Remove ads by subscribing to Kanka or enabling premium features for the campaign.
The Main Characters
About me?
Mom was a doctor. Dad was a deadbeat. She couldn't save him. I couldn't save her.
I escaped into The Waves. Saved Nine so he invited me to live there. It's quiet and the food is good. Kelp Spirits keeps me going. I can watch Them from the portholes.
A nearby tunnel leads into the Moon Well. The lights are nice to look at. There are answers inside.
I can still save her.
Breathe. To fit in.
Drop Sir's key into the Moonwell.
Shoot to kill.
These are M0THER's commands.
7/12 remembers being an ordinary 9-year old girl in the world Before. She remembers smoothies and teddy bears and birthday parties.
Sometime she dreams of her father speaking with her, his gentle voice raspy from years of cigarettes. Every dream fades just before she can hear him speak her name.
But M0THER's voice is always clear.
Major NPCs
Found and adopted by Bell, Ocean is an 8 year old girl. She was found floating in the Soup, brought up by the waves. She is mute, but friendly and smiling, always curious about the world.
She is touched with Insights and arcane skills, and is often found near the Soup, staring into the crashing waves and touching them as they splash against the corroded buildings.
The quiet steward of the undersea lab. Sam and Nine have known each other a long time, and is a source of advice and support.
Hermit is skilled with his hands and tools, a maker. He is being trained by Bell to be the next Bell-Keeper. He is also of interest to Grand Admiral Tulane for his loyalty to Undertow.
In his free time, Hermit spends time with Whitmont, helping her with projects and asking many questions.
Locations
Beached upon the roof of Undertow, the Albatross is a 3 mast Frigate from the Age of Sail, kept in good condition by Grand Admiral Tulane and those under his leadership.
An apartment building with the last 7-9 of it's 30 stories poking above the waves, home to a small settlement ruled over by Grand Admiral Tulane, who rules from the Age of Sail ship "the Albatross" wedged upon the roof.
The highest point, a tall skyscraper above the relentless wet and humidity of the Soup.
A series of buildings peeking just above the surface - often flooded by higher tides. They are filled with the desperate and the hardened, those cast from the Undertow and the Tower, and those that prefer rule over rule of law.
Petty warlords find their home here, scrounging and raiding for what they need to survive.
An underwater habitat with a hydroponic garden with a small bee colony used for underwater growth research. Sam discovered the habitat on one of her dives when she found Nine, the technician, gravely injured from a Drowned attack. Together they built a medical lab where Sam has been performing autopsies on Drowned corpses.
Notes
- Entry to the lab via a moon pool or airlock- The Drowned congregate around the habitat.
One of the only known locations where pure, drinkable water can be found. This series of buildings have pipes atop them that pump out clean water into shallow pools.
The Drowned often gather around the Fountains, and can be dangerous if disturbed.
A vast, deep shaft, unplumbed, unscalable, in whose depths a strange light glows.
A central tunnel hundreds of kilometers long, winding and infinitely branching, traversed by wanderers, the Eyeless, and bandits.
A lawless place amongst a number of barely visible buildings, where divers swim ever deeper to collect salvage. Ongoing efforts are made to create locks to pump out the water out of buildings for a short time, allow the divers to go deeper still. Some do not return.
Where traders and refugees come from far away, from distant sunken cities or even from dry land.