High Docks and the Church of the Wings of Salvation

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The neighbourhood of High Docks and the Church of the Wings of Salvation are described in the Introduction Kit of the french version of Into The Odd.
So why do I describe it further?
Well, because of the impact in my campaign that my player’s actions have had on this neighbourhood and their new relationship to the Fisher.
For me, High docks is situated in front of Whitechapel, on the other bank of the Thames...

What happened with the Fisher (and why it matters to me):

In the Intro Kit, he is described as a peaceful man, mostly keeping to himself, but with a very big power: If he touches someone, he can impose his will on that person (Will save negates).
¾ of my players did not make the save, and the 4th was somehow forced to get along with the others (peer pressure, you’d call it).
They made a lot of money during the adventure and decided (i did not influence them at all there) to give 95% of their earnings to the Fisher (~20£).
This makes him not only influential thanks to his power and his followers, he is suddenly also wealthy. He will definitely use this money to further his arch-project, buying materials for the construction of his gigantic boat, and probably also paying a few skilled workers to speed things up.

High Docks:

This wealth means that the neighbourhood of High Docks will flourish, attracting more and more craftsmen and craftswomen, but also all kinds of parasites, predators and profiteurs of the human sort.
The Fisher will have to either turn to the authorities (which means implicating himself in the local politics) or to police the neighbourhood himself (well, manner of speaking, his acolytes will be patrolling). Unless an influential Player Character steers him toward the political options, the Fisher will resolve the matter using his own special means: he’ll capture the worst ruffians and try to convert them to his cause (with his weird power over the minds) and use them against those witty enough to keep away from his touch.

Militarisation of High Docks:

But, for me, the priority of the Fisher is to secure his neighbourhood against his past.
He is a Deep One explorer that has been trialed for treason in Innsmouth and that his former kingdom tries to bring to justice, sending him their fishbat-soldiers squads by way of the Thames.
With this money, the Fisher will first employ shooters to kill the fishbats in flight while a very tight net of wire fence is being built up to 6 meters (which will cost a lot of money since metal is not cheap and the fence must be built by hand) along the banks of the Thames.
How will the regent react to a militarisation attempt of High Docks? How will the crown react if they learn about the underwater kingdoms lurking around their island? Could the Deep Ones be interesting allies against their rebellious colonies and their Blocus?

Random encounter in High Docks:

1D12
Encounter
1
A group of pilgers on their way to the Fisher
2
A group of religious fanatics (to the Fisher) trying to convert anyone they see
3
Fishbats-squad (2D6 vaguely humanoid small hunchbacked creatures with wings)
4
Mercenaries on a patrol - asking "nicely" for a toll (1D6 pennies per PC)
5
Street children asking for a few pennies or some bread (Details here)
6
A priest wearing a sword and preaching against the Fisher (Details here)
7
A Nulla Corvi doctor responding to an emergency (Details here)
8
A fortune teller with the Gift - or is she using an Arcana?
9
A dwarf smith with a metallic arm ending in a big hammer (Details here)
10
A bible merchant - some of them bound in a strange leather
11
A snake-oil peddler (He might sell something useful or even arcane-ish)
12
A strong fishy smelling hunchback (A spellbound Deep-One carrying a big wooden beam)

Sources:

  • Deep Ones are part of the Lovecraftian Mythology
  • The Fisher and High Docks were developped in the french version of ItO

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