"The sea left, but it left behind its ghosts."
Domain Type: Desert wasteland (former ocean)
Population: Nomadic (estimated 5,000-8,000 total)
Ruler: None (various warlords and prophets claim territory)
Overview
During the Unveiling, the ocean receded—simply withdrew from the coast and never returned. What remains is a vast desert of cracked seabed, exposed reefs, shipwrecks frozen in dry sand, and the colossal skeletal remains of sea creatures that died when the water vanished.
The Hollow Coast is lawless. No single authority controls it. Instead, nomadic bands, prophets leading pilgrims, and warlords carving out temporary kingdoms compete for survival in the wasteland.
At the center of the empty ocean lies the Sunken Gate—the largest still-active Veil Engine, pulsing with otherworldly light visible for dozens of miles.
Culture & Society
Pilgrimage as Purpose: Many who come to the Hollow Coast are pilgrims seeking the Sunken Gate. They believe reaching it will grant enlightenment, power, or answers. Most die trying.
Nomadic Survival: Permanent settlements are rare. Most inhabitants are nomads who follow the Bone Road—a path marked by the skeletons of previous travelers—from one shipwreck shelter to another.
Warlord Territories: Powerful individuals claim sections of the wasteland and demand tribute from travelers. These territories shift constantly as warlords rise and fall.
Cultural Values:
- Strength Determines Right: The strong take what they need; the weak serve or die
- Water is Sacred: The few remaining water sources are heavily guarded and fought over
- Bones Tell Stories: Pilgrims and nomads read the skeletons along the Bone Road like books, learning from the failures of those who came before
Key Locations
The Bone Road: A winding path through the wasteland marked by thousands of skeletons—pilgrims who failed to reach the Sunken Gate. Locals believe the bones offer protection against Veil phenomena.
The Leviathan Ruins: Massive skeletal remains of sea creatures, some over 200 feet long. Nomads build temporary shelters in the ribcages. Aberrations nest in the skulls.
The Shipwreck Gardens: Clusters of ancient ships frozen in the dry seabed. Some are intact enough to serve as semi-permanent settlements. Scavengers search them for supplies, relics, and pre-Unveiling cargo.
The Dry Docks: The largest settlement—a makeshift town built from dozens of shipwrecks lashed together. Ruled by Captain Morreth, a warlord who controls the only reliable well for 50 miles.
The Sunken Gate: A still-active Veil Engine at the former ocean's deepest point. It glows with shifting colors and emits a low hum audible for miles. Reality is dangerously unstable within a mile of the Gate. Those who reach it rarely return unchanged—if they return at all.

What Adventurers Need to Know
Water is Scarce: Bring your own or pay exorbitant prices. A single gallon of clean water costs 10-20 gp in the wasteland.
No Law, Only Power: There are no guards, no courts, no justice. Disputes are settled with violence.
The Sunken Gate is Deadly: Veil phenomena intensify the closer you get. Madness, possession, and reality warps are common. Only the desperate or suicidal approach it.
Pilgrims are Desperate: Many are willing to do anything to reach the Gate. Don't trust them.
Bone Readers Offer Guidance: Nomads skilled in reading the Bone Road can identify safe paths, warn of dangers, and predict Veil phenomena. Hire one if you can afford it.
Adventure Opportunities
- Escort pilgrims across the wasteland to the Sunken Gate (or stop them)
- Hunt raiders and warlords terrorizing travelers
- Explore shipwrecks for pre-Unveiling cargo and relics
- Investigate what happened to the ocean (and where it went)
- Survive an expedition to the Sunken Gate itself
- Broker peace between rival warlord factions
- Discover the truth behind the Leviathan skeletons
Survival Tips
- Hire a Guide: Bone Readers know safe routes and water sources
- Avoid the Sunken Gate: Unless you absolutely must go there, stay away
- Respect Warlord Territories: Pay tribute or fight your way through
- Travel Light: The cracked seabed is difficult terrain; heavy armor slows you down
- Beware Mirages: The wasteland produces illusions. Some are harmless; others are Veil phenomena luring you to your death