Triton, King of the Merfolk, has lost his daughter. She has been Polymorphed by the Sea Hag (Triton's sister) into a land dweller, who is engaged to King Palmer of the land dwelling kingdom Tintagel.

He has raised up an Eternal Storm to punish the land dweller for stealing his beloved daughter Morgan. This has choked off their trade, and made fishing more dangerous.

The Kingdom of Tintagel is on the edge of a circular sea (Melora's Sea), with a narrow lip between it and the ocean. That lip has one of the wonders of the modern world; the causeway, providing a safe route to the other side of the sea (the north side of the bay is dangerous territory).

In the bottom of the sea is a sunken city Atlantis (not where King Triton rules). One of the industries of the Kingdom is diving into the shallower ruins for ancient materials, including Aqua, a clear solid substance that is stronger than steel.

Primary Industries:
* Fishing (reduced currently, causing hardship) and Aquaculture
* Priest-blessed fields near city (exporting preserved foods) including vinyards
* Sea Trade (Mostly cut off, causing hardship)
* Land Trade (Grand Causeway, River that passes through Tintagel)
* Scavanging (from the ruins of Atlantis)

Locations of Interest:
* City of Tintagel
** Castle Tintagel
*** King Palmer, Fiancee Princess Morgan, Steffon Pierce (captain of the guard), Arwynn Prichard (admiral, ex-merchant)
** Cathedral
*** Tudur Pendry (High Priest), Manon Humphries (Blessed)
** Docks
*** Tegwen Howells (customs), Rhiannon Maddox (tavern owner), Owain Povey (captain looking to brave the storm)
** The Royal Charter Company (trader's guild)
*** Ariana Lloyd (bounties and contracting), Cled Sundy (caravans), Gwendolyn Kenrick (apprentice clerk, found Princess Morgan originally)
** Undersea Mining Industries
*** Wisinzirt Flenban Mabebless Beklell Niddut the III (proprietor, inventor of the Squiggle Tupple Squirrly Gig, an experimental submarine)
** Lowertown
*** Baaq the Silent (Fence, ex-Smuggler)
** Aqua Forgeworks (use Aqua scraps to make strong alloys and materials)
*** Zakhad (Gargoyle), Sigmis (Fire-spirit), Puddles (water-spirit), Gnedlil Middnic (smith)
* Near the City
** Owein's Vinyard
** Grand Causeway
** Cave with Sivas, Huge Giant Crab, who is the failed bodyguard of Morgan

Adventure Hooks:
* Explore the sunken city. Lewt!
* An overland trade route has developed to make up for the inability to get by the eternal storm that crosses the causeway, but is being disrupted. Some suspect the highland tribes are reneging on their deals of safe passage.
* A cult of Zehir has found the Pearl of Melora, which was the artifact that kept the once-sunken city afloat. They are trying to warp it to create a holy artifact of Zehir with some success.
* Find a way to end the eternal storm. Either by diplomacy (low power) or force (kill King Triton/Sea Hag/Palmer).

Geography:
* Located on the east side of Melora's Sea, the capital city contains half of the population of the kingdom.
* River goes NE from the city.
* Causeway stretches west from city.
* North side of Sea is unsafe (monster infested).
* West side of sea is rocky, no good ports. Claimed by Kingdom.
* East side is populated, flat or hilly, with farmland in the low areas and grazing in the hills.

Demographics, Economy.
* The two main intelligent races in the city are Human and Gnome. There are smatterings of other races.
* Life outside of cities is dangerous. The outer wall is warded, like most places. A ring of warded towers a days march surrounds the city. Within that ring, there are intensely cultivated farmlands, whose yield is boosted by regular blessings from the gods. Beyond the ring are small homesteads where the people huddle in their warded houses at night.
* Farmers flee to safeholds when the ring of watchtowers raises alarm

Spoiler
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I'm building a campaign+world, and this is one of the points of interest. Danger outside settlements is universal in this world; each area solves it differently.