![]() ![]() (Unlikely.) One claims she zails on a living ship made of the still screaming skulls of her victims. (Possible.) Others insist she's the personal muse of the King with the Hundred Hearts. Some say she's a Clay Man who freed herself with the power of verse. Pirates fear the Poet.Įncounters with the Pirate-Poet ≤ 0 Game note: Trade a Drowning-Pearl for two Solacefruits. "How many pearls would be an appropriate offer, do you think? Ten thousand? A hundred? Fathers can be prickly." You take a pair of solacefruit from his trove, their flesh plump and glistening. He is ambitious, and plans to marry a Princess of the Leopard clan. A locked box sits beside him, containing delicacies retrieved from the Wisp-Ways.Īnother Day: Time, the Healer ≥ 50 His teeth are gold his rings wink with scintillack. It's vertical, admittedly, but once you find the beast-paths and urchin-roads, you can traverse it as you would a rocky moor, with an additional throatful of lurching terror.Ī Gleaming Marauder is assembling an immense hoard of Drowning Pearls There's a surprising quantity of actual landscape on the Mourn. You've been here too long, and you're attracting the wrong kind of attention. At one point you could swear you hear your name inserted in one of the more complex verses, but you maintain a diplomatic silence.Ĭonversation quietens as the drinkers look round. Your crew teaches the Limpet a whole cycle of epically filthy sea shanties. Triggers event: A Contretemps with Corsairs The Arrant Limpet trembles dangerously as the brawl gathers momentum. You never learn who said what, but someone ends up pushed out of a window. but although Gaider's Mourn is a free port, the corsairs prefer their own, and look askance at 'respectable' Londoners. ![]() The Admiralty would love to know.Ī drinking-den by the dock-cradles is a good place for your crew to find companionship and let off steam. That implies something interesting about Khanate fleet movements. The whisper is that a Khanate trimaran resupplied here last week, under a flag of careful truce. Scarred captains boast drunkenly of the prizes they've taken, and the victims they have marked out. Water slops over the edge of tubs, out over the edge to join the zee far below. Successive generations of children will name it, rename it, fling stones, dare each other to climb the pinnacle and kiss its fleshless hand.Ī steaming bath-house on a spur of rock. It's a painless death, but his slowly mummifying corpse will hang there for decades to come. He falls two hundred feet to be impaled on a smaller stalagmite in the shadow of the Mourn, and dies instantly. ![]() In the ensuing fracas, one of your crew is smashed through a flimsy wooden wall. You're eavesdropping on the captain of a lean black cutter when her first mate spots you. (Villainous-looking: but you know for a fact that she tithes to charity and has a delightful singing voice.) The topic turns promisingly to pillage and ambush, but your zailor is a little too forward with her questions. You and one of your more villainous-looking zailors join a dice-game. You could learn a lot here, but you'll need to go carefully. Gaider's Mourn swarms with pirates, smugglers and captains of uncertain allegiance. The winch-motor slows, and you hang in a cradle next to a red-bowed pirate cutter. Children clambering in crevices cheer and wave alarmingly. Now the Unterzee shimmers like glass below. Grizzled zailors groan and cling to stanchions. An intricate system of winches takes the strain. The corsair's citadel nestles halfway up. The Mourn is a stalagmite vast as a crag, and its foot has no safe harbours. Port interactions Gaider's Mourn Location description ![]()
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