Pékinerdàn Pelonii Geographic Location in Qal'ath | World Anvil

Pékinerdàn Pelonii ([peki:neəra:n pelɔːni:])

Pékinerdàn Pelornii is a small group of three islands found in the Grànousii-an-Ormàszil Ocean. The ownership of the isle and the sea area around them has been hotly disputed - and fought over - multiple times in the past. And it is not simply those with ships that have attempted to claim them. Nor is it just the three main principalities around Bluelight Ocean who wish to lay claim to it either.  

Meaning of the Name

To anyone not familiar with Foyiitùn, you will be glad to know that "Lost Isles" is an almost exact translation. It is made up of the following word components:  
  • Pékin: from Pekìné, meaning "small".
  • Erdàn: meaning "lands"
  • Pelonii: from the verb Pélorsz, meaning "to lose". Pelornii is also a valid translation.
 
 

Failing to Lay Claim

While there have been no active battles for at least forty Ana, the largest ones were between the two major naval powers of the Erdàn Savanii: the Queendom of Shevezz and the Byantē Alliance. During intense wars, Qal'ath usually chose not to be involved as it produced no battle-worthy vessels.

Where are There?

Full World Map - Erdàn Savanii
While Book 1 does not cover this entire World, this is the context which Books 1-2 finds itself in. This is the area referred to as the "Known Lands", a term found in Book 1.
  However, in an attempt to diffuse the fighting - and in the guise of peacekeeping, to claim the islands - past Kings of Qal'ath have used Ghrrysz, which is in their territory, to send lighter boats - usually heavier Slùpe - using the cliffs' shadows as cover.   Once, around 473AFD, one boat from four sent out make it into the primary port at the Lost Isles, only for the locals to pillage the goods, beat the unwelcome invaders, then forcibly using their larger freighters to drag the Slùpe out of port - often towards a sea battle.   The end result is that the waters around the islands are officially "contested" but as it is viewed there are no resources worth throwing ships and crews into, that it would remain "contested" in name only.  

"Fyndhaven"

It was only discovered in about 359AFD that the Lost Islanders were calling their primary town "Fyndhaven". This is a slight twisting of the Common Tongue words "find" and "found", to contrast against "Lost" - and also a tongue-in-cheek stab at Peacehaven, in Uncontested Waters, South-West of the Lost Isles. Until that point, the islands were presumed to be mostly uninhabited and, when goods were seized from vessels going to "Fyndhaven", it had been thought to be a reference to somewhere beyond the Erdàn Savànii.  

Who Lived in Fyndhaven?

 
(Almost) All Accepted
The size of the islands means they only support a few hundred permanent residents spread across all three islands. However, this suits the majority of the population who gladly lead transient lives.   Those that remain are from almost all known sentient races, but are mostly those that struggle to find their place within Qalathian or Shevezzi societies: Falondii and Kyadii.
Live here, work here.
The permanent residents nearly all have roles that enable the Island to remain functional: part of the leadership, overseeing shipping, defending their portion of the sea or ensuring supplies in and out are sufficient, and other similar responsibilities. About ten farmers across the islands work there at any one time, providing goods that transported less well (read: quietly) at sea. Thus the majority were Cloud Sheep and Ramhorn Goat farmers.   "Live here, work here" is the motto. The exceptions were for dependent-family or children.
Scientific Endeavours
Within the "leadership", is a small team of researchers and scientists, who are always looking into ways to better utilise their vessels, or how to hide them, or make them sail quicker or more stable.   It would be unwise to assume they had no dealings with the Elelupii, especially on sharing of research information.
 
 

Independent and "Lawless"

 
What the established nations called "contested", the locals call "independence" or "freedom". For this reason, those that lead the islands are called the Fyndhaven Freedom Fighters, or the FFF. Considering the size of the islands, the area of contested waters is large. Thus, to not draw the ire of the nations around them, they do not stray into owned waters, save in trading freighters or fishing boats. They do, however, patrol their own sea-boundaries, questioning any and all who come over the border.  

Self-Sustaining Income

Whether you dealt with mostly-legal goods, sold your services or your time, everyone pays a proportion of income to the leadership. This is done either weekly, or upon leaving the islands. The latter point is rather interestingly worked out.  
  • All goods, clothing, pockets are inspected and counted upon arrival. Some of those checking are former pirates, so are harder to fool.
  • The actual value of coins and the number of "valuable items" (including gems, artefacts and the like) is recorded.
  • When a visitor leaves, the same process of valuation takes place. Any increase is deemed profit and approximately one third is taken for the Islands.
  • Decreases are not refunded in tax. They are an investment in the people or establishments on the island.
  They viewed any other funds as remaining on the islands until someone's weekly - or departing - inspection. While, no doubt, some have evaded the authorities, as many transients were outlawed by other nations, most of them kept the rules of Fyndhaven, a place where many felt they belonged.

Truly Lawless?

They are deemed "lawless", especially by Shevezz and Qal'ath. The reality is that they are a functioning micro-society and, to achieve that, they have their own laws and regulations. That is not to say that pirates, dark sorcerers, spies and the like never frequent the Lost Isles. But, so long as they caused no local problems, most people were tolerated.  
Chronicler's Note:
While, even now, it is difficult to ascertain what the "laws" are, I was able to secure passage for a couple of weeks, where I took some books, paper and several small pouches containing a few coins in each. After a few days of paying for lodgings, food and writing supplies - at ridiculous prices - people did begin to open up to me.   The main "law" is very simple: If you hurt one person, you hurt the whole community.   In short, whether that was a physical or mental hurt, you would risk the anger and the justice of the whole of the Lost Islands. They protect their own and look out for each other.   It does make me wonder if we've lost our own way on this in Qal'ath.
Article Sections
Alternative Name(s)
Lost Isles, Lost Islands
Type
Island
Owning Organization

Ports
1
Defences
  • Retrofitted Cargo Freighters
  • Two known War Gallions of unknown strengths, Cannonss
Magical/Elemental Defences
Unknown, though Mages of Ousii and Aevyen should carefully consider their own Elemental usage to avoid stirring up the ocean against the Islands
Rumoured Technology in Development
Evus Ship Hull
Landmarks
"The Tower", Armoured Port, Fyndhaven House
Peoples Permitted as Visitors or Traders
All, unless on a Forbidden List
Forbidden List (553AFD)
  • White vessels
  • Recorded state officials
  • Pets (except familiars and messengers)
  • Anyone arriving who is unwilling to show their whole face.
Are Magicks Permitted?
So long as they're used within the laws and social convention.
"Mind manipulation is not tolerated. The leadership always includes at least one experienced and proven mage. We know the signs."
(Port Warning Sign)
Other Facilities/Amenities
  • Inns (3)
  • Alehouse (1)
  • Medical Centre
  • Library
  • Legal Advice
  • Shipwright
  • Baker
  • Exotic Plants Trader
  • Daily Fish Market

Chronicler's Note (551 AFD):
The rulers of the nations have been the very reflection of the "not in my back port" mentality. The Lost Isles are sufficiently distanced from all three nearby states as to not pose a threat that they could not react to.   The fact that they sit not far from Ghashoji in Byantē, the only religious nation of the three, makes their non-intervention all the more surprising.   Equally, the locals of Pékinerdàn Pelonii have not sought to add Ghrrysz to their territory, despite it being so far from any defensible Qalathian border.
Image Credit
By me, generated using Text2Image on Canva.

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