
The Wrathbreakers have encountered parasites on the open seas on the western edge of the Archipelago, and also some monsters. Having killed the monsters, they decided to also kill the bandits who they are working with, but first they must travel to the Lambent Cays to meet the Gull, and find out what this mysterious dwarf knew about the Ashentide and the activities of deepfolk in the southern Spine Mountains. Can they hold their wrath under control until their work in the Lambent Cays is done?
A serendipitous offer
With 12 crew from the Stirge, two survivors from the Wages of Sin and the four Wrathbreakers themselves, captain Leneus realized that he could scratch together enough crew to sail both ships to the Lambent Cays provided the weather remained fine and he could put Bao Tap on one of the ships and himself on the other. He called the Wrathbreakers to his cabin and put this suggestion to them, followed by another, grimmer idea: if they would stick with him back to the Bones after their task in Lambent Cays was complete, he proposed that they help him destroy his boss Krotos and take over Krotos’s criminal enterprise. In exchange he offered to let them keep the Wages of Sin. “I’ll throw in a crew to get you as far as Hadun, and you can even keep the boy,” he added, “Provided you return him relatively intact when his family have paid their debts. Don’t worry, you’ll be bored of him by the time they do, it’ll be no skin off your back.”
Given that the Wrathbreakers had already agreed quietly together that they would murder Krotos and break up his criminal enterprise when they returned to the Bones, and had been planning to murder Leneus on their way to the Lambent Cays as the first instalment of their plan, his suggestion seemed ideal. He and his little crew of flotsam could help them to surprise Krotos and kill him, and hopefully during the battle a few of them would be killed by Krotos’s men. Then they just needed to clean up Leneus with the same treacherous moves he had shown himself willing to deploy on his own boss. For once, they really did have an effective plan! They agreed to his scheme, and the following morning Bao Tap and Ella joined seven crew on the Wages of Sin, to help sail it to the Cays.
Pearl Reach
The Lambent Cays are a string of small islands to the west west north of the Bones, which are situated on a wide shelf that forms a shallow sea surrounded by deeper ocean. The islands are all between 10 and 30km apart from each other in a chain, and each island is about 1-5km across. Most of them are uninhabited, but five of have small monasteries on them.
The islands are surrounded by sprawling coral reefs, which can extend up to several kilometres offshore and which glow during the night with phosphorescent light. This means that the islands are only approached at night, because the gaps between the reefs are clearly visible as pathways of shadow between the phosphorescent light of the reefs. The coral glows with a different colour depending on the position of the island in the chain. The waters of the northernmost islands glow a rich, dark bluish-purple, while the seas around the southernmost islands are flooded with a vivid red.
The five inhabited islands are called:
- Indigo Haven
- Cerulean Gardens
- Pearl Reach
- Amber Inlet
- Jasper
The Gull lived in the central island, Pearl Reach. The reefs around Pearl Reach extend several kms from the island itself, and are a brilliant flickering mixture of silver white and green. The channel to the harbour is an arc of darkness that spirals through this cloud of light, twice circling the island before finally opening to a small bay on its eastern side.
The island itself has a small port inside this natural bay, surrounded by cliffs. There is a small town here, called Pearl, which is a little back from the sea by the side of a small stream. Boats anchor in the bay and ferry in passengers and goods in small ship’s boats. The bay is lined with a smooth, clean beach of white sand. The town has a population of about 200, all support workers for the monastery.
The rest of the island is formed from the slope of the hill that hulks around the bay. The hill is about 100m high at the top of the cliffs overlooking the bay, but then sweeps back up to about 500m high, an old volcanic peak. It then reaches in a smooth slope down to the sea, falling over a distance of about 4km. The rear half of the island has two other small towns, of 200-300 people each, which support rice farms, sheep herding and fishing. The Wrathbreakers did not see these settlements as they sailed into the island, because they had to circle the island at night, sailing carefully through the wide, dark channel that cut between the reefs in a steady spiral towards the bay, Bao Tap and Leneus concentrating on the wind to ensure the ship stayed steady, the sailors rowing carefully and concentrating on the steering. All about them the sea glowed a deep, rich mixture of whites and greens so that they felt they were sailing through star-glowing clouds rather than water.
Finally they reached the bay, and the crew visibly relaxed as they broke free of the channel between the reefs, leaving the silvery water behind them and sailing into the secluded, lapping shallows in front of the town. Ahead of them they could hear the gentle susurration of waves on the beach, and see a line of lights where the town sat a little back from the shore.
The Gull’s Secrets
They found a hostel near the shore and collapsed into the first decent sleep in 10 days, freed of sailing responsibilities, the noise of the bandit crew fussing on deck, or the constant unsettling swaying of the ship. In the morning they headed up the cliff face to the monastery, to find the Gull.
The monastery, they learned, is a complex of caves set into the top of the cliff, with visitors rooms, chapels, galleries and accommodation in the airy, open network of rooms with windows overlooking the sea and laboratories, libraries and workshops buried in the depths of the mountain. Somewhere above this, slightly inland and higher up the hillside beyond the cliffs, they were told there was an ancient forest called the Sacred Grove, which acted as a kind of seed bank and repository of all the ancient herbal and natural resources the dwarves used in their seasteads. Although the origin of the dwarves was a secret kept from humans (or perhaps a mystery to even the dwarves themselves) one rumour held that they had sailed to the Archipelago from the west, beyond the maps, and the Lambent Cays had been their first stopping point. Here, before they spread out to settle seasteads all across the western and southern oceans, millenia before they formed their first settlements on the Isle of Teseran, they laid in a stock of their most precious magical and medical plants, and left a devoted priesthood to husband the grove in perpetuity. Now thousands of years old, the grove was a seedstock for the entire dwarven realm. If a seastead on the Sahakan Ocean suffered some catastrophe and lost some of its most precious herbals, it could send word to Pearl Reach. The guardians of the Grove would procure a cutting, bulb, spore or seed or shoot from the Grove and send it with all due care to the supplicant, restoring their ability to grow all the most important things they needed. It was also said that these guardians regularly harvested the magical and medicinal plants of the grove and worked to make potions and potent magic items which would be distributed to seasteads and ship’s captains as they were needed. Particularly on the Sahakan and Dorato Oceans, these magical items and the full range of apothecary goods and trinkets were essential for dwarven stormcallers to protect their seasteads from storms, leviathans, pirates and all the mysteries of the ancient seas.
And, upon retiring from adventuring, the Gull had joined the guardians, to spend the rest of her days in quiet gardening and arcanery.
They met her in a pleasantly furnished and comfortable viewing gallery with fine views over the bay and the flickering reefs, and she led them to her personal study. This was a smaller, cozy room with a balcony protruding from the cliff face, notes scattered around, some plant cuttings on a bench and pencil sketches on the walls. They sat down to talk in comfortable chairs around a coffee table, taking coffee and sweets. She was a lean woman tending to middle age, with scars of dark magic on her neck and cheek and a calm, detached manner. They told her about the deaths of her fellow Ashentide members Gerald and Verbere, and a little about how they had helped Siladan in Estona.
In return she told them again the story of the final adventure of the Ashentide, of how they had to abandon Ash’s body and did not know if she had been brought back as undead by the deepfolk. She remembered that they had stumbled on a small squad of deepfolk carrying the box of elven documents, and they had fought hard to defend them. She remembered that after they retreated from the deepfolk camp they had checked the documents but it had all been gibberish to her. Many of the pages, she recalled, looked like the diary of a madman, with strangely chaotic writing in many different sizes and styles, lists and diagrams and doodles that made no sense. She tried copying them but could not easily capture the sense of the writing, and gave up quickly. After that the group retreated to Estona and broke up there. When they parted they left the documents with Siladan, who seemed most interested in them.
The Gull told them she still had a box of mementoes from her time with the Ashentide, and they were welcome to take the afternoon to go through it while she worked. They searched the box and found little of interest, but between two sheets of paper with attempted sketches of the elven documents they found a note, written in deepfolk. The sketches had stuck together with damp or some light glue, perhaps an accident of the work environment at the time, and the Gull guessed the note had been between them. Looking at it now, many years later, she guessed it had been amongst the elven documents, and had fallen amongst her sketches at some point. She could not read it, of course, but the Wrathbreakers could. It read as follows.
Master
These notes are old, and make no sense. You curse me with their interpretation. This language is filthy when spoken by the sane from amongst the Tree Scum, but this is madness, one crazy man’s notes on his dreams.
They raise a question for me though. You say these writings are old. The mad fool who penned this dross implies that the Seven Children of Rage did not exist until the beasts who walk beneath the sun (may they all be reaved from this land) arrived.
We cannot know. But I have heard rumours of an ancient observatory from before The Awakening, somewhere in the region the beasts call Darepo (may the seas around that peninsula swallow them whole). Of course it is lost to us. If its records survive, they will have the truth of it.
Bid me not journey there, I would never again walk under the sun. There must once have been a road there under the earth, but it is lost to memory.
Who would journey all that way for simple rumours? Unlike you, I care not for the stars we abandoned, but only for the beauty of the still darkness beneath the earth, and the consolations of rage.
WRATHCHILD!
So, the Wrathbreakers surmised, the deepfolk had once long ago had an observatory on the Cape of Darepo, and had abandoned it at about the time that humans arrived on earth – which is what they suspected The Awakening referred to. Why would people who live under the ground have an observatory? Simple curiosity? Furthermore, the Seven Children of Rage was a reference to the seven stars that must align soon, at which point the Deep Cult’s secret goals might be realized. Yet this letter – taken from amongst the elven documents – suggested that these stars had not existed before humans arrived. How was this possible? And how could this information be in elven documents, which were apparently the raging of a madman? What mad elf had written these documents and how had they been lost to the elves and recovered by deepfolk?
The Wrathbreakers would find out. They planned to return to the island of Hadun through Alpon, and to get there they had to pass through the Cape of Darepo. They would find this observatory and loot its ancient books, learn why the Deepfolk had an observatory there and why they had abandoned it, and uncover whatever secrets it held – no matter what the cost.
But first they had to slaughter Krotos the dwarven gangster, break up his evil gang, and take back the Eye of a Dead God, which currently slept in the darkness of a cellar in the millenium-aged bones of an ancient leviathan. They bid the Gull good day, and turned their faces to the sea…