The grizzled captain stands at the starboard side, his dim eyes gazing at the moon.
"I don't think ye should linger here. Though man tamed a small aclove by the strand, the wilds here will not bow to mortal steel, be it metal, or mettle."
The leader of your party steps off the ship quietly, ignoring the condescending ramblings of that old sea goer. He travels the perilous whaleroads, but he hasn't seen true danger. He doesn't know your resolve.
Instead, those commanding eyes shift swiftly, a strong voice reaching out, "Where is this aclove?"
The captain has his gloved hands clapsed behind his back. He turns, standing with an arrogant poise to his stiffly curled lips. "Duskward 'til you come abreast the gam of bones... then north. Or so I'm told. It's not very far. Stick to the path, in it you will find safety."
"I don't believe there is such a thing, good sir. But when we all return, your coffers will be made fuller. Good night," your leader broods, walking upon the delapidated pier. You follow unquestionably into the dark, not even looking over your shoulder at the docked ship, its tired crew now lounging in the alabaster sands by it.
...
Days have passed since that memory. It is hard to believe at one point you were so sure in yourself and your comrades. What terror you have faced here! No earthly reward can ever be true recompense for coming to this veritible abyss. Even in the broadest, hottest noon, the towering tall trees choke the light from the sky! An eerie silence throbs softly with whispers of movement, as if the earth itself here breathes batedly. Each minute is punctuated by a worse, more alien cry that rides your bones.
That settlement by sea was of little respite. Upon coming to the ruined palasaide your party found every man, woman and child bewitched in place, his or her body replaced with cold, porous stone. Fierce looks of horror were etched into their hardened faces, many frozen on their side, legs splayed mid-stride.
In some way, you wished you could be caught in that stony embrace now, for the sounds and sights become more wracking with each breath. Your party's mage had concluded the townsfolk had been petrified with magic, but you aren't so sure - you don't have much faith in man, but no man is behind the noises of this jungle. No magic you've ever encountered has radiated such mind-splitting resonance. A dozen infernal belltowers must be hidden away here somewhere, those wraithful melodies betraying boundless agony.
Evidence seemed to indicate the perpetrator of the petrification had staggered this way - through the machete-clawed passage to the north west. And for some time, you were sure nothing was out here but madness, but that hopeful disbelief is shattered upon a terrific sight - threes and bone commingle like clasped hands, forming a tall, snaking mound in the earth. A ghastly aura sails in the air around it, inviting your mad leader closer...
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1. There are three distinct dungeons on the island, The Gam, The Pulpit, The Blubber Pit, there is one small village on the island, Whitehall. There may be more additional areas on the island, but the only othe rmajor areas are The Strand, which connects the ship you sailed in with Whitehall, and The Jungle, which itself can probably be broken up into many small areas, which connect to the three main dungeons. The three dungeons are sprawling and maze-like, making them tense to navigate.
2. The enemies you will face are of the necromantic, magical or animated variety. There are no natural animals that live on the island anymore. The Strand is quiet, unless you defile the anonymous graves there, which causes nasty skeletons to harass you. Defiling the graves will let you gain access to one Ashes of Sorrow. If you choose to not defile the graves, you will later be rewarded more greatly by the people of the village, if you manage to save them. Maybe, if you defile the graves, the town is now under siege by skeletons and you need to make sure you revive fighter NPCs to defend the village, or you risk having them die.
3. In Whitehall, all of the villages are initially petrified by a powerful curse. Any Ashes of Sorrow you obtain can be used to depetrify one villager. There are twelve NPCs in total, a maximum of seven ashes can be obtained in a single playthrough. One of the villagers could maybe be recruited? Saving each villager gets you an item. Some villagers also act as shop keepers or quest givers, so you might miss out on something if you save one over another. The order that you save villagers might also be an element, perhaps determining the sequence of events in the town. It'd be nice if this part were highly reactive.
4. The forest and the dungeons of the island are extremely perilious and trying, you should be forced to return to town frequently resupply and restock. It's important you resusitate people who appear to be useful - shop keepers, merchants, etc, or you willl have to over extend more often. There are lots of places to loot, and you can take advantage of the petrified residents of the village to steal to your hearts content. Maybe this would have negative consequences in the long run?
5. As you descend into The Gam, you will fight killer whale skeletons - this would be the monster race. They don't float - they flop around, headbash, and sing terrible melodies. Some of them are still partially decayed, so they have gooey flesh hanging off them.
6. As you descend into The Pulpit, you'll fight crazy tribal cultists (or just dark mages in general I guess) possessed by ancient spirits. These mages use earth/stone magic and can petrify/stun, summon golems, and revive the dead. An evil-er party might be able to speak with a more sane cultist here and obtain a dark spell or item, or trick the party into doing something that makes The Blubber Pit a harder area to beat.
7. In The Blubber Pit, you fight sperm whale skeletons that spew boiling...sp--oil. They also are humongous. The dungeon here is especially dangerous because it's slick with fatty oil which can be ignited to greatly restrict space.
8. Ashes of Sorrow are generally obtained by choosing to be selfish, being selfless and obtaining Ashes of Sorrow should also be possible, but require significant sacrifice or much greater peril/use of resources.
9. Your reward at the end of the main quest is determined by the state of the village and its opinion of your party.
10. As for why your party is on this island and doing this vague 'favor', um... no idea! McGuffin? Money? For evil-er parties, you want to rejuvenate the town so you can get information/money, I'd imagine.