Kingdom of Moa Tor
Moa Tor is the first island kingdom to reach beyond tribal alliance—and the state that alternately employs, rewards, disavows, and needs the crew.


Over a century ago, the Varangians first navigated across the Maelstrom to arrive at what is today Earl’s Landing. Since then, subsequent treaties with the Western Powers have forced the islanders to give up five “Free Ports” where foreigners reside, trade, and partake in the hospitality of the locals while enjoying diplomatic immunity in their international settlements.
The pressure of foreign influence has forced the islanders to politically organize to an unprecedented degree. Thus, Moa Tor was formed, the first true Moaan kingdom that extends beyond a tribal alliance. The royal Nuadan Moha’Koha clan, originally propped up by the Powers as puppet rulers, now seeks to exert its independence. Presiding from his throne in Kapikala, King Fetu Moha’Koha must strike a careful balance between standing up to the Powers and relying on them to maintain stability of his own regime.
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 31 — Liar’s diceLiar’s dice, a revolutionary cave, and the theft of an everlasting fire from 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.
- 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 25 — The calm after the stormThe rescued migrants return to their fleet, where a celebration becomes the prelude to an international naval operation.
Show 10 earlier chapters
- 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 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 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 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.