IDC Games

Skull and Bones · 2026-08-19

Skull and Bones Year 3 Season 2: Crimson Waters unleashes the Junk, Abyssal Fleet and a deadlier World Tier 4

Something has crossed the barrier, and the Indian Ocean is no longer dealing with ordinary pirates, colonial fleets and familiar seasonal enemies. Skull and Bones Year 3 Season 2: Crimson Waters is live now , having launched on August 18, 2026 with a new large ship, a mysterious enemy faction

Something has crossed the barrier, and the Indian Ocean is no longer dealing with ordinary pirates, colonial fleets and familiar seasonal enemies.

Skull and Bones Year 3 Season 2: Crimson Waters is live now, having launched on August 18, 2026 with a new large ship, a mysterious enemy faction emerging from the Abyss, additional World Tier 4 endgame content and substantial changes to how Captains build and manage their equipment. Ubisoft’s new gameplay trailer summarizes the season with an appropriately ominous progression: the Junk rises in fire, combat becomes increasingly lethal and an unknown force begins moving through waters that previously appeared secure.

The centerpiece is the Junk, nicknamed The Relentless, Skull and Bones’ fourth large playable ship and a DPS-oriented vessel designed around sustained fire damage rather than simply absorbing punishment. Its Infernal Embers mechanic progressively strips Armor and Fire Resistance from enemies, rewards continuous pressure with faster reloads and increased weapon damage, and eventually develops into a fiery explosion capable of turning a prolonged engagement into a devastating offensive cascade.

Crimson Waters also introduces the Abyssal Fleet, a faction hostile not only to players but to every major power currently operating across the Indian Ocean. Its ships use Armored Weakpoints, unusual combat roles and mechanics capable of interfering with a Captain’s ability to repair during battle. At World Tier 4, those forces culminate in Heralds of the Abyss, a large-scale fleet event ending in a confrontation with the Abyssal Herald elite warship.

Yet the season is arguably just as important outside combat. Modification Transfer finally allows valuable mods to be moved between compatible equipment, Seasonal Mastery Loadouts can save up to ten configurations, the Job Board has been rebuilt, higher World Tiers provide substantially more Infamy, new Adept and Mythic Exclusive Mods expand endgame optimization, and the seasonal Faction War brings Li Tian Ning’s Phoenix’s Talon directly against the Compagnie Royale.

The crimson tide is not simply adding another boss. It is attempting to make building the ship that kills that boss significantly more interesting.

The Junk is Skull and Bones’ fourth large ship and its most aggressive fire specialist

Year 3 Season 1 introduced the Galleon as another major step in Skull and Bones’ expansion of large playable vessels. Crimson Waters follows immediately with the Junk, but Ubisoft has deliberately avoided making the new ship feel like a reskinned alternative using the same combat philosophy.

The Junk is classified as a DPS large ship specifically designed for extended fights against high-health targets. Its base configuration carries 85,000 Hull Health, 17,000 Brace Strength, 160,000 Weight capacity and five Furniture slots, with 38 gunports distributed across its enormous hull: fourteen on each broadside, six at the bow and four at the stern.

Its standard top speed begins at 21 knots before upgrading to 24 at Upgrade Level 3. By Upgrade Level 7, Hull Health climbs beyond 104,000, Brace Strength exceeds 20,000 and multiple resistances have been significantly increased. A sixth Furniture slot arrives earlier in the upgrade sequence, giving high-level builds enough flexibility to reinforce the ship’s already specialized offensive identity.

The numbers make it a substantial vessel, but the real reason to use it is Infernal Embers.

Every successful weapon hit applies Ember stacks to the enemy. Up to 20 can accumulate, and each stack decreases the target’s Armor Rating and Fire Resistance by 2%. At the maximum 20 stacks, that theoretically represents an enormous reduction to both defensive categories while the Junk continues applying pressure.

Once the target reaches maximum Ember, further hits begin generating Inferno stacks for the Junk itself. Those stacks reduce reload time and increase weapon damage, transforming sustained accuracy into escalating offensive momentum rather than simply repeating the same broadside until the enemy sinks.

Infernal Embers turns long boss fights into the Junk’s ideal environment

Many Skull and Bones ships produce their strongest advantages immediately. The Junk works differently because its entire combat loop improves the longer it maintains contact with one target.

That makes high-health enemies particularly valuable.

A short encounter against a minor vessel may end before the full Ember and Inferno structure becomes relevant. A World Tier 4 elite with enough durability to survive repeated salvos gives the Junk time to build its complete damage engine.

At maximum Ember, each further hit can accumulate Inferno up to ten stacks. Each stack increases weapon damage by 3% and reduces reload time by 0.5%, allowing the Junk to potentially reach a substantial offensive bonus while the victim remains simultaneously stripped of Armor and Fire Resistance.

There is also a group component. Allied extra-small, small and medium ships within 500 metres receive half of the Junk’s Inferno-derived bonus, meaning the vessel contributes more to coordinated fleets than its personal damage statistics initially suggest.

The Relentless is therefore not simply a large solo DPS platform. It can become the offensive anchor around which smaller ships operate.

That distinction gives it a clear role beside the Galleon and Frigate. The Junk does not need to be the toughest hull in the ocean if its presence makes the enemy progressively easier for everyone else to destroy.

Fully upgrading the Junk turns the fire mechanic into an explosion

The Junk’s late upgrade progression adds the final piece of its identity.

Once the ship reaches its advanced perk state, reaching maximum Inferno causes the next weapon hit to trigger a fiery explosion dealing 200% of weapon damage as Fire damage, with a 20-second cooldown before the effect can occur again.

Ubisoft’s materials currently use slightly inconsistent terminology for this upgraded perk—the feature article refers to Infernal Seas, while one patch-note subsection labels the upgraded effect Infernal Skies—but the underlying mechanic is consistent: build Ember, reach maximum stacks, accumulate Inferno and then detonate an additional Fire explosion.

That loop should make Fire-focused furniture and weapons especially attractive throughout Season 2.

The new Hellshot Smithy, for example, applies Charred after sufficiently large Burning hits. Charred enemies receive 30% more Burning damage and accumulate Torn Sails more quickly, while Burning damage against an Ablaze enemy can splash onto nearby targets.

Pairing effects like that with a ship already designed to lower Fire Resistance suggests one of the clearest seasonal build directions Ubisoft has offered in some time.

Crimson Waters wants Captains to burn ships until the sea itself appears red.

The Junk blueprint comes through the Smuggler Pass progression

Players do not need to wait for a low-probability world drop to obtain the new vessel.

The Junk blueprint is included among the Season 2 Smuggler Pass Milestone Rewards, while additional rewards throughout the pass provide materials specifically intended to accelerate its upgrade path. Bundles appear at different points for earlier upgrade levels, and one milestone package supplies materials intended for the expensive progression toward Upgrade Levels 6 and 7.

That is important because the Junk’s most interesting mechanics emerge progressively. Unlocking the base vessel gives players Infernal Embers, but the complete resistance package, sixth Furniture slot, higher speed and upgraded explosion mechanic require further investment.

The Smuggler Pass also contains the new tiger pet Miso, allowing players more interested in cosmetic progression to receive a distinct seasonal reward alongside the ship-focused material economy.

The pass continues using Skull and Bones’ three-track structure—Quartermaster, Gunnermaster and Shipmaster—rather than forcing every reward into one linear path.

Each track again supports a different aspect of the seasonal build ecosystem.

Pyroclasm and Scorch Song are designed to make fire builds even more violent

The Quartermaster track contains Pyroclasm, a new Epic Fire Berserker Armor. Its Stoked Inferno perk turns defensive bracing into an offensive resource: bracing attacks from enemies already affected by Ablaze builds an explosion based on Brace Health, with repeated braced hits increasing the eventual damage before releasing Brace detonates the effect around the ship.

That is an unusual relationship between defence and Burning. Instead of simply reducing incoming damage, a Captain can deliberately absorb pressure through Brace while charging another offensive response.

The Gunnermaster track introduces Scorch Song, an Epic Burning Explosive Culverin. Its Ignition mechanic triggers an explosion against targets affected by either Ablaze or Shell-shocked, dealing a fixed Explosive component plus additional scaling based on weapon damage. Consecutive shots increase that bonus dramatically before the effect enters its cooldown.

The weapon also carries Burning and Combustion damage traits, making it an obvious candidate for Junk configurations attempting to exploit both Fire and Explosive interactions.

Meanwhile, the Shipmaster track supplies the Hellshot Smithy alongside further Junk upgrade resources.

The entire Smuggler Pass therefore feels constructed around a coherent ship fantasy instead of offering unrelated seasonal equipment simply because new items are expected.

The Abyssal Fleet is hostile to everyone

The season’s other major addition does not care whether a Captain supports the Compagnie Royale, Phoenix’s Talon or nobody but themselves.

The Abyssal Fleet has invaded the Indian Ocean and is hostile to all players and factions.

Ubisoft is intentionally presenting these ships as something different from a conventional faction whose territory and alliances can be understood through existing political relationships. They emerge primarily within World Tier 4, operate through multiple specialized ship archetypes and can interfere with repair during combat.

That repair disruption is particularly dangerous in Skull and Bones because prolonged high-end battles normally depend on a Captain’s ability to recover from catastrophic bursts of damage. An opponent capable of reducing or complicating that recovery changes the value of defensive timing, healer support and disengagement.

The Fleet also uses Armored Weakpoints, forcing players to pay closer attention to target selection rather than simply firing into the largest visible part of the hull.

Different Abyssal archetypes bring different strengths and weaknesses, making the fleet concept more interesting than filling one event with dozens of identical enemy ships at higher Ship Rank.

Ubisoft’s intended message is clear: entering the Abyss without adjusting the loadout is supposed to be dangerous.

Heralds of the Abyss turns World Tier 4 into a fleet survival test

The flagship activity is Heralds of the Abyss, a new World Tier 4 World Event that players can deliberately activate from a buoy on the map.

That voluntary activation is important. Unlike an encounter a player accidentally sails into while carrying valuable cargo, Heralds of the Abyss is essentially asking Captains whether they believe their current build is capable of surviving what follows.

Starting the event unleashes waves of specialized Abyssal Fleet vessels. Reinforcements can rapidly increase pressure, and failing to control the battlefield can leave a player or group badly outnumbered. Surviving those waves eventually summons the Abyssal Herald, a new elite warship with multiple attacks and exposed vital weakpoints that skilled crews can target to shorten the fight.

The format suits the Junk almost perfectly. Numerous smaller enemies provide opportunities to maintain sustained combat bonuses, while the final elite possesses enough durability to justify the ship’s stacking damage structure.

The event is also one of the primary sources for some of Season 2’s most desirable endgame equipment.

Crimson Waters is therefore creating a clear progression loop: improve the ship, enter the Abyss, obtain stronger mods and use them to push the build further.

Abyssal Essence becomes another important endgame currency

Defeating Abyssal forces awards Abyssal Essence, a seasonal resource with several uses.

Captains can take it to Blackwood and exchange it for cosmetics and Adept-Modded equipment, including the distinctive Crown of Ruin Barque skin without its usual crane structure. Abyssal Essence also participates in the season’s broader modification economy, making it valuable even to players who are less interested in cosmetic rewards.

Heralds of the Abyss can additionally drop Mythic Exclusive Mods and Adept-Modded Weapons. These exclusive Mythic modifications cannot simply be reproduced through normal Blacksmith methods, giving the World Tier 4 event genuine loot exclusivity rather than merely increasing the quantity of ordinary rewards.

For Season 2, Mythic Exclusive Mods are available for Culverins, Demi-Cannons, Long Guns and Ballistas, with Ubisoft confirming that additional weapon categories will be supported later.

That should create substantially more reasons for endgame Captains to maintain multiple weapon builds.

A powerful Culverin roll does not necessarily help a Ballista specialist, and chasing the ideal modifications for several ship roles can extend the progression loop far beyond obtaining one copy of the season’s best weapon.

Modification Transfer finally attacks one of the worst parts of randomized equipment

One of Crimson Waters’ most important quality-of-life additions is considerably less cinematic than the Abyssal Herald.

Modification Transfer is now available at the Blacksmith.

The feature allows players to take one or multiple modifications from a source item and move them onto another piece of equipment of the same type, provided the target has compatible unlocked slots. The source equipment is destroyed during the process, so the system does not duplicate valuable rolls, but it allows their important attributes to survive.

Transfers require Ascension Flux, a new material obtained by salvaging Ascended items and through seasonal rewards.

This directly addresses the frustration created when an otherwise inferior weapon happens to contain an exceptional modification. Previously, the player could be forced to choose between keeping a weaker base item because of its mods or abandoning desirable rolls when upgrading.

Crimson Waters lets the Captain destroy the obsolete equipment while preserving the part that actually mattered.

For a game increasingly focused on buildcraft and randomized modifications, this could ultimately influence everyday progression more than another seasonal boss.

Ten Seasonal Mastery Loadouts make ship switching far less irritating

Year 3’s Seasonal Mastery system increased build depth, but it also created friction whenever players wanted to move between vessels requiring different perk allocations.

Season 2 adds Seasonal Mastery Loadouts, allowing players to save up to ten configurations. These can be attached per ship and switched through the Ship Loadout interface, removing the need to reconstruct the Seasonal Mastery Tree manually whenever changing roles.

That matters more as Skull and Bones adds increasingly specialized ships.

A Junk wants perks emphasizing sustained offensive pressure and Fire synergies. A Frigate can benefit from durability. Support vessels may prioritize healing or ally bonuses. Forcing all of those ships through one frequently rebuilt Mastery allocation undermines the entire point of maintaining a diverse fleet.

Saved loadouts make specialization practical.

Ubisoft has also added a Ship Details overview that consolidates statistics from the ship, weapons, Armor, Furniture and Mastery Tree into one location. Inventory filters have been reorganized, fleet navigation is more visual and categories now make managing large collections easier.

None of these features creates a trailer moment comparable with an exploding Abyssal warship.

Players who maintain fifteen ships may appreciate them more.

Impetus gives the Seasonal Mastery Tree its new central combat resource

Crimson Waters refreshes Seasonal Mastery around Impetus, a resource generated through specific combat actions and consumed by higher-level perks.

One example begins with Relentless Force at Mastery Level 10. Repeated weapon hits generate Impetus, and generating it temporarily increases Weapon Damage and Repair Amount. Weakness Finder later creates a chance for ordinary weapon shots to become weakpoint hits after Impetus generation, while Firepower Order consumes a full ten-stack resource after using an Auxiliary Weapon and temporarily converts every weapon hit into weakpoint damage.

Other announced seasonal perks use Impetus differently. Unstoppable Force links sailing speed with healing and additional damage, while Mending Order consumes the resource to produce a large healing area for allies.

The design gives the Seasonal Tree a stronger internal economy. Instead of selecting independent passive bonuses that rarely interact, Captains generate one common resource and decide how their chosen perks exploit it.

That should help create recognizable seasonal builds rather than simply stacking whichever percentage increases happen to produce the largest spreadsheet result.

Returning Captains no longer restart Seasonal Mastery completely from zero

Ubisoft is also softening the seasonal reset.

Players who reached meaningful Mastery levels during the previous season now begin Crimson Waters with a Mastery Point head start. A Captain who previously reached Level 60 starts the new season at Level 5, Level 70 converts to a Level 10 starting point and Level 80 begins at Level 15.

The intention is to preserve the seasonal-reset concept while acknowledging the time invested by highly active players.

Season 2 also reduces the requirement for the third major perk tier from Mastery Level 60 to 50, while the Seasonal Journey now awards additional Mastery Points. Combined with normal Mastery progression, players can reach a total of 90 spendable Mastery Points.

Higher World Tiers simultaneously provide more Infamy, particularly for difficult Plunders and elite encounters. At Ship Rank 26 and above, Plunder Infamy receives a 65% increase, while high-rank Elite Warships and Sea Monsters provide substantially higher rewards than before.

The season is therefore trying to make playing harder content the efficient progression route rather than something players attempt only for personal challenge.

The Job Board now behaves like a genuine seasonal activity hub

The Job Board has been overhauled rather than remaining another Journal subsection.

Seasonal contracts now rotate through dedicated daily and weekly Smuggler Pass challenges, providing Smuggler Points, Guildmarks and Deep Iron. Difficulty is divided into Easy, Medium and Hard tiers, with harder jobs naturally offering larger progression payouts.

Hard contracts can provide between 1,200 and 2,000 Smuggler Points, while Medium contracts include Guildmarks alongside their pass progression.

Moonshine and Honorless-related objectives are also accessible directly through the Board.

This is another relatively mundane change with potentially significant consequences. Live-service games benefit when recurring objectives are readable and centralized. Hiding dozens of seasonal contracts inside a Journal creates unnecessary friction, particularly for returning players who already need to understand new ships, systems and currencies.

Crimson Waters appears much more interested than earlier seasons in reducing that administrative burden.

Li Tian Ning returns with Phoenix’s Talon

Not every enemy this season comes from the Abyss.

The ongoing Faction War changes again as the Dutch Merchant Company withdraws and Li Tian Ning’s Phoenix’s Talon enters the conflict against the Compagnie Royale.

Phoenix’s Talon brings new faction-specific ships and the Emberwings Ascended Elite, crewed by pyromaniacs who rely heavily on Fire and Explosive attacks. Another elite threat, Scarletcrest, appears with an accompanying war convoy for Captains aligned against the faction.

Faction War rewards include new ship vanity sets, progression materials, Ascended versions of Year 3 Season 1 weapons and two notable new weapons: Hellfire, an Epic Burning Rocket, and Claws of the Deep, an Epic Flooding Ballista.

Hellfire replaces conventional rocket spam with a volley of fifteen heavy rockets and progressively reduces Fire Resistance when striking an Ablaze target. Claws of the Deep can be charged to pierce through ships and carries a chance to instantly apply Flooded, after which further hits increase the target’s vulnerability to the weapon.

The Faction War begins on August 18, enters ceasefire on October 27 and formally concludes on November 3, giving Crimson Waters another long-term progression track running across most of the season.

Darktide Lullaby and Requiem of the Lost return with new reasons to play them

Two familiar limited events are also returning.

Darktide Lullaby occupies Weeks 1 through 4 and comes back with revised elite affixes to prevent its bosses from functioning exactly like their previous versions. Its reward pool includes Drakon’s Jaws, a Burning/Flooding Torpedo, alongside the Reaper’s Revel cosmetic set.

Later, Requiem of the Lost returns during Weeks 8 through 11 with Drowning Hellion, a new Epic Flooding Demi-Cannon. Its Sea’s Fury perk gives volleys a chance of converting Flooding damage into Severe Damage, with repeated hits increasing that probability. Against an already Flooded target, the potential Severe Damage becomes dramatically stronger.

The two events therefore return mechanically familiar structures while adding equipment capable of supporting current Year 3 builds.

Crimson Waters is not pretending every seasonal activity needs to be completely new. Ubisoft is increasingly using old encounters as containers for updated affixes, weapons and progression.

That approach works as long as the reward changes are meaningful enough to justify returning.

Assassin’s Creed Black Flag returns later through a Resynced cosmetic event

The seasonal calendar also contains another particularly appropriate Ubisoft crossover.

An Assassin’s Creed IV: Black Flag Resynced Cosmetic Event is scheduled for Weeks 5 through 7.

Ubisoft has not positioned it as the central gameplay feature of Crimson Waters, and the patch notes currently describe it specifically as a cosmetic event rather than a new Black Flag narrative campaign. Still, few crossovers could fit Skull and Bones more naturally.

Black Flag remains one of Ubisoft’s most recognizable pirate games and an obvious historical point of comparison for Skull and Bones. Revisiting its visual identity inside the Indian Ocean should generate substantial interest from players who associate Edward Kenway’s era with Ubisoft’s earlier approach to naval combat.

The timing also helps divide the season into clear phases: Abyss-focused launch content and Darktide dominate the opening weeks, Black Flag enters during the middle period, and Requiem of the Lost carries activity toward the end.

The Brig and Barque get dedicated Ship Campaigns

Crimson Waters will also continue the Ship Campaign system.

The Brig Ship Campaign is scheduled for Weeks 2 and 3, offering a dedicated challenge track containing progression and upgrade materials before culminating in a Brig Ship Deed. That deed can be exchanged with the Shipwright to permanently add the vessel to the player’s fleet.

A Barque Ship Campaign rerun follows during Weeks 5 and 6.

Ubisoft has expanded these campaigns so their reward tracks also contain the materials required for the first three upgrade levels of the featured ship. That makes them much more useful to players who missed earlier acquisition periods because obtaining the ship no longer leaves them immediately confronting another large resource grind before it becomes practical.

The Galleon blueprint from Season 1 has simultaneously moved into Blackwood’s inventory, reinforcing a broader Year 3 policy of preventing previous seasonal ships from becoming permanently inaccessible.

That is essential in a ship-building RPG. Mechanical archetypes should eventually become part of the wider sandbox rather than functioning as permanent punishment for anyone who missed one three-month window.

Freeman’s Trail continues beneath the supernatural invasion

Crimson Waters also continues Freeman’s Trail, ensuring that the Abyssal Fleet does not completely replace the longer-running pirate mystery established in Year 3 Season 1.

Lucian Harrow is still searching for Uricko Freeman’s secrets, but another survivor from Freeman’s crew enters the race. The new seasonal quest chain begins with A Trail Renewed, continues through The True Cargo and culminates with The Unbending Flame.

Ubisoft describes the storyline as involving political manoeuvring, uncertainty over who can be trusted and the discovery of something ultimately more valuable than straightforward treasure.

The season also includes Junk to Junk, a side objective that allows Captains to take the new vessel through a hands-on sea trial before fully committing to it.

That mission is a smart addition. Ship statistics can explain an archetype, but piloting one is more useful. A trial lets players understand the Junk’s size, responsiveness, gun arrangement and sustained DPS loop before directing large quantities of materials into upgrades.

Crimson Waters makes the endgame harder while making build management easier

That may be the most coherent way to understand Year 3 Season 2.

Ubisoft is increasing combat complexity through the Abyssal Fleet, Armored Weakpoints, new seasonal affixes, the Abyssal Herald, Adept Mods and World Tier 4 rewards. At the same time, it is reducing the amount of administrative friction surrounding those challenges through Modification Transfer, saved Mastery configurations, improved ship-stat screens, better sorting, fleet categories and more centralized Job Board objectives.

Those two directions need each other.

Adding increasingly complicated equipment systems without better management tools eventually turns buildcraft into inventory work. Simplifying inventory without providing difficult content where optimized builds matter makes that optimization unnecessary.

Crimson Waters attempts both simultaneously.

The Abyss asks Captains to build better ships.

The interface now makes building those ships less irritating.

The sea has survived plague fleets, monsters and faction wars; the Abyss is something else

Skull and Bones has spent its post-launch years escalating the Indian Ocean through increasingly extravagant enemies. La Peste brought disease. The Hubac Twins weaponized coordinated naval aggression. Li Tian Ning introduced another major regional power. Vikram Rajan pushed the game much further into supernatural territory, while Year 3 has expanded both the size of player ships and the scale of endgame progression.

The Abyssal Fleet represents another escalation because it is not entering the same political system.

It is hostile to everyone.

Its presence primarily in World Tier 4 positions it as an endgame invasion rather than an early-game faction players gradually learn to ignore. Its ships attack repair capability, protect weakpoints with Armor and arrive in specialized formations. The Heralds of the Abyss event then turns those mechanics into a fleet battle designed for Captains who have already invested heavily in their vessels.

Fortunately, Crimson Waters gives them something appropriately destructive to bring.

The Junk is enormous, carries 38 gunports and becomes stronger the longer it refuses to stop firing. Ember strips the target’s defences. Inferno accelerates reloads and raises damage. Fire-focused equipment amplifies the same pressure until the advanced ship can convert maximum stacks into another explosion.

The ship is named The Relentless for a reason.

Crimson Waters is less about one new ship than making every build more deliberate

The gameplay trailer sells the obvious spectacle: a huge Junk engulfed in fire, increasingly deadly naval combat and something ominous emerging from the Abyss.

The patch underneath that trailer may prove more important.

Modification Transfer gives valuable equipment rolls a future beyond the item on which they originally appeared. Adept and Mythic Exclusive Mods give high-level players new optimization targets. Seasonal Mastery Loadouts finally make maintaining multiple specialized ships practical. Impetus gives the seasonal perk tree a more coherent internal resource. Higher World Tiers produce better progression. Old seasonal ships become easier to recover. Returning players keep part of their previous Mastery investment.

Then Ubisoft gives those systems somewhere to matter.

The Abyssal Fleet is waiting.

Phoenix’s Talon is fighting the Compagnie Royale.

Darktide and Requiem return with new equipment.

Black Flag resurfaces later in the season.

Freeman’s Trail continues underneath everything.

Skull and Bones Year 3 Season 2: Crimson Waters is available now on PlayStation 5, Xbox Series X|S and PC, with cross-play and cross-progression continuing across supported platforms.

The sea is calling its Captains again.

This time, something from beyond the barrier answered first.


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