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> See: [[Region - The Bleeding Isles]]
**LOCATION - Gryth - Q'Shar - The Bleeding Isles**
**THE BLEEDING ISLES**
The Bleeding Isles represent one of the most volatile and unforgiving maritime environments on Gryth, situated within the steaming, tropical waters of the Emerald Expanse in Q'Shar. This massive scattering of islands occupies a geographical basin that serves as the final remnant of Callista, a precursor continent that predates recorded history. According to ancient songs and legends, a cataclysm caused Callista to sink into the ocean, leaving only its highest mountain peaks visible as the thousands of islands that exist today. The environment is notoriously intense, defined by a blistering sun and churning, treacherous waters that have claimed the lives of countless explorers and legendary heroes.
The islands are mythical in their ability to resist all conquerors and invaders who seek to subjugate or tame the wilderness. In ancient history, the great empire of Kwiban, which at its height controlled land in Q'Shar, Edaria, and Ganath, could not penetrate this thicket of disaster and danger; even their most powerful druids were powerless in the face of the seemingly endless monsters and roving pirates. More recently, Everreach and the Tohon Empire have become the great enemies of these free lands. Everreach is perpetually desperate to permeate deep within the islands, as the treasures and rare resources found here rival anywhere else on Gryth. The Tohon Empire has made some progress in recent years, beginning their colonisation of the untamed Callista islands that surround the Bleeding Isles. However, to the pirates and tribes within the basin, even these intrusions are hardly worth mention. The full might and economic power of Everreach has not granted them more than a few dozen island expeditions within the archipelago, and they have consistently lost any gained ground to pirate assaults or catastrophic environmental damage.
Because the islands number easily in the thousands, no definitive map exists, and the region remains a chaotic tapestry of competing cultures. The Isles are home to warring tribes, elemental forces, twisted dark cults, and dread magic. However, the dominant force within this anarchy is the pirate culture, which has persisted for at least 3,000 years. This ancient history rivals the longevity of many mainland civilisations, having evolved into a complex society where traditional racial divisions are largely ignored. In the Bleeding Isles, a pirate’s race means nothing; status is earned solely through the stories they tell and the loyalty they show to their chosen gang.
The pirate factions here pay respects to the Pirate Lords, individuals of extreme renown who have proven their cunning and brutality over many years. These Pirate Lords hold court within the wreckage of Darkport, often commanding entire fleets of ships that act as their primary instrument of power. These figures maintain absolute control over the Arena of Blood and dictate exactly who is permitted entry into the settlement. The most famous of the historical Pirate Lords is widely considered to be Captain Vaelin "The Hollow", a man whose name still strikes a mixture of awe and terror into the hearts of those navigating the Emerald Expanse.
Besides the monsters and terrors of the islands, there is also a deep sickness that rests on the area. Known colloquially as 'The Fever' or 'Jungle Sickness', outsiders who spend too long on the islands develop mysterious symptoms that resist traditional healing methods and eventually lead to death. The witch doctors of Darkport have ways of stopping this sickness known only to them, making their services a vital necessity for any who wish to survive a prolonged stay in the Isles.
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The primary settlement is the legendary hideout of Darkport, a maze-like megalopolis constructed from the hulls of decommissioned and destroyed ships. These vessels are stacked atop one another on a dense jungle spit, creating a sprawling, makeshift urban centre for the world's most wanted criminals. Darkport is also home to the Arena of Blood, one of the four Grand Arenas of Gryth, where the sand is perpetually stained by high-stakes combat. The settlement is protected by powerful enchantments that disguise its location from outsiders; to gain entry, a navigator must solve the Riddle of Anmata, a piece of ancient woven magic that serves as the only true compass to the port.
The dangers of the Isles are as varied as they are lethal. The region is infested with a terrifying array of threats, including hidden dragons, violent volcanoes, living skeletons, and colossal krakens. The jungles hide ten-foot-tall primates and goblin tribes, while the waters are home to drowned demonic forces, mermaid sirens, and massive crab monstrosities. Natural hazards such as rolling thunderstorms, boiling thermal vents, and spatial anomalies further complicate travel. While there is no formal military or guard, a meager sense of order is maintained by the most prolific pirate gangs, who offer protection to those willing to pay a steep price in gold.
The Bleeding Isles are currently governed by a council of seven Pirate Lords, each a living legend who has survived decades of treachery, monstrous encounters, and the lethal 'Jungle Sickness'. These lords meet annually within Darkport to rank themselves, a tradition that almost inevitably dissolves into bloodshed and displays of dominance.
**The Seven Pirate Lords of the Emerald Expanse**
• Vorrnik Lansha: A Tiefling from Iros and the newest addition to the council, having risen to power only seven years ago. Little is known of his fleet or his origins, but he is whispered to be a dark warlock in service to a power dwelling deep beneath the Emerald Expanse. He sails a mysterious ship named The Violet Whisper.
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• Terrordawn: A Parrot Birdfolk who captains Orange Moon, a mystical vessel with seven orange sails enchanted for nocturnal flight. While he appears light-hearted, musical, and friendly, this is merely a mask for a sadistic and staggeringly violent nature. He earned his seat through a series of brutal assaults on the basin's inner islands, proving himself one of the most savage warriors on the waves.
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• Blaggs: A human man of roughly 50 years and a former prisoner from Edaria. Though only a serviceable fighter and a heavy drinker, Blaggs is perhaps the most dangerous silver-tongued talker in the basin. An eccentric and cunning storyteller, he united several fractured gangs through charisma alone. He sails Friendly Face, a ship as disarming and deceptive as its captain.
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• Madam Mamm: A gargantuan Goblin woman standing seven feet tall, she is a force of pure gluttony and command. She captains the massive admiral ship Skrrzt (pronounced Skuzzed) and oversees a swarm of goblinoid pirates known as the "Green Things." Her power lies in overwhelming numbers, utilising a vast fleet of hobbled, discarded ships to maintain her territory through sheer quantity.
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• Tibal ‘The Broken’: A hulking Orc from the green hills of Edaria. Over 30 years ago, he carved a path of slaughter through the Redlands before taking to the sea. He is physically defined by a destroyed head, fixed with metal plating, a sign of his violent upbringing. He captains The Hammer, leading a dedicated crew of Orcs and Half-Orcs who value his strange blend of excitable violence and fierce loyalty to his friends.
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• Ona One-Eye: A Wood Elf who has survived the Isles for over 300 years. Formerly a servant in the High Elven lands of Milith’s Dominion, she fled her life of servitude to become the Isles' premier strategist. Captaining The Wailing Horn, she is celebrated for discovering impossible treasures and for her masterful naval defence against the encroaching colonial forces of Everreach and the Tohon Empire.
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• Redheart: The undisputed sovereign of the Isles and a Fire Genasi of immense power. He is the direct descendant of Anmata the Flame, the mythical founder of Darkport who authored the protective riddle and felled the Omni-Kraken. Redheart commands the incredible ship The Light, which he is said to have captured from a powerful religious order, and a sprawling fleet that can exceed a hundred vessels. His reputation for strength and lineage is respected as far north as Auken and Norn.
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These lords hold absolute authority over the Arena of Blood and the magical gateway to Darkport. Under their reign, the Bleeding Isles remains a defiant, free territory that even the greatest empires of Gryth fear to tread.