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The ocean floor is inhabited. Some of it wants to trade with you. Most of it does not.
Secrets of the Sunken turns the empty blue between islands into a place with residents, politics and predators. Coral villages sit on the seabed where merfolk traders deal in the things only the deep produces. A hostile people raid them from the lightless trenches. Older things lie half-buried between them, still guarded. And somewhere out in the dark water, something very large is waiting to be woken.
Every creature here breathes water, fights in three dimensions, and behaves differently from anything on land.
The swim between islands used to be a commute. It is now the most crowded part of the world.
More than 50 new sea creatures have been added, spread across reefs, kelp forests, open water and the deep. The shallows are busy and mostly indifferent to you. The further down you go, the less that holds.
The seabed has been replanted. Alongside vanilla kelp and seagrass there is a new range of underwater plant life, filling out reefs, basins and the slopes around merfolk settlements — so the floor reads as a habitat rather than a texture.
Humanoid above the waist, fish below it. Merfolk are peaceful traders who live in coral domes on the ocean floor — and they are armed.
Right-click one to open a familiar merchant screen. The title tells you their rank:
| Rank | Title | Trade XP | What they deal in |
|---|---|---|---|
| I | Tidecaller | 0 | Buys kelp, cod, tropical fish · sells seagrass, sea pickles |
| II | Reefwarden | 10 | Buys prismarine shards, ink sacs · sells coral blocks, sponge, Water Breathing |
| III | Currentspeaker | 70 | Sells sea lanterns, prismarine bricks · Depth Strider, Respiration, Aqua Affinity |
| IV | Deepsinger | 150 | Sells nautilus shells, turtle helmets · Impaling, Loyalty, Riptide |
| V | Tidelord | 250 | Sells Heart of the Sea, Tridents, Channeling, and a finished Conduit |
Coral is nearly unfarmable without a warm ocean, so a Reefwarden who sells it is worth finding.
Hurt a merfolk and it draws a trident. It throws from range, stabs up close, and every merfolk within 32 blocks joins in — attack one trader and the whole village turns on you. They stand down about fifteen seconds after the last threat is gone, and they won't haggle while their weapon is out.
They also hunt drowned on sight, meet Trench raiders head-on, and are sensible enough to run from a kraken.
Merfolk never drop their tridents, and the ones they throw can't be picked up. Killing traders is not a trident farm.
Villages generate on the floor of any ocean biome, roughly 30 chunks apart, wherever there's enough open water and a reasonably flat basin.
They're built procedurally rather than stamped from a template, so every settlement shapes itself to the seabed it lands on:
The villages are the part of the ocean floor that's still lived in. They aren't the only thing down there.
New structures generate across the seabed, and they're built to be looted. The chests in them hold the kind of thing you don't get from trading.
Every one of them is defended. Whatever is guarding a structure was there long before you found it, and it does not consider the contents yours. Swim in expecting the fight, not the chest.
The threat you'll actually meet. Fast, persistent, and far more interested in you than you'd like.
A great white doesn't simply swim at you:
You don't find a kraken any more. You call one.
A brazier stands unlit at the centre of every merfolk village. Light five of them and the kraken wakes. Nothing else summons it — it no longer spawns on its own, anywhere, at any depth.
Which means the deep ocean is now yours to explore in peace, right up until the moment you decide it shouldn't be. Like the Wither, this is a boss you opt into. Unlike the Wither, you have to travel to five separate villages to do it.
Once it's awake, it never despawns, and it does not leave.
Where the Wither is remembered for what it destroys, a kraken is remembered for who didn't come back. It never breaks a single block.
It moves at half the speed of a walking merfolk, and that is deliberate — a kraken cannot win a chase, so it never bothers having one.
As you wear it down, it starts losing tentacles — eight when whole, down to three at the end. Fewer arms means a slower grapple and a weaker sweep. You can see how the fight is going by counting them.
Half-Atlantean and half something worse, the Trench are a hostile people from the deep ravines and sea caves. They raid merfolk settlements, and they will happily add you to the list.
They spawn only in genuine darkness — the floors of ravines, sea caves, the deepest basins — and they hate the light. Bright water slows them down, which quietly means a well-lit merfolk village is hard ground to raid. Those sea lanterns are not just decoration.
Two roles, both organised, both fighting as a unit — hurt one and the patrol answers:
Every Trench is crossed with something, and it shows:
| Bloodline | The tell | Frequency |
|---|---|---|
| Fish-kin | A dorsal ridge down the spine | 28% |
| Squid-kin | A long mantle trailing off the skull, two hunting tentacles | 18% |
| Crab-kin | An arm ending in an oversized claw, carapace pauldrons, eyes on drifting stalks | 18% |
| Octopus-kin | A bulbous mantle and a beard of four curling arms | 14% |
| Shark-kin | A blade of a head fin and a jaw of teeth | 12% |
| Urchin-kin | A spined skull and back | 10% |
All of them carry an anglerfish lure arching over the face — the one thing every Trench has in common.
A new ore, brinesteel, generates in the seabed — the deep's own metal, and a reason to bring a pickaxe underwater.
Raw ore on its own is worthless, and a furnace is no use to you down here. Brinesteel is worked where it was born: find a hydrothermal vent on the ocean floor, feed it your ore, and it hands back forged brinesteel. There is no other way to make it, and it is the only thing the armour can be built from.
Vents are rare, but they don't hide. They generate at random across the open ocean rather than inside any structure, and they're obvious enough that you'll know one on sight — the problem is never recognising a vent, it's finding one at all.
So the chain is short and entirely underwater: mine the ore, find a vent, feed it, forge the set. Nothing about it happens on land.
A full set gives you what no surface metal will: it only works while it's wet.
Submerged, brinesteel is the best thing you can be wearing down there. Dry, it's just armour. Every other set in the game punishes you for going in the water. This one punishes you for staying out.
Which quietly rewrites how you fight everything above. A kraken, a great white, a Trench patrol in a lightless ravine, whatever is guarding the structures — those fights all happen in the one place your best armour is at its strongest.
Built for 1.20.1 Forge.