The War for the Seven Isles of Karanor is one of the longest-running conflicts in Diyu, having expanded far beyond its origin as a religious transgression. Bad blood has festered for centuries, and everyone from
Larani Houses to Dryad Coalitions to the
Arkonaut Corporation have gotten involved.
The Conflict
Prelude
The Dawasi kingdom of Karanor reigned over the Floating Isles of Karanor, old floating islands that were never connected to Gwer Rnavn. The ancient kingdom has long been a power player in the Everlasting Jungle, controlling colonies that spread across the top canopy of the Jungle's great trees. They existed in a tenuous peace with the Wargroves of Wanaso, and the Empire of Laran in its pre-Zamain state.
After Zamain, the Desert of the Saviour and the Dead-One's Mesa became far more centralized, however, the Ever-Jungle's furthest reaches became far more independent. One of the newly autonomous houses, House Dirckan supported a revolution in the seven isles that ousted the monarchy, then annexing the isles during the confusion.
Not knowing the terms of the peace with the Wargroves, Dirckan and its Blood Mages performed rituals while the isles drifted above Wargrove land. This gave them cause for war, disrupoted their own magics, and awakened the dragon Daeldrien. The Wargroves invaded, seizing the city of Tirokan and launching assaults on the isles.
Due to the nature of the Isles, airpower is a must. Every involved force has had some form of air combat, however, due to limitations in both magic and technology, most major battles occur when the floating isles drift into the canopies of Tirokan and Varusmarsh. The two settlements were built initially as colonies by the kingdom of Karanor, and from there evolved into full cities in their own right.
Historical Significance
The history of the wars are best seen in the
War for the Seven Isles of Karanor.
The War has sparked many plays and novelizations, usually heavily biased towards one side or another. In terms of groundbreaking literature, there is none.
While the
Arkonaut Corporation has proved their airship's might before, their alliance with the kingdom of
Karanor had fully demonstrated how much of a gamechanger their technology can be, allowing
Zjarri to retake his homeland after centuries of exile.
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