The salvage war
Stakes Whoever controls the drowned ruins controls fuel, relics, and the future of every floating city.
World Atlas·Sphere·A drowned world where cities float, ruins remember, and the sea collects its debts.
capital hub · floating city
Hook
The largest raft-city in the Crown still pretends it is a true island, and its seawalls are built from salvaged relics that should not exist above water.
The Shallow Crown is a flooded world of small islands, drifting fleets, and drowned ruins older than living memory. Most people live on floating towns lashed together from hulls, cranes, and magitech platforms. Below them lie the broken courts of a dead age, where every salvage dive risks treasure, curses, or waking something that should have stayed buried. Power belongs to those who can keep water out and secrets in.
Themes
Form · Sphere
A water-covered planet with a few island chains, reef shelves, and floating city-fleets spread across vast seas.
Traversal
Travel happens by sail, steam, tide engines, air skiffs, and current charts, with long routes shaped by storms and safe harbors.

Sphere

Magic
High

Technology
Magitech

Death & Souls
1
The Deep Courts
2
The Sinking
3
The Floatbound Age
The salvage war
Whoever controls the drowned ruins controls fuel, relics, and the future of every floating city.
The black current
A spreading dead tide is swallowing fishing grounds and driving whole fleets into famine.
Wants to control every working engine, chart, and salvage contract.
Wants to turn the sea routes into tribute lanes.
Wants to recover drowned relics and restore the old order under the sea.
Wants to protect islandholds from raids, debt, and flood.
Stakes Whoever controls the drowned ruins controls fuel, relics, and the future of every floating city.
Stakes A spreading dead tide is swallowing fishing grounds and driving whole fleets into famine.
The sea was once ruled from reef palaces and drowned vaults, and magic ran clean through pearl engines and tideglass roads.
A chain of storms and failed rites broke the old order, left cities under water, and turned survival into a trade of hulls, favors, and salvage.
Now people live on raft cities, mage barges, and island holds while rivals race to strip the old ocean ruins before the sea takes them back.
A fleet city loses its anchor stones one by one, and someone is selling replacements to the highest bidder.
Divers bring up a royal seal from a ruin that should not exist on any chart.
A black tide starts hatching dead fish and whispered voices along the trade lanes.
Two flotilla houses claim the same reef route, and both hire blades before the talks begin.
The drowned ruins are not random wrecks but the buried crown-city of the former world.
Discovery · A recovered compass points straight down instead of north.
Impact · The old capital still exists beneath the sea, and its defenses are beginning to wake.
The black current is being guided by a hidden priesthood using sea ghosts as messengers.
Discovery · Drowned sailors keep repeating the same name in different ports.
Impact · A single deep cult is steering raids, storms, and famine across the trade routes.
The largest magitech house has been quietly stockpiling engines and anchor stones for an unknown purpose.
Discovery · Tidewright ledgers show missing shipments that never reached any harbor.
Impact · Someone is building a fleet for a secret war beneath the waves.