The Tryphon Odyssey by S.D. Howarth The world of Sanctuary is not a kind place. Many races have fled there across the ages. Fewer still have survived and flourished—or survived. Humankind is the most recent to seek refuge, and the most cataclysmic. Since their arrival within the city-state of Atlantis, the embassies and tribes of man have formed new nations across several continents. Their misuse of magic in a prior age turned the seas acidic and drove their ancient Gods mad. The great contradiction of the current age is that it is only with magic that sailing ships like warship Tryphon criss-cross the oceans to protect trade routes. Navigator Edouard Van Reiver departs from shipboard routine and petty politics when he stops Tryphon against age-old superstitions to rescue two survivors, inviting aboard blood, fire and death. Sunjammer Gabriel Dagmar squanders his precocious talents through daily tedium to hide from the more terrifying depths of magic. Lady Carla's escort mission is in tatters, and needing rescue from the acidic sea is the least of several concerns. Coxswain Grimm will need every one of his decades of experience to keep the Tryphon men alive, the officers on course, and quell the threat within spilling over. No good deed goes unpunished. Events require they assume new roles to fight an unknown assailant, as their anti-pirate patrol mission veers into the unknown. They will need skill, luck, or a hint that the Gods of Sanctuary still exist to rebalance the scales of a power play that could tear asunder the fragile balance the World of Sanctuary teeters upon. Can they hold the line and do their duty, or fail and doom their Spires Kingdom? |