Brighton. Rain soaks the square. The carnival rides of Fun Town rise above the jagged rows of colourfully painted houses like rusted bones. Hollowed out slugheads and bent-back fishers squat in the tilted ruins of an ancient harbour town in rapid decline.

Fisher 3 HP
Driven to find a big catch and get home safely.
Hook (d6) or flare gun (d6)

Slughead HP 6
Driven to dream the dreams of others.
CHA 8
Bottle (d6)

Fun Town. Once a failed amusement park, now a farmers’ market and a daily street party for the locals. They’re known for their hospitality—just don’t call them Carnies. Winona, the head of the Merchants’ Union, will pay up £500 for the most valuable oddities dredged from the Deep.

Winona HP 9
Driven to look after for the other Fun Town merchants.
CHA 11
Revolver (d6)

The Dockside Inn. £4 per night. In a candlelit basement dining room, the owner Margot pridefully serves her perpetual fish and heavy cream soup with a pint of black, sludgy ale. A slanted top-floor addition is available for rent (it leans precariously over the harbour).

Margot HP 3
Driven to care for weary sailors.
CHA 11
Cooking utensils (d6)

Lighthouse. The wickie, Thassle, will host weary sailors on their way to and from Brighton (but only for one night). He does his best to get his visitors drinking, and reports everything he hears to his superiors at the Booth Fuel Refinery Company. The cottage is poorly maintained (Thassle neglects his duties in favour of digging a cave beneath the lighthouse, devoted to the Deep—the Darkness itself).

Thassle HP 6
Driven to dig deeper and deeper below the lighthouse.
CHA 8
Shovel (d8, Bulky)

The Bucket. Deep within the crumbling stone of a former prison-castle, remade crabmen crawl on barnacle crusted steel and weld unrivalled Deep Water machinery. The reformed criminals are still reeling from the recent attack by pirates from the north; the pirates appeared out of nowhere and kidnapped the crabmen’s leader, Motley, along with ten other workers.

Crabman HP 9
Driven to make better Deep Water machinery.
Armour 1 (Spotted Shell), STR 12, DEX 12, CHA 9
Pinch (d8) and hand welder (d6)

Public House. £6 for a Kelp Burger and a pint of sour ale. A colourful dive bar on a floating raft among speckled, rocky islands (the rocks and roof are home to a flock of puffins). The owner, Angel, is plotting the destruction of the Booth Fuel Refinery Company, and uses his bar as the secret headquarters for a militant crew of werepuffin spies.

Werepuffin HP 12
Driven to protect the land from exploitation.
Armour 1 (Unnatural Strength), STR 11, DEX 12, CHA 12
Supressed pistol (d6) or peck (d8), target is cursed with werepuffin lycanthropy on Critical Damage
Lycanthrope. Can turn into a puffin, a human-puffin hybrid, or back into a human at will.

Mechanics’ Bay. A garage in a tiny island bay, the home of the Francos: a family-team of machinists working on a new kind of flying machine. They want to democratize dredging the surge. They need more junk and oddities to finish their machine. They used to have someone dredging the surge for them full time, Drew, but he ran off and joined the Church of the Fallen Rime. The Francos can’t afford to pay, but when the flying machine is finished they’ll be looking to hire capable pilots.

Trader’s Rock. The furthest point to the east, before the Pale Expanse. Antmen from distant continents hock their spit-made crafts and chemical tonics (most of them useless). These mute traders will accept money, but they value aberrations above all else, paying up to £250 for the most curious (and deadliest) of them.

Antman HP 6
Driven to collect dangerous aberrations from the Surge.
Armour 1 (Fibrous Exoskeleton), STR 13, DEX 11, CHA 9
Spit-made spear (d8, Bulky)

SPIT-MADE CRAFTS Roll d6

  1. Horse figurehead (Bulky). Frightens birds.
  2. Crystal walking stick (d8, Bulky). Shatters on impact (+d12 damage).
  3. Sacred dagger (d8). Unnaturally sharp.
  4. Polychromatic plates (Armour 1, Bulky).
  5. Jagged crown. +1 CHA while wearing it.
  6. Spit tonic. STR save or die, if you survive gain a permanent +1 STR.
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