The Imp known as Dzinjar is as devious a character as you will ever meet. Employed by the Seafarers League and sailing aboard the Undertow, Dzinjar uses his small size and innate magical abilities to work as a spy. As General Delphina and the Fisher’s Guild prepare to sail from Eaglesport, Dzinjar hides in the shadows and gathers information on their voyage. Flying back to his own vessel, which is anchored outside of the Dead Lands where the Undertow can discreetly watch the comings and goings of ships upon which they could prey, the Imp reports what he has learned to Captain Ironskul. Together they devise a plan to ambush the Fishers Guild vessel as soon as it has left the safety of New Mythoss’ waters.

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