According to legend, the True Khan conquered Helios in the times of myth. On his deathbed, he divided the land between his four sons, giving each a domain for his descendants to reign over. These became the Orcs, the Urad, the Fomorians, and the Goblins, each ruling over their respective lands. However, to his great shame, the True Khan never conquered the land of Vol M’Kosh whose very name means “Freedom at Sea”. Thus, he could never bequeath it to his children and the land remains, as it ever was, lawless and free.
Vol M’Kosh is home to mercenary seamen and pirate lords who command fleets of cutthroats in their bid to dominate the region’s waterways. Travel by sea through Vol M’Kosh is dangerous at the best of times; there are pirates, storms, and monstrous sea creatures to contend with, not to mention supernatural perils such as whirlpools and sea gods. The prospect is only slightly less dangerous than travel through Moranthe, the fields of endless fire and geological calamities. In order to reach the other side of Golgorath or the lands of Shusoa, one must choose to face the raging elements of Moranthe or brave the seas of Vol M’Kosh. Most choose the latter.
There are a handful of coastal cities in Vol M’Kosh inhabited by shipwrights, traders, fishermen and others who make their living by the sea. Some who escape the warlords of Golgorath choose a life in the free cities; others come here in search of fortune as a pirate or mercenary. The cities of Vol M’Kosh are small but fiercely independent. Most are under the protection of the pirate lords who harbor there, expecting little in the way of governance from the lawless sea-kings. Indeed the pirate lords of the region enforce the rule of order so much as it benefits them to do so; one cannot expect to harbor safely where true anarchy reigns.
Vol M’Kosh is home to mercenary seamen and pirate lords who command fleets of cutthroats in their bid to dominate the region’s waterways. Travel by sea through Vol M’Kosh is dangerous at the best of times; there are pirates, storms, and monstrous sea creatures to contend with, not to mention supernatural perils such as whirlpools and sea gods. The prospect is only slightly less dangerous than travel through Moranthe, the fields of endless fire and geological calamities. In order to reach the other side of Golgorath or the lands of Shusoa, one must choose to face the raging elements of Moranthe or brave the seas of Vol M’Kosh. Most choose the latter.
There are a handful of coastal cities in Vol M’Kosh inhabited by shipwrights, traders, fishermen and others who make their living by the sea. Some who escape the warlords of Golgorath choose a life in the free cities; others come here in search of fortune as a pirate or mercenary. The cities of Vol M’Kosh are small but fiercely independent. Most are under the protection of the pirate lords who harbor there, expecting little in the way of governance from the lawless sea-kings. Indeed the pirate lords of the region enforce the rule of order so much as it benefits them to do so; one cannot expect to harbor safely where true anarchy reigns.
Nations & Regionsclick the banners below for more information on each region
Known far and wide as Deadman's Gulf, Durum Ygost is a dangerous and lawless region of rocky cliffs, hidden reefs, and unexplored caverns half-submerged by the tide. There is little in the way of arable land or trade routes to sustain the region, thus the people of Durum Ygost are mostly raiders and sea-scavengers.
At the center of the great northern gulf lies the isle of Gul'bari Grim for which the region is named. The neutral city of Bloodhaven lies in the nook of the island's bay, sheltered from storm and war by powerful ancient treaties. Here, the pirate lords harbor to rest, refit, and trade ill-gotten goods, gold, and stories.
The rocky northern bay of Nur Na Thek has long been contested territory. For centuries, Golgori forces have held mountainous strongholds along the shore while the Sealords of Vol M'kosh strike at them from the sea. As such, the region is volatile and dangerous with only a few well-defended ports to speak of.
This vast archipelago extends from Nur Na Thek all the way to the southern shores of Shar Sa Sung. These islands are the territory of various Sealords, who use them as bases of operation. There are even rumors of a great pirate city hewn from the wreckage of hundreds of ships floating somewhere within Orin's Chain.
The sandy, tropical coasts of Shar Sa Sung form the bottom jaw of the jagged crescent that is Vol M'kosh. The region filters into the petrified forest of Elkingar, gateway to the elusive Lands of Bone. Urad and Fomorians call this prosperous region home, fed by trade in slaves, drugs, and exotic goods from lands afar.
|