tile A&: The Unseen Shore
🜁 TILE A& — The Unseen Shore Ulutak proverb: “When a beach has been alone too long, bow twice: once to the water, once to the land. Ask to arrive.”
B. Biome see [Arid] Cold wind, some scrubby pine trees
C. Climate and Weather : see [coastal table]
D. Descriptions Dangers
- Pebbles betray every footstep (no stealth)
- Speaking aloud = Mirrorling-Echo encounter 25%
- Fires sputter; pebbles cold.
- Very cold wind = exhaustion risk
- Mist low visibility on the beach
*No driftwood
Rite advantage:
First action on land whispered prayer → Insight into Horizons.
Forbidden: shouting, naming dead, drawing steel triggers Mirrorling-Echos.
E. Encounters (1d6)
- Bassinet with Memory Jar humming gently
- Waves whisper — Voice Table (as prior) [Voice Table] 1. Mother 2. Crone 3. Girl 4. Boy 5. Crank 6. Father
- Emus flee Brine Eagles circling but never striking
- Fog twin of your party walking ahead, always walking faster than you can catch it.
- Brine Bear [dire bear] approaches from the low pine fringe to warn of a hail storm
- New survey flag — fresh footprints vanish into water next to a warm fire pit with a stack of firewood. Circle of instruments sized for your party. Playing one summons a gentle heat from the sands for the night (invites a listener next dusk wherever the instrument travels).
Factions:
- Ulutak [druid 5] watching from canoe, fishing. May call sun crow.
- Geometers [cleric 5] Surveying, placing brass spikes at fixed intervals.
Horizon → South: moss hanging on scrub-pine, odd shapes from fungal forms. → North: stone paved path uphill → Inland: rope clings on cliffs, abandoned nets → Sea: no return without Memory Mother's rite
I: Interest Points:
- The Tidal Arch Purple-green basalt. Pearl strands sway. Pass beneath:
- Cursed → remove one affliction
- Not cursed → 1 reroll, but cannot attack until harmed
- Inland Arch Sister gate, bead curtain of black glass. Pass beneath:
- Cursed → remove one affliction
- Not cursed → invisible to birds 1 day, ends if a bird harmed.
- Grove of Stone Canoes n+1 canoes, each etched with PC names in different scripts. Sitting in your canoe = vision of your arrival from outside yourself (Ask GM one question about your fate here.)
J:
Memory Jar
Mud-sealed, bone-stopper, trembles faintly.
- Open = remember someone else’s first landing
- Drink = gain Ulutak language whisper-fluency for a dawn
- Break = Echo attack that night
[Instruments] 1. Hand Drum 2. Bone Flute 3. Wooden Pipes 4. Bronze Chimes 5. Goat-Horn Trumpet 6. Cracked Guitar
###Knowns: Things people say about A& (1d6) 1. The beach remembers. 2. Locals cursed it when they left. 3. That thing died in your place. 4. Spirits are guilt / heat illusions. 5. “This is where you go to die.” 6. Nothing grows. Nothing should.
###Legacy:
- Going through both gates in one day, without triggering a mirrorling-echo opens a portal to the South Pole.
- Future Mirrorlings have a release word that can be answered by a type of question or answer from a previous encounter.
###Monsters & Co. :
Mirrorling-Echo (Created by Speech) HD 1 / AC as glass / Move as creator / No damage; control threat
- Tool: One beat late , mirrors PC motion and voice perfectly.
- Spirit Theft: adjacent PCs roll at disadvantage
- Goal: Block and herd PCs into surf, grapple, drown
- Release: If spared, the Mirrorling walks toward the closest river (released if it is asked question it can answer with “You!!”)
Next Tile: [Fungal Forms] Look like sculpted topiary. Size range from hat-sized to houses. Can walk if encouraged.