Brackenwake
World atlas Chapter 03

Marsh and islands

The Saltmarch and the Thousand Isles

Reed marsh to the horizon, then a thousand islands, each with one tree and one wreck.

World lore and story plans. Some places, characters and events are still in development.

The landscape

Two lands in one realm. Inland, a fen: knee-deep water, sedge to the shoulder, eel weirs, will-o'-wisps. Seaward, an archipelago: a thousand islets of sand, palm and coral running out into the Caldera Sea, channels between them, the first open water you sail.

The Red Queen's Harbour: a pirate city built across a dozen islets and the wrecks between them, joined by planked bridges and chains, its lighthouse a ship's mast a hundred feet tall with a fire in the crow's nest.

Places in the Saltmarch and the Thousand Isles

11 places

The pirate republic's capital across a dozen islets, chain bridges, a mast lighthouse.

Queen Maravel, Grey Tancred's barge fleet at anchor, the boat you are given, sailing and fishing training, salvage market

A stilt-house on an old mill in the fen, the wheel standing in dry sedge.

Aldo Reeve and the eel family, the safe paths through the sedge, Long Sarah fed monthly

The Sedge Sea

Wild country

The open fen, sedge and standing water, wisps at night.

Bog crawlers, ghouls, Long Sarah, the Eel-Man checking his traps

A sea cave under the largest isle where the last sea-wyrm lies, tide-filled.

Crabs, drowned, a mire troll, Thalassa the Sea-Wyrm

2 dungeon levels · Boss: Thalassa the Sea-Wyrm

The archipelago itself, sailed not walked, channels, shoals, wrecks on every reef.

The Red Sail race, the Ghost Tide on moonless nights, the Stack-Queen's rock, kraken shoals

A graveyard of ships driven onto one reef over three centuries, hulls stacked into a maze.

Salvage, drowned crews, Little Sorrow walking the tide line

A cut in the largest isle's cliff, iron and silver, the yard washed at every high tide.

Iron and silver, crabs in the cuts

A drowned causeway from the fen to the first isle, dry for an hour either side of low tide.

Crabs on the stones, drowned in the pools, the only way to the Harbour without a boat

A rule of this place

The tide clock is real: on the causeway when the sea comes in you swim or you drown, and the drowned rise with the water.

Three islets with caves at the waterline, boats hidden under nets.

A pirate crew that has broken with Maravel, contraband, a fence for anything

A rule of this place

They fly Maravel's colours to strangers; the Red Queen pays for their heads or for their silence, and the player chooses which trade to run.

The Wisp Lanterns

Wild country

The deep fen at night, lit by will-o'-wisps that move as you move.

Wisps that lead to drowned treasure or to a bog crawler, and no way to tell which

A rule of this place

Follow a wisp and it leads true one time in three; the eel family sell a lantern that shows which colour lies.

Shallows between the outer isles where the water goes black without warning.

The kraken, once, if you anchor there at night; the best pearls in the isles

A rule of this place

Anchoring is a choice: pearls by day, the kraken by night, and a boat it takes is a boat you replace at the Harbour.

Encounters and events

  • Long Sarah, a bog crawler grown beyond its kind
  • The Ghost Tide: the drowned of the Sunken Kingdom board anchored boats
  • The Red Sail, Maravel's ship, a race for charts
  • Little Sorrow, a drowned girl who leads boats onto rocks

Story and people

The story outline for the Saltmarch and the Thousand Isles, including its characters, secrets and the dragon’s journey.

Read the story outlineContains story spoilers

Arrival

Reed marsh to the horizon under a white sky, then the marsh breaks into water, and the water into a thousand islands, each with one tree and one wreck. A boat with a red sail beating between them, and something with a fin longer than the boat following it.

The feel

Two places in one realm: the fen inland (knee-deep water, sedge, eels, will-o'-wisps) and the archipelago beyond it (sand, palms, coral, the first open sea). You get a boat here. Sailing is a zone.

The story here

The Isles are the pirate republic of Brackenwake and the only people on the continent who do not fear the Legion, because the Legion cannot sail. Their queen wants the dragon for the same reason: a dragon on a mast would make the Isles unbeatable. The Sunken Kingdom's ghosts rise on certain nights from the deep water between the islands, and the Leviathan that follows your boat is the dragon's cousin: the last of the sea-wyrms, dying, and it has something for the dragon.

The cast

  • Queen Maravel of the Isles. Pirate queen, forties, one eye, the best captain alive, funny, ruthless, likes you immediately, which is the danger. Signature: she settles every argument with a coin toss and the coin has two heads. Secret: she is dying of the sea-rot and the Isles do not know; the dragon is her succession plan. Gives you the boat. Returns with a fleet at the Throne if you did not take her deal, or against you if you did and broke it.
  • Aldo Reeve. The fen's eel-man, sixties, has never left the marsh, guides the paths with sticks only he can read. Signature: he never looks at the water directly. Secret: he is the last keeper of the sea-wyrm, feeding it a sheep a month for fifty years, and he knows what it carries for the dragon. He walks you to it. He dies doing it, of old age, in the boat, and asks you to put him in the water.
  • Little Sorrow. A Drowned girl who walks the tide line on the largest isle and leads boats onto the rocks. Signature: she hums a song the Isles have forgotten. Secret: she is Maravel's daughter, lost at sea at eight, and Maravel does not know she walks. The player can tell her, or not, and what Maravel does about it is the realm's ending.
  • Grey Tancred. The Legion's admiral, who cannot sail and has come anyway with a barge fleet across the Caldera Sea's calm shallows. Correct, seasick, brave. Signature: he is always green. A rival to Vane, and the two of them do not agree about you. He drowns at the Isles if the player sides with Maravel; he lives to command the Throne's outer wall if not.

Underground and the boss

The Leviathan's Rest: a sea cave under the largest isle where the last sea-wyrm lies. Crabs, drowned, a Mire Troll, and Thalassa the Sea-Wyrm, a Hydra promoted with a name, who is not fought unless you fail to bring Aldo: with him she lets the dragon close and gives it the tail, and dies. Without him she is the realm's boss.

Out in the open

The Ghost Tide, an event: on moonless nights the drowned of the Sunken Kingdom walk up out of the sea between the isles in ranks and board any boat at anchor. Long Sarah, a Bog Crawler grown beyond its kind in the fen. The Red Sail, Maravel's own ship, which challenges yours to a race once and pays in charts.

The dragon here

Eats fish and crab, and learns to swim. Takes back the tail from Thalassa.

Ember Wastes