The Easterly Isles
Located in the Eastern Seas to the east of Varrunna lie 3 islands named Ikardur (the largest and most northerly of the 3), Saglamor (the middle and also smallest) and Ysbaal (the most southerly), but they are collectively known to outsiders as the Easterly Isles. They are a varied patchwork of Kingdoms and Clan-Holds with a reputation for smuggling, piracy and mischief that can be fairly levelled at some, with the rest being tarred with the same brush, for good or ill.
At last count there were about 12 different Kingdoms of varying sizes and scores of Clan-Holds scattered within, and it is the Clan-Holds who by and large make a dubious living hiring themselves out as waterborn mercenaries to all comers one moment, and then committing acts of piracy and coastal raiding the next. The Kingdoms appear to at least try and join the modern world with most attempting a veneer of civilization and progress (varying between one Kingdom to another), but the Clans don’t much care for anything except living their misanthropic ways as they always have done, with the coasts of the Marchers, Varrunna, Toralden and some northerly parts of the Heel occasionally getting a visit from time to time, though they are sensible enough to steer clear of coastal Amarkacha (they are brave and impetuous, not stupid). Of course, it’s easier to raid ones nearest neighbours, and so they cheerfully raid one another and the Kingdoms too.
Topographically, it is a wet and waterlogged seeming land, with the strong winds from the east lashing the islands on many days, and it is also a mix of wet forest, moorland and craggy hills and as such there is a premium on good farmland, so subsistence level farming, foraging, hunting and fishing is the way many of the Clans and some of the poorer Kingdoms get by. There are some iron deposits, jealously guarded by those who have them, and much bloodshed occurs over ownership and trade over this resource. The 3 resources that actually draws trade to these wet isles are amber, furs and coal (the latter being discovered only recently). The furs are prized for there is a vigorous number of wild beasts that dwell in the isles, that whilst being dangerous, are much easier to acquire than furs from Amarkacha. The amber trade has a long tradition, and has allowed several Kingdoms to grow out of it and actually be regarded as Kingdoms by outsiders, instead of a band of dubious savages.
In matters of religion, the Society has a growing presence within the Kingdoms (who regard it as a badge of civilization and progress to have Society Reverends and Churches within their settlements), but this seems to stop with regards to the Clans, who, whilst saying they worship and follow Korvaio, don’t actually allow foreign clergy into their settlements often. Naturally this intrigues the Society (and the Eye in particular), but given that the Clans hold no love for the Amarkachans and are not easily accessible by any military, the Society seems to be playing a low key game at the moment.
The Clans are recognisable easily for the sealskin short breeches they wear, along with heavy cloth kilts and plaids they wear when enduring poor weather. They tend to wear knee boots of leather, and the kilts and plaids they wear come in many different styles and colourations, with the differences between some Clan colours being (dangerously at times) hard to differentiate unless seen with a practised eye. They like to use a cutlass like chopping shortsword with a basket hilt, wicked looking daggers (most often used in a 2 weapon style) and whilst many use crossbows, they seize the chance to use firearms whenever they appear. Still, personal taste and identity matters for some, and axes, spears and other older style weapons are still used by the odd Clan-folk. They set great stall in tattooing, and many, both men and women, exhibit fine examples of body art with distinctive Clan markings often evident.
The Clan ships and boats tend to be longships with the occasional keelboat, though they’ll take what they can get, not being choosy or overburdened with an abundance of sentiment.
The Kingdoms try and emulate (to varying degrees of success) the mainland styles and initiatives, though always with an element of being behind the times in matters of military, fashion and culture. Militarily they would prefer firearms, but most have to make do with crossbows. Cavalry as a military arm is non existent, both for the costs and also for the logistics, with a landscape that does not lend itself to cavalry engagements. Horses do exist here, but are status symbols for the wealthy and used for travel by the same.