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MOANET STATUS:SESSION 33 ONLINE  ◆  CURRENT QUEST: STEAL THE IRONCLAD  ◆  THE BANANA STAND: 22,000 GP  ◆  BOGGARTS WELCOMEUPDATED 2026

Places & ports

Map of the Moaan Sea from the original setting document

Capital of the Kingdom of Moa Tor and the campaign’s principal harbor city. Its palace, foreign embassies, cannery, charity hospital, theater, slums, dockyards, cathedral, and Fisherman’s Grotto have made it the center of the current crisis. The captured ironclad is being repaired in its harbor.

Show 3 earlier chapters
  • Day 15 — Diplomatic incidentThe investigation into Saint Sebastian’s death collides with local politics as the boggarts bring catastrophic news.
  • 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.

Islands outside Moa Tor’s effective control and the destination of the crew’s first expedition. Valuable shipbuilding timber, Blood Agu, divided island communities, the village of Bloombark, boggart territory, and the legacy of foreign interference all converge here.

  • 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 26 — My sailorThe Lively Lady serves as bait in a multinational trap for a Cathayan ironclad—and ends up inside the assault.
  • Day 23 — Trade negotiationsWeapons negotiations with the Ranti expose missing captives and lead the crew into a harpy-haunted swamp.
  • 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.
Show 7 earlier chapters
  • Day 16 — Not a haikuTrade, politics, and the consequences of imperial entanglement give way to the villages’ sacred Culling.
  • 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.
  • Day 10 — BoomerangAfter returning Bloombark’s children, the crew departs into a storm that leaves their ship lost and damaged.
  • Day 5 — Tea dispute settledA royal breakfast, a necromancer’s tower, and an archaeological mystery end with Oro’s abduction.
  • 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.

A woodland settlement ruled by Chieftess Killipella. Ranghi, Oro, Miros, and the late king’s legacy connect the crew to the village. Bloombark’s children were taken to Utu and rescued during the Trojan-box infiltration.

Bloombark’s sister villages in the three-village alliance that holds the Elephant Isles, led by Chieftess Zun and Chieftess Pokko respectively. The three co-equal chieftesses govern together: their hunters shared the Culling, and after the record blood-boar hunt they jointly awarded the crew a young elephant, Jumbo, with Oro as his caretaker.

The boggart village infiltrated on Days 8–9. What began as a rescue mission became the first stage of the crew’s complicated alliance with boggarts.

The Ranti’s seasonal trading port in the marshlands: a settlement of mud huts, hungry boggart laborers, and one conspicuously comfortable golden house belonging to E’longa.

  • 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.

The Ranti capital, described by rescued captives as horrifying and beautiful: a city of snakes, bound labor, and pyramids of gold deep within the Great Swamp.

A revolutionary base hidden in damp caves and accessible by covert sea routes. The Moe’s people stored the everlasting fire relic here until the crew stole it during a night of liar’s dice and aggressively shared grog.

The great volcano honored as Mother of All by the Khaziiri and given special place across the Isles’ diverse traditions. Old Moa is both a physical landmark and the central symbol in the Philosophy of Fire.

Cathayan colonial shipyards in the eastern Isles. Junk-rigged cogs and carracks are built locally; the origin and production limits of the empire’s ironclads remain secret.

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