text: [Themes: fantasy, fantasy]
  
  Your name is Leo Trapa and your achievements as Vice Admiral of your ship Adventurer have made you legendary throughout your world of Magellan. The Adventurer is a tough little ship and veteran of several battles, large enough to hold a Crew of 30 Sailors and 30 days worth of Supplies for them. Although you are only twenty-one years old you have already received the rank of Vice Admiral in recognition of your superb ability and seamanship.
  
  The World of Magellan on which you live is mostly ocean occupied by a scattering of islands:many of these islands are uninhabited but those that are populated are occupied by one of three cultures: native Lapau and more technologically advanced Elixi and Navar, the latter your own people. Though exiled under pain of death from your homeland, the Kingdom of the Three Islands, you have inherited your people's rich naval traditions: the Adventurer carries four cannons and all of your crew are armed with muskets, though these are slow to load making the sword your secondary weapon. Recently war has broken out on Magellan with the Elixi and Navar on one side and you on the other with your allies, the Lapau.
  
  Your biggest problem on long voyages is that your ship can only carry enough Supplies for 30 days which will make finding and obtaining fresh sources of Supplies your top priority. If you ever run out of Supplies (your Supply number falls to 0) then you and your Crew will starve to death and die. You will almost certainly lose Crew members during your voyage and you must be careful that your Crew number never falls to 0 either: that will mean that you and all your Crew are dead.
  
  Frequently there is a time element involved during your voyages and you will want to complete them in the smallest number of Days possible. Successfully completing a Voyage ahead of your Competitors will result in a Score Point which will show if you leave a Comment after the game that you have completed this story with a very high degree of skill. As in previous adventures you will find it useful to make a map of the waters you sail as you may return this way again and the information may benefit you...
  
  So good luck reader, make wise and strategically sound choices and with a little luck, a good course and a fair wind you might live to see your homeland again!
  
  [Author's Note: Betrayed by your Queen and hunted by her allies the situation looks bleak for you and your small band of allies. But opposition to tyranny takes many forms and from small beginnings and a few great ideas is it possible you could gain the weapons you need to defeat your enemies while simultaneously protecting your defenseless allies from the vengeance of your foes? Requiring all your ingenuity you are about to embark on the greatest fight of your career! Author's Note: This fourth installment of the series is a bit longer and more difficult than its predecessors but it ties up quite a few loose threads ready for a big finish in Magellan 5. Thanks for everyone's feedback and support so far! Please be aware teenage readers and those of a low maturity this story is a bit more X Rated than earlier stories in the series as the relationship between Leo and Naomi is... improving :). Homophobes should probably steer clear of this story too :)]
  
  > click here to begin your adventure (pick up the List of Noted Sailors first!)
  It is before dawn the day after Anne-Marie and her allies burned the Lapau Capital of Matan and slaughtered the most of the it's defenders. Lying on your side in bed you watch Naomi sleep, her bare chest rising and falling slowly with every breath. Her head bandage has slipped down her face revealing the shattered ruins of what was once her eyes. Gently you re-adjust it and stroke her hair as someone taps softly on your cabin door. Rising as quietly as you can so as not to wake Naomi you slip on a robe and open the door.
  
  Saphia Dancer, Anne-Marie's chief servant and loyal follower stands before you, white teeth flashing in a mischevious smile and she laughs at your expression.
  
  "Close your mouth Admiral, you look like a fish," she says quickly, to your surprise you realize it is the first time you have heard her speak and she speaks so rapidly it is difficult to understand her, a clear sign of a quick mind. In the gloom behind her you are surprised to see Ann Lovett and Prince Al-Balu standing by looking strained and nervous. Wondering what on earth is happening you step out of your cabin and close the door quietly.
  
  "We need to be quick as I do not have much time," Saphia says swiftly. "It is better if you let me do the talking as you'll waste too much time with pointless questions if you interject. The situation currently is thus: Anne-Marie considers this War already won. She intends to return to Golden Sands immediately to marry King Shingen and cement her alliance with the Elixi. Prince Kenshin is going back to Revel to make sure all is well and rule the Elixi in Shingen's absence. Prince Ieyasu and I have been given the task of slaughtering you and all that remains of your pathetic and demoralized, not to mention physically unattractive, followers."
  
  Saphia sighs. "Now I can think of literally a dozen things I'd rather be doing that killing you and your friends but Ieyasu is a tedious and unimaginative fellow who will take the hunt rather more seriously than he should. Fortunately during our time together at court Ann and I had a little project. It is now ready, or should be nearly so. If you can sail to the island where it is hidden I will try to give Ieyasu the slip and meet you there. I suggest you move off fast because come the morning Ieyasu will be after you like a bloodhound after a fox. I'll try to mislead him all I can but he's not as simple-minded as his brothers and might be harder to trick. Oh and Leo, congratulations on improving your working relationship with Admiral Swift. Lets hope she doesn't go displaying her expertise to the rest of us."
  
  With a wink and a short laugh of derision Saphia turns and hurries out to the deck of the Adventurer. You are shocked and glare at Ann expecting an explanation, you are slightly relieved to see Prince Al-Balu looks similarly baffled.
  
  "Saphia and I have an... understanding," Ann says awkwardly. "She's on our side: she knows that Anne-Marie is a tyrant and that it was only a matter of time before she declared war on the Lapau again. For months now we have been secretly sending men, materials and money to an island near the Great Reef which Saphia discovered during her voyage around Magellan. We're building a special kind of ship there... they are standard wooden ships but they have sheets of iron secured around them and tests have shown they are practically impregnable to cannon and gunfire."
  
  It takes a few moments for Ann's words to sink in.
  
  "Are you saying these ships are bullet proof?" you ask finally.
  
  "Essentially," Ann replies. "It was Saphia's idea, she's quite brilliant in her own way. She knows that if Anne-Marie is not stopped she will plunge our world into war and these ships might be the only thing that can stop her. If she's right these ships can defeat Anne-Marie's Monarch of the Sea or any other ship she might have to send against us. With these ships we could capture Golden Sands or Revel or any other port where our enemies might take refuge.
  
  "This is fantastic," Al-Balu says in his accented version of your language. "Wait until my father hears about this."
  
  Finally feeling that you all have a chance again in your fight against Anne-Marie you return to your bed and snuggle down close to Naomi's warm body. She stirs, smiles and kisses you. Finding a way to pass the last few hours until dawn you go to your first Conference of War with your new allies in high spirits.
  
  > Al-Capu is worried
  At the morning's meeting it takes a little while to explain the situation to King Al-Capu, his knowledge of your language not being as good as his son's. Rather than be cheered by Ann's revelations he is rather depressed and cautious.
  
  "Can we trust this woman Saphia?" he asks. "She is one of Anne-Marie's closest followers. This sounds like we are being invited into a trap."
  
  "I can vouch for her," Ann says firmly. "We have been preparing this secret project for months. The island lies to the Southeast of here, not more than a few weeks voyage."
  
  "Well these ships may be a good thing but we have other problems right now," Al-Capu says and gestures to the hundred or so canoes all around you where the remnants of his people are huddled, most still sleeping after the difficult night. "My people must be taken to safety and those on my other islands must also be taken to safety before Anne-Marie finds them. How we will feed them I don't know... it has been hard enough finding food for our people these last six months."
  
  "Well father why don't we split up?" Al-Balu suggests. "We can sail north with our people and Ann can go Southeast to find this island. If these ships are ready she can continue east, attack Revel and then sail through the Western Passage to take Golden Sands. If we continue going north we can meet her there and reunite. After destroying Matan I expect the last thing Anne-Marie and Shingen will be expecting will be an attack on their own Capitals."
  
  "It sounds a difficult and risky plan," Al-Capu says hesitantly but then sighs. "It is the only one we have though. We will need a rendezvous point then if we are to attack Golden Sands from the south while Ann Lovett and this Dancer person attack from the west."
  
  "I know a convenient place," you tell the King. "West of Golden Sands and south of Amethyst, it is the only point in the Kingdom of The Three Islands that is equal distance from the Southern Passage, Western Passage and Golden Sands. It should take between thirty and forty days of sailing to reach."
  
  "This is a very risky plan," Al-Capu says heavily. "If something goes wrong with one of our two forces then the other will arrive in the Waters of the Navar totally unsupported and will be destroyed by Anne-Marie's larger force... we must all make sure we get to this rendezvous point within forty days at the latest and then we can attack Golden Sands together. Very well, Commodore Lovett will go Southeast to find this island while you and I will go north to rescue our people. Admiral Trapa, who will you and Admiral Swift sail with? Which of us will you join?"
  
  You glance at Naomi who senses your gaze and shrugs. You consider your response carefully.
  
  > sail Southeast with Ann Lovett in search of this island of the iron-clad ships
  That morning the two enemy Fleets disperse in different directions: you and Lovett take the Adventurer and Grand Alliance Southeast while Al-Capu and Al-Balu turn north in the Matan Afloat and King's Canoe. Your enemies disperse too: the Monarch of the Sea, Sea Ghost and Esme's Joy turn off to the Southwest but Ieyasu pursues the Lapau north in the Explorer and you are pleased to see Dancer is pursuing you Southeast in the Shadow.
  
  As the various ships vanish from sight you and Naomi talk over the idea of you and Lovett halting so Dancer can catch up with you. Before you can make a decision nature intervenes: thick clouds begin to blow in from the North and it is clear there is a storm on the way. You can either hold your course and keep going Southeast through the storm into the unknown or you can drop anchor and together with Lovett try to wait the storm out.
  
  > keep sailing Southeast through the storm
  The gale descends upon the ships of you and your companion like a hurricane and soon the Adventurer and Grand Alliance are plunging up and down the trough of truly mighty waves. A sudden change in the wind turns your ship broadside and before you can right her a great wave sweeps across the deck of the Adventurer, carrying three men overboard. The storm rages for free days and by it's end you have lost sight of both the Grand Alliance and the Shadow and your ship finds itself alone in the ocean, battered but seaworthy. You have no choice but to continue Southeast towards the island Lovett described.
  
  > Alone
  You are making good progress Southeast in the vague direction that you know the island must lie when you sight a low tropical island. Initially you hope this is your target but you are disappointed: there are no signs of human habitation on the island but numerous monkeys can be seen swinging from the island's palm trees.
  
  "The monkeys could make good eating if you want to stop," Naomi tells you when you describe the island to her. "It might be better if we press on and try to find our companions though."
  
  > Anchor at the island to hunt Monkeys
  You drop anchor offshore and lead two boatloads of sailors onto the beach. The quiet chatter of the monkeys falls silent as you walk up the sounds then dozens of terrible shrieks fill the air as the monkeys begin hurling coconuts and rocks down at your sailors with a savage force. Your sailors fire up into the trees, hitting many monkeys but by now hundreds of monkeys are swinging through the trees and your men are forced to flee back to their boats. Some of your men have been knocked down by the savage primates who jump down to bite them through the throat, killing them. Losing three of your men you hastily put the island to your stern and keep going Southeast.
  
  > The Turtle Ships
  You continue Southeast and by a great piece of luck the very island you are looking for comes into sight. You know it must be the right island because the Grand Alliance and Shadow are both anchored offshore. Four other vessels are in sight, a partially dismantled Elixi vessel called the Fortune and three of the strangest vessels you have ever seen in your life. Initially you think they are big round silver balloons floating in the water.
  
  The three vessels do indeed look like big round pots bobbing in the water, though built of wood they are entirely encased in sheets of iron which have been lashed to their sides and also to their decks. One small sail juts out above the metal sheeting. Up close you can see rows of cannons sticking out on both sides. Dropping anchor you and Naomi go ashore to meet with Ann Lovett, Saphia Dancer and a third, wholly unexpected, figure.
  
  Ann is striding up and down excitedly on the beach while Saphia is sitting on a log, as always looking amused by life. An Elixi man is standing by, cheerful and middle-aged he is dressed in fine clothes and has a long brown beard. As you lead Naomi towards them Ann strides towards you.
  
  "Aren't they fantastic?" she says, indicating the three ships. "Lapau workmen, Elixi wood and Navar metal: a teamwork Anne-Marie could never be capable of has built these ships. Each is crewed with loyal sailors from each Kingdom who have risked their very lives to build these ships and lead them against Anne-Marie's tyranny. With these three ships, the Vengeance, Retribution and Justice nothing can stop us."
  
  Saphia just smiles and says nothing but your attention is drawn by the strange Elixi man who steps forward with a smile.
  
  "My name is Captain Drake," he announces. "I saw you at Haven Island Admiral but I doubt you'll remember me, I was the second-in-command of Captain Sogo's ship, the Fortune. Well during our voyage to Matan we were attacked by that dog Kenshin and my Captain was killed. We fled south and came upon this island three weeks ago. Learning what was going on here me and my men immediately began dismantling our ship, which was badly damaged, to furnish sails and complete the construction of these vessels. Me and my Crew and entirely under your command sir."
  
  You are surprised but pleased to meet this new ally but Saphia suddenly stands up.
  
  "Well this is all fantastic conversation but speed is crucial," she declares. "Revel is our closest target and both myself, Drake and Naomi have all sailed these waters and can guide you to Revel. If we can attack and capture it we can press on through the Western Passage and rendezvous with Al-Capu and Al-Balu off Golden Sands, capture that island, defeat Queen Anne-Marie and bring all our efforts to a happy conclusion that will be celebrated with much joy and happiness all round."
  
  "Why don't we just sail west and attack Golden Sands first?" Naomi asks.
  
  "Because we need to give the Lapau time to get there," Saphia declares as one might explain to a child that 2 and 2 make 4. "No, together me and Ann have made all the plans and they are excellent. All you and your Crews need to do is follow them."
  
  Slightly startled at being addressed this way and feeling that Saphia has more than a few qualities in common with Anne-Marie you nevertheless prepare your ship and your unusual fleet sets sail the next day each ship towing one of the new war ships, which Saphia calls "Turtle Ships". The mostly-dismantled Fortune is left behind and your Adventurer tows the Vengeance (with Captain Drake aboard), the Shadow tows the Retribution and the Grand Alliance tows the Justice.
  
  > Going to War
  Initially the Fleet's voyage goes well: Saphia has already sailed these waters twice and Naomi once and together they guide the Fleet southeast. Unfortunately the sea is unpredictable and one morning you awake to find a thick sea fog has completely enveloped your fleet and when you call out to your companions only your own voice echoes back. Indeed the only ship that is still in sight is the iron-clad Vengeance which the Adventurer is still towing. Her Captain Drake comes aboard to talk with you and Naomi
  
  "Well we lost them," he says with indecent cheerfulness. "Not to worry: we aren't more than a week from Elixi waters and less than two from Revel so as long as we keep heading in a generally easterly direction we should run into them sooner or later. Once we start sighting a few islands I'll know where we are."
  
  You ask Naomi's opinion but she just shrugs, apart from generally east you don't have a clear heading to Revel.
  
  > sail Northeast
  Turning the Adventurer Northeast so the Vengeance must follow you make good speed for a few days you come upon a worrying sight: dozens and dozens of rocks jutting out of the ocean straight ahead of you like teeth. Scanning them carefully with a telescope you can see one gap which might be wide enough to sail the Adventurer through: the alternative is a long detour to the south to get around them. When you ask Naomi's opinion she is firmly in favor of you taking the detour to the south rather than risking your ships.
  
  > try sailing through the rocks anyway
  You decide to navigate the rocks and are initially doing quite well when the Adventurer strikes a submerged rock that you did not see. Your ship lists alarmingly and three of your men fall into the sea before your ship is able to slide off the rock and continue. You hurry below deck but fortunately your ship is not badly damaged: the same cannot be said of your three crew who are unable to swim and quickly drown. You are lucky enough to make it through the rock bank without further mishap and guide the Vengeance safely through.
  
  > sail East
  You have entered Elixi waters now and one morning a small island/port comes into sight. Drake breathes a sigh of relief when he sees it because he knows where you are now.
  
  "That is Ferryland," he tells you and Naomi. "It is a minor Elixi port or island. Captain Sogo sacked it during our voyage to Matan, if we want to raid it I doubt they have had time to increase it's defenses since we were last here."
  
  "You can raid it if you like," Naomi tells you. "Don't forget our main mission is to reach Revel though."
  
  > Raid Ferryland
  You sail the Adventurer and Vengeance directly into the harbor of Ferrytown, the colonists are so surprised by the sight of the strange iron-clad that they offer no resistance when you demand food and promptly deliver three barrels of apples into your hands. Drake is amused.
  
  "It was that easy last time too," he tells you as you order your ships to resume their journey.
  
  > sail East
  The Adventurer and Vengeance are sailing along peacefully when an eagle-eyed crewman spots something interesting in the ocean. Fishing it out two of your Sailors show you a bottle they have found and inside the waterproof bottle is a message. Taking it out you read the scrawly message to your Crew.
  
  "Today Fatber fell asleep and didn't wake up. Captain Azai tells me I now to be the Queen of the Elixi. I hope I will be a good Queen but I worry I might not be. I am going to follow my teacher's advice, put these worries in a bottle and cast them into the sea to banish them forever. Renewel."
  
  With a start you realize these words must have been written many years ago by Queen Renewel, the mother of Shingen, Kenshin and Ieyasu. Drake is extremely moved when he learns of the message and asks if he can keep it, which you allow him to do. Drake is also confident you are approaching Revel and with supplies running low you alter course to the Southeast so that you can approach the Elixi Capital.
  
  > Revel
  Finally after a difficult voyage and low on food the port/island of Revel appears before you in the distance. Anchored a short way off and clearly waiting for you is the Shadow with the Retribution in tow and you steer the Adventurer and Vengeance alongside them. Drake and Saphia come aboard, the latter humming a tune to herself as though she had not a care in the world. You and Naomi are more concerned however as there is no sign of Lovett and her two ships.
  
  "Have you seen any trace of Commodore Lovett?" you ask Saphia who shakes her head without even breaking her tune. You and Drake exchange glances, none of you trust your new ally but Saphia finally stops whistling.
  
  "I have already scouted out Revel Port," she tells you. "Prince Kenshin is there with the Esme's Joy. You need not tax your obviously considerable mental powers because I already have a plan. Kenshin still believes I am his ally. If I sail in towing both iron-clad ships he will be puzzled but should not suspect anything until we open fire on him at point blank range. I would rather tow the Iron-Clads in than the Adventurer because they are more heavily-armed."
  
  "You want to take our two iron clads into the heart of the enemy Port while we wait some distance away?" Naomi asks suspiciously.
  
  "Why anyone would think you don't trust me Admiral," Saphia says to Naomi with a laugh. "By all means if you prefer I could tow the Adventurer into the harbor and attack Kenshin with our two ships. It'll just mean the iron-clads probably won't get to fight and the victory will be harder to win, though probably still possibly. I am only a lowly Commander though so in such exalted company as two Admirals I must let my superiors make their battle plans."
  
  You frown at Saphia, there is logic in what she is saying about towing the two iron-clads into the harbor but you wonder how much you can trust her not to hand those ships straight over to the Elixi. There is still also the mystery of the missing Lovett and her two ships...
  
  > allow Saphia's Dancer to tow the iron-clads Retribution and Vengeance into Revel Harbor
  You make your decision and decide to trust your new ally. That afternoon you keep the Adventurer a long distance away as the Shadow sails directly towards Revel, towing the two iron-clads behind her. You and Naomi wait with baited breath as the Esme's Joy sails out to meet the Shadow. As the two ships pull alongside each other a series of cannon flashes ring out down the side of the Shadow as she fires a point-blank volley into the side of the Esme's Joy. Moments later both the Retribution and Vengeance are able to turn and fire close-range volleys as well.
  
  A cheer goes up as the Esme's Joy rapidly sinks. It seems strangely fitting that the thug who blinded in a treacherous ambush should himself fall victim to an ambush but you feel a pang inside as you watch the ship sink. Under her previous Captains Esme Hale and Eva Freer, both close friends of yours, she achieved many great deeds and it is not without regret that you see her sinking. Even in death she is defiant, firing a return volley at the Shadow which brings down it's main mast.
  
  As the Esme's Joy finally vanishes beneath the waves her crew swim for their lives back towards the island of Revel. Most make it but Kenshin is not among them; you later learn he was recognized and shot in the head by a sailor aboard the Shadow. When Naomi learns the news that the man who blinded her is dead she falls silent and you can tell she herself is unsure how she feels about it. Regardless the battle is won and the town of Revel is yours!
  
  > Making Plans
  That night the four ships of your little Fleet gather in Revel Harbor and their Crews disembark while a crowd of Elixi watch silently. You remember vividly that the last time you stood on this quay you and Naomi were fighting for your lives, now after a long journey you have returned as the victors. The Crowd seem uncertain how to react but no resistance is offered as you, Naomi, Saphia and Drake lead your Crews up to the Royal Palace.
  
  "Now we have won this victory our first priority should be to sail through the Western Passage, rendezvous with the Lapau and attack Golden Sands," Saphia declares. "The Shadow has lost her main mast and cannot sail so I will remain here, repair my ship and set up some sort of interim government. Once you have won victory in Golden Sands send word to me and I will try to join you there. Together with the two iron-clads and the Lapau the Adventurer should be strong enough to defeat the combined powers of Anne-Marie, Shingen and Ieyasu."
  
  "What will you do if any of our enemies sail into Revel while we are gone?" you ask Saphia.
  
  "I'll have to flee won't I?" Saphia says with a patiently irritating smile.
  
  "Perhaps it's better if Drake stays here with one of the turtle ships...?" Naomi suggests but Drake shakes his head.
  
  "I think we will need all the strength we've got to defeat our enemies," he says. "Also I swore that when Captain Sogo died I would not rest until that cur usurper Shingen is dead. I'm a man who keeps my promises."
  
  "That's settled then," Saphia says brightly. "I'll arrange for your ships to be resupplied from the plentiful stores in town and I wish you good luck in the coming Battle."
  
  Feeling oddly like you are being played for a fool you spend the night over-seeing the resupply of your ships and set off eastwards with the Adventurer towing the Retribution and Vengeance. The Shadow remains behind, riding gently at anchor in Revel Harbor.
  
  > Bound for home
  You sail East towards the Western Passage with your two Iron-Clads bobbing merrily behind the Adventurer. The Great Reef has just come into sight when the lookout spots something else in the water ahead: it is a small boat containing several men who are lying motionless within. You would guess they are a boat of castaways and though they are a little out of your way and would take a full day to rescue Drake insists that you pick them up as he believes they are Elixi sailors.
  
  > spend a day rescuing the Castaways
  You steer towards the boat and glide the Adventurer up alongside. Of the seven men in the boat only three are still alive and they are in a terrible state, each having to be hauled aboard your ship in a net. After water and food one recovers enough to tell you his story: the three men were sailors aboard Captain Azai's ship Mourning Glory which sank off the Great Reef during a storm two months ago: these seven sailors managed to make it to one of the ship's boats but for the last fifty days or so they have been drifting hopelessly lost with nothing to eat and nothing to drink except rain water. That these men survive at all is a miracle and you order them to join your Crew before resuming your journey East.
  
  > The Western Passage
  Finally a familiar sight reaches your eyes: The Great Reef stretching across the horizon with the narrow breach of the Western Passage cut through it. It was through that Passage that you, Naomi and your friend Eva Freer sailed through three months ago and since then your entire world has changed but now you are back and after revenge. There are watchtowers either side of the Passage where sailors can stop off to get more food but Naomi is cautious of doing this.
  
  "We don't need food to get to Golden Sands and we're not sure what orders the guards have received from Queen Anne-Marie," she warns you.
  
  > anchor anyway and seek food
  You drop anchor and lead a group of your sailors towards the watchtowers. As you get nearer several musket shots suddenly ring out, cutting down three of your men. The rest of you promptly return and retreat back to the boats while Drake, who is aboard the Vengeance instructs his Crew to fire at the watchtower with their cannon. You order him to stop, which he reluctantly does and when you meet him back aboard the Adventurer he looks puzzled.
  
  "They don't know what they're doing," you tell him, indicating the soldiers in the watch tower. "Anne-Marie has probably declared me and Naomi outlaws by now. I want to avoid shedding as much innocent blood as possible."
  
  Sobered by being fired at by your own countrymen you resume your journey East.
  
  > Coming Home
  As you sail through your country's waters towards your home in Golden Sands you wonder what will happen next. After a few days you order the Adventurer, Retribution and Vengeance to drop anchor and wait. You are now west of Golden Sands and south of Amethyst, the agreed rendezvous point with your Lapau allies. Now all you can do is wait and hope that you have been fast enough to arrive before Anne-Marie has learnt of their presence and defeated them already.
  
  > The Moment of Truth
  You have been fast enough and the two halves of your fleet of allies is able to rejoin west of Golden Sands without Anne-Marie discovering and destroying one half of it before the other is ready. The Adventurer, King's Canoe, a host of Lapau canoes and two strange round metal-clad ships that seem to bob rather than sail in the sea and are called the Retribution and Vengeance all come together, though there is no sign of Al-Balu's Matan Afloat, Lovett's Grand Alliance or Dancer's Shadow. You, Naomi and the other Captains all gather in your cabin aboard the Adventurer.
  
  > Battle Plans
  Aboard the Adventurer four of you gather. You sit at the head of the table while Naomi sits next to you, staring sightlessly ahead as she listens to the proceedings. King Al-Capu looks greatly aged as he sits motionless in his tribal clothes. A fourth man, a young cheerful Elixi Captain called Drake who has unexpectedly joined your cause is the last person at the table. There is no Al-Balu, no Ann Lovett and no Saphia Dancer.
  
  Rapidly you all share details of your voyage. Drake was in Captain Sogo's crew until the latter was killed in a fight with Shingen. Escaping on board Sogo's ship the Fortune with his surviving crew Drake made it to the island where Ann and Saphia have secretly been building their iron-clad Turtle Ships. Dismantling his own ship to help finish the construction of the ships Drake joined forces with Ann and Saphia when they arrived, commanding the three iron-clads, the Justice, Retribution and Vengeance.
  
  The iron-clads sailed to Revel but during the voyage Lovett's Grand Alliance and the Justice both mysteriously vanished. The remaining ships attacked Revel, killing Kenshin and sinking the Esme's Joy. Saphia's Shadow was badly damaged in the fighting and she has been forced to remain in Revel repairing it and re-establishing authority. Drake led the two remaining iron-clads Retribution and Vengeance to this rendezvous.
  
  King Al-Capu and the Lapau have also had a difficult voyage, carrying out the systematic evacuation of all the Lapau's islands so every single Lapau is among the hundreds of war canoes that accompany Al-Capu's great Royal Canoe. This voyage too has had it's mishaps: Prince Al-Balu and the Matan Afloat vanished during a storm and is feared lost. The loss of his son and the suffering of his people have hit the old King hard and he is depressed and despondent throughout the Council.
  
  Despite your various losses four large ships, including two iron-clads, and the hundreds of Lapau war canoes have succeeded in making it to the rendezvous and Revel has been captured and secured. It is hoped now that Golden Sands will follow and despite Al-Capu's depression the rest of you are confident as you give the orders to sail east and your small fleet presses on towards Golden Sands and the decisive battle of this War...
  
  > Golden Sands
  One morning the beautiful port of Golden Sands comes into sight: your home which you have not seen for many long months. Riding gently at anchor are the Monarch of the Sea and the Sea Ghost, the two strongest ships your people have ever built unless your iron-clads prove stronger. You lead your strange Fleet straight towards them, the Adventurer leading the way towing the Retribution and Vengeance behind while the King's Canoe sails behind you leading it's armada or war canoes filled with vengeful Lapau warriors determined to have their revenge.
  
  As you approach the island you see a great bustle aboard the enemy ships and both put to sea and sail straight towards your fleet, the rails of the ships lined with men and cannons. As the distance between you and your enemies shrinks the bow cannons on both sides begins firing as the event that will be forever known to your people as the Battle of Golden Sands begins. Within minutes all