Sundered Isles 7 - Making connections, visiting taverns, starting quests
The narrative naturally allows me to take a stab at Sundered Isles' connections mechanics, and as I chase leads for a fat merchantman with which to placate my crew, new story lines appear unexpectedly
Find all entries in my Sundered Isles solo RPG campaign playthrough here
In this session, the power of solo RPG-ing really surprised me in delightful ways. Sundered Isles’ “Cursed Die” addition to the Starforged oracles mechanic is a small, but brilliant one. It lead to the creation of a seemingly “transactional” NPC to open up entirely new possibilities for interaction for my character.
I visited the Spanish commander of the Spanish military fort in Puerto de la Rocca. I had noticed the presence of a larger than usual squadron of Spanish warships and was keen to understand the latest developments and goals of the Spanish Navy in the Emerald Waters. The meeting with Don Jayme went very well. He would not yet divulge any of the official plans, but we established good rapport [Make a Connection: 6+2 vs 4,5 = Strong hit (Formidable)] and he was happy to send me on an important task. I understood it to be both a favour (the payment for the mission would be worth my while) and a test of loyalty.
The task, he presented me with: [Oracle: Inspect, Disaster]. A Spanish frigate, the Flecha de Plata, had failed to report in Puerto de la Roca. Don Jayme was afraid of reports that bad weather had blown it off course and that it may have been wrecked in the treacherous waters around Gull Skerry - not least due to the lighthouse there having fallen out of use for some mysterious reason or other. If my crew and I could investigate what had happened to the Flecha, we would be rewarded not only in coin but also with valuable information on an Undead-infested island not far from here. I was keen to visit such an island - not only for the potential harvest of Ash, but also because it could provide me with more clues on my study of necromancy.
I swear the Iron Vow to investigate what had happened to the Flecha de Plata: [6+2+1 vs 9,10: Miss]. However, when I bring these news to my first mate, Dorian O'Rourke, he points out that the men will follow me neither to Gull Skerry on some investigative mission nor to an island full of undead before we had scored an easy, fat merchantman as I had vowed to do. [By swearing the vow, I also mark progress with my new connection, Don Jayme]

I take to the streets of Puerto de la Rocca and visit its taverns. I need a lead on an easy merchantman to hunt down. [Gather Information: 3+3 vs 5,8: Weak hit; +1 momentum].
After much eavesdropping and probing conversation, I finally learn of something worth my time and effort. A medium-sized Kayran merchantman is to set sail from Port Caldera one week from today. She has been delayed by the recent storm that tore through Port Caldera. Bound for the mainland, my contact informs me that she is supposed to carry a large shipment of Ash amongst the more mundane cargo of livestock, hides and fur. She knows this because she herself helped store the contraband on board at a shady bay on Kouri Islet. Furthermore, she tells me that the ship will sail without escort and with a pretty small crew in spite of its valuable cargo. Attracts less attention this way. No pirate would want to go after a ship full of livestock and furs.
I press her on how she knows this much and why she shares it with me. Turns out, the merchant company in question, the Jade Cabal, had dismissed my contact, wanting no interference from "Bakura scum" in their operations. They had tried to have her killed "in an accident", but she slipped away and found passage to the relative safety of Puerto de la Roca.
She is willing to give me the name and description of the ship, but only if she can come along - and if she receives 25 per cent of the profits [complication from the weak hit]. That's a steep asking price, yet if what she says is true, even 75 per cent of such precious cargo so poorly guarded would be enough to placate my men. I find out more about her before I agree:
Saida Vayan is Merthen, of relatively dark purple skin, hails from House Bakura on Kouri Islet
She has a commanding presence, yet there is something shifty and unnatural about her appearence. In tiny glimpses it is almost as if I speak not to a human but an altogether different creature. Yet these glimpses are so short-lived that I ascribe them to a bit too much grog. Still, something to keep an eye on.
She is quite demanding. Her offer to me seemed less like helpfulness and more a means for her to get what she wants.
Saida told me she is not much of a mariner (a relative statement for a Merthen of the Myriads of course), but has spent almost her entire life in the outlands as a hunter, trapper and fisherwoman. Many of the hides on the target ship come from her hand - on Kouri. A hardy, self-sufficient and crafty type.
Her skirt is remarkably colourful, striking me as an odd choice for a hunter. From her ear hangs a pendant with a glimmering gem.
Around her belt I see two matching hatches. In her bag, I see an ornate blowpipe.
[Make a Connection: 4+2 vs 3,8 = Weak Hit. Fits well with the cost explained above. Given the interesting "Cursed" aspect of her being "Transforming", Domingo is intrigued. So I think she might play a bigger part in this story than just this one merchantman. I will give her the rank of Formidable]
I tell O'Rourke and then the rest of the crew that we are headed towards Port Caldera at best speed. We need to reach the harbour before this potential prize sails away. Intercepting her will be very problematic otherwise. The men cheer!
[I mark progress on the quest to capture a fat merchantman]
We set sails with Saida having joined us. As we make our way, Saida mostly keeps to herself, letting us go about the business as usual. At meals, I invited her to my cabin and we chatted a bit about the situation in the Emerald Waters. She has no love for the Kayran Empire but had seen no reason to actively rebel against them until this latest affront. I am intrigued by the momentary, fleeting glimpses of the unusual - the unnatural - about her appearence. I do not raise the question and she offers no further details about her backstory. Instead, I turn to my library on the occult and try to see if I can piece a theory together.
[Scholar of the Occult: Gather Information by conducting extended research: 5+3+1 vs 1,7 = Strong Hit; +3 (!) momentum and discover something helpful and specific.
What do I learn about Saida's condition? I roll on the Descriptor and Cursed Character Details Oracles: Trapped + Undying!]
I can hardly believe what my observations and my research lead me to conclude: The eerie, shifting appearance of Saida can only be attributed to her being blessed - or cursed - with being trapped between two different planes of existence. If I am correct, and I have no doubt to doubt myself given the facts before me, she is not able to die! It could be that her very being was affected by the Sundering, trapping her body and soul in between the world of before and the world of now. This is beyond exciting!
[Oracle, am I the only one who has seen the subtle glitches in Saida's appearance? 63, Yes.]
I further conclude that Saida is not hiding her odd features with a mask or a hood or similar because nothing seems amiss to the untrained - or untainted - eye. It has long been posited that studying texts like the Necronomicon are not without consequence to the senses (and the sanity) the reader. My hypothesis is that my very exposure to the occult has sensitised me to such subtle details of the truly unnatural. My interest in Saida now grows far beyond the chase of this merchant ship. I will have to do what I can to keep her as part of our crew. I have much to learn, I think, but I must be tactful in how I go about it. Let us first get her her due payment!
[Set a Course: 3+5 vs 1,6 = Strong Hit; +1 momentum; momentum maxed out at 10!]
We make it in time and Saida points out the Demeter to us. The merchantman is due to set sails the very next day.
[I mark progress again]
We conduct the briefest of re-supplies and prepare to follow the Demeter at a discreet distance, pretending to be carrying a load of textiles to Apex Isle.
[To check if the Port Caldera authorities and onlookers buy our bogus mission, I Secure an Advantage + shadow: 6+1 vs 2,8 = Weak Hit: I choose that I gain a +1 on my next move]
Luckily, our ruse works without further questions. We load up the textiles and prepare to set sail once again.
Health = 4/5, Spirit = 5/5, Momentum = 10/10, Command = 2/4, Alecto integrity = 3/3, Supply = 5/5, Hold = 5/5
Vows:
Create a utopia free from imperialism through necromancy (Epic, 0/10)
Find and capture a profitable, easy merchant ship (4/10)
Investigate the Flecha de Plata’s fate (0/10)
Bonds:
Nerisa Redpalm - Port Caldera (0/10)
Don Jayme - Puerto de la Roca (1/10)
Saida Vayan - On The Alecto (0/10)
Remember +1 on next move (not a Progress Move)
TO BE CONTINUED NEXT TIME WITH A PURSUIT OF THE DEMETER.