The People of the Lake
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Pioneers of the Depths
A small group of landlings sit on the shore of the Lake. It's really more of an inland sea nowadays but no one argues with the owners.
The youths have built a fire and brought an offering. Now as the sun sets they have only to wait. A dripping shape emerges from the Lake and growls at them. The youngest trembles forward holding smoked venison. They will never harm the young. So it is said.
The man thing grabs the meat and consumes it greedily. "What do you want?" It asks after the meat is gone.
"The Old World!" shouts the boldest.
"So be it. Once there was a shining city with great glass towers. And a golden temple to the God of it all. But Mother Sea rose up and drowned them all."
At the end of the story one of the youth always turns to the man thing and says "Show me." And thus do the People grow.
If the Homeland is only partially covered by seas and oceans
- Reach: -1
- Grasp: +2
- Sleight: 0
Doctrine: Preservers of the Seas: The seas’ wealth is yours for the taking. Gain Surplus: Barter Goods, Trade or Transport at the start of every Age.
(Lifestyle) Dispersed: Your domains are vast, but your people know how to make use of the resources of others.
When you Call in a Debt and take one of their Surpluses, also gain Surplus: Safety, Morale or Leadership.
- How do you fight? With serrated fishing spears (melee, brutal)
- How are you defended? With pressure hardened scales (regal, tough)
- How do you travel? With amphibious crawlers salvaged from the Fall (land, water)
The People always have enough breathing equipment to function on land and in water.
Pioneer characters get +1 to Force or Steel. Quick characters pick an inheritance move:
The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths. It’ll arrive within a few hours, but will rampage heedless of your wishes.
Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out vapours that intoxicate those around you.
Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or escaping them.
Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give you a chance to parley.
Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.