Cape Miralta

Return to Southern Regions

### Description

This region has a large lagoon which is protected by a colorful reef. This is the home to Miralta, a trading post from the triton nation of Avathís. Normally this area would be too warm for the tritons who prefer the deep ocean, but the lagoon is fed by a fast-running river. The river falls from mountains just inland whose volcanic origins gives them steep slopes of metamorphic rock. The peaks hold a huge glacier which is visible from the shore, and the meltwater from that glacier keeps the lagoon cold enough for the tritons. The post was originally built to trade with the elven Kingdom of Wyselle, but now its focus is exchanging goods with a human kingdom to the east.

### Geography

#### Latitude

15 degrees south (in our world, north Australia, north Madagascar, central Brazil)

#### Average elevation (in feet)

1209 (roughly the elevation of Lincoln, Nebraska)

### Landmarks

Coral reef, mines, large glacier, large Avathís trading post

## Adventures Available

### *Team may not take notable damage from this*

#### **The Errand for Errond - COMPLETED**

A triton merchant doesn't trust triton guards for overland trips. (Of course, he'd only use triton guards for sea caravans. Why hire guards who would just die if they have to take a simple hour-long trip underwater?) If a group of airbreathers is willing to guard his convoy heading inland to the border he'd be willing to pay well.

Reward: Gold - 100gp

#### **Fair Trade - COMPLETED**

The gemfinder points to an eccentric old woman who lives alone near the base of the mountains. Maybe she'd be willing to part with a gem in exchange for goods or services?

##### Outcome

You met Mariann and her husband Dougan and helped them reunite. You were given a 100gp emerald for your trouble.

#### **Joint Venture - COMPLETED**

The triton scientists are baffled by a phenomenon on the seafloor. Perhaps an outside perspective would help?

Reward: Culture - 1 point

##### Outcome

The party earned 1 culture by helping the team to realize that a sahuagin priest was summoning an ancient evil nearby. The clerics should be able to help solve this problem and seal away the evil force to the plane its currently trapped inside.

#### **The Keening - COMPLETED**

A bardic school exists on this outposts and specializes in a special song form used in mourning. If you would be willing to share some of the songs of your people, they would be excited to share their work. Fun fact: triton hearing developed differently from land-dwelling races.

Reward: Culture - 1 point

##### Outcome

The party was able to demonstrate some of their culture and appreciate some of the Avathean culture, however the cultural rewards will only be realized once you send trained musicians from your people to the bardic school. [Finished as of Day 29.] However, the ability to understand how to properly hear their music so quickly made a positive impression on the tritons.

### *Team will likely use some hit dice during the next short rest after this*

#### **When in Underwater Rome... - COMPLETED**

The triton make use of an unusual building material. In their main cities in the very deep ocean they have domesticated mollusks into producing shells that form nearly-straight plates. They call it shellslate and they have imported a great deal to expand their trading post. These are hard and light, and should work out of the water as well as they do in it. There's enough for them to give you some to aid in your construction. You'll have to learn how they work the material because though it is hard it is also brittle, so cutting it or drilling holes can make the entire piece fall into fragments if you don't do it right. They suggest to tackle two birds with one stone: you can work for the material and learn the technique by helping them build a new building. You've heard that this project has been going on longer than usual. Something is keeping the building from being completed, and that will keep you from earning your shellslate if you don't figure it out.

Reward: Preserved Shelter - 3 points

#### **Train in Vein**

"You didn't stand by the mine... no, not all... you didn't stand by the mine, no way." An iron mine was abandoned by the triton as it was on a mountainside far from the sea and, though cool enough to be comfortable, it was uncomfortably dry in the extreme wind. They are happy for you to make use of it if you give part of the iron to them, but it's been abandoned for some time and anyone (or anything) may have moved into the mine in the meantime. Hopefully you don't have a.... Clash.

Reward: Preserved Security - 3 points

#### **Mountain Rescue - COMPLETED**

[Jeff Guest DM]: A scouting party of triton went into the mountains to explore the area. They didn't come back when they were supposed to, and now a week has gone by and everyone fears the worst. Airbreathers might have an easier time finding them. [Medium Hard] Plan to use **Miro**: https://miro.com/login/

Reward: Reputation - 2 points

#### **Install Quintessence Engine South - COMPLETED**

The QE needs to be installed in a dark hole filled with foul-smelling smoke. It's not clear how deep it goes.

Reward: Temperate Rainforest grants recurring 5 Food, 3 Shelter, 5 Security

#### **Install Quintessence Engine East - COMPLETED**

The location of the QE is in a remote mountain valley cut by a creek fed from glacial meltwater. There is a camp here with an artificial pond, but it's unclear whether it's populated by refugees or bandits. Both?

Reward: Tropical Seasonal Savannah grants recurring 7 Food, 5 Shelter, 1 Security

#### **Cursed Elves - COMPLETED**

The gemfinder points to an area in the north of this region, but the local tritons warn you away from it. That area was once the home of an elven lord from the Kingdom of Wyselle. The drow never attacked the area militarily, but the ground become barren and the elves disappeared, perhaps into the main fortress or the surrounding villas. It is rumored that their ghosts now haunt the grounds.

Reward: Ruby (security) - 300gp

##### Outcome

You found an abandoned Wysellian settlement surrounding what appears to be a research facility. It was infested with mephits which the team was able to dispatch. The logs from the research show a connection to D'riwa. You found a 300gp ruby and some magic gemstones.

#### **Install Quintessence Engine West - NOT POSSIBLE**

Open ocean, it's not possible to install a QE here.

### *Team will likely need a long rest after this*

#### **Avathís - Formal Introduction - COMPLETED**

The government leaders of this trading post are quite enthusiastic to get a new trading partner, but first you will need the endorsement of Miralta's religious leaders.

Reward: A relationship with Avathís which starts at your current general Reputation level.

#### **Deputized**

Your gemfinder is pointing to the same area you've heard some bandits are operating in. The Avathís authorities have made it clear that anyone who stops the bandits is welcome to keep their plunder as a bounty.

Reward: Ruby (security) - 500gp

#### **The Shoal - COMPLETED**

There is a religious community south of the trading post. They seem harmless enough at first, but there are rumors that the people who go there do not do so willingly. Everyone who lives there seems happy enough. Still, several families are seeking help for their loved ones who have fallen into this cult and can't seem to break away.

Reward: Reputation - 3 points

#### **Familiar Faces - COMPLETED**

A group of humans have made camp on the mountainside. They've fled something happening further inland, but a few of these people recognize someone in the scouting party...

Reward: Population - 50 people

#### Install QE Down

After you reach level 8 you'll be able to do this mission.

### *If you’re not careful and prepared, some team members may die in this adventure*

#### **Skyshine - COMPLETED**

The gemfinder indicates that there is a gemstone near the very top of the tallest peak, perhaps under the glacier itself. It looks hazardous to reach and how will you get it out once you get there?

Reward: Sapphire (shelter) - 700gp

#### **Yellowfin - COMPLETED**

A group of young triton have asked you to join them on a fishing trip. It appears to be some kind of right of passage and clearly it's an honor to be invited. Their elvish is spoken with an odd accent and you're not clear on what kind of fish, but it sounds big like a tuna or a swordfish. They promise to show you their way of preserving meat, which should be educational... but why do their parents seem so worried and sad?

Reward: Preserved Food - 10 points

#### **The Treaty**

What would make the refugees more enthusiastic about their new home than settling with the permission of the local power? Earning the respect and trust of Avathís will take time, but earning a formal declaration of the right for Lemurian ships to travel these seas and settle these coasts would change the whole endeavor from a desperate gamble to a planned migration, and perhaps lead to a valuable relationship for a people who are frighteningly short of friends. However, you've begun to realize that there are Avatheinian factions that are playing you for advantage, and there's something they are hiding that lies behind these political machinations. Something, you begin to realize, that they may not even be telling their own people...

Reward: Espionage/Diplomacy - 10 traits or [8 traits and 3 agendas]