![[z_Publish/_assets/Elandor 2.webp]]
# General Info
*Region of [[2-World/Continents/The Spice Isles.md|The Spice Isles]] · the southern pirate isles*
South of the last Tidewarden lighthouse, the charts stop being useful. The Wildwater is a maze of hundreds of small islands, reefs, sandbars and glowing turquoise lagoons, with a wreck on every second reef. Some islands are only there at low tide. Some, the old sailors swear, are only there for people who are lost.
It is pirate country. Free captains, marooned crews, runaways, smugglers and worse put in at its coves, and the only law that reaches this far south is **the Code**.
## The Code
- **Parley.** Anyone may ask for parley and be heard. Harming someone under parley is the one crime every captain will hang you for.
- **The Table is neutral ground.** No captain draws a blade on another at [[2-World/Places/The Captains' Table.md|The Captains' Table]].
- **What you take, you keep. What you lose, you lost.**
- **Marooning,** not hanging, is the punishment for most things: a pistol with one shot, a bottle of water and a sandbar at low tide.
## Life in the Wildwater
- **Charts are worth more than gold.** A good chart of the Wildwater is a family heirloom, and it is wrong within a year.
- **Everybody is somebody else.** Half the people in the Wildwater have changed their name at least once. Asking about someone's past is rude; asking twice is dangerous.
- **Salvage is everything.** Storms bring wrecks; wrecks bring cargo; cargo brings fights.
## Notable places
- **[[2-World/Hubs/Rumhollow.md|Rumhollow]]:** the pirate haven of the south, built inside the flooded crater of a dead volcano.
- **The Undertide:** the flooded caves beneath Rumhollow, where [[2-World/Places/The Lantern Market.md|The Lantern Market]] is held at low tide.
- **The Grinning Rock:** a sea-stack worn into the shape of a skull, where captains meet when they don't trust each other enough to meet in Rumhollow. The caves in its "eyes" are full of old treasure and older bones.
- **Glasswater Lagoon:** a lagoon so clear you can see the wrecks on its floor. The merfolk live here, and on calm nights something under the water sings.
- **The Isle That Isn't:** an island on no chart that only ships with lost people aboard ever find. Sailors who reach it come back years later, not a day older.
# Region Details
**Dominant Races:** Humans, tabaxi, merfolk, and anyone running from somewhere
**Climate:** Tropical; sudden squalls and fog banks that roll in without warning
**Seasons:** As the rest of the Isles, but the storms of the Shut Months are worst here
**Ruled by:** No one. [[2-World/Places/The Captains' Table.md|The Captains' Table]] settles disputes between crews, when it can.
**Location:** The southern [[2-World/Continents/The Spice Isles.md|Spice Isles]], beyond the last lighthouse of [[2-World/Regions/The Saffron Reach.md|The Saffron Reach]]
# Hubs
**Hubs** Places where people live - Cities, Towns, Villages, Hamlets, Encampment, Keeps, Fortresses, Strongholds.
- [[2-World/Hubs/Rumhollow.md|Rumhollow]]
# Points of Interest
Places that can be explored.
*(none published yet)*
# Groups
Groups of people and power - religious, cults, guilds, military
*(none published yet)*
# Quests
**P - Philosophy** (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
*(none published yet)*