It's here you meet two amnesiac characters, Malroth and an ethereal bearded fellow assumed to be the island's guardian. The island you're washed up onto is the legendary and aptly named Isle of Awakening, acting as a hub area and larger objective for the rest of the game. I just didn't see it coming from a game like this, something so unexpectedly powerful and saddening to kick off such an incredible and grand adventure. As you look around the beach, you see bodies lined up you interact with them and they get washed away by the ocean. Though you try your best, the ship sinks, its only survivors being yourself and a particularly vocal and moderately less-fun-than-the-monsters woman. Your final test before being ready to really kick things off with the game comes in the form of a storm, requiring you to plug holes in the ship. ![]() They die and it's heartbreaking, and I wasn't ready for it. After maybe half an hour of getting to know these lovely creatures, they die. Quirky, fun, and just a great cast of characters to be around I almost wanted them to succeed in their cause, even if it was destroying everything. This shanty crew, evil though they might be, really came to grow on me in the short time I had with them. Acting as a fairly natural tutorial to get those who skipped the first game up to speed, it sets an initial light-hearted tone for the game. On the orders of a skeletal captain, you make some torches, repair the deck, and have a little play fight with one of the crew. Though the crew shun you, your utility in repairing the ship after a recent storm is too great to simply ignore, and it's here you learn the basics. Waking up behind bars in a monster-occupied ship, en route to your demise, your services are required. ![]() ![]() Worshipping destruction and chaos, the act of creation itself is outlawed and forbidden, builders imprisoned for their crimes. To build is to blaspheme, so say the Children of Hargon.
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