Sea of Crisis
The Tattered Remains
All along the coast of the Sea of Crisis are empty bombed out buildings. Cities reduced to complete ruin, standing derelict, staring out at the sea. The tombstones of the former Blackshore League. The cities razed almost to the ground, survivors fled deeper into the waters. A few gangs and scavengers might exist in the old, roofless structures, but nothing grows there anymore. The quicksilver stores were bombed long ago and leeched deep into the earth, making this place a desolate, lifeless shore.
The Rigs
Those that survived the evacuation from the coastal bombings of the Valta Empire fled to the quicksilver rigs. Massive mining and processing structures, miles off the coast. Now, fishing villages on pontoon platforms spread out from each rig, holding the last of the population together. Subsistence fishing is the primary means of survival, with Riggers gathering before dawn to catch fish for the village. Some of the rigs are still partially functional and Riggers will try to sell quicksilver to a variety of merchants that dock.
The Deep Water Gods
The Rigger religion is questionable at best. They do not worship the omnipotent deities at the core of their beliefs. They fear them. The Deep Water Gods are dark, ancient deities that coil in the unknowable depths of the Sea of Crisis. They speak strange prophecies to those that hear them and call to sailors and pilots alike that look too deeply into the choppy waters. They are creatures of both madness and unbearable truths. Priests and monks of the Deep Waters tend to meditate on their nature in some of the more remote rigs, where monasteries are built atop the old churning machinery. No reverence or solemn admiration is spared for these dark gods, however. They are seen as omniscient forces of nature with no compassion for mankind’s plight, only an unknown and subtle agenda to enact at the temptation of truths. In times of true desperation, however, these deities have been rumored to answer in terrible ways.
Seaworthy Travel
The Sea of Crisis is home to fickle storms and low visibility. Getting lost and turned around happens easily, and being airborne is more of a hindrance than anything else. Airships are too slow to outrun storms and can be knocked miles off course, never to be seen again. Travel is conducted via fishing ships and the occasional frigate that survived the Era Duellum, especially between the rig settlements. Modern ships are not always easy to come by however, and you will also find sailboats scrapped together from hulls of older ships that try to move with the storms rather than against. Addtionally, on clear skies, light aircraft called rig-hoppers will try to make fast travel between the rigs, but it can always be risky.
Pirates - Former Blackshore League
The former Blackshore League dissolved into modern day pirate factions. Lightning quick raids on airship caravans and trains that venture too close to Sea of Crisis are a reality of the area. With access to military airships, and based in secret amongst the ruins of Blackshore, the years of scarcity after the Great War created desperate pirate fleets. Stealing anything and villifying all citizens that won’t take up arms against the Valta Empire, there is no target worthy of being overlooked. Heavily organized, these fleets work in cells of maybe a few ships at a time and are spread out over a series of hidden docks and shipyards.
Sea of Tranquility and Serenity
Foil to the Sea of Crisis, the Seas of Tranquility and Serenity are dead oceans that support no life. No fish or bird travels here and along the shore are the wastes, a blasted landscape that once housed the Fulgur Republic. It is considered a holy place to the riggers and former denizens of Blackshore. Perfectly silent, some monasteries are erected here to contemplate the nature of the Deep Water Gods, as it is said that these waters are their resting place.
Hooks
- Something is wrong with the people of the 33rd Rig. They move and go about their business but stare blankly and barely speak as if something is wrong inside of them.
- Rumor of some lights seen in the ruins of Artol. It is rumored to be a pirate gang setting up to raid the area.
- The people of Rig 41 are missing when you arrive. All their possessions are there and no sign of struggle. It’s as if they vanished.
- Pirates are shaking down the Fishing village around Rig 67 and will be back in a weeks time to collect trade goods. They don’t have the ability to pay them in a week and need help.
- A delivery to a monastery in the Sea of Tranquility is commissioned of you, but before you can leave, you encounter engine trouble and have to stay the night.
Themes - Eldritch Occult, Sea Adventure, Pirates, Abandoned ruins