Expand all - Collapse all

Previous Index

# Arrival in Estoria

## Game Master Resources

These are the documents the Blue Marlin crew will receive.

- Map
- Crew Manifest

## Overview

The Blue Marlin arrives in Estorio Ventura on a clear morning with heavy traffic in the harbor. This is the first scene of the campaign and should introduce the mood of the city. Loud, colorful, crowded, dangerous, and full of opportunity. Your goal is to let the players breathe, observe, and act while setting the tone for the wider story.

## Describe the Entrance

The ship rounds the outer markers and enters the crowded harbor. War galleys sit closer to the military piers while traders and corsairs are moored farther out. Taskmasters shout at slave crews. Sails flap. Ropes creak. Dockworkers argue. The smell is salt, tar, sweat, and spice.

## Tips for describing the bustle

Mention at least three senses, particularly sound and smell.

Drop in small details of chaos. Maybe a horse falls off a gangplank. Maybe a cargo net tears open. Maybe a rowboat nearly hits the Marlin. Let the players see both wealth and misery at the same time. A silk clerk counting coins beside starving laborers. A noble litter carried past chained prisoners.

Use accents and snippets of foreign languages to show the diversity of the city.

If players want to look around before docking, describe small things depending on who looks. A watchful legionnaire for the fighter. A rare spice crate for the cook. A strange tattooed sailor for the navigator. A dwarven carpenter for the ship's carpenter.

## Docking Procedure

The Blue Marlin jockeys for a spot at the Iron Docks. Slaves on the piers pull the ropes taught. The ship is secured. The crew spills out, each with their own goals. Some look for taverns. Some look for trouble. Some look for business.

Let the players act freely for a few minutes. Shopping, wandering, asking questions, or just observing. This is an open sandbox moment and it teaches the players that they truly have freedom.

## Key Local Impressions

- Imperial presence is visible but thin. Guards avoid staring into alleyways.
- Merchants are aggressive and hawk everything from figs to slaves.
- Foreign ships carry colors from nations the players know and a few they do not.
- The mood is tense under the noise. Everyone watches everyone else.

When you are ready to progress, transition to Curio Maximus approaching the captain.

If you want the players to show their personalities early, introduce a minor complication on the docks. A stolen purse. A drunken legionnaire. A press gang searching for recruits. These are optional but can help spotlight characters before the plot arrives.

## The Arrival of Curio Maximus

Story
The Blue Marlin had barely finished tying her lines when the sunlight dimmed behind a tall silhouette on the gangplank. The man wore silk the color of old wine and rings that glittered even in the dockside haze. His boots were spotless. His posture was calm. Yet everyone nearby stepped out of his way as if by instinct.
He waited until the captain turned to look at him, then inclined his head with a practiced smile.
"Captain Scarnax. I am Curio Maximus. May I come aboard."
The crew fell quiet. Even the dockworkers paused to stare. Every sailor knew the name. Patron of explorers. Buyer of relics. A man who once paid a king to open a sealed tomb simply because he disliked mysteries.
He climbed to the quarterdeck with the grace of someone used to owning every room he entered. When he reached the top he did not look around. His eyes fixed on Scarnax.
"I request a private word. Only the two of us."
"If it is business, Ayesha will join us," Scarnax replied.
"So be it." His voice was calm and final.
Inside the cabin he waited until the door shut behind them. Then he placed a leather bag on the table. His fingers lingered on it for a moment, as if steadying himself.
"I financed the Waverider. You know the ship. You know Solonex. You know he was my friend."
He opened the bag. The smell of oilcloth drifted out. He withdrew a scroll case as carefully as if it held flame.
"I am about to show you the most valuable document in the world."
He unrolled the map. Candlelight ran along its surface. The lines were clean and sure. Coastlines no imperial chart had ever shown. Strange markings. Names written in the unmistakable hand of Phaedros Pelagos. It was the world, whole and complete, something no one had ever drawn.
Curio watched their faces, searching for recognition or disbelief, then continued softly.
"The Waverider is gone. But this survived. A bottle carrying this map washed ashore in Mataraaj. I bought it for more silver than it cost to build the ship. Solonex reached farther than any explorer before him. He trusted you. That is why I am here."
Curio let the silence stretch. Then he met the captain’s eyes.
"I want you to find him. Or find what is left. Rescue the crew if they yet live. Learn what happened. A great ship may have failed, but a fast, agile one may slip where a giant stumbled."
Scarnax slowly nodded. "There is no way I could turn down this. It is the expedition of a lifetime, and Solonex is my friend."
Ayesha shot him a sharp glance, a reminder that eagerness is poison in a negotiation. Scarnax caught it, stepped back, and gestured to her. "While that is so, there is business to settle. Ayesha will handle that."
The negotiation that followed was polite in words and brutal in substance. Ayesha pressed him without seeming to, matching his calm with her own, pushing when he yielded and yielding when he pushed. By the end Curio regarded her with a new respect.
When they reached agreement he placed a heavy purse on the table. The thud of silver was dull and deep.
"Half the payment now. Half when you return. I will accept no excuses. I will accept no lies. Bring me truth. Bring me my friend if fate has not taken him."
He withdrew a precise copy of the map, ink still faintly fresh. "Guard this. Men would kill for far less."
Curio rose.
"Start in Ironspire on the Desert Rim. That was the Waverider’s first destination. If you follow the trail, the truth will show itself."
He gave Scarnax a final nod, one warrior to another, then stepped out into the bright morning.
On the docks below, the noise of Estoria returned as if nothing had happened. But the air on the Blue Marlin had changed. Something vast had begun. The crew felt it in their bones, a tremor of danger and promise.
The Waverider had called, even from across the world. And the Blue Marlin was already answering.

The Map

The players receive two documents: the map and a crew manifest of the Waverider.

## After the Contract

Once Curio Maximus departs the Blue Marlin the crew begins preparing for a long voyage. This is an open segment meant to let players explore Estoria, engage with NPCs, pursue personal goals, and get a feel for the ship and its people. The NPC crew is fully capable of handling all logistics. Players can participate or let the crew work while they roam the city.

## Preparation Phase

Supplies are loaded.

If played as NPCs, the crew takes care of things. Caelin oversees rigging checks. Galenor inspects the hull and smuggles aboard a crate of tools he insists the ship will need. Yasmira heads straight for the Golden Market looking for spices. Pelonias studies the map copy as if it might vanish. Ayesha secures trade permits and bribes. Nasheem deals with inspectors and makes sure they leave without asking many questions. Junia checks medicine stores and replenishes salves and bandages. The marines guard the ship.

If the players want to shop, investigate, gather rumors, or follow personal threads, let them. Estoria is a sandbox with every kind of trouble or opportunity available. Encourage them to split or team up according to their characters.

## Suggested Events and Encounters

Primarily, let the players invent their own adventures. If they don't, drop these in where they fit.

### Aloan of debts

Nasheem meets a minor noble from Zarhalem who recognizes him and attempts to humiliate him publicly. The encounter hints at Nasheem’s past but also gives him a moment to show restraint or steel.

### Salt and iron

Galenor argues with a local smith over the price of iron nails. The smith insults the Blue Marlin as a toy ship. Galenor is challenged to a contest of craft that quickly spirals into a crowd gathering. The challenge is to build the ultimate mouse trap. This introduces Galenor’s mix of genius and foolishness.

### Spice bargaining

Yasmira gets into a spirited argument with a spice merchant who is either a spy, a thief, or simply a liar. Ayesha may join in, turning it into a negotiation duel for amusement.

### Shadows on the pier

Shaedra notices someone watching the ship from the Black Wharf. She suspects a smuggler she once clashed with. Whether she is correct or only haunted by past fears is up to you.

### Old chains

Amaxia spots an imperial officer who once visited the brothel she was imprisoned in. She stiffens and quietly stalks him, eager to repay some bruises, and maybe remove his manly parts. This can be a dangerous or emotional moment depending on how the players engage.

### Trouble in the alleys

Skarnulf and Mbaru break up a brawl in Lowshore with efficient brutality. The crew nearby sees exactly why the Blue Marlin is not to be robbed lightly.

### Silent business

Pelonias finds a bookseller who claims to know something about Phaedros Pelagos and the Waverider. The information can be true or false. What matters is the hook.

### Loan sharks

A dockside thug approaches Caelin, claiming she owes money for a past sale of what they claim was inferior merchandise. Whether it is a scam or a real debt is your choice. Caelin prefers to handle her own trouble and does not thank people who jump in too early. She accepts help only when she truly needs it.

## The purpose of these scenes

Let the players learn who they are, who the crew is, and how Estoria treats them. Spread the spotlight. Connect the characters to the world. None of these events must happen. Use the ones that fit your group or improvise around their choices.

## The Imperial Crackdown

When the players begin to signal that they are ready to depart, or when the pace starts to slow, introduce the imperial patrol. They arrive in a wedge of polished armor and suspicion. The officer accuses the Blue Marlin of smuggling restricted cargo. The accusation is likely correct given the cargo usually carried by the Blue Marlin.

Story
The patrol pushed through the crowd with clanking armor and cold eyes. Their officer unrolled a scroll and cleared his throat, savoring the moment.
"By order of the Empire, the vessel Blue Marlin stands accused of smuggling prohibited goods into Estoria Ventura. The crew is to surrender for inspection and questioning."
A hush fell over the docks. Hands drifted toward weapons. The officer looked up from the scroll and smiled without warmth.
"Comply. Or be taken."

Run the confrontation as a tense standoff that turns into a short scuffle. A guard is shoved. Someone reaches for a weapon. A crate falls. Amaxia or Mbaru steps forward and the scene breaks open.

Keep it brief. A few strikes, a grapple, a disarm. Enough to learn the combat rules without risking serious injuries.

If things go bad, remember that few people in the docks likes the Empire. A mob may form, driving the patrol off.

## The Escape

Once the scuffle starts, shouts draw more guards. A horn sounds from the inner docks. Nasheem yells to cast off. Caelin and the deckhands hack the lines. Galenor releases a jury rigged pulley that snaps the ship free. The Blue Marlin surges forward with a burst of speed that surprises even seasoned sailors.

As the ship clears the harbor an imperial cutter gives chase. Then another. Show the contrast. Their hulls are heavy and rigid. The Blue Marlin twists between anchored ships, cuts a tight turn, and catches the wind in a way no imperial vessel can match. Imperial ships are built the way imperial generals think. Heavy. Proud. Slow to learn. They try to chase, but the sea punishes their arrogance, and the Blue Marlin dances out of reach.

Let players contribute. A shot from an imperial ballista damaged a line, causing a sail to flap out of control. A quick repair. A command to shift weight. A daring choice of route, or simply finding a path out through the crowded harbor.

Within minutes the imperial ships fall behind, swallowed by the haze over the water.

## End of the Scene

The crew breathes out. The city shrinks behind them. The open sea lies ahead.

This is the shift from local trouble to global adventure. The Blue Marlin escapes Estoria not by might but by speed and nerve. The players have tasted danger, seen the ship perform, and taken their first step into the unknown.

Ironspire and the Desert Rim now wait over the horizon.

Previous Index