The Peering Eye

Overview

The Barrier Reefs are part of a series of ‘natural’ barriers the rings the entire world of Radharc. Between Talamh and Sioc the barrier is primarily composed of The Great Barrier Reefs.

Relations with the World
The Reefs are inhabited by several bands of pirates. Most of the islands in the barrier are incapable of supporting any settlements greater than a village due to the difficulties with trade, the unsuitability of the soil for agriculture.

Pirate Havens
The Pirate bands have cleverly concealed hideout and raid across the settlements demanding tribute. More aggressive and well organised pirates raid shipping along the northern coasts and often tangle with Bigany’s Grey Force Navy, Torland’s Imperial Fleet and Elledrin’s Armada. Some of the Pirates are allied under more powerful leaders and all of the pirate factions war against each other as they see fit.

The Great Whirlpool
Another notable feature of the barrier is an enormous whirlpool known as The Well of The World. It is said that there is a sphere of annihilation at the bottom of the well.

Getting There
Sail south from Bigany. Ensure that your vessel is well able to protect itself.

Islands

The Poison Belcher
Another notable feature of the barrier is the volcano known as The Poison Belcher. Until recent years the volcano was extremely active. It still constantly pours thousands of tons of poisonous ash into the air and blasts the surrounding area with blistering heat and chunks of semi-molten lava. The ash from the Belcher, not only chokes all life under it’s grey powdery weight, but it is also extremely toxic, killing all that touch it’s vile excretions. Some sages believe that there is a gate to the plane of Ash inside the Poison Belcher, other say that there is a shattered remnant of the chain gate surviving there and that is maintains a connection to a plane so vile that it contaminates all matter surrounding it. The ash from the Poison Belcher acts as a contact poison DC18 (1d6 CON/ 3d6 CON). It is extremely difficult to collect this ash as contact with it is inevitable and most people trying to collect it are killed in the attempt. Constant exposure to the ash either through immersion in contaminated water or breathing of contaminated air requires a saving throw each round. Each round the DC of FORT saving throw increases by 1 point. The only recorded successful collection of Belcher Ash was by a fallen cleric who summoned a demon to collect it for him. It is said that this cleric now resides within the Temple of Feo in the Iron Giant Mountain.

Mantorok Island
This is a beautiful tropical island paradise. It’s only landing is at a boathouse that acts are a gateway to the massive Torland style villa at it’s centre.

Red Hammer Island
This island is dominated by a massive extinct volcano known as The Iron Giant. Years ago the Dwarven Clan Red Hammer mined rich veins of iron ore inside the volcano until they were forced out by overwhelming numbers of invaders. Few of the Red Hammer Clan survived, but they swore to reclaim the mines one day. The Red Hammer Strongholds are now occupied by the forces of elemental cults.
The largest trading village on Red Hammer has less than a hundred inhabitants. These are primarily humans and dwarves with a scattering of other races. There are very few elves on the Island. The main populations on the island, are a large gathering of half orcs and an even larger tribe of Orcs. Orcs breed very quickly.
Murant is an orc barbarian, who leads the orcs within the Red Hammer Mine. He was personally instructed and indoctrinated by the leader of the orc villagers, who sent him to infiltrate the mines and harass the fallen priests inside.
The orc tribe is lead by a Seilig priest who killed the previous tribal adept, a Fallen shaman of the Blinded Eye, over a decade ago. This orc priest is a visionary among his kind and has turned the orcs away from pillage and murder and towards the joys of civilisation: pillaging the temple and the mines and murdering the fallen priests. This Orc-priest, Abbot Nathaniel "Tharg Ogre-Hunter" Evergreen, has not kept a low profile. He ‘educated’ the islands orcs and brokered multi-racial peace between the orc half-orc and human islanders. This peace allowed the islanders to keep all marauding pirates at bay. The recent arrival of Hobgoblin pirate reinforcements could spell trouble for the islanders though..
Another new arrival is Alexandrus Von Westfold who is an Inquisitor in charge of a task force to reclaim the Red Hammer mines and the temples therein. This force includes Clerics of Charon, Shale and The Cycles. They maintain a base camp within the mines and a warship on which they travelled from Bigany via Blood Skull Pass.

There are rumours of a well defended Fallen Temple situated in the center of the Iron Giant, that is teaming with evil monsters.

Bloodskull Pass Sketch

Bloodskull Pass Map

Bloodskull pass is a small port town located in the south of the Sundered Ocean along the Great Barrier. It is huddled in an area of violent storms and jagged reefs between to the gigantic active volcano known as the Poison Belcher and the apocalyptic hundred mile way whirlpool known as Uisce’s Mercy.

Bloodskull Pass is the only place in the world where the Church of The Moons allows travel across the Great barrier and then only in the rarest of circumstances. However, it is extremely difficult to sail a ship to the port. The crossing is closely watched by both the Church of The Moons from their temple overlooking the port and by Captain Bloodskull from his castle on the opposite hill.

Navigation

Sailing to the port is a feat attempted by only the most experienced navigators and bravest captains due to the unpredictable winds, the treacherous currents, the frequent storms and the thousands of razor-sharp reefs. Ships beyond counting have been lost forever in the seas around Bloodskull Pass. Once a ship is within a mile of the port the reefs become even more dense and would be impossible to navigate but for the lighthouses that guide ships to safety. A ship that keeps blue lights to port on the way in and reds light to port on the out to sea will avoid the reefs. Interfering with the light houses is punishable by 100 lashes and walking the plank.

Government

Bloodskull Pass is ruled by the pirate Captain Bloodskull and his substantial pirate fleet. His seat of power is the eponymously named castle Bloodskull which looms meaningly over the port.

Law and order, military might and naval power all come from one source, the Bloodskull pirate fleet. The fleet is made up of over a hundred ships scattered about the Sundered Ocean, exploring, trading, raiding, salvaging privateering and warring. The captain rules these pirate through fear and greed. He demands tribute from all the ships in his fleet and ensures that enemies of the fleet are punished for their transgressions. The fleets territory extends for over a thousand miles in every direction and neither the Bigany Royal Navy nor The Torlandish Imperial Fleet have been able to disrupt this domination. Their greatest rival is Captain Deadman Roberts who commands an equally impressive fleet from another fortified island in the Great Barrier over two thousand miles to the east.

Law

Bloodskull pays some of these pirates to act as a town watch and he pays a couple of captains to act as judges when needed. However, there is little justice to be had in the port. The strong prey on the weak and the powerful care very little. The weak and foolish do not last long in the port so only those able to take care of their property survive. So criminal activity is relatively low.

Temples

While Bloodskull is the uncontested ruler of the island, he pays due respect to The Church of The Moons and their representatives in the temple on the hill. He also gives a great deal of respect to The Temple of Storm and Sea and regularly visits that temple and stays there alone for hours at a time.

Pirates

The pirates have cleverly concealed hideouts and they raid settlements near and far demanding tribute. More aggressive and well organised pirates raid shipping along Bigany’s southern coast and so they often engage Bigany’s navy, the Grey Force, Torland’s imperial fleet and Elledrin’s amphibious armada.

Often multiple ships will unify into a fleet commanded by a powerful charismatic pirate leader. These fleets often use their great numbers to tackle rich targets or to attack other pirate fleets. Most pirate fleets soon fall to infighting and the alliances fall apart in bloody and spectacular battles. 

Geography

The seas around the great barrier reef are filled with chaotic currents, jagged coral, shifting sandbanks, unpredictable whirlpools and hurricanes of hellish ferocity. Bloodskull Pass is the only part of the barrier where the passage is possible between its tall cliffs and treacherous reefs.

Trade

It is the only passage between the northern and southern hemispheres. Great cities of the world such as Bigany, Elledrin, Tor, Barabar, Akhrilla, Etreyar, Az-Ylar, Port Royal and Nemedia all wish to trade with The Winter Palace. Coinage from most major civilisations are readily accepted here and Tionscail’s moneychangers made a tidy profit.

Bloodskull Port Sketch

Map of Bloodskull Port

The Docks

At the bottom of the cliff are the docks where are incoming vessels are moored. There are no fees paid or taxes taken and no one checks for contraband. There is no law in the docks. 

To reach the town at the top of the cliff, people and cargo must either be winched up in one of several large cargo cages or as is more usual, they must climb up the netting that sprawls across the entire cliff face.

Underneath the docks, directly under the Temple entrance is the entrance to “The Merfolk Retreat” an inn for undersea peoples. The water is between 50 and 100 feet deep at low tide and filled with unnaturally jagged rocks, reefs and coral. 

The Cliffs

The cliffs are the main hub of the Bloodskull port. They are covered in nets and rigging allow every inch of the cliffs to be easily accessed by anyone who is a decent climber. The cliffs are roughly divided in to four distinct zones.

Tide Wipe

At the bottom is the tidal zone, known as the tide-wipe, which has practically no dwellings because it is underwater an inconvenient amount of time.

Dock Burrows

This area has many dwellings carved into the rock of the cliff face and is home to many dockers and other labourers. Most of the low value bulk cargo that needs to be stored is found here close to the ship that move it. There are two taverns of note here. The less well known and smaller of the two is The Bloody Water Rat, a dive where poor dock workers and sailors can get cheap grog. The other is Bloodskull’s Cut a rough dive where bare knuckle fights or worse take place every night. Fights to the death are common in and out of its hewn stone arena and Captain Bloodskull himself visits it frequently when he leaves the castle to visit the Temple of Storm and Sea.

Hawkers Nest

This zone contains many shops and taverns, as well as wandering traders doing their best to out shout the competition. There is a surprisingly fine vintner here whose shop is called “Juan Devine’s Bottle Room” that deals in all manner of fine and exotic beverages, specialising in spirits from around the world including many from beyond the pass. This establishment is well guarded. The Temple of Storm and Sea sits in the middle of this zone along with the entrances to the clerics’ homes. There are also a great number of taverns most of which as small warm dry and comfortable, if a little dangerous for the unwary. The best tavern in this zone for those seeking entertainment is the “Cliffside tavern” where there is music every night from the resident bard or from wandering minstrels. The barkeep is an ex pirate called Captain Gawain Murphy, who takes security and clam very seriously and most of his customers have the good sense to respect that wish. It’s a long way down to the deck of a docked ship, but captain Murphy has good aim.

The Warrens

This zone is primarily residential and has a warren of interconnected tunnels between homes, cellars and small warehouses. This is an especially complex warren under “The Den of Thieves”. 

Top Town

The clifftops are 200 feet above sea level at high tide and 250 feet at low tide. A small town stretches along the clifftop. The paved main road overlooks the cliffs and a very strong wooden fence prevents winds and foolishness from sending people over the side and copious netting catches the unlucky few who do.

The main street stretches along the clifftop and has several prominent buildings: The Seaview Inn, an informal jailhouse called “The Brig” by locals, a large mansion that houses the merchant’s guild and acts as an Inn called “The Merchant’s Rest” (the proprietor is a crook), a smaller building containing the heroes’ guild and a large warren on intertwined buildings and alleyways that is unashamedly called “The Den of Thieves”. A second row of buildings lies behind the first, but it is primarily residential and much less exciting.

The Portage Road

The road leads form Bloodskull port to Bloodskull harbour and is the only acceptable portage for goods travelling to and from the harbour and the southern continent. It is well paved and passes under the view of both the Church of The Moons temple on the left and Castle Bloodskull on the right. About halfway, sitting happily by itself is a cheerfully painted yellow building that is solidly fortified. This is the adventurers’ guild and they are well paid to ensure the safety and compliance of travellers on the road.

The temple, castle and guild all overlook the road to remind travellers of the power that will applied if the rules are broken. While the adventurers are the second line of defence after Bloodskull’s guards, the clerics of both temples, the soldiers of Bloodskull’s castle, the heroes’ guild and many others will soon support them in any fighting. Bloodskull himself is usually itching for a fight. Highly powered entities will teleport in to assist if needed.

Bloodskull Harbour

This is where ships dock and exchange cargo from The Winter Palace. It is a quiet place free from the lawlessness and bedlam of the Port. Few of the people in the port are ever given permission to enter the harbour. Those who so report that it is eerily quiet and while it seems very similar to the port at first glance, it is not. It is uneasy, weird and awkward. Most visitors want to leave as soon as possible. Curiosity rapidly turns to uneasy boredom and a yearning to leave. This is of course by a very deliberately design outcome.

The Temple of Storm and Sea

This temple dominates the cliff face of Bloodskull Pass as much as Bloodskull Keep dominates the island. The temple is dedicated to the worship of Uisce (Primordial Goddess of Water) and Aer (Primordial Goddess of Air) as well as several powerful nature spirits of wind, sea, storms, rains, thunder and lightning and finally to several local vestige spirits.

The temple’s clerics have formed an unusual cult within the Church of The Moons that ignores well-entrenched religious divides. The normal intense animosity between air and water priests has the tacit approval of their goddesses but it is somehow absent here. Stranger still a minor Risen deity of the heavens and a minor Fallen deity of the depths are both tolerated in this strangely pantheistic cult.

Captain Bloodskull has been known to have the temple cleared and to stand stock still at its centre, for hours…

The exterior of the temple is carved into the centre of the cliffs in the middle of the port. The ubiquitous netting that allows inhabitants of the port to get to any part of the cliffs also provides access to the temple entrance, known as the Great Swirl. This entrance is an 80 feet wide and once a visitor steps onto it they feel gravity shift by 90 degrees so that the centre of the entrance is now downwards and the sea is like a wall behind them. They can then easily walk down to the entrance.

At high tide seawater snakes up from the surface and pours into the temple as a whirlpool. During storms a swirl of air and water intertwines with a swirl of rain and wind and they are sucked into the temple creating a beautiful but violent vortex. Thunder and lightning created by any storms nearby are sucked into the temple and used to perform ancient magical rituals. This has a convenient side effect of protecting the town from the brunt of these storms.