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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Tyndale on September 27, 2015, 11:31:23 AM

Title: World Building - Effects of Islands
Post by: Tyndale on September 27, 2015, 11:31:23 AM
I am taking my first foray into world building for an upcoming campaign. I am going to start small and local and build out from there, but I did want to have some larger backdrop concepts in place as well.  Instead of multiple large continents, I have decided on a world that is made up of many smaller islands - the largest will be just a tad larger than Britain.  Demographics will be standard fantasy races, and I am toying with the idea of having each race having a homeland (island) that they originated from (although some may have migrated from there since - haven't made up my mind on that,though).

With this said, my question is this.  What would be the logical implications of having an island world on cultures, races, politics, religion, magic, trade, etc. that may not be so evident on a world with larger continents?  Off the top of my head I came up with these themes:

-Migration.  There should be cultures that migrate due to catastrophe, exploration or conquest.
-Religion:  Definitely a god of trade and the sea.
-Pirates!
-Many calendars will be moon based due to the effect of the tides on culture.
-Creation myths will be ocean based.
-Prominence of merchant class and traders (guild)
-And increased effect of xenophobia

Any other ideas?

And here is the original map created in FT3.  I have a ways to go in editing it as i want to shape it a bit.
Title: World Building - Effects of Islands
Post by: Doughdee222 on September 27, 2015, 01:45:16 PM
Well, off the top of my head:

1. Navigation will be far more common and important. Maybe not everyone will be the equivalent of a Polynesian sailor, but many will be.
2. Likewise, shipbuilding and boat building skills will be more common.
3. More spells related to purifying water, cooking food without flame, drying things out (or people simply wont care about being wet.)
4. The sea offers freedom and the chance to disappear quickly. If navigation, boat building and sea survival are more common then it will be more difficult to be a dictator and control a population. I'm not saying democracy and civil rights are going to be the norm, but rulers will be less harsh if people can easily pick up and go.
5. Any kind of protected port area will be more valuable.
6. Access to the best forest zones will be critical too. Wood = boats. Lots of wood = lots of boats. Lots of boats = lots of power and wealth.
7. You will have to decide what kind of technologies are prevalent. Is the whole world like Polynesia, with smaller canoe sized craft on the oceans? Are there Greek and Persian style triremes roaming the coasts? Viking sized ships crossing the seas? Giant Chinese junk style ships? Or are you planning 17th century type of frigates? All of the above?
8. With fewer large land masses hurricanes would dissipate less (land tends to be the death of them.) You might want to decide where and when (what time of year) hurricanes commonly form and how they travel. There are websites where you can see common hurricane tracks to get an idea. And remember, they don't have to be just a northern hemisphere phenomena either. (Hurricanes normally start near the equator, but not on it, then bend off toward the poles.)
9. What creates the land masses? Volcanoes or continental plates upthrusting the land? Maybe the gods are doing it.
10. Animals are difficult to transport on the oceans. They also evolve in isolation from each other. Meaning: not every land will have horses, or donkeys or camels. A minor predator on one land can be a major one on another. See for example the brown snake problem in the Pacific.

There's a good start for you.
Title: World Building - Effects of Islands
Post by: Tyndale on September 27, 2015, 02:22:56 PM
Great stuff - this is exactly what I was looking for:

1. Yes!
2. Got it
3. Good point.  This makes me think of have some sort of "Wind Weaver" and Water Warden" class/specialty.  And now that I think about it (and off of your suggestion) maybe have some sort of limitation on magic similar to Earthsea - you have to be proficient in the local area to cast fully.
4. Great point
5. Amen
6. Good call.  The lumber trade should be a big element.
7. Technology will be early to late iron age - travel will be risky and the best knowledge/skill in ship building will be coveted and fought over.
8. Another great point
9. All three : )
10. One of the best points of all.  Especially since dragons are going to be a strong element and don't like to fly over open water in the setting.  Kinda gives a reason for the different colors/metals.

Thank you!
Title: World Building - Effects of Islands
Post by: Tyndale on September 27, 2015, 02:26:53 PM
And here is the first pass at editing. Still planning on softening some of the crescent shape land forms...but half time is almost over for the Patriots : )
Title: World Building - Effects of Islands
Post by: snooggums on September 27, 2015, 05:30:34 PM
There won't be any large migratory animals that develop naturally, since there aren't any large plains or steppes. Island dwarfism and gigantism would be fun for setting up island themes.
Title: World Building - Effects of Islands
Post by: Christopher Brady on September 27, 2015, 06:54:36 PM
Weapons and armour would definitely edge towards the light side, due to several factors, limited access to metals, the need to make sure you can swim, so you can't have stuff that's too heavy or you'll drown.

Bare handed styles may also be common, as weapons would likely serve double duty as a tool of some sort.
Title: World Building - Effects of Islands
Post by: Omega on September 27, 2015, 08:16:18 PM
Quote from: Christopher Brady;857930Weapons and armour would definitely edge towards the light side, due to several factors, limited access to metals, the need to make sure you can swim, so you can't have stuff that's too heavy or you'll drown.

Bare handed styles may also be common, as weapons would likely serve double duty as a tool of some sort.

Or no armor at all if the boats are small or the oceans known to be storm-tossed.

Battle oars, like a wooden axe or spear may be in use.

Since these are islands. Metal may be hard to come by since you might not be able to mine too deep due to the water table or vulcanism. This may make wooden weapons more common. And a sharpened wood blade is just as deadly.

If there is volcanic activity then obsidian may be a viable blade edge. Especially if it can be re-inforced with magic. Hello Vorpal Blade.

You might end up with fantastical things like a large man-made island like a giant raft, or built from a collection of smaller homes. Or the ever popular monster turtle island. Air power might develop instead of boats. Hot air balloons, magic propelled gliders, zepplins. Or things could go Silent Service style with fantasy submarines.

Weather is going to be a major factor. How often are storms and how big do they get? What defenses, if any, are there?
Title: World Building - Effects of Islands
Post by: TheShadow on September 27, 2015, 08:17:14 PM
Increased xenophobia isn't necessarily a logical consequence. There could just as easily be a cosmopolitan seafaring culture binding together different islands.
Title: World Building - Effects of Islands
Post by: estar on September 27, 2015, 09:46:43 PM
The Polynesia expansion and cultural anthropology would be a rich resource to mine for ideas as well as Indonesia and the Philippines.

My general impression is

1) Long distance sea voyages wasn't a barrier for low tech cultures. In lieu of the compass, sextant it relied on a deep understanding of how wind and currents worked for a region as well as reading the signs for nearby land.
2) There was a minimum island size/resource base for long term in habitation. Below that settlement existed but were depended on trade for survival. I.e. the settlement had something worth enough to trade to bring in the missing resources.
3) There doesn't appear to be any reason for any particular type of culture NOT to exist. For example Japan had epic feudal warfare on the scale that Europe had.
4) Despite #1 there are some barriers that would be near impossible to cross on a regular basis. For example the divide between Indonesia and Australia.
Title: World Building - Effects of Islands
Post by: Ravenswing on September 28, 2015, 06:52:01 AM
Off the top of my head, and presuming we're talking realism here ...

* With an eyeballed scale on that map, presuming that the largest island is Britain-sized, you don't need Polynesian sailor-level navigation, not remotely close.  Those distances are, in many cases, within sight lines, and those long atoll shapes would prove very forgiving of inaccuracies.

* Wood is indeed critical, and you've got a big problem with that: the Pacific island cultures suffered a number of ecological disasters related to population booms and deforestation, and especially with bigger and badder hurricanes, once you've stripped the forests, they ain't never coming back.  You might want to tinker with a (possibly religion-based) conservationist mentality.

* Another problem you're going to run into is a relative lack of metals.  Between that and wood being a finite and coveted resource, ship sizes are going to be nowhere remotely close to Age of Sail tonnage.  (Beyond that, smaller ships are much easier to beach when the aforementioned giant hurricanes come through.)
Title: World Building - Effects of Islands
Post by: SionEwig on September 28, 2015, 10:19:47 AM
Get youself a copy of Collapse: How Societies Choose to Fail or Succeed by Jared Diamond.  That should help quite a bit.
Title: World Building - Effects of Islands
Post by: Skarg on September 28, 2015, 11:53:16 AM
A European ship during the Age of Sail & Exploration took aboard a chief from a South Pacific island and sailed him off to SE Asia. The chief was consistently able to point the direction back home, despite not using any equipment or calculations. Earth animals, including humans who haven't forgotten how, seem to have some unexplained natural navigation abilities.

Island people are often not particularly xenophobic.

The indigenous island religions that come to mind tend to have their islands and land terrain features, and the sun and moon, as gods, as well as sea gods and animal gods (give or take in specific examples). In one case, the whole world (their island - they didn't go to others, and weren't upset when Dutch anthropologists showed up to hand out with them) is their mother god, and they live on its decaying dead body, and the universe has a regenerative cycle where it all happens again... which it turns out was more or less accurate, as they lived on a shield volcano island chain.

Quote2) There was a minimum island size/resource base for long term in habitation. Below that settlement existed but were depended on trade for survival. I.e. the settlement had something worth enough to trade to bring in the missing resources.

The minimum size isn't particularly large, though. If the weather's nice, you just need enough food and shelter and (particularly) fresh water.

Quote3) There doesn't appear to be any reason for any particular type of culture NOT to exist. For example Japan had epic feudal warfare on the scale that Europe had.
Yes, and heavy armor and steel weapons despite not much iron, and not much seafaring.

As for animal evolution, that depends too on what the land masses used to look like. Since you're using Fractal Terrains software, you can easily see for example what happens if you lower the water level, and/or raise some of the sea floors. There may have been a period not that long ago where many or most of the islands, or certain groups of them, were connected and included more plain areas, so those might share land animal species and the later island populations might include animals that had evolved on a different landscape. I.e. there could be some plains animals from when there were plains, as well as some animals that might naturally die off on an island, but got domesticated. E.g. there are Pangean animals both in the Americas and in Europe/Africa/Asia, such as deer, wolves, bears...
Title: World Building - Effects of Islands
Post by: Tyndale on September 28, 2015, 08:54:32 PM
A huge thanks to everyone who has chipped in - this is exactly the stuff I was looking for!  I am not looking for uber-realism (otherwise I'd be playing in Harn), but would still like some semblance of consistency. I especially like the following points:

Armor - Although heavy armors will be available, there prevalence will be much reduced
Weapons - Like armor, outside of the larger islands, a preference will be on light weapons
Metal - The point about scarcity of metal is a great theme.  Those who have the access and skill to craft these items will be praised and paid.  I am thinking of giving this honor to the dwarven clan - logical holders of this prized knowledge.  I also like the parallel idea of the use of obsidian - especially when magically imbued.
Xenophobia - While I will grant that xenophobia does not naturally follow from island societies, especially one's based on trade, I do think there is a justification for isolated areas where the fear of strangers would be logical - especially areas were past attempts at colonization/conquering has occurred and failed or had a negative impact on the native culture.
Scarcity of Materials - This is a great theme.  And the Eco-terrorist Druid idea is pure gold.
Ship Size and Design - Great point.  I am thinking of giving one race primacy in ship building, and leaning towards Orcs for an interesting spin.

And here is an updated map.
Title: World Building - Effects of Islands
Post by: Omega on September 28, 2015, 10:08:42 PM
Some thoughts.

If these are smaller Easter Island style islands with a more aboriginal theme and smaller boats then armour is going to be rare to non-existent due to the severe dangers. There may be little incentive to develop more than leather, padded, or equivalents. Metal armors are about out as its a death sentence.

Larger islands will be a different matter. But then a large England or Japan scale island you can have extensive adventures and never see the ocean once. Armour there will be whatever level you want that fits your idea of the setting limits.
Title: World Building - Effects of Islands
Post by: Christopher Brady on September 28, 2015, 10:19:06 PM
Quote from: Omega;858114Some thoughts.

If these are smaller Easter Island style islands with a more aboriginal theme and smaller boats then armour is going to be rare to non-existent due to the severe dangers. There may be little incentive to develop more than leather, padded, or equivalents. Metal armors are about out as its a death sentence.

Larger islands will be a different matter. But then a large England or Japan scale island you can have extensive adventures and never see the ocean once. Armour there will be whatever level you want that fits your idea of the setting limits.

Yeah, unless you're having at least one island the size of Japan, any sort of actual metal will likely be pressed into tools or weapons, but likely both.  At the same time.  Like boat hooks and small axes.
Title: World Building - Effects of Islands
Post by: Omega on September 28, 2015, 10:26:46 PM
Location is another factor. Heavy armour and hot tropical climates do not mix.

Metal purity may be a problem too. Rust is going to make keeping low grade irons intact a hassle.
Title: World Building - Effects of Islands
Post by: Skarg on September 29, 2015, 11:21:47 AM
Any world can have not much iron, or a hot climate that makes heavy, metal, and low-ventilation armor have problems during most daytime hours.

And yes, no one wants to go swimming in heavy armor (even heavy fabric).

However, the line of thinking that the islands on that map are mostly smaller than Japan, if that's an Earth-sized planet, is off. The map has a large number of islands that are quite large. The Fractal Terrains program will show you the actual distances, and you can also compare it side-by-side to an Earth map to get an idea how your land masses are by comparison (but also note the projection distortions).
Title: World Building - Effects of Islands
Post by: Tyndale on September 29, 2015, 05:57:34 PM
Yeah, I've ended up with many islands larger than Britain.  Here is a link to a better map (my linked uploads sux).  This is just a the section of the larger one, but it gives you a scale at the bottom.  I crudely set it up on one of my sites, so apologies.  And yes, for some reason when I export form FT3 to Campaign Cartographer, the rivers don't connect to the coast.  But you get the idea.  As Sponge Bob says, "Use your imagination" : )

http://thenewshadow.com/wp-content/uploads/2015/09/test5.jpg

I'm going to roll with it at this point, as I would rather work out the implications of larger land masses than redo the map.  One is easier than the other IMO.  I'm trying to upload the full map, but I am running into loading errors - damn you wordpress!

Cheers,

Mark
Title: World Building - Effects of Islands
Post by: IggytheBorg on September 29, 2015, 10:20:01 PM
Quote from: Omega;858114Some thoughts.

If these are smaller Easter Island style islands with a more aboriginal theme and smaller boats then armour is going to be rare to non-existent due to the severe dangers. There may be little incentive to develop more than leather, padded, or equivalents. Metal armors are about out as its a death sentence.

Larger islands will be a different matter. But then a large England or Japan scale island you can have extensive adventures and never see the ocean once. Armour there will be whatever level you want that fits your idea of the setting limits.

Agreed.  I once saw pictures in a book on ancient arms and armor of south Pacific armor made from coconut hair: coats, vests, breeches. . . Maybe make plant fiber or wooden armor that is equivalent to leather/padded or studded leather/ring mail, with maybe some added quirks (flammability, tendency to split or have harder weapons get stuck, etc.).
Title: World Building - Effects of Islands
Post by: Skarg on September 30, 2015, 11:45:34 AM
I'd generally rather have larger islands anyway, personally.

I'm pretty sure the rivers have all been shifted too far north, as they are on the sides of their valleys and so on, not just not touching the coast.
Title: World Building - Effects of Islands
Post by: apparition13 on September 30, 2015, 04:17:32 PM
Quote from: Tyndale;858234Yeah, I've ended up with many islands larger than Britain.  Here is a link to a better map (my linked uploads sux).  This is just a the section of the larger one, but it gives you a scale at the bottom.  I crudely set it up on one of my sites, so apologies.  And yes, for some reason when I export form FT3 to Campaign Cartographer, the rivers don't connect to the coast.  But you get the idea.  As Sponge Bob says, "Use your imagination" : )

http://thenewshadow.com/wp-content/uploads/2015/09/test5.jpg

I'm going to roll with it at this point, as I would rather work out the implications of larger land masses than redo the map.  One is easier than the other IMO.  I'm trying to upload the full map, but I am running into loading errors - damn you wordpress!

Cheers,

Mark
Just reduce the scale and make it a regional map. It doesn't have to be global.

Quote from: Omega;858117Location is another factor. Heavy armour and hot tropical climates do not mix.

Metal purity may be a problem too. Rust is going to make keeping low grade irons intact a hassle.
Bronze ftw.

Or exotics, like orichalchum, mithril, etc., that aren't going to rust.
Title: World Building - Effects of Islands
Post by: Omega on September 30, 2015, 10:57:35 PM
Quote from: apparition13;858363Bronze ftw.

Or exotics, like orichalchum, mithril, etc., that aren't going to rust.

That was what I was thinking too. But bronze will corrode in a saltwater environ as well. Just in a different way and rate.

Problem with mining is as noted. If the island is not large then getting at the ores may be near impossible due to water levels or volcanic activity.

Which brings up another thought. Earthquakes. How frequent are these going to be? The more frequent. The less incentive there is to build tall structures. Storms might kill that urge too if they are frequent.

Another problem with metalworking is that it needs wood. Probably lots of wood.

Level of advancement and access to magic will totally change the dynamics though.

Example: When I was a playtester for Furry Pirates I playtested the hedge wizard, magic was on the decline since the Robin Hood era and what we had was mostly focused on handling the ocean environment. My character had magic for quelling storms and diminishing tidal waves (as well as causing). This came in handy when a pirate attacked by opening up with their ships mage throwing a tidal wave at us. I was able to stop it and used the last of my reserves to speed our own ship by diverting wind currents to favour us.

After that it was broadsides and boarding.

The published version toned down the weather magic and left it optional as the book was more a historical setting. With the notable exception of the animal people.

Islands with weather beating shamans, witchdoctors and hedge mages would mean that those would better survive natural disasters.
Title: World Building - Effects of Islands
Post by: RPGPundit on October 05, 2015, 09:36:20 PM
Little islands are perfect places to put contained weird shit for adventuring purposes.

Big islands are very useful as contained campaign setting areas.  They're particularly useful as starting points for a campaign: you can put a lot of interesting stuff there, with a natural boundary (the sea) that means jumping off to larger territory will not be something PCs do right away.
Title: World Building - Effects of Islands
Post by: Elfdart on October 08, 2015, 11:43:58 PM
Quote from: snooggums;857917There won't be any large migratory animals that develop naturally, since there aren't any large plains or steppes. Island dwarfism and gigantism would be fun for setting up island themes.

That depends on how far the islands are apart, and how long they've been apart. One key question you might want to decide is how hard it is to get from Island A to Islands B-Z and so on.

My own campaign is largely set in an island chain like Indonesia, though in your typical Dark Age or Migration Era North Sea/Northern Europe style when it comes to climate, ecology, etc. So some islands will be late Romano-British, some Gaelic, some Saxon, some Norse, plus a number of oddities.

Some islands are isolated due to weather, prevailing winds, icebergs, currents, sea monsters and magical concealment. Here are just a few:


This kind of setting is ideal for the DM who wants to add things in close proximity that might seem odd if they were adjacent on land (like Etruscans, Vikings and cavemen). Why don't the Vikings conquer the Etruscans (or the other way around)? Because there is little or no contact between the islands due to the icebergs (and the frost giants that use them as houseboats) that flow in the seas between the islands.

You can even run a kind of Star Trek campaign where the PCs' main goal is to explore the region as best they can without being killed by monsters or the sea itself.
Title: World Building - Effects of Islands
Post by: Elfdart on October 08, 2015, 11:44:41 PM
Quote from: RPGPundit;859144Little islands are perfect places to put contained weird shit for adventuring purposes.

Big islands are very useful as contained campaign setting areas.  They're particularly useful as starting points for a campaign: you can put a lot of interesting stuff there, with a natural boundary (the sea) that means jumping off to larger territory will not be something PCs do right away.

Darwin's finches come to mind.