Tuesday, 23 April 2019

War With the Undersea Kingdoms Part 1

When The Oceans Invades
At first there were unusual tides, floods and storms damaging coastlines and more than usual lost ships. Then sailors reported more fabulous creatures, great reefs and sargassums of giant kelp blocking sea routes. Then the armies of the deep came after severe floods driving away or conquering whole populations. In some cases the sea peoples were outright monsters with gargantuan war beasts who gobbled up all land dwelling life as food. At first the land people were devastated, retreated inland and in shock. It was like the return of the dawn age when gods and monsters battled across the earth. Some human cults served them out of fear of extermination from a greater force or because they worshiped the sea gods for aeons. Cultist pirates once disorganised united against the rest of humanity. Many islanders worshiped best and worst sea gods but hated surface kingdoms for enslaving and invading them.

But humans fearing annihilation and enslavement began to unite. Many pirates volunteered to aid the Guilds and the Empire. Great navies were formed. Peoples separated by vast distances met and united. The western lotus traders came in huge fleets of ships unseen before. Non humans who hated the sea began to support human efforts. Elf ships were seen again after a thousand years. Orcs poured into lands to aid peoples they previously only ate or enslaved.

As the undersea alliance grew more desperate after their early triumphs they drew on increasingly horrible beings of the darkness in the deeps. Eventually they questioned their righteousness and what they had done and fragmented. Some sea races turned and aided humanity. Thousands of tako octopus faeries migrated to the land in repulsion to the undersea demons of old being awakened in the war effort. Eventually the undersea lands stopped their invasion. But the surface world was changed forever. Improved technology among seafaring peoples improved trade. Strange goods flooded world markets. Peoples once ignorant of each other now were in contact. Slavery had become frowned on as every human was needed in the war effort and every human life was valued. New colonies were established and areas depopulated were resettled. Many non humans traded with humans and even undersea peoples did too. Octapi folk now lived in forests, the northern tundra and river valleys everywhere.

There was a age of optimism and prosperity but many knew that Chaos was awakened and set to invade the world again. It was just a matter of time before a new war across the world was unleashed.

You can decide how much river spirits and beings are involved.

d10 What Started war?

01 Humans destroyed or befouled a sacred place
02 Humanity offended sea god or one of the lords of the ocean
03 Corrupt chaos forces of the undersea realm have united to invade
04 Humans killed a divine monster and took the sacred treasure it guarded 
05 Fish folk seek to restore their ancient surface empires over the land walkers
06 Squid folk and lamprey folk desire food and humans are delicious
07 Sea folk claimed land from before it rose from the sea, just want it back
08 Humanity are spreading like a plague and must be stopped
09 Humanity ruining fish stocks and breeding grounds with pollution and land clearing
10 Humans have treasure and make pleasing sacrifices and food

d10 Objectives of invaders?
01 Gobble up as much food as possible
02 Take human husbands and brides and breed a new hybrid race to occupy the land
03 Punish and humiliate the land walkers for neglecting the ancient pacts made aeons ago
04 Decimate human numbers and take their children as slaves to control population
05 Make humans worship the old sea gods for their own good
06 Help the primitive human land savages for their own good
07 Aid allied oppressed islander people enslaved by "civilised humans"
08 Punish humans for insulting one of the sea kings
09 Restore the previous sea empire that conquered land long ago
10 Stop humans crossing sea without due deference to sea overlords

d10 What ends war?
01 Food runs out, fish go home
02 Gods intervene and make new pact between elements
03 Humans offer sacrifices and respect to undersea peoples
04 Plot to flood the world foiled
05 Land creatures unite and have significant battle
06 Split in undersea forces and leaders breaking alliance
07 Ancient undersea evils return forcing sea rulers to face them
08 Sea lords decide surface is a dump and satisfied having wrecked the place
09 Discover how tainted by chaos and evil cults the surface is
10 Surface folk retreat and sea lords lose interest in going further inland

d10 Factions of the Sea

01 Sea dragons, kings of the sea ordained by heaven, served by spirit folk
02 Merfolk kingdoms, children of the sea gods 
03 Sea faerie kingdoms, sea elves, spirit folk and minor sea divinities
04 Marine Iguana folk with aquatic dinosaurs (sea devils)
05 Cetacean tribes of whales and dolphins fed up with being eaten
06 Sea demons, servants of chaos and the dark depths, masters of marine undead
07 Tako, octopus fairy folk kingdoms
08 Fish folk kingdoms and their vassal races seek to restore land empire of old
09 Squid folk kingdoms and their vassal races want to eat surface folk
10 Elder worm folk, former great undersea power of primordial age seek revival

d10 Factions of the Surface World
01 Pirates of the inner ocean fighting for money and amnesty for past crimes
02 Merchant guilds can amass a naval presence and fund resistance
03 Islander folk, human tribal allies, tired of enslavement by "civilized" lands
04 The great empire, mighty but in decline, weakened by internal wars
05 Vikings of the far north, raiders and traders of the sea 
06 The great trading sea peoples of the ancient southern fire lands
07 The black galleys of the secretive lotus traders of the west
08 Orcs surprisingly have rallied to war knowing that sea people wish them exterminated
09 Misty Wearlund islands come from ancient self exiled seclusion   
10  Sylvan folk, elves and faerie and goblin thralls unwilling to see nature drowned

d10 Quests of the War
01 Prevent the creation of tidal waves by rogue water wizards
02 Stop sea necromancers raising undead war fleet
03 Visit the court of the Sea Dragon Kings and convince them war must end
04 Stop the attempt to melt the great northern glaciers to flood the world again
05 Stop the revival of a ancient demon sea god of the deep by a evil cult
06 Call on gods, spirits and dragons of land and sky to aid the surface
07 Find something to hold hostage to get a faction to drop out
08 Make a deal to pay off some undersea factions with tributes and promises
09 Hunt sea cults, servants of chaos demons and ancient monsters kings sabotaging 
10 Search great reef ruined cities of the ancients for how they stopped the sea invaders

Land Forces of the war

Tonnage more about how many barrels or they carry or extra soldiers if used as transport for short trips. Crew is typical load. Miles/day is speed. These details can vary a lot and are estimates. Sea races get speeds as they can move in water as boats and could be handy for plotting travel.

The Pirates of Shadelport

Pirates with light armoured, well armed, gun powder, good land or sea, Irregular, Morale 8
Pirate Corsair, 40 ton, 20 crew 60 miles/day cheap and fast Morale 9
Pirates often operate coastal forts, trade towns or simple camps, often hidden. Most of the inner ocean pirated are based in Exile Island's Shadelport and have come to be bought off by the empire who during it's civil war lost most of it's navy and maritime skill base.

The Guilds of the Warring KingdomsGuild Cog 200 ton 50 miles/day 12 crew common merchant or transports Morale 6
Guild Hulk 300 ton 30 miles/day 24 crew common merchant or transports Morale 6
Guild Caravel 60 ton 100 miles/day advanced explorer Morale 7
Guild Carrack 90 ton 80 miles/day six months range, high in water resistant to lower ships, have cannons, latest, most advanced ships on sea, Morale 8
Guilders operate trade outposts and operate numerous fortified coastal cities and forts
The guilds operate banking and trade across the warring states. Former vassals of the various versions of the Empire and Waerland, they are among the most advanced with guns and sail

The Western Islands

Islander Warriors, light armed and armed but fierce, good land or coast, irregular, Morale 10
Islander Zombies, slow moving but fearless undead, Morale 12
Islanders Outrigger 10 ton 
30 miles/day long canoes with oars & sails 20 crew  Morale 10
Islander Catamaran 30 ton 60 miles/day trading transports with sails for long range 5 crew Morale 8
Islanders live in simple villages and populations are mobile. They are 
surprisingly advanced at earthwork fortification stop most advanced gunpowder troops. They are very experienced at fighting advanced slavers, sea races and many fear they are cannibals (only sometimes true, most only do so opportunistically or eat dead family as funerary rite but some thrive on it). Use of zombies is not evil to them but also terrifies enemies. Many villagers have grave yards surrounding walled villages as defenses and call ancestors to fight with them and fallen enemies. 

The Third Empire

Empire Marine, well armed and armoured professional troops, regular, Morale 9
Empirial Wizard Corp, dangerous and highly feared regular wizard force, Morale 9
Empire Trader 30 ton 5 crew mostly coast traders Morale 6
Empire Merchant 100 ton Galley 24 crew with oars Morale 7
Empire War Galley 300 ton 320 crew with oars and incendiary weapons, scorpions and mangonels and later gunpowder for bombardment, Morale 8
Empire once was the greatest sea power but guilds and pirates have surpassed them. Tend to be over confidant and operate fortified coastal cities. This is the Third version of the Empire but in recent decades crippled by civil war and no longer operates beyond it's shores. They are not well liked by most nations who enjoy their internal strife.

The Northmen

Viking Warriors, well armed and armoured, good land or sea, regular, Morale 10
Viking Knarr trader 20 ton 5 crew mostly coast traders Morale 6
Viking Longship 30 ton 30 crew Morale 10
Viking Dragonship  60 300 crew Morale 10
Fierce raiders from the north, not most advanced but tenacious, wide ranging and cunning, highly feared and more flexible than big navies. Many colonies across whole north and even far up river systems. All crew and even commoners are are fighting folk.

The Ancient Sea Peoples

Sea People Warriors, light arm and armour, good land or sea, regular, Morale 8
Sea P
eople Royal Guard, heavy elite troops, better on land than sea, Morale 10 
Sea People Galley, 30 ton 30 crew Morale 7
Sea People Trireme, 50 ton 160 crew Morale 8
Ancient empires and raiders to south, spread colonies far and wide and very ancient. Many coastal forts and fortified cities. Still use chariots which they transport by sea, and many cities supported by road and sea routes making lands resistant to invasion. Have invaded more advanced peoples despite use of bronze. Some even carry statues of gods into battle to aid them. May act as pirates alone or as part of city states or empires.

The Lotus Empire of the West

Lotus Pirates, light, savage fanatics, irregular Morale 12 .
Lotus Empire Marines, well armed and armoured professional regular, Morale 8
Lotus Merchant Junk, 20 ton, crew 5, Morale 6
Lotus Baochuan, 1000 ton flat bottomed huge ships with oar and sail, use fire, guns and poison gas, crew 2000 Morale 10
Most know of smugglers and traders from the west flooding known world with narcotics and spices. The appearance of huge floating war vessels with thousands of men travelling huge distances was a surprise. Mostly they keep to themselves but a few of the Dragon  emperors of the west have used these fleets to establish trade routes and outposts every few centuries. Lotus empire peoples are more familiar with the under sea civilisations than other lands and have detailed knowledge about their courts and ways.

Mist Shrouded Waerlund

Waerlund Privateers, light but advanced, including many wizards, experts at striking and evading enemies, regular.  Morale 9
Waerlund Pinnace 30 ton 16 crew 160 miles per day sail, long range light guns and magic, Morale 9
Waerland Galleon 300 ton 40 crew 60 miles per day, Morale 7
Waerlund Islands are shrouded in mist, deadly reefs and foul weather. They are remnants of a former wizard empire reputed to have faerie blood. A land of knights and wizards mostly isolated from world that mostly hates them. During the war they return to international commerce and already trade with non humans. They have many isolated hidden outposts from their old empire that collapsed when their dragon allies departed and they fell to decadence. The guilders were first to re open comunications, the Empire is more wary and reluctant to admit their current fuedal culture is inspired by past Waeric influence.

Savage Orcs

Orc Pirates, light and fierce regular, Morale 9
Orc War Galley 30 ton crew 60 Morale 9
Savage and frightening and appear in huge numbers. More and more they work with human pirates and adopting guns. Some have worked with land armies of orcs serving orc kings and even those still serving wizards who make them. Rarely Elves will make them as desperation to replace lost elves from desperation, to be buffers with non elves and because goblinoids make terrible seafarers. Most people hate them but they seem to be across the whole world and often serve as mercenaries. Orcs sometimes bring giants, ogres and trolls with them.

Kingdom of Elfland

Elven Marines, heavily armed, armoured and magical Morale 9
Elven Caravel, 120 ton 300 miles/day by using faerie gates, swan prowed magical ships, some individual ones over a thousand years old and feared by many, crew 120 regular. Morale 10
Elves know of their under sea elf kin and other aquatic races. The are reluctant to fight them or aid humanity but ultimately seek to prevent the world being flooded again after having re planted the worlds forests at least twice in known history. Their knowledge is a great boon to the surface forces and they can act as guides through faerie gates across vast distances. Elves have been conquerors and wiped our peoples in the past and are feared. As they are immortal they are reluctant to fight but might bring thrall goblinoids or orcs in huge numbers.

Undersea Forces of the war
The undersea alliance are a mixed band but barley unified or coordinated. The first few weeks their shock tactics and forgotten elder magics won many victories and to many it seemed like doomsday. As time goes on it becomes apparent the sea people have no plan just attack. As surface people unite and retaliate the sea people are forced to work together and mostly fail. Thousands of years of fighting each other made cooperation difficult. It was only a matter of time before old grudges made the factions turn on each other and humans started to use this to their advantage. As land folk share intelligence the sub dwellers were manipulated into fighting each other and the land invasion ceased and so did the war between land and water. 

Sea Dragon Kings

Sea Spirit Marines, well armed human looking spirits of sea grass the rank and file people of the ocean can march on land especially up rivers. Regular, 20 miles per day, Morale 9
Sea Spirit Seahorse Riders, sea cavalry good for attacks on sea but not land. Regular 40 miles per day, Morale 9
Sea Spirit Barbarians, ill disciplined light equipped, sea spirit tribes
 can march on land especially up riversIrregular 30 miles per day, Morale 8 
Sea Dragon Rider, a noble of a royal clan on a sea dragon can fight on shore. Regular 200 miles per day, Morale 10
Dragon Turtle Riders, each with a castle and ten elite troops can fight on shore. Regular 120 miles per day, Morale 10
Each ocean and sea has a dragon king ruling great undersea empires ordained by heaven. Spirit folk are magical peoples of the sea vegetation who populate the sea kingdoms. Mostly they are proud but civilized and not interested in cruelty but conquest.

Merfolk Infantry, light armed and useless on land. Irregular 40 miles per day, Morale 7
Sirens, able to charm human crews and fly. Irregular 40 miles per day, Morale 7
Nymph, minor sea godesses with animal pets, limited use on shores. Regular 40 miles per day, Morale 8
Sea Divinity, a minor sea god, giant merfolk with priest powers, kin to sea gods. Irregular 80 miles per day, Morale 10
Gargantuan Sea Beast, titanic sea monsters bred for war by gods. Irregular 60 miles per day, Morale 12
Merfolk are kin of ancient sea gods. Mostly they seek to punish land folk and have no capacity to conquer dry land. Will try to call on divine aid to cause floods and disasters but if their temples and relics are lost they will fall back.

Sea Faeries

Sea Elf Marines, light but magical and able on land. Regular 20 miles per day, Morale 7
Sea Elf Dolphin Riders, magical, can go up rivers and dismount. Regular 60 miles per day, Morale 8
Selkie are sealion lycanthropes who can become human and spy on the land. Regular 30 miles per day, Morale 8
Sea Elf Caravel 120 ton 300 miles/day by using faerie gates, seahorse prowed magical ships, some individual ones over a thousand years old and feared by many, crew 120 regular. Morale 10
Sea faerie folk occupy a faerie world beneath the sea. They seek to avoid conflict with their land cousins, and mostly swept up in the war for spoils and easy victory but will waver quickly.


Marine Iguana Warriors, light arms and armour but tougher than humans, Regular 40 miles per day, Morale 8 
Iguana Icthiosaur Riders, can go up rivers and dismount. Regular 60 miles per day, Morale 8
Sea Serpent, dangerous to ships, can fight on shores and up rivers. Irregular 80 miles per day, Morale 9
Pliesosaurus, dangerous to ships,  Irregular 60 miles per day, Morale 7
Tylosaurus, huge ship destroyers and Iguana troop transporters, Irregular 50 miles per day, Morale 11
These ancient reptilians are not evil as many suppose, merely misunderstood and frightening. Many sleep in the depths from ancient times and are easily misled. They have various factions and might easily turn on allies if leaders change or the wart goes badly.


Dolphins, fast but best vs aquatic foes, Irregular 60 miles per day, Morale 7
Killer Whale, large menace to boats and aquatic foes, Irregular 35 miles per day, Morale 8
Sperm Whale, huge ship destroyers and monster killers, aquatic foes, Irregular 40 miles per day, Morale 9
Sea Behemoth, gargantuan monster whale ruler from deep, Irregular 90 miles per day, Morale 10
Angered by human whalers and spoiling of the sea, they are keen to drive back "invading" land lubbers. Hate shark folk and the evil sea folk and quickly turn on them

Chaos Sea Demon

Sea Demon Cultists, infiltrate and appear as human factions but many are hybrids and water breathers, conduct sabotage and operate anywhere on land or water. Irregular 20 miles per day, Morale 11
Sea Zombies, undead from the deep, drowled seafarers from the past.  Irregular 10 miles per day, Morale 12
Sea Hag, super human sea witches of great power, often command monsters. Irregular 120 miles per day, Morale 11
Sea Giant, ancient hideous giant of deep, Irregular 40 miles per day, Morale 10
Sea Ghost, spirit armies of non corporeal dead. Irregular 30 miles per day, Morale 2
Sea Demons, other worldly ancient horrors of the deep with strange powers,  Irregular 60 miles per day, Morale 11
Greater Sea Demon, powerful gigantic sea demon. Irregular 20 miles per day, Morale 11
Sea Demon Prince, lords of some demonic aquatic plane ,leads demon armies. Irregular 90 miles per day, Morale 11
Elder God, slumbering leviathans of the deep unseen since gods walked the earth and imprisoned them in their corpse cities, powerful black magicians. Irregular 300 miles per day, Morale 12
Cult Merchantman, cultist trading vessel
Corpse Hulk, barnacle covered undead transport
Ghost Ship, phantom ships of non corporeal spirits
At first only a few cane to the war and seemed allies, but as they awoke from slumbers or came through portals it becomes clear to their allies they are worse than humans and a threat to all life.

Fish Folk Empire

Fish Folk Infantry, light but tough, prefer to fight near water but will follow rivers and swamps.  Regular 20 miles per day, Morale 8
Fish Folk Hybrids, infiltrate and appear as human factions but many are hybrids and water breathers, conduct sabotage and operate anywhere on land or water. Irregular 20 miles per day, Morale 7
Fish Folk Magicians, field units of priests and wizards using black magic. Regular 20 miles per day, Morale 11
Shark Folk, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 11
Crab Folk, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 10
Lobster Folk, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 10
Eel Folk
, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 9

Squid Folk Empire
Squid Folk, light but black magicians love to eat human brains. Regular 20 miles per day, Morale 7
Amonite Folk, armoured heavy squid folk. Regular 20 miles per day, Morale 8
Lamprey Folk, disgusting blood drinkers. 
Regular 20 miles per day, Morale 7
Starfish Folk, rapid breeders and able to heal terrible wounds. Irregular 20 miles per day, Morale 11
Trilobite Folk, ancient armoured knights of the sea, Regular 10 miles per day, Morale 10
Giant Squid, colossal monsters that attack shipping. Regular 50 miles per day, Morale 8

Giant Nautilus, huge transports and useful anti ship fighters. 60 miles per day, Morale 8 

Tako octopus fairies, magical, greedy, but cowardly 
Regular 30 miles per day, Morale 6
War Kraken, gargantuan ancient ancestors and gods of Tako, abe to destroy ships and attack forts. Regular 60 miles per day, Morale 8

Past Monster War Zones
Faerie 1 Faerie Forces
Faerie 2 Encounters Wonders
Faerie 3 Rumours Treasure
Faerie Maidens
Faerie Land Encounters
Goblin 1 Goblin Forces
Goblin 2 Encounters Wonders
Goblin 3
 Rumours Treasure

Peasant Revolt 1 Forces and Encounters
Peasant Revolt 2 Gossip
Draconic 1 Encounters and wonders
Draconic 2 Gossip
Draconic 3 Treasure
Necromancer 1 Causes and forces
Necromancer 2 Encounters and links
Necromancer 3 Rumours and treasure
Giant 1 Causes and forces
Giant 2 Encounters and links
Giant 3 Rumours and treasure
Addendum Quests
Wizard Wars 1 
Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure

Mutant Wars 1 Causes and forces
Mutant Wars 2 Encounters and links
Mutant Wars 1 Causes and forces
Mutant Wars 2 Encounters and links
Mutant Wars 3 Rumours and treasure

Armies of Monster Empires
Morale & Battlefield Problems

This is awesome site


  1. In addition to the undersea peoples being really cool (particularly the tako fairies, I like that idea!), I also appreciate the thought you've put into how the land civilizations would organize against them, and the long-term affects the war would have on trade and technology and culture.

    1. id like to have a war each year and get more supernatural and change world rapidly

      fishy treasures become more common during and post war

  2. I wonder if more ancient sea creatures (early whales, walking whales, giant sea centipedes and of course the Megalodon) would be seen in this war?


I love and welcome feedback but not spambots
Good feedback and suggestions inspire me to write more