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[Showoff] Unleash Dreams Project

53.

Emberwake Harbor​

At the northern edge of Scarlume, known to Grayhaven as Emberwake Isle, lies Emberwake Harbor, one of the busiest and most influential ports in the world. Built into a series of rocky cliffs and natural coves, the harbor serves as a gateway between Grayhaven, Tapuyra, Har Kadesh, and the distant northern seas.

The port is famous for its colossal central crane, nicknamed "The Harry Krane" after the legendary pirate dynasty that helped transform the island into a maritime powerhouse. Visible from miles away, the crane dominates the skyline and has become the symbol of Emberwake's wealth and influence.

The harbor is governed by Pirate Harris III, descendant of Harris Goldtooth, the corsair who founded the first pirate settlement on the island generations ago. Through trade, privateering, and careful diplomacy, the Harris family accumulated a fortune that made them one of the most powerful merchant dynasties on the continent.

Because the geography of the world makes long-distance navigation difficult, much of the maritime traffic passing between nations is forced to stop at Emberwake. Northern routes near Iskfjorn are threatened by icebergs and storms, while other coastal passages are dangerous and unpredictable. As a result, merchants, adventurers, smugglers, and spies all pass through the harbor.

Officially, Emberwake handles legal commerce, fishing fleets, and international trade. Unofficially, it is believed that most of the world's black-market goods pass through its warehouses and hidden docks. Grayhaven is fully aware of these activities and has historically tolerated them, recognizing the strategic value of controlling trade rather than eliminating it.

Today, Emberwake Harbor remains a neutral meeting ground where pirates, merchants, intelligence agents, and nobles conduct business beneath the shadow of the Harry Krane, the iron giant that never stops moving.

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55.
Northeast of Scarlume lies The Gallows Tide, a desolate shoreline where the sea never seems to obey the same rules twice. Extreme tidal shifts carve a broad channel across the beach, exposing what appears to be a dry riverbed before the ocean suddenly returns. Countless vessels have become stranded after high tides lifted them ashore, only to abandon them on shifting sands as the waters receded. Many of those wrecks still rest where they were claimed, their broken hulls serving as grim monuments to the island's unforgiving coast.

The cliffs overlooking the beach are crowned by Morgrave Watch, a stone tower commanded by Admiral Silas Morgrave. From its battlements, every ship approaching Emberwake can be seen long before it reaches the harbor. Prisoners, captured spies, failed smugglers, and traitors are often hanged from wooden gallows erected along the shoreline, where the changing tides leave their bodies suspended above the sea or half-buried in the sand. The display serves as a warning to all who mistake mercy for weakness.

Morgrave rules the area with a single principle: the highest bidder writes the law. Pirates, merchants, intelligence agents, and private armies alike may purchase justice, protection, or vengeance, provided the price is high enough. His authority is tolerated by Pirate Harris III because fear keeps the harbor profitable, while Grayhaven quietly benefits from a place where enemies can disappear without implicating the Crown.

Despite its brutal reputation, The Gallows Tide has become an essential piece of Emberwake's political balance. Every captain entering the island sees the gallows before the marketplace, a reminder that in Scarlume loyalty is temporary, contracts are sacred only while paid for, and even the tide itself can betray those who trust it.


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56. The Forsaken Depths of Diyu
Beneath the flooded caverns of Diyu, beyond the catacombs where Undead Dragons wander and the purple vapors give birth to Ghastly Dragons, lies a forgotten abyss feared even by the High Drakens of Zangatu. Known simply as The Forsaken Depths, this prison was reserved for those whose crimes transcended betrayal. Here were cast not only the greatest traitors of the Saurian Empire, but also the victims of Grayhaven's earliest biological experiments.

Centuries ago, during the first conflicts between Grayhaven and the lizard kingdoms, captured prisoners from Zambe and noble Drakens from Zangatu were secretly delivered to alchemists and warlocks seeking to understand the resilience of draconic blood. Flesh was fused with corrupted mana, emerald dust, unstable alchemical compounds, and fragments of undead tissue recovered from Diyu itself. Few survived. Those who did became something neither living nor dead.

Their scales blackened with necrosis, exposing glowing veins of violet mana beneath cracked flesh. Bones pierced through their bodies as if trying to escape, while the toxic vapors of Diyu slowly replaced their blood. Many lost their eyes, yet continued to perceive the world through currents of magical energy flowing beneath the earth. Others fused with the cavern walls, becoming living masses of stone, bone, and decayed muscle that whisper in forgotten Draken dialects.

The greatest irony is that these creatures are no longer prisoners of Grayhaven or of Zangatu. They are prisoners of G.O.D.'s simulation itself.

The Bonelords of the Trinary Tower believe the Forsaken Depths are places where the equations governing reality begin to fail. The endless suffering, failed resurrections, and fractured identities generate anomalies within the world's mathematical framework. To the Bonelords, these abominations are not monsters—they are corrupted variables, evidence that the simulation cannot perfectly reconcile life, death, and memory.

Among the horrors still wandering these caverns are former generals of the Draken Empire, forgotten revolutionaries from Zambe who dreamed of equality, priests condemned for questioning the Dracomandaments, and nameless civilians whose only crime was surviving Grayhaven's experiments. None remember who they once were. Their minds were erased, just as Diyu decrees, yet fragments of instinct remain. Some still salute invisible emperors. Others endlessly dig through stone searching for homes that no longer exist.

Legends claim that somewhere within the deepest chamber sleeps the first experimental subject ever created by Grayhaven—a lizard whose body, soul, and fragmented consciousness refused to separate after death. Neither Undead Dragon nor Ghastly Dragon, it exists as an impossible being, a contradiction within Diyu's own laws. The Bonelords call it The Constant Error, believing its existence proves that even G.O.D.'s perfect simulation contains flaws that cannot be corrected.

To the lizardfolk, entering the Forsaken Depths is worse than descending into hell. Diyu destroys identity as punishment; the Forsaken Depths preserve broken remnants of it forever. It is a place where justice ended, science lost all restraint, and the boundaries between biology, necromancy, and mathematics dissolved into an eternal nightmare.

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