Crimson Cove

location_on Location

The Posian Sea

globe_asia Type

Island

cottage Capital

Cove's Bleedin'

holiday_village Largest City

Cove's Bleedin'

language Languages

Latin, New Posian

send_moneyCommerce

Exports: Plundered Goods, Rum, Exotic Spices

Imports: Fresh Water, Ship Supplies

Currency: Doubloons

atr Factions Active

Crimson Fleet, Various smaller pirate alliances

circles Political Alignment

Pirate Monarchy, Rule of Strongest

blur_circular Population Density

Sparce

thermostat Temperature

Winters:
Mild and pleasant with occasional cool breezes.
Fahrenheit: Typically ranges from 70°F to 80°F
Celsius: Approximately 21°C to 27°C

Summers:
Warm and humid with frequent afternoon thunderstorms.
Fahrenheit: Usually between 80°F and 90°F
Celsius: Around 27°C to 32°C

pets Common Livestock and pets

Livestock: Guinea Fowl, Goats, Barbados Blackbelly Sheep, Boar, Ducks
Pets: Parrots, Wolves (imported from the Islands), Tortoises, Rats

emoji_nature Prominent Species

Mammals: Monkeys, Bats, Ocelot, Monk Seal, Cozumel coati, Armadillos
Birds: Hummingbirds, Pelicans
Fish: Salmon, Trout, Pike, Perch, Carp
Reptiles and Amphibians: Iguanas, Frogs

travel_explore Notable Geographical Features

Coral Reefs
Underwater ecosystems teeming with marine life, providing natural protection for the coastline.
Mangrove Forests
Coastal forests with dense, tangled root systems that thrive in brackish water.
White Sand Beaches
Pristine beaches with fine, white sand and crystal-clear turquoise waters.
Tropical Rainforests
Dense, verdant forests filled with exotic plants and animals with a thick canopy layer.
Seeping Ancient:
A giant skeleton that seeps the black fog. Thus the area around it is deemed as highly dangerous.

Pirates never go near it unless neccessary. Though, it is looming over the islands like a silent watcher and some say that they have heard it breathing when the quiet of the night falls upon the island.

account_balance Government & Law Enforcement

Crimson Cove does not operate under a formal system of governance. There is no written law, no unified council, and no structured enforcement. Instead, the island functions through a loosely maintained balance of power, rooted in reputation and strength.

Sirius holds the highest influence, though he has never claimed any title nor expressed a desire to rule. His presence alone is enough to shape behavior. Most crews defer to his authority, and decisions across the Cove are made with his likely reaction in mind. He rarely intervenes - but when he does, it's final.

Beneath him, the Cove is divided among captains, crews, and longstanding figures who manage their own affairs. Territory is respected, grudges are personal, and conflict resolution depends on who holds the larger force. There are no trials.

Most pirates belong to the Crimson Fleet, the largest and best-equipped alliance on the island. Its captains operate with relative autonomy, but their loyalty to Sirius gives the fleet weight. However, not all who call Crimson Cove home are members of this force. Dozens of smaller crews, independent raiders, and opportunists coexist in the Cove, often uneasily. Some owe Sirius respect, others merely tolerate his influence.

Power is enforced locally. Larger crews control their own sectors, taverns, and trade posts. Captains employ guards or muscle to keep order in their territory, and disputes between factions are often settled with blades rather than negotiation. There is no neutral authority - only reputation, alliances, and threat of reprisal.

There are rules, but they shift. Some are traditions, others are unspoken understandings: no fights at The Marrow, no sabotage of the docks, no bringing the fog inside. Breaking these brings consequences, not because anyone is watching, but because someone always is.

Punishment varies: exile, forced labor, or being sent into the Luring with no escort. Death is not uncommon. Most disputes are settled privately. When they’re not, the Cove watches—but rarely interferes.

sailing The Posian Navy

The Naval Guardians of the Posian Islands pose a direct threat to the Crimson Cove, with plenty of blood in the water to prove it. Were they confident enough in their ability to do so, the Navy would have little issue with burning the Cove and its inhabitants to the ground. However, the competent organization of Crimson Fleet puts a damper on that idea, alongside lack of information.

Pirates do well to be wary whenever they sail close to the main islands, given the on-sight attitude Naval ships have towards them. Most Navy captains prefer scaring pirates away, prioritizing the safety of what they're guarding over picking a fight they may not have the resources for. They're dealt with easily enough.

However, the more bold a crew is in targeting significant trade vessels or settlements, the more likely they are to attract the nastiest of the Navy ranks. The captains and the admirals who want to turn the sea red.

In secrecy, some factions have found use in forming (rocky) alliances with the Navy to exchange information, often with some distinct and strict parameters on both sides.

donut_small Economic System

The Crimson Cove is a hub, for piracy and commerce where pirates hold sway over the region. In addition, to plundering ships these pirates also conduct business with neighboring islands and secret markets. Talented artists and skilled workers create goods for the pirates way of life.

The Crimson Cove possessed it's very own currency 'doubloons', re-introduced by Sirius after seizing the island, modelled after heavily eroded currency found around the island.

Common Professions in this Area

  • Pirate: Piracy is the main occupation in Crimson Cove, and the very heart of the island. Seafaring adventurers ply the seas, raiding merchant vessels and coastal towns, as well as preying on other pirate crews. A pirate's life is a life of danger and adventure fueled by the never-ending quest for treasure, power, and prestige.

    Most of these pirates are employed by the Crimson Fleet.
  • Shipwright: Essential craftsmen who build and repair ships, ensuring that pirate vessels are always ready for action.
  • Weaponsmith: Skilled artisans who forge and maintain weapons, from cutlasses to cannons, vital for the pirates' plundering activities.
  • Trader/Merchant: Pirates who deal in stolen goods, trading with others or simply selling their loot for doubloos. These may also travel to the Posian Islands to sell their goods underhandedly.
  • Medic: Medical practitioners who treat injuries and illnesses, often with a mix of traditional remedies and battlefield medicine.
  • Innkeeper/Tavern Owner: Operators of the local inns and taverns, where pirates gather to share news, plan raids, and spend their loot.
  • Fisherman: Fishing remains an important source of food, with some pirates doubling as fishermen to sustain the Cove.

history_edu Historical Significance

Crimson Cove holds a controversial place in modern rexal history. It was Sirius who first set paw on its shores, carving a path through the black fog with a precision no one could explain. He established what would later become the Crimson Fleet, and claimed the island as a sanctuary for those unwilling, or unable, to live under Dome or Posian law. Pirates followed, then outcasts, then opportunists. What started as a fringe haven quickly turned into a stronghold.

To the Posian Navy, the Cove is a festering wound. Multiple attempts to claim or regulate the island have ended in failure or bloodshed. The terrain, the fog, and the pirates themselves resist any kind of structured invasion. There are whispers that Sirius has made pacts with something older than the sea itself - with some eyeing the Seeping Ancient, - though no one dares investigate the giant skeleton to confirm it.

dangerous Threats/Challenges

The cove is a wild and dangerous place, even for a creature like a rex. The jungle itself holds the biggest threat, but there is also a very valid concern about the inhabitants. Not all pirates are friendly with each other, and even though there are established rules, not everyone will follow them closely—or at all. Jealousy, rivalry, and grudges are louder here than anywhere else. After all, there is a reason these rexals are not welcome in society.

Environmental Struggles: The Jungle Hungers

The cove's nature craves the flesh of those who dare to venture deeper.

  • Stormy Weather: Not often, but not rare, the rage of the sea will bring death if one is not prepared. It is not unlikely to be swept into the depths here.
  • The Luring: The jungle lures with the voices of the lost. Be careful not to fall for the voices of those who should not be found.

The Fog: Darkness That Kills

The fog is an everlasting danger, moving almost like a being in itself. It is a silent killer.

  • Pockets of Fog: Pockets of fog can be encountered in the Luring, and those will not often leave just a scar...

Other Rexals: The Hands of the Bloody

Other rexals here may not be friendly, should one step wrongly.

  • Wrath: Even though there is a clear order, the rules here are different. Step wrong, and you are cleared for the hunt.
  • Crime: With the night, there will always come crime - even in a place like this. Brotherhood only lasts until someone finds a reason to forget about it.

hourglass_empty Time Period

The Crimson Cove draws from the Golden Age of Piracy, roughly spanning the mid-1600s to early 1700s. This era was marked by lawless ports, pirate alliances, rogue naval deserters, and bustling black markets hidden in tropical havens. Settlements were often makeshift and improvised, cobbled together from the remains of wrecked ships or stolen supplies, while taverns served as both gathering halls and command centers.

Ships ruled the seas, with sea battles, smuggling, and privateering being daily realities. While gunpowder weapons such as cannons and flintlocks were increasingly common, rexals do not have these weapons in their repertoire - cutlasses and daggers settle most disputes instead.

hub Connection to Other Areas

Crimson Cove is isolated both by choice and by nature. Reaching it requires specific knowledge of the sea and the fog - without it, most ships vanish long before they ever glimpse the coastline. The journey from the Dome or other central territories takes weeks, and the route is considered too treacherous to chart. Those who attempt it without guidance often perish, either consumed by the black fog or intercepted by the Crimson Fleet.

There is no formal connection to the Dome. The two locations operate in complete ideological opposition, and travel between them is nonexistent. The Crimson Cove rejects the structured life upheld beneath the sea, and Sirius, in particular, holds a deep and well-known contempt for the Dome - though his reasons remain unknown.

While official routes are nonexistent, there are whispers of secret dealings between Crimson Cove and some of the Posian Islands. Trade does occur—quiet, illegal, and carefully arranged. These exchanges are conducted away from any authorities, and both sides pretend they don’t exist.

The Posian Navy does not patrol this far. The risk is too high, and the reward too uncertain. Crimson Cove remains outside the reach of their influence.



Significant NPCs

Click the NPCs to open or close their info.





Icon
Icon




Pirate King of the Crimson Cove

Basic Details

Name: Sirius

Age: Unknown - Young Adult


Information:

Not much is known about the dark captain of the cove. However, there are tales that have been proven mostly true.
His imposing stature, far beyond normal height, hints at a interesting ancestry. This serves him well, though, as the crownless king of the pirates. Sirius was the first Rexal to arrive at Crimson Cove with a small band of followers. Many were lost in the fog as the route had yet to be discovered, but Sirius, himself, always seemed to know exactly where to go.
Shortly after his arrival, he established the Crimson Fleet and the Crimson Scorn - a ship that seemed to appear out of nowhere. It became the first vessel to sail under the pirate banner. Soon, other ships followed, bringing more Rexals to the cove, drawn to the lure of the pirate's path. Though Sirius is now rarely seen, his ship often vanishing for months on the high seas, those who encounter him speak of an unshakable strangeness about him.


Role-Specific Information

Status:

Crownless King - A title that some have given the Dark Pirate for his unofficial status as the most influential rex in the cove. Anything that happens on the cove falls under his juristiction.

Responsibilities:

His first and most important responsibility is leading his fleet. While he does not give orders himself, he will let those know that have a say what to do next.

Popular Opinion:

To the pirates Sirius is regarded as somewhat of a mysterious figure that is worthy of reverence. The navy however, does not think so...

Historical Significance:

Sirius was the rexal that lead wayward rexals into the cove.

Political Alignment:

Rejecting the common ways of rexals to live, Sirius does not want to discover. He wants to create, he wants to own. Following these priciples, Sirius does not think old useless places should be revived, but new ones created. How he plans on doing so, is still a mystery, but he sems to have a plan...

LISTHEADLINE

Basic Details

Name: Mors

Age: Unknown


Information:

Mors is intensely unsettling, whose whispered words can jarringly lurch up and down in pitch, bearing unmistakable unhinged eeriness. His eyes keep staring off into space, as if savoring some private joke. He often keeps the silence long, long before he responds. This rex loves dark humor, delighting in riddles and hints that make others squirm, and he visibly relishes the suffering of others unless they happen to be among the few he reveres, like the notorious Dark Captain.

Cruel and violently unpredictable, Mors often remarks on how someone's "pelt would look so very fine" in his collection. His loyalty extends only to the select few he finds interesting enough and dare those he doesn't - which are many.


Role

Healer and hazard to those brave enough to seek him out, Mors is a master of potions. His shelves are lined with herbs and mysterious concoctions that range from the miraculously curative to the lethally poisonous - sometimes depending on which jar he happens to grab. Among Mors's wares are healing salves, tonics, and dubious elixirs that may or may not improve one's luck, all delivered with his usual dark grin.

For those willing to part with a swatch of their pelt, Mors also claims to see into the future, relating long - winded and frequently wildly incorrect tales of what fate holds in store. His predictions are as untrustworthy as his cures, though, and rexals quickly caught on. Nowadays no one is willing to willingly part with even the tiniest bit of their hides, but seen by Mors's apparel, there were some mighty deals to be held in the past.



--
--


Cove's Bleedin'

Cove's Bleedin' is a bit of a misnomer, considering how beautiful it is. The blue waters of the cove and the green flora surrounding it make this town a true eye-catcher. Huts are built on stilts to keep even the high tide far away from the lodgings near the beach, and sturdier brick houses - built after the buildings on the Posian Islands - make up most of the mismatched town. Everything here is crooked and made from scavenged parts, but don't let this fool you - this place is sturdy.

The town is bustling and brimming with rexals, most of them not staying for long, exchanging their place with those who arrive after they return to the sea. This high traffic doesn't make it easy to find close friends outside of those you sail with, but somehow they make it work regardless. The mood here is in high spirits - unless a certain black ship is lingering in the cove...

One of the biggest buildings is a tavern named the Marrow, near the waters. A high and long jetty branches off in different directions, reaching out into the ocean for ships to dock directly. The Marrow's building is a patchwork of added space tacked onto what once started out as a decently sized hut. Now it towers over the cove, its insides a small labyrinth that only the several keepers seem able to make sense of. Those rexals are some that don't leave the cove - though that doesn't mean they don't have their own tales and folklore, following into whichever dark corner they seem to slink off to.

The Luring

The Luring is a dense, labyrinthine, jungle located on Crimson Cove. At first glance, it resembles the typical tropical environment one would expect; with tall trees, thick undergrowth, and scattered wildlife. However, throughout the jungle are pockets of fog, remnants of the same one that surrounds the island. Rexals often end up hurt or dead, should they not be careful when they roam around cluelessly.

The jungle is notorious for disorienting and confusing those who enter. Rexals who stray too far inside often become lost or caught between the fog, unable to navigate back out. Cries for help from these individuals frequently lure others into the jungle to assist, only for those that dare to, end up the same as them - or worse. This has led to many fatalities, making The Luring one of the most dangerous areas on the island.

That said: The Luring covers most of the island and while there are smaller villages established in clearings, paths marked and trampled, one finds themselves lost far quicker than anticipated due to its sheer size.

Crimson Cove Map