DYRHALD

The world

One ocean, going down

Nobody lives at the surface any more. Humans live in sealed domes on the shelf, fishmen in reef cities, and everyone works the sea below. Deeper water is darker, colder, under more pressure, and stranger.

Depth is progress

The ocean is one seamless world laid out in depth bands. Each band opens up across several regions, so there's more than one way forward. Every boundary is a problem to solve: fading light, then pressure and cold, then total darkness and toxic vents.

The alpha covers the first band: the sunlit shallows, the Rimlands, the kelp forest, Glow Hollow and the town of Saltreach. The deeper bands are planned, not built.

Sunlit shallows0–200 m
Reefs, kelp forests, wrecks and the first towns. In the alpha
Twilight shelf200–1,000 m
A neutral trade city in a canyon, and the first ancient ruins.
Midnight depths1–4 km
Research stations, pilgrim shrines, hydrothermal vents.
Abyssal plain4–6 km
Monoliths, forward camps, and things that do not sleep.
Hadal trenches6 km +
The Rift, and a door at the bottom of the world.
Beneath the seafloorsealed
No one goes there. Yet.

Playable species

Human divers and fishmen

You choose a species when you make a character, then shape how they look: body, height, build, skin or sea colouring. Looks never change your stats, so nobody regrets a choice. The two species share one story and can always group up. What changes is how you get deeper.

Human divers

Humans survive on tech. Rebreathers, glowlamps, wetsuits and a dive kit that grows with you. Your power lives in what you craft, upgrade and trade, so gear can be swapped and sold. Every upgrade needs something from the deep, and that has a price.

A fishman swims through the kelp

Fishmen

Fishmen adapt. Glowsight for the dark, deeper gills, pressure bladders for the crush below. Adaptations are permanent, and the deepest ones make the bright shallows uncomfortable. Natural sea colourings: reef, kelp, deepwater, sandbar or dusk.

The problemHuman techFishman adaptation
Fading lightDive lamps, rebreathersLow-light eyes
Pressure and coldPressure suits, heatersPressure bladders, insulation
Darkness and toxic ventsSonar, sealed hull suitsEcholocation, toxin resistance
Crushing depthExosuitsDeep metamorphosis

Only the first step of this is in the alpha. The rest is the plan.

The blight

Dead water rising

Something is seeping up from below. Reefs bleach, fish die off, and the air and water systems in human domes fail. The ancients, a silent people whose dark stone ruins are threaded with teal light, have started to wake at the same time. Everyone blames them.

Dyrhald, the fallen colony, was the first to go. Its name is an old word meaning the held door.

A wrecked hull covered in kelp, with a glowing marker

Life in the shallows

Creatures you'll meet

Grazers and darters in the open water, crabs and slugs on the rocks, eels and lurkers waiting in the dark. Some are food, some are crafting stock, and some are hunting you. Every one you meet goes in your Bestiary.

A spotted yellow puffer fish

Drift Puffer

Slow, spiny, and a source of puffer spines.

A golden seahorse by the kelp

Seahorse

Shy reef life among the kelp stalks.

A hermit crab in a striped shell and a red crab on a rock

Hermit Crab

Hauls its striped shell over the rocks, beside bright nudibranchs.

A red reef crab on the sand

Reef Crab

Raw crab for the pot, chitin for armour.

Also out there: Silverfin Grazers, Gilded Darters, Glowfins, Glow Jellies, Lantern Slugs, Cleaner Shrimp, Spine Crabs, Gloom Eels, Murk Eels, Sand Lurkers, Night Lurkers, Rimland Prowlers, Brine Crawlers and Canyon Hunters. And a few named rares with their own lairs: Old Gnasher, Ironclaw, Hollowshell, the Bloatmother and the Pale Widow.

Home

The Den

Every diver has a Den: a private home under the sea, reached through a door in town. It's where you craft and where your stuff lives.

  • Forge: smelt ore into copper, bronze, iron and steel ingots.
  • Workbench: make, repair, upgrade and salvage gear.
  • Storage: a chest for everything your bags can't hold.
  • Trophy Wall: plaques for what you've achieved.
  • Quick sell: sell straight from your bags at a trader's price, or list items at the auction.
A diver digging in the sand near a boulder