Krucia is an ocean world, a vast sea scattered with countless islands, and it is overflowing with gold. You can stumble across it almost anywhere: tucked beneath rocks, glimmering inside fish, or even hidden within a cracked coconut. Treasure is abundant as well: chests rest beneath the sand, powerful artifacts lie in wait, and maps that lead to them have been left behind by the god Asteros. But it is the people who give Krucia its energy. Every island bustles with life: shipbuilders hammering at docks, tailors threading new sails and clothes, fishermen hauling in their catch, and taverns roaring with sailors. Everywhere you look, someone is striving to leave a legacy behind.
The Royal Navy keeps order on the seas by collecting taxes, building ports, and offering protection. Their ships are feared both for their cannons and the tolls they demand. Their leader is King Menes, the Stormcaller, once an ordinary sailor. During Krucia's first great storm, his voice carried across the sea and guided an entire fleet to safety. Since then, people have said: "The one who can be heard shall be obeyed." With his gift, Menes rose to become king.
The Merchant Alliance uses trade to grow their power. Their ships are fast, their holds are packed with goods, and their captains are always looking for new chances to profit. Leading them is Commodore Raz, the Windborne, whose sails always catch the wind. He reaches new ports before anyone else and makes deals faster than rivals can react. Raz is friendly on the surface, but he never hesitates to outsmart or outmaneuver those who get in his way.
The Pirate Fleet lives by plunder. They raid ships, burn towns, and take what they want. Their leader, Lord Nyssa the Mad, has visions of the future, though only some come true. Once, she dreamed of warships so overloaded with gunpowder that a few cannonballs would set them ablaze. Trusting the dream, she led a ragged band of scallywags against a fleet far stronger than her own, and the ships exploded exactly as she foresaw. Since then, pirates have followed her not out of loyalty, but out of fear that her next dream would have been their end.
The seas and islands of Krucia are packed with things to discover. You can talk to anyone you meet, and every person has their own story or opinion to share. Some will trade with you, some will try to trick you, and some will just tell you the latest gossip.
Wildlife is everywhere; fish dart through the water, birds follow your ship, whales rise from the deep, and crabs scuttle across beaches. Shipwrecks dot the sea, left behind by battles, storms, or pirates, often holding clues or treasure.
Krucia is made up of many different biomes. You'll sail through warm tropical seas, frozen waters full of ice, coasts lined with volcanoes, thick jungles, empty deserts, and colorful coral reefs. Each area looks different, feels different, and has its own dangers and surprises. Storms, whirlpools, and heavy fog can appear at sea, turning calm waters into risky passages.
Ports and towns are spread across the map. Some are small fishing villages, while others are busy trade hubs with markets, taverns, and shipyards. Each region has its own culture, clothing, and food. You'll also run into traveling merchants, rival captains, and wandering sailors who move around the map.
The world is completely free roam. From the very beginning, you can sail anywhere and explore any island. There are no borders or locked areas, just the risks of the open sea.
Krucia is not a static place. The factions react to your choices. Help one side, and they may grow stronger. Betray them, and they may hunt you down. You can gain or lose their trust, and their fleets and towns will change based on your actions.
The wider world also shifts as events unfold. Ports may change hands, fleets may be wiped out, and new threats may rise. Even small actions can ripple outward, changing how others see you and how the seas themselves are shaped.