Rulers:
  • Emperor Christopher Laird of Merukis
  • Admiral Drakkar the Mad of the Island Bridge
  • Admiral Jord Danarm of Jorgendheim
  • Admiral Scarlet Lee of the Maraddonian Coasts
  • Admiral Clomper of the Sea of Dreams
  • Admiral Droh the Blind of Kaganus
  • Admiral Jhashim of the Taggaran Coasts
Regions:
  • The Merukisi Chain: center of the Empire
    • Merukis: the island that started it all
      • Rhea's Port, northern portion of the island
      • Redport, eastern portion of the island
      • Vace Port, western portion of the island
      • Southport, southern portion of the island
      • Rain Tower, huge tower for catching rain
      • Belcorn's, neutral barter territory
    • Simon Island: enchanted island
      • Simon Academy, unreachable magical university
    • Dross Island: second biggest island in the chain
      • Dross Outpost, fortress outpost once thought to rival Merukis
    • Luorc: chain within the chain
      • Moonport, once, ships flew from here
      • Dungarw Ruins, where the former reever lord lived
      • Aru'k, island where goblins go
      • Rondre, once a footpad island
    • Brendrum Island: largest island in the southern portion of the chain
      • Devil's Hand, as violent as Merukis, but more evil
    • Trask Island: where the Trask dynasty lives
      • The King, island near Trask Island that is, essentially, a giant volcano
      • Focsle Point, way station near Trask Island where reevers can trade peacefully
    • Vallam: wild island
      • Mount Tonmuir, ruled by a mad native
    • The Guardians: chain within the chain named for ancient Guardians
      • Ferali, southern most isle, home of legendary swordsmith
      • Django, next southern most isle, home of legendary harper
      • Disme, next northern most isle, home of political exile
      • Jarvis, northern most isle, home of disgraced lawman
    • Nuralus: strange island near Dross
      • The Claw, jutting rocky crag
      • Ironport, port that is heavily laden with metal buildings
    • The Outer Islands: just what it sounds like
      • Zambwango, where the monkeys ain't got no tails
      • Idelo, home to violent natives
      • Ursulus, home to women tribes
      • Kwaeg', home to the whale hunters
  • Island Bridge: string of islands stretching thousands of miles
    • Key Point: reever controlled region close to Maraddon
      • Raspor Island, well provisioned island
      • Hurricane Fort, old Maraddonian fort abandoned, now taken over by reevers
    • The Red Zone: no go zone near Abaddon
      • The Edge of Abaddon, closest you can come to the morag islands without being given up for dead
    • The Straits of Desperation: deepest part of the bridge
      • Cutter Point, jagged rocks on the edge of the straits
      • Isle of No Return, furthest you can go without having to go all the way through
      • The Hidden Hands, string of sandbars that are sometimes too high to cross
    • Coral: massive reef on the eastern edge of the chain
      • Cannibal's Island, named for nonexistent natives
      • Groggy Bar, named for a famous tavern on the island
    • Leopard Bay: closest region to Myrmexia, home to wild felines
      • Hero's Landing, where raiders moving into mainlnd Myrmexia usually land
      • Smuggler's Island, where smugglers keep their goods when coming or going from Myrmexia
      • Skullface, aptly named island
    • Central Bridge: huge region that makes up the bulk of the bridge, sparsely populated
      • The Stretch, 1000 mile region of the bridge that reevers use as little more than a series of hiding spots
  • Myrmexian Coast: cities along the Myrmexian coast friendly to reevers
    • Tonu, in the Desert of the Wind, fairly major port that is home to slavers
    • Maras, northwestern port in the Desert of the Wind that is a jumping off point for many going to Palhur
    • Qavhir, in Azet, this port is a meeting point for inland bandits to trade with reevers
  • Maraddonian Coast: cities along the Maraddonian coast friendly to reevers
    • Belle Point, a small village on the Ienovan coast where the reevers go for water
    • Bjaldor Island, Jorgendish island where the raiders of that northern realm rule
    • Kali Point, in the Kali jungles, a nice, hidden port where rogue Imperials have a base
    • Aldeitos, island off the coast of the Empire where river pirates meet with sea reevers
    • Zacar Bay, bay in the northern Empire where slave smugglers still hold some sway
  • Akazadian Coast: cities along the Akazadian coast friendly to reevers
    • Kagan Outpost, on the cyclops island, rogue cyclops sailors get berths with reevers here
    • Alizar, on the Island of the Sun, sand elven corsairs sail from here
    • Hoofport, named for being in the centaur region, it is a small village of mixed races that lacks any form of law
    • Colyan, in the north of the Empire, a small village without any decent law or order
    • Beshirim, island near the Cross of the Fire Stones in the Sea of Dreams where the Sea of Dreams pirates stay
  • The Open Seas: maybe 40 different island strongholds, hiding places, & trading spots of note exist on the open seas, either in floating citadels or random islands
Topic revision: r1 - 27 Jan 2012, UnknownUser
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