The Whaletooth Archipelago
The Whaletooth Archipelago has long been a haven for the Realm’s shadowy underbelly; scattered islands, sandbars, reefs, hidden rocks waiting to shred the underside of a ship makes it deadly to navigate for those inexperienced at sailing its waters. Even talented sailors who were raised in the Archipelago can sometimes fall victim to its trickeries if they grow overconfident. It is a largely tropical region, filled with thousands of species of colourful plants and animals, and below the waves, one doesn’t need to look hard to find coral reefs and fluorescent-coloured fish.
During the time of the Elder Drakes, centuries ago, it was a place of refuge from their rule due to the dangers of navigating its waters, and it remains a place of safety for those who have reason to hide from the eyes of other nations - provided that they can make their way amidst a culture of lawless pirates. A large population of humans and non-shipwrecker dragons reside in the Archipelago as a result.
During the time of the Elder Drakes, centuries ago, it was a place of refuge from their rule due to the dangers of navigating its waters, and it remains a place of safety for those who have reason to hide from the eyes of other nations - provided that they can make their way amidst a culture of lawless pirates. A large population of humans and non-shipwrecker dragons reside in the Archipelago as a result.
Map of the Southern Shipwrecker's territory by J-Haskell. See full-sized image here.
City Name: The Drifting City
Founded: Sometime before 22 B.A
Region: The Whaletooth Archipelago
Newcomers to the Whaletooth Archipelago are perhaps the most surprised by the Drifting City, for there is no other place like it in the world. A massive chain of wooden platforms floating on the open ocean extending outwards in all directions, linking every distant Southern settlement to the City. Moored to these platforms or anchored to the reefs and sandbars not far below are houseboats, market vessels, and pirate ships. It is a busy place, alive with hundreds of people, and the scent of food, the sound of music, talking and singing.
Pirates, adorned in dizzyingly bright silks and bearing the scars that mark those who partake in their craft, are everywhere, as well as every type of merchant, entertainer, and person under the sun. Every few platforms, there are spear-wielding Shipwreckers standing guard, wearing the telltale black shoulder bands denoting an Urchin, watching over the markets and keeping order in the city. Though don’t expect them to do much in the case of pickpockets; they’re mostly just glorified bouncers, throwing anyone who gets too violent out of the City for a time to cool down.
It is a busy and exciting place, and while if there was a Pirate Queen they would rule from the fortress of the Hotrock Hollow, the Drifting City is the true center of the Whaletooth Archipelago, for those who control the City control the heart of the Southern Shipwreckers. The Sirens watch its docks in secret, keen eyes always alert for signs that groups like Ironbrook’s Talons might be active in the area.
It was founded long ago by the first Pirate Queen, back when she was a simple outlaw captain, as a quiet, discreet place to hide stolen goods and the family and friends of herself and her crew.
Founded: Sometime before 22 B.A
Region: The Whaletooth Archipelago
Newcomers to the Whaletooth Archipelago are perhaps the most surprised by the Drifting City, for there is no other place like it in the world. A massive chain of wooden platforms floating on the open ocean extending outwards in all directions, linking every distant Southern settlement to the City. Moored to these platforms or anchored to the reefs and sandbars not far below are houseboats, market vessels, and pirate ships. It is a busy place, alive with hundreds of people, and the scent of food, the sound of music, talking and singing.
Pirates, adorned in dizzyingly bright silks and bearing the scars that mark those who partake in their craft, are everywhere, as well as every type of merchant, entertainer, and person under the sun. Every few platforms, there are spear-wielding Shipwreckers standing guard, wearing the telltale black shoulder bands denoting an Urchin, watching over the markets and keeping order in the city. Though don’t expect them to do much in the case of pickpockets; they’re mostly just glorified bouncers, throwing anyone who gets too violent out of the City for a time to cool down.
It is a busy and exciting place, and while if there was a Pirate Queen they would rule from the fortress of the Hotrock Hollow, the Drifting City is the true center of the Whaletooth Archipelago, for those who control the City control the heart of the Southern Shipwreckers. The Sirens watch its docks in secret, keen eyes always alert for signs that groups like Ironbrook’s Talons might be active in the area.
It was founded long ago by the first Pirate Queen, back when she was a simple outlaw captain, as a quiet, discreet place to hide stolen goods and the family and friends of herself and her crew.
✪ Bilge
City Name: Bilge
Founded: 20 B.A
Region: The Whaletooth Archipelago
A pirate town through and through, every part of it tailored towards appeasing and sustaining sailors and warriors. They provide weapons, armour, ammunition for cannons and guns, smuggled pleasures, and passable food - though most know not to trust the water in Bilge. It has been attacked many times, but because of the essential services it provides to many of the Captains in the Archipelago, it is protected by vast fleets of pirates.
Traders from other nations are welcome, provided that they bring goods with some value, and Bilge is often the place that newcomers go to arrange protection or passage with pirate Captains. It is a profitable business, offering to protect foreign vessels entering Southern waters to trade, but equally dangerous.
Founded: 20 B.A
Region: The Whaletooth Archipelago
A pirate town through and through, every part of it tailored towards appeasing and sustaining sailors and warriors. They provide weapons, armour, ammunition for cannons and guns, smuggled pleasures, and passable food - though most know not to trust the water in Bilge. It has been attacked many times, but because of the essential services it provides to many of the Captains in the Archipelago, it is protected by vast fleets of pirates.
Traders from other nations are welcome, provided that they bring goods with some value, and Bilge is often the place that newcomers go to arrange protection or passage with pirate Captains. It is a profitable business, offering to protect foreign vessels entering Southern waters to trade, but equally dangerous.
City Name: Labyrinth
Region: Tidekeeper Territory
A winding system of submerged lava tubes in the Molten Sea that has been inhabited by larger Tidekeeper pods. These tunnels are filled with plentiful fauna and flora and the warm waters make it a perfect area for hatchlings. Shipwreckers will occasionally pass through the area.
Region: Tidekeeper Territory
A winding system of submerged lava tubes in the Molten Sea that has been inhabited by larger Tidekeeper pods. These tunnels are filled with plentiful fauna and flora and the warm waters make it a perfect area for hatchlings. Shipwreckers will occasionally pass through the area.
City Name: Primrose Landing
Founded: 449 A.E.D
Region: The Whaletooth Archipelago
A city in the Whaletooth Archipelago that blends local and Dutorian cultures very well. Although Primrose Landing has a large public dock, many of its citizens dwell a bit inland in permanent, decently-constructed houses of Dutorian style (medieval Scandinavian architecture) painted with primroses. The locals are talented gardeners, and since settling down in the Archipelago have learned to be quite proficient at tending to the local flora - making Primrose Landing, despite its benign name, one of the best places in the Archipelago to procure poisons.
Primrose Landing was first founded in the early years of the War of Seasons; a Hovellian warship returning from a raid carrying Dutorian prisoners of war hit a shallow reef in the Archipelago and began to sink. During the ensuing chaos, the captives were able to escape and swam for shore. Those who survived took shelter on one of the larger islands and quickly realized that as they had no way to return home to Dutoria, they would have to teach themselves how to survive in the unfamiliar environment.
Luck was on their side, and the refugees managed to stumble across scattered ruins of an abandoned shipwrecker sugarcane farm, doubtlessly destroyed during one of the many nameless skirmishes between pirates in the Archipelago. They were able to use the shelters, and expand upon them in Dutorian style, to create homes for themselves; and thus Primrose Landing was born. They struggled at first to survive in the tropical heat and countryside of the Archipelago, and more than a few of their number lost their lives to unfamiliar wildlife and disease, but more escaped captives arrived as time passed to bolster their numbers and the community gradually grew.
The people of Primrose Landing managed to get ahold of a ship of their own after gambling with a passing shipwrecker Captain and used it to help further establish and expand their city, as well as launch a few small raids against Hovellian warships they knew would be carrying prisoners of war - mostly Idothean ones.
By 480 A.E.D, when the Dutorian army set up a base off the northwestern coast of Hovell, known as Fort Gunnar, the people living there were quite well-established. A few left to Fort Gunnar to join the army there or get passage back home, but most of the young city’s population stayed behind. As the war grew closer to home, the fighting often happened in the waters surrounding Primrose Landing, and the citizens of the town would often come along to rescue the crews of sinking Dutorian ships, although they only participated in the fighting themselves infrequently, fearing drawing too much attention from the Hovellian Warlords. Whisperings of a Dutorian city in the Archipelago spread, and those in Fort Gunnar sick of the war or simply too afraid to fight would occasionally slip away and take up residence in Primrose Landing. To this day, many of the city’s inhabitants are deserters from the Dutorian army or their descendants.
After the War of Seasons came to a close in 492, some of Primrose Landing’s population returned to Dutoria with the army, however, many had made connections and put down roots in the Archipelago and decided to remain behind in their new home.
Founded: 449 A.E.D
Region: The Whaletooth Archipelago
A city in the Whaletooth Archipelago that blends local and Dutorian cultures very well. Although Primrose Landing has a large public dock, many of its citizens dwell a bit inland in permanent, decently-constructed houses of Dutorian style (medieval Scandinavian architecture) painted with primroses. The locals are talented gardeners, and since settling down in the Archipelago have learned to be quite proficient at tending to the local flora - making Primrose Landing, despite its benign name, one of the best places in the Archipelago to procure poisons.
Primrose Landing was first founded in the early years of the War of Seasons; a Hovellian warship returning from a raid carrying Dutorian prisoners of war hit a shallow reef in the Archipelago and began to sink. During the ensuing chaos, the captives were able to escape and swam for shore. Those who survived took shelter on one of the larger islands and quickly realized that as they had no way to return home to Dutoria, they would have to teach themselves how to survive in the unfamiliar environment.
Luck was on their side, and the refugees managed to stumble across scattered ruins of an abandoned shipwrecker sugarcane farm, doubtlessly destroyed during one of the many nameless skirmishes between pirates in the Archipelago. They were able to use the shelters, and expand upon them in Dutorian style, to create homes for themselves; and thus Primrose Landing was born. They struggled at first to survive in the tropical heat and countryside of the Archipelago, and more than a few of their number lost their lives to unfamiliar wildlife and disease, but more escaped captives arrived as time passed to bolster their numbers and the community gradually grew.
The people of Primrose Landing managed to get ahold of a ship of their own after gambling with a passing shipwrecker Captain and used it to help further establish and expand their city, as well as launch a few small raids against Hovellian warships they knew would be carrying prisoners of war - mostly Idothean ones.
By 480 A.E.D, when the Dutorian army set up a base off the northwestern coast of Hovell, known as Fort Gunnar, the people living there were quite well-established. A few left to Fort Gunnar to join the army there or get passage back home, but most of the young city’s population stayed behind. As the war grew closer to home, the fighting often happened in the waters surrounding Primrose Landing, and the citizens of the town would often come along to rescue the crews of sinking Dutorian ships, although they only participated in the fighting themselves infrequently, fearing drawing too much attention from the Hovellian Warlords. Whisperings of a Dutorian city in the Archipelago spread, and those in Fort Gunnar sick of the war or simply too afraid to fight would occasionally slip away and take up residence in Primrose Landing. To this day, many of the city’s inhabitants are deserters from the Dutorian army or their descendants.
After the War of Seasons came to a close in 492, some of Primrose Landing’s population returned to Dutoria with the army, however, many had made connections and put down roots in the Archipelago and decided to remain behind in their new home.
City Name: Sundown Cove
Founded: 127 A.E.D
Region: The Whaletooth Archipelago
Sundown Cove has long been the place where the cultures of the Archipelago and the Hovellian city-state of Idothea collide and is located not far from the other nation’s town, Whale’s Tavern. Similarly, it is a common meeting point between Captains and Hovellian Legionnaires, and it’s not entirely uncommon for them to plan raids and piracy together. The city was named in honour of the deities Marilla and Lyra, associated with nighttime and dusk respectively, and has a large population of people of Hovellian descent.
During the War of Seasons, Sundown Cove became a prime place for deserters and refugees from Idothea to settle down, as the Warlords during the era prior to the ascension of Callista Adored in 488 had… extremely nasty reputations, even by the standards of typically lawless pirates. Those who wanted nothing to do with the war or simply had gotten on the wrong side of Enyo Adored or the leader prior to her, Elias Adored, would move to Sundown Cove to avoid their wrath. Many of the buildings in the Cove are of Hovellian construction, a building style similar to that of Ancient Greece and Rome, with decorative carvings of flowers, scenes of battle, the moon and stars, and leaves.
The town has a bit of a rivalry with the city of Primrose Landing to the northwest, though it’s become far more friendly in nature in the years since the War of Seasons came to a close.
Founded: 127 A.E.D
Region: The Whaletooth Archipelago
Sundown Cove has long been the place where the cultures of the Archipelago and the Hovellian city-state of Idothea collide and is located not far from the other nation’s town, Whale’s Tavern. Similarly, it is a common meeting point between Captains and Hovellian Legionnaires, and it’s not entirely uncommon for them to plan raids and piracy together. The city was named in honour of the deities Marilla and Lyra, associated with nighttime and dusk respectively, and has a large population of people of Hovellian descent.
During the War of Seasons, Sundown Cove became a prime place for deserters and refugees from Idothea to settle down, as the Warlords during the era prior to the ascension of Callista Adored in 488 had… extremely nasty reputations, even by the standards of typically lawless pirates. Those who wanted nothing to do with the war or simply had gotten on the wrong side of Enyo Adored or the leader prior to her, Elias Adored, would move to Sundown Cove to avoid their wrath. Many of the buildings in the Cove are of Hovellian construction, a building style similar to that of Ancient Greece and Rome, with decorative carvings of flowers, scenes of battle, the moon and stars, and leaves.
The town has a bit of a rivalry with the city of Primrose Landing to the northwest, though it’s become far more friendly in nature in the years since the War of Seasons came to a close.
City Name: Summer Island
Founded: 35 A.E.D
Region: The Whaletooth Archipelago
Summer Island is an evil twin to the springsinger colony of Zaitu, and despite the benign name has a habit of robbing the traders coming to and from the colony. They’re a prosperous bunch with a thriving marketplace of stolen goods - both mundane and of a more illicit nature - all out in the open. After all, the shipwreckers have no trade laws - nothing, really, is banned.
A large population of springsingers reside on Summer Island; primarily those who were exiled from their home colony and their descendants. They have shed most of the cultural taboos their kind have and often take up jobs as pirates or assassins, though tend to be fiercely protective of their larvae, even if they don’t have strong parental bonds with them, especially while they’re undergoing metamorphosis.
Founded: 35 A.E.D
Region: The Whaletooth Archipelago
Summer Island is an evil twin to the springsinger colony of Zaitu, and despite the benign name has a habit of robbing the traders coming to and from the colony. They’re a prosperous bunch with a thriving marketplace of stolen goods - both mundane and of a more illicit nature - all out in the open. After all, the shipwreckers have no trade laws - nothing, really, is banned.
A large population of springsingers reside on Summer Island; primarily those who were exiled from their home colony and their descendants. They have shed most of the cultural taboos their kind have and often take up jobs as pirates or assassins, though tend to be fiercely protective of their larvae, even if they don’t have strong parental bonds with them, especially while they’re undergoing metamorphosis.
Town Name: Hotrock Hollow (named Arce Castrum by Adeodatus; long disused)
Founded: 15 A.E.D
Region: The Whaletooth Archipelago
The Hotrock Hollow was once a Moonviper fortress, sculpted from the worn caldera of a long-dormant volcano by the orders of Adeodatus herself. It was designed as a military defence post, but also has a number of hot-spring baths and a sophisticated sewer system, meant to be the launching point of a full invasion of the Archipelago by her empire. It never happened; Adeodatus’ naval forces were inexperienced and had inferior vessels and tactics, and the shipwrecker Captains drove them out with ease.
The fortress was taken over by the Archipelago’s residents, and today there is a small village that borders the fortress, farming sugar, cotton, and tropical fruits.
In normal times the Pirate Queen would rule from here and the town would be a bustling place of Captains and Sirens alike, but since there is no one who can claim that title at the moment, the fort stands relatively empty. The Siren’s public base is here, and there are quarters for Captains and their crew to use.
New recruits are trained in the village, and only members who have proven themselves loyal - by completing difficult missions - are allowed to see the real headquarters of the organization... if they can make their way through the Blacksea Caverns, that is.
Founded: 15 A.E.D
Region: The Whaletooth Archipelago
The Hotrock Hollow was once a Moonviper fortress, sculpted from the worn caldera of a long-dormant volcano by the orders of Adeodatus herself. It was designed as a military defence post, but also has a number of hot-spring baths and a sophisticated sewer system, meant to be the launching point of a full invasion of the Archipelago by her empire. It never happened; Adeodatus’ naval forces were inexperienced and had inferior vessels and tactics, and the shipwrecker Captains drove them out with ease.
The fortress was taken over by the Archipelago’s residents, and today there is a small village that borders the fortress, farming sugar, cotton, and tropical fruits.
In normal times the Pirate Queen would rule from here and the town would be a bustling place of Captains and Sirens alike, but since there is no one who can claim that title at the moment, the fort stands relatively empty. The Siren’s public base is here, and there are quarters for Captains and their crew to use.
New recruits are trained in the village, and only members who have proven themselves loyal - by completing difficult missions - are allowed to see the real headquarters of the organization... if they can make their way through the Blacksea Caverns, that is.
Town Name: Seagarden
Founded: Sometime B.A
Region: The Whaletooth Archipelago
A quiet town in the far south of the Archipelago, located underneath a cool natural spring in a worn caldera, not far from the Hotrock Hollow and the Blacksea Caverns. Seagarden is famous throughout the Archipelago for its citizens being some of the greatest shipwrights in the entire Realm, and some of the shipwreckers who helped design the first skyships were born and raised in Seagarden.
Despite this claim to fame, the people of Seagarden prefer to live quieter lives, and only take on a few clients each year; their own is never a busy port, and that’s how they like it. Every Pirate Queen, from the cruel Mindanao to the boring Reef, has either commissioned a ship from Seagarden or at least had their current flagship worked on by them, and as a result, a ship touched by Seagarden hands is a massive sign of ‘legitimacy’ for those eager to claim the title for themselves. The various shipwrights of Seagarden and their apprentices all have their own craftsman’s seals, but they usually incorporate kelp and seaweed-based patterns into their marks.
Founded: Sometime B.A
Region: The Whaletooth Archipelago
A quiet town in the far south of the Archipelago, located underneath a cool natural spring in a worn caldera, not far from the Hotrock Hollow and the Blacksea Caverns. Seagarden is famous throughout the Archipelago for its citizens being some of the greatest shipwrights in the entire Realm, and some of the shipwreckers who helped design the first skyships were born and raised in Seagarden.
Despite this claim to fame, the people of Seagarden prefer to live quieter lives, and only take on a few clients each year; their own is never a busy port, and that’s how they like it. Every Pirate Queen, from the cruel Mindanao to the boring Reef, has either commissioned a ship from Seagarden or at least had their current flagship worked on by them, and as a result, a ship touched by Seagarden hands is a massive sign of ‘legitimacy’ for those eager to claim the title for themselves. The various shipwrights of Seagarden and their apprentices all have their own craftsman’s seals, but they usually incorporate kelp and seaweed-based patterns into their marks.
Town Name: Little Eye
Founded: 80 A.E.D
Region: The Whaletooth Archipelago
A common stopping point for shipwrecker Captains aiming to take their piracy along the system of inland rivers and lakes that runs all the way north from the Molten to Capurnican seas. It’s a place of warriors, thieves, and hostage-takers - somewhere to be avoided unless you’re prepared for trouble, but a useful place to restock on food and weapons before heading into hostile territory.
Founded: 80 A.E.D
Region: The Whaletooth Archipelago
A common stopping point for shipwrecker Captains aiming to take their piracy along the system of inland rivers and lakes that runs all the way north from the Molten to Capurnican seas. It’s a place of warriors, thieves, and hostage-takers - somewhere to be avoided unless you’re prepared for trouble, but a useful place to restock on food and weapons before heading into hostile territory.
Town Name: Little Brookia
Founded: 322 A.E.D
Region: The Whaletooth Archipelago
A small town in the Northern Whaletooth Archipelago known for having a large population of people of Lower Brookian descent. It’s often viewed as a bit… odd, by shipwrecker standards, in that its populace lives in houses on land that aren’t ragged shacks only meant to last a decade at most, and has a tiny, squalid harbour too small for the typical large, oceangoing vessels of the Archipelago to dock.
As a result, it’s a quiet, not particularly prosperous place, and most of Little Brookia’s residents uproot after a generation or two in the Archipelago to seek out work on a ship or to move to a larger, more exciting city.
Founded: 322 A.E.D
Region: The Whaletooth Archipelago
A small town in the Northern Whaletooth Archipelago known for having a large population of people of Lower Brookian descent. It’s often viewed as a bit… odd, by shipwrecker standards, in that its populace lives in houses on land that aren’t ragged shacks only meant to last a decade at most, and has a tiny, squalid harbour too small for the typical large, oceangoing vessels of the Archipelago to dock.
As a result, it’s a quiet, not particularly prosperous place, and most of Little Brookia’s residents uproot after a generation or two in the Archipelago to seek out work on a ship or to move to a larger, more exciting city.
Town Name: Stillharbour
Founded: sometime in the late 150s A.E.D
Region: The Whaletooth Archipelago
Stillharbour is one of the most difficult places to find in the Whaletooth Archipelago, located within a chain of jagged islands that prove a challenge for even the most experienced of navigators. Legend has it that it was established by the first Muse of the Sirens, Benguela, as he and the rest of the old guard fled a coup masterminded by his sister, the Pirate Queen Mindanao. He faked his death and lived in hiding in Stillharbour for many years, according to the tale - it’s as good an answer as to how he hid from the rest of the Sirens as any, given the difficulties involved in reaching the town.
Today, however, Stillharbour’s associations with the Sirens are even stronger; it’s a comfortable place and said to be the typical haunt of ‘retired’ members of the order and their families; a quiet place for them to take a break and settle down, but not too far from the rest of the organization. Despite how peaceful it seems, raiding or attempting to hurt someone who calls the settlement home is a death sentence with few exceptions, and those with ill intent have learned to stay far away from the town.
Founded: sometime in the late 150s A.E.D
Region: The Whaletooth Archipelago
Stillharbour is one of the most difficult places to find in the Whaletooth Archipelago, located within a chain of jagged islands that prove a challenge for even the most experienced of navigators. Legend has it that it was established by the first Muse of the Sirens, Benguela, as he and the rest of the old guard fled a coup masterminded by his sister, the Pirate Queen Mindanao. He faked his death and lived in hiding in Stillharbour for many years, according to the tale - it’s as good an answer as to how he hid from the rest of the Sirens as any, given the difficulties involved in reaching the town.
Today, however, Stillharbour’s associations with the Sirens are even stronger; it’s a comfortable place and said to be the typical haunt of ‘retired’ members of the order and their families; a quiet place for them to take a break and settle down, but not too far from the rest of the organization. Despite how peaceful it seems, raiding or attempting to hurt someone who calls the settlement home is a death sentence with few exceptions, and those with ill intent have learned to stay far away from the town.
Location name: The Blacksea Caverns
Discovered: Sometime B.A. by early residents of the Archipelago
Region: The Whaletooth Archipelago
A maze-like system of dark underwater caves, deadly narrow, where - according to rumour - the true base of the Sirens is somewhere beyond. It is believed they have a hidden library here where they store information their spies have collected from across the Realm, though no one knows for certain.
If one judges by the bones of dead dragons and humans that can be found in most sections of the caverns, many have died trying to find their way through the dark.
Discovered: Sometime B.A. by early residents of the Archipelago
Region: The Whaletooth Archipelago
A maze-like system of dark underwater caves, deadly narrow, where - according to rumour - the true base of the Sirens is somewhere beyond. It is believed they have a hidden library here where they store information their spies have collected from across the Realm, though no one knows for certain.
If one judges by the bones of dead dragons and humans that can be found in most sections of the caverns, many have died trying to find their way through the dark.
Location Name: The Blackheads
Region: The Whaletooth Archipelago
A massive pair of black sinkholes known as “the Blackheads”; the eastern Blackhead is located south of the Drifting City, while the western one is located just a way’s out from Bilge’s harbour. They’re an unnerving sight, especially to sail over, resembling nothing more than a vast empty blackness extending endlessly below. Old legend holds that if one were able to swim far enough, they could travel through the sinkholes and out into the other one. The surrounding coasts are dotted with cave systems and cenotes.
The Blackheads are a haven for bioluminescent creatures, such as sea lanterns and bone leviathans, and at night the surrounding waters come to life with light.
Region: The Whaletooth Archipelago
A massive pair of black sinkholes known as “the Blackheads”; the eastern Blackhead is located south of the Drifting City, while the western one is located just a way’s out from Bilge’s harbour. They’re an unnerving sight, especially to sail over, resembling nothing more than a vast empty blackness extending endlessly below. Old legend holds that if one were able to swim far enough, they could travel through the sinkholes and out into the other one. The surrounding coasts are dotted with cave systems and cenotes.
The Blackheads are a haven for bioluminescent creatures, such as sea lanterns and bone leviathans, and at night the surrounding waters come to life with light.
Location Name: Nineknive’s Hill
Region: The Whaletooth Archipelago
Nineknive’s Hill is both the highest and northernmost point of the Whaletooth Archipelago. Old pirate’s tales say that after their failed attempt to kill the Elder Drake Queen Midas of Argyre, nine of the twelve assassins survived and fled alongside captain Aleutian to the Archipelago. They met upon this remote hillside to bury the evidence of their involvement - the still-bloodied knives they had used against the Queen - upon its summit. The knives have never been found, so the legend goes unconfirmed to this day, but many in the Archipelago believe it.
Today, the hill is a common nesting ground for lesser wyverns and has a thriving population of coastal manticores.
Region: The Whaletooth Archipelago
Nineknive’s Hill is both the highest and northernmost point of the Whaletooth Archipelago. Old pirate’s tales say that after their failed attempt to kill the Elder Drake Queen Midas of Argyre, nine of the twelve assassins survived and fled alongside captain Aleutian to the Archipelago. They met upon this remote hillside to bury the evidence of their involvement - the still-bloodied knives they had used against the Queen - upon its summit. The knives have never been found, so the legend goes unconfirmed to this day, but many in the Archipelago believe it.
Today, the hill is a common nesting ground for lesser wyverns and has a thriving population of coastal manticores.
Location Name: Sun Reef
Region: Tidekeeper Territory
A popular foraging ground for all kinds of sea life, located on the eastern edge of the Gaping Sea; a common spot for Tidekeeper pods to hunt and for fishermen from the Archipelago to get a good haul.
Region: Tidekeeper Territory
A popular foraging ground for all kinds of sea life, located on the eastern edge of the Gaping Sea; a common spot for Tidekeeper pods to hunt and for fishermen from the Archipelago to get a good haul.
Location Name: Mindanao Reef
Region: The Whaletooth Archipelago
A large, colourful coral reef south of the Archipelago and off the coast of springsinger territory, well-known for its natural beauty, small atolls and islands, and the danger it poses to any unwary ships who pass through the area. Despite this, it’s a lovely place to explore, provided one uses a smaller vessel to avoid risking joining the hundreds of scattered wrecks that dot the surrounding area.
Although it was known of prior to Mindanao’s birth, the reef was renamed in her honour after, during the bid to become Pirate Queen, she battled a rival claimant for the title in the waters surrounding it. She outmaneuvered the enemy Captain and lured their ship, the Foxglove, out so that it speared itself on the reef. The wreck of the ship can still be seen today, partially above water at low tide, although has been thoroughly picked over in the centuries since Mindanao’s time and holds little of interest save for old, half-rotted wood.
Region: The Whaletooth Archipelago
A large, colourful coral reef south of the Archipelago and off the coast of springsinger territory, well-known for its natural beauty, small atolls and islands, and the danger it poses to any unwary ships who pass through the area. Despite this, it’s a lovely place to explore, provided one uses a smaller vessel to avoid risking joining the hundreds of scattered wrecks that dot the surrounding area.
Although it was known of prior to Mindanao’s birth, the reef was renamed in her honour after, during the bid to become Pirate Queen, she battled a rival claimant for the title in the waters surrounding it. She outmaneuvered the enemy Captain and lured their ship, the Foxglove, out so that it speared itself on the reef. The wreck of the ship can still be seen today, partially above water at low tide, although has been thoroughly picked over in the centuries since Mindanao’s time and holds little of interest save for old, half-rotted wood.