The Kelp-Farms

The Kelp-Farms
Overview & Aesthetic
The Kelp-Farms are a series of underwater "gardens" located in the shallower tidal areas surrounding Drift-Haven. In these farms, the Mist-Whiskers cultivate several varieties of magical and edible seaweed, which serve as the primary food source and structural material for the root-level community. The farms consist of long, vertical rows of kelp anchored to the seafloor and tended by Muridae divers.
The aesthetic is one of shimmering underwater industry. The water is clear and bright, filled with schools of colorful fish and the rhythmic movement of the kelp fronds in the current. The air above the farms is thick with the smell of salt and drying seaweed.
History & Lore
The art of Kelp-Farming was developed shortly after the Great Flood, when the Mousefolk realized that the forest’s sap alone was not enough to sustain their growing population. They learned to hybridize the natural kelp of the Boundary Ocean with the aetheric essence of the Mother-Tree, creating "Aether-Kelp"—a hardy and nutrient-rich plant that grows with supernatural speed.
Points of Interest
- The Silk-Kelp Beds: A specialized area where a rare, fine-textured kelp is grown. Its fibers are harvested to create the "Mist-Silk" used in sail-making and mystical robes.
- The Nutrient-Vents: Natural hot-springs on the seafloor that provide the kelp with essential minerals. They are the most productive areas of the farms.
- The Drying-Decks: Floating platforms anchored above the beds, where harvested kelp is spread out to dry in the sun (whenever the mist clears).
- The Crab-Pens: Enclosed sections of the farms where smaller, non-aggressive crabs are raised for their meat and shells.
Local Factions & NPCs
- The Mist-Whiskers: The primary farmers and laborers of the beds.
- Farm-Master Barnaby: Oversees the daily operations of the farms and the distribution of the harvest to Drift-Haven.
- The Kelp-Weavers: A guild of craftsmen who specialize in turning raw kelp-fibers into ropes, mats, and clothing.
- The Sea-Wolves: Occasionally raid the outer edges of the farms in search of food or to disrupt the Muridae’s supply lines.
Environmental Hazards / Mechanics
- Entangling Kelp: Moving through the denser beds is considered difficult terrain. If a character takes a Dash action, they must succeed on a DC 11 Dexterity save or be Restrained by the kelp.
- Strong Currents: Every 10 minutes, a tidal surge can push characters 20 feet in a random direction (DC 13 Strength save to resist).
- Predatory Schools: There is a 10% chance every hour of attracting a swarm of aggressive predatory fish if a character has been bleeding in the water.