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Fridge Brilliance

  • Why do some of the ships in the Neath like the Unfinished Pirates have oars on their boats? Because they're from pre-industrial civilizations, and given that there is no wind in the Neath, as is stated by the game (aside from two winds that'd make having sails even worse), it's naturally the only way to actually sail the sunless sea without steam power. Furthermore, Polythremi ships are alive: it's safe to assume those oars are more powerful than if they were manned.
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  • Look at the top of the Chapel of Lights, a cannibal cult. It's a giant well. Which patron of cannibalism in the Fallen London 'verse is associated with wells again? Sure enough, the Chapel of Lights is a church for the Drowned Man: Mr. Eaten.
  • Given the effects of sunlight on creatures of the Neath, why aren't there any weapons that use The Power of the Sun? Because the ammunition is dangerous to gather, addictive to the point that your crewmates keep breaking into the supply, likely to get confiscated if you go to London, and last but certainly not least: A blast sufficient to scuttle an attacking ship or kill a zee-monster would destroy or render useless anything worth salvaging.
  • The Raggedy Fellow can potentially be a Snuffer, and can lay Salt's curse on you for refusing to take him to inhabitable land. The reason a creature of the Elder Continent would call upon Salt and not Stone (besides their mutual hatred) is because they're hated by the Presbyterate, and flee to other countries, where they hide their own faces. Thus, they fulfill Salt's traits: travelers, as exiles, farewells, by leaving their home, and secrets, by hiding their own identities.
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Fridge Horror

  • The Constant Companion. It follows you. It is patient. It waits until your crew is near-mutiny before attacking. It can attack you anywhere. So the two major possibilities are: 1) its species being fairly common, or 2) your captain has, for their entire game, their own Constant Companion.
  • If an officer dies during a quest, it's possible to rescue them from death at the Fathom King's hold. If Maybe's Daughter disappears while exploring the Pale Sea, she can't be rescued in this manner. Wherever she ended up, she's still alive.
    • Even further, it's never quite clear what the Drowned are: they might be undead, sure, but there's occasional implications to them being just another of the Neath's many species of Body Snatchers. If that's the case, you're not buying their souls back — you're hiring mercenaries that are wearing their corpses and personalities.

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Fridge Logic

  • The different types of ships you can zail come with various bonuses and penalties to your stats, usually boosting your Veils and penalizing your Iron on the smaller end of the scale and progressing to the opposite the bigger they get. This makes sense for encounters at zee, since you can obviously remain stealthier in a small ship and fight more effectively in a purpose-built warship, but these bonuses and penalties also extend to actions you can take when away from your ship, engaged in dialogue, in port, or even far inland with an exploration party, where the craft that brought you there is completely out of the equation.
  • Very much unintentional, but should you gain the Scion legacy and then retire or end the game in a way that doesn't kill your captain, you will still have an option, upon creating a new character, to choose the Father's Bones ambition, despite the fact that they're not dead or in the Zee or possibly in this plane of existence.
  • You can get some weird outcomes of the procedural map generation. For example, it's possible for Station III, related to secretive Londoner experiments, to spawn a stone's throw from Khan's Heart. Putting a Station there would be like the US building a secret nuclear lab with a giant sign reading "SECRET NUCLEAR LAB" in the Korean DMZ.
    • Locations in the Neath are known for being inconsistent, especially on the Unterzee. So it’s more like building a secret nuclear lab on US land and having it wander off to the DMZ when you’re not looking.
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