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The Shallows

Overview

The Shallows is the warmest region of Kaernest, a subtropical expanse of shallow rivers, marshy terrain, islands, and low ancient mountains in the southern reaches of the known world. It is the only major region the Sektarri Empire has failed to control, remaining a contested multispecies territory defined by overlapping claims, active resistance, and the absence of any single authority.

The region takes its name from the shallowness of everything within it: shallow rivers and lakes, shallow roots in the marshy soil, low and eroded mountains, and—most significantly—shallow ground before reaching magma. The world's crust is thin here, allowing geothermal heat to rise and warm the land and surrounding waters. This heat, combined with warm ocean currents, keeps The Shallows subtropical even in the absence of Summer.

Geography & Climate

Terrain: - Extensive mangrove forests and swamp systems - Hundreds of islands, ranging from small rocks to significant landmasses - Shallow, warm rivers and interconnected waterways - Old, low mountains worn down over millennia - Coastal marshes and tidal zones

Climate: - Subtropical warmth year-round - High humidity - Frequent storms, especially during seasonal transitions - Warm ocean waters support rich marine ecosystems - The only region that still "feels alive" compared to the slow dying elsewhere

The Heat Source: The world's crust is unusually thin in The Shallows. Geothermal heat rises from below, warming the land and water. Dazhdvog attempting to delve deep here encounter magma far sooner than elsewhere, making traditional underground construction impossible. Volcanic islands further south contribute to keeping ocean currents warm.

Inhabitants & Territories

Fluvarri

Primary presence throughout the waterways, rivers, and coastal zones.

  • Spirit-rich waters with ancient pacts predating most other claims
  • Network of villages along waterways and coastlines
  • No centralized government, but spiritual gathering sites serve as cultural centers
  • Allied with Verdanni against Imperial expansion
  • Provide naval and waterway defense
  • Internal debate between militant and diplomatic factions

Spiritual Centers: Fluvarri gravitate toward sites of spiritual significance rather than a single capital. These include locations tied to specific spirits of welcome, protection, memory, or healing. Story-bearers and elders gather at these sites to share wisdom and coordinate responses to regional threats.

Verdanni

Major presence on forested islands and in mangrove systems.

  • The Shallows represents the last major region with thriving, living forests
  • Far Holdings has already fallen to Imperial control; this is their line
  • Highly organized, militant resistance against Sektarri expansion
  • Decentralized structure with no single capital to target

Key Settlements (intentionally unnamed for operational security): - The Healing Groves: Where wounded recover and non-combatants shelter - The Deep Root: Resource base, supply hub, elder councils - The Green Wall: Forward positions where militant cells operate

Resistance Methods: - Guerrilla warfare using the swamps and forests - Living weapons: overgrown paths, strangling vines, poisonous flora - Alliance with Fluvarri spirits and warriors for coordinated defense - Sabotage of Imperial construction and supply lines - The Green Guard: Elite Verdanni warriors who have sworn never to let the Empire root here

The Cost: This level of resistance creates casualties on both sides, produces extremist factions, and strains relationships with Verdanni communities elsewhere. Some condemn the violence; others quietly support it.

Qnassi

Seasonal presence along traditional migration routes.

  • Sacred basking sites and ancestral camping grounds on specific islands
  • Routes followed for hundreds of years, defended with passionate intensity
  • Use primitive canoes (lashed logs) to reach island sites
  • No permanent settlements or navy
  • Refuse to acknowledge permanent claims by other species
  • Trade with all sides but remain uninvested in the Sektarri-Verdanni conflict
  • Will not be pushed off their routes

Cultural Significance: "This island is our stopping place every third year" carries the weight of centuries. Qnassi Blood Magic, fueled by passion, makes them unpredictable when their sacred sites are threatened.

Sektarri

Limited presence primarily along the northern edges.

The Imperial Keep: - Located on the northern mainland, close to [Imperial city - to be determined] - Official purpose: dragon containment and monitoring - Garrisoned, well-supplied, professional military installation - Tolerated by all species because dragons are a genuine regional threat - Does not push into The Shallows interior

Private Holdings: Individual Sektarri Houses and families claim islands as private holdings, not Imperial territory: - "This is House Tallisar's trading post, not an Imperial outpost" - As long as they don't fly Imperial banners or enforce Imperial law, they are tolerated - Houses compete with each other for influence - The moment holdings feel too organized or coordinated, Verdanni respond violently

The Line: - Building fortifications: tolerated (barely) - Organized military patrols: pushing boundaries - Enforcing Imperial law: that's war - Flying the Pharaoh's banner: immediate Verdanni military response

Humans

Opportunistic traders and mediators with no territorial claims.

  • Serve as neutral arbiters and record-keepers
  • Profitable presence without political investment
  • Some work as mercenaries for various factions
  • Word Magic makes them valuable for binding agreements
  • Often serve as administrators for neutral sites

Dazhdvog

Small surface communities in the old, low mountains.

  • Cannot delve deep due to magma
  • Uncomfortable in the humidity
  • Serve as neutral grounds for inter-species meetings
  • Record-keepers, witnesses, stone-markers for contested borders
  • "We're not invested in this fight, but we'll remember who said what"

Kampanni

Minimal direct presence, though they maintain storm-watch outposts and utilize the region's strong winds for travel routes. More active in the Shield Lands and Far Holdings.

The Neutral Islands

Certain islands have become recognized as neutral ground through tradition and necessity.

The Peace Memorial Island (working concept): - Site of a major conflict that nearly escalated into regional war - Peace talks held there succeeded; years later, another conflict returned to the same site - Now the recognized location for serious negotiations - Named in memory of those lost in the first conflict - Maintained as sacred ground - Fluvarri spirits particularly strong here, enforcing peace through spiritual presence

The Trading Hub (working concept): - Each species claims a quarter or section of the island - Humans often run the central market as neutral brokers - Qnassi claim temporary space seasonally - Economic necessity keeps it mostly peaceful - Likely the most populated of the neutral islands - Unspoken rules govern whose territory is whose

Maintenance: - Fluvarri spirits enforce neutrality (violence here angers them directly) - Humans serve as administrators and record-keepers - Each species contributes supplies and labor - Used for trade, dispute resolution, prisoner exchanges, rare inter-species festivals, and emergency shelter during major storms

Estimates suggest 3-5 major neutral islands scattered throughout The Shallows, each with distinct character and specialty (trade, spiritual matters, conflict resolution, etc.).

Current Political Situation

Fluvarri-Verdanni Alliance: - Shared interest in keeping the Empire out - Complementary strengths: Verdanni on land/forest, Fluvarri in water/waterways - Deep cultural ties through respect for spirits and decentralized governance - Regular councils at neutral sites - Tensions exist between militant and moderate factions on both sides

Sektarri Position: - "This region is too valuable and too chaotic to leave unmanaged" - Debate within the Empire over whether The Shallows is worth the cost - Some Houses push for expansion (resources, warmth); others advocate withdrawal (quagmire, casualties) - Losing soldiers to guerrilla warfare - Building fortified coastal settlements with mixed success

Qnassi Perspective: - "We've always come here. We'll keep coming here." - Will trade with all sides but refuse involvement in the larger conflict - Defend sacred sites and routes with passionate intensity - Serve as wild cards in regional politics

Human Approach: - Profit from chaos without taking sides - Facilitate trade and communication between hostile factions - Some individuals hired as mercenaries; others maintain strict neutrality - Word Magic creates binding agreements that actually hold

What Makes The Shallows Special

  1. The Warmth - The only region that remains comfortably warm, making it incredibly valuable strategically and economically.

  2. Untamed Multispecies Territory - No single authority controls The Shallows. It remains genuinely contested and chaotic.

  3. The Verdanni's Last Stand - This is where they draw the line. If The Shallows falls, the Verdanni become a subject people everywhere.

  4. Spiritual Density - Fluvarri spirits are everywhere: in the water, the trees, the rocks. Magic feels more alive here than anywhere else.

  5. Sacred Routes - Qnassi migration paths cross through on predictable schedules, creating seasonal pressures and conflicts.

  6. Life Itself - While the rest of Kaernest slowly freezes and dies, The Shallows remains humid, growing, and teeming with life. It represents hope.

Conflicts & Tensions

Resource Competition: - Warmest waters produce the best fishing - Rare tropical plants essential for Verdanni alchemy - Spiritual power concentrated here benefits Fluvarri Glamour - Control of trade routes valuable to Qnassi and Humans

Territorial Disputes: Every island, river mouth, and basking rock is contested: - Qnassi: "We've camped here for 800 years" - Verdanni: "This tree was planted 400 years ago" - Fluvarri: "The spirits recognized us first" - Sektarri: "Chaos requires order"

Imperial Expansion: - Sektarri building permanent settlements - Verdanni organized, effective, violent resistance - Fluvarri naval support for resistance efforts - Uncertain outcome

Climate Refugees: As winter spreads elsewhere, migration to The Shallows increases, straining existing agreements and resources.

Dragon Interest: Dragons want The Shallows controlled but are uncomfortable operating in warmth. They rely on proxies: cults, corrupted agents, blooded servants. Their interest is clear; their direct involvement is minimal and unpredictable.

Adventure Hooks

  • Protect a neutral island from those who would break the peace
  • Smuggle supplies to Verdanni resistance or beleaguered Imperial garrison
  • Negotiate a prisoner exchange gone wrong
  • Hunt a dragon cult attempting to exploit regional chaos
  • Discover why a Qnassi sacred site has suddenly become violently contested
  • Prevent extremist Verdanni action that would unite all factions against them
  • Mediate between Fluvarri spirits and a desperate Imperial settlement
  • Navigate seasonal Qnassi arrival while other factions jockey for position
  • Investigate geothermal anomalies that might threaten the region's warmth

Notes & Development Questions

To Be Determined: - Specific location of the Imperial Keep (near which Imperial city?) - Which Sektarri Houses are most active in private holdings (House Tallisar likely; House Irsu-Meret possible) - Names for neutral islands (when appropriate) - Specific Qnassi sacred sites (2-3 islands on migration routes) - Dragon activity details (watching? cults? waiting for collapse?) - Precise nature of Fluvarri spiritual centers

Connection to Broader Setting: - Far Holdings Verdanni towns (Lampone, Rosa, Spina) are under Imperial control, making The Shallows the last major free Verdanni territory - The Shallows represents the limit of Imperial expansion - Dragons prefer cold; unclear why they imprisoned Summer, but their discomfort in warmth limits direct action here - The region's warmth and life make it symbolically and practically essential to all Peoples


GM Notes

The Shallows works best as: - A morally complex region where no faction is purely good or evil - A place where violence has consequences and escalation is always possible - A setting for intrigue, guerrilla warfare, and tense negotiations - A region where the environment itself (heat, spirits, terrain) is a major factor - A rare example of successful resistance against the Empire

The decentralized nature of power here means players can make real differences without toppling entire governments. Alliances shift. Small victories matter. And the warmth—the simple, precious warmth—is worth fighting for.