COAST REAVERS

Set Nº 87

 

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COAST REAVERS

Beyond the western shores of Mundus, where the seas wash the lands of Amphitria and Arba, lies a ruthless realm without law, where only the strongest and most cunning survive.

Beyond the Jurakin and the countless monstrosities lurking beneath the waves, every sailor must also fear the Reavers, pirate crews that have spread across the western seas ever since black powder became widely available, as the Dwarves mine its rare ingredients from the depths of the earth.

Thanks to recent trade routes established through the Dwarven Thieves' Guild in Amphitria, firearms have rapidly spread across the western kingdoms. In barely a decade, any vessel lacking cannons and a crew armed with flintlocks has become hopelessly obsolete, turning these waters into some of the most dangerous in all of Mundus.

Yet even the most ruthless smugglers and slavers dread the sight of Captain Maul's black sails. Though outlaws hunted by every authority, Maul and his crew have earned the reputation of gentleman thieves, showing no mercy toward those who traffic in living souls. Every slaver they bring down frees new prisoners, and with every victory, the Coast Reavers grow ever stronger.

Every member of Maul's crew has survived hardships few could endure. Men and women alike are masters of the cutlass, the flintlock, and whatever weapon fortune places in their hands. When their battle cry echoes across the sea, every captain knows that boarding is only moments away.

CAPTAIN MAUL, SCOURGE OF SLAVERS

 "No slaver leaves my waters alive. Every chain I break grows my crew."

Captain Maul is one of the most enigmatic figures to sail the western seas.

Bearing the form of a towering hammerhead shark, Maul belongs to the ancient Shark Folk, amphibious cousins of the Jurakin, renowned for their unmatched strength and savage ferocity.

Captured as a nameless child, he was sold by slavers to the arena masters of Anphitria, where he spent nearly a decade fighting as a gladiator against hardened warriors and monstrous beasts.

One night, after years of bloodshed, Maul organized a daring escape alongside the surviving gladiators, many of whom still sail beside him today.

Stealing one of the slavers' own ships, he swore to spend the rest of his life hunting those who profit from chains, breaking them with the massive anchor he now wields like a war hammer.

Yet one dream burns brighter than all others: to drive that same anchor through the skull of Gronk, the infamous Ogre slaver who stole his childhood and condemned him to the fighting pits. 

OLD GARRICK BRIMSTONE

"Rum later. Powder first. And keep your beard away from the fuse."

Old Garrick is a true sea dog, a master of black powder, an infamous cheat at dice and cards, and the ingenious quartermaster responsible for keeping the crew supplied through discreet dealings with the Dwarven Thieves' Guild.

Maul rescued Garrick during one of his earliest raids against a slaver fortress scattered among the islands of the Amphitrian Archipelago.

From that day onward, the old sailor pledged what remained of his life to the captain who had given him back his freedom.

His inventions, clever tricks, and expertise with explosives have given the Coast Reavers a decisive advantage in countless naval battles.

Every cannonball fired and every explosive grenade hurled by Maul's crew bears the unmistakable signature of Old Garrick Brimstone. 

ARABELLA CROWE

"Men are easiest to rob after the third drink."

Arabella joined Maul's crew only recently, yet her talents quickly proved invaluable.

A notorious pirate and an exceptional duelist, she is equally renowned for brewing remarkable grog and concocting all manner of potions.

Raids against slaver outposts rarely yield entire barrels of rum, but thanks to Arabella's ingenuity, the Coast Reavers enjoy a homemade grog finer than anything served in the greatest taverns of Mundus, alongside precious restorative brews that have saved countless lives.

Whenever deception is required, Arabella becomes the crew's greatest weapon. Disguised as a tavern keeper, entertainer, or dancer, she effortlessly infiltrates enemy strongholds, opening the gates for the rest of the crew, who rarely struggle to dispatch drunken slavers.

DEEPMAW KRAKEN, TERROR OF THE SEAS

  Few horrors inspire greater fear upon the western seas than the Kraken.

These legendary leviathans resemble colossal octopi capable of crushing entire galleons and devouring their crews whole.

Their arrival is often heralded by immense whirlpools, conjured by their countless tentacles to drag ships toward the center of the maelstrom.

Once escape becomes impossible, the beast finally reveals itself: a grotesque head crowned with disturbingly human eyes, a massive beak capable of shattering the strongest hulls, and innumerable tentacles, each moving with terrifying independence.

No one truly knows how many limbs a Kraken possesses or how long they grow.

No adult specimen has ever been captured, and severed tentacles are said to regenerate twofold, much like the heads of a Hydra. As they grow ever larger, so too does their endless hunger.

Like Dragons, Worgs, and many other legendary beasts of Mundus, Krakens are believed to possess remarkable intelligence and even their own language, though no mortal has ever managed to decipher it.

Most astonishing of all, the Deepmaw Kraken has followed Captain Maul's ship for decades, answering the Shark Folk captain's whistle as faithfully as any crewman.

Many years ago, Maul discovered the creature as a juvenile, scarcely larger than a grown man, imprisoned inside a bronze tank within the fortress of an Ogre slaver.

Mistaken for little more than a giant octopus, the young Kraken was being tortured for sport.

Unable to bear such cruelty, Maul freed the creature and released it back into the sea. From that day onward, the Kraken never left his side.

As long as Maul continues his relentless war against slavers and raiders, the Deepmaw Kraken will never know hunger, nor will it ever abandon the captain who first showed it mercy.