The Isle of Ghosts
This page goes over the current state of the Isle of Ghosts. For an accurate guide to its state during the event this location was introduced in, see this page.
Only known through rumour and legend, the Isle of Ghosts is a place for only the lost; an ancient Elder Drake and Windwyrm city is said to lie within thick fog on a hidden island in Lake Zela. Although many have tried to find it over the years, none have been successful… at least, none have succeeded that have returned from their attempt.
Some believe that the many scholars who search for the ancient island either found it and encountered something horrifying there, or were simply using the trip as an opportunity to flee Windwyrm territory. Due to the possibility of the latter, the previous Tempest, Glory, banned anyone from seeking it in the future.
Most Windwyrms believe the island is a cursed and evil place, best left forgotten to history.
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☗ The Isle of Ghosts
Ruler: “Lady Three-Eyes”, Lady Escarpment Wisphollow
Founded: 17 A.E.D
Region: the independent duchy of Greygale
Once known solely through rumour and legend, the mythical and terrifying Isle of Ghosts was rediscovered in the summer of 504, stumbled upon by a group of sailors from Ironbrook before becoming the location of a power struggle between that nation and the windwyrm kingdom - only for it to be revealed that the Seraphim, long thought dead and gone from the Realm, had been living in hiding on the Isle for the past few generations.
Thought fighting broke out and the Seraphim came close to being destroyed for real, under the leadership of Lady Three-Eyes and thanks to the assistance of sympathetic outsiders, they were successfully able to broker a deal between themselves and the foreign powers on the Isle; the Seraphim would remain as the neutral wardens of the Isle, and small parties from Ironbrook and the windwyrm kingdom would be allowed on its shores, provided they promised not to cause trouble. A secondary agreement was reached with the scholars of the stormherald Societies, allowing for them to continue their research into Elder Drake and windwyrm history on the Isle, provided in exchange they provide teaching for the residents of the Inner City.
Since then, the Seraphim have continued to dwell on the Isle - although are no longer banned from travelling outside its shores by its leadership - with a significant population of Society scholars coming and going, a few of which have settled down permanently to establish a proper school.
Currently known as the Isle of Ghosts or the Independent Duchy of Greygale, the rocky, densely forested island is one of many in Lake Zela, and is home to the Seraphim and a number of noteworthy ruins. Great towers rise from encroaching foliage, copper rooftops gleaming grey-green from wear and weather, all looming over a rocky shore and steep cliffs. The mist that veiled the Isle since ancient days is now absent during the summers, only appearing in the early morning and during the fall, winter and spring.
Numbered Points of Interest
Certain spots on the map above have been marked as points of interest; see each’s corresponding number and name below for information on what that part of the Isle is like!
A group of small, rocky islands off the eastern shore of the Isle of Ghosts surrounded by deep, black waters. The area between them and the shore is sheltered from the rougher waters of the rest of Lake Zela and makes for a good natural port. Ships from the stormheralds and Ironbrook make anchor here, and then passengers either go the rest of the way on smaller vessels or get a lift from a dragon or other flying creature.
The islands themselves range in size from small spires of rocks to large enough to have a few cliffs and patches of forest on them. Many of them have limestone ‘flowerpot’ rock formations on them, often with the ancient sun-bleached bones of dead windwyrms laid to rest atop them. Many of the bodies are from the Seraphim, bearing an extra eyesocket and the skeletal remnants of multiple sets of wings. Worn paintings and carvings on the rocks from ancient windwyrms can still be seen, of feathered dragons rising from the storms, the sea, and raging flames.
The Isle’s southern edge is a flat, rocky beach on the freshwater Lake Zela. A large, flat rock shelf extends several feet out into the lake with clear waters, and then a sudden dropoff where all one can see below them is complete blackness. Whales, seals, puffins and the occasional leviathan or sea serpent can be spotted here. The beach extends a bit up the eastern and western shores, but to go further inland one must scale (or otherwise ascend) steep limestone and granite cliffs.
Large boulders, tree trunks, seaweed, dead sea creatures, and bits of Elder Drake and windwyrm rubble can be found all along the beach, including shiny bits of jewelry amidst the other, less eye-catching clutter.
The rocky limestone cliffside on the western side of the Isle is extremely steep and almost perfectly vertical. They face the western half of lake Zela and, far out across rolling waves, the Little Sea. The water just beyond the rocks is extremely dark and deep, home to large aquatic animals, fish, and seabirds nesting along caves carved into the stone by the water. There are some old carvings and paintings of sea serpents and rocs in areas less worn away by the waves and mist.
The eastern coastline of the Isle transitions from rocky beach to solid rocks at its midpoint, extending from the Eastern to Northern camps.
The eastern cliffs are not quite as steep as the western ones, and made of round, gently sloped granite. There are some pockmarked rocks from prehistoric coral reefs along the shore, with fossilized ancient aquatic animals and plants sometimes visible.
The northern woodland of the island is denser and bears less signs of its history as a windwyrm and Elder Drake city. Deeper inside the forest, closer to the Deep Fog, there are more ruins and bits of old masonry poking out of the soil and undergrowth.
The woods of the Isle of Ghosts’ southern half are home to a wide variety of wild animals and plantlife, an excellent spot for hunting or foraging if one is so inclined. Small ruined windwyrm homes and old collapsed columns from far more ancient Elder Drake constructions litter the forest floor, overgrown with mosses, small bushes, and ivy.
The remains of an old windwyrm palace at the edge of the southern woodland. Overgrown with small trees and ivy, it has clearly gone uninhabited for many generations. The palace is believed to have been constructed by an old King or Queen of the Roseglade Kingdom, and the carvings and paintings in the interior pay homage to the spirit/goddess Niamh.
A series of towers that ring the Isle dated to the late 250s A.E.D, constructed by windwyrms. Unlike the Eastern and Northern Citadels, the towers have held up surprisingly well over the years - perhaps due to their younger age and location further inland. There are a grand total of seventeen towers.
Many of them show signs of having been used as lighthouses, especially those on the northern and eastern sides of the Isle. Inside, if one brings a light with them, marvelous stone sculptures can be seen on the lower floors, and half-rotted tapestries depict scenes involving the most famous of the windwyrm spirits - especially one identified as Fintan, the trickster and keeper of flames.
All of the towers are of an appropriate size to permit even abnormally large windwyrms. The runesmith and Society of History member Misstep painted a large number of runes in the ruined towers to help stablize them and ensure that they will not fall to the ravages of time.
An ancient, crumbling windwyrm fortress at the edge of cliffside facing the waters of lake Zela. It was once a large, impressive castle, but time and wear from the sea mist have reduced it to a fraction of its former glory. Some areas of the old ruins are still standing, but much of it has fallen in on itself and resembles nothing more than a pile of salt-rimed brick. There are carvings of three-eyed windwyrms and the key markings of old Roseglade Kingdom architecture - that is, long rotten away wooden decorative additions, as well as carvings and paintings of summer days and fields of flowers.
According to the Seraphim residents of the Isle, the Northern Citadel was once home to members of the Greygale family, though as their numbers waned it fell into disuse, before finally being abandoned entirely after the Seraphim arrived and took refuge on the Isle with them, as it was feared keeping residing so close to the water might draw unwanted attention from outsiders.
The Northern Outpost
The Eastern Camp
Most of the Eastern Camp’s current population is scholars, either there as part of Misstep’s agreement to help provide education to the Seraphim or to study some of the Isle’s ruins. Misstep herself is a familiar face in the Camp, making near-constant trips between there and the Spire.
Elder Drake Castle
There are four guard towers with copper rooftops, with carvings and small artifacts from their former inhabitants, including exceptionally well-preserved weapons and armour, indicating that those employed here were both dragon and human.
In the heart of the castle is a massive circular ballroom, the ceiling marked with runes to create the illusion of a bright blue sky dotted with clouds, slightly more luminous than is natural. The walls are painted with images of Elder Drakes, unicorns (usually fighting or being killed by Elder Drakes), Thunderbirds, phoenixes, Familiars, leviathans and sky-whales, some of which almost appear to move when the light hits them just right. A large circular oculus in the ceiling permits natural sun and moonlight.
The most striking part of the ballroom, is, however, the massive skeletal remains of a long-dead Elder Drake. Some old letters carved into the personal quarters of the guard towers suggest that they were named An, and were a military leader of the Elder Drakes, perhaps during some ancient and forgotten war. In the time since the initial rediscovery of the Isle of Ghosts, the scholar Luuzin has spent much time investigating the skeleton and the rest of the castle.
Currently, they number a mere few hundred, and much of the Inner City lies uninhabited as a result, but the influx of newcomers on the Isle - some of which decided to stay - have started to fill out their ranks somewhat; a lucky few of which have even been offered the chance of becoming Seraphim themselves.
Major locations in the inner city are:
- The Grand Well - a deep, dark stepwell in the centre of the Inner City that was built by the Elder Drake occupants of the city many centuries ago. It is the water source for the entire city and despite its age, the waters deep within are almost crystal-clear.
- Temple of the Three Primordial - a temple to the windwyrm gods where they are worshipped and offerings are left. A massive carving of Maura and her two lovers, Muirchertach and Fintan, guard either side of the entry. In a large, domed room open to the sky at the back of the temple, the ceremonies to birth new Seraphim are conducted.
- Lady Three-Eye’s Hall - a large meeting hall that houses Lady Three-Eyes and the other eldest Seraphim, a place open for both young and old to come and seek their advice. The Seraphim’s records and library are also located here, with large murals depicting their history decorating the walls and parts of the shelves. It has been made open to access by outsiders, provided that they don't get too rowdy during their visit to the Hall.
- Inner City Gardens - an old Elder Drake greenhouse, all bronze and glass, remains standing in the inner city and is used by the Seraphim for agriculture, and both food items and medicinal plants are grown within. Due to old enchantments left behind by the Elder Drakes, it remains at a constant-temperature year-round.
- Graygale Stones - large pillars of stone carved with strange markings, crafted by members of House Greygale. They stand at the edge of the Inner City and upon the taller rooftops. Within the areas of the Deep Fog outside of this place, you may notice other carved stone pillars, overturned to conceal their true purpose or concealed by plant growth and moss.
- Those with runesmithing knowledge will recognize the stone in the city are carved with repel and steam/fog. Those outside the city are carved with illusion and steam/fog.
- Since summer 504, the Greygale Stones have been made inactive, and today stand as silent reminders of the Isle’s history.
- Those with runesmithing knowledge will recognize the stone in the city are carved with repel and steam/fog. Those outside the city are carved with illusion and steam/fog.