I posted this in the dead thread, so I'll move it here. I'm probably trying too hard, but I got carried away with the idea.
The Glowing Isle
Outward Appearance:
The profile of the isle is that of a monolithic rocky crag, being nonsymmetric, wide and relatively low, similar to the black isle logo (think Scottish isles).
The isle is oval in shape, ~3 miles in diameter with flat coastal region (~0.5 mi radial) and possessing a bay not visible from the principle direction that ships would sail from (mainland). The island always appears deserted, is sparsely vegetated, having a rocky coastal plain from the water's edge to the mountain's base. several rivulets run down the side of the mountain and are apparent upon approaching the isle.
like the following image except with a relatively flat, rocky, coastal area.
In the daylight there is a faint red mist rising from the flat coast of the island extending up the mountainside. The peak is clear and free of any mist.
It is the view at night that caused sailors to give The Glowing Isle it's name. Once twilight has passed and darkness descends, a low red glow (not mist) emanates continuously from the base of the mountain / coastal plains. To the very observant viewer (from the perspective of sailing from mainland towards the isle) the glow would be seen to be emanating from behind the rocky crag.
There is a protected bay hidden from the line of sight that sailors would normally approach The Glowing Isle from. This crescent shaped bay is formed by two rocky arms extending tangentially from the edge of the isle, like pinchers. Their points don't meet, but the opening has been blocked from the greater ocean by a large amount of rocks, debris, and mining equipment. Amongst the debris there is evidence of ship wreckage. Very close inspection would reveal that some of the wreckage is unlike anything the player has seen before (fragments of metallic hulls, rusted with age). Visible on the isle's shore, inside the protected bay, would be the ragged remnants of a dry dock (for ship construction). The bay is saturated with bioluminescent algae / plankton, creating the red glow seen at night. The red algae slowly spills out from the bay into the ocean and creates a dead zone where various fish and birds are found floating lifeless.
Imagine the following, but red and much more intense
Background:
The glowing isles was once a mining and manufacturing outpost, specializing in prototype ships, weapons and armor. The minerals found within the central crag could be mined, purified and refined into a less-reactive (read: less explosive) equivalent of metallic
magnesium that has approximately the strength of steel. To put that in perspective, that's ~5x lower density (weight per volume) than stainless steel, while having the same strength and ductility. I don't think many, if any, alloys exhibit such properties today. It's a shame that vapors given off by the refining process induce madness...
The red bioluminescent algae is fed by minerals contained in runoff from the crag's mining sites. A stream that was once harnessed by waterwheels now runs unchecked over the open strip-mined side of the crag (sailors approaching from mainland would not see this, it's all 'bay side'), and drains into the bay carrying the very minerals that were mined for. Similar to real-world fertilizer runoff containing nitrates that cause algae blooms in lakes, this mineral runoff feeds the red algae bloom. As a bonus, it also makes the water highly acidic and deadly for anything living in it or ingesting it and dangerous for anyone to touch.
The red mist is produced by some of the plant-life on The Glowing Isle. It's the result of plant-life (rock lichen, short grass, brush) adapting to the acidic and mineralized waters of the island. Any character that breathes air will find the mist harmful, and has a cumulative poisoning and madness effect ultimately resulting in death.
Manufacturing facilities were setup either inside the central crag or on the bay-side of the island, in the rocky coastal region. Being multi-layered and inside the crag is preferable, and allows construction of a dungeon reminiscent of The Glow in Fallout.
Backstory:
Assume this information is found over the course of investigation of the isle's manufacturing complex. A new mineral is discovered in the central crag of 'whatever-this-place-was-called-before-the-glow'. After initial trial and error processes, this mineral is able to be refined into a metal as strong (stronger!) as steel but at 1/5th the weight. There are problems with workers in the refining vats dying and going insane. 'Upper management' gives orders for prototype armor, weapons (swords/whatever) and even ships to be constructed with this new material. Production ramps up, more workers die and go insane. Management ignores it. Initially the weapons and armor trials are very successful, except for the unfortunate result wherein the people actually testing them are
occasionally slaughtering all those around them before finally being subdued (wearing this stuff has an affect on the player?). It is the increase in production required to make a ship that finally does the island in. Production facilities are expanded, the hull sections of a ship that is barely able to fit in the bay are formed and assembled in the dry-dock. Meanwhile, the red mist continues to proliferate while the waters in the bay are slowly turning red, to the unease of workers. The ceremonial launching of the metal-hulled battleship is a much-anticipated occasion that ends in disaster. Armed with cannons that rapidly cool (faster re-load), and a near-indestructible hull, the crew of the ship is stricken with madness and attacks the coastal dry-dock and crag-side mining facilities. Much death follows. The rogue metallic battleship is finally sunk at the bay outlet, providing a grisly reminder of how unchecked ambition destroys everything. This is a
Codexian reference to the console generation, and an homage to The Glow from F1.
Rumors:
Sailors will talk about their unease at witnessing the red glow around The Glowing Isle. Some say that a god died on the island, their flowing blood turning the very air red. Others say that a great many human sacrifices were performed, forever tainting the land red with blood. Whispers are spoken of an advanced technology being developed that challenged and angered the gods, driving them to destroy everyone and everything on the isle.
Information leading to the player equipping/learning the equivalent of a Zone of Sweet Air spell is required for access to the island (ala Rad-X in Fallout). A drunken, half-mad captain-turned-sailor (a demotion felt with much weight), whose ship crashed long ago, tells a tale. His ship was caught in a large storm, and became turned around. By the time the storm cleared, it was clear that they had circumnavigated The Glowing Isle and were very much off course. But by then, the ship was already lost. After many false starts and with poor luck, the ship was run aground (near the entrance to The Glowing Isle bay). He and some fellow sailors rowed to The Glowing Isle. This provides the player with some information- a bay, perhaps evidence of mining, red light coming from the front, rather than the back, of the island. The sailor and his few compatriots row to the entrance of the bay, only to find it blocked. They setup camp on one of the rocky arm's of the bay's pinchers. They are on the island for only ~18 hours, but on venturing inland the red mist infects their minds. All die except the ex-captain who speaks to the player, now more than half-mad. The then-captain spots a merchant ship off the far side of the island and frantically rows his boat out to meet it, securing his rescue.
Mechanics Involved:
To gain access to this location, the player must convince / commandeer a captain/ship to take him there. He must also have an item / spell equivalent to
Zone of Sweet Air that can be cast / affect the entire party, otherwise death takes them all. This is an homage to
The Glow. The island and interior levels should be relatively unpopulated, with the environment and recovered story fragments shaping the experience.
Assuming the main manufacturing complex (and records) are located inside the crag, the player must craft a ladder rope, or a rope + hook, and toss it up onto a rock promontory that contains the entrance to the facilities. Again, this is in homage to
The Glow. Once inside, there should be corpses, smelting, refining, testing, etc facilities for the new metal and refining process. Notes and documents found should emphasize the lack of empathy with the the loss of life during the refining / smelting process, despite high mortality rates. Reference to the red mist, algae, and madness/death among the workers should be hinted at. The equivalent of 'managers' should, over time, insist on more and more unrealistic production goals while de-emphasizing manufacturing quality and expressing a disregard for the loss of life and human dignity. This is another reference to the madness induced by the red mist while also a Codexian hook; as
it's an allegory to the consolization of game development. Expecting cut corners and lowered quality to result in a superior quality product is surely the result of madness...