Saving my island idea here as well so I can easily version it.
So the core idea is basically an island that isn’t really an island anymore. It’s more like a shattered atoll — lots of smaller bits of land sitting close together, with narrow channels, reefs, and half-sunken ruins between them.
The important part is that you’re constantly switching between sailing and being on foot. Sail a short distance, dock somewhere kind of awkward, explore, then get back on the boat again. It’s meant to make Sailing feel genuinely useful, not just “teleport but slower”.
The loose lore is that some old sorcerer tried to mess with the ocean itself. Obviously that didn’t go well. The ritual failed, the atoll broke apart, and a lot of it sank.
What’s left is flooded stonework, broken docks, collapsed towers, and things still hanging around that probably shouldn’t be. I don’t really imagine a big quest spelling all of this out — more like enviromental storytelling, ruins, maybe a few NPCs who hint at what happened if you talk to them.
Everything is clustered pretty tightly. You can usually see where you want to go, but actually getting there safely is the challenge.
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The Spire
A tall, jagged rock in the middle that you can spot from far out at sea. This is where the sorcerer’s tower used to be. It’s the main on-foot area and kind of acts as a visual anchor so players don’t get lost. -
Ruined Port
An old harbor that’s mostly underwater now. Sailing in is deliberately awkward — broken docks, shallow rocks, tight turns. You actually have to slow down and steer instead of just clicking through. -
Tide Gardens
Mangrove-like islands that change with the tide. At low tide you can walk between areas that aren’t accessible otherwise. At high tide you’re forced back into the boat. Simple idea, but I think it could feel pretty cool in pratice. -
Sunken Vaults
Fully flooded ruins around the outer edge of the atoll. You’d have to anchor properly and dive in. These would lean more on navgation and Sailing than straight combat.
You can’t really bypass Sailing in this area. The channels are narrow, docking spots are inconvenient, and trying to run everywhere on foot just isn’t practical.
You’re sailing short distances a lot, watching for reefs, taking damage if you mess up angles or hit rocks. It’s not meant to be punishing, just something you actually have to pay attention to. This feels like the kind of environment Sailing was designed for.
It’s meant to be risky, but not a PvP hotspot or anything like that.
- Tide Serpents that move between islands and channels. You can fight them, or sometimes avoid them with decent sailing.
- Atoll Crawlers around beaches and reefs, so combat overlaps with skilling a bit.
- Wraiths in the Spire ruins that are more active at night (not sure how strict that needs to be, but the idea is timing matters).
Overall goal is tension, not chaos.
Nothing here is meant to break metas or become mandatory.
- Fishing: Tide pools with some unique fish, mostly for cooking or temporary boat-related buffs.
- Hunter: Traps in mangroves for soggy creatures used in crafting or fletching.
- Mining / Smithing: Sea-glass and salvage materials for Sailing upgrades or cosmetics.
- Herblore: Salt-tolerant plants for potions related to sailing upkeep.
- Thieving: Looting half-collapsed chests and traps in ruined buildings.
Instead of a full quest, players slowly collect pieces of something like a Sorcerer’s Compass from different activities — combat, exploration, puzzles, diving, etc.
Once completed, it gives better navigation bonuses in the area and unlocks a hidden section beneath the Spire. Nothing mandatory, just a long-term goal if you enjoy the area.
There could also be optional Sailing time trials through the channels, mainly for people who want to master the layout.
Useful but not required:
- Ship cosmetics with a nautical / arcane theme
- Materials to reinforce or customize boats
- A rare tidal-themed pet
- Titles or cosmetic outfits for fully exploring the atoll
The area should visibly change with the tide. Paths appear and disappear. Fog rolls through the channels. Runes glow faintly at night in some ruins.
It should feel very distinct from places like Karamja — something you immediately recognize when sailing toward it.
It sticks to OSRS fundamentals: risk vs reward, meaningful movement, optional depth. Sailing feels important without replacing anything else. Ironmen aren’t locked out, and the area could easily be expanded later if players like it.
Honestly, this just feels like the kind of place Sailing should unlock. I’d personally spend a lot of time here.