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Thassa’s Spire
Far from the safety of any shore, in a shallow expanse of cerulean waters, rises a structure that defies the sea’s eternal hunger. Thassa’s Spire ascends like a spear from the ocean floor to breach the surface world, its stone weathered not by waves but by centuries of salt‑laden wind. The waters part around it in a perfect cylindrical void, held at bay by enchantments older than the oldest sailor’s charts – a ten‑foot expanse of open air separating ocean from stone. The void around the tower descends half-way to the shallow sea floor.
The Ithomar Codices speak of the tower as the work of Thassa herself, wrought in an age before mortal memory. Some claim it was her watch‑post, a beacon to spy upon the deeds of gods and men. Others believe it a prison, built to hold something too dangerous for the waves to touch.
What is certain is that Thassa has repurposed the tower into a trial for heroes. Beneath the tower is Thassa’s Labyrinth (not detailed here – take any size dungeon map you would like and place it under the final stairs down through level 8 of the tower). Sailors whisper that she watches each challenger as a child might watch a crab struggle from its shell: curious, patient, waiting for the moment to see whether they thrive or drown.
The sea around the tower is beautiful and tranquil – even the fiercest storms are reduced to light rain and a pleasant breeze here. Schools of silver fish dart through the outer water wall, only to veer aside upon reaching the invisible boundary. Boats cannot sail directly into the parted ring, they must be forced there by purposefully rowing into the void where the air is thick and cool, scented faintly of brine and ozone.
Merfolk guard the waters here, denying entrance to those who cannot best them physically or through conversation, riddles, or games.
From the outer surface, the tower is seamless stone, adorned with bas‑reliefs of curling waves, leaping dolphins, and the stern visage of Thassa herself. Multiple levels have arched “windows” into the tower large enough for a person to climb through. The actual entrances to the tower are on levels three and seven – the two on level 3 being within the air shaft around the tower, the two on level 7 being beneath the waves.
The lintels of the entrances on level three are marked by an ever‑dripping pearl set into the keystone. Each droplet of water falling off the pearl vanishes before striking stone. The entrances on level 7 are protected by magical doors that prevent waters from entering into the tower even when they are open.
Within the tower are guardians set by Thassa, a series of simple trials testing cunning, patience, perception and adaptability before descending into the labyrinth below. Each trial comes with a reward, encouraging heroes to climb to the top of the spire to meet the triald on each floor before descending below the ocean’s floor.
The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 10,200 x 13,200 pixels in size (34 x 44 squares). To use this with a VTT you would need to resize the squares to either 70 pixels (for 5′ squares) or 140 pixels (for the recommended 10′ squares) – so resizing it to either 2,380 x 3,080 or 4,760 x 6,160 respectively.
Thassa’s Spire (300 dpi promo) Far from the safety of any shore, in a shallow expanse of cerulean waters, rises a structure that defies the sea’s eternal hunger. Thassa’s Spire ascends …
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