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Isle of Enlightenment

The Plan:
  1. Social network across Exandria while gathering the arcane knowledge & strength necessary
  2. Make sure his twin brother's business continues to grow to help fund this undertaking
  3. Acquire the magical means to float a city
  4. Purchase land from the Council of Tal'Dorei
  5. Hire generational master architects of all species, especially those that were excluded from the rebuilding efforts in Emon & elsewhere, to design the Isle's layout together as a collaboration
  6. Acquire enough Brumestone to safely keep it aloft
  7. Fund the construction of the Isle's major layout & principle buildings
  8. Convince people that the opportunity to be a part of the New Age before anyone else is worth joining his cause & moving to the Isle
  9. Institute laws that will keep the ideal alive as long as possible
  10. Attempt to attain harmony with the Gods as one family in which the mortal children can fully mature to their maximum potential
Floating Island: The Isle of Enlightenment -
Originally requires the purchase of a 2 mile by 2 mile square plot of land, preferably as heavily forested land as possible with a peaked hill in the center of it. Will leave behind a man-made crater to fill in as a lake in due time when the island is raised into the sky. Constantly travels across the leylines of Exandria, in a slow circumnavigation of the globe, going from one destination to the next, trading along the way.

Keo's vision for the Isle of Enlightenment is for it to become a self-sustained community of visionaries across all spectrums of life, all the way down to the farmers & others who keep the academy supplied. He originally searches out people who push the boundaries, seeking to always improve themselves to join him in creating the original community. In order to become a new permanent resident of the island, one must submit an application that includes at least one innovation on some aspect of life that they would provide. Thereby, the island is always changing, adapting, transforming into something even more spectacular.
  • Biome / Environment - Temperate forest surrounding mountainous terrain upon & inside of which the main city is built
  • Main 'Wizard Tower' Entrance - In a reinforced room designed withstand the floating island crashing back to Exandria so the inhabitants don't become trapped inside in the worst case scenario
  • Wizard Academy - Rooms for up to 10 teachers & 90 students max
  • Archive of Cobalt Soul Branch / Huge Public Library - Where all knowledge is housed for cataloging & safe storage by the monks. Access is granted to anyone who's intentions are honorable (for the betterment of all Exandria) & doesn't worship a Betrayer God or other similarly sinister entity. 
  • College of Technology - The study of any & all mechanical advancements, led by the Tinkertop family
  • All-Faiths Church - A singular church exists on the Isle, devoted to all deities & preaching a 'modern' understanding of the Gods
  • Clocktower / Clockwork Lighthouse - Located at the College of Technology
  • Planar Dock & Air Docks - Visitors arrive at these docks on the outskirts of the island. Ferry service runs to the surface to allow traders who don't possess their own flying vessels access to the Isle of Enlightenment.
  • Caravansary, Merchant Stalls & Boutique Shops - A few permanent shops exist, but small stalls are setup regularly by both permanent & traveling merchants, though the traveling ones are usually gone as quickly as they came.
  • Tavern(s) / Inn(s) - Several different locations have thriving businesses, kept lively by the regular trade route traffic.
  • Brewery - Local ales, liquors & meads
  • Bakery - Artisanal breads, pastries, cakes & other baked goods
  • Grain Mill
  • Lumber Mill - Clockwork saws make precise work of breaking down trees into near-perfect boards, minimizing waste
  • Smithy
  • Flower Gardens - Numerous small pocket gardens dot the island, with 1 main garden surrounding the Wizard Academy at the center
  • Farm Land - Utilizes many vertical & otherwise space saving techniques to get the most out of a relatively limited space
  • 10 Story Greenhouse - Magically lit
  • The All Fruit Tree Grove - A small grove of trees, each one representing a different fruit, grafted dozens & dozens of times with every variety imaginable of that particular fruit.
  • Ever-Replenished Forest - Grown specifically to be harvested for any wood needs on the island to supplement imports of lumber. rings the outer most edges of the island, the roots of the myriad trees helping to hold the soil together & prevent erosion along the perimeter.
  • Rotating Goat Herds - Used to keep the forest floors periodically cleared out of undergrowth & provide milk to the town
  • Free Ranging Chickens - Numerous chickens wander freely across this predator free island, the primary source of protein on the island
  • Bee Hives - Special bees lacking stingers bred by one of the residents
  • Granary & Storage Cellars - Large enough to hold a full year's worth of food & supplies for the inhabitants of the island
  • Magical Enchanter - Gilmore's Glorious Goods & Invulnerable Vagrant expansions
  • Bank - 5% interest on any funds stored here, paid out bi-monthly
  • Exotic Animal Pens - Wyverns, Pegasi, Griffons, Yeth Hounds etc domesticated for use as mounts & patrol animals by the guards.
  • Stables - Almost exclusively used for visitors to store their animals for the duration of their stay
  • Guard Barracks
  • Mercenary Company Barracks - A friendly company inevitably encountered in Lan's travels, given exclusive rights to operate on the island (hopefully something similar the Stubborn Stock)
  • Armory - Maintains enough weapons & armor to outfit every resident of the island in times of emergency
  • Clockwork Weapon Factory - One department within the College of Technology devoted to military applications of knowledge.
  • Open Training Grounds - Monks, Mercenaries, Guards & anyone else who dares step in the 'Sandpit' to improve their skills.
  • Infirmary / Hospital - Experimental / Cutting-Edge techniques are often utilized here to treat patients with no recourse in any other hospital or temple, pushing the boundaries of medical knowledge
  • Graveyard - Crypts & Mausoleums to minimize square footage above ground
  • Jail - Where 'average' criminals of the island are taken
  • Sewers - Contained system that purifies liquids into water for use in irrigation & turns solids into fuels
  • Unending Water Source - From a river in the Feywild near Syngorn that agreed to allow a small portion of its waters to be siphoned to the Material Plane, where it can carve new paths in a whole different world, creates several small, intersecting rivers on the island. (A portal to the Feywild housed inside a giant 'filter' so that only water can get through, forcing monsters to head back the other way through the portal with nowhere else to go)
  • Lamppost Lined Streets - Imported from Whitestone, lit at night to keep the streets bright enough to be traversed safely
  Special Abilities, Attributes & Features -
  • Time dilation of the tower's extra-dimensional chambers in relation to the Material Plane on a 'dimmer switch' - Can speed up or slow down based upon current needs (as much as 1 hr = 1 day in either direction)
  • Endless water supply snakes like a river until flowing into a 2nd portal that exits back to its original source
  Sources of 'Passive' Income -
  • Wizard Academy Tuition - ** Special ** (30 to 300 depending on tuition) x (9d10 students + ?? guaranteed students: for every 30 gp below max tuition replace 1d10 with 10 guaranteed students) gp every 30 days
  • Temple Tithes - # of Temples x 10 x 4d6 gp every 30 days
  • Caravansary Income - # of Temporary Stall Clusters [cluster = 4 stalls] x (20 x 2d10 gp) every 30 days
  • Market Stalls Income - # of Stall Clusters [cluster = 3 stalls] x (30 x 2d6 gp) every 30 days
  • Merchant Boutique Shop Income - # of Shops x (30 x 3d4 gp) every 30 days
  • Docking Fees - 15 x 2d10 gp every 30 days if Air or 20 x 2d8 gp [in strange currencies] every 30 days if Planar
  • Tavern / Inn Income - 40 x 1d10 gp every 30 days
  • Smithy Income - 15 x 1d10 gp every 30 days
  • Mill Production - 100 x 1d10 gp worth of goods every 30 days
  • Bank Interest - 5% of money stored there, paid bi-monthly
  Cultural Norms -
 
  • (Floating Burning Man that never ends)
  • Creativity is encouraged in art, attire & culture as much as invention & magical innovation
  • Public displays of affection &/or nudity are commonplace, going far beyond what is even considered decent in private in some cultures. A couple having sex in one of the many gardens is a common sight. Polyamory is by no means the most prevalent lifestyle, it is still common enough that everyone accepts it as a normal aspect of life on the Isle. 
  • Body modification, whether through arcane means or more traditional methods like tattooing, isn't exactly mainstream, but it is prevalent. (Just another form of experimentation & self-exploration)
  • Recreational drug use from time to time is more common than you'd think
  • Small community living means everyone plays their part & everyone is treated with the same respect, though the mages still tend to stick their noses up in the air (but that's to be expected). The polyamorous extended families that intertwine the community amplify the speed at which word can get around the city. Disrespecting "the help" or putting down someone because of the "position they hold in life" is a quick way to gain the ire of your host & everyone else around to hear you, at times even more so than the person being disrespected. Even the highest ranking members of the clergy & monastic orders treat the farmers & craftsmen with the respect of equals.
  • Diversity abounds among the people walking the streets, not only in terms of the varied races of the Material Plane being represented, but because of the looser laws on contraband - people of nearly all walks of life find themselves bumping elbows with people from a very different social strata. Even the roughest of rough-neck pirates tends to be on their best behavior while on the island, because it doesn't take much by a single crew member to get a whole vessel banned from returning & losing out on a very lucrative port of call. Captains enforce enough of their own discipline that the guards rarely have to get involved in policing the behavior of the occasional pirate that thinks they can get rowdy in a tavern.

Government

Government on the Isle of Enlightenment -
 
  • Ruled by a large Council of appointed members, consisting of leaders from every aspect of the city - each of the knowledge centric organizations, the trade community, the farming community, etc. Together they guide the day to day goings on of the city, ensuring its position of enlightenment, neutrality & trade.
  • Court cases are presided over by a conglomerate of instructors from each of the knowledge centric organizations, who must all come to an agreement on how to rule before a decision is made
  Law & Punishment on the Isle of Enlightenment -
 
  • One of the most severe punishment ever levied by the government on the Isle of Enlightenment is to be exiled from the island, thereby barred from further enlightenment. On very rare occasions, when a death sentence is called for, prisoners are bound & tossed into the river to make their way down the falls into the ocean, thousands of feet below.
  • Most 'normal' laws of humanoid civilizations are in effect, the punishment is usually banishment from the island for moderate to severe offenses. Minor offenses lead to short stints of jail time or manual labor.
  • Free Exchange of Knowledge - All knowledge based organizations must share discoveries with one another & CANNOT hide anything from one another. (Open door policy among members)
  • Freedom of Love - Any display or expression of love is allowed, even in public. Condemning an act of love is punishable by imprisonment for at least 1 week, repeated offenses can eventually lead to exile from the island. Turning down advances is still ok, but being aggro towards the person offering the advance is unacceptable. (Gotta be polite about it, even if you aren't into it.)
  • Freedom of Religion - The worship of any non-evil entity is widely accepted, but the singular Temple on the Island preaches a new version of faith that involves 'worshipping' all gods together as a family. Many people have private shrines in their homes, ranging across the spectrum of worship from one to the next.
  • Freedom of Sentience - All (except aberrations, fiends & undead) sentient creatures are given the same rights & expected to follow the same laws as if they were one of the humanoid races, treated with the dignity befitting their intelligence.
  • Free Trade - No goods are banned from the markets of the Isle of Enlightenment, as the uses in research are endless for all manner of things that are deemed illegal in other parts of Exandria. ('Black Market' goods can be found for sale on occasion out in the open, though only from traveling merchants) The improper or irresponsible use of goods purchased can have consequences for the new owner, but merchants are free to peddle any wares they see fit so long as they weren't stolen from someone on the island.
  • Altered State of Mind - While the normally illegal drugs of Exandria aren't specifically outlawed here, their excessive use is still socially frowned upon & those who use more than recreationally, who delve too far into habitual use, are usually asked to leave the island.

Defences

  • Floating Island - Raise Land 9th lvl (1 mile radius) & reinforced with Brumestobe
  • Walls, Guard Towers, Gatehouses, etc - Arcane & mechanical cannons
  • Wards - Arcane dome shielding the city center, though not large enough to shield most of the island, which perpetually rains magical glitter inside, affecting the entire city with Faerie Fire. Other effects can be projected within the dome as necessary - Silence, Darkness, etc.
  • Traps
  • Hidden Doorways - Between each of the Chambers of Keo's private tower
  • Bound Creatures - Each in their own "natural" environment, a zoo / safari spanning the planes in a series of rooms. (Depends upon what is encountered in his adventures)
  • Servants / Minions - Fey creatures, ??
  • Anti Magic-User Tactics & Special Effects
  • Illusions - Meant to mislead unfamiliar intruders towards traps / other defenses & away from Chambers of importance
  • Simulacrum Body Doubles
  • Movable Floating Island - Potential to transport the whole island to another location, such as the Astral Sea, in times of dire emergency when the whole island may be in jeopardy

Industry & Trade

Imports  
  • New Knowledge
  • Lumber, stone & metal
  • Meats & exotic foods
  • Regional commodities
  • Whitestone
  • Gunpowder
  • Gems & Precious Metals
  • Rare Spell Components
    Exports
  • Knowledge (Mass produced books)
  • Inventions
  • Arcane Advancements
  • Non-regional commodities
  • New generations of interspecies individuals
  • Arcane advisors
  Production & Manufacturing
  • Permaculture farming with limited space
  • Multi-cultural crafting techniques unique to the Isle
  • Ale, mead & liquor
  • Clockwork creations

Districts

Surface Districts -  
  • Knowledge
  • Trade
  • Skyport
  • Farming
  • Military / Defenses
    Underground Districts -
  • Residential
  • Trade

Guilds and Factions

Confirmed & Endorsed Guilds & Factions
  • Cobalt Soul
  • All-Faiths Clergy
  • The Ashari
  • Wizard Academy
  • The Clasp
  • Claret Orders
  Prohibited, Undesired or Unbeknownst Guilds & Factions -
  • Children of Malice
  • League of Miracles

Tourism

  • Fueled by Airship ferry services
  • Festival of Arrival - held the first few days after arriving at a new destination of importance, greeting those who come aboard with revelry
  • Slow, yet comfortable, transportation between destinations

Architecture

A blended combination of Dwarven, Elven, Vedalken, Human, Gnome, Halfling & Firbolg influences are most prevalent, with pockets where nearly every species of Exandria's touches can be seen.

Geography

Thick forest surrounding a mountain, with an even larger chunk of earth beneath, like a hanging mountain

Climate

Locally controlled through arcane, divine & druidic means

Natural Resources

  • Wood
  • Grains & Hops
  • Poultry
  • Diverse fruits & vegetables from all corners of Exandria
Alternative Name(s)
The Jewel of Exandria;
Type
City
Additional Rulers/Owners

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