44 miles wide, average above surface 2,500 ft. (observed from other Islands)
2.3 years between Core Island connections.
Geography
The Gate and all Ancient ruins are inside the island itself, in a series of maze-like passages, presumably the basement or sewers or something of an Ancient site (or perhaps a buried Ancient site), and no way to the surface of the island has yet been found, even with some tunneling and risky magical attempts to jump or teleport outside. The tunnels are largely unexplored and full of cave ins, loose rocks, and rumors of monsters that nest inside. However, many explorers have returned with bones or mined wealth from somewhere in the tunnel, and even a few rumors of magical items of unknown purpose.
People and Culture
This Island has attracted only the roughest and toughest sorts, those who view wandering into dark tunnels in search of hypothetical wealth as worth the risk.
Most explorers who have ventured far from the Gate have not returned. Those who have returned with bones or ores are protectively paranoid about just where they have found anything, leading to some simply preying on any successful explorers rather than doing any exploring themselves.
With the growing wealth found, a support culture has grown up around the Gate itself, with a semblance of civilization, but otherwise the people who are on the Island for a long time are ruthless and careful.
The Collegium and Arcanists have sent several expeditions into the tunnels, but neither have an established presence, especially as several expeditions never returned. The various larger Islands have sent a few groups, but none have been permanent, although rumors abound that various groups or businesses near the Gate are supported covertly by powers or Clans.
Food remains the largest currency on the Island, though there is a growth industry in a disgusting local fungus that has been cultivated in the tunnels. Prices fluctuate wildly when the Gate reopens and fresh food can be imported.
Local Authority
The Island runs on a sort of mob justice, with some niceties maintained around the Gate, but increasingly lawless the deeper you go. A few of the established merchants and businessfolk near the Gate work together on larger problems, but generally trouble is avoided near the Gate. The small Arcanist dwelling near the Gate is typically the authority of last resort, as they are the only faction that no one dare cross. For good or for ill, they usually stay out of local affairs unless related to an Arcanist expedition.
Language
Travit is the language of choice, as such a wide variety of scoundrels have arrived to explore the Island.
Traverton
The Gate opens into a large cavern, but there was little else permanent beyond this point for many years. With the successful retrieval of some wealth from the tunnels, a roughshod Traverton has developed in the surrounding tunnels and caves near the Gate. Posted signs at intersections around the Gate try to lure wealthy explorers (or more likely, gullible newcomers) toward the various diversions, suppliers, and merchants that have found a tunnel or cavern to set up in. Explorers staying for the entire 2.3 year cycle will need to establish, by gold or by force, some safe home base to operate from.