A corpulent kingpin, gorging on greed and sipping your despair.

A corpulent kingpin, gorging on greed and sipping your despair.

His public image is all generosity, refinement, and paternal warmth, but every kindness arrives with a clasp hidden somewhere beneath the velvet. He...

Frostmaw: where the cold bites and the neighbors flirt back.

Frostmaw: where the cold bites and the neighbors flirt back.

Carved from glacier and frost, the villages of the frozen north rise like shimmering citadels of ice. Domed structures, sculpted with precision, gleam...

Where darkness dwells, the Light shall answer.

Where darkness dwells, the Light shall answer.

The Army of Light is uniquely defined by its exclusive use of Gilded Magic — a newly emerged and poorly understood magical force believed to channel...

11 Guilds
28 Races
21 Accounts
41 Cities
53 Denizens
Coral Bay
  • Pirate Haven
  • Shifting Loyalties
  • Smuggled Secrets

Coral Bay

All Ages
Coral Bay is a pirate city that fills its whole bay, built straight into the cliff faces and facing only the sea: ramshackle tiers of driftwood, ship planks and salvaged timber, lashed together with rope, patched with sailcloth and strung from ledge to ledge with plank bridges and cargo netting. None of it is terribly well built, but all of it holds, which is good enough for pirates. Rickety piers crowd the waterline with ships and fishing boats, and lanterns burn in every crooked window after dark. The clifftops and the jungle above are left untouched, so from the mainland there is no city to see, and the pirates, privateers and fences who live here like it exactly that way.

Coral Bay clings to the limestone cliffs like it was nailed there during a storm and dared the sea to complain. Shanties stack crookedly along the rock face, rope bridges sway over the surf, and lanterns burn through mist thick with salt, rum, fish smoke, and bad intentions. Below, the docks creak beneath boots, barrels, stolen cargo, and conversations that stop the moment the wrong ears drift too close.

This is a pirate town first and a city only when it needs to look respectable. Smugglers, privateers, cutthroats, gamblers, informants, and charmers all crowd its narrow walkways, trading secrets as easily as coin. Deals are made in taverns, under awnings, behind crates, and sometimes at knife-point if negotiations need a little romance. Loyalty exists here, but usually with an expiration date and a price tag.

For players, Coral Bay is trouble with excellent lighting. It offers festival noise, hidden routes, black-market whispers, dangerous allies, and enough glittering distractions to hide crimes in plain sight. Every race, wager, dockside argument, and flirtatious smile might lead to treasure, betrayal, or the kind of secret someone would rather sink than share.

Coral Bay's secret auctions sell whatever the honest markets will not touch: stolen heirlooms, forbidden books, and curiosities with histories nobody wants written down. Tonight's final lot is the strangest. It came in a locked box with a warning chalked on the lid, and the auctioneer has worn gloves ever since it arrived.

Inside is Marlow Moppet, a small cloth doll who very much wants to go home with someone. He does not care who bids the most. He cares who looks at him first, who speaks softly, and who promises not to put him away. Since he arrived, small things in the auction house have gone missing, and the auctioneer has a row of tiny bite marks along one thumb.

This is a story of a lonely curse and the danger of being chosen. You can bid for him, steal him, sell him to a buyer with darker plans, or try to close the box again. Whatever you decide, he is listening, and he remembers who was kind.


Lot Forty-One
  • Back-Room Auction
  • The Last Lot
  • Chosen by a Doll
The Dragonfly Derby
  • Wings hide secrets
  • Justice flies fast
  • Spark before sense

It starts with a collision - wings, glitter, and a pixie with more attitude than sense. A bustling festival. A wrong turn. And suddenly, you're in the middle of a dragonfly race with rules no one bothered to explain. What should’ve been a bit of fun spirals into something far stranger: a smuggling ring powered by enchanted insects, moving stolen goods beneath everyone’s noses.

The pixie doesn’t mean to get involved. She just can’t help it. With a fiery spark in her chest and an unshakable sense of what’s right, she dives headfirst into the chaos, dragging you with her. Together, you'll navigate high-speed flights, secret hideouts, and some very grumpy bugs’all while uncovering a network that runs deeper than wings and sparkle alone.


The Blackwake Union — known throughout Three Rivers simply as Blackwake — is a rising criminal syndicate controlling much of the city’s hidden water-based trade and smuggling activity. While larger organizations like the Ashen Accord dominate overland routes and established black markets, Blackwake built its power through mastery of the rivers themselves: hidden canals, flooded tunnels, forgotten docks, marsh inlets, sewer outlets, and nighttime river traffic invisible to ordinary authorities.

Born from rivermen, smugglers, dock laborers, ferrymen, and abandoned undercity districts, Blackwake developed into a fiercely territorial organization deeply tied to the waterways surrounding Three Rivers. The rivers are not merely trade routes to them — they are identity, livelihood, protection, and power. Their members navigate currents, tides, flood channels, and hidden passages with unmatched skill, allowing them to move contraband, people, information, and stolen goods through routes larger syndicates struggle to control.

Unlike the polished professionalism of the Ashen Accord, Blackwake maintains a rougher, more localized culture built around loyalty, survival, and shared hardship. Many poorer river districts quietly tolerate or even support the syndicate due to the protection, coin, and opportunity it provides where the city government has failed.

Blackwake’s influence remains mostly regional for now, but tensions with the Ashen Accord continue to escalate as the Union tightens its grip on the waterways feeding Three Rivers. Increasingly, the Accord controls the roads? while Blackwake controls what flows beneath them.


Blackwake Union
  • Rising Crime Syndicate
  • Dockside Operators
  • Waterway Network
Come rich leave quicker or leave lighter.