Welcome to 50 Fathoms Quest Edition! I was inspired by
@Maugan Ra and their Warhammer Fantasy Enemy Within Quest. 50 Fathoms is an RPG setting written (not by me) for the Savage Worlds RPG. I've always had trouble deciding on good mechanics for my quests, so for my latest attempt, I figured I would let others do the heavy lifting for me there. My goals for this quest are to provide an entertaining narrative while still allowing for meaningful choices. I also love omakes and reward them even if they are non-canon, so if you have inspiration, time, and a desire to do so, feel free to write them!
The world of Caribdus is in peril. 13 years ago, three witches were executed by being cast into the sea. Before they died however, they cursed their world and begged whatever higher power would listen for vengeance. And unfortunately for the world at large, their prayers were answered. Shortly after their deaths, they were revived as beings who were much more powerful, and much, much more evil: The Sea Hags. But their revival would herald something far worse. For months storms raged and water came pouring down from the sky, causing an apocalyptic amount of flooding. Entire nations were abandoned as their inhabitants hurried to higher ground in an attempt to escape the flood. This event, known as the great flood, turned Caribdus into an archipelago world. You will take control of a single person as part of a larger group destined to defeat the Sea Hags or die trying.
To create a character, simply choose an ancestry and a career. Plan format
Ancestry Selection:
[] Atani: These people are graceful humanoids that have the ability to glide (though not truly fly) through the air. Although they are quite nimble and athletic, their frail bones typically make them weaker than members of other species. The average Atani is free-spirited and somewhat careless, perhaps due to the wealth they have gathered in the past.
[] Doreen: The Doreen are primarily proud sea hunters who can hold their breath underwater for a long (but not indefinite) time. They live in small tribal communities with other Doreen. Or at least they used to. The Doreen lost the most in the Great Flood out of any other species. Their homelands were the first to be buried under the sea, and even their most sacred island and their ancestral home was subsumed beneath the waves despite heroic efforts to save it. When the Doreen communities collectively realized they had to leave their lands or be drowned their numbers had dwindled to around a thousand. But their suffering did not end there. For when they washed up upon the shores of the Kehana people, pleading for their lives, the Kehana responded by slaughtering and eating them. Only 200 of them escaped, now scattered across Caribdus to the point where there is no realistic hope of saving their race from extinction.
[] Grael: The Grael are very large humanoids covered in blubber that helps protect them from cold and injury. Though they are a relatively simple people, who tend to prefer similarly simple weapons, they make up for it with their physical might. They also can also hold their breath underwater like the Doreen. Most Grael live on the cold northern island Arfk with their extended families but many also have the taste for adventure.
[] Humans: Humans have shown up in Caribdus ever since the Great Flood. They can come from any year from 1400 AD to 1815 on Earth and all arrive by boat in the same way. While on the ocean a thick mist rolled in and everyone on the ship heard the sound of a woman crying, and when they moved towards it they found the ghost of a young girl hovering above the ocean. No matter what they did next, a storm would roll in and soon everyone on the ship would find themselves in Caribdus, stripped away from almost everything and everyone they knew or loved.
[] Kehana: Kehana are fish-like humanoids that, expectedly, take to the seas better than they do land and can talk and breathe underwater, They can function well enough on land but need to immerse themselves in water for an hour for at least once a day, or they will begin to dehydrate. They also have sharp teeth and claws they can use to defend themselves, or more often, attack with. They mainly gain their sustenance through hunting the fish in the sea. They are also notable for tending to be rather cruel and even sadistic, enjoying toying with and eating their prey alive. Their callousness also extends to those that can communicate with them, as evidenced by their terrible history with the Doreen. There are some however, who are willing to at least attempt to live in some version of peace with other intelligent beings, and are often disgusted with their own kind's wickedness.
[] Kraken: The Kraken are squid-like humanoids that are aquatic, much like the Kehana. They are also mistrusted by many non-Kraken as well due to their somewhat stoic nature and talent for magic, but this enmity is unjustified more often than not. As a matter of fact, the Kraken are masters of the sea who used their enormous war fleet to try to kill the Sea Hags during the Great Flood. Although they were valiant and skilled fighters, their attempt ultimately failed, and the Sea Hags destroyed their Civilization in retaliation.
[] Masaquani: Out of all the native races in Caribdus, the Masaquani are the most like the Human newcomers when it comes to physique, although they tend to be more varied in appearance than the Humans. Masaquani can have naturally occurring blue hair and pink skin for example, Before the Great Flood, Caribdus was dominated by thousands of small Masaquani city-states and two hegemons: The Kieran and Ograpog empires. The Ograpog Empire was no utopia, but it was ruled by a series of wise and relatively benevolent kings who strived to welcome all races willing to live there peacefully. The Kieran Empire, on the other hand, was ruled by more intolerant and oppotunistic rulers. Only Kraken were considered equals to the Masaquani, and only then because of their magical talents. During the great flood the Ograpog Empire was more or less completely submerged underwater, but the Kieran Empire survived and its ruler even took advantage of the chaos to extort people trying desperately to escape the flood. Clearly, the fates have a cruel sense of humor.
[] Half-Ugak: The Ugak, also called the Red Men of Torath-Ka, are a jingoistic and savage people who sacrifice intelligent species to appease their dark Gods. They are brutal and cruel, and so their pairings with Human and Masaquani are usually anything but consensual. The children who are the product of these rapes are known as the Half-Ugak, and although there are some communities willing to embrace the child, the sad reality is that they are often unwanted. Their bodies are strong and hardy, so they have often been used as physical laborers and warriors.
[] Scurillian: Perhaps the strangest of all intelligent species to be found on Caribdus, the Scurillians can best be physically described as giant crabs. They have sharp pincers as well as arms, a hard shell, and telescopic eyes that can even grow back after six months if they are destroyed. They were created hundreds of years ago by the Kraken archmage Tal Rathus, who captured giant crabs and gave them sentience with sorcery and many experiments. The crabs became quite cunning, even among other intelligent species, and eventually revolted against their creator. They can be a bit crabby and are not known for their friendliness, even and especially to members of their own species.
Career selection:
[] Common Folk: Many people in Caribdus are not in fact daring explorers or adventurers but rather fishermen, craftsmen, common laborers, etc: Ordinary people just trying to make a living. Dropping everything to go on an adventure and risk everything they've built for themselves might sound tempting as an idle fantasy, but most of these people would not join the call of adventure unless they absolutely had to for survival or to protect their families. Then again, the greatest heroes are often reluctant ones.
[] Explorers: Explorers want to find new lands, and given that the topography of Caribdus was violently altered only a short while ago, there are plenty of people willing to pay for maps and accurate charts.
[] Hunters: Caribdus is teeming with animal life, much of it very able to defend themselves against intelligent beings. As a result, there is plenty of work for hunters of all kinds.
[] Inquisitors: One of the most troublesome visitors to arrive in Caribdus was Tomas de Torquemada, a Spanish priest and head of the inquisition back on Earth. Now that he is on Caribdus, he is filled with even more zeal than before. His original targets, people who do not strictly follow the Catholic faith, describes the overwhelming majority of the natives of Caribdus, and so he has had to adapt. Instead of ridding Spain of heresy and heathens, he now desires to wipe magic and mages off of the map of Caribdus. Many rightly call him a madman, but he does have some who are true believers in his cause. He gives these agents of his will a special magic-resistant brand in the shape of a cross, and then sends them out in the world to find mages of all kinds and bring them to him for their confessions, and likely executions.
[] Marines: Marines are combat specialists signed up with lawful crews. They excel in close-quarter combat on ships. Some of them even have metal armor, which may offer extra protection against a bullet or blade, but will almost certainly doom those who fall overboard while wearing it.
[] Merchants: There are plenty of entrepreneurs looking carve out a niche for themselves in the developing economy of Caribdus. These people help ensure continued trade and fair prices, unlike the merchants in our world.
Officers: Ships that are an official part of a country or trade company's navy are captained by officers. Most officers got the job through nepotism, though there are a few who gained their post more or less through merit.
[] Pirates: Of course signing up with lawful crews isn't the only way to make a living on the high seas. Many unscrupulous individuals will happily hoist the black flag and prey upon ships without the money or sense to hire proper security.
[] Privateers: Because piracy is such a lucrative business, nations and trade companies interested in maintaining order have often resorted to hiring ship crews dedicated to hunting pirates.
[] Questors: Not everyone heeds the call to adventure for economic reasons. Questors travel the world searching for ways to defeat the Sea Hags, or at least find their way back home if the crews are Human.
[] Sailors: A proper ship's crew needs more than captains and fighters to function. Sailors keep the ship running smoothly by following the captain's orders and using their skills and muscles to carry them out.
[] Salvagers: Many Treasures lie in the depths of the sea, espcially since the Great flood. Doreen, Kehana, and the Kraken are able to explore these depths without any outside assistance. Daring salvagers from other ancestries may need the use of water magic in order to make it back to the surface safely.
[] Sea Rovers: Sea rovers, like marines, are skilled in combat on ships. Unlike marines, sea rovers don't particularly care whether the crews they are assisting are lawful, cold-blooded cutthroats, or anything in between. In short, they are mercenaries.
[] Ship Mages: The most valued members of a crew are often those who know magic. Their precise role on the ship is often based on what magic they specialize in. Fire mages are most often used against enemy crews, water mages can act as medics and assist in deep sea exploration, and air mages can decrease travel time.
[] Supers: Supers watch over a ship's cargoes and can vouch for their legality. The process of becoming a super is expensive and long, but they are essential for any merchant vessel that wants to operate under the law, and so they are well paid for their efforts.
[] Surgeon: Those who can use healing magic are rare and so ships often resort to non-magical means to keep their crews alive and healthy. A surgeon is often given a higher share or salary than the common crewmember for their important work.
[] Treasure Hunter: HIdden treasures are not only found beneath the waves. There are many skilled adventurers who search for hidden booty on deserted islands and pirate hideouts.
[] Whaler: Norwhales are giant aquatic beasts who can freeze the water around them. Their valuable blubber has turned hunting them into a whole profession, one which requires bravery and a strong stomach.
[] Write-in: Subject to GM approval