Oceans
At a Glance
| Realm | The interconnected oceans and adjoining seas of Earth |
|---|---|
| Great Oceans | Pacific, Atlantic, Indian, Southern and Arctic |
| Sea Roads | Northern Atlantic crossings; monsoon passages; Pacific voyaging routes; island chains, coasts and straits |
| Peoples | Shore communities and seafarers; merfolk; locathah; sea elves; other inhabitants of the sea |
| Established Marine Powers | Sea-Elf Reef Kingdoms, Merfolk Veil-Cities, Wardens of the Kelp Halls, Aboleth Drowned Cities, Deep One Shoal-Cults, Ponaturi Brine-Dark War-Halls and Four Seas Dragon Kings |
| Greatest Perils | Weather, shortage of water, reefs, ice, wrecks, hostile ships and the intelligent things beneath them |
The five great oceans are travelled sea roads and inhabited realms, linking coastal peoples, island worlds and kingdoms beneath the keel.
A pilot entering an unknown harbour looks first for a channel, a place to anchor, fresh water and people willing to sell provisions. Beneath the anchorage, reef wardens watch the incoming keel. The harbourmaster’s reach ends a few fathoms below the ship; a safe landing depends on neighbours who never come ashore.
Every coast belongs to a larger web of journeys. Bergen receives news from Iceland and Greenland. East African harbours face Arabia and India across the monsoon sea. Pacific island navigators follow inherited passages between islands that an outsider might never find. Ships link distant peoples, but their crews do not sail one identical ocean.
What Is Happening Right Now?
The northbound vessel. A ship expected from Greenland reaches the Faroes with a torn stern and part of its cargo jettisoned. The captain swears that something beneath the water accompanied it for three nights. Its surviving pilot refuses to sail again, and people in the harbour have already begun searching the damaged hold for what might have attracted the creature.
The missed monsoon. Three traders that should have arrived on the western Indian coast have not appeared. The only returning vessel has coral lodged inside its anchor rings and a wounded sailor who insists their convoy sought shelter over the roof of a submerged city. The families of the missing crews want answers before the favourable sailing season passes.
The forbidden channel. A Pacific island passage known to generations of navigators is now closed. Fishermen find broken reef markers and empty traps. A locathah messenger reaches shore carrying a shell token and a warning: the reef wardens are not the ones who ordered the passage shut.
Explore the oceans
Pacific Ocean — Far wider than any kingdom, yet crossed by known routes. The seas of East and Southeast Asia, New Guinea, Pacific archipelagos, Aotearoa and the American coasts hold distinct voyaging traditions, reefs and supernatural powers.
Atlantic Ocean — Bergen, the Faroes, Iceland, Greenland and Vinland connect the north; farther south lie the sea roads joining Europe, western Africa, the Caribbean and the Americas. A route can be familiar to one people and unknown to the next.
Indian Ocean — Monsoon winds connect Swahili ports, Arabia, India, Sri Lanka and Southeast Asia. Water, food, safe anchorages and the calendar of winds shape every voyage.
Southern Ocean — Great swell, ice, black water and the approaches to Antarctica’s Shrouded Dominion. There are few places to land and fewer places to repair a crippled vessel.
Arctic Ocean — Ice closes and opens northern passages; Inuit coastal knowledge, northern fishing settlements and long seasonal darkness determine how strangers survive.
Caribbean Sea — Warm passages through reef-lined islands, deep channels, mainland ports and island communities. Ships arriving from the Atlantic enter a sea with its own peoples, ambitions and dangers.
The gods and beings of particular waters
A skipper out of Bergen knows the difference between asking Njörðr for good wind and begging Rán to return someone she has taken. In the western Indian Ocean, other sailors travel under different prayers and meet other powers. Across the Pacific, a reef guardian known to one community can be a stranger only a few islands away. None of these beings reigns over every sea.
Some names are spoken because a power has answered them. A Fijian fishing crew knows the shark-being Dakuwaqa through the life and claims of its own reef; an Inuit household in the eastern Arctic knows the sea-woman through the animals on which its next winter depends. In the Greater Antilles, the terrible wind of Guabancex belongs to a world whose inhabitants read storms long before a foreign ship appears on the horizon.
The sea does not erase these differences. Its straits carry travellers between them.
Who lives beneath the keel?
A ship’s captain sees the water as a route. The inhabitants below see it as home. Kelp forests, submerged caves, steep reef walls and the dark continental slopes carry their own roads and settlements.
Locathah wardens hold kelp halls and watch familiar coastal passages. Sea-elf kingdoms guard reefs and shoals. Merfolk veil-cities conceal their dwellings in underwater gardens and memory reefs. Not every submarine power is benign: aboleths hold drowned cities, while deep-one cults maintain contact with compromised shores. In eastern waters, the Four Seas Dragon Kings reign in the traditions of their sea-dragon courts; in Aotearoa’s brine-dark waters, Ponaturi war-halls command tribute routes.
Surface folk may know a reef’s warning markers without ever seeing who placed them. A fisherman who ignores a closed passage could lose more than his catch. A diver who comes back from a drowned city with a pearl necklace might carry proof of an ancient claim—or a thing that remembers its previous owners.
How to cross the sea
A harbour master knows which ships are taking passengers, which crews have room for cargo, and which small craft can pass a reef that would tear the bottom out of a merchantman. Ships, boats and specialist diving equipment are gathered under Vehicles.
| Passage | A useful way to travel | What matters before departure |
|---|---|---|
| Coast or island hop | Rowboat, local fishing craft or canoe | Tides, fresh water, a place to haul the boat above the surf |
| Northern open-water voyage | Longship or sailing trader | A captain, working crew, safe landfalls, cold-weather stores |
| Trade between distant ports | Carrack or sailing ship | Sailing season, cargo space, repairs, provisions and experienced pilots |
| Narrow channel or armed pursuit | Galley, warship or a small local craft | Oarsmen where needed, depth beneath the hull, nearby shelter |
| Sea ice and coastal hunting | Kayak and locally built larger boats | Knowledge of floes, clothing, seasonal ice and a safe return |
| Beneath a harbour or wreck | Diving bell or submersible | A skilled crew, an air supply, depth limits and a safe recovery plan |
In the Pacific a waka is built and handled according to the traditions of its people; on the Indian Ocean a dhow answers to different sails, winds and seamanship. Hull, sail and seamanship answer to the waters in which a vessel works.
Magic opens other choices. Water Walk helps a party cross a dangerous surface, not provision an ocean-going expedition. Freedom of Movement helps under water but does not let a land-dweller breathe it. A rare water-attuned Ring of Elemental Command grants water-breathing magic. Marine inhabitants can guide travellers through depths their surface pilots cannot enter. Airships in the vehicle catalogue can fly over the sea, but their passengers must still find a place to land and resupply.
The captain also needs a working anchor, rope, repair timber and people able to handle them. A drag anchor may save a large vessel from a disastrous approach. For encounters between ships, use Ship Combat; for swimming, currents and underwater hazards, use Aquatic Terrain.
The great sea roads
| Route | What makes it useful | What can stop it |
|---|---|---|
| Norway → Faroes → Iceland → Greenland → Vinland | Settlements, trade, messengers and dependable northern pilots | Fog, pack ice, hull damage, short northern seasons |
| East Africa ↔ Arabia ↔ India | Long-established ports and seasonally reliable monsoon crossings | Missing a wind window, coastal storms, dangerous harbours |
| Island Southeast Asia and the western Pacific | Dense archipelagos, reef channels and networks of island communities | Hidden reefs, adverse currents and rival coastal powers |
| Remote Pacific island passages | Expert wayfinding with stars, winds, swells and inherited routes | Landfall missed by a few miles, damaged water stores and unexpected weather |
| Caribbean island routes | Numerous anchorages, coastal fisheries and mainland connections | Hurricanes, shoals and ships with hostile intentions |
| Antarctic approaches | Rare passages towards polar coasts and the Shrouded Dominion | Gales, huge seas, freezing spray and moving ice |
Sea distances matter less than the actual passage. A fair wind can make a remote island reachable; a wrong season makes a closer destination impossible. Ports and islands are not mere stopping points. They have inhabitants who know their waters, food and water to barter, skilled hands for hull and rigging repairs and their own reasons to distrust strangers.
Voyaging and survival
Fresh water, a dry place for stores, competent pilots, sound sails and working tackle matter as much as fighting men. A broken rudder leaves a vessel helpless in bad weather. Water spoiled by a breached cask may force landfall on a hostile shore. A safe bay without drinking water is no safe refuge.
Navigation varies by coast and culture. North Atlantic seafarers rely on accumulated knowledge of weather, sea birds, landmarks and open-water routes. Indian Ocean sailors read the monsoons. Pacific navigators carry sophisticated knowledge of stars, ocean swells, currents, clouds and the behaviour of birds. One general ship-handling rule cannot substitute for their different skills.
A sailor in trouble seeks a knowledgeable harbour, not merely the nearest beach. Careening ground, timber, rope, sailcloth, food, a healer and people capable of leading a ship through its next passage can decide whether the crew reaches home.
Creatures of the world ocean
On a working coast, the first sign of danger is seldom the creature itself. A net comes up shredded. A family refuses to fish beside a particular rock. A pilot takes the longer route around what looks like an uninhabited island. The people who survive know why, and their warnings travel with the ships.
Encounters by coast and voyage
| Where the voyage goes | Creatures | What makes the encounter distinctive |
|---|---|---|
| Orkney and other North Atlantic island shores | Nuckelavee, Selkie | Orkney’s deadly shore-haunter; seal-folk with lives and choices of their own |
| Eastern Arctic ice; western Alaskan shores | Qallupilluk, Akhlut | Qallupilluk beneath eastern sea ice; Akhlut in the waters and snow of western Alaska |
| Philippines and the Solomon Islands | Siyokoy, Adaro | Coral-grotto scavengers in one sea, flying-fish dangers of Makira in another |
| Indian Ocean islands | Roc | A dangerous nesting cliff above an otherwise useful freshwater landing |
| Caribbean reefs and the Atlantic approaches | Reefclaw, Lusca | A manageable predator on a working reef; in the Bahamas, a far greater terror deep in an Atlantic blue hole |
| Far offshore, in any fitting sea | Sea Serpent, Aspidochelone, Kraken | Exceptional deep-water dangers, not commonplace beasts outside every harbour |
For the mechanical hazards of water, consult Aquatic Terrain. For the peoples, creatures and powers below the surface, continue through Merfolk, the Bestiary, Factions and Gods and Pantheons.
Continue the journey
Sail inland by the rivers of North America, follow the harbours of Europe and Asia, or cross into the island worlds of Oceania. The world atlas joins these land routes to the seas.
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