
There isn’t a great season to travel the Bay of Promised Gold. In spring and autumn it is wracked by foul winds and storms. In the Winter it is bone-chillingly cold from the swells from the south, in Summer it is temperamental, curled by rogue currents and brutal waves. It breeds cunning sailors who learned this craft in harsh climbs, but it is hardly enjoyable.
But the allure of Esterra’s vast wealth, heroic populace, and weakened economic state brings sailors from across the World. Esterra’s own children find themselves in ports far across the sea, and in all of this the rumours and knowledge of the world seafolk reaches all the way back to The Concord. What they have to say can often be The Concord’s first warning sign against possible tragedy, or perhaps it is The Concord’s only sight of a possible future better than this one.
May Fear Be Your Compass - News from the West
All the news from the west is of Artebazzan, so much, so normal. But the presence of the Artebazzani Imperial Fleet conducting movements, transports, and even interdictions upon the Great Trade Sea is of note. Concordian ships in particular do all but abandon the western oceans, as fast Imperial Ships have no compulsions with running down Concordian merchantmen and taking their cargo. This occupation of the space happens quickly during the summer and information dries up quickly from the west. There is no news of the Golden Fleet that struck north under the command of Ophelia Diablos, there is no news of the Adanji, there is no news of grand and wonderful lands beyond Invicta Minor.
There are a few ships that either slip through early enough or brave that gauntlet of Artebazzani interdiction to bring news from Odrigan. The rebels there are well supported by Concordian captains over the summer, bringing weapons, armour, tools, and truth to the statement of Concordian support. The Senate and the Foreign Service can breathe a sigh of relief in that these maverick captains have proven the declarations of government true. With sufficient Concordian support, Odrigan bunkers down for a winter of rain and obfuscation, attempting to hide from the crackdown that the Artebazzani Imperial Fleet would love to provide. While only those captains who return will know the truth of things, and what Paykan Sarouz needs from The Concord, but the greatest part of Odrigan’s request is well known;
‘Please do not return this season. The Artebazzani will surely follow your ships and find our new home.’
To which Concordian captains must surely breathe a sigh of relief, as there are many other ports and peculiarities that are far less dangerous and far more profitable than Odrigan.
Game Information
The massive deployment of Artebazzani fleets and armies in the Great Trade Sea have made news sparse. Artebazzan remains closed to Concordian ships of course, but the presence of scouting Artebazzani frigates makes trade with western nations (such as the Golden Fleet and Adanji) even more dangerous, with a higher likelihood of investments becoming damaged.
The Free City of Odrigan has requested that Concordian ships do not attend its port this season, to better assist their attempts to hide from Artebazzani searching. Concordian ships may still travel there, its location is reasonably well known among Concordian sailors, but results will be non-standard.
To Lands You Never Should Have Seen - News from the East

If the west is a direction best left to revolutionaries and legionnaires, then the east is the route to profit and possibility.
But it is not without its dangers, although thankfully these predators are bound by word and writ.
The second arm of the Golden Fleet, this time under the command of the once-Dendarri, the Lokhagos of Bronze, the Seaknight, Ottandios Bulsker, has found a land most opposed to their presence. The coast of the Fealties of Drummond snarls with fleets and prepared fortresses after the defeat of Seahaven, the Dendarri fleet pulls against its chains to sink these piratical raiders, and what remains are poor pickings. With no great port-raid possible, the corsair fleet spreads a wide net across the Explorers Sea, hunting the individual fish that are merchants, transports, and any other ship that dares make the crossing. While nowhere near as dramatic, this is the bread-and-butter of these hungry marauders, and they are exceedingly proficient at it.
But many of these ships are poisoned prey, as the fluttering spiral sigil of The Concord is forbidden fruit, and many Concordian ships find themselves coming fully to arms as raiders approach them, only to watch with chagrin as these same raiders are forced to pull away. While it is not a good day to be trading from Crownsport, Kameiros, or the Astranan Citadels, it is a great day to be a Concordian merchant.
The Eastern coast of Esterra, provided one can sail far enough north to avoid the coastal defenses of the Onyx Aristocracy, is at least peaceful. The Hukar and their swamp empire of slavery and cold stone remains silent, as it was for the summer. Dendarri galleys occasionally make the foray, but even they fear to make landfall. The damning declaration of The Concordian senate, promising the full punishment under the law for any Concordian Captain who plunders the Hukari hangs like a guillotine of damocles, but that has not stopped rumours of empty Kaludas and hollow halls reaching Concordian portside taverns.
Drummond remains the power in the east, and while it wars internally, it is still an immense strength. But The Concord does wager into its considerations. The same trade fleet that arrived in Jaalstead, arriving with pomp, ceremony, and enough mercenaries to escape the avarice of the Golden Fleet, has arrived with a noble compliment. Count Addenar Rayleigh, 'The Younger', Count of the Vaul Hills and Blood Lord of Burrenglen, Lord Veynar Saffamond, scion of Oakenheart, Warden of Emeraldhaven, Priest of the Sphere of Golden Glory, Protector of the Verdant Hall, and Lady Hollywell Gravemarked, whose blood is royal. This set of three young Drummondite nobles, supported by a small gaggle of servants, grooms, and mercenary guards make their way to the Concordian Summit, although their business may be as varied as their names are long.
Kameiros, the coastal gateway to the Dendarri glows as a light upon the horizon. Its grand limestone harbour, sprawling metropolis, and heavy-hulled fleet, speaks to the prosperity under the young Queen Thestoiri. Those with wisdom and savvy know that fleets don’t pay for themselves, and that the Dendarri tithe all their criminals and infirm to be consumed by their undead overlords. But not everything is sweet to the core.
But the arrival of a single, slim hulled sea-going sloop with sails of pale blue, and a banner of gray and steel is of great interest. Strange sailors and merchants who name themselves as Astranan’s from the distant north-east have little to say, but plenty to trade with the Lerona Mere merchants who own their ship’s berth. The Astranan’s spend little time in Legend City, as their furtive flight home is carefully ransomed against Corsair Coin, but a handful of letters bound to One Concordian Plaza raises more than a few eyebrows.
Game Information
The presence of the Golden Fleet and its wide-reaching net of piracy advantages Concordian captains seeking trade in the east. Concordian ships are exempt from the raiding of the Golden Fleet by virtue of the Treaty of the Corsairs. As such, Concordian ships who trade with eastern ports (Drummond, Dendari, and similar) this coming season, will find that they have produced as if they were one tier higher. This only applies to those who have traded successfully, and does not affect the difficulty of arriving at these places.
Three Drummondite noble envoys, along with a small cadre of guards, will be arriving at the Summit on the evening of the second day. They will have business with many members of the Concord, although will primarily be focused on their works with the Concordian Ambassador to the Fealties of Drummond.
The Hukari and their coastal Kaluda remain silent. The ‘Plunder Hukar’ special action remains open this season, although those who undertake it should be aware that they will be met with the full force of Concordian law if caught. Those who have already undertaken this action will have additional information in their character packs.
There will be decisions regarding the Astranan Citadels for the Foreign Minister.
Concordian ships may access the following ports in the east:
Fealties of Drummon:
- Manacle Harbour (Tier 2+)
- Crownsport (Tier 1+)
- Bleakstarbe (Tier 1+)
Dendarri Nations
And a Future for Somewhere Else - News from The South
But for many Concordian Captains, the most interesting seas are those close to home, and far to the south.
Rumour still abounds that the senate will surely approve expeditions out into the Bay Isles this season, or perhaps that a shadowy merchant combine will take the opportunities from under them. Or perhaps someone will go out to Legassini and find that it's made up entirely of cheese. Not all rumours in dockside taverns are clear, cognizant, or sober.
A quiet consideration, although one just as dangerous as sailing into the Bay Isles unprepared, is Ushal Vakkan. Concordian ships had been aware of activity along the Cape of the Bailes for years at this point, as Alabaster Morgan completes the lifelong project of raising kingdoms from the ashes of history, but this season is the first time that ships have been seen clinging to the cliffside coast of Baile Lochra. Intermediaries in neutral ports call the ramshackle arrangements of cranes and anchorages ‘Ushal Vakkan’, the first port of the Bailites. For many Concordian captains it is an appealing prospect, being only a short jaunt from home, but the possibility of a Bailite axe being the only thing available for trade, and rather forcefully at that, is not ideal.
But all is not dangerous rumours and dark tides. For some, the simple facts of weather are as exciting as any war report.
An unseasonably warm summer over the Icereach Sea has thinned the herd of icebergs that slip silently northwards. While a stay in Rakhams Cove and the journey home would still be something capable of freezing the fingers of a Farseer, it will at least be less dangerous. The more insane among the Concord’s maritime complement consider this as the perfect time to wander the Icereach, seeking Sealfolk, Icelords, and their creeping death at the hands or tentacles of dozens of causes.
Game Information
The options to access the Bay Isles remain open this season. Details can be found in the ‘White Flags Aloft Before War Begins’ entry from Spring 225. The costs have not changed, however expeditions may also be launched by Player Groups. To do so a player group can include the required cost in a sign out envelope, handed in to the Concord team during the sign out process.
Sailors in neutral ports have noted the opening of a port in Baile Lochra known as Ushal Vakkan. While the Concord is not at war with the Bailites of Baile Lochra, relations are tense. There is nothing stopping Concordian ships from travelling to Ushal Vakkan, but they do so at their own risk.
The Icereach Sea remains quiet. Concordian ships will particularly find accessing Rackhams Cove and trading with the Idrian Cabal easier this season, reducing the danger of that action. Concordian ships may also take the ‘Explore the Icereach’ special downtime action if they wish, although this is not done without considerable risk.
Concordian ships may access the following ports in the South:
Idrian Cabal:
- Rakhams Cove (Tier 1+)
The Kingdoms of the Bailes
- Ushal Vakkan (Tier 1+)
