Beyond the shores of Akanul and Minz, through the mists and treacherous rocks and coral reefs lies a collection of warring island nations. Collectively these nations call themselves Kyodainashima, or Shima-To for short. Somewhat isolated from the rest of Atroa, these islands would seem backwards to most Atroans from the mainland, but they are steeped in centuries of tradition. Without the technological advances of Sprohm or the strict religious heel of the church of Erathis the Shimaians were left to develop their primal arts to extraordinary levels. As a result druids form most of the hierarchy of Kyodainashima, and Melora is the most revered deity. Though airship travel would normally mean easy access to the islands; Kyodainashima is surrounded by disorienting mists and storms, courtesy of powerful primal magic. This prevents airship travel too far west of Akanul or too far east of Ckalle.
Korei- On the mainland, elves are seen as outsiders and have been forced from their homelands by the nations and wars of humans. Amongst the islands of Kyodainashima, however, elves are the most prominent and prosperous. Few humans live in the islands of Shima-To, those that do are often pirates or slavers. As a result, the elves of Shima-To hold a deep distrust of humans. The Korei archipelago is ruled by the elven nobles and is the largest collection of islands in Kyodainashima. The elves power and influence affords them a great deal of protection from the other nations and the roving pirate bands.
Amid the lush forests of Korei, the elves have built cities that outsiders would be hard pressed to distinguish from the surrounding flora. Their palaces span huge ancient trees and mist-shrouded peaks. Even the common folk and fishermen of Korei live comfortably and need not fear for their livelihood. Under the canopy of protection of their elven lords they live a relatively easy life. The nobles often have roots in agriculture or fishing, or have strong ties with the church of Melora. Some operate shipping companies that handle exchanges as a neutral party for other feuding nations. Amongst their own, the elven nobles have striven to maintain unity, but some noble houses seek to expand their influence and risk war with other nations.
The nation of Korei, having the most power and influence, must police the other nations. The Korei Navy stays out of major battles involving the other warring nations, but they step in readily to combat piracy and slavery. Their ships are crewed by skilled elven sailors and seekers, who's volleys have been known to take down whole ships.
Murasaki- The archipelago nation of Murasaki is ruled by the dragonborn. Though fierce in battle and hold long grudges, the dragonborn are quite honorable. The Murasaki are locked in a decades long battle with the nation of Gekido. The Gekido tieflings insulted the Murasaki, somehow, long ago, and though no-one quite remembers the specifics, seemingly nothing can stop the feud. The Murasaki possess one of the greatest navies of the Kyodainashima. Their ingenuity with ballistae and catapults make their ships quite deadly. Their archipelago is well defensible, with coral reefs surrounding most of it.
Gekido-
Midori-
Ishi-
Tsubasa- Tsubasa is an island shrouded in mystery and superstition. Ships steer well clear of its shores, for fear of the tales of reefs and rocks appearing from nowhere and wrecking entire flotillas. The island itself is said to be haunted by vengeful spirits from the Shadowfell, and sailors tell tales of Nightwalkers roaming the shores on the darkest of nights. All of this is just what the real inhabitants of Tsubasa want everyone to think. Tsubasa is, in reality, the largest colony of kenku on all of Atroa. Elsewhere, kenku must scrounge for existence on the fringes of society or in the Borderlands, but on Tsubasa their civilization is on par with that of Winterhaven. Though, their outlooks and beliefs drastically differ. The Tsubasa kenku owe their successful economy (and successful secrecy) to their leader, Ko.
Ko has single handedly united the myriad tribes of kenku that used to inhabit the island under one banner and taught them the ways of the wider world. But, Ko has his own secrets; unlike his followers, Ko is actually a changeling posing as a kenku. He and his clan, all changelings, infiltrated the island with the mind to capitalize off of the crafty bird-men. The superstition surrounding Tsubasa isn't based on any actual eye-witness events, not even through elaborate illusions, all of the tales of dread and death are courtesy of Ko. Every so often, Ko (or one of his clan-mates) will blend into another nation and spread tales about ships wrecking off the coast of Tsubasa, or wraiths enveloping a ship that lingered too close. All it takes is a few well "lubricated" ears and the stories spread like wildfire. True, the tales do spark their fair share of curiosity, but those foolhardy enough to investigate the claims never return.
The reasons behind Ko's infiltration of Tsubasa are simple; Until he arrived, the tribes on Tsubasa spent more time feuding with each other than preying on passing merchant vessels. But, when they did, they were a force to be reckoned with. The Tsubasa kenku breed giant ravens which they use to spy on merchant vessels from high above. Look-outs mistake the giant birds for their smaller kin and dismiss them, which allows the kenku to swoop in and devastate straggling ships with grenades. Once the crews are disposed of, they loot the ship, carrying away even the heaviest of cargo with their own ships waiting just out of sight. Being witness to one kenku raid piqued Ko's interest and he instantly saw an avenue to great wealth. Furthermore, Ko's clan was without a home. Having been ousted from Foamgather there was little option left for them. They could have tried to infiltrate one of the warring nations, but that was far too risky, and Tsubasa was remote enough and had the perfect circumstances for Ko's plan.
Tsubasa doesn't trade with other nations, or at least thats what the other nations think. Ko's clan regularly takes trading vessels to Korei, Murasaki, and even Gekido, under the guise of another race or nation, peddling that nations' own stolen goods for exorbitant prices. This affords the kenku a hefty income and access to the comforts of the other nations. As such, Tsubasa is not the typical kenku colony; It has buildings and streets just like any other metropolis. Albeit, suspended high in the trees. The kenku are able to pursue crafts and start businesses among their own. No longer do the tribes quarrel for food and shelter. Eventually they will be able to trade openly with the other nations with goods they make themselves.
Religion was another thing Ko brought to the kenku. Before he arrived, they worshiped the primal spirit of the raven and the wind. Ko brought with him scriptures on the Raven Queen and the Traveller, and it didn't take much convincing to sell the kenku on the appealing deities. The kenku do still practice their old primal magic, but now its bolstered by new religions and even Pact magic. Kenku wing mages usually accompany raiding parties along with a few Raven clerics. At this point in the game Ko isn't concerned if his kenku disciples discover his secret. He feels secure that his actions have cemented his status among them. He and his clan needn't search for a home any longer. Ko sees himself as a savior to the kenku, and though he is exploiting them, he has grown quite fond of them.
Backgrounds- Tsubasan Kenku, Master of Mimicry.
Foamgather- Fact and fiction are hard to separate when it comes to Foamgather, for its people guard their secrets well. They mask the truth with fanciful tales about a surviving prince from a fallen empire, refugees from another world fleeing some monstrous threat, and grand stories about how Foamgather moves between realities, slipping free from those who would do them harm. The most reliable account about Foamgather is from a crusty old sailor who claimed to have been born there. He has no name other than Old Man, but he attracts a following with the stories about his former home.
Foamgather’s history is a tangled skein made up of countless stories, each a tale of fear, suffering, and loss, shaded with embellishments. Since Foamgather is a tribe consisting of displaced humans and half-elves from across the islands, with every culture, nationality, and just about every language represented, in many ways Foamgather’s history is the history of Kyodainashima. It’s commonly known among the Unhomed that the first and oldest ships, lost in the fleet’s center, belonged to the founders, a strange people who died out long ago. Graybeards whisper they came from another world, fleeing an indescribable menace until they washed up here. Perhaps one day, the founders will return. Then again, maybe the thing they fled will come instead.
Qualifying as land only in the loosest sense, Foamgather is an island made from detritus, flotsam, jetsam, and boats of all sizes. It’s a tangled mess connected by rope bridges, gangplanks, and crude bridges. The Unhomed live on these boats, taking shelter in the hulls where possible. The larger ships’ decks serve as communal areas, where Unhomed gather to trade, exchange news, worship, or court potential partners. Foamgather has temples and taverns, an inn, a school, and several shops, where tradesfolk labor to keep the Unhomed supplied with whatever necessities they require.
Since the Unhomed come from different ports, little physically unites them. Short or tall, skinny or fat, red, brown, blue, or pink—these things matter not because loyalty to Foamgather blinds them to physical differences and binds them to a common cause: survival. Clothing and gear comes from salvage and scavenging, so people wear patched and gaudy clothes. Foamdancers (the Foamgather Guard) defend themselves with spears, crossbows, nets, and clubs, weapons that can do double duty for fishing. Foamdancer player characters favor the martial classes, with rogues and rangers being the most common. Foamgather citizens are primarily human or half-elf, with a smattering of permanent citizens from most other races.
Before joining Foamgather, a person’s past is his or her own business. No one cares about wrongdoings committed elsewhere; only the here and now matters. When a petitioner comes to the community, no one qualifies his or her worth by the individual’s deeds
or misdeeds, but rather by his or her skills and what each can bring to the community. A fresh slate doesn’t mean people can do as they please: The people punish crimes against Unhomed with swift justice. Theft, extortion, assault, murder, and so on bring swift justice, with exile being the most common punishment. For the most severe crimes, the Unhomed hand over the criminal to the sharks.
Melora is Foamgather’s patron goddess, because through her will, the community thrives. They depend on the fish swimming through her waters and on her mercy when storms gather on the horizon. Foamgather’s tolerant policy also extends to religious beliefs, as long as they remain harmless and do not disrupt the community.
Magic is a talent, much like swordplay, hunting, or strumming a lute, and the Unhomed are quick to welcome seers, healers, and mages. A skilled practitioner can predict a spring storm before it strikes, curb a plague festering in the bilges, or help defend the community when the sea devils attack. The Unhomed might value a magician’s contributions, but they never tolerate reckless magic because anything that can endanger the fleet has no place among them.
Foamgather aims for peaceful relations with all their neighbors. They trade with passing ships, pirate and merchant vessels alike, sometimes make forays into settled lands for materials they need (such as nails, tar, and canvas), and deal with aquatic humanoid races, when encountered. The other warring nations of Kyodainashima see Foamgather as neutral ground. Those that come to the island to cause trouble find themselves rebuked. Korei is tolerant of the humans and half-elves of Foamgather, as they do not practice piracy or slavery themselves. But, they do not condone them trading with pirates. They do have enemies, and the sahuagin are the worst foes because the sea devils think the Unhomed are easy prey. If the dangers ever become too great, the fleet might break apart, to chart different courses toward a prearranged meeting spot where they eventually gather into a community once more.
Backgrounds- Unhomed, Half-elf Outcast.