he ominous name "Savage Lands" refers to the numerous small islands and subcontinents that make up the tropical zone of the world. It is so named by Keller civilization because of the extreme weather conditions, the remote location, the unfamiliar natives, and the presence of the dim "Tropics of Eternal Night" under the Great Ring itself.
The tropical regions are divided into three areas. The "Northern Isles" are the area closest to the "Known World", marked by hot, wet climate and violent weather patterns. The "Far Isles" are nearly identical. These two areas are separated by five hundred miles of perpetual twilight, the sharp shadow of the Great Ring. The sun never shines brightly in this sullen region, known as the "Shadow Isles", leaving them cool, dry, and comparatively barren. Most Keller believe the region to be infested with demons and the dead, and hence travel through it is left only to the brave, greedy, or foolhardy. By and large they are well known only to the sailors who ply these waters.
The majority of inhabitants of the "Savage Lands" are ethnic Montoc, who do not usually deserve the appellation "Savage". There are no true empires in the region, but there are numerous island kingdoms linked by language and trade. The most sophisticated of these are the Southern Montoc, who have achieved an bronze-age civilization on their own island chains. The Southern Montoc are a fairly sophisticated people with a highly developed science of astronomy, and equal the Keller in seafaring ability if not scale. They do not fear the Tropics of Eternal Night, as they are well-acquainted with its dangers.
Northern Isles
The most easily approachable islands from the Keller Lands, the Northern Isles are ostensibly claimed by Gemric as the source of much of their overseas trade. These isles are the location of a large number of tiny Montoc kingdoms and chiefdoms. These kingdoms are a primary source for a number of the spices so coveted in the Known World, so the Gemiri frequently interfere with political disputes in order to gain advantage. The groups closest to Porto Federico are relatively friendly to foreigners, willing to raid inland groups for slaves and spices to sell; they are demonstrably not picky, and will sell to any with items to trade.
1. Tahinui - This island is almost the size of Tasmania, at 260,000 square miles. The interior of the island is a heavily weathered jungle plateau, with plentiful wildlife, most of it large and hungry. The coasts are heavily populated, a common source of slaves for the insatiable markets of the Known World.
2. Rua
3. Toru
4. Porto Federico - This island is the location of the primary Gemiri colony in the Savage Lands, and as the center for the web of small outposts that dot the Savage Lands. It is run by a governor, appointed by the Gemiri Grand Council, ostensibly to serve as the primary point of departure for the large oceangoing ships that carry cargoes back to Gemric. The walled town of Porto Federico has a permanent population of about 3500 people, with a much larger number of transients. Other parts of the island are occupied by small plantations, owned by Gemiri grandees. The town itself is a snake pit of rivalries and intrigue, but is often the only safe place that large ships can resupply. Small non-Gemiri vessels are often found here, where they must pay a premium for supplies and anything else, but any large vessel will be seen as a threat and seized or attacked by Gemiri soldiers.
5. Rima
Shadow Isles
The "Shadow Isles" receive dim, intermittent light during the day, but the nights are not much darker due to the presence of the ring in the night sky. The plants that can be found resemble those of the tundra in some ways, but adapted to the tropics. Some plants have adapted by becoming carnivorous... trapper plants which sit and wait long periods for prey are not uncommon. In many ways, the Shadow Isles seem more like another world than simply another island.
6. Ononui - This is the largest island in the Savage Lands, and one of the most dangerous. It is mostly overrun by goblinoids, and is used as a base and proving ground by various Yanoshi raiders. The island is dominated by several enormous volcanoes, rolling grasslands, low scrubby forests of shade-tolerant trees and long stretches of heavily eroded, inhospitable terrain. Parts of Ononui are effectively high-mana, and many explorers and fortune-seekers have lost their lives in pursuit of rare magical components that can be found on the island.
7. Grayrocks - This island, roughly 10,000 sq. miles in size, is typical of the medium sized islands in the archipelago. Its position puts it astride several of the major routes between the northern and southern areas. The name "Grayrocks" was given by the first Keller sailors to sight the island, which is dominated by a chain of barren gray mountains along the southern portion, resembling giant rocks. There are several small villages and pirate forts, all built on defensible hills or near good harbors, reinforced with walls of timber and stone. They are willing to do business with anyone with cash or barter, but they are dangerous, crime-riddled dens of villainy. Most of the ships that operate from the island are small, incapable of crossing oceans. The interior of the island is typical for a "shadow isle", so most attention is directed seaward. The inland areas are littered with small caves, crude ruins of unknown origin, and small populations of goblinoids that periodically raid the human outposts.
8. Waru
9. Ima
10. Tekau
11. Tekaumatahi
12. Tekaumarua
13. Tekaumatoru
14. Tekaumawha
15. Wawaahimotu - This usual island sits astride the dividing line between sun and shadow. It is considered to be the most magically active island in the Savage Lands, and is certainly one of the most dangerous to visit. Little is known about the island, as even the Montoc avoid it in the present day. Keller explorers often visit seeking knowledge and treasure amid its many ruins, but most find only their dooms. One of the major features of the island is the "God Wall", a hundred mile long set of ditches, berms, drystone walls, and old fortifications built near the dividing line. It appears to have been built by the island's inhabitants centuries ago, to keep the two halves separated. The wall makes use of natural terrain, and has many small gaps as it has not been maintained or manned for a very long time.
Southern Isles
Dominated by Montoc civilizations, this region is divided between numerous small rival kingdoms and empires. The Southern Montoc have mastered bronze working, and warriors will often bear bronze weapons and armor, but elites highly prize steel weapons as a trade item. The Southern Isles can be thought of as similar to medieval Indonesia, with several moderately large cities, advanced polities, and large stretches of trackless wilderness. The region is a source of many of the spices and ingredients for valuable luxury goods; local rulers are well aware of the demand for their products, and use this to their advantage. 16. Waihotia
17. Matau
18. Kakariki
19. Ngakomotu
20. Ruatekau
21. Titiro
22. Whakarongo
23. Hongihongi
24. Ranhua - Largest island in the Southern Isles, Ranhua is the center of the most powerful Southern Montoc state. The Kingdom of Ranhua has formidable war galleys capable of traveling anywhere within the Savage Lands, and their bronze age technology allows them to present a threat even to Keller adventurers on occasion. The Gemiri are keen to trade with Ranhua, but refuse to provide them with cannons. The Ranhuans, for their part, do anything they can to add to their small stock of cannon. The Ranhuans are currently unable to produce Red Dust, so their few captured cannon remain largely unused. Ranhuan raiders are one more menace to Keller explorers and travelers in the region, but they can be traded with if approached from a position of strength.