Fallen Hope: This is the capital of the Sunless Sea, and where a sizable chunk of the population can be found. Dragons from every tribe mingle in these crowded streets, and there's a sizeable Hybrid population. It's said that this is the place where all voyages start, and all successful voyages end. The Iron Republic: This is a fiery, volcanic region to the south of Fallen London. Fuel is very common here, but the Church of the Dawn Machine holds sway here; non-believers that linger in the city too long will find that missionaries of the Dawn Machine will wish to facilitate a change of faiths in a rather violent fashion. Gaider's Mourn: This settlement is the home of pirates, scoundrels, and other criminals; in effect, the Sunless Sea's version of the scorpion den. Watch where you step; nobody's obligated to pay for your burial should you meet an untimely demise in this town. The Graveyard of Ships: This reef is almost buried in ships lured here by false promises of treasure and glory, their hulls crushed by the unforgiving stones. A small group of dragons ekes out an existence among the broken hulls of the vessels, scavenging what they need from the wreckage and hunting Sea Bats for food. The Drain: This huge whirlpool has sunk many ships, and the debris from those vessels swirls around in it, making it doubly dangerous. If the water getting onto the deck and filling the hull won't send you down to the depths of the ocean, the pieces of broken vessels smashing into the hull will. Frostheart: This large settlement is located near the northern reaches of the sea. Home to several Icewings and a few Hybrids with icewing lineage, it's situated right on the border where the most populated regions of the Sunless Sea end and the frozen wastes of the far north begin. It's the last stop for explorers before they set out into the northern ice sheets to seek treasure and knowledge, and the first place they visit when they return to more 'civilized' lands. The Avid Horizon: Follow the compass far enough north, and you will eventually reach a great pillar of ice, stretching higher than the eye can see. This pillar marks the north pole of the Sunless Sea: regardless of where you stand, your compass will always point to it. And at the base of that pillar, flanked by 2 massive, icy statues referred to as the Watchers, is a gate. It's locked in such a fashion that nobody can open it, and nobody save the Masters of the Bazaar know what lies beyond it. According to them, it's a second exit to the surface outside of the icy canal, but if the rumors are to be believed, it's actually a portal to another universe. Hell: The domain of the Devils, it's directly west of Fallen Hope. Nobody knows exactly what is in it, because the few dragons who've been in there and came out alive don't remember anything about what happened during their visit to hell. And if the devils outside of hell know, then they certainly aren't talking. The Coalition did launch an ill-advised campaign to invade hell at one point, but it failed spectacularly. The army didn't even reach the entrance. The Islands of Webs: Spiders infest these islands, and webs are everywhere. These islands are home to a resident population of silkwings and a bizarre spider-worshipping cult lead by the Tree of Ages, a wooden ship piloted entirely by spiders. Mount Nomad: This mobile terrain feature is significantly friendlier than most lifebergs (and significantly warmer), and home to a sizeable group of Stone worshippers. One can encounter Mt. Nomad almost anywhere, but he's most commonly encountered in the North. Fathomking's Hold: This large, surface-level palace is made out of glowing coral, carefully grown and trimmed into desired shapes, and kept alive by the high humidity. This coral castle, located far east of Fallen London, is home to the Fathomking, one of Salt's favorite worshippers. The Fathomking has a deep connection with the ocean, and can do things beyond most dragons; he's been known to bring dragons lost to the sea back to life on occasion. However, he's also a little on the crazy side, and angering him is a top-tier contender for the 10 worst premature ends to a sailor's career, right up there with being devoured alive by a swarm of Sea Bats. The Eye of Storm: This tall spire sits right at the center of the eye of a hurricane. This hurricane has been going since the priests of Storm that call the spire home showed up, and will most likely not let up anytime soon. Quite a few wrecks have accumulated in the general vicinity of the spire.
The Abyss: Head too far east, past all explored areas, and you'll enter the Abyss. Few dragons have sailed this far out, and even fewer have returned. Those who did brought back terrifying stories: Onyx-black seas that stretch as far as the eye can see, waters so deep that they seemingly lack a seafloor, and massive sea monsters that make the Lifebergs of the North look like ants in comparison. Long story short, you should avoid this region at all costs. The Chapel of Lights: Far into the northern wastes, on an island covered with candles, lies a chapel. It is the gathering place of those who worship Mr. Eaten. If you value your life and soul, DO NOT GO THERE! You will be required to sacrifice one or the other to Mr Eaten if you wish to leave the Chapel. The Icy Canal: This canal is found in the north and is the way to the surface. Due to the fact that the surface is a frozen wasteland that would make a sea-bat-infested lifeberg look like an attractive vacation spot, only those brave or crazy enough to go scavenging around the ice-encrusted ruins of the tribe's former homes use it.