|
The Land of the Green Isles is a fictional island kingdom from the King's Quest adventure game series, located far away from the main characters' home country of . It is ruled by King Caliphim and his queen, with the assistance of Vizier Abdul Alhazred. The kingdom is difficult to locate and possibly more difficult to actually reach, as the surrounding ocean is particularly treacherous in that area of the world. Because of this danger, only two forms of transportation between the various islands comprising the kingdom exist: the ferry, captained by perhaps the only man who can safely navigate from island to island, and a magic map that transports the bearer to wherever he or she wishes to go in the land.
List of Islands *Isle of the Crown *Isle of Wonder *Isle of the Beast *Isle of the Sacred Mountain *Isle of Mists
Isle of the Crown
This is the main island of the kingdom, home to the ruling family and their castle as well as most of the kingdom's human inhabitants. The island has a Middle Eastern feel to it, in terms of architecture and dress. In the village, an old man will give passersby a new oil lamp in exchange for an old one in the hopes that he will discover a genie in the old lamp; a clear reference to the story of Aladdin. There are only 2 stores in the village which are a pawn shop and a bookstore. The estate of a rich family with a beautiful servant girl (who is actually the stepdaughter) lies to the north of town, while the Castle of the Crown lies to the east. On the westernmost shore of the island sits the drydocked ferry.
Isle of Wonder
This island is filled with a variety of magical and curious inhabitants, which have many similarities with Alice in Wonderland. Five gnomes guard access to the isle, each identifying any guests using one of the five senses.
On Exclamation Point, to the east, a Bookworm presides over teetering piles of books with his friend, the Dangling Participle. A Black widow spider spins her web here as well, always trying to tempt passing men into "marrying" her and sharing her web. Her intent, however, is more carnivorous and less matrimonial.
Just north of the beach lies a swampy forest. Much of the plant life here and in the garden beyond is alive and feisty. Clinging vines, wallflowers, tomato vines, cattails, and a dogwood tree are just some of the inhabitants of this part of the isle.
Past a large gate in the Garden is Chessboard Land, home to assorted oversized chess pieces. It is ruled by the Red and White Queens, who constantly bicker over everything, particularly whether red or white is the better color.
Isle of the Beast
As the island's name makes evident, a large beast resides on this isle. He lives deep inland, in a large castle surrounded by a maze of hedges with an entrance magically sealed by rose bushes. A small rose garden and a forest path lead from the beach to the castle. The beast, like the one in the story Beauty and the Beast, is under a magical spell that can only be broken with love.
Isle of the Sacred Mountain
A large mountainous island, the Isle of the Sacred Mountain is home to a race of people called the Winged Ones, ruled by Lord Azure and Lady Arial. The Winged Ones are basically human but with large wings sprouting from their shoulder blades. They appear to live in nest-like homes set upon tall pillars unreachable except via flight or a secret staircase. The Winged Ones are descended from an older race, whose remains lie in the catacombs. An oracle resides in a cave in the Sacred Mountain, and a minotaur has taken up residence in the catacombs, demanding the sacrifice of a young maiden on occasion.
The way up the mountainside from the beach is too steep to be climbed, but a series of puzzles and riddles allows someone of noble heart to ascend to the top and reach the entrance to the catacombs and the Winged Ones' city.
Isle of Mists
This is a mysterious island whose existence is but a myth to the residents of the other Isles. It cannot be reached except by magical means, and does not appear on common maps. A number of druids live here, engaged in mystical ceremonies and rituals. An uninvited visitor would do well to avoid coming into contact with them, as they are not particularly welcoming.
|
|
|