5. Journey Through the Southern Sea

It has been 5 days since you dealt with that terrible banshee who used to be Sareena. You feel confident that she’s gone for good – after all, Glittereye told you that he stabbed her in the skull in the Shadow World. And you can believe him, since Gentil was there to corroborate the story. That being said, the Shadow World is a whole new concept for all of you, so who knows what the future holds? You have made some dangerous, dangerous enemies.

The sun is dead ahead and it’s setting. Not that you have any reason to worry (with a couple of seasoned sailors among you), but this confirms that you’re headed the right direction. To the north, you can see the mighty Mountains of Derthum, the ancestral home of all dwarves and now the Khanate of Khuz, or Southern Kingdom as some call. In and around those mountains hundreds of thousands of people (mostly dwarves and humans) live their day to day lives. Beyond the mountains are the Plains of Athean, at the centre of which is the capital city of the Luthian Kingdom, which has many names. In Elven, they call it Talec, but in Dwarven it’s called Dargathum. But in Common, it’s simply the King’s, short for King’s Capital.

While your path might take you through these places, your destination right now is different. The Bookwyrm is bound for Hetland, a massive fort city that has been carved into the walls of the bay of the same name. The cliffs surrounding the southwestern shores of Athean (the general name given to the Western Kingdoms by the locals) make it difficult to dock. As such, Hetland serves as a gate for the rest of the world into Athean. (Unless if you’re coming from up North, but that’s a whole other story. )

M’am

As M’am explains to you the geopolitics of the Western Kingdoms, they look very excited. You can see them light up as they talk about things they know.

“You know, if you want to find out more, feel free to check out the library in the hold. It’s awfully difficult to maintain a library in a ship, but I’m no regular librarian, as you might be able to tell.”

M’am doesn’t like talking about themselves all that much and seem to offer a different story whenever they’re asked where they’re from.

“Oh you know how it is. A little child, abandoned in the middle of nowhere, found and raised by clerics of Lady Light, and then abandoned by those very same clerics when it turns out to be slightly different than everyone else. Luckily, I don’t need some fucking cleric to tell me what the Lady Light thinks of me. What’s between me and Her Grace is our business.

And hey, if she didn’t like me so much, how come she responds whenever I call for her in combat. And trust me...  I call upon her way more often than those old bearded bastards do.”

Saga

Saga, on the other hand, is more willing to talk about her past. She seems particularly enthusiastic to talk about the Dawnwardens, the somewhat secretive order who has been tasked with defending the Blade, Ebranthar. Ever since the journey started, Saga has been looking after Gilderoy, who almost died when Sareena let loose her terrible wail. It doesn’t look like Gilderoy will be back in action until you reach Hetland. Hopefully, at least.

“The Dawnwardens have been around for quite a while. Legend has it that a mighty warrior named Taegan became the first Dawnwarden when he defeated the Shadow and sealed it away so that it could never come back. The seal was blessed by the Daughter of Moon – a title held by the Northern Queens, since time immemorial.”

After she says this, Saga closes her eyes, and repeats this verse from memory. As she does, you can see that the air around her starts to glow ever so slightly. A dim light that soothes you and makes you feel safe.

“Though all I see is darkness I shall not fear.

Though the clouds cover the sky I shall not despair.

The Daughter of Moon smiles upon me;

and through her gaze, so does Elessi.

The full moon is my shield, and Seven stars my blade bestow

With the Blessing Elessinan, I shall smite the Shadows.”

“The Dawnwardens used to be… Well, we used to be a Grand Order, employed as the Realmsguard for the Luthians, the Middling Kingdom. This was years ago. When I joined – and I was still young and naive – the order was well past its glory days. We barely had the numbers to keep the peace in a handful of townships around the King’s. That didn’t stop us from trying. 

Then one day, Master Naemor, who trained me in the ways of the Dawnwardens, summoned me. That’s the day I met Mr. Blaxton. He was there with Master Naemor.

Master Naemor then explained to me that I had to take Mr. Blaxton and Ebranthar and go East, away from Taegan’s Rest. He explained to me that it would somehow be safer there than it was at the Halls of our Grand Order. It did not make sense, but who was I to question to wisdom of Master Naemor. 

Now it turns out Master Naemor was wrong. We weren’t safer in the East. But we will be safe… We will be safe once we get back to Taegan’s Rest.[3]  I know it.” 

Cham

Cham has set himself up in one of the rooms in the lower deck. In a way you can’t explain, the room he set up looks exactly like his Shoppe of Curios back in Port Gardan.

“Well I can’t let you in all my secrets now can I? Let’s just say that this layout is perfectly optimize to maximize commerce. I am an expert of this, you know.”

“I hear you are not going to Sheyir, but that’s fine. Hetland is also a great city, my uncle’s ex-wife moved there after things went south. Terrible situation, but hey I liked her better than my uncle so good riddance if you ask me!”

“So listen. I have a business proposition for you. How do you feel about a little investment? If you donate a certain amount of your sovereigns to me, then I can use that to upgrade your equipment here. Of course, we will use a certain cut of that money to invest in some goods that I will then sell.

You can trust me, when have I ever lied to you? I know people, good people, in the Merchant’s Guild. In fact, when you have the time in Hetland, bring this letter to the Guild Offices there. That should get things rolling.”

M’am’s Library

As M’am has promised, there’s an extensive library in the hold. Something about this library doesn’t feel quite right. As you enter the room, you feel the air get considerably drier, much unlike the salty, misty sea weather outside. You safely assume that there’s some sort of enchantment in place. It’s fascinating if you’re into that kind of stuff.

It seems like there are books about a huge range of topics. Religion of the Western Kingdoms, the Khuz Cuisine, Athean Cuisine, even Elven Cuisine! Some book titles:

-       “Lands of the South” by Deckard Coradin

-       “Travels of Deckard Coradin” by Deckard Coradin

-       “The Sea of Aldenaan” by Deckard Coradin

-       “Dargathum: The Lost Jewel” by Olyer Bagdarim

-       “The Midlands of Athean” by Deckard Coradin

-       “Food, Nations, and Athean” by Lander Merrick

-       “Speeches of Ebrea” – A book banned in most of Athean

-       “Canticle of the Moon” – An Elven cosmogonical story

The rest of the trip

It’s now the tenth day of your journey. You’re merely a few days away from Hetland. You passed by the tallest peak of Derthum just yesterday and you could barely make the shining tower that marks Sheyir, the capital city of the Southern Kingdom. For generations, that tower has marked the southwestern edge of the continent, not to mention standing as a testament to Dwarven architecture. Atop massive tower, you can make the features of the Lithyaz Kurt, even from this distance. 

The sun is setting and everything is a pleasant red. But soon, you hear M’am yelling from the crow’s nest.

“Oi, look alive ya nerds! There’s a ship in the horizon and it’s heading straight for us. And I think I recognize it.”

“See that flag? It belongs to the Freeholders of Gryphon, the weirdest pirates roaming the Southern Sea.”

Just as M’am finishes explaining to you who these weirdos are, you hear a loud bang and a few seconds later a big splash! It’s a warning shot.

“Let’s… Let’s try talking to them first before we do anything. The Bookwyrm is a great ship, but we’re under-crewed and our fore sail is still burnt. There’s no way we can outrun that ship – which is, if my eyes don’t deceive me, The Final Pam.

“The Freeholders have multiple ships, obviously. But The Final Pam is their biggest baddest ship. Hopefully it’ll be fine. Just… Be careful when you speak with Captain Gryphon. I’ll be on the crow’s nest, maybe we can pretend I’m not here, which should cause much less trouble. And Saga, I suggest you stay below deck with Mr. Blaxton.”

The Final Pam approaches

As this imposing ship, easily twice the size of The Bookwyrm, you hear a distant voice, like someone yelling at the top of their lungs, but you can only barely hear it because they’re at least 300 meters away and on another ship.

“HEY! HEY YOU! WHY DON’T YOU STOP HUH? IT’S A GOOD SHIP YOU GOT WE WANT TO TALK, HEY COME ON!”

Aggressive response

“Hey. Hey guys. Hey. I don’t think that’s a very great idea, because we have guns. Many guns. So many guns. And you’re small. But if you wanna fight we’ll fight you very well. I advise against it though.”

If this somehow leads to a fight, let me remind you that The Final Pam has a crew of at least 30 sailors on board.

Not so aggressive response

“Yo. My name is Gryphon and this is my ship! These are my beautiful boys and they run this ship with me. It’s a great deal. They work and I reap the benefits.”

As you look take a look at Gryphon’s boys, you notice that they’re all unbelievably misshapen. Some have unholy, impossibly shaped faces. Others just look sad and dejected, with weird coloured hairs and make-up. They’re all wearing tunics that are brightly colored – they’re kinda fashionable, actually. 

Gryphon will notice that you are all very powerful on your own right and doesn’t necessarily want to fight you, because he knows that you’ll kill some of his beautiful boys during the fight - even if you would eventually, inevitably lose.

Instead, he has a suggestion. “Listen. Listen. LISTEN. I will let you go, but I need your help with one very tiny, teeny thing.

You see, two of my best boys, my original partners in crime, who are dearer to me than brothers, are currently rotting in a jail cell in Hetland. Promise me – pinky promise – that you will rescue them from the jail cell in Hetland, please?

Oh come on please pleas please? If you don’t agree, then I swear to fucking Todd I will make your life a living hell, starting with burning your ship after throwing you overboard.” 

More information?

“Ah I suppose that’s the least I can do. Okay. Okay. So Captains Juice and Trevor were… Captured in Hetland after a long night of debauchery. It’s kinda funny, because we’re big, terrible pirates. We kill people like all the time! But alas, these two dumdums were arrested after drinking too much! What a bunch of losers, am I right? But, as the leader of the Freeholders, it is my duty to make sure that my people hold their freedoms. Get it?”

Hetland is a very big city, huge. It’s built on the two walls of the gigantic valley that is at the end of the Bay. A big stone bridge connects the two parts. Most ships dock at the Eastern Wall, but they keep the prisoners on the Western Wall. Crossing the bridge usually isn’t that hard, but getting into the prison can be a bit troublesome. You could force your way in, but if it were that easy, I’d do that myself, don’t you think? Todd’s sake.

No, I need you to be more subtle, okay? You don’t want the Realmsguard to be on your fucking case after you do this, just like you don’t want me to be on your fucking case. If you take too long, I’ll know and you’ll be hunted like the deer you are. I swear to Todd I will fucking eat you if you fuck this up.”

Anyways, I hope that clears everything up! Bye!”

He says this and swings back to his ship. 

Approaching Hetland

5 days later, as your supplies are just about to run out, you see the Bay of Hetland ahead. It’s an imposing sight: Two massive mountain ranges surround the Bay, as if it was carved out of a much larger mountain range in aeons past. You sail into this gaping maw, and as you do the sky gives way to rock and stone. The walls of this valley are impossibly tall. Up ahead, you can barely make the silhouette of the city proper.

But soon, it becomes visible to you in all its glory. The mighty city of Hetland, the largest port in all of Athean welcomes you into its threatening embrace. The many terraces of this city are carved on the two “Walls” of the Bay and are connected by a massive stone bridge that arcs above you.

“That’s Mostar Bridge,” M’am says as you stare at the city in awe. “As Gryphon was telling you, that’s Eastwall, and that’s Westwall. Eastwall is where most people enter the city and Westwall is… Well Westwall is not as nice as Eastwell, let me just put it that way.”

As the Bookwyrm approaches the docks, you realize that there is a lot of people on the piers. Upon a closer inspection, you notice that these people don’t look like sailors. They’re more like families who are carrying everything they own with them, vagrants, common folk, elves, humans, and dwarves alike.

“It seems to have gotten worse,” Saga says when she notices the crowd.” 

“Things weren’t all that great when Mr. Blaxton and I left for the East. There was unrest brewing in the Midlands. More than a few dry seasons, and the fields remained unworked. I had faith in the Realmsguard, but I suppose that didn’t work out quite well.”

[Note: Beyond the Valley of Hetland, there’s a civil war brewing. The Serpent’s Rebellion is in full swing.]

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6. It’s Not Hetland, it’s Bridgeport

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4. Exorcism Aboard the Bookwyrm