To the north, the Great Sea draws into the Frigid Ocean that is home to a rocky and boreal island chain that pierces through the chilled waters. Filled with jagged glacial and stone outcrops, these waters commonly shipwreck those who do not know the ways of navigating them. Labeled the Dread Isles, it is a patch of rough, unrelenting and bitterly cold water that sends shivers down sailor’s spines at the very thought of braving it. It is thought to be the place where Cryso, the sea god, tossed his self-mutilated heart after his lover, the Sky goddess Aither’s, betrayal and cracked the once ice-ladened continent into several pieces that now form the long stretch of islands. Temperatures here range below the freezing point of water constantly and cake the terrain in layers of ice and snow. These conditions make the Dread Isles tough and unforgiving though on the largest island to the southeast there seems to be salvation in a small, sparse coniferous woodland called the Brittleleaf Woods. Here in these trees rolls a beautiful tundra that is merciful enough to support a larger ecosystem. In addition to the cruel nature of the north, bands of roving pirate crews battle each other and the native tribes for territory and cargo, using a mixture of grappling hooks, magic, and brutal force. The largest and most powerful crew flies under the flag of the ‘Crimson Star’ run by the terrible she-demon, Captain Nefar Skullblade and currently controls the largest island, which is known as Hokoth, a den of debauchery, desires and the damned. The settlement of this Island has only existed for eleven years, titled and erected with the ongoing reign of Captain Skullblade. There are no rules in Hokoth. Anything goes if you have enough money, sway, or force - or are simply clever enough not to be caught by the Captain’s lackeys. This wooden and ice shanty town is barely a city, but trade still does trickle in and out, for it serves as a major exporter of fur, fat, fish, salt, ice, and slaves. In its present, only a handful of traders have begun trading in this newly minted city but with each year, it appears to grow larger.
Khelek'eska, a kingdom of Moon Elves, flourish and combat a larger force that often terrorizes the Dread Isles at the very heart it's Brittleleaf Woods. An ancient Ice Dragon by the name of Arrador, which has laid claim to the Islands for years and had lived in peace with its inhabitants till the disturbance of Nefar and her pirates. It is rumored that a treasured piece of his hoard had been stolen, and now revenge has fueled his attacks. The only ones safe from this hellish nightmare seem to be the Verl Merfolk that only playfully feed the fire of the surfacer’s torment.
Further to the south, the native people of these islands, known as Kothons dare not travel into their overtaken lands and try to preserve the last of their kin. They instead inhabit the outskirts and distant isles from Hokoth. Always in a cycle of migration, these hardy humans follow the patterns of the wildlife, seasons, the sun and the moon. In the summer is their best of times but is the height of their pressure for survival. Stationed in roughly built villages, the women and their children live on the very last island amidst the Bitterleaf Woods where it grows the warmest and the rest of the tribe travels and hunts in preparation for winter, taking them as far as just outside of Hokoth in search of resources. They follow herds of animals such as caribou and battle the fiercest of them all, the Polar bear for its fur. Seals and other blubbery creatures are harvested for their fat which is melted down and frozen for many meals when the sun is blocked by snow and clouds of the later months. Though these mundane forces are not their only dangers as the isle is riddled with monstrous creatures such as Drakes, Ice trolls, and enemy Goliath tribes.
Kothons coexist easily with and even house Garou and Therians of these bitter lands. All are preferring to live in touch with nature and united with a common enemy. In exchange for their protection and help, Garou and Therians are openly welcome within tribes and are treated like family, some of which are even praised as demigods.
Beneath the Frigid ocean lies a sunken island named Mune. A now vast, underwater network of caverns and caves, it spans kilometers, spiralling from a central point and on top of this natural formation, lay layers of sharp outcroppings, a deadly plateau hidden deep enough within the waters to remain unseen from those above yet high enough to tear many a ship's belly open as they sail across. Due to this, the waters have become a graveyard of ships, and that portion of the Frigid Sea is referred to as 'Death's Quarters' in the common tongue. Many sailors fear the 'Hidden Island' for landing upon her means death. Not only by the chilly sea waters or the blade like gray outcroppings but the creatures that reside there as well. This is the home of Verl Merfolk or "the Verlians", ferocious and wild, said to be born of Cryso’s darkest blood, his more nefarious emotions. They have adapted to the chilled climate and live deep within the caverns, with some taking a fancy to the rotting ships and making homes out of them. These mer are the very race of myths and legends. The ones that old sailors spew about in their stories. Tricking them, luring them with dazzling song, running their ship aground against the sharp and hidden rocks faster than they can blink, and abducting crewmates, to never be seen again. The mer of Mune make use of whatever they are given, having no qualms with drowning innocents to make tools of their bones and meals of their meat. They are proud scavengers, wicked hunters, and driven warriors; a shoal of fierce and sharp ambition, reigned over by their current queen, Heimara. When meeting those of the Mune shoal, they are seen as harsh and cruel, diabolical even for their ruthless tactics. Trades attempted with them are dangerous due to mistrust on both sides and most who roam the Dread Islands know to think twice before drawing into one of their songs or aiding those of Mune. Verlians feel much the same and prefer to work with only their kind. It is so that other Mer and shoals have better luck in interactions, though even they find them rather intense and dark.