The salvage lanes war
Stakes Who controls the safe routes controls food, fuel, and medicine for entire flotillas.
World Atlas·Sphere·A drowned world where the safe places move and the cursed ground remembers heaven’s fall.
world market and council seat · convoy city
Hook
The largest floating city trades law for water and keeps its guns pointed at the dark.
Saltwake is a drowned world where almost all safe life drifts on linked ship convoys and raft-cities. The seas are salted, polluted, and full of depth beasts, while the few patches of land are warped by fallen angels and demons. People live by salvage, prayer, magitech, and hard travel between moving homes that can be cut loose at any moment.
Themes
Form · Sphere
Saltwake is a near-water world with only scattered, ruined landmasses and much of its population living on moving ship chains and raft-cities.
Traversal
Most travel is by convoy, sail, engine barge, or rare skyship hops between floating settlements and hazardous landfall zones.

Sphere

Magic
High

Technology
Magitech

Death & Souls
Before the Flood
The Dry Crown
The Falling
Saltfall
After the Break
The Drift Years
The salvage lanes war
Who controls the safe routes controls food, fuel, and medicine for entire flotillas.
The shore curse debate
If the cursed coasts can be reclaimed, the drifting way of life may end.
The deep hunger
The beasts below are growing bolder, and a few have begun following ships at night.
Keep the convoy lanes open, punish piracy, and control salvage taxes.
Profit from every wreck, every storm, and every safe passage.
Break convoy law and rule the open water by fear.
Seal or exploit the cursed shores before rival creeds do.
Recover the old world’s magitech and keep it out of common hands.
Stakes Who controls the safe routes controls food, fuel, and medicine for entire flotillas.
Stakes If the cursed coasts can be reclaimed, the drifting way of life may end.
Stakes The beasts below are growing bolder, and a few have begun following ships at night.
People lived on broad continents, and sky-temples traded with sea ports under a steady sun. Magitech fed towers, roads, and warded borders until scholars cracked the laws that held heaven and hell apart.
The sky broke open with angels, demons, and burning wreckage, and the seas turned bitter and crowded with new predators. Cities abandoned land for ships and rafts, and the first convoys learned to survive by moving.
The survivors built floating towns, convoy laws, and trade routes around salvage, prayer, and gunpowder. Small patches of land still exist, but they rot under holy and infernal blight, and every shore is contested.
A convoy map shows a new safe route that only appears under stormlight, but every captain who follows it loses a ship.
A saint's lantern has gone dark, and the soul inside is calling for rescue from a wreck below the waves.
A shore town offers rich salvage if someone can cleanse its wells, but the blight seems to have a will of its own.
Pirates are buying angel bone and demon glass in bulk, and someone in the convoy councils is helping them.
The fallen angels were not only invaders; some were built into the old magitech grid, and their collapse poisoned the seas when the grid failed.
Discovery · Old convoy charts, angel bone, and engine ash match the same hidden pattern.
Impact · The world’s cursed shores may be stabilizing around a buried engine that still powers the breach.
Several major powers are feeding the sea beasts trace amounts of warded waste to steer their migrations and profit from the danger.
Discovery · Certain deep-beast organs are prized by shipwrights who never sell them openly.
Impact · The convoy economy depends on a secret supply chain that may be breeding the very monsters people fear.
A drowned gate below the Black Deep is catching souls before they pass on, creating the restless dead and the lantern-spirit trade.
Discovery · Dead sailors sometimes return with the same salt mark on their wrists.
Impact · The afterlife may be filtered by a hidden sea-gate, and someone is opening it on purpose.