Sailor’s Folly
The reefs of Asylum’s bay are treacherous, and the safe passage to the island’s harbor was not widely known until well into the city’s history. Because of this, many ships were wrecked and abandoned in the middle of the bay over the years - some lost to the reefs, some lost to storms, some lost to the privateering wars between North and South that made these waters lethal. The hulks accumulated. Over time the mass of wrecked ships took on a life of its own. Plants, birds, and animals colonized the old hulks; now the whole tangle is covered in green. Locals call it Sailor’s Folly, though it is not technically an island at all.
The harder thing to explain, and the reason serious sailors give it a wide berth, is the lagoon at its heart. A permanent whirlpool turns there, and it does not pull ships in: it pushes them out. Hulls have been disgorged from that water bearing the colors of ports half the world away - Tenebran cogs, Zhangrym dredgers, two-masted runners of a build no Asylum yard has laid down in living memory, and on rare occasions vessels whose logs (when their logs survive) record voyages that ended in seas no chart of the Mare Revelatum can account for. Sailor’s Folly is therefore not the local graveyard the name implies. It is a junction of a kind no harbourmaster will commit to paper, and whatever the lagoon is connected to, it is not adjacent. Scholars have theories; the Wata Wa Nusu, when asked, smile and decline to be drawn.
Because it lies outside the city’s territorial waters, and thus outside the reach of Asylum’s laws, it has become a favored location for duels, surreptitious meetings, and business dealings that cannot be conducted in the open. The Blue Cloaks and the Gold Hands both decline to patrol it.