Drakhalm
Drakhalm
The Pirate Capital
Drakhalm
The Wake
The Pirate Seat
“The Drowned Crown”
Drakhalm clings to the shattered cliffs of a half-submerged mountain chain, surrounded by broken landmasses that were once part of a great continent. The sea crashes endlessly against its jagged docks, and mist coils around shattered towers rising from the water like the bones of ancient giants.
Storms roll through with little warning. The weather here is never calm—it merely rests between tempests. The sky is often dark, lit by moonlight reflecting on wet stone, lanternlight from ship riggings, and the ever-burning fires atop the coastal watch.
There is no unified nation here—only reputation, steel, and salt. Drakhalm is the heart of pirate culture across the known world: a loose network of captains, crews, and coves bound by nothing stronger than self-interest and the stories they leave behind.
Honor in Drakhalm does not mean fairness—it means consistency. Break a deal, and you won’t make another. Leave your crew behind, and your name will be cursed. But pull off a legendary heist or complete a Deadwake, and you may never pay for your drinks again.
Leadership shifts with the tides. The High Dock is a neutral ground where captains meet to settle disputes, forge temporary alliances, or gamble for influence. The only universal law is this: don’t bring war to Drakhalm itself. Battles rage in the sea, but the city is considered sacred ground.
Drakhalm has no true government, only tradition and threat. The Council of Wakes meets only when a major issue arises—such as defending the city or interpreting omens drawn from sea wreckage and sailor lore. The council is made up of the most feared or respected captains alive, and attendance is never guaranteed.
Justice is personal. Every major crew enforces its own code, and disputes are often settled through duels, proxy fights, or clever wagers. Outsiders hoping to "negotiate with the pirates" usually don’t survive long unless they come with strong gifts or stronger reputations.
Trade is wild and flourishing. Illegal goods pass through Drakhalm’s docks daily, often alongside religious relics, magical artifacts, and stolen histories.
Internal power struggles are constant, but rarely threaten the city itself.
Several captains are rumored to be amassing fleets in secret.
Some worry the Deadwake may one day go too far—and summon something none of them can control.
Drakhalm’s infamous sport is Deadwake, a high-stakes, world-spanning treasure hunt. Competing crews race to reach a hidden vault, overcoming real, summoned threats conjured by magical Hurricane Cards, drawn at intervals throughout the journey by a neutral game official known only as a Watcher of the Wake.
Reaching the vault first means nothing if your crew is too battered to finish the dungeon inside. Only the crew that claims the treasure keeps it—and with it, prestige across every pirate port.
The Watchers are silent, masked figures of unknown origin. They neither speak nor interfere, but are said to know when a crew breaks the rules—or legends. To attack one is to curse your name across every sea.
Drakhalm is not a nation—yet it has impact as if it were. Most states treat it with caution, contempt, or calculated cooperation.
Tolerated:
Kaelvira – Some mutual admiration exists. Drakhalm respects Kaelvira’s raw strength and unpredictability, and Kaelvira respects Drakhalm’s refusal to bow.
Orvayn – Trade happens in the shadows. Orvayn doesn’t condone piracy, but many among its cities buy what Drakhalm sells.
Allied or Friendly:
None formally. Alliances last only as long as they serve someone’s ambition.
At Odds With:
Orvith – Considered an oppressive, bureaucratic machine. Orvith retaliates harshly against any ship flying the Wake’s colors.
Drenvalis – Views Drakhalm as a threat to civic stability and arcane order. Sabotage on both sides is common.
Tarsendral – Refuses all diplomacy with Drakhalm. They consider the pirates a spiritual sickness.
Carnithal – Satire is often mutual, but relations soured after a famed Carnithali play depicted Drakhalm captains as bumbling cowards. Retaliatory raids followed.
The Squirrem – Strong disapproval. The Squirrem refuse to trade or host known pirates, and pirates rarely set foot there.