fly down to the ledge and travel in disguise to one of the Lorken ‘cities’. The
Lorken, of course, have their herds waiting for them ready to go. The boats come down and the herds
get loaded up. The Tormellok offered to pay gold for the herds, but the Lorken refused. To pay for
them, some of the alchemist blacks, and herbalist greens have made the decision to come live in the
deep and intricate cavern system on Thrush, to help the Lorken increase their crops of fungus and other
underground vegetation (as a side note; they are also there to possibly help protect the Lorken and their
herds from the Cortigenese if necessary). The Tormellok aid the Lorken by helping to reduce their
numbers of rabbit sheep, who reproduce at astounding rates. By taking 65% of their herd, it helps keep
their numbers to manageable levels.
They were also the ones that warned the Tormellok against using gold in any trade negotiations with the
Cortigenese as well.
The Tradesmen wield considerable “soft” power among every city of the Tormellok. This is because they
supply a dietary need. They are supported by the cities with tithes of various goods and services
donated to them such as the boats from the ship wrights, cloth/rope from the Weavers guild, etc. The
Tradesmen guild has members from every color, and almost every guild as part of its members, (as
confusing as that is; this is only a ‘guild’ every three to four months when it’s time to feed all the
Tormellok on Prime). The Tradesmen guild heavily favors both the Pax and the Brotherhood Alliance
because of similar aims. The tradesmen would like to bring some of the rabbit sheep over to Prime for
breeding, and some Lorken to do it.
ENGINEERING- this guild consists of several professions; architect/draftsmen, metallurgy,
mechanics/engineering, logicians/illusionists. The draftsmen come up with the designs after consulting
the sages. Metallurgy creates the metals that have the tensile strength needed for whatever project is
being undertaken, mechanics/engineers find the most effective way to build it. The logicians/illusionists
test the measurements given by the draftsmen, to see if there are going to be any problems, (i.e. such as
the measurement for a block or beam is too large and won’t fit because it’s too big by a smidgen or
two), and determine the best way to compensate.
The Engineering guild favors the Crafters faction, and works heavily with both the Forgers and
Stonemasons’ guild to build their cities.
FORGERS- This guild consists of reds and brass Tormellok nearly exclusively. While most
Tormellok are slightly fire resistant due to their scales and muscle density, they are not immune to heat
and fire. However, red and brass Tormellok are. So they are the ones that toil in the forges all day,
making the forms that the engineering guild wants, or the armor/weapons the enforcers want, or that
grill or grate the alchemists want, etc. The Red and Brass Tormellok have found that once they become
adults, their breath becomes even more potent and can melt the hardest of metals made by the
metallurgists so far.
This guild wields considerable influence, but only over certain guilds they associate with. They are part
of the Crafters faction, but would like to join the Society.
WEAVERS- This guild wields some power and influence, but not a lot. Once most Tormellok
reach the adult stage of their life cycles, they no longer wear clothing. Though there is a certain ‘fashion’
trend of the older Tormellok’s wearing banners on their chests and metal piercings on their snouts,
wings, and other body locations.
The weavers do not make just clothes though. They work closely with the ship wright guild to make their
sails and ropes for their ships. Their ships cannot move without sails to catch the winds, and other
stabilizing ‘wings’ to keep the ships balanced. They also supply the healers with tourniquets and
bandages. But one of their biggest challenges, keeping up with humanoid clothing styles. It is difficult at
best since the humanoids have no insects to farm for silk, nor fields of cotton. They get by strictly on
wool and leather. When the reds and brass Tormellok travel to Purkesh to work in the forges as
gnomes, dwarves, or humans, they must dress the part as well. The Weavers guild provides the disguise
for them.
Weavers are part of the Crafters faction, but heavily favor the Sentients.
WOODCRAFTERS- This guild is rather low on everyone’s totem pole. They wield next to no
influence or power anywhere. They create the levitating wagons, wheels, dishes, tables, chairs, etc used
by the Tormellok in humanoid forms.
MASONS- this guild is mid to high influence right now due to the engineering guild having to
build cities and older adult Tormellok requesting giant hollowed out caverns. This guild is mostly bronze
Tormellok, but there are other colors as well. They are part of the Crafter’s faction currently, but have
taken a favoring to the Society.
As a side note to Tormellok crafts; in Skylandia there are no ores to mine, nor stone to quarry. What the
Tormellok do, is change certain well-known wall spells to give them what they need; such as wall of
tungsten, wall of cobalt, wall of iron, etc. So what they do, is supplement whatever raw supplies they
cannot get from Skylandia with altered spells.

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