Description[edit | edit source]
The Cuckoo is a top-of-the-line sea-going ship, built in Bormar.
History[edit | edit source]
Little is known of the vessel before it arrived at Zietal Mar, other than the details from journals found within it.
The Cuckoo was sent to send a shipment of resources to Zietal Mar but was rocked by bad weather and storms. Supplies were lost, sickness had spread and three Dwarves were put down due to a minor mutiny. A Dwarf known as Farmir ended up cloistering himself into the rigging and the crows nest, refusing to come down. Captain Ivar ordered that the ship be placed into 'Turtle Mode', which would activate the many defences the ship had, including its large vault.
As they arrived at the island, they were ambushed by Grol mercenaries. The ship was left in ruins as it finally entered the bay between the Red Hills and the Green Forest, close to the Outpost. Farmir was the sole survivor of the massacre and ended up holing himself into a small house in Zietal Mar.
Once the ship was liberated of Grol occupation by Marshal Khestor and his Molir ambush party, it remained in the bay for quite a while, undergoing multiple reparation efforts until eventually having been speedily repaired in the fear that the Dwarves had to escape the Outpost in order to flee the wrath of Lord Voman Stoutheart. The Cuckoo played a vital role in the last days of Zietal Mar.
Performance[edit | edit source]
As well as being a robust, sturdy sailing ship, the Cuckoo also had an extensive range of redstone mechanisms on board. Many of these were installed by its engineer, Beor. These mechanisms would open and shut doors to quarters, open various locks and also open and close the large vault that the ship housed.
Notable Owners[edit | edit source]
- Captain Ivar - First owner of the Cuckoo.
- Marshal Khestor - Captain of the Cuckoo after its reclamation.