List of fictional islands

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Below is a list of islands that have been invented for films, literature, television, or other media.

Contents

A

B

C

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

T

U

V

W

Y

Z

Unnamed

See also

Related Research Articles

Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, it was published for the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, in addition to novels, role-playing video game adaptations, comic books, and the film Dungeons & Dragons: Honor Among Thieves.

Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the Dungeons & Dragons role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures.

Faerûn is a fictional continent and the primary setting of the Dungeons & Dragons world of Forgotten Realms. It is described in detail in several editions of the Forgotten Realms Campaign Setting with the most recent being the 5th edition from Wizards of the Coast, and various locales and aspects are described in more depth in separate campaign setting books. Around a hundred novels, several computer and video games and a film use Faerûn as the setting.

<span class="mw-page-title-main">Pirate utopia</span> Form of autonomous proto-anarchist society

Pirate utopias were defined by anarchist writer Peter Lamborn Wilson, who coined the term in his 1995 book Pirate Utopias: Moorish Corsairs & European Renegadoes as secret islands once used for supply purposes by pirates. Wilson's concept is largely based on speculation, although he admits to adding a bit of fantasy to the idea. In Wilson's view, these pirate enclaves were early forms of autonomous proto-anarchist societies in that they operated beyond the reach of governments and embraced unrestricted freedom.

<span class="mw-page-title-main">Subterranean fiction</span> Subgenre of adventure fiction

Subterranean fiction is a subgenre of adventure fiction, science fiction, or fantasy which focuses on fictional underground settings, sometimes at the center of the Earth or otherwise deep below the surface. The genre is based on, and has in turn influenced, the Hollow Earth theory. The earliest works in the genre were Enlightenment-era philosophical or allegorical works, in which the underground setting was often largely incidental. In the late 19th century, however, more pseudoscientific or proto-science-fictional motifs gained prevalence. Common themes have included a depiction of the underground world as more primitive than the surface, either culturally, technologically or biologically, or in some combination thereof. The former cases usually see the setting used as a venue for sword-and-sorcery fiction, while the latter often features cryptids or creatures extinct on the surface, such as dinosaurs or archaic humans. A less frequent theme has the underground world much more technologically advanced than the surface one, typically either as the refugium of a lost civilization, or as a secret base for space aliens.

The Kraken is a legendary sea creature of gargantuan size, said to have been seen off the coasts of Norway and Iceland.

The Nintendo Player’s Guides are a series of video game strategy guides from Nintendo based on Nintendo Power magazine.

<span class="mw-page-title-main">Floating cities and islands in fiction</span> Science fiction concept

In science fiction, floating cities and islands are a common trope, which range from cities and islands that float on water to ones that float in the atmosphere of a planet by purported scientific technologies or by magical means. While very large floating structures have been constructed or proposed in real life, aerial cities and islands remain in the realm of fiction.

<i>On Stranger Tides</i> 1987 historical fantasy novel by Tim Powers

On Stranger Tides is a 1987 historical fantasy supernatural novel by American writer Tim Powers. It was nominated for the World Fantasy Award for Best Novel, and placed second in the annual Locus poll for best fantasy novel.

Pirates of the Caribbean is a Disney media franchise encompassing numerous theme park rides, a series of films, and spin-off novels, as well as a number of related video games and other media publications. The franchise originated with Walt Disney's theme park ride of the same name, which opened at Disneyland in 1967 and was one of the last Disneyland attractions overseen by Walt Disney. Disney based the ride on pirate legends, folklore and novels, such as those by Italian writer Emilio Salgari.

<span class="mw-page-title-main">Pirates in the arts and popular culture</span> Representations of pirates in fiction or literature

In English-speaking popular culture, the modern pirate stereotype owes its attributes mostly to the imagined tradition of the 18th-century Caribbean pirate sailing off the Spanish Main and to such celebrated 20th-century depictions as Captain Hook and his crew in the theatrical and film versions of J. M. Barrie's children's book Peter Pan, Robert Newton's portrayal of Long John Silver in the 1950 film adaptation of the Robert Louis Stevenson novel Treasure Island, and various adaptations of the Middle Eastern pirate, Sinbad the Sailor. In these and countless other books, films, and legends, pirates are portrayed as "swashbucklers" and "plunderers". They are shown on ships, often wearing eyepatches or peg legs, having a parrot perched on their shoulder, speaking in a West Country accent, and saying phrases like "Arr, matey" and "Avast, me hearty". Pirates have retained their image through pirate-themed tourist attractions, film, toys, books and plays.

Dream worlds are a commonly used plot device in fictional works, most notably in science fiction and fantasy fiction. The use of a dream world creates a situation whereby a character is placed in a marvellous and unpredictable environment and must overcome several personal problems to leave it. The dream world also commonly serves to teach some moral or religious lessons to the character experiencing it – a lesson that the other characters will be unaware of, but one that will influence decisions made regarding them. When the character is reintroduced into the real world, the question arises as to what exactly constitutes reality due to the vivid recollection and experiences of the dream world.

<span class="mw-page-title-main">Open world</span> Type of video game design

In video games, an open world is a virtual world in which the player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include The Legend of Zelda (1986), Grand Theft Auto III (2001) and Minecraft (2011).

A multimedia franchise is a media franchise for which installments exist in multiple forms of media, such as books, comics, films, television series, animated series and video games. Multimedia franchises usually develop due to the popularization of an original creative work, and then its expansion to other media through licensing agreements, with respect to intellectual property in the franchise's characters and settings, although the trend later developed wherein franchises would be launched in multiple forms of media simultaneously.

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