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Under construction Text, artwork and rules are not final yet.

The water and the people who can read it

The prologue as it stands today. It sets up the world you work in and stops before the first job begins.

Four realms and what keeps them running

Four great island realms share a world made of water: old Ondare, Vonda which rebels tore away from it, wealthy Malngard, and smoke-wreathed, machine-driven Radowa. Between them lie hundreds of small islands that live on not being forgotten by the great ones.

What keeps this world moving is Seatran, a turquoise-glowing secretion of the deep sea. Under pressure there is nothing else that can be extracted in quantity that comes anywhere near it. It drives the ships and the factories, glows in the street lamps, lifts the cranes, warms the boilers and fills the cartridges. Anyone who opens a valve, anywhere, spends a piece of the deep. It is pumped up from great depths, refined on ancient rigs out in the middle of the sea, shipped, and finally burned.

Those who can read the sea

The sea that Seatran comes from has grown more vicious over the centuries. The Untamed Vast, as people call it, turns wilder and stormier with every generation, and calm crossings stopped existing a long time ago. It can be crossed only by those who can read the sea, who have learned over years of practice to tell from the shape of the waves, from the wind and from the colour where the water lies quiet and where it means to kill. The world over, these few are called the Fernwasser Corsairs.

They are the world's delivery service. Nothing moves without them, which is why nobody risks an open fight with them. They sail for and against each of the four realms, and most of what they carry is ordinary cargo: grain, tools, mail, and relief crews for the stations out on the reefs.

There is one thing they never carry, and that is the war. No war fleet, no invasion, no blockade, no matter who is paying or how much. And nobody can force them to, because the sea is read only by those who read it calmly. A Corsair in chains reads nothing at all, and a Corsair with a barrel at his neck reads less than that. Their gift cannot be taken, only given, and they do not give it to the war. So it is not the Vast alone that holds the fleets in place, it is the guild's refusal.

An iron rule

What one power can still do to another fits inside a single shipment: rifles for Ondare loyalists in Vonda, credit notes for a bought-off governor, an engineer leaving Radowa with the plans in his head. To the recipient a cargo like that is a gain, and to the lord of the island where it comes ashore it is an open wound: weapons in the hands of his rebels, a defector he had meant to keep. So he fights back, with his own people, on his own ground.

What nobody does is lay a hand on the Corsairs, or on Fernwasser itself. No island lord can afford that, because next week the same ship is carrying his own crate against somebody else. So there is an iron rule, founded not on honour but on naked self-interest: the fight is over the cargo, not against the courier. Except that the courier is the one standing ashore with the cargo, right within reach, and whoever wants to stop a shipment has to go through the crew carrying it.

Why the Vast rages

Almost nobody knows that the Vast does not rage without reason. The sea is far more than water. It is a vast living organism, older than anything else in this world, and the pumping stations are not hauling a catch up out of the deep, they are siphoning off its lifeblood without ever noticing that they do. It pays that back slowly and patiently, without caring who it strikes, and so gradually that nobody sees the connection.

Nobody except the Corsairs. Not only can they read the sea, they are the only ones who understand why it fights back. At first they tried to warn people, and nobody believed them, so ever since they have kept the damage as small as they can. The pumping stations out on the reefs hang on the delivery service like a sick man on a drip: without resupply and relief crews, a station is history inside a single winter. For more than five hundred years now, the Corsairs have had a hand in deciding which station thrives and which one is forgotten.

It is a thumb on the scale, no more than that, and it must never become more than that. A world without Seatran would starve, and the first to suffer would not be the ones who caused the ruin but the small islands. Stations dying to a pattern rather than to the weather would end the neutrality the guild lives on overnight. So it stays at one station here and one route there, and no suspicion ever takes hold.

That way the Vast dies more slowly than it should. But the guild is growing old. The training in Fernwasser takes seven years and makes nobody rich, the refineries pay steady wages, and the young would sooner stay on safe ground than gamble their lives out on the Vast. Nobody is making plans for the day the last person who can still read the sea dies.

Your crew

You are a crew of the delivery service, but not the kind they like to tell stories about in Fernwasser. The guild's refusal only stops what tries to cross the water, and the thumb on the scale reaches no further than the stations. Everything else takes a hand that nobody will ever own up to, and that hand is you. Where a cargo threatens to fall into the wrong hands, or a rig draws too much out of the sea, you are the ones who put to sea. In between you carry what any crew carries, paid by whoever happens to be paying, because nothing hides you better than honest business. Whichever of you reads the sea gets you where nobody else can go, and whatever has to be done ashore, the rest of you handle with craft and steel. Out on the water nobody can touch you. You are vulnerable only ashore, in the stretch between tying up and casting off. If it goes wrong, nobody ever sent you. And not every job is what it looks like.

Illustration of Vera the gunner, white-haired, wearing a monocle and a belt full of cartridges
Vera, the gunner. The first of them to make it off the page and into a picture.
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