The Sunken Shrine

Impressions: The masts of the flotilla like a seagoing forest of swaying trunks. The creaking of timbers and lashed rope. Soapstone ruins that peek from the waves, hard to pick out from afar. Scoundrel herons perching on crumbling masonry, attentive for an unguarded scrap. The veiled gleam of whalebone, shining pale and ghostly from beneath the waves.

From the decks of a ship, the ancient ruins hidden by this stretch of unmapped sea are all but obscured by the rippling waves. Many a crew have sailed right past, heedless of the merfolk who call this place home. Sail closer, though, and you’ll see a flotilla of lashed-together ships and wooden platforms, an informal community whose nomadic members join and depart with the movement of the tides.

Why here, and not elsewhere? Look to the crumbling soapstone towers that rise from the trackless ocean…

1d6 Anchor
1 The Shrine Keeper. An ancient whale, sole inhabitant of the ruined temple grounds. Presides over the whalebone garden, greeting those who come from afar to die. According to local legend, it is inhabited by a powerful spirit that shows itself to those who disturb the dead.
2 Shellcarvers. A guild of magical artisans, based out of a titanic shell they call the Nautilus Forge. The shellcarvers blend magic and alchemy to turn seashells into “gyres” whose whorls and spirals bind arcane power, ready to be released.
3 The Flotilla. A sprawling, informal arrangement of lashed-together ships and pontoons. A place where merfolk and their guests gather to share news, offer trades, and celebrate reunions.
4 The Cloisters. Ancient sunken structures that surround the Shrine Keeper’s temple. Their original purpose has long been forgotten, but they are inhabited by merfolk who are tired of nomadic wandering.
5 Hospitality. An esteemed virtue amongst the merfolk of the flotilla, sometimes taken to absurd extremes. Hospitality is given for its own sake: insist on repaying the generosity they show you, and you may find yourself delivering an insult you didn’t intend.
6 The Everspring. A titanic stone bowl from the ruins, repurposed by a merfolk wizard to create a pool of eternally pure water that protrudes from the ocean below. The water is provided by an elemental spirit of dreams and pathways, Cerulean of the Bowl. Her curiosity is as bottomless as the Everspring itself.

Gyres of the Shellcarvers

1d6 Gyre
1 Conch Gyre. Put your lips to the shell and breathe deep. Holds a deep reservoir of air, enough to last you an hour. (2 coins)
2 Sundial Gyre. Warm to the touch. Crush it in your hand to release the power stored within, allowing you to cast a spell without spending Stamina. (3 coins)
3 Cone Gyre. Once the stopper is removed it will record voices and sounds for a time, depending on its size. Blow into the shell to reproduce what it has heard. (4 coins)
4 Screw Gyre. Releases a strong, whirlpool-like force when broken. Mostly used to cover distances quickly underwater, but they can also be used to disrupt foes. (7 coins)
5 Helmet Gyre. Draws water vapour from the air over time and stores it, so you’ll always have water on hand. Also useful for clearing poison gases or keeping out rot. (20 coins)
6 Moon Gyre. Made from a rare shell. Creates solid moonbeams in various shapes and sizes, depending on the shell. Must be recharged in the light of the full moon. (60 coins)