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The Broad Swells

The Broad Swells

The Broad Swells

Type: Region / Body of Water Location: Central Aethervale, between the major continents.

The Broad Swells is the vast, often turbulent expanse of water and scattered islands that separates the Eastern, Northern, and Western continents. It is a region of strategic importance and immense danger, characterized by unpredictable Aether-storms, shifting currents, and a complete lack of centralized authority. The Swells are the primary operating ground for the world's various mercenary companies, pirate fleets, and independent scavengers who thrive in the "gray zones" between the major powers of Kigum and Steamfort.

The region is dotted with "Floating Fortresses"—massive, mobile platforms built by mercenary bands—and hidden island outposts. The Aether-currents in the Swells are notoriously unstable, leading to frequent "Wild Magic Squalls" that can disable even the most robust ironclad airship or magically-warded galleon. Despite these dangers, the Swells remain a hub of trade and conflict, as both Steamfort and Kigum constantly vie for control over the region's few stable shipping lanes and its untapped Aether-crystal deposits.

Plot Hooks:

  • The Ghost Fleet: A fleet of derelict ships, dating back to the Age of Ruin, has been sighted drifting through the Swells. The party is hired to investigate and retrieve a specific, ancient logbook.
  • The Mercenary War: Two rival mercenary companies, the Crimson Company and the Vanguard Company, are on the verge of open war over a strategic island. The party must act as mediators or choose a side.
  • The Aether-Node Discovery: A massive, previously unknown Aether-node has emerged in the center of the Swells. Every major faction is racing to claim it, and the party is caught in the crossfire.