Isode Papa
The Pit Stop of Pirates, Poachers, and Perilous Scoundrels
"Beautiful scenic beaches, tranquil jungles, and generous people. Why does no one come here?" "Because of the dangerous plants, vicious sea monsters, and the large population of criminals and pirates."While a beautiful gem at the southwestern point between Vestra and Amarron, Isode Papa is a largely uninhabited island, aside from the contingent outpost located at the southern tip. Most ships will avoid the area, and risk the possible lack of supplies than docking at the island. Apart from the unknown flora and fauna, which are purported to be deadly, the criminal element of the (mostly) lawless town isn't considered a worthwhile venture. The island's sole settlement, named after the island itself, is built from the remnants of older shipwrecks, with sparse renovation of older, preexisting houses. At the center of the town sits an ancient stone building, etched with old Thritic runes. The curious difference in these however, is the Hekat Hieroglyphs (the old priestly inscriptions from older Amarronite civilization) that translate the message. Sparse study on the ruins has been done though, since the unsavory nature of the town keep any large archaeological expeditions from staying on the island.
Geography
Southern Area
Composed mostly of a rocky shoreline, and flat beaches. the coast smooths significantly the farther south you go, until the town of Isode Papa, where the shore is clear enough to dock. Up until about the middle of the isle, small groups of palms and shrubs dot the gritty inland sands. smaller desert vegetation can be found as well, species most common to Amarron.
Middle Area
Trekking upwards from the town, the woodline starts to grow thicker, and the sand is replaced with dense muck and humid air. The trees here grow closely together, surrounded by populous bushes and smaller plants. A faded path can be followed, cracking stones and overgrowth wearing away at it. Past an old missionary, where Kivric priests once resided to bring their religion to those of Amarron. Farther in, and the trees can be seen overtaking even older buildings, with the same mixture of runes as the ones in town. A wayward shrine sits in the midst of the island, not far from the only hill in this place. A forked path sits here, with one taking you towards a large outcropping of fungal-type plants, and the other further into the jungle. Some say an even larger building sits in the jungle, untouched for over 1,000 years.
Northern Area
The northern island is mostly unexplored, either the fungal fields or the jungle interior. This is in large part due to the prevalence of lethal creatures, and the tribes of primitive species. Pygmy Wyverns, Mushroom tribals, and Frogmen all live in this area, and are not privvy to outsiders. Stories of undead creatures roaming the spore-laden areas, and the talk of mesmerized beasts stalking the jungle are just some of the dangers that reside here.
Fauna & Flora
- Funganid Florescue(Mushroom Men)
- Amphibius Toxicissa(Frogmen)
- Jarro's Jovial Julip's
- Pygmy Austrex
- Pygmy Wyvern
Alternative Name(s)
"Pirate Pass" or "Criminal Coast" are other colloquial names.
Type
Island
Included Locations
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