Quas - A Sunken World
A D&D 5th Edition Campaign World
Join Raft Afloat:
Your people have only known struggle, floating on rotting raft cities for generations. Food supplies dwindle, Gnoll pirates attack, and even the Selkie traders don’t come around as often.
But something is changing. The boats are dragging on shallower seas, the currents have changes, and for the first time in ages: dry land.
Campaign Meta
This campaign features a party of 3-5 Humans, working together to secure a safe toehold for what remains of their struggling civilization.
Pre-generated characters are available; however, players are encouraged to create their own using the provided adventure notes.
Full character generation info available on StartPlaying.
Choose your campaign:
Quas sank beneath the oceans, forcing survivors to adapt either to floating cities and pirate raids, or a world without sunlight, hidden beneath the submerged mountains.
Over the ages, ocean civilizations emerged and became dominant, but that balance of power is threatened as dry land rises anew.
Programs
Current & Upcoming Campaigns
A Raft Afloat & the World Beneath
Your people have only known struggle, floating on rotting raft cities for generations. Food supplies dwindle, Gnoll pirates attack, and even the Selkie traders don’t come around as often.
But something is changing. The boats are dragging on shallower seas, the currents have changes, and for the first time in ages: dry land.
This campaign features a party of Humans, working together to secure a safe toe-hold for what remains of their struggling civilization.
Starting Soon!
Per 2-hr Session: $20
Surface Breaker
Your people have struggled beneath the ground their entire lives, with rapid flooding a constant threat with expansion. Unexpectedly, instead of water, the warren is flooded with sunlight.
This is a campaign of Kobolds, fending off attacks from Dwarves and underground creatures, discovering the Humans & Gnolls of the surface world, and even encountering the underwater civilizations of Quas for the very first time.
Starting Soon!
Per 2-Hr Session: $20
Deep Blue
The world has been covered in ocean for ages, and your people have had sparse contact with struggling human raft cities. But as the sea drops, dry land threatens the delicate power balance between species.
This campaign uses a lot of home-brewed species and rules, to accommodate a largely underwater campaign. Players may choose to be Selkie or Merfolk.
Launching February 2026
Per 2-HR Session: $25
Who is GM Gray?
GM Gray is an Ontario Certified Teacher that launched his first role-playing campaign with Advanced Dungeons & Dragons in the mid-90s. Currently, he runs campaigns in a home-brewed world using the D&D 5E and runs one-shots in Ecopunk 2044 and other systems.
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Our campaign sessions are run via Discord, using camera, voice & dice bots. Character links & creation guidelines are also available.
Development & Campaign Blog
Adventures & World Building
Welcome to Quas
I began working on this campaign world in 2012, while most of the Dungeons & Dragons world played D&D 3.5E. It’s been built, torn apart, and rebuilt dozens of times with changes to races, maps, theories of magic, godly pantheons, and nearly everything else. Despite many changes, the core idea for this homebrewed world has always remained the same: an unexplored world with many species that have no memory of past contact.
The World History Setup
In the distant past, civilizations flourished, traded, and warred across vast continents. Dwarves, elves, humans, kobolds, goblins, hobgoblins, and monsters of all sorts fought for power, knowledge, and resources. Wizards threw lightning, mechanical creations belched black smoke, and the world trudged ever forward.
Then the oceans rose, and it was all submerged. The forests of the elves were washed away or harvested to construct ships. The tallest of mountains slipped beneath the waves, flooding subterranean strongholds. The creatures of the world either adapted, sheltered, or disappeared. Humanity first had great ships, but they fell victim to pirating gnolls & infighting, forcing them to band together to survive on floating raft cities, where they fished and free-dived for kelp & sea cucumbers.
As ages passed, vast underwater civilizations emerged. Selkie would trade between the humans & gnolls of the surface, and the merfolk & cecaelis beneath the waves, while dealing with growing threats from kuo-toa and sahuaghin. Underground civilizations of kobolds and dwarves grew to defend against bursting goblin & hobgoblin hoards, with occasional flooding preventing any rapid expansion. As the worlds grew separate, the past was forgotten and lost.
The Campaign Worlds of Today
The world is changing once again, with the oceans receding and dry land poking above the surface. The currents have changed, and raft-cities have started to drag.
Starved & struggling humans & gnolls rejoice at the sight of dry land and new vegetation. Kobolds & dwarves are blinded and amazed as sunlight floods through accidental breaks in the tunnels.
The merfolk & cecaelis can feel their territory shrinking, and their delicate peace is threatened.
The Selkie have long served as merchants and traders between the underwater & surface worlds, but have no true home of their own. They can sense a great opportunity, but also a great threat to their way of life.
What lies in store?
As I begin running campaigns professionally in the world of Quas, I plan to have 3 different campaign launching points: the surface world, the subterranean world, and the undersea world.
The Surface World
This campaign will focus on humans from the raft-city of Orphus. The raft city has trade relations with the Selkie, and regularly defends itself from Kuo-Toa, Sahuaghin, and Gnoll pirates. As fishing boats begin to run aground and free-divers notice changes in kelp harvests, humans discover dry land and “strange” plants & creatures living on it. Coming into contact with underground species, they must navigate delicate first contact situations and work to create a safe place for humanity to thrive.
The Subterranean World
Whether from Kobold or Dwarven viewpoints, the endless tunnels have finally broken into sunlight. The subterranean civilizations must deal with each other, while staving off attacks from goblin & hobgoblin hordes. With the opportunity to explore a strange surface world, they make first contact with the species trying to make it their own.
The Undersea World
Merfolk & Cecaelis have developed vast civilizations and territories, using the neutral Selkie to facilitate trade between each other and the surface world. But the appearance of dry land threatens their dominance and could split undersea nations apart. Selkie could seize on dry land to try to create their own territory, they could work with merfolk and/or cecaelis to prevent the surface species from asserting their dominance, or there could be oceans of undersea scrimmages as old nations try to hold onto what they have.
The Possibilities are Endless
There’s no end to how these campaigns could form, and multiple campaigns from a single starting point could quickly go in completely different directions. Will first contact be peaceful? Will trade develop, or fall apart? How will new civilizations grow, and can old civilizations continue to flourish in a rapidly changing world? Why did the oceans rise so dramatically in the past, and what dangers are buried in the forgotten history of Quas?
Hammering Out the Surface
It's been about a month since I decided to piece together my loose notes on this campaign world and put everything together in a more easily accessible format for my current & future players. As I do so, I've begun to notice a few gaps that need to be patched up,...
How do you pronounce “Quas”?
When my players are first introduced to Quas, it's often in written form first. As a result, this is one of the first questions players and other GMs ask. Perhaps unsurprisingly, the answer to that question depends on perspective and play style. For the...
Setting up to GM
I'm still in the midst of taking my many documents (both handwritten & typed) and getting everything together to launch my campaigns online through StartPlaying.games. With most of my GM experience being in-person, moving things to the digital realm is...
Welcome to Quas
I began working on this campaign world in 2012, while most of the Dungeons & Dragons world played D&D 3.5E. It's been built, torn apart, and rebuilt dozens of times with changes to races, maps, theories of magic, godly pantheons, and nearly everything else....