Darktow is the volcanic island that is [[The Revelry]]'s headquarters. ![](https://media.dndbeyond.com/compendium-images/egtw/yDOyqyOocErRgYJK/03-02.png) The volcanic rock that forms the jagged cliffs of Darktow Isle is wildly varied in height and shape, creating the impression of a massive, toothy maw. These rocks hide many caverns and tunnels that have inspired numerous local myths of secret hideouts and legendary beasts. The island is barren of greenery, save for the verdant basin in its center, known to locals as [[the Pit]]. This small pocket of jungle is the largest source of natural resources on the isle, and its fruit, game, and timber sustain the pirate haven in lean times. [[The Dragshallow Reefs]] that surround Darktow Isle have claimed many ships over the years. Their wrecked skeletons have been dragged atop the rocks as an additional barrier to intruders and as a warning to trespassers. A [dragon turtle](https://www.dndbeyond.com/monsters/dragon-turtle) named Idok stalks the reefs, but an accord between the cunning creature and the Plank King himself keeps Idok away from pirate vessels. In return, the dragon turtle can do whatever it wishes with any other ships that enter the island's twisted waterways. The denizens of Darktow have further fortified the reefs with sentry posts, hidden weaponry, and deployable pitfalls to prevent unauthorized entry through the southern channel. The defenders of the channel have orders to fire without warning on any ships that do not fly the colors of the Revelry. ![[darktow-map.jpg]] ## Stats **Population:** 1,306 (61% humans, 12% elves, 9% dwarves, 18% other races) **Government:** The island is ruled by the [[Plank King]], whose power is maintained through the pirate lords loyal to him. **Defense:** Numerous hidden ballistae, siege weapons, explosives, and magical wards guard the waterway to the city. The harbor holds a powerful navy of pirate vessels, and most Darktow denizens are accomplished cutthroats, ready to fight any threat to their city. **Commerce:** Most goods and services can be found here, as well as all kinds of rare, exotic, and dangerous supplies that find their way here from far-off raids. **Organizations:** Most homesteads have small personal shrines, but only two rickety temples to [[Kord]] and [[ttrpgs/The Slayers Five/Melora]] stand along the shoreline. Each ship is its own independent organization, but all work as part of Darktow's community. This eerie, fog-shrouded town is built into the southern cliff of Darktow Isle. Over a century ago, Darktow was established as a sanctuary for sailors traveling to Wildemount from [[Marquet]] or [[Tal'Dorei]]. About forty years ago, a group of aggrieved sailors and traders within the [[Clovis Concord]] rebelled against their government's excessive taxation of independent nautical businesses. The rebellious pirates conquered Darktow and claimed it as their headquarters, making this town the beating heart of piracy in the Lucidian Ocean. This union of thieves and pirates, known as [[The Revelry]], plunders ships on the surrounding waters then retreats to their reef-encircled base, amassing wealth and influence through intimidation and cleverness. ## Government Within the Revelry, each captain is the lord of their own ship, but all business must be reported to the Plank King, the leader of the Revelry as a whole. Though the Plank King rarely leaves the [[Throne Roost]] in the town of Darktow, he oversees operations, organizes raids, protects the island, and punishes traitors. ## Crime One would think a landscape of law-breakers would be rife with crime, but the rule of the Plank King heavily punishes thievery within Darktow. A number of bird-picked skulls adorn the rocky shore aside his lair as a warning to play nice with one's fellow pirates. Even so, some folks do push those boundaries should they feel confident in their ability to get away with it. Theft and conflict beyond the boundaries of the Dragshallow Reef is reviewed and judged by the Plank King. ## Geography The town's many ramshackle structures sprawl across numerous rock shelves and caverns, connected by bridges, tunnels, and rickety platforms. A vast shipyard surrounds the southern cliffs with a winding network of docks and bridges, while other fortifications bristle with cannons. Other siege weapons dot the jagged edges of the isle. A series of watchtowers keeps vigil over the inlet, their torches flickering within the midnight fog. A precarious, winding cliffside stair leads to the Throne Roost, the cavern where the Plank King makes his home. Atop that same cliff, a mysterious arcane device is under construction; some believe that it is intended to defend the Revelry's stronghold in case some fool from the Clovis Concord attempts to bring a skyship over their heads. ## Locations - [[Sundry Steps]], market area where commercial goods and contraband are sold - [[the Pit]], hidden forest where Darktow gets its natural resources - [[The Bloated Cup]], rowdy tavern near the docks - [[Throne Roost]] - [[Dragen's Forge]] - blacksmith [[Dragen]], male goliath with wild, bushy red hair, a protruded nose like a snout, and unkempt teeth that give him the look of a fire-breathing dragon. He doesn't understand why people find the name funny. Tiny half-elven woman, [[Pixie]], loves him and is actually the shrewd one in charge. - [[Siren's Call]], general store - owned by an older sailor named [[Arty]], who is missing an eye and always talks about the good old days. - [[Adventuring Gear]] - [[The Fortune Smeller]], apothecary and drug front - Blood witch, [[Lucratia]], who is blind but with a supernaturally good sense of smell. She sells [[Skein]] on the side of healing potions for 30 gp. Everything she sells has been stolen. ## Darktow Adventures - [x] [[Deliver Asari's Letter]] - [[Ashleth]] or the [[Plank King]] will ask the characters to find [[Asari]] and fix her situation (harrassment by [[Doctor Waldorf Perriweather]]) in [[ttrpgs/The Slayers Five/Port Damali]]. - [x] [[Find the other temples of Uk'otoa]] - [[Captain Three Earrings]] will ask characters to accompany her to find the next orb in an underwater dungeon. - [[The Rumble at Rumblecusp]] - Find someone's relative who had gone to [[Rumblecusp]] but never returned. They have had their memories altered by [[Vokodo]] - [[Bloody Maggie's Crew]] (Mid Level). The characters are hired by [[Bloody Maggie]] (chaotic neutral, female human [bandit captain](https://www.dndbeyond.com/monsters/bandit-captain)) of the pirate ship [[ttrpgs/The Slayers FiveDragon Turtle]] to find out who or what keeps murdering members of her crew. The characters eventually catch the culprit, Blue Martita, a [revenant](https://www.dndbeyond.com/monsters/revenant) who wants revenge on Bloody Maggie and her crew for leaving her behind during a Clovis Concord raid on one of their safe houses. The revenant tries to recruit the characters to her cause. - [[Heroes on a Dragon Shell]] (High Level). The arrangement between the Plank King and the [dragon turtle](https://www.dndbeyond.com/monsters/dragon-turtle) Idok of the Dragshallow Reefs has broken down, so the creature is now also sinking Revelry ships that attempt to enter or leave Darktow. The Plank King hires the characters to parley with Idok and find a way to meet the creature's demands, convince it to end its assaults, or slay it in its lair for a share of its treasure hoard. ## People While most Revelry pirates are sailors by trade, many of the isle's residents never take to sea. Instead, they maintain the town's defenses, repair ships in port, entertain pirates on shore leave, or sell goods and services. A large number of these landlocked folk were denizens at the time of the town's capture or are their descendants, having been granted safety in exchange for their allegiance to the Revelry. ```dataview table shop as Shop, description as Description from "ttrpgs/The Slayers Five" WHERE type = "NPC" and location = "Darktow" ```