Algoland Island

Seabirds goats and sheep (but the latter have a hard time of it). Huge population of rats (or some similar rodent) for some reason. Meadow strip, gorse and heather and moss above. Plologue is the fish's armpit, protected by Castle Logr. Has an old wicker temple never burned just replaced gradually by the town toll (some rushes) for over 600 years. Ft. Groff like Ft. Lingus. Belongs to the Seneschal under aegis of Grand Duke. All houses stone (no wood or trees on island) but primitive with little mortar except mussel shells and limpets compost (very strong). Juffgusd Tower (one of the most sinister places in the country).

Primitive and bleak place, primitive web page. But see graphics below.

Island of Algoland
The island is run under direct rule from the Archduke of Estalia under an appointee called the Algo Seneschal, who tends to be the most capitalistic and hard-assed fisherman in the town, meaning it has been in the Farweave family for about four generations up to 1960 as far as we know. Farweave's House, the official Seneschal's residence, is a nice example of the well-built chaotic Plologue town building, in fact the best -- so random that it becomes an eye-opener (see below). The less said about Juffgusd Tower on the southern tip of the island the better. There might be a web page about this some day, but it won't be under the aegis of this one.
Algoland is a barren island off the west coast of Estalia but it is very important for the climate of that country as its 2000-foot-high ridges mitigate the effect of the North Atlantic westerly gales. It forms the western rim of what must have been a gigantic meteoric or asteroidal impact crater in ancient times (maybe this is the one that wiped out the dinosaurs), and is now the 'prow' of Almondsey as it drifts toward Iceland and is being subsumed into the Atlantic Rift. And in fact that has already happened because, except unreliably, no word or sight of Almondsey has been seen since 1969. Those with belief in mysticism think the place has just been 'hidden' from the modern world environment, which apparently many of the most powerful wizards of Lotta had been attempting since World War One. In any case it is slander to blame the disappearance on the Norwegians.
Fort Groff on Algoland
Fort Groff was built by the same architect who did Forts Lingus and Lotus on Sargon Island in West Estalia, but it only has two bastions as it is just protecting the bay in front of Plologue, the only town on the island. Only reason it was built was to keep Norway from annexing the island (but they did that in effect for over 100 years basing major whaling operations here, all for the benefit of the local population, which has been decimated by emigration since the end of whaling). The town itself is very well built in flagstones (which lie around the island just for the picking up) mortared with clam and mussel shells that make a concrete-hard cement. Unfortunately, there is no sign of any aesthetic or architectural design -- the place is higglety-pigglety and has no main sewers and still stinks of fish because that industry continues although the town is no longer a (legal) way-station for Norwegian whalers before whaling was banned. (We all know the Norwegians still cheat about that, as do the Japanese -- fried whale blubber must be an irresistable breakfast delicacy for folks who don't have ready red meat.)

Castle Logr

Castle Logr, dating in parts (mainly the keep at the east side) to the mid-15th Century, is now partially ruinous and functions mainly as a breakwater and fish-processing plant, although the keep is still maintained as a garrison (though its great hall is now roofless). The plan below shows it as it probably was around 1600 with its late 16th Century western ward and great hall. The castle is built on a rocky promontory rising to 40 feet at its seaward end, made into an island by the cutting of a narrow moat.
Explanation: (a) Guard room, (b) Kitchen, (c) Cellar, (d) Drawbridge, (e) Lower court, (f) Upper court, (g) Gatehouse, (h) Pantry/cistern room, (i) Garderobe, (j) Corridor, (k) Servants' quarters, (l) Sitting room, (m) Officers' mess, (n) Solar, (o) Strongroom, (p) Bedroom, (q) Commander's office, (r) Commander's bedroom, (s) Quay, (t) Parapet, (u) Gallery.