Gomphrey
The most inland district that is outside of the wall of logs. Many humans and dwarves live around here making their living in various fields like fishing and logging during the day. The nights belong to the raucous mead domes on the beachside. The quality of life here is rather swell with the introduction of Phrax Crystal enchanted by the local wizards tower. Most people here welcome travelers from the mire or from abroad as the fish is plenty and the mead is plentiful
Beachside
Great domed buildings and stone walkways built to handle the worst of the sea weather. This area of the city was founded by the first Tortle settlers that founded Serenity. This section of the city is alive with all the visitors to the beaches, the sailors and travelers coming to pitch and buy all sorts of wares, the Triton guard and patrons that flaunt their unique style and cultural foods, even the Vedalken explorers take to the sands for some quality time. All the best restaurants line the boardwalk and at night, the entire town glows! Luminous moss and lichen line the walk ways and are grown on the domes themselves creating kaleidoscoping pictures and murals that comet to life once the son sets. There is a common urban myth of the Moss Mabu a prankster wizard that walks the night leading drunkards to the most random places by memorizing people with the colors of the moss.
Sunken Slums
Time and time again as various settlers came to the marshy lands, some tried to build up a great towering city at the very edge of the ocean. BUuuuuut fell prey to the unstable landforms around, causing all of their solid structures to fall and sink into the mud. Being persistent, Dwarves decided to try building atop what sunk only to, of course, find that, too, would sink. Let it be known the Dwarves did not try their best... they proceeded to then abandon their original plans and decided to live amongst the successful architectures, the Tortles, finding their new seemingly flimsy and honestly uninspiring dome-like structures to be.... boring, at first. Many of the Hill Dwarves who began to take up residence here saw a new light with how the Tortles began to integrate the natural environment and moss into the building structures, creating such homes that can outlast some of the worst sea weathers while bearing environments the Dwarves had never seen before. Now these days, the Slums are home to abandoned buildings that have become residence for neerdowells, thieves, and outcasts hiding. The
Galgorian Mountains station which carried cargo and even people from the home nation of the Dwarves, but ended up closing down - not just for the unfortunate dismay in colonization failure, but also due to something else. Even now, wary teens and those foolish enough to try to venture close enough to it do hear tell of strange cackling - their hair standing on end and apparently even the tunnels themselves warping in weird directions.
Daylight Zone
The unsuspecting second-half of this entire city can be found underneath the very waves that tourists surf on and swim in. This Zone holds most denizens of Serenity that come from afar - the Tritons, Marrow, and other underseas sapient creatures. Amongst the reefs down here lie the ornately built up coral towers, very festive guild halls completely sunken in but oh-so readily available as the Tritons are boastful, but no less excited to welcome in those from the land who they feel have suffered so much away from such beauty and splendor.
The Sunken Coral Opera House is a majestic venue for undersea culture. Its halls make all manner of performances, especially those with verbal components resonate and seemingly swell with power and passion.
Summary
Any spells that have a verbal component but lack a material gain an additional damage dice and targeted creatures have disadvantage on saving throws. Illusions cast have a 20% chance (15 or higher on D20) have the illusion take on the real form and exist for 1d10 minutes.The Sea Serpent Ridge - a Marketplace nestled amongst the scales and shriveled body of a massive sea worm and is used as a colloquial gathering place for merchants. Many different
Midnight Zone
Past the sea ridge of the Daylight Zone lies an immense dropoff going down, deep towards the ocean floor where the light of the sun is drowned out by the oh-so inviting rhythms of the deep. Down here lies the rather popular undervent markets. A seedier part in which all sorts of illegal, and/or dangerous items, poisons, and even entertainment can be found. Many entertainment venues down below sport some hypnotic rhythms and even some dastardly temptations that would seek to ensnare all those not strong-willed enough to stay for longer, and longer than they would expect... as being in darkness for so long tends to disorient peoples' sense of time.
Davy Jones' Locker - one of the more well-known black market venues where many are able to find lost relics, magic items, or information from the myriad of difference scuttled, or sunken, ships.
The Leviathan's Maw - One of MANY undersea clubs, the Leviathan's Maw sports many dance halls that have musics from all around the world which enchant as well as beguile and also sport some of the strangest gambling halls that have dealers, not just from undersea but others from different planes. The Crem De La Creme is the VIP demi-lounges. Areas behind magically sealed rooms that are in-fact small outlets to completely different planes of existences that can be catered to specific interests and even upon requesting a hefty fee, even inviting denizens from those planes to... 'assist,' support, massage, and even entice patrons. Though be warned, staying too long in these areas may end up stealing you away permanently.