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Thalass

Scope

The motivation behind building Thalass

I have always had a deep love the ocean. I grew up only a few minutes away from one and as such much of my childhood was spent around water and going to the beach. However, one aspect of the ocean that has always intrigued me the most is the fun fact everyone always states, "it is estimated that 90% of ocean species are undiscovered."   I have always been bewildered by the idea of how much we can know about the world and even space but when we look into the depths of the ocean we still see a mystery and uncertainty. It was because of this that the myths of Atlantis (along with the kids movie) and one game in particular, which I will talk about later, have grabbed my attention and curiosity. Now as for that game I mentioned, that being the game Subnautica. I believe that this game acted as the final piece of the puzzle that I needed to push the idea of a flooded world to the front of my mind as a fully plausible and engaging setting.   Now what is this world being built for and what does it mean to me? Well if I had to say I think I could best summarize it as a creative outlet for myself and any players that would wish to play within this setting. I have always felt that fear and unrest can been amazing emotions to instill in your players (speaking as a DM and sometimes player). I always remember the times that a DM has been able to get me so tensed for an encounter or described an area in a way that I felt that pit in my stomach that only comes around with real dread and apprehension. Wanting to create a setting that gives many avenues to instill these reactions while keeping them natural to the setting has been a desire of mine and I feel that a setting based in the open endless sea but nothing but the dark, crushing, void of most life depths below you would be a great way to accomplish this.

The goal of the project

I am creating this setting with the intention of it being using for a future D&D campaign. Now for what I want my players to experience, I believe there are a few answers to that.   For one I hope that this setting will challenge my players to think outside of the box. I hope for this to come in many ways, whether it be in character creation where races that have a natural affinity to water would be deemed more suitable to the setting. There is also the fact of what they wish to accomplish within the setting itself. Will this go for the typical hero's journey or will the unique setting allow for them to seek out a different desire. Along with all of this there is the question of combat and exploration. Fights underwater add the factor of verticality and exploration will no longer just be exploring the surface but also the depths.   Now outside of wanting to challenge my players to think outside of the box I also wish to accomplish one of thing. I hope to utilize this setting to create a true sense of unease and unrest within the hearts of the player's themselves. Nothing malicious, but instead just the ever gnawing dread of what aquatic horror might be lurking beneath the waves waiting for the right moment to strike. This dread can even be compounded upon them if they would choose to explore the depths where light vanishes and all are left floating. The black void surrounding them. Sounds echoing from far off into their ears as they look left, right, up, and down in a desperate attempt to see what is approaching until it is too late, it has already found them.

Thalass's Unique Selling point

The central hook of this world is the physical make up to world itself. At some point ages ago the world was drowned in a great flood. This was so long ago that for those living today it is just deemed that the world has always been covered in water and can't image the idea of a time where you could walk for days on land before reaching the other side. It is within this unique setting that the main hook presents itself. There is much to explore as a player in this world. You can explore and learn how all of the different people the survived the great flood have adapted and how cultures have changed over time. A player can also absorb themselves in the mystery of why the world was flooded to begin with and allow that to be a driving point for their character. At the end of the day the endless ocean acts as the central hook that will hopefully inspire not only the players but also me as the DM with its tranquil beauty but unnerving mystery.

Theme

Genre

I have never felt the most confident in my ability to accurately incapsulate all genres present in a world or story but for this world I believe the best summarization I could provide would be this.   The world of Thalass is a mystery, thriller, action fantasy, high-seas epic, with a dash of aquatic horror sprinkled in.

Reader Experience

My hope is that Thalass will invoke a multitude of emotional responses from my players.   The first would be the ever present feeling of unrest or unease. While those that now live on this world have adapted to its unique circumstances, it does not take away from the fact that much of Thalass is still clouded in mystery. No one truly knows why the world seems to be drowned in water, and none truly know what might be lying in wait in the deepest depths of the briny deep. It is this that has caused the inhabits of Thalass to always keep themselves aligned with a vision towards the future, in hope for answers and for a time where they no longer have to worry. However, with this forward gaze they still always must pass a glace back for the fear of the unknown and the uncertainty of what the future holds for them prevents them from ever fully turning their backs on the history of Thalass.   Now outside of the unrest that would be pervasive through out Thalass I also feel there would be a strong feeling of wanderlust. Those not plagued by the fear of the unknown would openly embrace Thalass for all the joy and excitement it can offer. So much is unknown and yet to be discovered or rediscovered. With an endless horizon in all directions anyone with just a sprinkling of curiosity in their heart could see it drench them a torrent of wanderlust for what might be beyond the horizon or what even might be found in the darkest depths.

Reader Tone

The tone for Thalass is a hard one to nail down. I believe thinking of it as a middle ground between more dark fantasies like Game of Thrones and high fantasies like The Lord of Rings is the best way to describe it. This is the best I could describe it as the world itself is meant to very much titter along this tight rope. For as many moments of wonder and awe that might occur in this world with grand possibilities, there is the equal amount of unrest that might creep into the minds of Thalass's residence as they gaze into the watery abyss. I believe this dichotomy between the wanderlust and curiosity along with fear of the unknown will create the center point of Thalass's tone.

Recurring Themes

The theme of optimism would be integral to this world. Those that call Thalass home have had to adapt to the unique nature of their world and keep their gaze ever forward as they attempt to overcome the natural limitations placed upon them.   As for other themes I feel that this scene below best exemplifies them.   A group of adventures have been hired in an attempt to uncover and retrieve artifacts from deep with the depths. Having ventured farther than most they believe that their long search has finally proved fruitful. As they dive deep into the ocean they reach a point where the light begin to diminish and the dark creeps in around them, but they go deeper, and deeper. Using a bit of magic to light their way continue to make their way and eventually what they have been searching crosses the lights threshold and becomes visible. Before them stands the peak of a large tower and further below more roof peaks, an entire city that was swallowed up at some point sits here now, they have found what it was they were searching for. Diving further they swim along the streets until they see the building they were told of. A large building, as they enter they see what was at one point a great library. Searching further they a single door that has not been pushed ajar by the ocean currents, its magical seal holding over the ages. Opening it and passing through the threshold they find in a room void of water a series of scrolls, maps, and tomes from a time long before. Excitement boiling over the erupt in cheers, they have found what their client desired and their fortune is a guarantee. Gathering all they can into their bag of holding they exit out the same way they came. The bit of light from their magic illuminating their way. However, as they begin to ascend a low rumbling sound is heard echoing from the darkness. The sound so loud that as it flows through the water it feels as if it comes from all angles as it shakes the very core of each of the adventures. In this moment the magic light goes out. Fear overwhelming them they begin to rush for the surface, the one with the bag leading. Bit by bit as they ascend the one with the bag hears the screams let out by their companions, to fearful to turn they continue forward. Slowly light pierces the dark, the surface is visible. With desperate strength and fear they swim harder and faster. Eventually they break the surface with a sense of relief as they are safe. But as the relief washes over them they take in the fact that their vessel is gone and as their relief turns to dread once again they turn hoping to see the vessel behind. As they turn they meet the visage of teeth and all goes black.   This scene plays out an event that has occurred many times within the world of Thalass whether it be in this exact shape or another. It best expresses the themes of wanderlust, exploration, dread, and fear that Thalass finds itself flowing between.

Character Agency

I would want the world of Thalass to allow for a sizable level of player agency. I want the players to feel that their actions and choices have consequences and real world impact for better or for worse. However, I want this agency to not only apply to the players. The other powerful individuals that populate Thalass would have an equal level of agency to impact the world and even the plans of the players. Thalass will continue to be shaped by those in power. If the party should amass enough power they could themselves become the influencers.   Now as for how much and how long of an impact? Well that would be determined by what actions the players take and the level of impact it would have. Small accomplishments by people of little importance in the world won't have massive long lasting effects on Thalass, but large actions taken by individuals that hold power and influence could leave a lasting impact that could be seen even past the life of those individuals.

Focus

Race Relations


Now race relations as a focus doesn't mean very tense relations between all of the different races or racial conflict itself. It is more the fact that over time due to the world being covered in water certain races have risen in power due to their natural affinity to water. Other races still exist but those that struggled to adapt have seen their numbers diminish over time to where some races that were once the most populace on Thalass have become the rarest to see.   This does not mean there are zero tensions between certain races however. Namely those races that have a natural affinity to water have seen tensions grow between themselves as they vie more power and influence. These tensions mostly exist between the Sea Elves, Tritions, Kuo-toa, and Water Genasi.   As for how each raced has faired after the great flood, those that had no trouble adapting are as follows. The Sea Elves, Tritions, Kuo-toa, and Water Genasi.   Those that adapted quickly and have not seen their numbers diminish greatly are, the Dragonborn, High Elves, Dwarfs, Gnomes, Tortles, Lizardfolk, and Aarakocra.   Those that struggled to adapt and have thus seen their number diminish year by year are, Human, Half-Orcs, Halflings, Tieflings, the other Genasi, Wood Elves, Drow, and Goliaths. These races are not extinct but many of them lived in unprotected communities in low lands and as such when the great flood washed the world they suffered the most losses.

Religious Influence


The religion of Thalass has a heavy focus on deities that govern or have influence over nature and especially nature in regards to the ocean and aquatic life.   As for the pantheon it will be derived from the Tal'Dorei pantheon. From this pantheon the gods Kord, Melora, Avandra, and Sehanine have grown to be the most commonly worshiped by the general public. For the rest of the gods they still have temples in cities and some cities view certain gods as their patron deities but those listed above are now viewed as the core of the pantheon due to their influence over the seas and seafaring life.
However some deities have had their titles revoked and labeled as betrayer gods. These being Asmodeus, Lord of the Nine Hells, Tiamat, the Scaled Tyrant, and Vecna, the Whispered One. These betrayer gods still attempt to exert their influence over the world and cults to them sprout up from time to time. But they are not alone. New cults have been forming in secret. Cults centered around dreams and a fascination with what lies within the deep.

Agriculture and Trade


Due to the world being covered in water those that live in Thalass have had to adapt how they provide themselves with food. The lack of large amounts of land has made large scale agriculture impossible. There are a few regions that have discovered ways to overcome this. The aquatic civilizations have solved this problem as long ago they discovered best ways to grow certain plant life underwater. But for those that must live above water food in terms of fruits and vegetables have become a major trade commodity.   It is because of this that those places that have the ability to grow large amounts of plant based food have built it up as the corner stone of their trade. This has lead to sea trade being an essential aspect of all civilizations on Thalass and by proxy piracy a major concern and threat to said trade.   Should one desire they could make their fortune in trade or piracy however both proven very dangerous.


Technology Influence


Some of the civilizations in their efforts to adapt to this world of water put much of their time and resources into developing technology that would allow them to better thrive in Thalass. This is not a main focus of the world itself but is a staple of those that invested the time to develop said technology.


Arts and Culture Influence


The world of Thalass has developed a natural curiosity within its residences about what the depths might have. A few different research centers spend sizable amounts of wealth funding expeditions to the sea floor to discover new ruins and what secrets they might hold. Much of what is recovered from these ruins is ruined art work, half broken sculptures, literary pieces written in an ancient language, and much more.


Drama

The Thing that Should Not Be


While there a many different cults devoted to worship of the different Old Ones the current cult that has grown the most in followers is the one worshiping Nyogtha. The cult of "The Thing that Should Not Be" devotes themselves in service to Nyogtha with the hopes of one day brining its influence into the world so that all can be brought together and made one in Oblivion.   Many of the followers of Nyogtha do not view death as the true end but instead believe that their true end desire should be obliteration, the return to absolute nothingness, and Nyogtha being the harbinger of this obliteration. Because of this many of the cultist before their time comes and they pass on will seek out ways to become undead so they can wait out the days until Oblivion is brought to them.   This cult has been rising in power and influence over the years. While in some of the regions of Thalass the cult has little presence, in some of the regions notable individuals and the upper echelons of society have converts giving much political power to the cult. Some of these places even have temples to Nyogtha built, but posed under a different name where they worship in the open.   However whether it be at these temples or other secret temples there is always one commonality. While the visible temple acts as a place of worship and reverence to Nyogtha, below the temple is house the truth behind the cult. Below every temple are the multitudes of undead followers that worship in secret awaiting the day they can help in bringing their patron into the world and bring blissful Oblivion to all.


Rising tensions between the Taza Trading Company & the Juta Empire


In the world of Thalass sea trade is one of the major stables that has allowed the different civilization that remained post the Great Flood the persevere and now thrive in some cases. As such over time two groups rose in domination of the sea trade industry. Those two being the Taza Trading Company, with its trade capital being Nesas, and the Juta Empire, whose capital is Edacus.   The Taza Trading Company has been able to build up its trade empire through its many deals and bargains made with the different aquatic tribes and cities. This has allowed them to carve out one of the largest trade empires with Nesas acting as the hub and headquarters of the company.   The Juta Empire on the other hand is a nation of both sea trade and military power. The capital Edacus is located on the largest landmass in all of Thalass, though it is still but just an island on any normal map. Because of this Edacus has had access to plentiful amount of food which allowed the city to grow into the largest city in all of Thalass and with this provided the Juta Royal family with access to the largest military force which they used to bring the cities of Nargothrond and Hithlum under their control. This allowed the Juta Empire to establish their own stake in sea trade as they had the largest food supply to offer in trade along with the weapons and other goods produced in Nargothrond.   It is these two pinnacles of trade in Thalass that walk across the edge of a knife. Neither wishes to go to war knowing that it would lead to a loss in profits, but neither wish to allow the other the lions share of trade. Because of this privateering has become a main stable of Thalass as different pirate & military groups are hired to sack and plunder trade vessels in hopes of diminishing the others power.


The Tumultuous Seas


Beneath the waves in the more shallow regions of Thalass two aquatic cities titter on the edge of all out war. Following the Great Flood the aquatic races have seen themselves rise in power and influence and as such carve out their own nations. Of those first aquatic nations the two the reached the highest and either conquered or absorbed all others were Merrthis and Tsunatia. These two nations, named after their capitals, are the most prominent under the waves. Both in fact are major partners in the Taza Trading Company. However the tensions between the two have been boiling over and all lines point to a war on the horizons.   Reasons for this are but rumors to the surface dwellers but for those that call either of the two cities home the truth they know is the long brewed hatred between the usual denizens of the two cities. The Tsuna people are mostly comprised of Sea Elves, Tritons, and Water Genasi. While the Merrid people are made up of Kuo-toa, Merfolk, and Merrow. As such the Tsuna people view themselves as superior for their ancestors do not draw their lineage from races that in ages ago were considered monstrous and savage. This has lead to resentment between the two people to grow continually.   Recalling back to the Taza Trading Company and the Juta Empire. While both of those nations are too at odds with each other, they prefer to keep their wars on the colder side. They mostly use third parties to act on their behalf for both nations know that a full on war would only hurt their profits in the end. This sentiment is not shares however by the Tsuna and Merrid. These two groups hate and despise each other so much they would risk open war. This came be seen in the many skirmishes that occur between forces that jockey highly contested locations, and while both cities are apart of the Taza Trading Company, the Company has no intention of interfering or preventing a war between the two.   As it stands both sides eagerly await any justification for war, and once the spark is lit it is sure to engulf the whole ocean in the flames of war.

The Pursuit of Knowledge


In the northern regions of Thalass the city of Hithlum holds the largest and oldest collection of tome, art, artifacts, poems, and much more within the seemingly endless halls of the Library of Scirion.   Hithlum is one of a few cities that survived the great flood. It is a majority Dragonborn city which is very devote in worship to its patron god Bahamut. It was this faith that spared the city during the Great Flood. As the waters swept the land drowning thousands, the people of Hithlum called out to Bahamut, and answering the cries of the people Hithlum was raised up. Now the city stands held within a massive hand of earth above the water suspended in air. It is within this city that the Library of Scirion is located.   This library is the oldest and largest in all of Thalass. It hold many documents and texts from before the Great Flood. This makes it the last bastion of knowledge of what life was like before the waters covered the land. It is also because of this that the Library of Scirion and its curators seek to ever add to the collection. As such they often hire individuals and groups to search in ruins under the waters for any artifacts that might be recovered and preserved within the walls of the library.   They had just recently purchased a notable group of sailors and deep sea hunters to venture to a newly discovered ruin in hopes of finding new artifacts but the rumors say that it has been over four months since they set out on their expedition and no word of their return has been heard in any of the cities of Thalass.

Sails on the Horizon


Outside of the privateers that operate at the behest of the Juta Empire and Taza Trading Company there are also a multitude of pirate bands that terrorize the seas, plundering any vessel they see for a quick profit. Of the pirates that patrol the open waters a few have renown enough to warrant mention and fair warring to any that might see their flags. Those bands being The Sea Foxes, The Hollow Pillagers, and The Black Diamond. These three pirate bands are the most notorious and the advice of many seasoned sailors is if you see their flags you are best off surrendering your goods peacefully with the hope they are in a good mood and spare your lives.   In the same realm of illegal activity but less on the plundering side there is also the Jadestriders. This is the largest smuggling group that operates within Thalass, covertly moving pretty much every type of goods that one could think of both legal and illegal. While their headquarters is within Edacus the Jadestriders have hideouts within all cities of Thalass, but the head of the group resides within Edacus where their operations are mostly managed.