Maritime Alliance
Capital
Port Sovereign
Government
Monarchic-Mercantile
Races
Human & Sea Elf
Navy
40+ Galleons
The Coastal Confederacy is a dynamic maritime nation situated on the western coast of Terathia, commanding the Terathian shore of the Shattered Coast — the busy strait between Terathia and Morgath. The blend of human ingenuity and sea elf magic has transformed this nation into a powerful entity known for its formidable navy, bustling ports, and rich cultural heritage.
The Merchant King rules alongside a High Council of trade lords and naval admirals. Seven member cities contribute unique strengths — from Stonegate's geothermal forges to Glimmerhold's Crystal Spire. Patrols extend into the Piranha Gulf where piracy threatens trade routes to Eshara.
Sprawling metropolis and political heart of the nation. The Grand Shipyards produce both warships and merchant vessels. The flagship 'Sovereign Tide' — carved from ancient timbers reinforced with mithral — crowns the Naval Dockyards. Ancient maritime defences of possible Nagarin origin protect the harbour.
Sophisticated coastal gateway where maritime culture flourishes. The Maritime Academy's secondary campus ensures Marisport remains at the forefront of nautical education. First major port for merchants arriving from distant lands.
Military seat crowning a natural plateau. Multiple military academies train officers and elite troops. The Tower of Vigilance — its lighthouse beam visible for fifty leagues — serves as both navigational aid and symbol of confederate power.
Fertile valley city and agricultural powerhouse. The annual Festival of Flavors draws visitors from across the continent. Botanical gardens maintained by noble consortiums showcase flora from across Asphodel.
Geothermal-powered mining and metallurgical centre. The Great Forge burns perpetually with temperatures that ordinary forges could never achieve. Stonegate metalwork is legendary for durability and beauty.
Centre of arcane study near a powerful ley line nexus. The Crystal Spire library resonates with magical energies, preserving knowledge from across the ages. Assembly of archmages guides the confederation's arcane policies.
Mysterious marshlands where alchemists and exotic goods dealers operate with fewer restrictions. The notorious Night Market deals in rare items, forbidden knowledge, and goods of questionable origin.
Ancient maritime defences beneath Port Sovereign activate without warning, sealing the harbour. No one understands the Nagarin mechanisms well enough to deactivate them. Ships are trapped, trade halts, and something in the deep water may have triggered the response.
A sea elf delegation warns that something is moving through the deep channels of the Shattered Coast — something that has frightened the underwater communities into silence. The Confederacy navy investigates and finds their ships are being watched from below.
The Night Market of Shadowfen is selling artefacts that shouldn't exist — items bearing markings from a civilisation no scholar can identify. Investigation reveals a smuggling network reaching into ruins beneath the marshlands.
Rivalry between the Merchant King and the High Council erupts when a trade agreement with the Draconic Dominion threatens to destabilise the balance of power. Both sides recruit agents to sabotage the other's negotiations.
The Tower of Vigilance goes dark for the first time in centuries. Highcrown's military scrambles to determine whether it's mechanical failure, sabotage, or something worse — the tower was built to warn of a specific threat, and its silence may mean that threat has arrived.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement