They do not conquer quietly.

They do not conquer quietly.

Their riders go to war on giant worgs, never horses, and the howl of a worg pack on the lowland wind is the first warning most enemies ever get.

No road leads cleanly to what keeps the world alive.

No road leads cleanly to what keeps the world alive.

High in the frozen north, where the wind bites and the sun lingers only in memory, Timony Keep looms like a jagged crown upon the cliffs. Its stone towers...

Every harvest the king hears his people out. This year, the court has started finishing his sentences for him.

Every harvest the king hears his people out. This year, the court has started finishing his sentences for him.

By midday the petitions grow harder. A lord asks why the order's riders answer to a royal writ instead of to the lords of the realm. A town reeve asks,...

77 Chronicles
71 Realms
28 Lineages
76 Names
14 Factions
Hot Air
  • Big Threats
  • Bigger Gas
  • Family Business

Hot Air

Teen 13+
Hot Air is a comic caper about a smuggler whose menace is mostly bluff. His threats are magnificent, his teeth are real, and every one of his speeches ends in a puff of swamp gas, a long whistle or a candle going out. Locals have learned to wait it out and stay upwind. The trouble starts when a bigger outfit decides the bluff is worth calling, and a quiet sibling turns out to be the only one who can talk him down. Nobody gets hurt. Nobody stands downwind, either.

Smuggler's Cove is built into the south cliff of its island: lantern-lit sea caves with timber docks running into them, shanties hanging off the cliff face above, and rope ladders and plank walkways linking them all. A small ship and a few rowboats hide in a nook behind a rock spur, and crates and barrels stack up on every dock. The tavern lives right in a cave mouth under a rock overhang, all draped canvas, lanterns and a deck at the waterline, and a lookout hidden in the forest on top of the cliff watches for sails. Smugglers, fences, runaways and people with no last name live here.

Smuggler’s Cove hides beneath jagged cliffs where the sea pounds stone hard enough to drown out bad decisions. Lanterns burn low inside damp caverns, throwing gold light across black water, salt-stained beams, and docks that creak under crates no honest harbor would accept. The air tastes of brine, tar, wet rope, cheap rum, and secrets packed tight enough to sweat.

This is a refuge for those who prefer freedom with teeth. Nameless ships slide in under cover of fog, cargo changes hands in shadowed alcoves, and every bargain carries a second meaning if one listens closely enough. Coin buys silence here, but silence has upkeep, and anyone who forgets that may find the tide surprisingly intimate.

The cove matters because it is where hidden goods, hidden loyalties, and hidden dangers all wash ashore together. Information moves as quickly as contraband, debts follow longer than footprints, and even the smallest troublemaker can overhear something worth killing for. It is not safe, but safety was never the point.


Smuggler's Cove
  • Hidden Docks
  • Contraband Deals
  • Tidebound Secrets
A fearsome reputation, running out of air.