Each of you,
for your own individual reasons have seen the poster, hear the criers, and
decided to strike out at the Condor’s call to forge a new life in the Domelands.
Some sell all that they own, some had nothing to sell, but all find their way
to the port town of Broadkeel seeking passage to the capital city of Lemia:
Bornos.
Many a
merchant vessel has decided to set aside trade for the time being and instead
ferry adventurers, soldiers, farmers, and all those intent on new life or fast
fortune to the grand city of Bornos. It is on just such a vessel, the Singing Bounty, that you find yourself
along with 30 other hopefuls, and on a sunny morning the Bounty launches taking you all into an uncertain future rife with
hope, fear, danger, and potential.
The captain,
a swarthy dwarf named Ironcraw, calls out to his crew to cast lines and haul
anchor. The sail, shining in the morning sun against a clear cloudless sky,
hoists high and fills with the lusty breeze billowing out of the bay. You hear
the creak of timber and rope and the Bounty
adjusts to the sudden strain and then she almost leaps forward, kicking up
spray over the rails which falls on your face like cool wet kisses. Across the
waves you see the two other ships which are making the same journey alongside
you keep pace with the gliding roll, angled wakes flowing behind as the trio of
ships cut through the water.
As the day
rolls by you interact with those around or not, as your nature and personality
allows, but you come to have a grudging respect for Ironcraw’s crew – a salty
collection of races and nationalities, raw and unrefined to be sure, but hard
working, good natured, and for the most part moral and gods fearing.
As for your
fellow passengers you find it harder to judge. A few claim to be farmers but
clearly are not; others claim to be seasoned adventurers but your practiced eye
tells you a shovel or reaping scythe fits better in their hands than a sword. Some
keep to themselves, some seem desperate for conversation. Some are confident,
some look terrified, and a few look bored. All are careful not to reveal
everything in conversation or manner, holding secrets from strangers and new
friends alike. But that’s hardly surprising, for aren’t you doing the same?
The days
roll by like the waves underneath you, one much like the one before it. It is a
fifteen week journey from Broadkeel to Bornos, but the steady wind and smooth
sea has shortened the expected time to fourteen weeks which has all in good
cheer. It is the beginning of the eighth week, the thirty sixth day at sea,
when you come out on deck to see an odd sight. Where a bright rosy sunrise
should be breaking over the waves instead you see a rusty red orange smear
wiped over the eastern horizon. The crew stands still – the first time you have
seen such a thing from the industrious and hardworking sailors. All heads are
turned to the east save one. Old Jarl, as his fellow sailors call him, a grey
haired leather skinned half-orc who seems wise with old lore stands looking
north, one hand wrapped around his coarse beard under hard piercing eyes. Your
ears pick up mutterings from the crew: “An ill omen.” “Out of the worst tales.”
“Never have I seen a morning sky that bad.” Your eyes however are mesmerized by
Old Jarl until you slowly turn to the north and seek out his focus.
It is not
hard to find. On the northern horizon is a pitch black storm cloud, rolling and
pulsating like boiling bile, illuminated in erratic flashes of unnatural indigo
lightning. Aside from the color and activity something strikes you as
profoundly odd about the stormfront. Turning back you see that Old Jarl is now
looking at you and, noticing the uneasy puzzlement on you face, says with a
grim expression, “It’s coming towards us. Against the wind.”
The breath
holding stillness is suddenly shattered by Ironcraw’s rough barking voice,
shouted out over his forked goatee. “To your tasks! We sail for speed!
Passengers all below deck. Crew all hands ON deck. MOVE PEOPLE.” Immediately
the ship becomes a flurry of activity. You hurriedly head below deck and into
the cargo hold. Rough partitions were set up using pieces of old crates to
create the illusion of privacy in the damp hold and you hurriedly make your way
to your assigned “cabin.” As you do you hear the word being spread around by
the other passengers. “Is something wrong?” “Why should I have to stay below?”
“All this over a sunrise? They aren’t all pretty you know.” “I’ve got a bad
feeling about this.” “The ship is moving more, isn’t it?” That last comment
give you pause – the ship is definitely rocking more than normal. A few people
stumble around you. Determinedly and guided by a gut instinct, you enter into
the small stall that has been your personal area since leaving Broadkeel. You
weren’t able to bring much – the passage fee was almost everything you could
scrape together – but you never would have left without… there. There it is.
Your hand finds the sailcloth wrapped bundle that contains your prize
possession. Quickly securing it to your person with some twine you join the
other passengers in the central area of the cargo hold.
Time goes
by, marked by nervous conversation and an increased violence in the ship’s
movement. One passenger, a youthful swordsman whose normal bravado is now
completely gone, looks around and asks, “How long has it been? Can it be night
already? The porthole windows have gone dark.” Sure enough a quick glance
confirms it – the sky is as dark as midnight. Darker; no stars reflect on glass
or wave. A tall scholarly man in robes who has largely kept to himself pulls a
gnomish timedisk out by a gold chain and tersely says, “It is but noon.” Just
then a sailor stumbles down the stairs. “We need aid,” he breathlessly gasps.
“Any man who is willing to pull an oar head to the benches. The wind, though
strong, will not save us alone.” Every man and woman volunteers.
As it
happens, there is not room for every man and woman on the rowing benches. You
and the rest of the passengers are split up into three groups of ten. Forty men
row at once – twenty passengers and twenty crew. Every hour ten of each cycle
out to rest. You find yourself in the second group – the first batch to row a
full two hours. Once your breath synchronizes with your rowing the steady beat
of the bosun’s drum hypnotizes you after a time, so that the movement of the
ship and the noise of straining lumber falls away into a no-time of drum beats,
oar strokes, agonized muscles, and falling sweat.
You are
startled when your relief, a young redheaded woman intent on owning her own
farm, taps you on the shoulder. Dazedly you stand and move away from the bench.
Reality drives the rower’s fog out of your mind with a gasp of breath. The
first thing you notice is that the ship is violently heaving. The second is the
distant roar of primal wind above. Exhaustedly you stumble up to the deck,
determined to see the situation.
The movement
of the ship is so violent that you have to climb up the stair to the deck using
your hands as well as your feet. As you do, a sailor flies down past you
screaming, “Pull in the oars! They’ll break and tear timber! Pull them in damn
you!” Coming out on deck you see indigo lightning flash, hear a roar louder
than anything you have ever experienced and are suddenly thrown through the
air. You crash into the ship’s rail, desperately grabbing it as you do so. The
roar is the wind, a constant force strong enough to tear cloth. Many sailors on
deck are now shirtless. Rain cuts like thrown razors as it flies with the wind,
and you are soaked to the bone in an instant. Scattered lanterns weakly cast
globes of light onto the deck, flames fluttering even under glass shutters.
Lightning flashes from somewhere every half second bathing the deck with an odd
purple strobe effect, disjointed from random directions. Idly you think to
yourself the staccato thunder claps barely make it through the intense roar of
the wind, a though far too calm for the moment. The rail bucks and moves
underneath you like a wild horse trying to throw its first rider, and once
again you descend into a timeless mind frame – focused solely on hanging to the
rail in the howling darkness. Every so often your feet are drenched. After the
third drenching you realize it is not a wave soaking your feet, but that the
ship is rolling so badly that your feet are dipping into the wild sea.
You have no
idea how long you cling to that rail – feet dipping, lightning strobing, rain
cutting, wind roaring – when almost suddenly the movement stops, and the ship
lies still. Slowly, with limbs you have forgotten how to use, you clumsily
climb off the rail and on to the deck. Sitting flat on your rear, you survey
the scene. The ship is still and unmoving, a calm circle of sea in the center
of the storm. The wind and its roar has stopped, and now you hear a constant
crash of thunder and the lightning continues to strobe in the dark clouds above
and around you. Every sailor you see has rope tied around him and to a piece of
the ship; two lines providing two anchor points. The sail hangs in tatters from
the yardarm, and several deck timbers are cracked and warped. Captain Ironcraw,
lashed at the wheel next to the pilot, pulls out a long knife and cuts his
anchor lines free. His voice, obviously screamed from the strain on his face
but only cutting through the thunder like a whisper, calls out, “To arms!”
“Are we
supposed to fight lightning and wind?” you think to yourself, when suddenly a
black tower shoots out of the sea and falls across the deck, splintering the
rails and deck and sending the mizzen mast flying. It is huge, dark, and
rubbery. Circular growths, each as big as a man, cling to the deck, and boiled
octopus in spiced broth – a port town delicacy - springs to mind. A sailor not
far from you screams “KRAKEN!!” at the top of his lungs before you see what you
now know is a gargantuan tentacle flex and with an earsplitting shatter tear
the Singing Bounty in two. The deck
slopes suddenly and you almost gently slide into the sea. Water and darkness
enclose you like a blanket.
Thrashing in
the water, you begin tearing off clothes, belt, boots, and gear as you struggle
to break your head free of the surface. Everything comes loose except your
pants, shirt, and the sailcloth bundle strapped to your back. You pause and
consider dumping even that most prized object when something hard and wooden
grazingly hits you in the head. Reflexively you grab ahold of it and recognize
the shape of an oar, securely held at the other end. You use the oar to pull
your head free of the water. At first all you can do is fill your lungs with
air but hands grasp you by the arms and shoulders and haul you out of the
water.
You find
yourself in one of the ships dinghies alongside fourteen other people,
including Old Jarl. The small boat rocks up and down over the ripples emanating
from when the Singing Bounty went down. The storm continues to roar above and
around you but your boat is within the area of calm sea that stopped your now
sunken ship dead in its tracks. The lightning continues to flash repeatedly,
showing you wreckage of the other companion ship now sunk as well (you later
learn that the third ship was unable to race the storm wand was sunk earlier in
the day). Four other dinghies are becalmed in the center of the unnatural
storm, the closest a mere thirty yards away. And then, the Kraken surfaces. It
resembles a dark black squid on a massive scale, and its great eye balefully
stares about the scene with dark intelligence. The mouth, a foul yellow colored
beak, opens wide and a tentacle grabs a dinghy and feeds it into the great maw,
horridly barbed tongue thrashing wildly. Your boatmates frantically rush to put
oars in the water, but Old Jarl quietly shakes his head – there is no out
running this doom.
A second
dinghy is grabbed – the one closest to you – and feasted on. Of the two other
remaining one decides to try to run for it anyway and madly starts rowing in
the opposite direction. A robed man with an impressive beard, one of your
fellow passengers on the doomed voyage, stands up in the dinghy and faces the
sea horror. The other dinghy, coming to the same conclusion Old Jarl did, sees
it’s retinue dive over into the sea attempting to escape by abandoning ship.
The Kraken rushes forward, whipping its long grotesque tongue back and forth
through the water, spearing people on its cruel barbs. You and your companions
watch, grimly waiting your turn.
Suddenly the
standing man in the other remaining dinghy shoots out a green beam of light
from his hand, which connects with the Kraken’s eye. The eye swells and
explodes in a spray of jelly like gore, and the Kraken emits a high-pitched
shriek. Its tentacles flail about, whipping the sea into a froth and sending
your dinghy dancing among the dark waves. You see the other dinghy, where stood
the beam emitting caster, fly to pieces as a tentacle lands a direct hit. After
a moment of shrieking and thrashing the Kraken sinks below the surface and the
sea grows calm. You wait for a tense couple of moments for the sea beast to
reemerge, but instead the storm slows and begins to break up. Minutes later
early stars beam down on you through a scattering of clouds and the sea returns
to normal, such as it can be.
You drift
for days, aimlessly bobbing over waves under an unrelenting sun. Two men die
from their wounds. A third simply jumps overboard and disappears into the deep.
Another goes mad and has to be killed by the rest of you for your collective
safety. The dinghy had two small barrels of fresh water nailed to it, as well
as a small box of sea biscuits as emergency provisions. You thank Ironcraw’s
foresight and wish him home safely to whatever god he worships. His
preparedness saves you and the others from having to make unsavory decisions
for survival. Even still, not knowing how long you may be drifting, the group
keeps strict rations on the food and water which keeps everyone alive but
greatly weakened.
As men who
may be doomed to die a slow death you begin swapping stories. Secrets are
spilled (although perhaps not all of them) and after a few days you know your
fellow boatmates better than anyone you have ever known in your life, and they
you. A few you frankly don’t care for – such circumstances can bring out the
worst in a good man, much less in one who is lacking – but most you form a deep
brotherly bond with.
After two
and a half weeks pass since the fateful encounter with the Kraken, Old Jarl
mentions that he thinks you may be drifting into the Forbidden Isles, where the
Wildmen dwell. Asking him to explain he tells this tale:
The Forbidden Isles are a dramatic name
for a handful of small islands inhabited by the Wildmen. There’s nothing really
special about the islands except that the Wildmen are incredibly xenophobic, to
the point where they will slaughter other tribes on sight, much less strange
folk who arrive by boat. Their shamans are not to be disregarded, and their
warriors are hardy and skillful for all their lack of civilization, so everyone
avoids them.
They’re hairy, almost like apes, and
use weapons and tools made of bone and rock. The islands are volcanic, and are
warmer than what you would expect to find this far north. They are lush and
covered with vegetation. IF we can manage to avoid being killed by the locals,
we may be able to rig up a boat that lets us properly navigate. Maybe even jury
rig a sail. Normally I’d advise avoiding those islands like the plague, but
given the circumstances…
Two more
days of drifting and you see land on the horizon. It is not long before you are
approaching a sandy beach, jutting out of dense jungle on a small island…
No comments:
Post a Comment