[prose] - An Introduction to Hot Springs Island
Day 15 - Aboard the Siren's Edge
Our search for a suitable location at which to found this
new port continues. After the incident on the Webbed Isle, and Vance's death on
the Island of Blooms, Captain Rand has ordered all crew to remain aboard the
Siren's Edge and Siren's Folly until scouting parties from the Martel Company
return with an initial report. Scuttlebutt is beginning to turn sour, and the
pranks the crew normally direct towards the Martel Company representatives that
remain with the ships are escalating into almost open hostility. The crew is
clearly not handling the death of Vance well, and while I understand Captain
Rand's desire to not risk his crew unnecessarily, our men are itching to get
off these ships and explore the islands that will be their new home, even if
they have proven rather inhospitable so far.
This island, and the one further south, are two of the
largest in the Swordfish Island's chain, and the Martel Company told us they
had the most promising looking deep water ports. Now we just have to wait and
see if any of the inhabitants want to drink our innards or use our teeth as
currency here too. That said, if the marines keep returning to the ships with
reports of "no suitable locations" and packs full of treasure, I'm
not sure how long Jeremy can keep the crew in check, captain or not.
This island does appear quite beautiful from the safety of
the ship. Twin volcanoes, heavily cloaked in jungle, rise nearly 3000 feet
above black sand beaches, and I have spotted numerous signs of hydrothermal
activity. The ruins of an ancient city tumble off the lower slopes of the
smaller volcano and into the sea, and appear to contain the remains of elven
pleasure palaces, and a large wall in the same style as those found on the
Island of Blooms. A large structure of white stone gleams from the volcano's
slope above the rest of this city, but I have not been able to discern its true
purpose from this distance. Curiously, these ruins seem to lack the broad
avenues and colonnades seen on the Island of Blooms and Ruined Isle. In their
place are what appear to be giant sized stairs resembling white, woodland
fungi. Hopefully the beauty here does not prove deceptive too. I look forward
to the marine's report.
Day 16 - Aboard the Siren's Edge (morning)
Sunny with winds south by southwest. Mood among the crew
remains sour. Twelve Martel company marines, led by the recently promoted
Lieutenant Barvus, dropped skiffs at dawn and headed to the ruins.
Representative Amberlin continues to express her conviction that this would be
an excellent location for the new port town, but my analysis of the crumbling
wall and ruins leads me to believe that much of this city rests beneath the
waves and would make these waters quite treacherous. Opinions aside, for now,
we wait.
Day 16 - Aboard the Siren's Edge (midday)
Smoke has been spotted in the ruins. Speculation rampant.
Orders are to remain anchored off the coast for 48 hours for any survivors to
return before heading to the southern island.
Day 17 - Aboard the Siren's Edge (morning)
Calm and overcast. Heavy clouds rolled in during the night
but the tropical heat has not abated. As the day heats up, this humidity may
steam us like lobsters in a pot beneath this lid of clouds, and the crew's
heated enough as it is. Representative Amberlin was fished out of the sea in
the pre-dawn hours this morning after reportedly tripping over a pile of poorly
stowed rope while walking the deck. Captain Rand has requested Stonejaw
investigate the incident. A change in weather or mood can't come soon enough.
Day 18 - Aboard the Siren's Edge (pre-dawn hours)
Overcast. Light breeze, south by southeast. We are now
sailing towards the island to the south, and my hand feels as if it will drop
off at any moment as I have been stuck in Captain Rand's quarters writing
almost non-stop since about midday when the four survivors returned. I know
that I can trust Zilbee's quill of transcription to accurately record
conversations as they happen, but old habits die hard in old men, and writing
down what I hear as I hear it helps it stick in the memory as well as on the
page. Over the coming days I will compare my notes to Zilbee's auto-notes and
compile the three accounts we heard into a sensible order, but for now, a
recap.
This island, which I now call Hot Springs, has proven to be
unsuitable for our port town. As I surmised, much of the coastal ruin
(confirmed to be elven) continues into the sea, making the waters treacherous
for large, ocean-going vessels. The broad ways and avenues I'd thought missing
from the ruins are still there, but overgrown by terraces of white rock formed
by overflowing pools of hot water the marines swear to be as blue as sapphires.
These white terraces, resembling woodland fungal growths, demonstrated that the
hydrothermal activity on this island is even more robust that initially
suspected, and the marines reported seeing many smaller hot springs, mud pits,
and small steaming geysers as they fled through the jungles and away from the
ruins.
Hot Springs Island seems just as hostile as the other
islands we have come across, and Lieutenant Barvus' poor choices in the ruins
(splitting the company and focusing on loot) led to his death, and the death of
most of his troops to a lizardman ambush. Of the twelve marines that went into
the ruins, only four returned to the ships, and one (Unger) sustained a belly
wound that may have placed him within the reach of Death's bony hand. The
marine Harp fled northwest from the ruins and spent last night in a tree on the
shores of what he calls Crab Mouth Lagoon. The marine Harvard carried the
wounded Unger southeast and camped in a glade of ancient pine trees filled with
swarms of exceptionally friendly bees and the marine Indio braved a night in
the ruins themselves.
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