I left my old world to sail the Chasm Sea,What I left Behind were friends and family.

-henri locke,Pirate queen |chasm sea shanty| 1278LT


Artwork by Randall Hampton; Typeface by Taylor Haydel

Artwork by Randall Hampton; Typeface by Taylor Haydel

 THe Locke Islands

Founded in 1275LT
(current Trelander Year is 1300LT, current Verakin Year is 1000AE)

In Eanu, within the midst of the seemingly endless Chasm Sea, there are a collection of Islands between Treland and Veraheim, these are called the Locke Isles. It is equidistant from both trade routes, between Treland’s and Casana’s (secret route). These islands are named after General Henri Locke whom, decades ago Henri, who had been a girl dressed as a man to enter the navy was sentenced to life in prison after killing her brother, a noble on the High Council, who had threatened to give away her secret if she didn't quit. She went rogue and escaped with a band of pirates and founded Shantytown. Since then she's used her military and insider knowledge to help pirates evade the sight of Treland’s naval forces. Her expertise made her an easy candidate to unify the pirate forces. Under her leadership the pirates of Chasm Sea have flourished, she’s helped establish a type of hierarchy that maintains the “civility” of Shantytown. Of course, a nation of thieves and cutthroats has its own history and drama making the Locke Isles the most dangerous and mysterious stop on the Chasm Sea.

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The Pirate Queen

Henri Locke - Queen in the world of Pirates. If there is anything of a law on these islands it isn’t first approved of or thought of by Cpt. Henri. Her birth name is Henrietta Thatcher, and she has been a tomboy since she can remember. Her father and brother would verbally and physically berate her for her appearance. They didn’t think she was girly enough, after a particularly humiliating public dinner she was forced to go to (so she arrived wearing trousers) she decided to chop off her hair and go by Henri Locke and applied at an entry level to sail for the King’s Naval Fleets. Her family could not find her until a decade later her brother Hamish Thatcher had budged his way to the top of the Thatcher business and was also on the Council, and she had just been promoted to General in the King’s Fleet for her efforts in keeping peace at sea. Hamish was at her ceremony and recognized his sister, he knew without a doubt it was her. So afterward in an alleyway in Weswick, he confronted her and threatened to reveal her identity if she didn’t leave this false life. After a fight she was holding a blade in his heart. She was sentenced to life in prison, escaped and became the Pirate Queen we all know today. During the first Resisters movement she assisted Lady Brit (her cousin) in gaining goods and information from the navy.

Henri’s Moot

Adrik the Anvil - The on-armed arms dealer who works with the artificers to secure ironshot weaponry, pistols, rifles, and longarm rifles. This requires a lot of black powder and iron. There are mines all throughout the Locke Islands that ensures that the pirates never go without. A dwarf from Ben Iver in Sutland, he left a decade ago after a brief snafu with his ex-wife and his stepson Khol-Uun. After a lot of drama he turned his attention to the black market of arms dealing. Eventually leading him to the Locke Islands.

Ashley “Asher” - A diamond smuggling high elf from Alfrheim, her family was among the most revered diamond artisans. They were part of the Crafter’s Guild and she was raised on the Pearl Islands. As soon as things got weird under Elvenking Amrynn she quickly copied all of the diamond business shipping information and stole her first ship and crew with half a ton of raw cut diamonds. Since then she has partnered with Captain Jakkard to infiltrate Falron in order to smuggle diamonds straight from the mines. She’s full of sass and panache. She takes what she wants when she wants it. Anyone who gets in her way will have to answer to her Crafter’s Guild short swords.

Cpt. Jakkard - He was born a Casanan merchant’s son, there was something different about him though. He was betrayed by his brother for his father’s inheritance and forced to live in an outcast community. There everyone lived with some form of lycanthropy. Jakkard then took his new loyal pack to the seas on his ship Sea Dogs.

Cass - This sharpshooter is a Trelander turned pirate, they hunted large game in Sutland, including giant boar and monstrous birds. The rumours of long lost beasts surviving on the Locke Island drew Cass to investigate. They now live in Shantytown as a hunter of both game and wanted men. Riggs is their gnome artificer companion who always makes sure Cass is locked and loaded.

Antithesla - There are many rumors surrounding the dark priest. He was once a cleric of Thesla but once learning some forbidden knowledge he took his white robes and rubbed ash into them until they were smoky black. He then began to preach openly against the Theslan faith earning him the title “Antithelsa.” He was banished from Treland by the church and has since become a powerful figure on the Locke Islands. His black magic keeps his enemies in check and his bone mask keeps his identity secret.


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Shantytown

The Locke Island’s capital settlement, hidden within the cliffs of the main island, on the beach of a cove. Ships can only come in one at a time and acts as a safehouse for the pirates of the Chasm Sea. Inside there are different levels of wooden buildings, houses on scaffolding. The bay is filled with crystal clear waters, a multitude of ships always line the docks. The sun reflects off the white sand and seashell streets. At the center of town there is a statue of a Pirate Queen. General Henri Locke herself stands, a sunburst of daggers outlining her shoulders and a rapier at her hip. The flagon of ale in her hand and a smirk chiseled into her stone face welcome you to Shantytown.

Boot & Leg Brewery - Pirate bootleggers who sell the finest ales to the mainland. Henri uses a fake identity to run the laundering scheme. The logo is a skeleton, wearing a three pointed hat, and drinking ale from his boot like a mug with his shin bone sticking out of it. Many goods are procured through pirating and so need access to legal funds through the brewery business. If any authorities catch wind of this operation a keg of select barrel aged ale appears on their porch with a note tied to a rough cut diamond. The note has the same skeleton skull holding a finger to his “lips”. Amber’s Cin: a cinnamon spiced amber ale, makes for a good rum chaser, named for an old fling of Henri’s. A favorite of the pirates in Shantytown, LIPA Elysian to Marrow, is a cloudy bitter ale imbued with Elysian flowers to sustain Boot & Leg ale for the long journey to Treland. This is by far their most popular beer in Treland, a staple of the company’s income. Can be found in most pubs across Kinsdale and Sutland.

Elysian Gardens - Beautiful gardens mainly made up of the Elysian flower, a Locke Island native which is used for brewing some of the Boot & Leg’s pale ales.

Star’s Guide Pub - The first pub established on Locke Island soil. A staple for pirate’s recreation, and named for the Chasm Sea Shanty, written by Henri Locke herself. “Adventure I’ll find, as stars guide me. I’ll brave the unknown on the old Chasm Sea.” The shanty acts as a unifying commitment to all pirates who serve under Henri and can be heard on any given night being sung with drunken bellows at the Star’s Guide Pub.

Stone Court - A massive fortress equipped with cannons, built to protect the island from invaders, be they pirate nemesis or Trelander Navy. Initiated by Roger Fastbreak and completed by Henri Locke. Fastbreak never lived to see it in its full glory.

Boot & Leg Brewery logo by Taylor Haydel

Boot & Leg Brewery logo by Taylor Haydel


Return to Treland

Season 3 encompasses the Rowdy Boy’s return to Treland. Here are some updates on the Kingdom in order to stay informed while listening.

new historical document


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Kinsdale

Denshire Hinterlands - Denshire has been reformed into a Resister’s Army base, housing hundreds of resistance soldiers. Just outside of the halfling city are the wild forests of the hinterlands, hidden within the dense foliage is a the secret Headquarters of the Resisters movement against the crown. Lady Brittany and her captains remain hidden here from the ever searching eyes of the Viper Knights, especially the notorious Sir Quincy, nephew to King Aston.


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Southern Sutland

Portown - the trading hub for the dwarves of Ben Ness. Always humming with carriers, merchants, and dockworkers. Traders from Weswick, Casana, and even the secretive Locke Islands arrive here from sunup to sundown.

Bone Shard Bay -  a beautiful landmark in Sutland, named for the battle that was fought there hundred of years earlier when Orc Ships stormed in. Waves and waves of fierce soldiers were held off by the brutal dwarven towershields. It was named by the victors, the dwarves themselves, for that day the sand was so mixed with the shattered bones and blood of the orcs that sought to claim the beach. The sand now reflects the sun in a brilliant shimmer as ships pass by.

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Lakewood - first settled by dwarves fleeing the occupation of Ben Ness during the Orcish Wars of the 700s about 500 years ago. Once Ben Ness was reclaimed, the dwarves moved back, but some decided to remain under the ruling of a dwarven woman named Lariosa. She became mayor and the lake was named for her and the town put under Marshall law. Since then the population has become malleable,

  • Wineport: section of town dedicated to the higher class of Lakewood. Many fine dining restaurants with exotic animal dishes can be found in the Merchant’s Quarter.

  • Copperport: Reserved for those even too low to follow the Marshall Law of Lakewood, let alone the rules of the crown. The more south you head in BarleyBarrel Square the more ruffians you encounter. Gawk & Gander has comfy down beds for wary travelers, Saltfresh Gambling house is a place of fortune and demise, and the best greasy-spoon spread is said to be found at the Feathered Arrow Pub, a multi-tiered bar and restaurant. Hunters from Two Rivers Hunting Lodge make a living selling their meats to this establishment, they also claim it serves the best pancakes in all of Treland.


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Northern Sutland

Orcish Tribes: Since the beginning of time the orcs have reined over the western border of Sutland. Over the centuries they have warred with their dwarven neighbors and even attempted to take control of Sutland during the Orcish Wars (700LT). After the defeat of Crok Silvervein the orcs were pused back into the recesses of the Crags and the outlying forests. Below are brief descriptions of each of three remaining tribes.

  • Silvervein Tribe - This is the oldest and most powerful of the Orcish Tribes. They have the closest ties to the powers at Kinsdale as many years ago those of the Popkin family discovered that there was silver in the Crags then after making a deal with the Silvervein tribe they began a system of secret mines throughout the Crags. Only the Popkins are aware of this strange deal. Needless to say though the relationship between the Popkin and the Silvervein families ended at the defeat of Crok at the hands of Sir Rorick during the Orcish Wars. The Silvervein Orcs have a slate grey skin color.

  • Tusker Tribe - Located between the Heartcleave and Deadwood Forests this tribe worships the hunt. Boar is the animal they worship and many within the tribe own weapons fashioned from the tusks of the Heartcleave Forest. Recently they have been persuaded by worshippers of Karnas a demon older than Treland and older than Thesla himself, to begin to take prisoners off the road and in fact have set traps for anyone unwary enough to traverse to or from Auchtercrag by land. The Tusker orcs have a green hue to their skin and their tusks are twice as large as the other tribes.

  • Wing Shadow Tribe - Living at the base of the Rocspire, this tribe worships the ancient winged beast. They guard the only access to their holy mountain. From it they gain long forgotten magic and knowledge. Anyone wishing to traverse the cliffs and must mount a Big Horn Ram to climb the dangerous mountainside. Not since Crok Silvervein has any orc retrieved a mythic roc-egg. He then ceremoniously drank the yolk and was crowned king over all orcs, leading them in the Orish Wars of the 700s. 

    • Their settlement Hu’unrok is decorated with the beautiful colors of roc feathers. They use body paints and ceremonial clothing to appear bird-like. 

    • Guides to the spire are called ‘Scalers’ and those who use the feathers to fly short distances are called ‘Gliders’. 

    • The Wing Shadow orcs have dull purple skin and their hair is far more boisterous than the other tribes.

Orcish Settlements

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Kaldosh: Capitol of the Silvervein Tribe is the largest of all the orcish settlements. Within the Silvervein monarchy holds power over its citizens. Located completely underground this beautiful luminescent city acts as a stronghold for the Silvervein peoples. Few have entered the city and lived to tell the tale, and even fewer have gained audience with the orcish royalty. Skymaw pass leads the orcs out of the caverns and into the Crag Mountains, and to the south the Mountainheart lake allows orcish ships to travel out to the Chasm Sea.

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Hu’unrok: A small settlement of the Wing Shadow orcs that feels more like a communal campground than a village or town. The tradition of the Wing Shadow is one of peace, as made clear by Nika’s Animal Rescue, which holds within many of the refugee animals from the blighted Deadwood Forest. Big decisions are decided by the chiefs and chiefesses in the Tabernacle and ‘Scalers’ gain access to the Rocspire Mountain by way of the path leading out west from the settlement. Hu’unrok sits at the foot of the Rocspire the famed mountain which holds the highest peak of the Crags and the location of the legendary Roc Bird, whose eggs are a revered item and choose for the orcs who the Rocspire Champion will be.

Human settlements

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Broken Harbor: Welcome to Broken Harbor, set on the coastline of Sutland midway between the dwarven city of Ben Ness, and the human city of Auchtercrag. This small village used to be a famed stopping point between cities along the coastal roads. But then the Orcish Wars sent Sutland into chaos 500 years ago leaving the village in ruins, only to be used by the orcs as an outpost and trap for unsuspecting travellers. That is until the end of the war, in which the orcs lost and many retreated back to The Crags mountain range, there or the forests past Mawfield. 

Now, hundreds of years later the village has been reclaimed, and renamed Broken Harbor. The only remnants of the “First Town” lay in ruins at the south end of the village. Loggers, and freight companies began to survey the economic position of Broken Harbor and settled there; first only the workers and their families but then merchants and those looking for a break from the city life began to venture to this newly formed town. Before they knew it they had themselves a fully sustainable community. The merchants would joke and call it “Broken Harbor” since every ship that came to port would have to navigate the old broken dockways. The name stuck and is now worn like a badge of honor by the proud townsfolk. 

Locations and NPCs

Whisper Inn Saloon: A wooden tavern stretching the length of the town square. A hub of gambling and drinking for the working men and women of Broken Harbor where they rest after a long day’s work. The villagers love their home brewed ale, but finer selections are also available, like Boot & Leg Brewery ales shipped all the way from the Locke Islands. There are rooms on the second floor for those just passing through and Lady Gwendolyn (half-elf courtier) keeps the restaurant, bar, and inn running smoothly all year round. The famed bard Stacy Evergreen (human entertainer) is usually found reciting tales and singing lore on stage. 

Longshore Drifter’s Market and Smithy: Sign: Green Pickle with a travelers pack on. Named for its owner a wandering prospector who finally decided to lay down roots, this market sells all the supplies an aspiring explorer or miner would need. The smithy specializes in silver weaponry and can usually coat any blade, warhammer, or dagger you need. No one knows the drifter’s real name but the townsfolk have come to call him Pickles (human outlander), for his fermented breath. 

Town Hall: It may surprise you to learn that there is no official mayor of Broken Harbor, but the elected Sheriff Hucklebee (dwarvish folk hero) maintains as much of a law as possible out here. Every now and again a Stag’s Order knight may come to town for a census or tax collection, and when they do Hucklebee tries to put his best shine on the community, although he knows that not much can tame the rowdiness of the loggers and the increasing orc raids. When needed he has enough connections to raise a militia but no more than a half dozen ever answer the call. 

Lumberyard & Sons of Bark Sawmill: Randolph Bark was the first to organize the loggers at Broken Harbor over a century ago, his statue carved from the base of a tree stands in the lumberyard as a monument to the refounding of Broken Harbor. Since then the business has been handed down for 3 generations and now falls into hands of Theo and Anne Barks (human nobles), who live on the outskirts of town and have an army of servants at their disposal. 

Jill’s Fish N’ Chips: Run by the scurvy soul of Jill Canterbury (human pirate), this small fish and chips shop on the docks faces the King’s Sound (the body of body that stands between Sutland and Kinsdale). She wakes early to catch the fish herself and makes deals with the freight company to purchase the discounted vegetation that doesn’t pass inspection at the depot. The small shack has no seating and always smells like cooking oil. That doesn’t stop the locals from spending their lunch breaks in long lines waiting for Jill’s delicious meals. She’s rather notorious for yelling at her customers though when there’s a long line and they don’t know what to order. 

Freight Depot & Warehouse District: Owned and maintained by Bark family after changing hands of passing merchants dozens of times. Any wagons making their way to Ben Ness or Auchtercrag stop here to make exchanges, check in, and rest before leaving for their final destination. Whatever goods can’t be taken by ship are sent through the Freight Wagons. Either way the Barks make their bucks. 

Sorrowhook Abbey: This small church of Thesla was originally built hundreds of years ago and was all but destroyed by the orcish raiders. The name comes from a story of a survivor who witnessed the abbott fight off twenty orcs with nothing but a hooked sickle, before being torn to shreds by the raiders. The Abbey is now refurbished and open for ceremonies and schooling for children all run by Abbot Josiah (half-orc hermit).

Marauders’ Marrow Cemetery: The Theslan tradition of burning a member of the faith’s body can be traced back to the establishment of the Abbey of the Eights. This leaves no need for cemeteries, so the marked stones and burial grounds belong to those orcish raiders who lost their lives during their short takeover of the village. 

First Town Ruins: This area is preserved to show the desolation wrought onto the once peaceful harbor town, although access is limited through the Abbot Josiah, who is acting historian of Broken Harbor. He gives tours upon request of both the ruins and the orcish cemetery. During the Foliage Festival every autumn Josiah takes to dressing up like an orcish raider and adding tales of bloodshed and sometimes paranormal horror to his tour.

Norholm

Penton: Treland’s major city on the isle of Norholm is Penton or ‘The City on a Hill’. The largest presence is the Church of Thesla’s Abbey of the Eights which was founded before the worship of Thesla was accepted in human culture. Those who sought refuge from High Lord Viktor’s Inquisitors found a home amongst the elves and fey, though they never bonded they shared a mutual respect for each other and disdain for the ruler in Kinsdale. Since the kingship of Elric though a prince or governor has been stationed in Penton as a gesture of connection to the Kingdom of Treland once peace was established.

Lake Feanor: Named by the elves after the Great Burning of 33BP, this body of water holds the souls of many who were lost during the tragic forest fires of the War of the Three. Naming the lake after the spirits that now inhabit it is both a gesture of honor to those lost and a reminder to any future king that the elves have not forgotten what destruction the humans are capable of.

Abbey of the Eights: The stronghold and place of learning for the Church of Thesla. It holds a wealth of knowledge and history as told by the persecuted Theslans under the evil reign of the High Lord Viktor. It also holds many of the original Chronicles telling the story of the growth of the Church and its institutions since King Elric took kingship and named the Theslan faith a central faith and philosophy of peace for the three isles. Here you’ll find a calm and welcoming atmosphere with ritualistic schedules and discussion of great import from acolytes and nuns, to clerics, and even an Abbott or two. While the role of bishop is being debated, Abbott Gregor Nyssa stands as the leader of the Church here in Norholm, in opposition to the church in Weswick who now sees Drystain Popkin as their leader.