Let's Sperg Kiwi Farms plays Sunless Sea - Sailing the Zee as Harry Cox. Vanderbight.

The voices in Harry Cox's head fully agree to accept the commission, we are given a copy of THE NEATHBOW. Each page representing the colours: Peligin, Irrigo, Viric, Violant, Apocyan, Gant, Cosmogone.

Not familiar words for us, so let me explain. These are cryptic, rather than asking you to fetch some of the hardest and most useful items, it's asking you to find items based on their colour. I'm going to go straight ahead and enquire about the Scantorium for anyone who want's a bit of information.
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As the last and only choice for Venderbight we explore: A zailor shouts and points. There is something nestled into a tree, a wooden serpent - it's eyes are garnet.
It would fetch a good price, but has a 'cursy' look another zailor explains.
  • Take it. Very Chancy Risk.
  • Take it and reward the Zailor. High Risk
  • Leave it.
 
You fail, but it's not a total disaster. The serpent is now in your custody. You gain an Outlandish Artefact. Grats. You can sell it at some ports or give it to a particular person in Fallen London for a reward.

But on the otherhand your crew has been affected by terror, gaining 5 Terror at a total of 7 (out of 100.)

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There is nothing else to do in Vanderbight for now, so now is the time to talk to the crew (Shady Cook, Comotose Ferret), buy some supplies and check the market - we have 120 Echo:

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If we're done browsing then it's time to travel. In Which direction or discovered port should we go to now?

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Let's go back to fallen london to get our reward
We return to London without any drama. We now have 5 Fuel and 5 Supplies.
As we enter the port we are halted by The Enduring Majesty's Customs Services. Today they have selected to do an inspection on your ship. Because you don't have anything illegal on your ship you let them pass through unmolested.

You collect a message from the Harbour Master, we have a free evening and someone wants to sign on!
We have a lot of things we can do right now, but first lets get our reward for the Port Reports. We get 15 extra echo and 2 fuel for visiting the ports. Each time we trade in a new port report we will get an Admiralty's Favour, we currently have two.

  • Ask them if there is something they particularly need.
  • Ask to speak to a Higher Authority
  • Leave.
After that choice is made we can also visit any of these places (choose more than one):

  • Merchant Venture - Asks for certain items.
  • Visit the Blind Bruiser - Asks you to deliver illegal items to certain islands.
  • Rosers Wharf - A bazzaar.
  • Our Lodgings - To rest/read the news for Recent News.
  • Fallen London:
    • Visit the University.
    • Carouse the Wolfstack Docks.
    • Hire on More Crew.
    • Offer Passage to a Tomb Colonist.
    • Hire on a new Officer.
 
Ask them if there is something they particularly need
We ask the Admirality if there is something they need. They need a report of Gaider's Mourn in the Corsair's Forest, not too far from port.

Merchant Venture
You talk to the Merchant, he's interested in some particular items: Something Spicy and something Perilous. He is asking for 7 Mutersalt and 7 Devilbone Dice.

We return to our meager lodgings and attain Recent News and an extra supply.


Fallen London - Hire a new Officer
Two Officers approach you, both asking to be enlisted for 50 Echo. The Carnellian Excile and the Tireless Mechanic. You can also hire more crewmates with 5 echo.
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Should we hire one or move off? We currently have 135 Echo.
 
Tireless Mechanic sounds like an useful crewmate. Thirded.
So we hire the Tireless Engineer and place him as our Chief Engineer, giving us + 8 Veils and Fuel Efficiency of 5%! We can always talk to him to find out more about him by dining with him or increase our veils permanently with a Secret (currently we have one).

Harry Cox goes and talks to the Shady Chef, what does he want in life? He's mumbles about the Sea of Lillies.

After we hire this guy, how about we explore south?
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We begin to travel south with 6 Fuel and 7 Supplies.
We come across an Aural Megalops, a GIANT ENEMY CRAB WITH 20 HEALTH.
Should we attempt to kill it or leave it alone?
 
The reckless adventurer in me says KILL IT, however, the coward in me says leave it alone.

:( Oh God, oh God....uh...uh....
 
  • Increase veils with the engineer
  • Let me preface this by saying I like the idea of killing giant enemy crabs.
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We increase our veils to 23!
We murder that fucking crab with only gaining 2 damage, but what should we do with the body?
  • Butcher it?
  • Dissect it? (75% success rate, pages challenge.)
 
We eat it. Yummy, we lose all of our hunger.
We continue going south and find the Mutton Islands. But as we intend to dock with the island in the rolling fox another GIANT ENEMY CRAB comes into view.
So that means...
We have a chance to dissect this specimen. As you check that crab out you learn that it's STILL ALIVE. The crab goes back into sea after a little scuff with your crew (But thankfully they are all still alive.) We failed. But through the event we have gained a Secret though amassing experience.
We dock at Mutton Island a simple fishing village.

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Choose more than one:
  • Drinks at the Cock and Magpie to lower out Terror which is at 11. 20 Echo.
  • Pick up the Wretched Mog (mascot) for 3 Supplies.
  • Explore the Shore.
  • Chat with the Fishermen for a Dock Report, they aren't too happy with talking so 1 Echo will help.
  • Visit the Hilltop above town.
 
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