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Description

Level Name: Isle of fetch
World release: Marleybone
Project name: Pirate101

The Isle of Fetch, located in Westminster Skyway, south of the Isle of Dogs, once lauded itself as a wondrous vacation destination and hot spot for residents from across the Spiral. As the Armada slowly invaded, it succumbed to desolation and destruction, losing its once illustrous reputation and the many travelers that enjoyed happier times in plush hillside accommodations, walking the boardwalk, or marveling at the magnificent lighthouse.
          No longer crowded with vendors, guest guides, and glassy-eyed crowds, Airedale Pier feels abandoned and less grand than its former majesty. The only remaining nod to a time long past is the ornate iron gate leading to the Isle of Fetch.
          Entering the Isle of Fetch is eerie … an abandoned ghost town shrouded in the guise of splendor, its buildings still holding strong, but crumbling slightly to weathering. Structures clearly sing of their proud Marleybonean construction, well-built with bits of wood and stone, signage clearly hung.
          Conveniently near the entrance is a lively boardwalk, still brightly colored, its carnival stands welcoming visitors to “step right up!” but lacking any real life. At the end of the boardwalk is a grand Ferris wheel towering over the island. Its grandiosity can be seen from almost anywhere, and it holds its weight against the stunning view of the abandoned lighthouse not too far from it.
          Sandy coasts line the Isle of Fetch, dotted with umbrellas, and long left beach supplies. From one such spot, a well-constructed wooden bridge leads to the once highly toured lighthouse.
          The lighthouse’s stark white stands out in the dark, dusty atmosphere that surrounds it. It feels preserved in its greatness, ringed with reds and blues around its base and top, its massive light no longer functioning, burned out from years of not being utilized. Inside the lighthouse, stairs spiral up, up, up, to a landing overlooking the Isle of Fetch. A landing that wishes again to be stuffed to the brim with travelers.
          Walkie’s Hotel, and slightly more humble accommodations, can be spotted opposite the lighthouse from its windows. This clustered township is accessed just beyond the entrance town across another wooden bridge.
          The township sits gorgeously atop a hillside, jutting out into the skyway, with each window of every building guaranteeing a wondrous view of the skyway, and the Isle of Fetch’s exciting sights. Each resort accommodation is unique and grander than the small towns that surround it. A picture of wealth and posh lifestyle, but also succumbing to the skyway breeze, its architecture crumbling more each year it sits without care. The most marvelous of them all is Walkie’s Hotel at the very peak of the hill.
          Walkie’s Hotel, reserved for the wealthiest travelers, is now a hideout for thieves, enemies, and all-around scum. Its interior is crumbling, but beyond the disrepair, there are hints of what once was … grand staircases, gold accents, and exorbitant finishes all about.
          Crossing another bridge below the township, the whirl and clatter of the Armada haunt the air. Another town sits idly here, but the buildings are slowly burning, halfway succumbed to the fires, or turned to ash. Beyond the destruction, an Armada ship has made its home against the shoreline.
Each mechanical step the Armada marches signals their further take over of the once splendid respite of the Isle of Fetch, an island desperately wishing to be saved, and returned to its former glory.

References

Narrative

Upon returning to the Admiralty at the Isle of Dogs, The Pirate finds the military strategists in need of assistance once again. Alarmingly, the Admiralty cannot contact their troops holding the line at the Isle of Fetch.
            Their contacts were working alongside the Kurgha, some of the fiercest and finest troops in all the Spiral. Last they’d heard, rations were requested to feed to troops, which the Admiralty sent willingly, but there’s been no word from their troops or the Kurgha since.
          If the Admiralty’s troops and the Kurgha fail to protect the Isle of Fetch from the invading Armada, it could mean certain doom for all of Westminster Skyway. The Admiralty must remain at the Isle of Dogs as central commanders, so they request The Pirate’s assistance to investigate the happenings in the Isle of Fetch, contact the troops, and ensure the Kurgha are holding back the Armada, keeping it safe under the Admiralty’s rule.
          Arriving on the docks of the Isle of Fetch, the player meets Sergeant Benton in a frantic state. He’s come to the docks to seek help due to the Kurgha revolting against the Admiralty. It seems something is off with the rations sent, and strangely the Kurgha seem to have gone mad, and now are attempting to fight their former allies. Since being sent to the docks, Sergeant Benton has lost all contact with his fellow troops, and fears they have suffered the worst fate imaginable. He needs to keep a look out on the docks, but requests The Pirate seek out his fellow troops and ensure they are not in harm’s way.
          Benton suggests The Pirate look out for Captain Harkness, who he last heard was holding down the fort somewhere along the Boardwalk. He warns the trek may be treacherous, as The Pirate may run into some angry Kurgha along the way.
          Captain Harkness is found on the Boardwalk at the end of the pier, frantically trying to ration ammunition as his troops are running extremely low due to the Kurgha’s unexpected revolt. He’s not well armed, so he’ll need The Pirate’s help to secure more ammunition from the further maddening Kurgha.
          With Captain Harkness’ ammunition stocks restored, he sends The Pirate over to assist Major Chesterson, who’s been trapped on the beach overwhelmed by the Kurgha threat. Harkness is a bit concerned that Chesterson and his troops are in major danger.
          Major Chesterson is, indeed, overwhelmed by the rebelling Kurgha, and many of his troops are injured or overly exhausted from the fight. Seeing how far The Pirate has come, Chesterson inquires if they are willing and able to take down some of the Kurgha, so Chesterson can make his way to safety or at least be free of the onslaught.
          Once the player defeats the Kurgha, a Kurgha troop lets it slip that they may have kidnapped someone named Stewart. As The Pirate isn’t familiar with this name, they must return to Major Chesterson, and see if he knows of anyone named Stewart that might be missing or in trouble.
          Shocked and appalled, Major Chesterson confirms that Brigadier Stewart is one of their comrades. Given their troops had been spread thin since the Kurgha’s mutiny, Chesterson hadn’t seen Brigadier Stewart in a good while, and is a bit concerned about his well-being. 
          Last that the Major heard, Stewart was headed to Walkie’s Hotel. He supposes Walkie’s would be a great base for the revolting Kurgha, and a convenient spot to hide out with their captor, Brigadier Stewart.
          Entering Walkie’s Hotel, The Pirate faces multiple rounds of Kurgha, finally finding Brigadier Stewart on the top floor protected by a fierce boss, Kzinti Singh. Stewart joins The Pirate in battle, and they must protect the Brigadier against the irate Kurgha.
          After rescuing Brigadier Stewart, the Kurgha recognize The Pirate for their infamy, and decide to call a truce, and explain the situation, as The Pirate is an innocent third party. 
          A respected military strategist, Kzinti Singh, lets The Pirate in on a secret, and attempts to explain the Kurgha’s unexpected rebellion. To the non-Kurgha, their military strategy may be a bit hard to understand, but to motivate them, and fuel their ultimate strength and power, the Kurgha must have the worst food imaginable, and starve for battle. If they are well fed, then they will only sleep and seek belly rubs. A well fed Kurgha is a lazy Kurgha. Kzinti Singh deeply expresses his regret for the rebellion, but the Admiralty troops just would not listen to their plight!
          Kzinti Singh couldn’t convince any of the allied troops of the Admiralty to seek the correct rations, but they trust The Pirate is able to understand their effective, albeit odd ways, and secure them the proper food. The Pirate can find the proper food back on the Isle of Dogs, but they’ll have to collect a few things to complete the recipe from different spots in Westminster Skyway. Once the task is done, Kzinti tells the Pirate to meet him back at the Lighthouse near the Boardwalk on the Isle of Fetch.
          Having secured the bad food from various sources around Westminster Skyway, the player returns to the Isle of Fetch, specifically Kzinti Singh, who is now back at his originally assigned post at the Lighthouse. Kzinti and his troops are thoroughly dissatisfied with the food, in the best possible way! The correct rations are distributed to all the Kurgha troops, and they return to their alliance with the Admiralty. Brigadier Stewart is freed and resumes his post as their commander.
          Unfortunately, word has reached the Kurgha through a standard report that something they call the “mechanicals” are closing in and must be stopped immediately! The Pirate recognizes mentions of the mechanicals as the Armada.
          The Kurgha and Admiralty troops are certain the only way to defeat the Armada and secure the Isle of Fetch back to their rule is to destroy the Armada’s Signal Beacon, halting them from calling for any more reinforcements.
          Entering a small town beyond the Lighthouse, The Pirate faces multiple groups of Armada troops on their way to the Armada’s Signal Beacon.
          A ship is docked at the edge of the Isle of Fetch, filled with more Armada troops, and the Armada’s Signal Beacon. 
          The Armada will not allow The Pirate to take down their Signal Beacon easily. If The Pirate fails, they will be doomed to become the Armada’s prisoner in Cadis. During the fight, The Pirate must weaken and deactivate the Signal Beacon.
          Once the Armada are defeated and their Signal Beacon disabled, the Pirate’s job is complete, and the Isle of Fetch is secured. They return to the troops in the Lighthouse and let Brigadier Stewart and Kzinti Singh know they should be in the clear for now. Kzinti and Stewart send The Pirate to report the good news to the Admiralty, and to share the Kurgha’s strange military strategies so they don’t have to face further rebellion and can remain powerful allies to take down the Armada threat.

POINTS OF INTEREST

Airedale Docks:

A simple dock with an ornate gate, Airedale Docks once was where guests started their magical experience at the beautiful Isle of Fetch. It now appears empty and abandoned. Peeking over the gate, a small town, the Boardwalk Pier and a grand Ferris wheel can be seen, a curiously inviting sight given the desolate pier.

Boardwalk Pier:

The wood planked Boardwalk Pier is littered with festive attraction stands that once housed fun games for visitors young and old. These tented structures are brightly colored and contrast to the darkness surrounding the Isle of Fetch. At the end of the Boardwalk Pier is a towering Ferris wheel but it appears as if its last “go-round” was long ago.

The Beach:

The Beach flanks the Boardwalk Pier, and is covered with long abandoned picnic baskets, travel supplies, umbrellas, blankets, and towels. It looks out upon the Westminster Skyway, and before the war, could have been a peaceful place to pass the time.

Walkie’s Hotel:

Walkie’s Hotel is an ornate, grand building that has not escaped the tragedy of war. The interior is crumbling, and it’s become a hiding spot for all sorts of seedy and dangerous types. Touches of its once grandiose interior remain, but it’s mostly succumbed to war and lack of maintenance. 

Lighthouse:

The Lighthouse is a magnificent structure, its beacon thrust high up into the sky above the Isle of Fetch. It looks to be well made and has withstood the battles surrounding it. Painted pristine white, it has accents of red and blue on its top and bottom. Inside stairs spiral up to a landing where travelers could once look over the splendor of the Isle of Fetch.

Destroyed Village:

Across the second bridge from the Lighthouse is the Destroyed Village. Its architecture mirrors the village leading to Walkie’s Hotel, but the buildings are on fire, and in various states of destruction. Armada march throughout this area, their gears creating a haunting symphony of terror.

Armada Landing Craft:

The Armada Landing Craft is a ship docked off the Isle of Fetch where the Armada are building up their assault. The craft is decorated in the traditional Armada décor, and houses their Signal Beacon, a tool they use to quickly call reinforcements to take down the Isle of Fetch.

SergeanT benton

Located on Airedale Docks, Sergeant Benton lost communication with his fellow troops due to a strange Kurgha mutiny.

Major Chesterson

Major Chesterson and his troops are trapped on the beach due to the Kurgha’s uprising. He’ll need The Pirate’s help to deal with the threat.

Kzinti Singh

Kzinti Singh is a military strategist with the Kurgha and explains the rebellion to The Pirate. He requests the player get the correct food stores, and then later deal with the Armada threat. He is located firstly in Walkie’s Casino, and then moves to the Lighthouse after the freeing of Brigadier Stewart.

Brigadier Stewart

Brigadier Stewart is held captive by his former reports, the Kurgha, in Walkie’s Hotel. The Pirate must defeat the Kurgha to free him.

Captain Harkness

Barely surviving on the Boardwalk Pier, Captain Harkness is quickly running out of ammunition due to not anticipating the need to hold back his former allies, the Kurgha. He needs assistance finding more.

Non-Player Characters

kurgha Captain
Armada dragoon
Armada Marine
Caesurus Aurus
Armada Musketeer
Optimus Aurus
kurgha Soldier
Battle Angel

Enemies

TOp down map

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