Seeds of Fate

The tavern’s warmth clashed with the cool evening breeze that slipped through the open windows, carrying the scent of salt and wood smoke. Around the hearth, voices murmured and laughter rang, but one corner was quieter, with ears straining to catch the words of an old sailor. His single good eye gleamed with the weight of too many stories untold, his voice a rasp that seemed to blend into the shadows. “Aye, there’s a shift in the winds—can’t you feel it? The Isles, they say, are waking up. The League's got their noses in ancient ruins, and gods only know what they’re stirring. But it’s not just the Isles. No, far beyond, the world’s spinning, teetering on the edge of something no man can stop.”   He leaned in, his grin barely visible beneath the brim of his weathered hat, as the crowd around him hushed. “The Empress of Escali watches from her gilded throne, eyes everywhere. The Northern Alliance? Like wolves in the snow, they wait, every move counted. And then there’s Freeport—center of it all, drawn into a storm no one can see coming.” His voice dropped lower, a chuckle creeping into his words. “You’d best watch your step. The threads of fate are tightening, and none of us can tell where they’ll lead.”
— Tales from the Tap Room
 

A World in Flux

  The Isles of Mists have long been a place of mystery and danger. From the thriving hub of Freeport on Crescent Island to the shadowed jungles of Gothenfed, these islands draw adventurers, merchants, and pirates alike. Once thought to be uninhabitable due to the massive Maelstrom at their center, the Isles have become the heart of a new age of discovery—though dangers still lurk around every corner.  

Freeport: The City of Ambition

At the center of Crescent Island lies Freeport, a bustling trade city where all races and cultures mingle. It is the most well-established settlement in the Isles, drawing traders, adventurers, and scholars from across Tavomia. Freeport is an independent city, governed by Artemis Scott, a former Landrian naval officer and renowned tactician. Though not beholden to any crown, Freeport maintains strong ties with the Northern Alliance, particularly through Scott's connections to Landria. Visitors to Freeport should tread carefully—while it’s a place of opportunity, it’s also home to intrigue, pirate threats, and political maneuvering.   The League of Explorers, founded by the legendary adventurer Trevor Ganstead, is one of Freeport’s key institutions. The League seeks to uncover the lost history of the Isles and beyond, sending adventurers deep into forgotten ruins, both within the Isles and across the world. While their findings have brought new knowledge to the surface, they have also stirred ancient forces best left undisturbed.  

The Isles and Their Secrets

  Beyond Freeport, the Isles hold countless dangers and wonders. Gothenfed, the second-largest island, is home to the Yurvonian settlement of Sandvik and the hidden pirate port of the Bleakwater Corsairs. These pirates, led by the Master Corsair, strike fear into the hearts of sailors and traders alike. The pirates’ hidden base is nearly impossible to locate, but their reach stretches across the Lawless Sea, preying on ships bound for Freeport.   The elven settlement of Reyllone on Mytheas offers a stark contrast. Here, a younger generation of Alantri elves seeks to live peacefully, trading with other islanders while maintaining a connection to their ancient past. Meanwhile, Vendres is a shadowed island known only to those who dare speak of it—home to a hidden Khenari base, where slavers and dark magic fester, despite efforts to dislodge them.   Other islands, like the Twin Sisters and the elusive Lost Isle, remain largely unexplored. The Twin Sisters, shrouded in thick mists, hide ancient ruins and high cliffs, while the Lost Isle lives up to its name, slipping from the grasp of navigators who attempt to find it. Further south, the Skoben Isles are a group of wild, craggy islands, where monstrous beasts rule and few dare to tread.  

The World Beyond

  While the Isles of Mists are the current focal point for adventurers, the greater world of Tavomia is undergoing significant changes. The Escali Empire, a powerful and enigmatic nation on the continent of Sunara, casts a long shadow across the world. The Empress’ network of spies and informants reaches even the Isles, ensuring that Escali interests are always protected. While the Empire has not expanded beyond Sunara, it is clear that their influence continues to grow, often clashing with the efforts of the Northern Alliance—a coalition of northern kingdoms united by a common goal of peace and protection against growing threats like the Khenari and the Escali.   The Nubindi Trade Princes have carved their own path, focusing on wealth and power through trade. Their ships crisscross the seas, carrying spices, gold, and exotic goods, concerned only with their profits. While they avoid direct involvement in political conflict, they are quick to act if their interests are threatened. Their presence is felt in every major port, Freeport included.  

Dark Forces Stir

  The world is not only shaped by trade and politics. Dark currents run beneath the surface, threatening to destabilize all that has been built. The Khenari, still bitter from their defeat in the Kindred Wars, have established a foothold in the Isles. Their slavers and warships patrol the seas, and whispers of Dashiva’s corruption spread like wildfire. The Khenari Blood Queen’s ambitions grow bolder, her gaze ever-watchful over the Isles, and their influence creeps into Freeport itself.   Equally concerning is the rise of the Cult of the Damned. What was once thought to be a loose band of madmen and fanatics has grown into a more organized threat, led by the shadowy figure known only as Maze. Their goals are still unclear, but their presence is felt wherever madness and destruction break out. Their reach extends far beyond the Isles, and many fear what might happen should they gain more power.  

A Final Word

  As you step into this world of shifting alliances, ancient ruins, and untold dangers, remember that Tavomia is as unpredictable as it is vast. Heroes are forged in the fires of uncertainty, and your choices will shape not just your fate, but the fate of many. Whether you’re sailing the treacherous seas, delving into forgotten crypts, or navigating the webs of politics, trust your instincts—and always be ready for the unexpected.

Tavern Tales

Spend enough time in any tavern, and you’re bound to hear rumors—some far-fetched, others all too real. Listen carefully; there’s often more truth in these tales than you might expect.  
"Word is, no one escapes Black Water Prison, not alive anyway. They say it can hold anything Freeport throws at it—pirates, sorcerers, even worse. You hear about that prison break plot? The taverns are buzzing, but I'll believe it when I see it. Still, wouldn't want to be around if it ever happens…"
— The Inescapable Fortress
 
"The Corsairs? Ha! If you're sailing near Gothenfed, you best be ready for a fight. Those pirates are brutal, and their hideout? Still a mystery. The Freeport Navy’s tried, but they can’t seem to sniff it out. I hear some adventurers are planning to try their luck—might as well be signing their own death warrants."
— The Bleakwater Corsairs
 
"Ever hear of the Lost Isle? Some say it’s real, others think it’s just a ghost story to spook sailors. But those who’ve come back say it’s full of strange magic and ancient ruins. Only problem? No one can find it twice, and most who try don’t come back at all. Tempting, ain’t it?"
— The Lost Isle
 
“Twin Sisters, you say? Those islands have been cursed for as long as I can remember. No one comes back from there—not alive, anyway. They say the ruins are full of treasure, but there’s something guarding it. Something... unnatural. You wouldn’t catch me setting foot there, that’s for sure.”
— The Twin Sisters
 
“Ever hear of Lady Luck? I swear, she’s real. Met a guy in the tavern last week, said she turned his life around with a smile. Others say she brings chaos, but one thing’s for sure—cross paths with her, and your life’s never the same. Fey spirit? Goddess? Who knows, but she’s out there.”
— Lady Luck’s Touch
 
“Khenari ships? Yeah, they’ve been popping up more often around Vendres. Nasty business, slavers and warships. The Navy’s doing what they can, but it seems like the Khenari have something bigger in mind. Heard whispers about ancient power in the Isles. Wouldn’t be surprised if that’s what’s drawing them here.”
— Black Sails on the Horizon
 
“Been hearing more about the Skoben Isles lately. Treasure’s hidden there, or so they say. Problem is, none of the adventurers who’ve gone after it have come back. Some blame monsters, others pirates, but if you ask me, something far worse is lurking in those craggy cliffs.”
— Treasure in the Skoben Isles


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