Oona Katoa

SHRINE VISITORS038194
🐸 ADOPT A BOGGART · CLICK HERE

Oona Katoa is a navigator and water-powered warrior from the Migrant Fleet. She is often the crew’s diplomatic lead, skeptical researcher, and last attachment to practical reality.
| Crew role | Navigator, healer, researcher, greataxe wielder |
| Origin | Migrant Fleet |
| Ship bonus | +1 movement speed in the Navigator slot |
| Fires of Moa | Sympathizer without formal office |
Character arc
Section titled “Character arc”Oona’s ties to the Migrant Fleet made the Ranti crisis personal. She led the confrontation with Captain Long Wei, helped recover enslaved islanders, and repeatedly navigated the Lively Lady through waters that should have trapped or killed it.
Her research into Old Moa gives the crew its clearest distinction between practiced island religion and the new theology Kahu is inventing. Oona has found precedents for fire-touched priests, but no precedent for Kahu’s exact faith.
In the chronicle
Section titled “In the chronicle”- Day 33 — A man with a plan and a modelThe crew founds the Fires of Moa, recruits its first followers, and budgets an audacious ironclad heist.
- Day 32 — Clam ChowderA message hidden beneath a bread bowl reunites the crew with the Lively Lady before Kahu receives a vision wrapped in flame.
- Day 31 — Liar’s diceLiar’s dice, a revolutionary cave, and the theft of an everlasting fire from Pirate’s Cove.
- Day 30 — DunmeshiThe crew stalks and kidnaps the Mink, uncovering the revolutionary network behind Pirate’s Cove.
- Day 29 — Pirates!A hunt for pirates leads through the charity hospital, the slums, and into the theatrical world of the Mink.
- Day 28 — Light treasonDisavowed by Moa Tor, the crew becomes Albian privateers and accepts Prince Pako’s mission to recover a sacred relic.
Show 25 earlier chapters
- Day 27 — Time to poke the Master BaitersAfter helping capture the ironclad, the crew studies its fire-driven engine and dines with Saint Sebastian.
- Day 26 — My sailorThe Lively Lady serves as bait in a multinational trap for a Cathayan ironclad—and ends up inside the assault.
- Day 25 — The calm after the stormThe rescued migrants return to their fleet, where a celebration becomes the prelude to an international naval operation.
- Day 24 — Ambush at the camp!A rescue camp is overrun by enchanted survivors, singing harpies, and hungry rocs in a desperate swamp battle.
- Day 23 — Trade negotiationsWeapons negotiations with the Ranti expose missing captives and lead the crew into a harpy-haunted swamp.
- Day 22 — Succulent chinese mealAt Serpent’s Repose, the crew bargains with E’longa for captives taken to the Great Nest.
- Day 21 — MementoThe crew reunites Kahu with the Migrant Fleet, confronts a Cathayan inspection, and learns of the Ranti slave trade.
- Day 20 — This girl is on fireA burning amnesiac awakens as Kahu while Carolingia prepares to send three Living Saints into the Isles.
- Day 19 — Oro approaches usThe crew destroys Johan Storzenbecher’s slaving ship and finds a tattooed survivor burning on the shore.
- Day 18 — BBQA blood-boar victory feast brings grief, trade, Punx’s departure, and urgent news from Oro.
- Day 17 — GaslightedThe three villages undertake the Culling, with the crew serving as bait in a record-setting blood-boar hunt.
- Day 16 — Not a haikuTrade, politics, and the consequences of imperial entanglement give way to the villages’ sacred Culling.
- Day 15 — Diplomatic incidentThe investigation into Saint Sebastian’s death collides with local politics as the boggarts bring catastrophic news.
- Day 14 — Who dunnit?A voyage with the Contessa and Saint Sebastian becomes a murder mystery with dangerous religious implications.
- Day 13 — Amuse boucheThe Migrant Fleet arrives with tales of slavery and the crew receives new diplomatic and rescue missions.
- Day 11 — Master & CommanderPirates, a storm-damaged ship, and a tense return to Kapikala expand the crew’s view of the foreign powers.
- Day 10 — BoomerangAfter returning Bloombark’s children, the crew departs into a storm that leaves their ship lost and damaged.
- Day 9 — MihfThe infiltration of Utu ends in battle, sacrifice, and the liberation of the kidnapped children.
- Day 8 — Trojan boxesHidden inside Trojan crates, the crew infiltrates the boggart village and reaches its central ceremony.
- Day 7 — SailingThe party returns to the Lively Lady and assembles a theatrical infiltration team to rescue the children.
- Day 5 — Tea dispute settledA royal breakfast, a necromancer’s tower, and an archaeological mystery end with Oro’s abduction.
- Day 4 — The Doom of the BunyipsAfter surviving the bunyips, the expedition reaches Bloombark and meets Queen Killipella and Don Gregorio.
- Day 3 — Voyage to the Elephant IslesCompeting foreign interests converge as the party sails to the Elephant Isles and narrowly survives its first landing.
- Day 2 — The secret in the cavesThe investigation follows Molty’s trail through boggart caves and uncovers the strategic secret of Elephant Isles timber.
- Day 1 — The death of MoltyThe campaign begins with Molty’s suspicious death, a hidden cave, and several powers competing for the same secret.