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Banker Cyrus

Banker Cyrus

CityPort Tidesong
Coordinates(19892, 19581, 7)

Greeting

"Port Tidesong Bank. Safe as a harbor in a storm."

Dialogue Topics

Town

A bustling port founded as a fishing village that grew into a major harbor. Merchants, sailors, and pirates mingle here. Information is the most valuable commodity.

Bank

Your gold is safe with me. In Port Tidesong, we've learned that wealth means nothing if the corruption takes everything.

economy

The economy of Port Tidesong has been troubled lately. The corruption drives away trade, and the creatures make the roads unsafe. What we need is someone to clear the way.

Threat

The Quara are rising from deep sea caves, driven by the same corruption that taints the land. And pirate treasure lies behind riddle-locked doors in the sea caves -- treasure some say is cursed.

Government

Harbormaster Eliza controls the docks and trade. This is effectively a merchant republic -- gold talks, and Eliza has the most gold.

Trade

Everything passes through Port Tidesong -- spices from the south, ore from Ironhold, fish from the coast. The shipping manifests tell stories, if you know how to read them.

Corruption

The shipping manifests reveal corrupted artifacts being gathered for someone in Mistral. The Quara aren't just attacking ships -- they're guarding the sea caves. Something down there is drawing them.

Faction

The Syndicate -- profit, freedom, and the black market. The Crown thinks they own this coast. They don't. We do.

The Smuggler's Ledger

A smuggler's ledger washed up in Port Tidesong -- literally washed up, in a bottle, from the sea. It details a trafficking operation: corrupted artifacts from Ironhold's mines to Saltport's coves. Someone is organizing this. The ledger has names. Dates. I have it locked in the vault. If you can find the smugglers, maybe you can find who's behind this.

Reef Crawlers

The reef crawlers have always been in the sea caves -- crustaceans the size of dogs. But they're bigger now, and aggressive. The corruption in the water has made their shells harder and their tempers worse. Harbormaster Eliza has warned the fishermen to stay out of the caves.

The Tide Horror

Something new in the sea caves -- the tide horror. A creature of water and malice, with tentacles that can crush a fishing boat. The Quara brought it up from the deep, the sailors say. Or maybe it brought itself. The sea caves are deeper than anyone knows.

Coral Drakes

The coral drakes are a new threat -- reptilian things that nest in the sea cave ceilings. They breathe a spray of cold seawater that can freeze a man solid. The Quara worship them, the smugglers say. Or fear them. Probably both.

Deep One Stalkers

The deep ones have been in the sea caves for centuries -- but they've never come this close to the surface before. The deep one stalkers are scouts, checking the caves for... something. The path to the Sunken Empire, perhaps. Or something the Sunken Empire has that the Corruptor wants.

The Abyssal Horror

The abyssal horror is the worst thing in the sea caves. A mass of tentacles and eyes, dragged up from the ocean floor by the Corruptor's influence. It guards the deepest cave, where the path to the Sunken Empire begins. Harbormaster Eliza says no ship that's encountered one has survived. But you're not a ship, are you?

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