The lost city of Kêr-Is
The story of Kêr-Is begins long ago, on an island just off the coast of Brittany. Coveted for its maritime advantages, the island was a natural stronghold for early Bronze Age Celtic peoples—rich in resources, ideally positioned for oceanic trade, and difficult to besiege. Over the centuries, it became home to a prosperous culture steeped in seafaring, warfare, and exploration. For two thousand years, the fortunes of Kêr-Is would rise, fall, and shift with the tides of history, largely ignored by empires too wary to invade and too eager to trade.
The Romans, among others, deemed it more profitable to barter with the islanders than to conquer them. In time, the city of Kêr-Is—resilient and remote—was among the first in the region to adopt Christianity, converting to Catholicism early in the faith’s spread across Europe.
But the island’s blessings came with a hidden flaw. As Kêr-Is entered its second millennium of settlement, it became increasingly clear that the sea itself was turning against them. Erosion, rising tides, and the island’s low elevation spelled a slow, creeping doom.
Salvation came in the form of King Gralon, son of the revered King Gradlon. Pious and brilliant in equal measure, Gralon was a masterful engineer. He devised an unprecedented system of dikes, canal locks, and drainage mechanisms—an intricate network that turned back the tide and reclaimed the island. Many believed his designs were divinely inspired, whispered to him by angels. Gralon was hailed not only as a king, but as the savior of Kêr-Is.
Under his reign, the city entered a new golden age. Trade flourished. Wealth flowed through its ports like floodwaters through his canals. Gralon’s palace was said to gleam with marble from far lands, fragrant cedarwood, and gold filigree—an opulent symbol of a people reborn.
But for all his faith and ingenuity, Gralon bore two fatal weaknesses.
The first was spiritual hunger—an ache for the old ways. Though baptized and devout, he was haunted by the echoes of his ancestors’ gods. The wild rites, ecstatic indulgences, and primal freedoms of the pagan past stirred within him a longing that prayer could not quiet. Rumors—unfounded, yet persistent—circulated that he had consorted with devils to build his mighty floodgates. Whispers claimed the knowledge he possessed was not holy, but infernal.
The second weakness was more earthly, and far more dangerous: his daughter, Dahud—also called Dahut, Ahez, or Ahes, depending on the tongue. His love for her was pure, but it blinded him. And in that blindness, the seeds of Kêr-Is’s downfall were sown.
Dahud was Gralon’s daughter, but her mother had not been a mortal woman. She was born of the sea—daughter of a Mari-Morgan, one of the ocean’s fae-touched mermaids. In his youth, Gralon had fallen into a fateful affair with the sea-maid, and from that union came Dahud, whom he swore to foster as his own. From the moment of her birth, it was clear she was unlike other children. Her eyes shimmered like moonlight on deep water. Her voice could calm storms—or call them.
Dahud grew into a woman of breathtaking beauty and cunning grace, and her love for the sea ran deeper than blood. But while she wore the trappings of the Christian court, the God of Abraham held no place in her heart. The psalms grated against her soul. Church walls felt cold and suffocating. Though she appeared at Mass, her lips moved in hollow mimicry. Behind closed doors, she whispered older names.
For she was not merely royal—she was arcane. Born of two worlds, her blood remembered the old gods. She had a gift for magic—one she nurtured in secret, away from watchful eyes. Some said she could sing to the tides and shape them. Others claimed she danced under moonlight with sea-spirits and bound lesser gods to her will. Quiet warnings began to spread: the princess of Kêr-Is was no mere noblewoman—she was a sea-witch, and her power was growing.
It was whispered that Dahud consorted with beings older than Christendom, offering prayers to ancient deities that slumbered in the deep, waiting with bitterness and broken memory. But Gralon, ever blind in his love, would hear none of it. To him, Dahud was his daughter—his joy, his shining jewel. She could do no wrong.
That love should have been her shield. Instead, it made her a target. The clergy, uneasy with her presence and fearful of her power, began to conspire in whispers. They saw in her the devil’s child—a creature of sorcery and seduction, born to undo the kingdom. Tales spread like wildfire. That she bewitched men. That she performed rites of debauchery in hidden chambers. That her magic corrupted the very air of Kêr-Is, leading the city toward ruin.
Worse still, some claimed she had ensorcelled her own father—that her sorcery clouded his judgment and chained his soul. What had once been jealous gossip turned to venomous accusation. And then, violence.
One night, an assassin crept through the palace—a blade meant for Dahud’s heart. Whether sent by fanatics or foreign agents, none could say for certain. She survived, but something within her cracked.
After the attempt on her life, Dahud changed. It was as if the entire city—save her father—had turned against her. Even old allies of the crown murmured about her corruption. Rumors took root that the tides rose because of her. That ships foundered near the harbor because of her spells. That the wealth of Kêr-Is was no longer blessed, but cursed.
She watched the city wither under the weight of its fear and superstition. And in the silent hours before dawn, she stood by the sea and listened—not to the bells of the cathedral, but to the ancient voices in the waves.
The storm had not yet come. But it was coming.
They say it was through her magic that Dahud foresaw the uprising—the revolt that would rise like flame and foam against her and her father. She saw torches lit in the streets, spears sharpened and raised, voices once loyal now howling for blood. They called King Gralon indulgent. Corrupt. And her? A daughter of devils.
In her visions, Dahud saw the unthinkable: her father—flawed, yes, but kind and good—falling beneath the fists and blades of the very people he had saved. The man who had held back the sea itself, who had carved life from drowning stone, dying alone in the streets of his own city while trying to protect her.
And something inside her broke.
She could endure the slander. The whispers. The fear in the eyes of strangers. She had survived the poison of rumors and the sting of betrayal. But to see her father—her one true anchor—cast down by the very souls he had shielded with his dikes and canals? That kindled a fury in her deeper than the abyssal trench, blacker than a midnight storm at sea.
Gralon had given them everything. And now they would take even his life?
In the grip of that fury, Dahud did something she had long resisted.
She reached beyond.
In her grief and rage, her call was answered by a voice that echoed like crashing waves over a broken shore—Morvran fab Tegid, the Sea Raven, dread son of Ceridwen, god of drowned wisdom and ocean vengeance. A being born of old blood, of ruin and secrets, of shipwrecks and sorcerers' bones. He came to her not in form, but in current and thought, his voice rising with the tide.
He made her an offer.
He would answer her pain. He would drown their betrayal. He would make all who hated her and her father pay, not with steel, but with salt and sorrow. The sea would come—not as punishment, but as justice.
All Dahud needed to do… was open the gates.
The gates her father had built. The silver and golden keys he kept beside his bed, heavy with love and trust. The gates that had kept Kêr-Is safe. That held back the endless sea like a clenched fist. She need only take those keys. Turn them. And let the ocean remember what had once been its own.
And in that moment, with vengeance surging like a tidal swell, she agreed.
That eve, as the moon rose high and the tides swelled beneath its silver pull, Dahud moved silently through the palace halls. In her hand, she clutched the keys—one of silver, one of gold—stolen from beside her father's bed. Guided by fury and vengeance, she descended alone to the sea wall, where the great gates of Kêr-Is stood sealed against the ocean’s hunger.
And there, beneath the stars, she did the unthinkable.
She turned the keys.
The ancient locks groaned. The great gates opened. And the sea, patient and waiting, came rushing in with the roar of certain doom.
But before the first wave reached the city’s heart, Dahud returned to her father.
She found him still asleep and placed the keys at the foot of his bed. Then she woke him, and—true to the fey-born blood in her veins—she spoke honestly. She told him what she had done. Why she had done it. What was coming.
And still, even then, Gralon forgave her.
He did not curse her or strike her down. He wept, yes, but took her hand and begged her to come with him—to flee. To warn the people. To save who they could. She stood in silence, her heart torn and stunned by his boundless love.
How could he still care for them? For the people who would have seen him murdered in his own streets?
But Gralon, ever the king, roused himself. He rang bells, shouted warnings, stirred the guards and servants. He did what he could. He tried to save them.
And Dahud watched.
Watched as her father shouted into a sleeping city. Watched as the waves crept over the harbor walls. Watched as the flood she had summoned swallowed not just the hateful, but the innocent—women, children, the quiet souls who had never raised a hand against her. And something within her broke.
Not rage. Not triumph. Something human. Something guilty.
By the time they reached the last escape vessel, Gralon’s arms were heavy with the weight of loss. His daughter rode behind him on his great black horse, its hooves churning foam as it leapt from the drowning streets toward the ship.
But just before they reached the ramp, Dahud turned.
She looked back.
The city was gone, devoured by the sea. The bells of its cathedral silenced. Its lights drowned.
"I belong there," she said.
And then she let go.
She slipped from the saddle and fell backward into the rushing tide. Gralon cried out, reaching for her—but his hand found only wind and spray. She vanished beneath the waves.
Into the dark.
Into silence.
A father remained behind—broken-hearted. A city lay in ruin. And far below, in the drowned deeps, a dark god smiled.
After that night, Ys lived only in myth. The tale of Kêr-Is—once whispered in sorrow—was twisted by time. Dahud became the villain of the story, a wicked sorceress whose petty indulgences doomed a pious kingdom. The righteous king, the indulgent daughter, the flood sent by God. A morality tale. A warning.
But the world never knew the truth.
Dahud did not die.
She was half Mari-Morgan, and the sea that swallowed her was no grave. It was home. She breathed in the deep. Her magic had always been born of it. When needed, she could slip between forms, her legs giving way to a gleaming tail. She sank among the drowned stones of her city, surrounded by silence and ghosts.
There, she did not despair. She called.
She invoked the old pacts—the sacred bindings once forged between rulers and the spirits of their lands. But where her father had built dikes and walls, she forged her bond with spell and soul. She called not upon the Christian god, but upon the powers older than history. The gods of her blood. The ancient deities of sea and earth. And she bound herself to Kêr-Is—in body, in spirit, in sorrow.
This act defied Morvran fab Tegid, the Sea Raven.
He had answered her once, but he had not given his blessing freely. He had seen in the city’s death a harvest—a tide of souls to claim for his dominion. But Dahud, in her grief, forgave those who had hated her. She chose not vengeance, but mercy. She refused to surrender the dead.
And that—that—was unforgivable.
He came before her in his true form, vast and foul, his raven eyes burning with hatred. His presence alone could kill a weak-willed mortal outright. He hissed, his voice the churn of black tides:
“You deny me the dead?
You called me forth and now bar my due?
Then a curse upon you, Queen of Kêr-Is!
May your city rise… only to be cast down once more!”
And so it was.
As the first sun rose over the drowned ruins, the city of Kêr-Is was no longer of this world. It had shifted—to the Otherworld. To a place between life and myth, ocean and sky. And there it remains.
A city caught in an endless cycle.
It rises. It thrives. Its people build, rejoice, prosper. And then—the waves come. Always. They crush. They kill. They shatter the spires and drown the squares. The city sinks, only to rise again in time.
And Dahud—now immortal, now Fey Queen—remains.
In her ageless cunning, she has learned to work within the curse. She has come to know the rhythm of the tides, the cycles of doom. She has learned to evacuate those she can. To warn the wise. And the sea-dwelling fey, her kin and subjects, care little whether the city lies above or below the waves.
But she never leaves.
Because the ghosts of Kêr-Is still linger. Still scream. Still weep.
Each time the city rises, so do they—reborn, without memory. They live their lives, rebuild their homes, rediscover joy… only to drown again when the tide comes. And their queen, ever watchful, ever grieving, must witness it all.
She tries to comfort them. To guide them. To break the cycle. But it holds.
And so she watches—with tear-filled eyes and a heart that burns with sorrow that will not die.
She is Queen of Ys.
And she will never abandon her people, for she is and ever shall be her fathers daughter.
The Romans, among others, deemed it more profitable to barter with the islanders than to conquer them. In time, the city of Kêr-Is—resilient and remote—was among the first in the region to adopt Christianity, converting to Catholicism early in the faith’s spread across Europe.
But the island’s blessings came with a hidden flaw. As Kêr-Is entered its second millennium of settlement, it became increasingly clear that the sea itself was turning against them. Erosion, rising tides, and the island’s low elevation spelled a slow, creeping doom.
Salvation came in the form of King Gralon, son of the revered King Gradlon. Pious and brilliant in equal measure, Gralon was a masterful engineer. He devised an unprecedented system of dikes, canal locks, and drainage mechanisms—an intricate network that turned back the tide and reclaimed the island. Many believed his designs were divinely inspired, whispered to him by angels. Gralon was hailed not only as a king, but as the savior of Kêr-Is.
Under his reign, the city entered a new golden age. Trade flourished. Wealth flowed through its ports like floodwaters through his canals. Gralon’s palace was said to gleam with marble from far lands, fragrant cedarwood, and gold filigree—an opulent symbol of a people reborn.
But for all his faith and ingenuity, Gralon bore two fatal weaknesses.
The first was spiritual hunger—an ache for the old ways. Though baptized and devout, he was haunted by the echoes of his ancestors’ gods. The wild rites, ecstatic indulgences, and primal freedoms of the pagan past stirred within him a longing that prayer could not quiet. Rumors—unfounded, yet persistent—circulated that he had consorted with devils to build his mighty floodgates. Whispers claimed the knowledge he possessed was not holy, but infernal.
The second weakness was more earthly, and far more dangerous: his daughter, Dahud—also called Dahut, Ahez, or Ahes, depending on the tongue. His love for her was pure, but it blinded him. And in that blindness, the seeds of Kêr-Is’s downfall were sown.
Dahud was Gralon’s daughter, but her mother had not been a mortal woman. She was born of the sea—daughter of a Mari-Morgan, one of the ocean’s fae-touched mermaids. In his youth, Gralon had fallen into a fateful affair with the sea-maid, and from that union came Dahud, whom he swore to foster as his own. From the moment of her birth, it was clear she was unlike other children. Her eyes shimmered like moonlight on deep water. Her voice could calm storms—or call them.
Dahud grew into a woman of breathtaking beauty and cunning grace, and her love for the sea ran deeper than blood. But while she wore the trappings of the Christian court, the God of Abraham held no place in her heart. The psalms grated against her soul. Church walls felt cold and suffocating. Though she appeared at Mass, her lips moved in hollow mimicry. Behind closed doors, she whispered older names.
For she was not merely royal—she was arcane. Born of two worlds, her blood remembered the old gods. She had a gift for magic—one she nurtured in secret, away from watchful eyes. Some said she could sing to the tides and shape them. Others claimed she danced under moonlight with sea-spirits and bound lesser gods to her will. Quiet warnings began to spread: the princess of Kêr-Is was no mere noblewoman—she was a sea-witch, and her power was growing.
It was whispered that Dahud consorted with beings older than Christendom, offering prayers to ancient deities that slumbered in the deep, waiting with bitterness and broken memory. But Gralon, ever blind in his love, would hear none of it. To him, Dahud was his daughter—his joy, his shining jewel. She could do no wrong.
That love should have been her shield. Instead, it made her a target. The clergy, uneasy with her presence and fearful of her power, began to conspire in whispers. They saw in her the devil’s child—a creature of sorcery and seduction, born to undo the kingdom. Tales spread like wildfire. That she bewitched men. That she performed rites of debauchery in hidden chambers. That her magic corrupted the very air of Kêr-Is, leading the city toward ruin.
Worse still, some claimed she had ensorcelled her own father—that her sorcery clouded his judgment and chained his soul. What had once been jealous gossip turned to venomous accusation. And then, violence.
One night, an assassin crept through the palace—a blade meant for Dahud’s heart. Whether sent by fanatics or foreign agents, none could say for certain. She survived, but something within her cracked.
After the attempt on her life, Dahud changed. It was as if the entire city—save her father—had turned against her. Even old allies of the crown murmured about her corruption. Rumors took root that the tides rose because of her. That ships foundered near the harbor because of her spells. That the wealth of Kêr-Is was no longer blessed, but cursed.
She watched the city wither under the weight of its fear and superstition. And in the silent hours before dawn, she stood by the sea and listened—not to the bells of the cathedral, but to the ancient voices in the waves.
The storm had not yet come. But it was coming.
They say it was through her magic that Dahud foresaw the uprising—the revolt that would rise like flame and foam against her and her father. She saw torches lit in the streets, spears sharpened and raised, voices once loyal now howling for blood. They called King Gralon indulgent. Corrupt. And her? A daughter of devils.
In her visions, Dahud saw the unthinkable: her father—flawed, yes, but kind and good—falling beneath the fists and blades of the very people he had saved. The man who had held back the sea itself, who had carved life from drowning stone, dying alone in the streets of his own city while trying to protect her.
And something inside her broke.
She could endure the slander. The whispers. The fear in the eyes of strangers. She had survived the poison of rumors and the sting of betrayal. But to see her father—her one true anchor—cast down by the very souls he had shielded with his dikes and canals? That kindled a fury in her deeper than the abyssal trench, blacker than a midnight storm at sea.
Gralon had given them everything. And now they would take even his life?
In the grip of that fury, Dahud did something she had long resisted.
She reached beyond.
In her grief and rage, her call was answered by a voice that echoed like crashing waves over a broken shore—Morvran fab Tegid, the Sea Raven, dread son of Ceridwen, god of drowned wisdom and ocean vengeance. A being born of old blood, of ruin and secrets, of shipwrecks and sorcerers' bones. He came to her not in form, but in current and thought, his voice rising with the tide.
He made her an offer.
He would answer her pain. He would drown their betrayal. He would make all who hated her and her father pay, not with steel, but with salt and sorrow. The sea would come—not as punishment, but as justice.
All Dahud needed to do… was open the gates.
The gates her father had built. The silver and golden keys he kept beside his bed, heavy with love and trust. The gates that had kept Kêr-Is safe. That held back the endless sea like a clenched fist. She need only take those keys. Turn them. And let the ocean remember what had once been its own.
And in that moment, with vengeance surging like a tidal swell, she agreed.
That eve, as the moon rose high and the tides swelled beneath its silver pull, Dahud moved silently through the palace halls. In her hand, she clutched the keys—one of silver, one of gold—stolen from beside her father's bed. Guided by fury and vengeance, she descended alone to the sea wall, where the great gates of Kêr-Is stood sealed against the ocean’s hunger.
And there, beneath the stars, she did the unthinkable.
She turned the keys.
The ancient locks groaned. The great gates opened. And the sea, patient and waiting, came rushing in with the roar of certain doom.
But before the first wave reached the city’s heart, Dahud returned to her father.
She found him still asleep and placed the keys at the foot of his bed. Then she woke him, and—true to the fey-born blood in her veins—she spoke honestly. She told him what she had done. Why she had done it. What was coming.
And still, even then, Gralon forgave her.
He did not curse her or strike her down. He wept, yes, but took her hand and begged her to come with him—to flee. To warn the people. To save who they could. She stood in silence, her heart torn and stunned by his boundless love.
How could he still care for them? For the people who would have seen him murdered in his own streets?
But Gralon, ever the king, roused himself. He rang bells, shouted warnings, stirred the guards and servants. He did what he could. He tried to save them.
And Dahud watched.
Watched as her father shouted into a sleeping city. Watched as the waves crept over the harbor walls. Watched as the flood she had summoned swallowed not just the hateful, but the innocent—women, children, the quiet souls who had never raised a hand against her. And something within her broke.
Not rage. Not triumph. Something human. Something guilty.
By the time they reached the last escape vessel, Gralon’s arms were heavy with the weight of loss. His daughter rode behind him on his great black horse, its hooves churning foam as it leapt from the drowning streets toward the ship.
But just before they reached the ramp, Dahud turned.
She looked back.
The city was gone, devoured by the sea. The bells of its cathedral silenced. Its lights drowned.
"I belong there," she said.
And then she let go.
She slipped from the saddle and fell backward into the rushing tide. Gralon cried out, reaching for her—but his hand found only wind and spray. She vanished beneath the waves.
Into the dark.
Into silence.
A father remained behind—broken-hearted. A city lay in ruin. And far below, in the drowned deeps, a dark god smiled.
After that night, Ys lived only in myth. The tale of Kêr-Is—once whispered in sorrow—was twisted by time. Dahud became the villain of the story, a wicked sorceress whose petty indulgences doomed a pious kingdom. The righteous king, the indulgent daughter, the flood sent by God. A morality tale. A warning.
But the world never knew the truth.
Dahud did not die.
She was half Mari-Morgan, and the sea that swallowed her was no grave. It was home. She breathed in the deep. Her magic had always been born of it. When needed, she could slip between forms, her legs giving way to a gleaming tail. She sank among the drowned stones of her city, surrounded by silence and ghosts.
There, she did not despair. She called.
She invoked the old pacts—the sacred bindings once forged between rulers and the spirits of their lands. But where her father had built dikes and walls, she forged her bond with spell and soul. She called not upon the Christian god, but upon the powers older than history. The gods of her blood. The ancient deities of sea and earth. And she bound herself to Kêr-Is—in body, in spirit, in sorrow.
This act defied Morvran fab Tegid, the Sea Raven.
He had answered her once, but he had not given his blessing freely. He had seen in the city’s death a harvest—a tide of souls to claim for his dominion. But Dahud, in her grief, forgave those who had hated her. She chose not vengeance, but mercy. She refused to surrender the dead.
And that—that—was unforgivable.
He came before her in his true form, vast and foul, his raven eyes burning with hatred. His presence alone could kill a weak-willed mortal outright. He hissed, his voice the churn of black tides:
“You deny me the dead?
You called me forth and now bar my due?
Then a curse upon you, Queen of Kêr-Is!
May your city rise… only to be cast down once more!”
And so it was.
As the first sun rose over the drowned ruins, the city of Kêr-Is was no longer of this world. It had shifted—to the Otherworld. To a place between life and myth, ocean and sky. And there it remains.
A city caught in an endless cycle.
It rises. It thrives. Its people build, rejoice, prosper. And then—the waves come. Always. They crush. They kill. They shatter the spires and drown the squares. The city sinks, only to rise again in time.
And Dahud—now immortal, now Fey Queen—remains.
In her ageless cunning, she has learned to work within the curse. She has come to know the rhythm of the tides, the cycles of doom. She has learned to evacuate those she can. To warn the wise. And the sea-dwelling fey, her kin and subjects, care little whether the city lies above or below the waves.
But she never leaves.
Because the ghosts of Kêr-Is still linger. Still scream. Still weep.
Each time the city rises, so do they—reborn, without memory. They live their lives, rebuild their homes, rediscover joy… only to drown again when the tide comes. And their queen, ever watchful, ever grieving, must witness it all.
She tries to comfort them. To guide them. To break the cycle. But it holds.
And so she watches—with tear-filled eyes and a heart that burns with sorrow that will not die.
She is Queen of Ys.
And she will never abandon her people, for she is and ever shall be her fathers daughter.
Demographics
Humans (Cursed Reborn):
The majority of the population are humans of Breton descent—those who lived in the original city before its fall. Bound by the Sea Raven’s curse, they are doomed to be reborn with each rise of Kêr-Is and to perish anew when the waves reclaim it. Though they live full lives, build homes, love, and dream, they retain no memory of past cycles. Many experience déjà vu, flashes of recognition, or dreams of drowning. Queen Dahud watches over them with aching tenderness, trying to ease their pain—though the curse remains unbroken.
The next most common are various types of mermaids, merrow, selkies, other ocean dwelling fey. The Tylwyth Teg have a small presence here due to diplomatic and trade interest.
The majority of the population are humans of Breton descent—those who lived in the original city before its fall. Bound by the Sea Raven’s curse, they are doomed to be reborn with each rise of Kêr-Is and to perish anew when the waves reclaim it. Though they live full lives, build homes, love, and dream, they retain no memory of past cycles. Many experience déjà vu, flashes of recognition, or dreams of drowning. Queen Dahud watches over them with aching tenderness, trying to ease their pain—though the curse remains unbroken.
The next most common are various types of mermaids, merrow, selkies, other ocean dwelling fey. The Tylwyth Teg have a small presence here due to diplomatic and trade interest.
Government
The government of Kêr-Is is an immortal fey monarchy, singular in both form and burden. It is ruled solely and perpetually by Queen Dahud verch Gralon, the Sea-Witch Queen of Ys, Sovereign of the Drowned Court, and Daughter of the Mari-Morgan.
Bound to the city by ancient sea-pacts and divine curses, Queen Dahud is not a ruler in name alone—she is Kêr-Is itself. Her magic is the pulse that sustains the city through each cycle of its rise and fall. Her soul is woven into its stones, its tides, its breath. No council stands beside her. No succession is planned. As long as Kêr-Is endures, so too shall its queen.
Bound to the city by ancient sea-pacts and divine curses, Queen Dahud is not a ruler in name alone—she is Kêr-Is itself. Her magic is the pulse that sustains the city through each cycle of its rise and fall. Her soul is woven into its stones, its tides, its breath. No council stands beside her. No succession is planned. As long as Kêr-Is endures, so too shall its queen.
Defences
Kêr-Is is defended first and foremost by the power of its Sea-Witch Queen, whose magic can command tides, summon sea monsters and rule over fog, and storms.
A standing army of merfolk soldiers, sea dragons, and abyssal beasts patrol the waters below.
The city holds a defensive pact with Manannán mac Lir, ensuring divine aid if threatened.
Its status as a major trade hub means several Sidhe courts and sea-fey powers would intervene to protect their interests.
Lastly, its curse is its shield—even if razed, Kêr-Is will rise again.
A standing army of merfolk soldiers, sea dragons, and abyssal beasts patrol the waters below.
The city holds a defensive pact with Manannán mac Lir, ensuring divine aid if threatened.
Its status as a major trade hub means several Sidhe courts and sea-fey powers would intervene to protect their interests.
Lastly, its curse is its shield—even if razed, Kêr-Is will rise again.
Industry & Trade
Trade lies at the heart of Kêr-Is, both above and below the waves. Though not rich in resources, its strategic location, magical infrastructure, and ancient reputation for neutrality have made it a vital trade and diplomatic hub within the Otherworld.
Kêr-Is serves as a crossroads between the Elven kingdoms of the British Isles and continental Otherworld Europe, its docks and coral ports seeing regular passage from the Sidhe of Éire, the Sith of Alba, the Tylwyth Teg of Cymru, the Hidden Folk of Albion, and the Les Fées of Francia.
Though many of these fey lords view the city’s curse with mild interest its value as neutral ground is indisputable. It is one of the few places where ancient rivals will share a table, broker treaties, or settle disputes without bloodshed.
The industries of the city revolve around diplomacy, enchantment, high art, undersea agriculture, and the refinement of rare magical reagents brought in from the deep. Above all, Kel-Is thrives on what it offers best: safe passage, sacred neutrality, and the watchful eyes of a queen who has nothing left to lose.
Kêr-Is serves as a crossroads between the Elven kingdoms of the British Isles and continental Otherworld Europe, its docks and coral ports seeing regular passage from the Sidhe of Éire, the Sith of Alba, the Tylwyth Teg of Cymru, the Hidden Folk of Albion, and the Les Fées of Francia.
Though many of these fey lords view the city’s curse with mild interest its value as neutral ground is indisputable. It is one of the few places where ancient rivals will share a table, broker treaties, or settle disputes without bloodshed.
The industries of the city revolve around diplomacy, enchantment, high art, undersea agriculture, and the refinement of rare magical reagents brought in from the deep. Above all, Kel-Is thrives on what it offers best: safe passage, sacred neutrality, and the watchful eyes of a queen who has nothing left to lose.
Infrastructure
Kêr-Is is a city built on a rhythm of ruin and resurrection.
It is always prosperous, always thriving—until the flood inevitably comes. Then, as the waves rise and crash upon its streets, the city is swept away. And just as surely, it rises again. Its people—reborn, forgetting—rebuild their homes, their temples, their markets and harbors. They pave over old ruins with hope, unaware they are reliving a cycle centuries old.
This endless dance of creation and destruction defines Kêr-Is's infrastructure.
At any given moment, the city appears vibrant, functional, and beautifully maintained:
Cobblestone avenues and arched aqueducts, lovingly restored by hands that do not recall having laid them before
Fey-craft lanterns powered by captured will-o’-the-wisps, glowing along salt-crusted terraces
Marble temples, reconstructed from memory and dream, adorned in Old Breton and sea-fey styles
Vaulted sea-walls and canal gates, grand in design and doomed to fail again
And yet it is all impermanent.
Because the sea always returns.
In truth, the most lasting and resilient infrastructure lies not within Kêr-Is itself, but offshore, where the permanent cities of the sea-fey lie beneath the waves. These coral-formed metropoles—sprawling, ancient, and strange—exist in reef sanctuaries, deep trenches, and bioluminescent caverns across the Otherworld’s vast submerged realms. There, Mermaids, Merrow, Selkies, and other aquatic fey ethnic groups live lives unaffected by the curse of flooding.
To these sea-folk, Queen Dahud is more than a tragic monarch—she is a beloved empress, a mythic sovereign of an aquatic empire. Her reach extends far beyond the drowned towers of Kêr-Is, encompassing a great web of underwater trade routes, alliances, and ritual sites. Many of the ocean’s fey realms owe her fealty or affection, and their infrastructure—crafted from living coral, enchanted stone, and leviathan bones—stands eternal, immune to the cycles of destruction that plague the surface.
Thus, the infrastructure of Kêr-Is is both fleeting and enduring:
Above, a dream of a city doomed to drown, rebuilt by souls who do not remember their past lives.
Below, an empire of the sea that persists in song, stone, and memory—built by peoples who will never forget.
It is always prosperous, always thriving—until the flood inevitably comes. Then, as the waves rise and crash upon its streets, the city is swept away. And just as surely, it rises again. Its people—reborn, forgetting—rebuild their homes, their temples, their markets and harbors. They pave over old ruins with hope, unaware they are reliving a cycle centuries old.
This endless dance of creation and destruction defines Kêr-Is's infrastructure.
At any given moment, the city appears vibrant, functional, and beautifully maintained:
Cobblestone avenues and arched aqueducts, lovingly restored by hands that do not recall having laid them before
Fey-craft lanterns powered by captured will-o’-the-wisps, glowing along salt-crusted terraces
Marble temples, reconstructed from memory and dream, adorned in Old Breton and sea-fey styles
Vaulted sea-walls and canal gates, grand in design and doomed to fail again
And yet it is all impermanent.
Because the sea always returns.
In truth, the most lasting and resilient infrastructure lies not within Kêr-Is itself, but offshore, where the permanent cities of the sea-fey lie beneath the waves. These coral-formed metropoles—sprawling, ancient, and strange—exist in reef sanctuaries, deep trenches, and bioluminescent caverns across the Otherworld’s vast submerged realms. There, Mermaids, Merrow, Selkies, and other aquatic fey ethnic groups live lives unaffected by the curse of flooding.
To these sea-folk, Queen Dahud is more than a tragic monarch—she is a beloved empress, a mythic sovereign of an aquatic empire. Her reach extends far beyond the drowned towers of Kêr-Is, encompassing a great web of underwater trade routes, alliances, and ritual sites. Many of the ocean’s fey realms owe her fealty or affection, and their infrastructure—crafted from living coral, enchanted stone, and leviathan bones—stands eternal, immune to the cycles of destruction that plague the surface.
Thus, the infrastructure of Kêr-Is is both fleeting and enduring:
Above, a dream of a city doomed to drown, rebuilt by souls who do not remember their past lives.
Below, an empire of the sea that persists in song, stone, and memory—built by peoples who will never forget.
Districts
Kêr-Is—known in some tongues as Ys, the Drowned Jewel—is structured like the prosperous maritime trade hub it once was in the mortal world, around the early 6th century CE. Though the city has long since slipped into the Otherworld, its layout reflects the values and priorities of both the living and the sea-born who continue to call it home.
The City Above (Kêr-Is Proper)
Built for trade. Rebuilt for survival.
At the heart of Kêr-Is lies a surface city reborn in every cycle. Though doomed to drown, it is always restored in radiant detail—an echo of the proud Breton port it once was. Its design reflects a prosperous late Roman and early Breton style, with bustling harbors, tight merchant quarters, and sacred spaces carved in both stone and spirit.
The Tide Market – A vibrant coastal bazaar rebuilt each time the city rises, filled with traders hawking goods of sea and sky: salted meats, driftwood carvings, woven sailcloth, and enchanted fey-brewed inks. It is often the first district to flood and the first to be rebuilt.
The Saltbone Docks – Lining the seaward edge of the city, the docks are both commercial and ceremonial, hosting visiting fey ships and serving as the city’s link to deeper waters. Ghost-fishermen still walk the planks in silent ritual.
The Bell Quarter – The spiritual center of the city, where temples to both Christian and pagan gods stand side by side. The great sunken cathedral here tolls bells heard only by the dead and the Queen.
The Pearl Palace – Queen Dahud’s temporary surface seat. Less grand than its underwater twin, but no less sacred. She rules here with open doors during the surface years, walking the city as one
The Submerged Realms (City of Waves / Underwater Ys)
Surrounding and extending far beyond Kêr-Is lies the City of Waves—a grand and permanent domain built by and for Queen Dahud’s sea-fey subjects. Here, her rule is unquestioned and enduring, and the architecture flows organically from reef and coral, shaped by magic and labor into something sublime.
The Coral Courts
Clustered in spirals and spiraled domes of pink, blue, and pearl, this is the seat of Dahud’s Underwater Nobility—merfolk, Tylwyth Teg ambassadors, selkie sages, and Mari-Morgan matriarchs. Rituals of diplomacy, weddings, and oaths are held in its great tidal amphitheater.
The Verdant Drift
Massive stretches of undersea agriculture where enchanted seaweed, luminous kelp, and reef-fish and sheelfish are cultivated. Tended by merfolk farmers and aquatic elementals, this region is self-sustaining, reflecting Dahud’s deep commitment to the well-being of her subjects.
The Spiral Depths
The residential heart of the city, where housing spirals downward along trench walls like a nautilus shell. Every home is shaped to individual needs, and hospitality is a sacred law. Music, light, and dreams flow through this district.
The Lantern Trenches
Lit by glowing fungi and bioluminescent spirits, these are the districts where the poorest or the most eccentric dwell—sea witches, forgotten spirits, exiles from other fey courts. Dahud offers them shelter, asking only that they respect the city's peace.
Despite knowing the cycle cannot be stopped, Queen Dahud rules with compassion and care, never neglecting her doomed surface city. Every time Kêr-Is rises, she gives it her all—ensuring clean streets, full bellies, warmth, and dignity for those who will soon forget it all.
Her guilt will allow her nothing less.
The City Above (Kêr-Is Proper)
Built for trade. Rebuilt for survival.
At the heart of Kêr-Is lies a surface city reborn in every cycle. Though doomed to drown, it is always restored in radiant detail—an echo of the proud Breton port it once was. Its design reflects a prosperous late Roman and early Breton style, with bustling harbors, tight merchant quarters, and sacred spaces carved in both stone and spirit.
The Tide Market – A vibrant coastal bazaar rebuilt each time the city rises, filled with traders hawking goods of sea and sky: salted meats, driftwood carvings, woven sailcloth, and enchanted fey-brewed inks. It is often the first district to flood and the first to be rebuilt.
The Saltbone Docks – Lining the seaward edge of the city, the docks are both commercial and ceremonial, hosting visiting fey ships and serving as the city’s link to deeper waters. Ghost-fishermen still walk the planks in silent ritual.
The Bell Quarter – The spiritual center of the city, where temples to both Christian and pagan gods stand side by side. The great sunken cathedral here tolls bells heard only by the dead and the Queen.
The Pearl Palace – Queen Dahud’s temporary surface seat. Less grand than its underwater twin, but no less sacred. She rules here with open doors during the surface years, walking the city as one
The Submerged Realms (City of Waves / Underwater Ys)
Surrounding and extending far beyond Kêr-Is lies the City of Waves—a grand and permanent domain built by and for Queen Dahud’s sea-fey subjects. Here, her rule is unquestioned and enduring, and the architecture flows organically from reef and coral, shaped by magic and labor into something sublime.
The Coral Courts
Clustered in spirals and spiraled domes of pink, blue, and pearl, this is the seat of Dahud’s Underwater Nobility—merfolk, Tylwyth Teg ambassadors, selkie sages, and Mari-Morgan matriarchs. Rituals of diplomacy, weddings, and oaths are held in its great tidal amphitheater.
The Verdant Drift
Massive stretches of undersea agriculture where enchanted seaweed, luminous kelp, and reef-fish and sheelfish are cultivated. Tended by merfolk farmers and aquatic elementals, this region is self-sustaining, reflecting Dahud’s deep commitment to the well-being of her subjects.
The Spiral Depths
The residential heart of the city, where housing spirals downward along trench walls like a nautilus shell. Every home is shaped to individual needs, and hospitality is a sacred law. Music, light, and dreams flow through this district.
The Lantern Trenches
Lit by glowing fungi and bioluminescent spirits, these are the districts where the poorest or the most eccentric dwell—sea witches, forgotten spirits, exiles from other fey courts. Dahud offers them shelter, asking only that they respect the city's peace.
Despite knowing the cycle cannot be stopped, Queen Dahud rules with compassion and care, never neglecting her doomed surface city. Every time Kêr-Is rises, she gives it her all—ensuring clean streets, full bellies, warmth, and dignity for those who will soon forget it all.
Her guilt will allow her nothing less.
Assets
Kêr-Is—also known as Kel-Is among the sea-fey—is self-sufficient, but not particularly rich in natural resources or exploitable assets. Its strength lies not in gold, iron, or strategic mineral wealth, but in the resilience of its people, the magic of its queen, and the stability of its surrounding undersea domain.
Guilds and Factions
Kêr-Is hosts a number of guilds and factions, serving in a varity of functions, the most notable include:
The Order of the Silver Net – Fisherfolk, pearl-divers, and kelp-farmers who revere the sea’s bounty. Structured like a tribal brotherhood with ritual oaths and seasonal feasts.
The Stonewright’s Circle – Builders and stonemasons who preserve old Brythonic methods, often guided by ancestral memory or whispers from the stones themselves.
The Guild of Wave-Scribes – Lorekeepers, storytellers, and sea-sorcerers. Equal parts bardic college and magical society, charged with remembering what the cursed citizens forget.
The Tribunal of the Tides – Merchant-princes, barge-lords, and trade arbiters. Functions as a rotating council drawn from influential trading houses and fey sponsors, maintaining fair trade and diplomatic neutrality.
The Daughters of Dahud – A secretive and semi-religious order of women sworn to serve and protect the Queen’s will. Half warrior society, half fey priesthood.
Each guild functions both practically and spiritually, with oaths, colors, and patron deities or spirits drawn from ancient Breton traditions. Status is earned through deeds, not wealth, and most factions see themselves as stewards of a city doomed to fall, but still worth rebuilding.
The Order of the Silver Net – Fisherfolk, pearl-divers, and kelp-farmers who revere the sea’s bounty. Structured like a tribal brotherhood with ritual oaths and seasonal feasts.
The Stonewright’s Circle – Builders and stonemasons who preserve old Brythonic methods, often guided by ancestral memory or whispers from the stones themselves.
The Guild of Wave-Scribes – Lorekeepers, storytellers, and sea-sorcerers. Equal parts bardic college and magical society, charged with remembering what the cursed citizens forget.
The Tribunal of the Tides – Merchant-princes, barge-lords, and trade arbiters. Functions as a rotating council drawn from influential trading houses and fey sponsors, maintaining fair trade and diplomatic neutrality.
The Daughters of Dahud – A secretive and semi-religious order of women sworn to serve and protect the Queen’s will. Half warrior society, half fey priesthood.
Each guild functions both practically and spiritually, with oaths, colors, and patron deities or spirits drawn from ancient Breton traditions. Status is earned through deeds, not wealth, and most factions see themselves as stewards of a city doomed to fall, but still worth rebuilding.
History
Founded around 1500 BCE by early Celtic seafarers, Kêr-Is began as a fortified island outpost off the coast of Brittany. Over two millennia, it grew into a powerful maritime city-state—prosperous, independent, and shaped by both pagan traditions and early Christian influence.
Its golden age came under King Gralon, who engineered vast dikes and canals to hold back the sea. His daughter, Dahud, born of a Mari-Morgan sea-spirit, would later become both the city’s downfall and eternal queen. After a revolt and an act of vengeance, Dahud opened the floodgates, drowning the city and invoking a curse from the sea god Morvran fab Tegid.
Rather than perish, the city slipped into the Otherworld, cursed to rise and fall eternally. Dahud, now an immortal fey queen, rules it still—watching over her people as they rebuild with every rise, and drown with every fall.
Kêr-Is remains today a myth-shrouded nexus of trade, memory, and sorrow, ever caught between rebirth and ruin.
Its golden age came under King Gralon, who engineered vast dikes and canals to hold back the sea. His daughter, Dahud, born of a Mari-Morgan sea-spirit, would later become both the city’s downfall and eternal queen. After a revolt and an act of vengeance, Dahud opened the floodgates, drowning the city and invoking a curse from the sea god Morvran fab Tegid.
Rather than perish, the city slipped into the Otherworld, cursed to rise and fall eternally. Dahud, now an immortal fey queen, rules it still—watching over her people as they rebuild with every rise, and drown with every fall.
Kêr-Is remains today a myth-shrouded nexus of trade, memory, and sorrow, ever caught between rebirth and ruin.
Points of interest
The Palace of Tears – Queen Dahud’s royal residence, built from sea-carved marble, drowned gold, and fey-grown crystal. Said to echo with the weeping of the city’s dead during each fall.
The Drowned Cathedral – Once a grand symbol of early Breton Christianity, now submerged and shattered. Its bells still ring beneath the waves when the curse cycle nears.
The Spiral Forum – The civic heart of Kêr-Is, rebuilt every cycle. Its murals change subtly with each rise, shaped by forgotten memories.
The Coral Courts – The political seat of the underwater City of Waves. A reef-spired palace complex where merfolk nobles and fey ambassadors gather.
The Mirror Vault – A secret chamber of enchanted water mirrors, used by Dahud to peer into other realms and speak with fey lords, ghosts, and gods.
The Lantern Trenches – Deep, glowing trench-paths surrounding the city, home to outcasts, visionaries, and forgotten spirits.
The Silver Docks – A trade haven where surface ships and deep-sea vessels both anchor, protected by ancient pacts and guarded by sea-beasts.
The Drowned Cathedral – Once a grand symbol of early Breton Christianity, now submerged and shattered. Its bells still ring beneath the waves when the curse cycle nears.
The Spiral Forum – The civic heart of Kêr-Is, rebuilt every cycle. Its murals change subtly with each rise, shaped by forgotten memories.
The Coral Courts – The political seat of the underwater City of Waves. A reef-spired palace complex where merfolk nobles and fey ambassadors gather.
The Mirror Vault – A secret chamber of enchanted water mirrors, used by Dahud to peer into other realms and speak with fey lords, ghosts, and gods.
The Lantern Trenches – Deep, glowing trench-paths surrounding the city, home to outcasts, visionaries, and forgotten spirits.
The Silver Docks – A trade haven where surface ships and deep-sea vessels both anchor, protected by ancient pacts and guarded by sea-beasts.
Tourism
Among the natives of the Otherworld, Kêr-Is is a city of fascination—a place where beauty, sorrow, and enchantment exist in eternal cycle.
Its glowing coral markets, sea-glass boulevards, and drowned ruins attract fey merchants, scholars, and thrill-seekers alike. Many come to trade, to study the curse, or simply to witness the surreal elegance of a city that lives between tides.
But not all visitors are kind.
Every few decades, ships crewed by Unseelie fey, Bane Sidhe, Slaugh, and other morbid creatures gather offshore—not to marvel, but to revel. They come to drink, sing, and watch the city sink, taking dark pleasure in the screams of the drowned and the silence that follows.
Queen Dahud allows them to come—but never close. Her gaze is watchful. Her mercy, conditional.
Tourism is welcome. Cruelty is not.
Its glowing coral markets, sea-glass boulevards, and drowned ruins attract fey merchants, scholars, and thrill-seekers alike. Many come to trade, to study the curse, or simply to witness the surreal elegance of a city that lives between tides.
But not all visitors are kind.
Every few decades, ships crewed by Unseelie fey, Bane Sidhe, Slaugh, and other morbid creatures gather offshore—not to marvel, but to revel. They come to drink, sing, and watch the city sink, taking dark pleasure in the screams of the drowned and the silence that follows.
Queen Dahud allows them to come—but never close. Her gaze is watchful. Her mercy, conditional.
Tourism is welcome. Cruelty is not.
Architecture
The architecture of Kêr-Is is a haunting blend of late Roman formality and Celtic mysticism, caught in a perpetual aesthetic limbo between pagan reverence and Christian order. Arched stone aqueducts run alongside shrines to forgotten gods. Churches stand with ogham-carved lintels. Markets bear tiled mosaics beside woven druidic motifs.
The city’s beauty lies in this contradiction—perpetually charming, dignified, and out of time.
Beneath the waves, the City of Waves follows no mortal style. Its coral towers spiral like conch shells. Its plazas breathe with bioluminescence. Architecture is alive here, grown from magic, reef, and song—a realm of fey whimsy and oceanic wonder, untouched by gravity or grief.
The city’s beauty lies in this contradiction—perpetually charming, dignified, and out of time.
Beneath the waves, the City of Waves follows no mortal style. Its coral towers spiral like conch shells. Its plazas breathe with bioluminescence. Architecture is alive here, grown from magic, reef, and song—a realm of fey whimsy and oceanic wonder, untouched by gravity or grief.
Geography
Kêr-Is is located off the coast of modern Brittany, occupying the same relative position in the Otherworld’s mirrored geography. It rests on a sunken shelf beneath the waves, surrounded by deep trenches, kelp forests, and fey-coral reefs.
The city straddles both surface ruins and a vast underwater domain, linked by tide-gates, magic wells, and living pathways. Though hidden from the mortal world, it is said that on certain nights, mists from Kêr-Is drift ashore, and distant bells toll beneath the sea.
The city straddles both surface ruins and a vast underwater domain, linked by tide-gates, magic wells, and living pathways. Though hidden from the mortal world, it is said that on certain nights, mists from Kêr-Is drift ashore, and distant bells toll beneath the sea.
Climate
Kêr-Is shares the temperate oceanic climate of coastal Brittany—mild, wet winters and cool, misty summers. Rain and fog are common, and storms from the Atlantic frequently sweep the region, stirring waves and tides.
Beneath the waves, the undersea realm remains cool and stable, lit by bioluminescence and warmed by geothermal vents woven with fey magic. The environment supports vibrant marine life and lush enchanted kelp forests year-round.
Beneath the waves, the undersea realm remains cool and stable, lit by bioluminescence and warmed by geothermal vents woven with fey magic. The environment supports vibrant marine life and lush enchanted kelp forests year-round.
Natural Resources
Kêr-Is draws most of its resources from aquaculture. Its people harvest fish, shellfish, kelp, seaweed, coral, and pearls from the surrounding waters, sustained by magic-enhanced farming and reef stewardship.
Beyond the bounty of the sea, the region holds no significant mineral wealth or land-based resources, relying on trade for most other materials.
Beyond the bounty of the sea, the region holds no significant mineral wealth or land-based resources, relying on trade for most other materials.
RUINED SETTLEMENT
478 CE
Founding Date
1500 BCE
Alternative Name(s)
Ys, Ville d'Ys,
Type
Capital
Population
Cursed humans, mermaids, various sea fey
Inhabitant Demonym
Issians
Location under
Owner/Ruler
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