
The Bitter Coast
The lands on the edge of the Ocean of Bitter Regrets are a wet, bleak and empty land. The Ocean itself is as salty as the tears of the few men who make their home here. They are not many, for the giant Pirate Kings often fly their cloud castles out of their mountains to harry the coast and raid shipping. Those that remain serve the giants or are driven here by madness, curses or religion.
However, some say that men first walked in these Shrouded Lands either carried in great ships across the Ocean of Bitter Regrets from the Empire Undying that once reigned in the utter west or formed by forgotten gods out of the clay that lies thick and west along the Bitter Coast.
About the region
All sailors know that it is foolish to drink sea water. This is nowhere the case as much as with the Sea of Bitter Regrets for even a small sip of the water immediately brings to mind one’s most bitter memories. Strong warriors have been known to collapse in tears after drinking from the ocean, an effect that persists even in the evaporated residue of the ocean (i.e. sea salt).
Hooks:
- -Why does this effect happen?
Hex Summary
00.02 (The Pirate Kings): are giants on cloud-top fortresses.
00.06 (The Ocean of Bitter Regrets): drinking its water brings to mind one’s most bitter memories. It also has a giant were-shark in it.
00.09 (Salt Point): a ruined lighthouse and the catacombs that lie beneath it are home to bitter old monk.
01.03 (Everdark): a strange town lies here in a mist-shrouded canyon.
01.04 (The Chalk Cliffs Overlooking the Stormhead): the place where cloud giants are transformed into storm giants.
01.05 (Laughing Sam): a kindly dryad who’s a long way from home.
01.06 (The Warbling Coast): is famous for its birds, especially a great white raven.
01.07 (The Saltwood): the home of a mutated ogre were-shark.
01.08 (Broderick’s Estuary): where Broderick’s River meets the sea.
01.09 (Fernsbank): a peaceful coastal plain that has recently come under a malign influence.
01.10 (The Cave of Kull Cove): pirate gold might be found in this entrance to the Sunless Sea.
02.06 (The Spawning Pool of the Salamanders): blind salamanders crawl from the Sunless Sea to spawn in the relative safety of the sunlit world.
02.07 (Broderick’s Grove): the best place to harvest giant sequoias for all of your didgeridoo needs.
02.10 (The Fernsbank Fossils): preserve a burning eagle locked in battle with a grey worm.
02.11 (The Cross): this pirate haven is a fractious and tearful place. 02.18 (Nasili’s Arch): this natural arch was once the home of nereid.