People & factions
The Fires of Moa
Section titled “The Fires of Moa”A movement founded by the crew on Day 33 around Kahu’s belief that the world will be reformed in the fire of Old Moa. It combines Moaan nationalism, opposition to foreign power, daily island practice, Kahu’s visions, and some very effective community organizing.
Known organization: Kahu as Speaker; Ryuto as Firebrand; Pachinko as Alchemist; Jebbediah as Mercury. Oona remains a sympathizer. Its first followers include factory workers, dockworkers, orphans, and thirty boggarts.
- 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 27 — Time to poke the Master BaitersAfter helping capture the ironclad, the crew studies its fire-driven engine and dines with Saint Sebastian.
- Day 15 — Diplomatic incidentThe investigation into Saint Sebastian’s death collides with local politics as the boggarts bring catastrophic news.
- Day 10 — BoomerangAfter returning Bloombark’s children, the crew departs into a storm that leaves their ship lost and damaged.
The Migrant Fleet
Section titled “The Migrant Fleet”A wandering confederation of islanders and Kahu’s childhood home. The Fleet returns infrequently and is received differently in every port. King-Admiral Miranda and the Crimson Guard protect its ships. Oona belongs to its people; Kahu was raised among them before losing his memory.
- 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 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.
Show 4 earlier chapters
- Day 19 — Oro approaches usThe crew destroys Johan Storzenbecher’s slaving ship and finds a tattooed survivor burning on the shore.
- 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 13 — Amuse boucheThe Migrant Fleet arrives with tales of slavery and the crew receives new diplomatic and rescue missions.
The Ranti
Section titled “The Ranti”An insular serpent society of the marshlands whose hierarchy runs from bound laborers through full-bloods to trueborn rulers. Their port, Serpent’s Repose, opens for periodic trade. Their sudden purchase of healthy islander captives—and appetite for weapons and technology—drove the campaign’s second major arc.
- 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 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 18 — BBQA blood-boar victory feast brings grief, trade, Punx’s departure, and urgent news from Oro.
The Mink and the Moe
Section titled “The Mink and the Moe”The Mink is a theatrical revolutionary and recruiter in Kapikala. The Moe is the more astute leader at Pirate’s Cove and favors religious syncretism. Their poor but growing network uses theaters, pamphlets, dead drops, workers, and street children.
- 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.
Captain Jackdoe
Section titled “Captain Jackdoe”Captain of the Lively Lady and long-suffering commander of the crew’s maritime operations. Jackdoe accepted a boggart crew, survived the ironclad chase, and was disavowed by Moa Tor alongside the party before becoming an Albian privateer.
- 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 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.
- 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.
Show 10 earlier chapters
- 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 23 — Trade negotiationsWeapons negotiations with the Ranti expose missing captives and lead the crew into a harpy-haunted swamp.
- 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 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 11 — Master & CommanderPirates, a storm-damaged ship, and a tense return to Kapikala expand the crew’s view of the foreign powers.
- Day 7 — SailingThe party returns to the Lively Lady and assembles a theatrical infiltration team to rescue the children.
- Day 3 — Voyage to the Elephant IslesCompeting foreign interests converge as the party sails to the Elephant Isles and narrowly survives its first landing.
Don Gregorio
Section titled “Don Gregorio”A Carolingian priest encountered in the Elephant Isles. Gregorio’s willingness to connect the Eternal Flame with Old Moa made him a heretic in the eyes of the Universal Church and one of the earliest signs that the campaign’s traditions of fire might converge.
- Day 30 — DunmeshiThe crew stalks and kidnaps the Mink, uncovering the revolutionary network behind Pirate’s Cove.
- 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 20 — This girl is on fireA burning amnesiac awakens as Kahu while Carolingia prepares to send three Living Saints into the Isles.
- 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.
Show 5 earlier chapters
- Day 12 — Day at the zooAlbion’s opera-house envoy introduces the crew to Living Saint Sebastian and his hunt for Don Gregorio.
- Day 10 — BoomerangAfter returning Bloombark’s children, the crew departs into a storm that leaves their ship lost and damaged.
- Day 6 — Blood AguDon Gregorio identifies Blood Agu while Ranghi guides the crew toward a cure and the kidnapped Oro.
- 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.
Saint Sebastian
Section titled “Saint Sebastian”A Living Saint of the Universal Church and the saint of valor—a foot soldier martyred for the faith some four hundred years ago and reborn in the Eternal Flame. As the only living saint in the Isles, he cured Ryuto’s petrification, hunted Don Gregorio’s heresy, and sailed with the crew toward the Elephant Isles, where his murder became the mystery at the heart of Days 12–15. True to a saint’s nature he has since resurrected at his reliquary and returned to the Isles, sermon-ready, alongside Saints Theresa and Catherine.
- 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 30 — DunmeshiThe crew stalks and kidnaps the Mink, uncovering the revolutionary network behind Pirate’s Cove.
- 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 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.
Show 2 earlier chapters
- Day 13 — Amuse boucheThe Migrant Fleet arrives with tales of slavery and the crew receives new diplomatic and rescue missions.
- Day 12 — Day at the zooAlbion’s opera-house envoy introduces the crew to Living Saint Sebastian and his hunt for Don Gregorio.
Maliko
Section titled “Maliko”Chief of Staff of the Moa Tor embassy in the Elephant Isles, appointed to replace the disgraced Stoa. A pragmatist trying to keep the three villages friendly while weighing the isles’ future against the appetites of the Powers, he kept the crew on a modest retainer. Their leaving him behind on the isles became one of Lord Molas’s chief grievances when the kingdom disavowed them.
- Day 28 — Light treasonDisavowed by Moa Tor, the crew becomes Albian privateers and accepts Prince Pako’s mission to recover a sacred relic.
- Day 20 — This girl is on fireA burning amnesiac awakens as Kahu while Carolingia prepares to send three Living Saints into the Isles.
- Day 18 — BBQA blood-boar victory feast brings grief, trade, Punx’s departure, and urgent news from Oro.
Contessa Palkia
Section titled “Contessa Palkia”Prince Pako’s daughter and the king’s sheltered cousin, sent to the Elephant Isles as the crown’s official delegate and a fixture of the crew’s voyages ever since. An earnest, sometimes politically inconvenient advocate of Moaan self-determination, she also supplied the “noblest blood” that fueled the boggart ritual distracting the ironclad during the great chase.
- 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 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 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.
Show 5 earlier chapters
- Day 18 — BBQA blood-boar victory feast brings grief, trade, Punx’s departure, and urgent news from Oro.
- 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.
Prince Pako and Lord Molas
Section titled “Prince Pako and Lord Molas”Prince Pako of Pah’aku, the Contessa’s father, believes he should have inherited Moa Tor under older custom and thinks the kingdom should act more decisively. Lord “Gormie” Molas, the king’s minister and accountant, represents the cautious regime. The crew’s official disgrace and unofficial usefulness place it between them.
- 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.
- Day 27 — Time to poke the Master BaitersAfter helping capture the ironclad, the crew studies its fire-driven engine and dines with Saint Sebastian.