Barracuda Bay
Goblin: Severely DependentBiodata
| Feature | Value |
|---|---|
| Name | Barracuda Bay |
| Alias(es) | Pickpocket Island; Skeleton Isle (historical nicknames) 388 |
| Affiliation | Servia Kingdom |
| Status | Active |
| First Appearance | 387 |
Background / History
Barracuda Bay occupies a deep, calm bay formed by two narrow peninsulas that curve toward one another like a barracuda’s teeth. Its harbor entrance was once hazardous, packed with reefs and undercurrents that made safe passage difficult even for experienced captains. 388
Its growth began after a Legendary treasure ship from an ancient Elf kingdom was swept into the bay and wrecked. The ship’s surviving crew allegedly died from an ocean curse, while wreckage and Enchanted Equipment entered the Black Market and attracted adventurers, pirates, merchants, fallen nobles, and other treasure-seekers. 388
The resulting settlement expanded rapidly but became notorious for fugitives, pirates, Cultists, and other criminal elements. Servia Kingdom and orthodox churches eventually conducted a violent crackdown; kingdom Professionals also cleared the reefs and undercurrents obstructing the harbor’s development. 388
Barracuda Bay subsequently became a major southern port of Servia Kingdom, producing substantial tax revenue and serving as a core town of the Southern Islands. 387 388 488
Cityscape
Barracuda Bay is built on a rising slope from the harbor to the upper city. Its lower waterfront is crowded with dark wooden buildings, dense roofs, narrow maze-like streets, and constant cargo traffic; higher areas transition to orderly pale-stone buildings, broad roads, and commercial signs. 387
At its highest elevation, tropical greenery conceals private estates and other symbols of wealth and authority. The harbor is filled with vessels of many origins, while the city’s soundscape includes dockworkers’ chants, blacksmiths’ hammers, tavern music, ship horns, seabirds, and surf. 387
Districts
| District | Position and character | Major sites / inhabitants |
|---|---|---|
| White Cliff District | Uppermost and farthest from the docks; quiet, spacious, green, and heavily associated with wealth and power. 389 427 | Governor’s Residence, Maritime Court, major temples, private manors, nobles, wealthy maritime merchants, and high-grade Professionals. 389 |
| Cormorant Goose District | Middle district and buffer zone between elites and commoners; less visibly stratified than White Cliff. 389 | Silver Anchor Avenue, Booby Square, Bank Street, the Adventurers Association branch, Bay Trade Association office, and churches. 389 |
| Saltwater District | Largest district and closest to the port; crowded, humid, commercially vital, and prone to disorder in its alleys. 389 390 | Breaking Waves Wharf, Tide Market, Curved Alley, Rope Street, fishermen, smugglers, pickpockets, low-level adventurers, and local gangs. Nearly sixty percent of the city’s population lives here. 389 |
Governance and Power Structure
Barracuda Bay’s resources are dominated by three major forces: the Governor’s Residence, the Church, and the Bay Trade Association. Together, they control roughly ninety-five percent of the city’s resources despite frequent conflicts of interest. 391
| Power | Influence in Barracuda Bay |
|---|---|
| Governor’s Residence | Controls civic authority and public order through patrol guards. In Saltwater District, guards are feared for intimidation, bribery, and enforcing rules according to elite interests. It also asserted authority over the Stodd Island aftermath through reclamation regulations for Shahua Merman spoils and organized the official reception and public promotion of the returning adventurers. 390 391 596 598 |
| The Church | Controls religious influence and divine power; its priests distribute food and preach to commoners. 390 391 |
| Bay Trade Association | The city’s largest commercial organization, with influence across all three districts; it controls trade and economic interests. 390 391 |
| Adventurers Association | Maintains a branch in the city but avoids local power struggles, focusing instead on missions, intelligence, and training adventurers. 391 |
Notable Locations
- Breaking Waves Wharf — The port’s central dock area and a major hub for shipping, transshipment, trade, and travel to the Southern Islands. Despite lying in Lower Saltwater District, it maintains comparatively strong order because of its economic importance. Returning Stodd Island adventurers docked here under official escort and were received by citizens and onlookers. 425 488 598
- Salmon Roe General Store — Paddy’s general store, where Colin reunites with his uncle after arriving in the city. 388 389
- Three-Legged Sea Dog Tavern — A long-standing tavern near the boundary between Saltwater District and the other districts. It is a gathering point for adventurers and a major intelligence hub. 392 434
- Golden Cod — A Saltwater District casino secretly owned by Hera, proprietor of the Three-Legged Sea Dog Tavern. 398
- Adventurers Association, Barracuda Bay Branch — A reef-like building with an underwater “basement level” serving as its equivalent of a second floor. Professional adventurers may access its Intelligence Room and its sea-facing underwater hall. 393 395
- Blue Clam Shipyard — A prominent shipyard where large vessels are constructed and launched. 453
- Pearl Spinning — A White Cliff District tailor shop that handles custom equipment and Shark Beast materials. 427 488
- Coral reefs near the city — Protected in part through the Coral Society and Baron Faro’s support; destructive fishing and coral collection are restricted in designated periods and areas. 437 492
Criminal Activity
Barracuda Bay’s dense population, active port, numerous adventurers, and uneven enforcement create space for gangs, pirates, smugglers, and other underworld groups. Local gangs often avoid ships tied to the Governor’s Residence, Church, or Bay Trade Association, while treating small merchants and solitary fishermen as easier targets. 390 487
- Shark Gang — A small Saltwater District gang centered around Curved Alley. Its leader, “Shark” Ralo, was no higher than Profession Level 5. The gang kidnapped Baron Faro’s daughter Ellie on behalf of nobles from White Cliff District, who later abandoned them. 439 444
- Tide Retreat Gang — A successor force that benefited from the Shark Gang’s destruction. It operated protection rackets in the city and used pirate affiliates outside Barracuda Bay for kidnapping and slave trafficking. Under its leader, “Rotten Vulture” Geli, it also sought to trade captives to the Shahua Mermen for wealth, equipment, and combat resources. 493 501 503 505
- Adventurer-pirate overlap — In the Southern Islands, the distinction between adventurers and pirates is often blurred; some adventurer fleets resort to plunder when outside the protection of major local powers. 396
Story Role / Major Arcs
Xia Nan’s Arrival
Xia Nan and Colin reach Barracuda Bay after traveling through Sùbīn Province and passing through a tunnel near the city. The harbor’s scale, crowded shipping, and sharp social division make a strong first impression on both travelers. 387
Paddy introduces Xia Nan to the city’s three districts, its major forces, and the importance of navigating local power structures carefully. 389 391
Search for the Dreamweaver Corridor Key
Xia Nan comes to Barracuda Bay intending to sell the [Tidal Surge Lure Rod] and investigate the missing Lyle Molton, whose disappearance is connected to the pirate “Algae Scale” Dodd. 348 391 396
The Barracuda Bay Adventurers Association provides intelligence on Dodd and Molton, while the Three-Legged Sea Dog becomes Xia Nan’s primary source of local information and contacts. 395 396 401
The investigation ultimately draws Xia Nan into the Moon Tide Feast and the conflict on Stodd Island. After Dodd’s failed advancement and death, the terminal Key is transferred to a powerful Shark Beast; Xia Nan defeats the creature and claims the Key to the [Dreamweaver Corridor], fulfilling his principal purpose for coming to the Southern Islands. 544 581 585 608
Shark Gang Incident
When Baron Faro’s daughter Ellie is kidnapped, Xia Nan joins Hain and her allies in investigating the Shark Gang. Their search exposes the gang’s connection to White Cliff nobles seeking leverage over Faro’s permit approvals. 439 440 444
The gang is defeated and Ellie is recovered. “Broken-Brow” Barty attempts to escape by sea, but Xia Nan pursues and kills him across the waves with [Tooth Hunt], earning the local title “Sea Fang.” 446
Rise of Sea Fang
Xia Nan’s destruction of the Shark Gang and later defeat of the Tide Retreat Gang make “Sea Fang” widely known among Barracuda Bay’s adventurers. The name begins spreading throughout the Southern Islands through travelers, merchant ships, and tavern stories. 493 517
Baron Faro’s support also spreads Xia Nan’s reputation through White Cliff District’s noble circles, where “Sea Fang” becomes known as the adventurer who rescued Ellie. 495
Xia Nan’s role in thwarting the Shahua Mermen’s plot on Stodd Island further elevates his standing. The Governor’s Residence promotes the returning adventurers’ deeds through Barracuda Bay, and the events surrounding Dodd, the Secret Realm ritual, and the battle become a major subject of discussion throughout the Southern Islands. 598 608
Barracuda Bay serves as Xia Nan’s operational base for acquiring equipment, gathering intelligence, commissioning work, selling spoils, and departing on expeditions into the Southern Islands. After securing the terminal Key and completing his preparations, Xia Nan leaves the city to return inland and pursue his next path. 448 453 488 500 602 603 608