Lore of the Sea of Legends

by Silver Dragon Blade Wing

Rating: everyone
Tags: Slice of Life, My Little Pony: Friendship is Magic, Original Character, Second Person
Length: 24340

You are a new member of the Outcasts of the Abyss who meets with Archduke Razor tail to learn about your new home

A side story that delves into the lore of the Sea of Legends and the things in it, including the various factions and dangers. My first attempt at a Second-Person story/

You're a Pegasus Stallion that along side your Marefriend who fled from Equestria to escape the terrible life the two of you had there. The two of you soon find yourslves among a group of the newest members of the Outcasts of the Abyss wishing for a better life, after meeting with a Recruiter you board the Outcast's flagship and meet with their leader to learn more about your new home.

Not sure how much actual story this will have as it focuses more the the lore around the Sea of the Legends, might have spoilers for High Seas of Adventure.

Published 2019-05-18 06:30:01 UTC
Last updated 2021-01-18 00:33:23 UTC

Meeting with the Archduke

Sea of Legends

Imperator's Grave

You walk along one of the pathways on Imperator's Grave taking in the sights, the smell of the sea, and the warm sun on your coat, You have been living here about two weeks now. You felt something, or rather somepony, press against you, a warm smile spreads across you face as you look other. Next to you was your Marefriend currently rubbing her head against your neck affectionately.

Your Marefriend, Rose Fire, had been your best, and only, friend growing up. She had a beautiful red coat with long gold mane and tail which had two streaks of blue in them. Her eyes were a pretty emerald green and her cutie mark was a set of four red roses with green stems on a background of a gold flame and around her neck a small silver necklace studded with small emeralds, a gift you gave her a long time ago.

You had meet her in elementary school, were the two of you became very close very quickly. Both of you had been targets for bullies throughout almost all your school lives, which wasn't helped by the fact the schools you went to had a lot of rich brats, and that's putting it as kindly as you could. It finally came to ahead when one bully in high school threaten Rose that if she did not hoof over her necklace, that bad things would happen to her.

And he said that with a rather... unpleasant smile.

You're not sure what happen then but, you remember slamming into the bully and socking him hard enough to actually break his jaw. Then you and Rose got the hay out of there, as that bully's family had connections and either of you wanted to stick around. That was one of the reasons the two of you had fled to Imperator's Grave, they wouldn't come here as everyone on this island did not like rich, self-entitled idiots who thought they were untouchable here.

And those that did quickly learned that the ruling faction of the Sea of Legends did not welcome those kinds.

The second reason was to escape the so-called "home Life" you two had, Rose's parents were abusive, though thankfully had never hit her. She had lived in fear of them with you being the only one she could turn to.

Your own parents... you father had died when you were seven, while you mother more or less ignored you. She was a major model and didn't want you in her life, said to your face that the only reason she payed for your schooling was so she didn't have to look after you for most of the day.

Understandably, you had grown up resenting her.

You and Rose had manged to get transport to Imperator's Grave thanks to the bits the two of you had been saving for the pass several years, have felt something like this was going to happen. The two of you were just surprised it didn't happened earlier.

Since then you had arrived on Imperator's Grave, prices were very low so you two had no trouble with living arrangements, but both of you had been worried about that bully's family finding you so you both decided to get some jobs on a ship.

You lean over and nuzzle Rose's head, then gave a little nip to her ear, causing Rose to emit an adorable squeak as she pulled away with a playful glare.

"You jerk, you know I don't like that." You just smirk at her.

"But it makes you emit the most adorable squeaks."

Before she could make a retort or react, you spread you left wing and tickled her soft belly with the feather tips.

Rose didn't have a chance.

"S-st-o-ha-ha-ha-op! You know I'm very ticklish!"

"That's why it's so fun."

Unfortunately you were so focused on tickling her you didn't notice her horn light up with it's light green magic, you notice when she starts tickling you!

You wings shoot down to you belly in a vain attempt to shield it, much to Rose's amusement. After you both recovered you entered the Sea Oasis and walked up to the bar and ordered two regular ciders. After that the two of you began to discuss what came next.

"So... what do we do now?" Rose asked.

"I'm not sure Rose, we do have plenty of bits now but those wouldn't last forever."

"We were lucky we saved them up over the years, and that prices here are low."

"Got us out of that Tartarus pit, though I'm still worried they'll try to come after us."

"If they did they would have to watch their backs here."

"Yea they would, so you think we should try to get signed up?"

"Like you said, our bits would last forever. I would only sign up if you did, and only on the same ship."

"Well, were would we find a crew who hire both of us?"

"I might be able to help there."

You and Rose jumped at the third voice, turning you both see a somewhat tall Earth Pony Stallion with a gray coat and blue eyes wearing a dark red tricorne and matching uniform, pinned to the coat collar was a red badge with a black quadruped Dragon in flight above a maelstrom with a small chest clutched in it's claws on the face.

"Sorry I didn't mean to frighten you." He apologized.

Rose recover first.

"Its alright, were you listening in on us?"

"Not intentionally, I have pretty keen hearing, both a blessing and a curse. Anyway, I overheard you two are looking for work."

You answer next.

"Yes, we are. Would you happen to know any ship that would take us both?"

The Stallion smiled.

"Yes I would, name's Rook. I'm one of the Recruiters for the Outcasts of the Abyss." He tapped his collar badge. You and Rose introduce yourselves.

"So what brings you two here? I've lived on Imperator's Grave for a long while now and haven't seen you two before."

You tell Rook the story, after you finish Rook give you a sympathetic smile.

"I understand why you two left, I would have done the same thing myself." He then turned serious. "If you want to join the Outcasts meet me at the Blacksmith's shop, I have an errand to run there for Archduke Razor Tail, so meet me there when you're ready, I'll wait, it's going to take a bit for the Blacksmith to finish the order Razor gave me to give to him so you have time."

The two of you nod and shake hoofs with Rook and he turned and walks out. Rose looked at you with a smile.

"Seems we got lucky."

"Seems so."

You finish your drinks, pay the bartender, and leave the tavern. You head back to the inn where you two were staying. It didn't take long at all to pack as you and Rose didn't bring much with you to begin with, after finishing the two of you left to head to the Blacksmith.

You did sneak an ear nip to Rose who let out that little adorable squeak you loved so much.

You arrived at the massive Blacksmith shop built out of the hull of a Ship-of-the-line to find Rook walking out with a look that showed he was in thought. Rose calls out which gets his attention, he looks over, smiles, and walks over to you.

"Hey you two, you all packed?"

"Yes, the two of us always traveled light, and in our haste to get away we could only take what we had packed beforehoof." Rose answered.

"Not that we really had anything of value to begin with." You add.

"By the way Rook, what happened in there?" Rose asked.

"I just had a talk with the Blacksmith, it turns out the order is going to a few days. Thankfully the Archduke doesn't set sail for about six days."

He gestured for the two of you to follow him so you did, after walking for a bit and talking with Rook you arrive at where the Archduke's ship, the Dragon of the Depths, is docked and being loaded for a long voyage. You and Rose's jaws drop at the sheer size of the ship.

"Impressive isn't she?"

"Ya... I've never seen a ship like that." Rose said.

You just stood there with your jaw dropped, til Rose reached over and closed it for you. Rook lead you two onto the dock weaving between the various crewmates and onto the ship. He then lead you into the quarterdeck eventually reaching a set of double doors. Rook reached up to knock when a voice on the other side was heard.

"Come in Rook."

Said Earth Pony stood there for a second, then lowered his hoof saying,

"How does he do that."

Rook opened the door and the three of you entered a very large room with a series of bookshelves towards the door, display cases along the sides under the windows, and a massive pipe organ at the back. In the center of the room was a very large rectangle shaped table with many maps, charts, small chests, and other odds and ends spread over it.

Sitting at the table was a silver furred Pegasus-born Kirin with a red, gold-striped mane on his head, neck, and top length of his tail, and red eyes with slit pupil.

He looked up as the three of you entered.

"Hello Rook , what did the Blacksmith say?"

"Its going to take a few days to complete the order sir. Also, I have two Ponies who wish to signup." He gestured to you and Rose as the two of you stepped forward. The Kirin stood up and walked up looking you over, after a minute he asked your names and story. You and Rose introduce yourselves and tell how you ended up here. His face went from sympathy, to anger, to proud, and finally understanding. He turned to Rose.

"Lass, keep holding on to this one, he's a keeper."

Rose's answer was a big smile and using her magic to pull you into her forelegs where she wrapped you into a big hug, not that you minded.

"My name's Razor Tail," the Kirin said. "Those outside of the Outcasts know me as Archduke Razor Tail, but you can simply call me Razor or sir if you prefer."

He reached and grabbed a scroll of the table, opened it, and showed it to you and Rose.

"The crew roster and the conditions of signing up, just sign here to join."

Rose and you read over it, then take a quill and wright down you names, after you finish you feel a warmth travel up you body. Razor nods and turns back to Rook.

"Take them to the other recruits, I start lessons later today for them."

Rook saluted and lead you two out onto the deck, down two levels, and into a room where a Winged Thestral Stallion with a Horned Thestral Colt next to him, among other creatures, were sitting.

The Winged looked up as you two sat down.

"Hello, you two just signed up?" he asked.

"Yes," you and Rose introduce yourselves, the Winged held out a hoof which you and Rose shook.

"Nice to meet you, name's Shadow Lance. This little guy here is my younger brother Moon Sword." The colt gave a shy wave, Rose dawed, scooped the Colt up and gave a nuzzle, the Colt leaned into it almost purring. Lance laughed.

"Affectionate isn't she." he said.

"That's Rose Fire for you, if she likes you she will cuddle you. One of many reasons she's my Marefriend."

"Really, well I'd say your a lucky one alright. How did you two meet?"

You tell your's and Rose's story, with Lance getting a shocked look at what you said about the parents.

"Dang dude, you only had each other during your entire school years?"

You nod grimly.

"Well I don't blame you at all about breaking that bully's jaw, the Moon knows I'd do the same thing." He turned to Rose who was tickling Moon Sword, the Colt letting out a cute, squeaky laugh.

"I think we're going to get along just fine."

"What's your story?" You ask.

"Our parents were loving but couldn't take care of us due to money problems, so while their trying to get better jobs I'm looking after Moon. We encountered Rook who made us this offer and here we are."

The four of you pass the time taking about various things when Razor enters the room with a cart filled with books.

"Alright everyone, since your new to the Sea of legends I want you to study these books-" he gestured to the cart next to him, "-tonight so you get the basics. After that you will learn the basics of life on a ship and combat. Any questions?"

Everyone shook their heads.

"Okay, if you have any later don't be afraid to ask me or any of the Officers. The Quartermasters will show you your rooms tonight, if any of you want to share rooms please speak up now."

You, Rose, and a few others do so.

"Okay, we don't set sail for a few days yet so you have plenty of time to study these books, please treat them well. I think that's all for now, welcome to the Outcasts of the Abyss."

After you and Rose grab a book you two are brought to your room, the Quartermaster asks if you two are Clot and Marefriends or siblings which you answer the former. The room was about ten feet by ten feet with a much smaller room to the right side coming in the door. Inside was four hooks in the ceiling with rolled up hammocks hanging from two of them, a descent sized desk with chair, and three lockers. The smaller room had a descent sized bed with nightstand and a locker.

According to the note on the bed said object was for... nightly activities.

The room was pretty empty but the two of you felt that would change over time. After setting your things on the desk Rose pulls you over to the bed and lays you on the bed on you back, followed by her climbing on top of you.

"You ready for a good night big boy." She asked with a sly smile.

"You know I am Rose, come here."

You reach up and pull her into a deep kiss.

Author's Note

So "You" and you Marefriend have signed up and will start you adventures in the Sea of Legends.

Since this is more of a Lore thing I don't know how much more plot this story will have but I'll try. Updates are also going to be less frequent on this one since thinking up these things regarding Lore takes alot of time.

Also anything with this mark * in the upcoming chapters is/was added after the chapter was published.

Hope you enjoy. :twilightsmile:

The Forces of the Outcasts (Edited)

The Next Morning

You slowly peel your eyes open as you start waking up, followed by stretching your limbs. You sit up rubbing your eyes, the look over at Rose. She was fast asleep on her back with a blissful smile, her legs sticking up in the air, one hoof twitching slightly once in a while. Both your's and her manes and tails were quite messy, showing the fun night the two of you had.

You lean down to give her an ear nip to wake her up but stop with your lips just on the tip of her ear, another idea had come to your head. A large grin appearing on you face you lean over her soft belly, bring you mouth close, and carefully draw in a big breath.

Not carefully enough though, as Rose's eyes snap open and she levels a glare at you.

"Don't. You. Dare!"

Too late, you were committed.

Before Rose can stop you or even react, you blew a huge raspberry into her stomach. She shrieked with laughter which increased as you blew smaller raspberries followed by the feathered tips of your wings running along her belly, poor Rose didn't have a chance. You did this for a few minutes before she finally managed to recover, as she did you turn and bolt out the door into the main room of your shared cabin then out that room's door with Rose hot on your tail, you laughing and grinning like a loon.

Rose chased you out onto the main deck when several groups of crew members, both new and old, stopped what they were doing and watched with amusement as your Marefriend tried to catch you, you stayed just out of her reach with a smug smile that Rose hated. She sat down in a huff staring at you with a scowl crossing her forelegs, then an evil smile came over her face. You knew that smile, last time she had that smile Rose teleported onto you back, while you were still in the air, and pinned you to the ground when the two of you crashed and tickled you mercilessly with her magic.

"Now Rose, no need for that." You try to say.

She wasn't listening, her horn light up and Rose disappeared in a flash of light green.

Knowing what was coming you try to fly out of the way, you weren't fast enough. While you were able to keep Rose from fully pinning you, she was able to grab your long tail when she reappeared, with you letting out a yelp as Rose pulled you to the deck. What followed was the two of you wrestling with each other trying to pin the the other down. This continued for a bit when suddenly a small grey blur jumped in, it was Shadow Lance's bother Moon Sword, who was very eager to join in. The three of you wrested for a bit tickling each other before finally laying down laughing and hiccuping slightly.

After the three of you recovered and stood up, you find Razor smiling at you with a warm and amused look, next to him was a Changeling Queen giggling behind her hoof. Shadow Lance stood next to them with his own smile.

"Having some fun you three?" He asked.

The three of you smile back with Rose speaking, "Yea, somepony-" she leveled a playful glare at you, "-decided to wake me up first with a huge raspberry to the belly followed by smaller ones and feather tickles. He ran laughing and grinning like a loon and I chased him here, he tried to stay out of reach by flying but I teleport onto his back. well... he almost got away but I managed to grab his tail and things just went from there with this little cutie-" Rose rubbed Moon's head "-joining in."

The Colt gave a happy smile, leaning into the her hoof.

"Yea Moon loves to play." Lance said picking up the Colt and placing Moon on his back.

Razor then introduced the four of you to the Changeling Queen, Atlas Moth, Razor's wife and the Outcasts' Fleet Secretary and second in command. Atlas tells you a bit about herself and how she meet Razor, after some time passes a young creature, you would say about ten years old, that looked like a male Kirin but had the leg holes and back plate of a Changeling with it's wing membrane looking like the wings of a Changeling's approached. The second Rose saw him she dawwed and scooped the youngster in a hug, Razor and Atlas both laughed.

"And this here is our son, Silver Moth.

After properly introducing the four of you to Silver, who Moon and Rose took an instant liking to, breakfast was called. After eating Razor called the new recruits to a large room set up a classroom. Once everyone was seated Razor called for attention, he stood with Atlas and eleven other creatures; a Pegasus Mare, a Male Griffin, a male Dracony Wyvern, three Thestral Stallions, a male Longma and male quadruped Dragon, male Minotaur, and Zebra Mare.

"So everyone we're all here, These creatures here are my Head Officers. I assume that some of you have meet them already, they are; Zenith-"

The Zebra nodded.

"-the Fleet Gunnery Master. Steel Mass-"

The Minotaur gave a thumbs up.

"-the Fleet Beastmaster. Gold Fire and his twin brother Shadow Fire-"

The two Dragons bowed their heads in sync with each other.

"-the Fleet Engineers. White Fang and his two younger brothers Night Mist and Dark Rock-"

The three Thestrals stood at attention.

"-the Fleet Treasurers. Fire Gem-"

The Dracony tipped his hat.

"-the Fleet Fleet Warrant Admiral and head boatswain. Apollo-"

The Griffin spread his wings a little.

"-the Fleet Sailing Admiral and head navigator. Snowheart-"

The Pegasus put a hoof against her chest.

"-the the Fleet Enforcement Admiral. And finally Atlas Moth-"

The Changeling Queen wrapped a foreleg around Razor.

"-the Fleet Secretary, second in command of the Outcasts of the Abyss, and my wife. This little one here is my son, Silver Mouth." Razor finished pointing at the youngster on top of his head and under his hat.

"Now, since you're all new here let me go over a few things." Razor said taking Silver off his head and walking forward. "How many of you, at the very least, are familiar with ships?"

A few limbs go up, but only a few.

"Okay, let's start with the basics."

Razor and the Head Officers spent the rest of the morning and a good bit of the midday time teaching what the newcomers need to know about sailing and life aboard a ship, with the class taking notes and asking questions. After that the class were shown the basics of operating a sailing ship (Razor told the class that steam engines would come later), the class was told to continue studying the books they had been given the day before with Razor saying they were allowed to pick their own topics and work at their own pace.

It was after lunch that you, Rose, Shadow, and Moon decided to study together and sat down at a table in the somewhat small but full packed library. The four of you set the two books the group had on the table, then Rose asked;

"So what do you guys want to study first?"

"Well, I'd like to look at the Outcasts' forces. You guys? Rose?" You ask the two Thestrals and your Marefriend.

"I'm okay with whatever you guys pick." Rose said.

"I'd like to look at the Outcasts' flagship, the Dragon of the Depths. How about you Moon?" Shadow asked his brother. The Colt just shrugged, Shadow nodded and turned back to you.

"How about the two of us Rock-Paper-Scissors(1) to chose?" You nod in agreement, then heard Moon snort then speak for the first time since the four of you met.

"Really Lance? You're terrible at Rock-Paper-Scissors." Shadow glared at his brother.

"I am not! How can one be terrible at Rock-Paper-Scissors?!"

"Easy, because you always pick paper." Moon deadpanned.

"I do not!"

The two of them argued for a bit before Rose lit up her horn and blobs of light green appeared around their mouths before clamping them shut.

"Alright you two knock it off and just go already."

You and Shadow move your hooves forward.

"One, two, three, shoot."

As Moon had said, Shadow picked paper while you picked scissors. Moon had a smug look that would make a Canterlot Noble green with envy.

"Shut up!" Shadow said to Moon, who just smiled bigger and started laughing. You and Rose just shook your heads as the four of you opened the book to the right section and started reading;

(A/N: Now we get to the first of the Lore sections which will be written in Italic to separate them from the story. This Will have spoilers for upcoming chapters, at the time of this writing, in High Sea of Adventures. For this the spoilers will be marked if you don't want to be spoiled. Hope you guys enjoy. :pinkiehappy:)

Note that anything new will have this mark * next to it.

(This is done in a Total War Warhammer style.)

Since the Outcast of the Abyss formed various units were created for different roles, these forces are split in to two sections: Land Forces/Crew and Navy.

Land Forces/Crew

Infantry

Deckworkers

The 'standard' infantry unit, Deckworkers are one of the most common pirate units in the Outcasts. Armed with a wide variety of swords, polearms, or in some cases boarding hooks and trained by skilled duelists, these pirates come from almost all walks of sentient life and make up the bulk of an Outcast army. They can hold their own well against most enemy infantry units and when boosted by an Outcast Quartermaster can even take on elite enemies and win.

Marauders

The second of the most common units, these pirates live for the thrill of combat and love a good fight. Armed with a wide variety of swords, axes, maces, claw-shaped short swords, and sometimes boarding hooks, these pirates are more often then not the first into combat and the first enemies clash with. They drink specially made potions before battle which give them remarkable healing on top of dense leather armor worn over their torsos and when boosted by an Outcast Quartermaster can really thin enemy ranks down fast.

Brawlers

A nasty armored unit, they are found where the fighting is the thickest. They carry a small drum that allows them to boost themselves and nearby allies.

Duelists

Duelists are Fencers, Martial Artists, former Assassins, and the like that are highly trained and veterans in the various arts of sword fighting, these units serve as elite infantry of Outcast forces and trainers.

Armor Scuttlers

Strong individuals armed with hammers, clubs, halberds, axes and other weapons good against armor, these units act as the counter to armored enemies. Their weapons are enchanted to increase their damage to armor.

Deck Smashers

Because the Abyss Guard is few in number an alternative that could be deployed in large numbers was needed, the result was the Deck Smashers. These units are large, heavily build individuals clad in rune enchanted iron armor armed with halberds, lances, pikes, and spears. Their best weapon in the rune enchanted steel shield wielded alongside the weapons, this shield gives incredible defense and also make an effective offensive weapon in a pitch.

Abyss Guard

The elite Infantry of the Outcast, these units are clad in heavy, rune enchanted armor. Armed with either duel axes or a single halberd, these units are among the Outcast most powerful infantry. Thankfully for their enemies the Abyss Guard is low in numbers.

Missile

Gunners

These pirates are the basic ranged unit, armed with cap and ball revolvers, lever-action blunderbusses, and double-barreled bolt-action rifles. These pirates are better trained with their weapons then most and can reload and aim faster then most can react, laying down a constant hail of fire but have a lot of trouble at melee range. When boosted by an Outcast Quartermaster their shots deal more damage.

Buccaneers

A step above the Gunners, these units replace the blunderbusses for hand cannons which allows the to take on large enemies.

Tide Gunners

An all female unit of gun-slinging sharpshooters, these units are very capable of taking out targets at range with their pistols, and are as pleasing to the eye as they are deadly.

Marines

Marines are from the Northern Trade Union, a massive Colonial Empire and one of the five major factions to have a presence in the Sea of Legends next to the Outcasts and the pirate gangs. The NTU has a long history of mistreatment of the lower ranks by the officers, which results in mass deflections, these individuals have thrown their lot in with the Outcasts, lending their marksmen skill in exchange for the warm beds, decent food, and better care. Besides their Bolt-action rifles they carry swords for close encounters.

Sea Hunters

Crack marksmen and skilled hunters, these former Panish infantry carry G82 bolt-action rifles and modified special ammo increasing their versatility in combat. Some have been equipped with a new type of lever-action repeater rifle.

Corsairs

Elite Sea Hunters, these vanguard units are equipped with the recently introduced lever-action repeater rifle with special ammo and have the role of taking out dangerous enemies. Some are equipped with the Bo-hiya fitted with various types of warheads.

Grenadiers

Seen as nutcases by other and for good reason, these pirates are seemly always drunk as a skunk even when handling explosives and are crazy. Armed with melee weapons and thrown bombs some use modified hand mortars giving allied units short range artillery support.

Sappers

Seen as the "saner" version of Grenadiers, Sappers handle explosives in situations that, to quote Razor, "Call to be more delicate." They are also in charge of handling construction and repair duties and more often then not have pet Monkeys.

Sniper

The best marksmen in the Outcasts, Snipers carry a heavily modified and customzied lever-action repeater Long rifle based on a G82 and a Jezail fitted with a removable scope. These units search for any high vantage points that give them clear lines of sight, ranging from trees to, in the case of the flyers, clouds and even just hovering in the air.

Weapon Teams

Minotaurs, Diamond Dogs, Yetis, and Ahuizotls armed with four different heavy weapons accompanied by four large Earth Ponies, Buffalo or Yak ammo carriers.

Deck Swabber

Armed with a hand-cranked, somewhat modified Bulldog Gatling gun, these units pin enemies down and chew through unarmored and lightly armored infantry with ease.

Deck Burner

Armed with flamethrowers, these units are not used on ships for obvious reasons.

Deck Pounder

Armed with a long-range, armor piercing, breech-loading swivel gun, these units hit hard against heavy enemy units.

Deck Cracker

Armed with a hand-held 24-pounder cannon, these units are the bane of heavily armored enemies and sometimes carries grapeshot for close encounters.

Hybrid Infantry/Missile Units

Swashbuckers

Mostly former Panish Navyponies, these pirates either left their former nation due to poor treatment or were left for dead, eventually joined the Outcasts. Armed with special bolt-action rifles fitted with an axehead and spike, they are able to engage enemies at range or up close. When boosted by an Outcast Quartermaster they become very deadly.

Kirin Blades

Young Eastern Kirin Mares who joined the Outcasts some time after the fall of the former Royals, after the Mares arrived Razor started getting reports of the remaining Nobles who swore loyalty to him (even though Razor tossed the Noble case overboard and he has very little if any trust for them) having a sudden increase in peg legs and missing ears, then a strange new grasp of Gentlecolt behavior among them. Considered very pretty by Pony standard, Eastern Kirin, despite being more peaceful then their Western Counterparts, are just as deadly. They are armed with twin short swords and shurikens.

Cavalry

Driftwood Timberwolf Riders

Armored Diamond Dogs, Yetis, Minotaurs, and Ahuizotls who ride into battle and fight atop Timberwolves made of driftwood, these units serve as light cavalry in the roles of scouts, raiders, vanguards, patrol, and flanking units armed with lances and shields.

Armored Driftwood Timberwolf Riders

The Outcast heavy cavalry, these units serve similar roles but wear heavy armor allowing them to stay in combat longer.

Missile Cavalry

Driftwood Timberwolf Gunners

Basically the Gunners unit mounted on top of driftwood Timberwolves.

Shock Cavalry

Driftwood Timberwolf Chargers

This cavalry unit used hit-and-run and shock tactics attacking from the flanks and rear of an enemy force, leaving behind bombs in their wake for extra chaos.

Flying Cavalry

Deck Dragons

Quadruped Dragons wearing a harness that allows them to carry a gunner with a rifle and bombs on their back and a second one with just a rifle in their front claws.

Flyers

Flying Gunners

Flying Gunners are basically the flight capable members of the Outcasts, like Pegsai and Dragons, with the same weapons as the regular Gunners who use their flight abilities to their advantage.

War Beasts

Driftwood Timberwolves

Tmberwolves made up of driftwood bound to the Outcasts through rituals and used in many of the same roles as dogs.

Ocean Phoenixes

A race of Phoenixes that only live in the Sea of Legends, they willingly joined the Outcasts for protection from poaching and serves as scouts, messengers, and companions. Outside of the SOL they are considered a myth.

Monstrous Infantry

Sea Serpents

One of the more nasty predators in the Sea of Legends with mouths full of teeth, nasty tempers, and really bad attitudes, Sea Serpents travel in packs to bring down larger prey. The ones used by the Outcast have been tamed and trained by Steel Mass and are used as attack animals.

Chargers

A breed of Changeling similar to the mainline Brute breed unique to Atlas Moth's Hive, this breed lives up to its name by charging headlong into enemy lines, sending them reeling as their attacks harmlessly bounce off the Charger's thick carapace armor.

Smashers

A breed of Changeling similar to the mainline Tank breed unique to Atlas Moth's Hive, this breed crashes into enemy lines and uses it's reinforced front limbs to attack enemies.

Monstrous Cavalry

Crushers

Changeling Juggernauts with four gunners on their backs, two with rifles and two with handcannons. The Juggernaut handles enemies up close while the gunners attack targets out of the Juggernaut's range.

Giant Fiddler Crabs

Just an up-sized Fiddler crab with four gunners riding on top of it's shell.

Monsters

Giant Driftwood Timberwolf

The Outcast version of a regular king Timberwolf used as a heavy attack and guard dog.

Giant Hermit Crab

An up-sized Hermit crab with a shell made from the wreck of a ship, the wreck has a tall mast with Snipers in the crows nest, two smaller masts with Gatling guns mounted in their crows nest, four small platforms with Gunners with rifles on the sides and back, and a forward platform with a rocket launcher.

Wreck Golem

A tall, bipedal construct made of ship wrecks, steam engine parts, and magic rituals, the Wreck Golem is one of the strongest land units in the Outcasts of the Abyss. Carrying four gunners with rifles on the body with two Puckle guns sticking through gun ports, two Gatling guns sticking out the back, two gunners with Gatling guns on the hips midway forward of the legs, and a sniper in the crows nest a bit above on a shot mast. The Golem itself is armed with a wide ride of cannons, generally four in a revolver-style set up but this can change from just one to eight depending on the type of cannon, though some have their cannons modified to unleash powerful waves of fire, mounted on the right arm below the elbow. A hand with long fingers tipped with sharp hooks and blades, and two rocket launchers on the shoulders. These units aren't too rare, but are not common neither.

Sea Wyvern

Another dangerous predator, Sea Wyverns live in deep waters hunting large masses of fish and large crabs and lobsters. Through magic rituals the Outcasts have bound these super predators to the faction were they serve as heavy assault air units attacking targets with their razor sharp teeth and claws, their sheer body mass, powerful tails, and their feared poison breath attack. One thing to note is that the Sea Wyverns seemed to have been bounded willingly.

Sea Dragon

One of the apex predators of the SOL, these twenty story tall Dragon-like beasts are highly feared for their rampages able to destroy large areas and ability to tear even the largest ships to splinters. Armed with powerful crushing jaws, thick limbs able to help it move on land as well as through water, a terrifying breath attack of scaling water and blazing steam, and its long tail able to crush even small islets with ease. The ones in the Outcasts have been taking as eggs and raised from hatching to adult, while these are not as powerful as their wild counterpart, they are far safer to be around and work very well as guards against enemy fleets and keeping other predators away from Outcast areas. Getting the eggs is very dangerous as eggs only appear during egg-laying season and Sea Dragons do not like company, even worst then usual.

Spellcaster

Ship Mage

The Outcast version of the Equestian Battle Mage, these Unicorns are very well trained in the various schools of spells and have tomes, crystals, and other artifacts to boost their abilities to near that of an Archmage. The most notable of item they have is a weapon known as the Mage Rifle, the Mage Rifle is a heavily modified G82 fitted with a mana crystal barrel with a focusing gem at the muzzle and a special magazine holding several mana crystals, each crystal holding about ten shots. This rifle allows the Ship Mages to fire off more complex spells quickly and fight alongside the troops holding their own against enemy forces.

Artillery

Cannoneers

Cannoneers operate the cannons on board ships with great aim and discipline, for battles on land they operate 68-pounder cannons mounted on gun carriages purpose-built for land with four ammo carriers per cannon. The Cannoneers work in groups of four cannons as the main form of artillery. Many Cannoneers are former NTU.

Bombardiers

Bombardiers are similar to Cannoneers but with 110-pounder cannons that have a greater range and faster rate-of-fire.

Mortars

Ship Heavy Mortars mounted on gun carriages that fire heavy hollowed out cannonballs that explode on impact, spraying red hot, razor sharp shrapnel in all directions, often in the middle of enemy formations.

Rocket Battery

A Rocket Launcher from a ship mounted on a gun carriage, while they lack the range and single-shot damage as the Mortar, they make up for it with the ability to fire and load faster, cheaper to built, and the amount of shots they can fire before needing to reload.

Giant Cannon

A massive cannon mounted in a special carriage, this artillery peace is used for sieges.

Thunderhammer

One of the most powerful cannons used by the Outcasts, the Thunderhammer is a massive, thick cast iron cannon with a bore big enough to fit nine 24-pounder cannons within and is mounded on a heavily reinforced, eight-wheeled carriage. With extreme range this cannon was the weapon that won the Battle for Smuggler's Cove for the Outcasts.

Dreadhammer

A true beast of a cannon, this artillery is an up-sized 100-ton Cannon with a thicker body and longer barrel mounted on a Heavy and large gun carriage fitted with a loading platform were the tip of the muzzle rests and a crane to add with loading. The Dreadhammer is quite rare in the Outcast's forces and is the most powerful artillery peace in the known world. It is the cannon that destroyed with formerly impenetrable walls of the Fortress of Royalty, allowing the Outcasts of the Abyss to take the Sea of Legends and earn the Dreadhammer the name "Royalties Judgement".

War Machine

Land Ironclad

A completely new form of war machine, The Land Ironclad is a reinforced iron built beast armed with a heavily modified 110-pounder cannon on top in a rotating turret on top and a large, modified heavy breech-loading swivel gun on each side. Crewed by twelve and powered by a magically boosted steam engine and moving on two spade-like tracks this machine is able to move over many types of terrain. The Outcasts have only build ten of these do to several reasons, first of which is high cost of materials, very limited ground to deploy (most of the islands aren't large or even enough), and very limited ways to transport them across the water. This weapon along with the Dreadhammer won the Outcasts victory in the last battles of the Rise of the Outcasts war.

Heros

Note: Hero Units, expect for the Crested Sea Serpent and Healer, are able to lead small armies of up to twenty units.

Crested Sea Serpent

Alpha Sea Serpents, these creatures are covered in thicker and denser scales and have even worse tempers and attitudes the their normal brethren. In battle these serpents are just as likely to attack from behind as they are from the front and have a bite that is far worse then their bark.

Healer

One of the most loved units, in battle they keep allies in the fight and on ships help the crews fight off sickness. While they carry a pistol and sword these are used only for self-defense, allies are known to protect Healers even at the cost of their own lives. The Outcasts of the Abyss have a good healthcare plan.

Gunnery Wight

Gunnery Wights are very skilled marksmen and gunners who serve as commanders of gun batteries both on both a ships gun decks and artillery batteries on land. On ships they're is one Gunnery Wight per gun deck (E.g. a Ship-of-the-line has four Gunnery Wights while a brigantine has two.) while artillery batteries have one per battery.

Quartermaster

Doing the same roles as real life ones, the Outcast Quartermaster also uses their trumpet to boost allied unit making them more powerful.

Fleet Captain

Outcast Fleet Captains are high ranked members of the Outcasts who mainly serve as agents, traveling around the world in unmarked ships setting up Coves, Hideouts, Hidden Taverns, and Smuggler Bays (See Structures for details). On the battlefield Fleet Captains bring their fighting skills along with magic tomes to hurt their enemies and boost and heal their allies.

Fleet Commodore

Fleet Commodores travel about the Sea of Legends with only one goal; raid, pillage and plunder the enemies of the Outcasts. They travel in small fleets generally but not always consisting of a Frigate as the flagship, a Schooner, a Brigantine, two Sloops of war and a Combat Tender attacking enemy merchant fleets, hunting lost treasure, and raiding enemy towns and ports.

Lords

Fleet Admiral

Fleet Admirals lead small fleets and are in charge of either protecting sectors of Outcast territory or leading forces to unexplored regions. Commanding Ships-of-the-line with other Hero units as Officers they lead land and Naval forces of various sizes against enemies.

Fleet Grand Admiral

The Highest ranked individuals in the Outcasts under Razor and the Head Officers, the five Fleet Grand Admirals are Razor's most loyal, and trusted Officers and rule large sections of Outcast territory for Razor and report directly to him. Fleet Grand Admirals command from the first five Titans the Outcast took, with armadas and armies that their beck and call should their section be threatened or if the Archduke sends the call.

Elite Units(2)

Bone Collectors (Elite Swashbucklers)

Fleet Enforcement Admiral Snowheart's elite unit and personal guard, the ones who make up this unit are former Caribou slaves who are now greatly feared by their former slavers. There is some talk on whether or not the bones that cover them are real or not.

Sea Hive Guard (Unique Changeling Unit)

The Naval version of the regular Changeling Hive Guard, they are Fleet Secretary Atlas Moth's personal guard.

Silver Dragons (Elite Abyss Guard)

The personal bodyguards of Archduke Razor Tail himself, these elite Abyss guards are among the deadliest warriors in the Outcasts of the Abyss. Armed with personally crafted halberds, powerful magic tomes and the best gear in the Outcasts this unit accompanies Razor where ever he goes unless otherwise told by him not too, these guards have sworn a blood oath to protect not just Razor but his wife and son as well, and will do so even at the cost their own lives. A minimum of eight travel with him but more will be seen should it be needed.

(A/N: More to come in the future.)

Navy

Note: For simplicity gun decks will count the cannons on the main deck, forecastle, and quarterdeck. This list also covers ship found in the Sea of Legends.

Longboats

Standard on any sea-fairing ship, Outcast longboats are larger and longer then most, able to hold up to a max of eight tons of weight. They are equipped with a compact steam engine, two sets of oars, and a collapsible mast and sail for movement. A short pole with a bright lantern at the back, a second lantern at the front hanging from a short beam, a large storage crate as a seat at the back and a reinforced metal front behind the front lantern. They are used for evacuation, landing and scouting.

Weapon Platforms

Weapon Barge

Weapon Barges are the converted hulls of frigates with their masts removed used as extra protection for Outcast controlled ports and coastal towns and cities armed with 76 cannons on four gun decks, two cannons on the bow and stern, four cannons on the quarterdeck, five Heavy Mortars, two Rocket Launchers and numerous Swivel and Puckle guns. Weapon Barges are towed into place by Tugs and once in position drop their four anchors and stay there, they can't move but are able to turn 360 degrees with out trouble.

Armored Weapon Barge

The same as a regular Weapon Barge but upgraded with armor allowing them to take much more damage.

Support

Tug

The workhorse of the Outcast shipyards and ports, Tugs maneuver vessels around tight areas and also serve as icebreakers, salvage ships, and firefighters. While unarmed some clever Captains have used their towlines, powerful engines and reinforced fronts to pull and push enemy ships into the range of allied defenses.

Tender

While not a new idea, the Outcasts were the first to actually build and deploy Tenders, to great effect. Tenders are four-masted, square-rigged ships that serve as re-supply and repair ships, able to restore two even nearly destroyed ships back to full health simultaneously rather quickly. In fact, as long as the ship in question is able to stay afloat long enough to pull along side the Tender and the spine is not broken, it can be repaired. For this reason Outcast crews treat them the same as the Healers. Tenders are armed with sixteen cannons on the main deck, two cannons on the bow and stern, two Heavy Mortars, several Swivel and Puckle Guns and a forward ram.

Combat Tender

Combat Tenders have two more cannons and heavier armor but can't repair ships as quickly.

Large Tender

A Tender around the size of a Merchant Galleon, this ship can repair faster then regular Tenders and are armed with 34 cannons, four Heavy Mortars and numerous Swivel and Puckle Guns.

Coastal Minelayer

A variant of the Tender with a Keg Mine deployment device on the sides and the same armament as the Tender. This type stays close to the coastal areas and ports laying mines.

Minelayer

Minelayers have high-powered steam engines allowing them to move fairly quickly and some Captains will move through a battle zone dropping mines in the path of enemy ships, who more often than not find their own ships blasted out from under them.

Boarding Ram

Brigantines with their masts and all but their bow cannons and rams removed, these ships have high-powered steam engines and heavily reinforced bows. Boarding Rams carry as many fighters as they can and use their engines to ram into enemy ships,once that's done the bow opens allowing the pirates on board to attack.

Landing Craft

Boarding Rams with their bows swapped out with a ramp, these ships carry troops and heavy equipment from ships to shorelines.

Mortar Carrier

A Merchantman with it's front and middle masts and it's cannons removed to mount a giant Heavy Mortar that fires rounds over allies, when these rounds reach their arc they burst open spraying the impact zone with mortar rounds.

Cannon Ship

A Merchantmen modified like the Mortar Carrier but with a 100-ton cannon instead of a mortar.

Merchants

Note: These listed Merchants are the ones under Outcast control, non-Outcast ones might be a bit different in terms of armament.
Hauler

Used to ferry many different types of solid cargo throughout the Sea of Legends, Haulers are important for keeping things flowing smoothly and are common targets for pirates (The neutral ones or those used by the four colonial Empires and the NTU, the pirate gangs in the SOL know full well to leave Outcast Merchants alone).

Tanker

The same as the Hauler, just liquid transport.

Barge

Barges are common all-cargo Merchants in the SOL, small ships with full Fore-and-Aft rigging on three masts with a single large lateen (triangular) sail. This ship has a relatively small crew and cargo, but make up for this with uncharacteristic agility and ability to sail well regardless of the wind. They are armed with sixteen cannons in one gun deck, two Rocket Launchers and several Swivel and Puckle Guns.

Fluyt

The most common all-cargo ship in the SOL, the Fluyt is a large square-rigged ship capable of carrying vast amounts of cargo, up to 100 tons yet has a shallow draft allowing it to enter rivers, coves and small harbors inaccessible to larger craft. However, this comes at the cost of it being slow, cumbersome and ungainly. It is widely agreed by both the Outcasts and other pirates that these vessels make poor pirate and warships and are only used to carry cargo and loot, the Outcasts have some modified for use as troop transport. Fluyts do carry a decent armament consisting of sixteen cannons in one gun deck, two Heavy mortars and several Swivel and Puckle Guns.

Merchantman

Merchantmen are cargo ships with large cargo space with plenty of room for crew and passengers and decent maneuverability, making them favored merchant ships. Though designed as cargo ships, the Outcast and several pirate gang have used these ships as potent combat ships with great success. Their three masts have large square-rigging on the foremast and mainmast while the mizzenmast (rear mast) has a small lateen (triangular) sail. The standard Merchantman's armament is 20 cannons in one gun deck, two cannons on the bow and stern and two Heavy Mortars while the pirate/warship version has 10 extra cannons on the main deck, several Swivel and Puckle Guns and a forward Ram.

Merchant Galleon

Large three masted square-rigged cargo ships originally built by the Panish that spead out among the various factions in the SOL, Merchant Galleons carry things of great value and most often serve as treasure ship, which makes them prized prey for pirates. However, these ships are not like most other merchants, these ships have heavy armor and a massive complement of creatures and weaponry. Their maneuverability is is poor and are painfully slowly to accelerate however, but once they get going they have a remarkable top speed. Although widely considered to be mediocre combat vessels with their poor maneuverability and slow acceleration, the Outcasts and a small number of pirates have found that with the right crew Merchant Galleons make incredibly effective combat ships to be respected with its heavy armor and armament. The standard Merchant Galleon's armament is 40 cannons in two gun decks, four cannons on the forecastle, six cannons on the quarterdeck, four cannons on the bow and stern, and four Heavy Mortars. The pirate/warship version have a third gun deck with 10 more cannons, numerous Swivel and Puckle Guns and a forward Ram.

During the Rise of the Outcasts the then young Outcasts of the Abyss made heavy use of converted Merchantmen and Merchant Galleons as something close to Frigates and Ships-of-the-line respectively.

Bulk Merchant

Bulk Merchants are the largest cargo ship and easily among the largest ships in the known world at around 458.45 meters in length and able to carry over 500,000 tons of deadweight in cargo but are unarmed, through very few pirates ever attack these as they're just too big and are far more often than not very heavily escorted. The Outcasts have two known variants; one that is just a massive Tender, and one that works like a mobile shipyard.

Factory Ship *

An Outcast exclusive ship, the Factory Ship is a heavily modified Bulk Merchant with equipment added to make a mobile factory. One of the Outcasts biggest problems is the lack of proper industry, as most islands don't have the room and those that do already have something built on them, so the Outcasts turned to the Bulk Merchants. Factory Ship provide the industry the faction needs with the mobility of a ship, making it difficult of enemies to target them. Each Factory Ship is heavily escorted by a large fleet to protect it should one be attacked.

Submersible

Submarine

The newest vessel in the Outcast's Navy, Submarines are one of the projects the Dragon brothers Gold Fire and Shadow Fire have been working on for the passed three years. In appearance they are shaped like a cylinder with the front shaped into a dome which has four hatches on it, the back has two rudders with a propeller each and on top is a structure about ten feet high, with a pipe sticking up on top of that. After trying to create a breathable atmosphere several times through a wide variety of different devices with... limited success, this problem was solved by having the crews be Seapoines, Merponies, and Mermares due to their ability to breath both in and out of water. Subs are armed with a 110-pounder cannon on the top forward of the top structure, two tubes in the back that deploy Keg Mines, and six tubes on the front dome that fire the Outcast's newest weapon; the torpedo (see Naval Weapons for details). While they have yet to have their first field test, the subs have show potential and Razor has asked the two brothers to brainstorm some variants and see what they can make.

Warships

War Canoe

The War Canoe is the smallest ship in the Sea of Legends and is extremely fast, extremely agile, can turn on a dime and can gain speed very quickly. These fore-and-aft-rigged ships with triangular sails are able to easily dodge cannonballs and outmaneuver any ships larger than it, but this comes at the cost of it's cannons with two Rocket Launchers and a small amount of Swivel and Puckle Guns as it's only weapons. For this reason the Outcasts use War Canoes solely as scouting ships.

Gunboat

Gunboats are tiny but very maneuverable vessels mainly used to swarm enemy ships, provide screening for allied ships, and guard the shallows and reefs around inhabited islands. Gunboats have two masts with fore-and-aft-rigging and is armed with eight cannons in one gun deck, two cannons on the bow and stern, two Rocket Launchers, and a few Swivel and Puckle Guns.

Torpedo Boat

A Sloop with it's weapons swapped out for two sets of torpedo tubes mounted on the sides, this ship is still in the concept stage as the Torpedo hasn't been field tested yet.

Pinnace

Similar in appearance to the War Canoe but larger, the Pinnace is the smallest true combat ship in the SOL and is very fast and agile. Due too their light armament and inability to stand long term combat they serve in similar roles to Gunboats but some pirates and smugglers use them. Their armament is 12 cannons in one gun deck, two cannons on the bow and stern, two Rocket Launchers, and a few Swivel and Puckle Guns.

Cutter

Cutters are two masted, square-rigged ships that are generally the first ships to enter combat in naval engagements, leading the rest of the fleet behind them. They are armed with sixteen cannons in one gun deck, two cannons on the bow and stern, two Rocket Launchers, several Swivel and Puckle Guns, and a forward Ram.

Assault Cutter

Cutters that are fitted with a second gun deck and heavier cannons.

Sloop

Sloops are small, seek ships with a short, narrow hull dwarfed by their large sails. Sloops have one mast with a large square sail, a smaller square topsail above it, three triangular stay-sails stretched between the mast and bowsprit and a large spanker sail at the aft. Sloops and their larger counterpart the Sloop of War are employed in the SOL as long-range artillery ships. The Sloop is armed with 14 cannons in one gun deck, two cannons on the bow and stern, two Heavy Mortars, and several Swivel and Puckle Guns.

Sloop of War

Larger then the Sloops, the Sloop of War is more heavily armed and is able to hold its own in ship-to-ship combat, even though they are still used as long-range artillery ships. It's sail plan is similar to the standard Sloop but with the large square sail and one of the stay-sail removed, it is armed with 26 cannons in two gun decks, two cannons on the bow and stern, two Howitzers(Outcast), two Heavy Mortars(Non-Outcast), several Swivel and Puckle Guns, and a forward Ram.

Lugger

Luggers are are fast and agile Sloop of War-sized ships with the same armament, just with a square-rigged sail-plan, two masts, two more cannons and the Heavy Mortars/Howitzers swapped for Rocket Launchers. A Lugger's role is that of a hit-and-run attacker and raider, moving in between larger ships, firing rounds and rockets into enemy ships, then slipping away from any retaliation.

Schooner

Schooners are med-sized ship with what many would say a prefect balance of speed, agilely, and firepower. Schooners are the ship-of-choice for a large number of pirates, big-time smugglers, Privateers, and Pirate Hunters. Outcast Schooners, very ironically, are sometimes used in Anti-Pirate Hunter roles, they are armed with 32 cannons in two gun decks, two cannons on the bow and stern, two Heavy Mortars or Rocket Launchers, several Swivel and Puckle Guns, and a forward Ram.

Brigantine

Brigantines are general-purpose combat vessels, capable of handling a wide variety of tasks. They combine modest-but-significant firepower with ample handling and speed, which allows them to adapt easily to different kinds of opponents. Not surprisingly, Brigantines are the most common choice of pirate ship in the Sea of Legends for these reasons. It is armed with 36 cannons in two gun decks, two cannons on the bow and stern, two Heavy Mortars or Rocket Launchers, several Swivel and Puckle Guns, and a forward Ram.

Barque

Barques are three masted square-rigged moderately speedy ship, Barques are one of two ships that originated from pirate gangs. As true Frigates are somewhat hard to come by, larger pirate gangs that wanted more power but couldn't get Frigates had to build something close to it. The Barque was one of these results that was successful, while not quite equivalent to true Frigates, it is a bit faster and can use that speed to get out of any situations it can't handle. The Barque is armed with 62 cannons in three gun decks, two cannons on the bow and stern, two Heavy Mortars, two Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram. Barques are the more common of the two.

Carrack

The second successful ship that originated from pirate gangs, Carracks are almost equal to true Frigates just lack some firepower and durability which it makes up for increased speed. Carracks are powerful ships, designed to go cannon-to-cannon with all but the largest ships. Carracks are armed with 70 cannons in three gun decks, two cannons on the bow and stern, two Heavy Mortars, two Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram. The Carrack is the rarer of the two but still more come than the Frigate.

During the Rise of the Outcasts several pirate gangs were almost destroyed by rivals, the NTU and the Royals. These pirates, with no where else to go through their lot in with the Outcasts, bringing their own surviving Barques and Carracks with them and giving the than young Outcasts of the Abyss ships close to that of true warships.

Frigate

A powerful brawler and dedicated warships, Frigates are large and fast combat vessels with sufficient maneuverability with plenty of cannons and a large crew. While most commonly seen in use by the Outcasts, the Colonial Empires and the NTU, Frigates can be seen in use by a number of pirates either as personal vessels or flagships and are considered prizes by them, however these ships can be somewhat rare and hard to find in the SOL. The Frigates is armed with 76 cannons in three gun decks, two cannons on the bow and stern, two Heavy Mortars, two Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram.

Galleon

First developed and brought to the SOL by the Panish, Galleons are the roughly comparable to Frigates. While not as maneuverable, quick-to-accelerate or as heavily armed, it is a bit faster, more durable and more common with about four Galleons to every one Frigate. Unsurprisingly, these ships are more often used in pirate gangs in place of the Frigate which only a small number of gangs have. The Galleon is armed with 72 cannons in three gun decks, two cannons on the bow and stern, two Heavy Mortars, two Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram.

War Galleon

A larger variant of the Galleon, War Galleons are comparable to the Man 'O War with about three War Galleons to every one Man 'O War. It is armed with 80 cannons in three gun decks, four cannons on the bow and stern, two Heavy Mortars, two Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram.

Flag Galleon

The third and largest variant, Flag Galleons are widely considered to be the Panish answer to the Ship-of-the-line. A huge, extremely durable ship with massive firepower and a huge complement of creatures but slow speed and maneuverability. There is about 2 Flag Galleons to every one Ship-of-the-line. It is armed with 84 cannons in four gun decks, four cannons on the bow and stern, two Heavy Mortars, two Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram.

During the Rise of the Outcasts the young faction needed dedicated warships which the three Galleon variants provided and even today they are more common in the Outcasts then their respective counterparts.

Man 'O War

Huge and powerful ships, Men 'O War possess enough firepower to destroy anything around it's size and smaller on one broadside, but is slow and awkward to maneuver, handling like a beached whale(the crew's words not mine). Only a few pirate gangs have the wealth to operate a Man 'O War, which are used as flagships. It is armed with 86 Cannons in four gun decks, four cannons on the bow and stern, four Heavy Mortars, four Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram.

Ship of the Line

One of the most powerful ships in the Sea of Legends, the Ship-of-the-line exist solely to pummel other warships into splinters in naval combat. Even in the Outcasts Ships-of-the-line are rare with only about nine dozen while the other major factions have fewer. For pirate gangs very, very few are able to get and hold onto them, if pirates are able to steal one they can fully expect that the faction that owned it will be bent on getting it back or, failing that, sink it. Only nine pirate gangs have been able to steal and hold onto Ships-of-the-lines, making them among the most powerful in the SOL. A Ship-of-the-line is armed with 90 cannons in four gun decks, four cannons on the bow and stern, four Heavy Mortars, four Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram.

Juggernaut

The most powerful conventional ship in the known world, Juggernauts are huge, extremely durable vessels with enough firepower to turn a whole Armada into flotsam, but are extremely rare. To date only the Outcasts, Equestia, the Caribou, the four Colonial Empires, and the Northern Trade Union are able to build and deploy Juggernauts, and even then in very limited numbers, with only the Outcasts have the most at around thirdly ships. No pirate gang other then the Outcasts have Juggernauts. It is armed with 100 cannons in five gun decks, four cannons on the bow and stern, four Heavy Mortars, four Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram.

Titan

A ship that only the Outcasts and Caribou have, Titans are a true monster of naval combat. Titans visually look like three Juggernauts attached end-to-end and were designed to counter Juggernauts the Titan is armed with 300 cannons in five gun decks, six cannons on the bow and stern, 12 Heavy Mortars, 12 Rocket Launchers, numerous Swivel and Puckle Guns, and a forward Ram. Note that the above armament is Outcast, not Caribou, who's choice of armament isn't as much with the mortars and launchers and missing the Swivel and Puckle guns and Ram. Only twenty five Titans have been built due to their very high cost, fifteenth "liberated" by the Outcast, five lost to the deeps, and six still under Caribou control.

Carrier

Carriers are very unusual ships and are massive, roughly half the size of a Bulk Merchant. Originally built in very small numbers by the Equestian Navy as a concept for the flying Ponies, the idea never really launched and the project was shelved and forgotten. Somehow the idea made it to the Sea of Legends were it found new life in the ownership of the three richest pirate gangs as a mobile haven of sorts.

Carriers are structured far differently then other ships, for this guide they will be split into three sections; The first section is largest and shaped like a stretched pentagon with three large masts and two smaller ones, all with triangular sails with a total of three very large ones and three medium ones. This section holds the Crew Quarters, Tavern, shops, and everything else that one would expect to find in a Pirate Haven. This sections weapons are a shocking 700 cannons in five gun decks on 3 of the 5 sides, 20 cannons on the bow, Several Howitzers(Outcast), Heavy Mortars and Rocket Launchers, numerous Swivel and Puckle Guns, and a massive forward Ram.

Behind this is a section close to the same size with a flat deck set at a 10 degree angle, resembling a runway like the one at the Wonderbolt Academy. A ship castle-like structure that runs from the first section to the back section at the left of the runway, a smaller ship castle-like structure on the right, and 4 masts on the larger side with square-rigging. This section had multiple cargo bays and a "hanger bay" under the runway. This sections weapons are 150 cannons in five gun decks , 100 cannon, 10 Howitzers(Outcast), 20 Heavy Mortars and Rocket Launchers, and numerous of Swivel and Puckle Guns on the starboard side. The weapons are 100 cannons in five gun decks, 5 Howitzers(Outcast), 10 Heavy Mortars and Rocket Launchers, and numerous of Swivel and Puckle Guns on the port side.

The last section has a large sterncastle at the back end of the runway. This is where the Helm, Officer Quarters, and other important areas are, Behind this is an open space with a tall, large mast with large square sails. This section has to enclosed side structures with a tall mast with square sails on each. This sections weapons are 20 cannons on the stern, 10 Howitzers(Outcast), 20 Heavy Mortars and Rocket Launchers, and several Swivel and Puckle Guns.

As mentioned above, only the three richest pirate gangs were able to build Carriers, one of which was taken by the Outcasts early in the Rise of the Outcasts, granting them a mobile base of sorts.

Other ship types

Besides the standard Sailing ships the Sea of Legends is also home to other types as well.

Junks *

Junks are sailing ships originating from the Eastern Reaches, Junks stand out from other sailing ships due to their unique battened sails, which are a type of sail rig with rigid supports spanning the full width of the sail and extend it forward of the mast.

Junks are quite common in the SOL due to being considered one of the most efficient designs for carrying personal and cargo on both the high and stormy seas and the inland waterways, their interior compartments or bulkheads, strengthen the ship and slow flooding in case of holes. Other ships in the SOL would copy this feature to some extent over the years. There are variants of Junks based on the above ships.

Armored Ships

These ships are most of the above warships with special armor added to them. This armor renders the ship, or the hull at least, invulnerable to cannonballs but at the cost of one gun deck, lowering the ship's firepower by that much. Only the Outcasts, due to their vast wealth, have these in small numbers where they are deployed along with Outcast Ships-of-the-line and Juggernauts in Home Guard and Anti-Slaver duties. The only other factions to deploy them is the Equestian Navy NTU, but in very limited numbers.

Paddlewheeler Ships *

Considered a dying breed of ships after the introduction of the propeller, Paddlewheeler ships in the distant past were once the standard ship in the Sea of Legends but have been largely replaced by steam propeller ships or even just the standard sail. However, the Paddlewheeler can still be found throughout the SOL. Many pirate gangs grabbed them as they were close to Armored ships, while the Outcasts used them in certain area for their unique advantages. The greatest number of Paddlewheelers are found in Pirate Lord Blood Fang's War Pirates, where a few variants unique to the faction have appeared, some of these variant were later given to the Outcasts in a trade for rare metals.

These variants are the Airship Carrier, the Steam Battleship, and the Steam Juggernaut. (See the War Pirates in Factions of the SOL for more details)

Ironclads

The ultimate armored ships to sail the known world, Ironclads are all but invulnerable to enemy fire, with only shells being able to damage them. Only the Outcasts, the Equestian Navy, the NTU, and the Caribou are able to deploy Ironclads, and even then only in single digits. No two Ironclads are the same so their armament widely varies between ships.

Airships *

A type that's been around for a long time, Airships are believed to have originated from Equestria and have spread out from there. The Equestrians have two variants, cruise liners and troop transports. In the SOL airships are used by the several factions, such as the Outcasts and the War Pirates, while a few pirate gangs operate solely on airships. These airships, known as Air Warships or War/Battle Airships, roam the skies above the waters, crew by default by (though not always) flyers like Pegasi and Griffins.

War Airships are any of the above sailing ships with their masts and sail removed and replaced with large bags or balloons filled with an unnamed lighter-then-air gas to keep them aloft. The bags are attached to the hull by chains and heavy rope, the shroud that would hold a ship's masts in place allow travel up to the bags. The bags are generally, though not always, oval-shaped and made from thick, durable materials with metal bracing reinforcement. Beyond that the bags' appearance matches the ship's with some sails and other extra additions. (A/N: Similar the the Warcraft II Goblin Zepplins)

Smaller ships have one bag while larger have two and ones like the Ship-of-the-Line variant have three.

The hull is more or less the same as its sailing counterpart, but with several changes. Besides the masts being removed, the keel has also been removed and redesigned to fit weapon mounts, like the ship's artillery which is now mounted in turrets to aim and attack ground targets. Along with the ship's normal armament a section called the "Bomb Bay" has be installed (More on that in Naval Weapons) and the bags have platforms on top and gangways between each bag allowing the crew to attack any flying targets.

Airships in the SOL are propelled by steam powered turboprop engines at the back under the quarterdeck and at the front just behind the prow, each engine is able to run independently of each other allowing the ship to turn on a dime. Sometimes the bags will have engines but this isn't very common for several reasons, one of each is the fact that trying to run hot pipes from the hull to the bags isn't easy and the crew don't what possible burns.

Although Air Warships are powerful and have the major advantage of being able to travel anywhere, they have a number of flaws that keeps them from becoming the norm. The bags' gas is very flammable and if lit can very easily bring the ship down, the bags themselves, while durable, will leak or tear open if damaged enough and its generally the rule that if the Airship's crew see the ship's repair team bailing after they sound alarm, its time to get off.

Air Warships also have, as a rule of thumb to save weight, light and thinner hulls, making the ship more vulnerable to cannon fire. This flaw is the reason they try to stay out of range of cannons on the ground and engage with only their underside artillery and bombs, and some bolt launching weapons have been modified to fire long range bolts, often tip with fire and/or explosive tips. The last major flaw is they are very vulnerable to the random storms the plague the SOL, even with equipment designed to help them avoid those.

Leviathans

A type of ship only seen in the Sea of Legends, the Leviathan is essentially the hull of a Bulk Merchant with the top half of a Cruise ship combined together. As far as it is known only four Leviathans have ever sailed the SOL; one by the Pirate Lord Black Marrow 500 years ago, the Blood Fang's ship The Beast(though it didn't start as one), and the two Outcasts of the Abyss flagships the Black Dragon and the Dragon of the Depths. There is a rumored fifth one sailed by the Caribou, but this is unconfirmed as of now.

It should be noted that no two Outcast ships look alike, with only their type being the same.

You, Rose, Shadow, and Moon looked up from the book and at each other.

"Quite the roster for the Outcasts, and we known what the various factions in the Sea of Legends sail as well." Shadow said.

"What Infantry Unit would you guys be?" Rose asked.

"I'd probably be a Gunner, I'm a good shot with a crossbow so a rifle shouldn't be that different." Shadow said.

"I'd most likely be a Marauder, I do enjoy getting up close and personal in a fight." Moon said.

"For me, I would be a Deck Smasher, I'm quite strong for a Pegasus." You say flexing your forelegs and wings.

"Yet you can't beat me in a fight." Rose said with a smirk, you glare at her.

"Rose, one; you're my Marefriend, I'd never hurt you. Two; you know just where to hit. And three; you are quite strong for a Unicorn so you are able to match me with both your own strength and magic."

She laughed and lightly punched you.

"And don't you forget it."

Shadow and Moon watched the exchange with amused looks.

"What would you be Rose?" Moon asked.

"A Healer, I learned healing spells long ago as a... just-in-case thing back in school." She said looking at the table, you reach over and lay a foreleg across her back. After a minute Rose looked back up.

"So what next?"

"Well... how about the Naval Weapons" Shadow asked.

"I though you wanted to look at the Dragon of the Depths." You say.

"I think that should be saved for last."

The four of you talk for a few minutes when Moon sujests looking at infantry weapons then naval weapons, so the four of you turned to the section marked "Infantry Weapons" and started reading.

Infantry Weapons *

Melee Weapons

The Outcasts and others in the SOL have melee weapons from all over the world, ranging from daggers to clubs to polearms. The general belief is if its a melee weapon, it can be found in the Sea of Legends, no matter of how rare it is.

Firearms

Firearms are a common sight in the SOL, most commonly match, wheel, and flintlock weapons. The following firearms are used only by the Outcasts.

Caplock Revolver

The standard pistol of the Outcasts, this weapon holds up to six shots before having to reload though some used by the larger and stronger members like Yetis are modified to hold more. The ability to hold at least five more shots, much better accuracy, armor-piercing, faster reload, and reliability made this weapon the favorite of the Outcast pirates and a very rude shock to their enemies.

As the years since the Outcasts became the dominant power in the SOL they have be very slowly replacing the Caplock with pistols that use Pinfire cartridges.

Lever-action Blunderbuss

A modified Blunderbuss, this weapon uses the action to cycle percussion caps from an internal tube, with the wielder placing the shot into the barrel and letting it slide down to the firing chamber. How this works in unknown but it works like a normal blunderbuss, just with a faster reload.

G82 Bolt-action Rifle

This rifle has a long history with the Outcasts, soon after the faction formed Razor and the other Officers wanted better equipment as taking the Sea of Legends with match, wheel, and flintlock weapons would not work. After the coves were created the Outcasts got word of the weaponry of the Pony country of Germaney, a country known its advanced military technology from the many wars they fought with their neighbors. Getting the weapons needed however proved to be quite the challenge, as Germaney's borders were always on lock-down to keep those weapons from leaving the country. It took a lot of time but eventually the Outcasts managed to bring parts of what would become the G82 rifle to the SOL, and once this rifle started being used it very quickly replaced the muskets.

The G82 is well loved by its wielders and was considered one of the worst shocks to the enemies of the Outcasts during and after the Rise of the Outcasts war, this rifle has served as the base for other two-handed (or Hooved) firearms. The G82 uses Centerfire rounds and is fitted with two magazines, one mounted on the left side and an internal tube under the barrel, each holding eight rounds, with a round in the chamber the rifle holds a total of nineteen rounds before needing to be reloaded.

After the Outcast took the SOL there have been efforts to eventually replace the caplock and pinfire rounds with the centerfire ammo, but its a very slow process as the Outcast currently lack the both industry and skilled makers to mass produce it.

Lever-action Repeater Rifle

A recent variant of the G82, this rifle had its action changed from bolt-action to lever-action for faster rate-of-fire but is so far otherwise the same as the standard G82.

Sniper Rifle

A lever-action Long rifle variant of the G82 combined with a Zebra Jezail, this rifle uses a Ring Lever-Action to cycle rounds from the internal tube magazine and is fitted with a small, long spyglass to help the Sniper to hit targets at long range.

Bulldog Gatling gun

the Bulldog is a multi-barreled, rapid-firing spring-loaded, spring-loaded, hand cranked weapon usually mounted on a wheeled stand but a modified version is carried by Deck Swabbers as their main weapon.

Hand Cannon

A miniature cannon that uses percussion caps, it can fire any of the same shots that cannons are able to fire and is reloaded by sliding the shot into the barrel and placing the percussion cap on the back after pulling the hammer back.

Hand Mortar

A variant of the hand cannon, it is basically the same weapon but modified to allow it to work like a small mortar.

Flamethrower

A weapon consisting of a nozzle with a handle and lever with a tube attached to a fuel tank, this simple but effective weapon shoots a stream of burning liquid at short-range. Not used on ship of obvious reasons.

Bo-hiya

The Bo-hiya is a fire arrow launcher though Outcast ones are able to launch other projectiles like rockets.

The four of you then turned to Naval Weapons.

Naval Weapons

Ram *

The Forward Ram, also called the Battering Ram, is a simple but powerful weapon that is something of a standard on most ships in the SOL. Protruding out of the reinforced bow under the figurehead, while it takes many forms it has the same use, breaking open the hulls of enemy ships. Even large ships like Men O' War and Ships-of-the-Line make use of Rams, despite not using them in combat to often. Rams also are used to allow ships to safely travel in area with dangerous obstacles, like the ice in the Frost Zones. The larger the ship the bigger and longer the Ram.

Ironclads don't have Rams as their hulls are strong enough to be used as such.

Small Weapons

Harpoon Cannon

Harpoon Cannons are used for fishing but pirates found that harpoons work well for pulling targeted ships to their own for easier boarding, some cannons are modified to fire explosive harpoons.

Fire Cannon

Fire Cannons are ship-mounted versions of flamethrowers, surprisingly these are almost unheard of in the SOL despite their power against wooden ships. Very, very view ships have these mounded, mostly in pairs fixed on the bow.

Swivel Gun

Swivel Guns are small cannons mounded on swiveling stand or fork which allows them a very wide arc of movement, there are two types in the SOL; a muzzleloading smoothbore variant and a breech-loading rifled variant, the latter of which has a fast rate-of-fire since multiple chambers can be loaded in advance and quickly fired in succession. These weapons are very common, to the point that even the smallest ships have as many as crew and space allow.

Puckle Gun

Puckle Guns are a crew-served, manually-operated percussion cap(outcast) or flintlock(Non-Outcast) revolver-type weapons usually mounted on ships but sometimes found on land battles, the cylinder holds 6 to 11 shots depending on the configuration and are loaded with powder and shot while detached from the weapon.

Thunder Gun

Thunder Guns are a modified variant of the Puckle Gun with much more powerful shots.

Short Range

Carronade

Carronades are short, smoothbore cannons used as powerful short-ranged, anti-ship and anti-crew weapons, there are three types in the SOL; a 12-Pounder, 32-Pounder, and a 68-Pounder.

Cannons and Heavy Cannons

The standard weapons on the ships and forts in and out of the SOL, the standard cannons are the 12-Pounder Long Gun, 18-Pounder Long Gun, and 24-Pounder Long Gun while the Heavy Cannons are the 32-Pounder Cannon, 36-Pounder Long Gun, and 68-Pounder Cannon. The types of the cannons greatly depend on the crews preference.

110-Pounder Rifled 7-Inch Gun

A heavy cannon, the 110-Pounder cannon is quite rare with only the Outcasts, the Equestian Navy, the NTU and the Caribou having the ability to build them in bulk, most in the other pirate gangs are either bought or stolen from forts belonging to the latter two, and even then in small numbers. What separates this cannon from the others is the fact that it is one of the only two cannons that is rifled and fires shells, it is also the only one to be breechloading rather than muzzleloading. It has the best range out of the normal cannons and are most commonly found as the main weapons of an Ironclad.

There is a variant called a long gun, which is any of the normal cannons fitted with a longer barrel, allowing the cannon to have more powder charges placed within and giving the cannon longer range. The long gun modification is very common on lighter cannons like the 12-pounder and 18-pounder, while larger cannons like the 36 and 68-pounders only have it on special mounts on a ship's main deck that allow them to turn, as muzzle loaders with longer barrels take longer to reload. *

Super Heavy Cannons

100-Ton Gun

The largest of the cannons known to exist, the 100-Ton Gun is used as island and coastal defense gun. With a range of four miles and able to fire a 818-pound shell this cannon can split even a Caribou Titan in a single hit, making them highly feared. But only the largest forts and ports have them and only in very small numbers due to their high cost and crew requirements, though there are rumors that the Outcasts may be designing an Ironclad that had these these as it's main weapons but the Outcasts deny it, saying the only ship they have that carries the 100-Ton Gun is the Cannon Ship.

Artillery

Heavy Mortar

Large cast iron cannons with wide, short barrels, Heavy Mortars fire a large cannonball at very long range able to deal a lot of damage to enemy ships, outright destroying small-to-medium ships in a single hit while severely damaging larger ships.

Howitzer

Jokingly called the "Love child of a Heavy Mortar and 110-Pounder cannon", the Howitzer is an Outcast-exclusive weapon that is basically a 110-Pounder cannon up-sized til the body is the same size of the Heavy Mortar with the barrel also bigger to match. Howitzers have a greater range them Heavy Mortars and are able to fire at multiple degrees unlike the Heavy Mortar which can only fire at a few degrees, though at the cost of a longer reload time and lower rate-of-fire.

Rocket Launcher

While not as powerful or as long ranged as the Heavy Mortar and Howitzer, the Rocket Launcher is cheaper to build, can fire up to 50 rockets before reloading, and much faster to reload. All this makes the Rocket Launcher quite popular among both the poorer pirate gangs and lone pirates. Even the richer factions make heavy, widespread use of this weapon. Besides the normal rockets, a wide variety of rockets are available with different effects depending on the warhead.

Other

Keg Mine

A nasty weapon, the Keg Mine is a sealed powder keg with a set of rings covering it from top to bottom, a cone bolted on the top and bottom, and a small canister filled with a powder that creates powerful shock waves, adding to the damage the mine can deal. The rings have several contact-sensitive spikes on them that when a ship touches a spike it explodes at best crippling the ship or at worst sinking it. The mines are held in place by a small anchor with a thin chain attached to the tip of the bottom cone. Only those from the SOL know how to build Keg Mines(E.g. the Outcasts and pirates), everyone else has no idea how to build them without them exploding in their faces. Keg Mines are used to defend areas and paths that ships wouldn't be able to, Pirate Havens are know to be surround by them.

Bombs *

A weapon only found on Air Warships, bombs are generally a full gunpowder keg enclosed in a wood shell with a domed front and four fins on the back. Dropped from an Air Warship "Bomb Bay", these weapon are able to deal huge amounts of damage to sea and land born targets, though their accuracy gets worse the higher up the ship is. To counter this they either fly lower to get good accuracy but that leaves them vulnerable to anti-air weapons or in large squadrons to carpet bomb an area.

Cannon Ammo

Langrage

Bags of any junk – scrap metal, bolts, rocks, gravel, old musket balls, etc., fired to injure enemy crews.

Grape Shot

Canvas-wrapped stacks of smaller round shot which fitted in the barrel, typically three or more layers of three. Some grape shot is made with thin metal or wood disks between the layers, held together by a central bolt. The packages break open when fired and the balls scatter with deadly effect. Grape is often used against the enemy quarterdeck to kill or injure the officers, or against enemy boarding parties.

Canister Shot

Cans filled with dozens of musket balls. The cans break open on firing, turning the gun into a giant blunderbuss for use against enemy personnel.

Round Shot

Solid spherical cast-iron shot, the standard fare in naval battles.

Chain Shot

Two iron balls joined together with a chain. This type of shot is particularly effective against rigging, boarding netting, and sails, since the balls and chain whirl like bolas when fired.

Bar Shot

Two balls or hemispheres joined by a solid bar. Their effect is similar to that of Chain Shot.

Expanding Bar Shot

Bar shot connected by a telescoping bar which extends upon firing.

Swivel Shot

Round shot cut in half horizontally in the middle of a set of blades that spin in flight, tearing through sails, rigging, and crew.

Shell

A special round used in 110-Pounder Cannons, 100-Ton Guns, and Howitzers, Shells have a thin lead coating which made them fractionally larger than the gun's bore, and which engage with the gun's rifling grooves to impart spin to the shell. This spin, together with the elimination ofwindage as a result of the tight fit, enabled the gun to achieve greater range and accuracy than existing smoothbore muzzle-loaders with a smaller powder charge.

On top of each powder cartridge was a "lubricator" consisting of tallow and linseed oil between two tin plates, backed by a felt wad coated with beeswax and finally by millboard. The lubricator followed the shell down the bore, the lubricant was squeezed out between the tin plates and the wad behind it cleaned out any lead deposits left from the shell coating, leaving the bore clean for the next round.

Special Shots

Link Shot

A series of long chain links which unfold and extend upon firing.

Fire Arrows

A thick dart-like incendiary projectile with a barbed point, wrapped with pitch-soaked canvas which catch on fire when the gun was fired. The point sticks into sails, hulls, or spars and detonate after half a second, setting fire to the enemy ship.

Heated Shot

Shore forts sometimes heated iron shot red-hot in a special furnace before loading it (with water-soaked wads to prevent it from setting off the powder charge prematurely). The hot shot lodges into a ship's dry timbers, setting the ship afire. Because of the danger of fire aboard, heated shot are seldom used aboard ships.

Molten Iron Shot

A variation on heated shot, where molten metal from a furnace is poured into a hollowed out shell and then allowed to cool briefly to seal the molten metal in before firing. Only Armored Ships are outfitted to fire molten shells.

Exploding Shot

Ammunition that works like a grenade, exploding and sends shrapnel everywhere, either by a burning fuse which was cut to a calculated length depending on the range, or on contact with the target (rarer). Shells were often used in mortars for shore bombardment.

Enchanted Shot and Warheads

Originally used by Skeletons, the Outcasts eventually found the secret to forge these. Enchanted Shot and Warheads has a wide variety of effects of ships and/or crew, either effecting the whole ship or those in the blast radius. Each effect has a different color mixed with black and are as follows;

Red: Locks the target's cannons and other weapons in glowing chains temporarily preventing their use, doesn't effect small arms.

Blue: Knocks the target's crew out for a while allowing easy capture, rare as they are the most difficult to craft.

Green: Closes the target's sails and temporarily encases them in glowing chains colors.

Purple: Drops and temporarily locks the target's anchor in glowing chains.

Pink: Temporarily slows the target's crew's movement to a crawl.

Torpedo

The Torpedo is a new device designed along side the submarine. It was fitted with a small steam, magic boosted engine and one of two different warheads, the first was the standard high-explosive made from a gun powder barrel stuffed with as much powder as it could fit, the second was similar to the enchanted ammo the Outcasts use to disable and capture ships, and fitted with a modified tracking spell. The modified spell uses the same basic principle in that it would track its target, but in this case the spell allowed the torpedo to home in on a target.

The four of you had just finished the Naval Weapons section when the bell for supper rang, startled that the day had passed faster then the four of you thought you close the book and walk to the Main Tavern.

"So what would you guys like to study next?" You ask.

"Not sure, Shadow? Moon?" Rose asked looking at the two Thestrals.

Both just shrugged, Shadow speaking up.

"Let's just get some supper and worry about that tomorrow." Mon grunted his agreement. You and Rose agree, entering the Main Tavern and taking a seat. After supper the four of you play some card game with some of the crew before returning to your rooms. You set the book on the desk and stretch your wings, before being pounced by Rose.

And she was giving you those eyes.

"Really Rose? We just had some last night."

"Like you didn't enjoy it." She said nuzzling your neck, touching a spot that was like you nipping her ear. You let of your own eep at the feeling of her nose on that spot.

"That was for the ear nips."

She nuzzles that spot harder, making you eep with increasing volume.

(1) A Pony's hooves are pressed together for Rock, one facing up and held flat for Paper, and both are held like a horizontal V for Scissors.

(2) Or Regiments of Renown if you prefer.

Author's Note

This chapter was a lot of work, hope you guys think it was worth the wait.

Here's the chapters to come, in no specific order.

Dragon of the Depths (Will be the last chapter)

The Sea of Legends (Will include history, geography and climate)

Factions of the SOL (The Outcasts, NTU, the Pirate Gangs, etc.)

Threats in Sea of Legends (Fauna and other hazards)

~~Weapons (Small Arms as Naval Weapons were done in this chapter)~~ Was added to this chapter

Outcast Structures (Coves and others)

Outcast Research Projects (New things the Outcast have been looking at since they took the Sea of Legends) *

And that's the current ones, more might be added later.

Which of the above would you like to see next?

Imperator's Grave

Day 2

You, Rose, Lance, and Moon met the next morning in the Main Tavern for breakfast. After that the four of you headed to the library again and sat at a table with the book in the center.

"So What's next?" Rose asks.

You rubbed your jaw while Lance tapped his chin.

"How about Imperator's Grave, the place where we are now." You say.

"Sounds good." Shadow said, Moon agreed.

You open the book to the marked section, finding several subsections, and started reading.

Imperator's Grave is a haven for pirates, privateers, smugglers, and all manner of sailors that the tides seem to sweep up. For those fleeing corrupt justice, debt, or persecution, it is a place of new beginnings, a place where one can start anew without the baggage of their past. It's a melting pot of cultures, races, and creeds, alive with activity at all hours. If one have the coin, almost anything can be purchased in Imperator's Grave, from items outlawed anywhere else to the favor of local pirate lords. The only trade that is forbidden here is slavery, for good reason as many of the individuals that call this place home were former slaves, and slavers are unwelcome here.

Lore

Imperator's Grave is a port city like no other - home to monster hunters, pirate crews, smuggler gangs, indigenous peoples, and traders from all across the known world. Over time becoming anchor of all trade routes traveling around the world. Almost anything can be purchased here, from items outlawed anywhere else to the favor of local pirates lords. There is no better place to seek fame and fortune, though one must be careful not to anger the locals, as they do not like those who think they own the place.

Short History

While no one knows the exact date and time, it is know that long ago, long before the first Hearts Warming at around a thousand years, an individual know simply as the "Imperator" traveled the than uncharted Sea of Legends with his crew, seeking fame and fortune. One dark, still night, the Imperator had a dream, one of a place where where he would find what he sought. He searched for weeks before he found that place: a massive archipelago of towering cliffs, rock formations of all types, shapes and sizes, several inlets, many long abandoned structures of a lost civilization, and vast cave networks with many islands both large and small. The Imperator realized that this place could become something grand so he and his crew began to build what would be the very first port in the Sea of Legends peacefully co-exiting with the native Zebra Tribe after he freed them from the leviathan that had enslaved them. As the years pasted the Imperator would eventually past on, with a proud and happy smile on his face and surround by the vast wealth he had gathered over his long life, the archipelago, which would become known as "Imperator's Grave", would grow into what it is today; a towering and sprawling city built of rock, shipwrecks, and bones of sea creatures where those swept up by the tides would find a safe haven and a place to start over.

Many years would would pass as Imperator's Grave would become the most important port in the Sea of Legends as the place were all trade routes around the seas of the world started and ended, it would see many rulers rise and fall as many outside empires tried to take the place for their own only to be beaten back every time as each ruler wold add more and more to the archipelago to secure their own hold and as every single independent merchant and sailor would fight to their very last breath and shot to keep their haven free.

The current ruler of Imperator's Grave is the Western Kirin Archduke Razor Tail, Pirate Lord of the Sea of Legends and the leader of the pirate faction named "The Outcasts of the Abyss".

A common saying by the inhabitants in current times is "If the Imperator could see the place now."

Locations

The Maw

The entrance into Imperator's Grave, The Maw is a giant inlet and natural harbor surrounded by treacherous straits and towering cliffs. It is here where ships enter port, load/unload their cargo, and sail back out into open waters. The numerous, twisting and sprawling rows of docks that line the bottom of the cliffs holding ships of all sizes with cargo and passengers flowing through every hour of the day. Visitors are often seduced by the seemingly limitless opportunity Imperator's Grave offers, and become permanent residents - realizing that the longer they stay, the greater the chance they can gain power and wealth beyond their wildest dreams. It is through this that Imperator's Grave went from an uninhabited archipelago to the city it is today.

Market Grottoes

Situated in the lowest parts of Imperator's Grave and separated from The Maw by fortress walls made of rock, shipwrecks, and bones like ribs that reach up to at least twenty stories in height and are forty feet thick, with an incredible amount of cannons, rockets and other weapons to protect those within, these locations are the primary location of Imperator's Grave's vast market. Imperator's Grave's lowliest inhabitants dwell in a labyrinth of meandering canals and hidden inlets, with no separation between the homes they build and the sea where they ply their trade. It is here where one can find many items for sail, they just need the coin and they can buy almost anything for everyday items like tools to bedding to even things like weapons.

At each entrance through the walls is a giant reptilian-esque skull easily big enough to swallow a ship-of-the-line whole with many giant rib bones, some reaching as high as a ten story building, dotting about all over the docks with many smaller but still large skulls of leviathans forming a sort of town of huts closer to the wall.

The Quarters

Market Grottoes is the main entrance to the largest settlement of Imperator's Grave, The Quarters, where the inhabitants of Imperator's Grace live. Because of the cities' mixed cultural heritage, the area boasts a wide variety of architectural designs, from inverted Frozen Reach logships against the carved cliff-faces to Eastern Reaches Junks to the structures and carvings of the indigenous Zebra population to the temples of the long lost civilization. Admiral Street has various pubs and taverns and boasts the island's finest rum. (They say that patrons of the Sea Oasis can be heard all the way to the Airships that hover far above the archipelago!)

Besides housing The Quarters holds everything one would expect a city to have from taverns to hospitals and everything in between.

Bridge of Bones

Looming over the entrance of the main harbor is the Bridge of Bones, an ancient stone archway that between the two cliffs on either side of the entrance to The Maw, connecting the two towering rocks clusters known as "The Fangs" and their city sections the Bridge of Bones acts as a large and imposing gate to The Maw of Imperator's Grave as well as the bridge to the Temple of the Matriarch of the Gem Leviathans, one of the largest and most important structures of Imperator's Graves native Zebra Tribe. The Bridge of Bones gets its name from the series of leviathan bones ranging from small to massive that cover the arch to the point were the rock is hard to see even up close and the various sized skulls that hang via chains with lanterns of various colors both in the mouths and hanging from the teeth. Along the outer edge facing the sea is a wall made of the strongest bones reinforced with steel supports armed with various sizes of cannons both along the wall and in turret mounts on the underside of the arch to fire at any enemy ship that gets too close.

Temple of The Matriarch of the Gem Leviathans

Imperator's Grave's temple for the deity known as Edelsteine, the mother of all Gem Leviathans. It is here where the native Zebra Tribe tell the tale of the union of land and sea that was formed when the Imperator made a pact with Edelsteine, where if her offspring protected the waters where the free sailors roamed from those that sought to enslave them, her offspring would be gifted a place where they would be able to breed and hatch their young in safety from the predators of the Sea of Legends.

The Jaw

Named as such because when seen at a certain angle it resembles a giant jaw bone, The Jaw is a massive Military Fortress and the primary base of Imperator's Grave Guard Force. Located close to the left Fang, this fort's most eye-catching feature is the set of five lighthouses of various heights that help guide ships into The Maw.

Kraken's Pits

A series of nine large open-air pits that reach below sea level, some up to a mile deep, surrounded by roaring waterfalls along the edges of each pit. These are where those with little to no coin live in small homes made of the Captain's Quarters from small ships like Sloops, Pinnaces and Cutters and medium-sized skulls of various sea creatures suspended above the white waters at the bottom of the pits by thick chains and ropes which are checked and maintained by dedicated Maintenance Crews. Despite being essentially the "Slums and Shanty Towns" of Imperator's Grave those who live here find that the housing is free-of-charge, large enough for one creature to a small family of five to live comfortably, and thanks to special sound blocking spells and enchantments, rather peaceful. The white waters below, despite the churning, also makes for excellent fishing as thousands of fish of many types fall into the pits where they are gathered by large nets allowing those who live in the Kraken's Pits to make a decent living.

Built into the walls behind the waterfalls are massive waterwheels which help to provide Imperator's Grave with power.

The Coves

The heart of Imperator's Grave and the "middle class" area were the vast majority of the inhabitants live, this area of twisting waterways, docks and buildings is filled to the brim with homes and business ranging from small family owned shops to the large pubs and taverns and everything in between with winding streets traveling all over the place.

The most well known place here is the tavern known as the "Sea Oasis", a place large enough to be a hotel or beached cruise ship in its own right. This place has been the favorite hangout for every ruler of Imperator's Grave all the from The Imperator himself to Archduke Razor Tail during the times he is at the archipelago in between his adventures. The interior of the structure is rather open with only a small amount of walls with pillars of wood, bone, and metal everywhere holding the fifteen-story building up, giving the Sea Oasis a Library sort of feel only with the shelves of books replaced with rows of platforms where the customers sit, eat and drink, one of these customers being none other than the retired Pirate Lord Blackmane himself. The Sea Oasis is also quite famous for its rum, see the Rum section under Culture for more details.

The Underdepths

The gigantic network of natural and artificial caves, tunnels, mines, and waterways below The Coves known for being the breeding grounds of otherwise hard to find creatures of the SOL including the ever famous and tasty though dangerous Salt Lobsters, every day creatures take weapons alongside various fishing equipment done to the deep water-logged areas to hunt these dangerous sea creatures for their armored carapace and delicious meat.

Upper Royals

Named after the Royal Sail used on square rigged sailing ships, this area consists of buildings close to or on top of the rock formations and cliffs around Imperator's Grave and where the rich folk, highly successful pirates and "Nobles" live. Besides the highly decorated housing there are several businesses created to... "liberate" that same wealth, businesses such as casinos, resorts, and other such places made for the wealth to spend their coin on.

Spire of Lore

Located close to the area where The Coves and the Upper Royals met, the Spire of Lore is a massive 154 story Library with more underground tower easily visible everywhere in Imperator's Grave and up to a few miles away on the open waters. This tower is built similar to the Sea Oasis Tavern in that it is a rather open structure only in the case it consists of three closed sections and the open Library in the center. The three closed sections hold hallways, staff areas, class rooms, and other areas a normal Library would hold while the heart of the structure is the Knowledge Core. Seen from above the Knowledge Core looks like a giant spider web (Orb web) with the center pillar, three lines one each of the eight sides, and eight walkways/bridges. Each of the lines are wide enough for two walls of bookshelves to fit with walkways wide enough for four fully grown Yaks to pass side-by-side with a few inches between them and sets of small tables and chairs next to the railing, the lines have a twenty foot gap in between them filled with ropes and chains holding banners, lanterns and other hanging objects. This places holds hundreds of thousands of books on its towering shelves, being everything from child's books all the way up to still untranslated tomes and absolutely everything in between, it is commonly said that if it is a book that was ever written throughout history, it can be found here, one just needs to know where to look.

At the very top of the spire is a glass dome and walls each a meter thick supported by steel braces that cover three stories known as "Lookout Point", this place is a popular reading area as it gives a truly breath-taking view of Imperator's Grave and during attacks lookouts take position here as being one of the tallest points of Impertor's Grave it gives them a perfect of the surrounding sea for miles. The glass of Lookout Point is specially made and enchanted to protect those within from the glare of the sun.

The Spire of Lore is the home and workplace of the Cult of Lore, a faction dedicated to keeping all knowledge within from ever being forgotten. (See Imperator's Grave Factions for more details.)

Guard Fleet Docks

In addition to the deadly currents, hidden reefs and the constant threat of sea monsters of all sizes that call Imperator's Grave home, there is the massive armada that protects the waters around Imperator's Grave. Ships patrol the waters every hour of the day from sunset to sundown, keeping watch for any threats that dare to attack. The Guard Fleet Docks are located in a shadowy corner of The Maw inside a large inlet cavern easily large enough to fit the entire fleet of two hundred ships with several craved out docks for those ships to repair and resupply.

Sub-Locations include;

Shipwright Bays

Located towards the back of the area the Guard Fleet Docks are, the Shipwright Bays are a series of inlet caves holding drydocks used to build, refit, and upgrade the various ships used by Imperator's Grave's Guard Fleet. Ships that have been "acquired" from other factions are brought here to be converted for Outcast use.

Loot Warehouses

A warehouse as large as a shopping mall and situated at the end of a pier, guarded on three sides by sharks and razoreel-infested waters, and on the fourth by large and loyal Guards. Whenever the Outcasts' Raider Fleets bring in treasure from their voyages the loot and spoils are stored here, here the treasure is sorted into various crates, barrels and other containers by type and value.

Arms' Dump

The Arms' Dump is a large area above the Guard Fleet Docks and hold what could be called a small city of blacksmiths and other weapon and armor builders and the depots used to store their various items for both Imperator's Grave's Military and to sell in The Coves.

The Sub Dens

The last Sub-Location of the Guard Fleet Docks and the newest addition, while the Submarines haven't (at the time of this writing) been field tested yet the crews of the Guard Fleet ships hope that if successful the subs will add a new layer of defense to Imperator's Grave. Should the subs fail than at least the space can be used as extra docking but the crews think the subs will be successful.

The Dragon's Rest

Located in a cluster of three large, connecting inlets on the back right of Imperator's Grave from The Maw, underneath an open ceiling that shows the sky above, is the exclusive docking area of the Dragon of the Depths, when Razor is not out sailing the Sea of Legends with his crew this is where his ship is kept. The dock itself, due to the size of the Dragon, could be considered a small town in its own right filled with warehouses, cargo terminals, crew terminals, military structures, a large shipyard, and small craft facilities. Directly above the site rests a series of winches and cranes hanging over the ledges.

The Dead's Rest

Located near the Guard Docks, the Dead's Rest earned its name thanks to the Large rock formation shaped like that of a Pony skull that faces the open sea and the unnerving rooms of morgues and furnaces. On Imperator's Grave, the dead are not buried, but are cremated and the ashes are given back to the ocean and the Abyss, and this is where it all happens. A grave of the sunken urns filled with the ashes of the dead hangs suspended in the cold depths, marked by hundreds of bobbing grave-buoys. The graves of the normal residents have name posts and their specially treated metal burial urns tied en masse to old anchors beneath waterlogged barrels. The wealthy have lavish bobbing tombstones with carvings resembling rearing Krakens and Sea Dragons or beautiful Merponies, and are interred within expensive urns below the surface. The Caretakers that work this grim area ferry the cremated ashes of the departed to the various graveyards scattered about the straits surrounding this area. Flowers and gifts left by the still living friends and family of the departed litter the top of this floating graveyard, these are also silently tended to by the Caretakers who do it without any complaining what-so-ever.

The Lair

The name for Imperator's Grave's "Royal Palace", The Lair started out as the humble home of the Imperator as a simple four-wall shack. Over the years after his passing each ruler of Imperator's Grave has added new sections causing the building to grow bigger and bigger to what it is today; a palace of shipwrecks, rock and sea creature bones that some would stay puts the Royal Palace of Canterlot to shame and a heavily-armed fortress in its own right. The current ruler, Archduke Razor Tail, is the latest to add his own addition: a steam-powered Pipe Organ of absolutely gigantic size containing seven manuals, 1347 ranks, 1011 registers, and 99,342 pipes weighing approximately 450 tons* spread throughout the building. The Console seat for the Pipe Organ also doubles as the throne, to play the organ one would only have to sit on the throne and turn it around so the back was facing the Throne Room.

*(A/N: This would make it three times size as the real-life Boardwalk Hall Auditorium Organ in Atlantic City, New Jersey. the largest pipe organ ever built based on number of pipes.)

Outer Areas

Surrounding Imperator's Grave are many islands both large and small, small archipelagos, and islet dotted all over the place. These serve as outposts for the Military of Imperator's Grave and each one has fortresses, weapon towers, and other defense throughout the clusters. Under the water are many Keg Mines ready to blow an invader's ship from right under them, though the mines are attached to chains and pulleys that lower the mine down so non-invader ships can safety travel to and from the place.

This area is always patrolled by the Guard Fleet with the smaller ships like Gunboats and Sloops weaving around the land and larger ships like ants around trees while the large ships generally stay in place until they are needed.

Wildlife

Imperator's Grave is home to a small amount of wildlife but each is unique in its own right.

Shallowfin

The "Rabbits" of the Sea of Legends, Shallowfins are around the size of a Rainbow Trout and can be anywhere between one or five pounds and sixteen-twenty four inches to forty eight pounds and 42 inches is size. These fish makeup the bulk of the food not just in Imperator's Grave but throughout the Sea of Legends as well, and considered very tasty. There are many ways Shallowfins can be made into a meal, from boiled, deep fried, smoked, and even raw just to name a few.

Diver Bag

A unique creature only seen in the Sea of Legends, they resemble a long and very thin jellyfish-like creature without any tentacles and are white in color with a brown stripe at one end. What makes these creatures is that they feed off of carbon dioxide though they cal still draw in oxygen through gills on the brown band if none of the former is available, if a creature was to enter the water and let a Diver Bag come to them, it would expand and move over the head like a helmet, latching onto the neck. Diver Bags do not harm their "host" however, rather they drain water from "inside" the formerly white now transparent "bubble" and out through the gills. Once the Diver Bag is over the creature's neck they would find that they could now breath underwater, the Diver Bag draws in oxygen like before which is then pumped into the bubble allowing the host to breath, while the Diver Bag get its food from the carbon dioxide when the host exhales.

Essentially Diver Bags are living re-breathers and as long as the host wears one they can stay underwater for as long as they want, they can't go too deep though. To remove a Diver Bag the host simply grabs hold of the brown band and gently pull, the Diver Bag releases its grip and the host takes it off and puts it back in the water.

Blue-Water Chicken

Essentially just regular Chickens with blue feathers, larger size and the ability to lay eggs like it's going out of style.

Salt Hog

Very large Pigs weighing up to 2,552 pounds, these hogs are breed on Imperator's Grave for their meat and their incredible truffle-sniffing noses. Salt Hogs are especially useful for finding the otherwise rare truffle species used in medicine.

Sea Snake

Not to be confused with another species of the same name, Imperator's Grave Sea Snakes are large snakes as long as a Python with a large hood like a Cobra and tail rattle of Rattlesnake prized for their dangerous venom. While the venom is fatal of not treated (thankfully since the anti-venom was created the death rates from these snakes have dropped to zero) it is highly valued for its uses in medicine.

Birds

Common pets, the Birds found around Imperator's Grave include the large and bright Macaws (A sharp-clawed parrot with an equally sharp mind.), the small and vivid Parakeets (A cheeky, nimble parrot that likes to preen), and the proud Cockatoos (A large, proud breed of parrot that really stands out, even from afar.). Besides these common pets other birds including Seagulls (no surprise there), Hawks, Owls, Ravens, Falcons, and Eagles to name a few can be found all over the place.

Monkey

Found climbing around the ropes and beams of ships and buildings, common Monkeys include the short-haired Capuchins (A small and nimble monkey that has a deceptively cute face.), the agile Marmosets (Light and agile monkeys that are full of surprises and charm.), and the long-haired Barbarys (Proud, strong monkeys said eat more than a Sloop's crew combined.). These domesticated Monkeys have long been companions to sailors and island dwellers alike and are often trained to help their owners and crews with various tasks, from carrying powder during battle to simply grooming their owners hair, fur, feathers and the like.

Cat

Well liked for their hunting abilities when it comes to rats and mice, many a sailor in the Sea of Legends consider Cats to be good luck and it is common to find them aboard ships. Common breeds include the rugged Wildcats (A rugged cat that adapts well to both island and Outpost life on the Sea of Legends.), the lean Maus (Nimble, lean cats that take well to life aboard a ship.), and the long-haired Ragamuffins (This stocky breed is well known for its soft fur and make warm cuddling on cold nights.). Larger cats like Tigers, Leopards, and and lions can also be found.

Dogs

Named a Creature's best friend, Dogs are loyal companions and excellent trackers prefect for snuffing out prey and finding buried loot. Common breeds include The shepherd Alsatians (Alsatians bred for the Sea of Legends are loyal, clever and barely get seasick at all.), the skinny Whippets (This quick and playful breed is perfect for a pirate who never stops.), and the fluffy Inus (Inus are big, bouncy bundles of fun, but take days to dry out after a swim.). Other breeds like Pit Bulls and huskies are also found thorughout the Sea of Legends.

Razoreel

A nasty combination of a Moray Eel and a Barracuda with fins sharp enough to cut clean through oak wood, Razoreels are ferocious and fearsome Eels that lurk in the darker areas of water around Imperator's Grave with maws hull of razor-sharp teeth and tempers as foul as a storm these sea creatures are rightly feared by those who live in the Sea of Legends.

Silver Phoenix

Considered extinct outside of the Sea of Legends, this rare breed of Phoenix is named for their gorgeous plume of metallic silver feathers complemented by red and black feathers. Silver Phoenixes were known for their tears which had much more powerful healing powers than their common counterparts, unfortunately this is way they were almost hunted to extinction, that and their beautiful feathers. The story for Silver Phoenixes around is that the Imperator had a pet Silver Phoenix which brought the surviving ones to Imperator's Grave where they could live in safety from those who had hunted them.

Klabautermann

Traditionally a type of kobold, called a Klabautermann, lives aboard ships and helps sailors and fishermen on the Sea of Legends in their duties. Merry and diligent creatures of the Sea of Legends which resemble bipedal fish with Pony-like faces, with an expert understanding of most watercraft and an irrepressible musical talent. They also rescues sailors washed overboard. The name comes from the Low Germane verb klabastern meaning "rumble" or "make a noise". An etymology deriving the name from the verb kalfatern ("to caulk") has also been suggested. SOL Klabautermann, unlike their sprite counterparts, are living creatures and not spirits. Klabautermann are often hired by crews for their knowledge of ships, their music talent which helps morale on long voyages, and as extra help for every job on board which the Klabautermann preform with their well known and loved diligence. Klabautermann are also believed to bring good luck to the ship their are employed on.

Giant Crab

Giant Crabs are native to the seas around Imperator's Grave. One of their key characteristics is their rough outer shell with many spikes as well as their large oval eyes. Domesticated giant crabs are used by merchants to carry heavy goods on their backs and by the Outcasts as Beasts of War.

Salt Lobster

A creature resembling a large hybrid of lobster and shrimp with grey plates covering their six eyed heads and backs and large crab claws with really bad attitudes, Salt Lobsters are often called "Ugly as sin, but very good eating, especially with rum." These large and aggressive creatures are as dangerous as they are delicious and while their chitin hides are as tough as hardened steel hunters have found that a spear or harpoon in the right spots will take one down quickly. The meat of Salt Lobsters is in high demand around the Sea of Legends but hunting them is a dangerous job and more than a few would-be hunters have met their end at the claws of a Salt Lobster. Their durable chitin is often used as personal and ship armor.

Sea Serpents

One of the more nasty predators in the Sea of Legends with mouths full of teeth, nasty tempers, and really bad attitudes, Sea Serpents travel in packs to bring down larger prey. Sea Serpents are light blue in color, dark yellow eyes, ten feet long from nose to tail tip, as thick as a 68-pounder cannon, and has several small fins traveling down it's body. Sea Serpent packs are led by a larger variant called a "Crested Sea Serpent" which is at least twenty feet long and as thick as one of Sweet Apple Acres apple tree trunks, is light dark blue in color, has a large five-arm head crest with red stripes on the arms, and thick scales and plates covering it's body, which the smaller ones lack. Crested Sea Serpents are known for having even worse tempers and attitudes the their normal brethren. In battle these serpents are just as likely to attack from behind as they are from the front and have a bite that is far worse then their bark will ever be.

Sea Wyvern

Another dangerous predator, Sea Wyverns live in deep waters hunting large masses of fish and large crabs and lobsters. These super predators attack their prey with their razor sharp teeth and claws, their sheer body mass, powerful tails, and their feared poison breath attack. When not hunting they are surprisingly peaceful if not attacked and can be found sleeping perched on the towering rooftops of Imperator's Grave. Sea Wyverns mate for life and raise their young until they are young adults, at which point the young leave the nest and go out on their own. The Sea Wyverns around Imperator's Grave consider it their nesting grounds and are fiercely protective of it, so any invaders not only find themselves fighting the regular inhabitants but also swarms of enraged Sea Wyverns.

Sea Dragon

One of the apex predators of the SOL, these twenty story tall Dragon-like beasts are highly feared for their rampages able to destroy large areas and ability to tear even the largest ships to splinters. Armed with powerful crushing jaws, thick limbs able to help it move on land as well as through water, a terrifying breath attack of scaling water and blazing steam, and its long tail able to crush even small islets with ease. Sea Dragons are completely solitary and while they are fine with other creatures, such as Sea Wyverns, roaming and hunting in their territory, should another Sea Dragon enter all bets are off and the two will immediately fight each other, often to the death. During mating season Sea Dragons move to deeper waters to find a mate and lay their eggs, during this time their territorial aggression is lowered to the point where they wouldn't attack each other but if anything else gets to close it will be attack by several angry males and protective females at once.

The Sea Dragons found roaming the waters around Imperator's Grave are ones taken as eggs and raised by the Outcasts as guards against enemy fleets and keeping other wild predators away, while these are not as powerful as their wild counterparts they are far safer to be around. Most notably, these Sea Dragons are not territorial towards each other and work very well in small packs to make up for their weakened power, arguably making them actually more dangerous than their wild counterparts. Getting the eggs however is very dangerous as mentioned above, the eggs only appear during egg-laying season and Sea Dragons do not like company, even worst then usual.

Gem Leviathan Juvenile

The largest of the creatures found around Imperator's Grave, these beautiful Leviathan-Class creatures are the offspring of Edelsteine, the mother of all Gem Leviathans. Resembling the Imperator Leviathan in appearance it was once thought that Gem Leviathans were the female of the species thought this was later proven false, these creatures use Imperator's Grave as their only known safe breeding ground thanks to the deal made between the Imperator and Edelsteine. Gem Leviathans are sapient and are capable of telepathic speech, which it uses to communicate with others. According to those who have communicated with one, the edges of their vision becomes distorted while a distorted picture of the Gem Leviathan's face appears in the middle. In Appearance they share the Imperator Leviathan's body but are white in color and are covered in scales that resemble various gems, hence their name.

Once a Gem Leviathan reaches a certain size they leave Imperator's Grave and later return as adults to lay their eggs, swimming with the young Gem Leviathans is a popular past-time on Imperator's Grave as the young are very playful but gentle.

Plant Life

Besides standard fruits like blood oranges, coconuts, Pomegranates, Mangoes (keep hidden from the Thestrals, they go crazy for them), and Pineapples, Imperator's Grave is home to a select few but special plants only found in the Sea of Legends.

Cannon Orange

The largest oranges ever found, around the size of 68-pounder cannonballs. These massive citrus fruit have a very hard outer shell and fibrous insides, while the fiber makes the red flesh very hard to eat these fruits are extremely juicy and that juice is very rich as a source of several vitamins and minerals, especially vitamin C, thiamine, folate, and potassium.

Sea Salt Banana

The Sea of Legends' counterpart to Equestria's Zap Apples, Sea Salt Bananas are massive fruits reaching a length of one meter with a perfect blend of salt and sweet taste. Sea Salt Bananas are extremely rich in vitamins and minerals and easily keep for a long time when stored properly in barrels, some even say the longer the bananas are stored and aged, the better they taste.

All-Flavor Tree

A very rare tree found only on Imperator's Grave, All-Flavor Trees get their name from their sap which is as clear as crystal and has a nice shine to it, every taste one take of the sap is a flavor that the taster likes, which makes this sap very popular and kept in high demand. The trees leak the sap once a year for a day, which the inhabitants of Imperator's Grave collect. The sap is most commonly eaten out of a jar with thin breadsticks, as demonstrated by Archduke Razor Tail below;

"First take a thin breadstick, open the jar, stick the very tip of the breadstick in and and let it soak for a few seconds, you don't want too much as this stuff is extremely sticky. Just me, I've glued my jaw shut a few times though unsticking is easy, just splash some warm water on your teeth. Once the breadstick fully changes color to a dark brown you take the stick out and enjoy!"

Culture

Imperator's Grave is well known for its wide variety of inhabitants of virtually every known sapient species on the planet, as a result the culture of each one can be found all over the place. Imperator's Grave is a stable and relatively safe nation of its own, though there are still dangers from Salt Lobsters and other wildlife plus the possibly of invasion from hostile powers. The majority of the island's denizens carry a variety of weapons, which range from cutlasses to pistols, in order to protect themselves at all times, the only ones not to carry a weapon of some sort are those that are too young. The native Zebra inhabitants of Imperator's Grave are rugged seafaring folk and many, naturally, are also pirates. While vessels are kept protected within safe waters, they has little jurisdiction over what occurs in the open seas. Sailors intrepid enough to venture out there are free to decide their own fate and fortune. Many pirates also sail to other nations and are known for their raids on enemy settlements, especially one belonging to the Northern Trade Union.

Speaking of the NTU, inhabitants who were at one time slaves to the faction often chose to wear the outfits they wore as slaves as a show of defiance to their ,often dead. former masters. Most commonly these outfits are leotard-like garment that leave only the head and limbs, including the tail, exposed with a belt around the waist.

Architecture

Imperator's Grave for the most part lacks natural building resources, forcing its inhabitants to adapt. Much of Imperator's Grave has been built up with whatever creatures over the years could bring, find, or steal—be it re-purposed masonry, or even the broken hulls of the ships they traveled in. It's common to see remnants of ships from as far as Equestria, Mount Aris, and even the Frost Reaches incorporated into the architecture. Various settlements within the greater city have been built upon the remains of a far older civilization. Long abandoned temples have been converted into homes and places of business, with scaffold walkways leading from one establishment to another.

Clothes

Due to the vast variety of creatures that call Imperator's Grave home, it is general accepted that if its an article of clothing, it can be found on Imperator's Grave, even things like swimsuits and thin gowns. In the wider world clothing is only really worn in certain situations like formal settings, in the Sea of Legends creatures wear clothes to protect themselves from the cold and salt and carry items around with them. Using a Pony for example, when one moves to Imperator's Grave they only have their saddle bags, first their own starts with a vest and belt, then a long coat, than a hat, and it just keeps growing from there.

Tattoos

A Common type of body marking found on Imperator's Grave. Due to the melding pot nature of Imperator's Grave, there are slew of different tattoo designs that can be obtained from the shops found throughout The Coves. However the most common designs are those of sea monsters, where sailors and pirates make their bodies with the images of these powerful creatures as a sign of respect as well as pride. Most commonly these tattoos are found on the face.

Currency

Wile the nation takes and uses all kinds of currency from all corners of the world, it also mints its own currency. Two known currencies on Imperator's Grave are called Golden Imperator Leviathans and Silver Gems. The former coinage is favored by mercenaries.

Rum

The relative peace that has kept over the Sea of Legends after the Outcasts of the Abyss took over has led to an increase in trade and the desire for worldly imports. The demand for Imperator's Grave's famous rums is especially high. Former Pirate Lord Blackmane gives a few samples;

Ghost Rum: If you've got a bit of jink to spare and don't mind paying for a bit of celebrity, you can buy the exotic Ghost Rum. Ghost Rum is named as it is as clear as diamonds, with a pleasantly clean aroma of cut cane. To shake things up, a hint of pepper and hot cinnamon is added to the drink to keep you warm on deck during stormy days at sea. To be enjoyed with your favorite tropical fruit on the side!

Dark Rum: A rum dark in color with the aroma of woody molasses, this infamous spirit is a veritable staple of Imperator's Grave sailors on the high seas. Richer than its lighter relatives, this dark beauty finishes with an uncanny sweetness that's just perfect for taking the edge off. Enjoy with hot water, or even straight from the bottle. Either way, Dark Rum will keep you warmer than a pea coat on a blustery day.

Eclipse Rum: This rum is light amber in color and will assail your senses with the aroma of sweet grass, molasses, nutmeg, and just a hint of citrus. A bit dry on its own, your typical dose comes served with tonic and a lime, so after a glass or two you're well on your way to warding off both scurvy and malaria.

Black Pearl Rum: Let me ask you a question, sailor. Have you ever chewed rum? No?! Well then you've probably never run afoul of Imperator's Grave fabled Black Pearl Rum. Created by the Imperator himself, aged in charred oak casks and infused with some of the richest spices that the Sea of Legends has to offer, this rum comes out blacker than pitch and about as thick. The Imperator's Black Pearl Rum is for the true rum enthusiast, only. The rest of you blokes are just going to wind up feeling barmy and running for the deck rails. So be careful! I've seen a bit of the black stuff lay out even the roughest blighter with nary a hint of warning.

Apple Supreme Rum: For the apple lover among us, this rum is light brown in color and is like an apple pie in a bottle. Apple juice mixed with brown sugar, cinnamon, nutmeg, a dash of lemon juice, and apple pulp filling. This sweet rum will send your sweet tooth a'run, just be sure you catch them.

Iceberg Rum: The coldest rum in the world, this ice blue drink comes in a bottle covered with frost and the fog of dry ice coming out of the top. This rum is perfect for those hot days when you are to overheated to move and risin' the sea levels with sweat. Just be careful, or you might get your tongue stuck to the bottle.

The Devil's Rum: A rum for those days when you're freezing your tail off, this red/orange colored drink boils like lava and has an faint glow to it. Its hot enough that you need blacksmith tongs to pick it up, but one sip and I guarantee you well be nice and toasty for a good while. Just don't drink too much at once, or the lanterns wouldn't be the only things lighting up the Poop Deck.

Flamin' Dragon Rum: The rum created by Archduke Razor Tail himself, this drink is red and black in color and comes with a burning piece of mint candy cane. Drop the piece in through the top and watch as a jet of purple fire shoot out of it like a flamethrower, after which the top turns into a torch. With a pleasant scent of mint chocolate and a hint of the richest grounded down sweets to add flavor, your typical dose comes served with a bottle of soda of your choice and a side of ice cream of your choice along with the option of having a saucer of chocolate-covered beacon and/or a large milkshake of your choice. Drink up me hearties, just remember to drink the fire-resistant potion it comes with if you don't have a fireproof inside before drinking the rum.

Government

Imperator's Grave has a rather simple power structure: The current Pirate Lord, Archduke Razor Tail, rules the place with a Unicorn named Regal Stance doing the same while the former is away. Below the two is the "Inner Circle" of Captains that oversee the various areas of Imperator's Grave with the different Officers of each Captain watching over their own sections.

Factions

Imperator's Grave is home to several factions besides the Outcasts of the Abyss.

Caretakers

The Caretakers are a small group of grim sailors that ferry the ash-filled urns of the dead out to their final resting place, they are identified by their Plague Doctor-like outfits and skull masks.

Native Zebra Tribe

Zebras that have lived on Imperator's Grave since long before the Imperator even came, these Zebras' knowledge of the ocean and its denizens is second to none; no ship is able to navigate the perilous straits around Imperator's Grave without their guidance. Those of indigenous descent often hold key roles in Imperator's Grave fleets and are regarded with almost mystical reverence, as are the rare few embraced by their community. Their ancient culture is highly respected by the inhabitants of Imperator's Grave and aspects of it have been incorporated into daily life—including traditional medicine, and hunting techniques.

The attire of the Zebras' include the neck and leg rings worn by all Zebras but also include long dreadlocked manes and tails that sway long the floors of their home like waves on the water, long brown robes adorned with scales, teeth and gems, and a pendent in the shape of Edelsteine, the mother of all Gem Leviathans.

Cult of Lore

A faction that makes its home in the Spire of Lore, they are tasked with keeping the knowledge within from ever being forgotten, constantly and very carefully making copies of each and every book held within. While described as a cult they are not a religious group at all, rather just focused on the task the Imperator gave the first members long ago. Their attire consists of rich red robes with hoods that cover all but their faces, tails, and the tips of their limbs. The robes are adorned with gold, silver, and blue threading and studded with gems.

While heavily focused on their task, they do have a sense of humor; they nicknamed Twilight Sparkle as the "Princess of Books".

Imperator's Guard

Said to be the descendants of the Imperator's personal guard, these military creatures are tasked with protecting Imperator's Grave from all threats both without and within. Their skills on war and battle are among the best and they are often found on Outcast ships serving as both fighters and advisors. Their attire consists of uniforms similar to the soldiers of NTU and the Four Empires with the addition of armor like that of the Equestrain Royal Guard.

Relations

Imperator's Grave is a sailor haven, a home to a wide variety of denizens seeking adventure, fortune or freedom. While the pirate-friendly town only respects their own laws and not the laws of other nations, they have their ports open for creatures from all the world's corners.

Most of their relations are limited to those within the Sea of Legends to to most thinking the SOL is just myth and Archduke Razor Tail's "Staying Hidden" policy, though that might change in the future.

Frozen Reaches

An area to the north of the Sea of Legends, the hardened inhabitants of those harsh lands, known as "Frozen Fangs", often come to Imperator's Grave to trade in their giant, metal plated longships, bringing with them tons of furs, meat and weapons from their home islands. At least some inhabitants Imperator's Grave are of Frozen Fang descent, and occasionally one finds inverted Frozen Fang longships against the carved cliff faces.

Northern Trade Union

One of the most hated factions in the Sea of Legends, the NTU held many of the SOL inhabitants in slavery and ruled with a pure iron hoof, until the Outcasts came and freed them from that iron hoof. As the only free area during those dark times, Imperator's Grave has a long standing and deeply burning hatred of the NTU and for years after the Outcasts took power the pirates of Imperator's Grave have ruthlessly pillaged the NTUs settlements and fought naval battles with NTU vessels when engaged. It should be noted that a number of inhabitants on Imperator's Grave are in fact former NTU who hate the faction just as much and want to see it burn.

The Four Empires

The Four Empires are hostile towards Imperator's Grave but know full well that they don't have the power to actually threaten it, that and the facts that if one makes a move the other three will capitalize on it and if Imperator's Grave is attack they would face an armada that would outnumber and outgun their own.

Independent Merchants

Independent Merchants have long been coming to Imperator's Grave ever since it was first formed long ago, making their profit through fair trade and without the taxes other ports charge. Items from all over the world are brought here by these Merchants and should Imperator's Grave be attacked the invaders should expect every single Merchant in range to rush to the place's defense.

The Outcasts of the Abyss

Since the Outcasts of the Abyss had freed the Sea of Legends from the iron rule of the NTU, Imperator's Grave has served as their main base and home alongside Ironclad's Rest. The native inhabitants welcomed the Outcasts with open arms and the two factions get along like wings on a Griffin, there is a rumor that the native Zebra Tribe have seen Arcduke Razor Tail and the Outcasts in a vision for the future but little is known on this front.

You, Rose, Lance, and Moon looked up from the book, amazed at the sheer about of information on Imperator's Grave. After taking it all in the four of you had a break and a snack before going back to it.

Author's Note

My first posted chapter of 2021, I think this came out quite well, we dig into the lore around Imperator's Grave learning much about it.

Please tell me that if you were the Imperator and could, even if only for a short time, look from beyond the afterlife and see what the place you had started was now, how would you feel?

While Imperator's Grave is something of my own creation it takes a fair bit of inspiration from the various locations in Sea of Thieves and from Bilgewater in League of Legends. The only thing carried over from the latter is the types of rum, or at least the ideas, everything else is original content though the Frozen Reaches was inspired by the "Frozen Fangs" Fan concept for Sea of Thieves and the inhabitants are called Frozen Fangs as a shout-out to it. The three types of Parrots, Monkeys, Cats, and Dogs are also from Sea of Thieves though they are not the only types to be found on Imperator's Grave, just the most common.

Please tell me what you think. :pinkiehappy: