Campaign Overview

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On a moonlit sea, the Heart of the Sea, a sapphire of impossible depth, calls to every listener. A single cog named Sea's Quiet carries a crew and passengers who do not know one another share one goal: to claim the gem for themselves. Each has a motive—knowledge, vengeance, wealth, debt to a sea-spirit, or a patron's promise. They board under disguises, and the ship's ordinary life masks a secret competition.

Setting: The voyage goes across the Sapphire Sea toward the storm-haunted archipelago called Laver's Teeth. The vessel is tested by reefs, sirens, and shifting currents. The Heart's pull warps weather, reveals hidden coves, and even points toward ancient wrecks. The gem sits in a warded chest in the captain's cabin, answering lies as easily as truth.

Main Quest: Reach the submerged temple beneath a reef and retrieve the Heart of the Sea. Guardians guard the gem, and each PC is hunted by another they do not know. Alliances form and fracture in the moment; the ship becomes a theatre of deception as sails, cannons, and whispers are manipulated toward the gem.

Side Quest: A fragment of an old sea chart hidden in the captain's locker hints at a salvage wreck that might hold a key. Recovering it slows the voyage but promises a safer path to the temple, and it can be translated by a sea-priestess if a suitable agreement is reached.

Central Events and Triggers: A sudden storm, a siren's call, and visions of a rival's face in the waves pull the crew toward fate. The Heart tests worth by thrusting them into a choice at the temple: keep the gem, return it to a guardian, or seal it away again.

Rewards: The Heart grants water-based magic and a sea-spirit boon. Surviving the voyage earns renown, patrons, and the chance to command the ship in future quests. The gem’s power reshapes destinies on the open sea.

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