The Isles
Legend
“Formed from countless void gardens.”
Description
The Isles is a collective term for the 9 major isles considered a single entity although splashed across several tectonic plates. Geographically they span almost a quarter of the entire world, north of Darin and the eqatorial belt known as the rim, and opposite outlands.”
Thus the isles offer all types of climates and terrain types. Form forzen tundras and icy peaks, to humid swamps and lush jungles, over vast green meadows and roughlands, to savannas and grand forests, and steep highland and burning deserts.
Flora and fauna is a plenitude of species, far more than any imagination can comprehend. And multiple human, archaic, and n-erectus coexist in all from harmony to outright hostility. All Islands also have a wide variation in Cultures.
Skjald Valgrif
History
First AgeThe Void Gardens was hauled into a carpet enclosing the holes into the Astral. This spherical entity at first lay in utter darkness, but soon became lit by Sun and Moon revealing a great creation to its inhabitants.
In the middle of the isles laid Midgard. To the west laid Dalip, Naldar, and Utari. To the north laid xx, Talan Eden, xx To the east laid Markeoy, Dalariland, and Ljostari. To the south laid the great isle of Fjella laid unbroken from Dalip almost to Darin. Inbetween Fjella and Darin laid Ljostaria. There was no parting equatorial rim and Darin is said to have stretched far south into now forgotten lands.
At some point vampires became centerpiece of pawns in a divine plot and the 1st Cataclysm tilted the world, sank Talan Eden, Dalariland, and the middle of Fjella, and raised mountains at The Rim. This cataclysmic world tilt changed world rotation, but the Stoicheian twins Sun and Moon stayed at their paths. Thus, climates changed dramicatically.
Skjald Vinotis
Second Age
In regards to the isles themselves nothing really changed in this age. It was mostly a slow steady evolution of cultures, and technology. Alongside a constant rise and fall of landclaiming and border adjusting lords. It was not until the wave of wanderers flooded shorelands and cultures that things changed so much that a new age was called.
Skjald Sigurd
Third Age
A bull-headed creature, by some claimed to have divine powers, appeared and roamed the lands. Shortly after, many of the southern isles was flooded by humans of the Jomzaar, Rimzir, and Vular races, collectively known as the Wanderers. These newcomers was at first welcomed and generally given spots to settle in good faith, but forcefull landclaims or outright exterminations did occur.
Up through the age the Rimzir came to be welcomed and trusted neighbours, the Jomzaar trusted in but business and oaths, but the Vular grew into an unwelcomed force, always plotting and outright conquering what they coveted. Eventually the Vular would become a major pawn in divine plots and ignite the chaos that would elevate their bull-headed god.
Skjald El Mary
Fourth Age
The age started with the loss of Ljostaria and the emerge, if one could call it that, of Mt. Vula. As well of the deep Blue Tsunami creating a whole new force, the arisen, across most of the isles. Then, as locals more or less had destroyed or adapted to these new settlements, liches began appearing in borderlands between the living and the arisen, or at remote and isolated locations.
Some claim it was these old power uprootings that sparkled some local families or individuals into action. Slowly forming themselves into the new powers of the lands. These new individuals, families, houses, and groups, grew from 350 until 1250 into what became ‘the hordes’. A monumental powershifting time that became known as ‘Age of Hordes’.
In 1249 a swift but brutal conflict ended the official time of hordes, and in 1250 a high king was crowned. This high king, elected for a four year period amongst 128 grand rulers, ovesaw the grandest empire ever established. Unfortunally it only lasted 27 years as it’s weak adiministrative scaffolding crumbled in 1277 due to The Great Invasion, a previously unseen divine powerplay.
Skjald Yell'a'Beard
Fifth Age
The people of the isles are once more recovering, not from a watery sweep, but from glowing hot ashes, calle this new chaotic time “the Scorched Dawn’
Cartography
RET TIL THE ISLES

The collection consists of nine large landmasses called the Greater Isles, or merely the Isles in daily speech among the common folk, generally identified by convention rather than any strict criteria. They are, from largest to smallest in size: Midgard, Markeoy, West Fjella, Dalip, East Fjella, Findon, Utari, Naldar, and Mealis. Things vary greatly from Isle to Isle and even from Country to country.
A country is a part of an island, identified as a distinct national entity in political geography, or a geographic region associated with sets of previously independent or different people with distinct political or cultural characteristics. Regardless of the physical geography, the Council of Colours, the institution of the High King, and the Hordes accepted this legal definition as borders between self-governing countries.
Skjald Sejrik
Organisation
Countries here and countries there… and then even some in-between… the old order is shattered, and what’s left are ripples of the very fabric… and I foresee fights amongst people over sites of interest…
Skjald Kazumix
Special
Many among the Nobility found it a great idea and are now trying to reestablish The Realm.
Skjald Sigurd
Last Updated on 2026-01-18 by IoM-Christian
