Peoples of Moa Toa
“Native” is an outsider’s umbrella term for distinct peoples with different homelands, histories, and relationships to Old Moa.
The Natives
Section titled “The Natives”Khaziiri
Section titled “Khaziiri”
Hardy people who claim to be the firstborn descendants of Old Moa. They reside near the various smaller volcanoes littered across the isles, but all pay homage to Old Moa the Mother of All.
Sylari
Section titled “Sylari”
Short and wiry, these woodland folk live in the most remote islands. Their enclaves rarely exceed a hundred in population, but they are known to be some of the finest Moaan pathfinders, hunters, and mystics.
Kanaka
Section titled “Kanaka”
Hailing primarily from Toka Pok, the prideful Kanaka observe a strict social hierarchy among themselves. Unfortunately few other races, even among the islanders, are sensitive to their delicate internal politics. In other regions they are mostly employed as bodyguards and brute laborers.

A generic term referring to the majority of denizens of Moa Toa, whose ancestries are so intermixed among Khaziiri, Sylari, Kanaka, Humans, and mayhaps even Imperials, that it is now impossible to be fully certain. Though many could pass for Human, they would be very offended to be called such.
Boggarts
Section titled “Boggarts”Boggarts are frog-like islanders encountered first as enemies in Utu and later as exploited laborers, rescued migrants, sailors, and followers. Their blood magic can open paths through water and space—knowledge that other powers have already stolen and weaponized.
The crew’s relationship with boggarts changed from combat to alliance. Captain Jackdoe’s Lively Lady now carries a boggart crew, while Kahu’s first congregation includes thirty of them.
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 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 26 — My sailorThe Lively Lady serves as bait in a multinational trap for a Cathayan ironclad—and ends up inside the assault.
Show 19 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 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 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 13 — Amuse boucheThe Migrant Fleet arrives with tales of slavery and the crew receives new diplomatic and rescue missions.
- 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 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.
- 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.