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Lore

The seven regions

34 seas stitched together by passages, from the warm water of the Lantern Coast to the ice at the end of the world.

1–5

Lantern Coast

The coast where everyone starts runs from heat to ice in a few days' sailing. Baía das Salinas is warm, shallow water. In Estreito da Névoa, the mist hides the stolen cargo of the first smugglers. Angra dos Pinhais smells of resin. Then the cold moves in for good, and in Campo das Banquisas the ice grinds against the hull.

Out there among the floes lives the Serpente das Brumas: the first boss a captain learns to respect.

Levels 1–9.

6–10

Tide Loop

Past the ice, the sea warms up again and fills with islands. Arquipélago das Conchas holds the first of the world's four whirlpools. Lagoa dos Papagaios is known for the black sails that show up at dusk. Manguezal Alto hides boats among the roots.

This is where captains start crossing paths at sea. There are still rules, though: you only face those close to your level.

Levels 9–17.

11–13

Basalt Arc

Columns of dark stone stab up out of the sea like spears. In Agulhas de Basalto sleeps the Tartaruga-de-Basalto, its shell covered in basalt, moss and stunted pines. From afar, it is just one more needle. Baía do Farelhão lives in the shadow of the high rock, and there the harbors' law ends for good.

At Enseada dos Lenhadores, the woodcutters fell the timber that becomes the hulls of the whole east.

Levels 17–21.

14–17

Middle Sea

The spice route runs through the middle of the world. It passes Atol da Tartaruga; Ilhas do Cravo, where the second whirlpool turns; Sargaçal, where weed grabs the rudder of anyone not paying attention; and Costa da Canela, where the air stings with pepper and cinnamon.

Among the cinnamon islands, the Polvo-das-Especiarias drags merchant ships to the bottom and never lets go of what it grabs. Alone, nobody survives those eight arms.

Levels 21–27.

18–21

Northern Crown

Up north, the world closes into a crown of lighthouses and ice. At Baía das Torres, the towers keep watch over the sea. At Faróis Gêmeos there are people who light false beacons to run ships onto the rocks, so learn early not to trust every light.

Then come Lâminas de Gelo and Glaciar Azul: blue ice as far as the eye can see, and creatures born for it.

Levels 27–33.

22–28

Eastern Loop

The road east is long. At Ilhas dos Abetos, the pines run right down to the water. In Mar das Calmarias the wind dies, and the Galeão Silencioso prowls without making a sound. Do not expect to hear its guns. Passagem dos Alísios brings the wind back and holds the third whirlpool.

From there the sea turns treacherous: Banco das Gaivotas, Enseada do Coral, Labirinto de Pedra, where the buoys change places at night, and Escolho Negro, home of the Escolho Vivo. It looks like the reef itself and only wakes when someone sails too close. That is where the world splits in two.

Levels 33–43.

29–34

Eastern Reaches

The green branch runs through Palmares do Levante and Lagunas Turquesa to Mata das Brumas, the best-connected sea in the world and home of the last whirlpool, then dies out at Muralha do Leste, a dead end. The ice branch cuts through Geleira Partida, short and hard.

Both come out at Cabo da Aurora. That is where the charts end, and where the Titã da Aurora waits.

Levels 43–50.