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War for the Seven Isles of Karanor

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.

Battlefield

The War for the Seven Isles of Karanor, as well as the cities of Varusmarsh, situated in a stretch of the jungles known as Valenmarsh, and the city of Tirokan.

Conditions

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.

In Literature

The War has sparked many plays and novelizations, usually heavily biased towards one side or another. In terms of groundbreaking literature, there is none.

Technological Advancement

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.
Conflict Type
War
Battlefield Type
Air
Start Date
106 YS

Belligerents

House Farun

Led by

Strength

The House Farun 's strength has waxed and waned over the centuries, however at their height they controlled near all of the isles. ON average, they are able to muster 4000 soldiers and 50 Lati to ai in this conflict specifically.

Casualties

Over the last 800~ of their involvement, they have lost about 500000 men.

Objectives

House Farun seeks complete control of the War for the Seven Isles of Karanor, or as close as feasibly possible.
House Kairnmaker

Led by

Strength

House Kairnmaker never had much manpower, relying on elite Lati from their native chapter of the Lu Mwk Lwbon to act as shock troops. At their peak, they could muster 200 Lati in such a manner. While they won nearly every battle they fought, their low manpower compared to other combatants, with only 800~ other troops at their disposal, resulted in House Kairnmaker having difficulties holding territory.

Casualties

Over the course of their involvement, Kairnmaker likely lost about 50,000 men and 900 Lati.

Objectives

Kairnmaker sought total control of the islands, or as close as possible.
Wargroves of Wanaso

Led by

Strength

The Wargroves were involved from the start, mustering at least 12000~ Dryads, Nindro, Fae Elves, Centaurs, and other woodland spirits at a time. They also had the support of the dragon Daeldrien.

Casualties

The Wargroves have lost few of their Dryad warriors over the course of the conflict, maybe 2000~ during their time fighting. Other fighters, however, have been lost in droves. Of the Aelfs, Centaurs, and spirits, likely 70000~ have been lost.

Objectives

The Wargroves seek either domination or destruction of the islands.
House Akkarad

Led by

Strength

House Akkarad became involved about 300 years after the war's beginning, and indeed its involvement with its 2nd collapse 200 years later. During that period, House Akkarad mustered about 5000 soldiers at a time, including their famous Wood Breakers.

Casualties

Akkarad likely lost about 30000 soldiers during their involvement.

Objectives

Akkarad sought complete control of the islands, no compromise acceptable.
Monarchy of Karanor

Led by

Strength

The monarchy of Karanor has not been able to muster a sizeable force until recently. They posses an alliance with the Arkonaut Corporation, the Wyches of the Coven of Fire, a contingent of Outcastsof Volkar from Gar-Zhamud's Order of Burning Dread, the Burning Paladins from the City of Stone, and a crusade force form the Palace of the Sun.

Casualties

Karanor lost its entire army during the initial uprising, about 10000 soldiers, and during their reconquest, lost another 3000 soldiers.

Objectives

They seek complete control of the Isles, or as close as possible.

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