The Wrathbreakers have secured the Eye of a Dead God, and now they have a list of artifacts that the deepcult is searching for. Though they do not know why the deepcult seeks these strange and disturbing items, they at least now know what they are seeking. They decided to take the Eye of the Dead God to the Reliquary in Alpon, on the assumption that once there it would be far from its original location, protected, and difficult for the deepfolk to locate. To further complicate the search, they decided to take it there by way of the dwarven region known as the Outriders, and to spend some time looking for the only other surviving member of the Ashentide, the dwarven stormcaller known as The Gull.

The Bones
Although the town they were staying in was small they were in luck, and after a few days were able to obtain passage on a ship called the Wanderer, that was visiting the largest seastead in the Outriders, a place called The Bones. The Wanderer was a small, tough, weathered looking dwarven Cog, with a mixed crew of dwarves, humans and elves. The captain was a middle-aged, extremely tall, extremely thin elf called Antazel, and the first mate was a Changeling called Stalker. Once they were out to sea Stalker transformed to his natural form, which was disturbing to a group of adventurers who were increasingly coming to view Changelings with fear and distrust. Nonetheless, despite his dour manner Stalker seemed much-loved by the crew of the Wanderer, who seemed to all intents and purposes like a tightly knit and warm group, with no secrets or enmities.
The Wanderer delivered them safely to the Bones. As they approached the seastead they came to a strange region of large, regular waves, breaking in the open ocean in a perfect arc pattern that stretched for kilometres to both sides of the boat. In the distance they could see small ships floating in the water near the waves, and dwarves surfing the waves on solid wooden longboards. Captain Antazel explained that the Bones was surrounded by a region of supernatural calm, induced by generations of stormcallers working constantly to protect the community from storms and extreme weather, and this zone of calm at its edge acted like a kind of reef. Here the waves from the deep ocean broke smoothly and regularly against the magical wards surrounding the Bones, and on clear, calm days they presented a perfect surf break. Young dwarves would come here and surf at the edges of their community, resting on wooden buoys that marked out the edges of the Bones’s calm zone in between breaks.
They passed close to one of these breaks, to watch the dwarves surfing, and then resumed their journey westward to the Bones. They arrived an hour later, sailing into the strangest community the Wrathbreakers had ever seen[1].
The Bones was a seastead built in the skeleton of a huge sea creature. A kilometre long and rising a hundred metres above the water, the skeleton’s fin-bones sank 200m deep below the waves, and the bones of its spine and a strange keel structure in its chest stabilized it beneath the water. Its largest veretbra was 100m across and 50m high, and its skull was 100m in diameter. Submerged beneath the water were two huge swim bladders, each 250m long and 50m deep, made of a strange transparent membrane that allowed light in, and which had been turned into huge parks. Wooden homes had been built on and between the vertebrae of the beast, and chambers and tunnels carved within them. The Wanderer docked on the partially submerged bones of the beast’s giant tail, and the Wrathbreakers disembarked into this strange dwarven floating city made of bone.
Antazel told them that the Wanderer would travel from here to the cape of Darepo, where it would deliver dwarven manufactured goods, before returning via the Bones to the Moran Kei Peninsula, carrying wheat or wood or buffalo meat. The Wanderer would leave in a few days and they would have to find their own onward transport, or wait months for its return.
This suited them fine – they had things to do. Once they had settled they asked around about the Gull, and were able to learn that she was now living in a place called the Lambent Cays, an island chain much further west from the Bones. They tried to investigate further, but it was made clear to them that humans were not allowed at the Lambent Cays, and they should stop asking questions if they wanted to remain welcome on the Bones.
The Stirge and the Crab
The Wrathbreakers were not so easily discouraged. They found an area of the Bones where gangsters and smugglers plied their trade, and asked around. Sure enough, after a day a dwarf called Krotos approached them with a deal: he had a ship that needed guards to perform a mission, and that ship would take them to the Cays “in an emergency” if they would do the mission for him.
Of course they agreed. The mission was simple: a ship of his called The Wages of Sin had gone missing, and he suspected foul play. It had been on a shady mission, and something might have gone wrong. They were to sail on a ship of his called the Stirge to find it, to kill anyone who had interfered with it, and to retrieve his cargo. Their orders were clear: kill the people they were told to kill, and don’t kill the people they were told not to kill.
Of course they agreed, and the next day found themselves shipping out on a grim, vicious little ship with a grim, vicious crew of little men, headed west south west. They traveled for a week before they entered a strange miasma, a weird area of rotten smells and stench. In the distance to the north they could see a disturbance in air and sea. Thinking it might be a floundering ship they headed north, and soon arrived at a strange, small island, perhaps a kilometre across, that was covered in rotting marine plants and surrounded by a fine film of scum in the water. A feeding frenzy of birds, fish, sharks and cetaceans was busy in the water, and the whole area stank of death. They rowed a ship to the island and walked up to its highest central point, about 40m above sea level. From here they could see all around, and ahead of them on the far side of the island they could see a small ship moored in a chain of tiny islands just offshore from the main island. This, the sailors told them, was The Wages of Sin.
They headed down to the bay and walked through the stinking water between the small islands, which formed a kind of causeway. As they approached the ship they turned to look back, and it became clear what had happened: the island was actually a giant crab, its shell a kilometre across, and the promonotry on which they stood was one of its extended claws. It must have died weeks ago and most of its rotting meat had been consumed, but the last dregs of its remaining rotting body parts were seeping into the water and being consumed. Under the shell they could see a huge cave in which surf boomed; this must once have been the face and soft parts of the crab, now rotted and gnawed away to reveal a huge, yawning chamber of dead meat and carapace.
They turned back to the moored ship. No one hailed them and there were no signs of life. The crew were either dead, lost or in hiding. They had found a ghost ship moored to the corpse of a gargantuan crab.
The Wrathbreakers shrugged, and prepared to board…
fn1: I have a schematic but it’s so embarrassingly bad I won’t put it on the web.
Leave a Reply