The Captain didn't choose the zee. Growing up in Fallen London on your own is a death sentence, so if you had no one else, you ran with gangs. Small, vicious gatherings of urchins that tried to stay alive through sheer will and weight of number – but the time would come when you grew too tall and too old to find acceptance among them. The Captain could no longer depend on life in the gutters, so all that was left was the zee.
All went well for a spell. He took a fellow outgrown urchin with him out upon the unknown waters surrounding London and eked out an existence. Creeping out from the chocked docks of the fallen capital, he ferried the damned to their final resting place at Venderbight and battled rogue pirate vessels to reap their stolen cargo. By slowly plotting out the underground seas, he slowly established trade routes and carved out safe passages of exploration, always ready to douse lights and vanish into a fog bank should mammoth angler-crabs or ship-eating living icebergs disturb the calm waters.
Staff review by Gary Hartley (February 23, 2015)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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