Showing posts with label kraken. Show all posts
Showing posts with label kraken. Show all posts

Friday, December 24, 2010

Endless Blue - Week 52 - Elsewhere: The Anathematic Ethereal Shadow

Cosmology

Elsewhere -- The Anathematic Ethereal Shadow

Elqua is remote, practically isolated from the metaverse of  cosmological ethos.  Not just a pale blue dot floating silently in the cosmos of stellar eternity, but a shunned pariah in the growing complexity of the multiverse.  Such abstract sophist concepts as portals to other dimension or astral travel are unknown among the philosophical thinkers of the world.  There is nothing beyond the mortal coil; there only exists what is seen and touched.  This unrelenting mentality has endured unaltered for many of Elqua's Ages,  from before the Bronze and on into the Verdant Age.  But it was during that green age of prosperity that this naive understanding of the world -- indeed, the universe -- was shattered, when the realm known as Elsewhere made its first overt actions into this world and forever changing Elquan history.

These otherworldly events where the catalyst for the change in the Verdant Age, corrupting its bounty and beneficence into the excruciating misery that has since become cast as the Age of Verdigris, the time of tarnishing and decay.  The canonical dogma that had been pontificated over and over to the mass populace began to show the cracks in the charade of its facade, and the infinitesimal worm of doubt was able to burrow its way into the minds of the few free thinking sages that remained unindoctrinated by the Stern Lady's eponymous Word of Law.  There, the worm spread, be it festering in the thoughts of the doubtful or flourishing in the minds of skepticism, and led many of the denizens of the water world to embrace the path of atheism, to the Godless.

Alignment Along the Orrery of Existence

The native waters of the Endless Blue are as lost in the planar universe as they are oblivious to it.  Adrift in the ocean of  the cosmos, marooned on a tiny spot of infinity, forgotten by the boundless horizons, Elqua bobs and crests on a sea of obscurity.  It has no links to the upper or lower outer planes, no ties binding it to the realms of law or chaos, and only a scant few tiny fissures in the fabric of reality lead to a single inner elemental plane.

The elemental plane of water borders on the prime world of Elqua, though passage between the spheres is rare and difficult.  The massive tojanidas, avatars of nature's grandeur first migrated from the true endless blue to the Elquan seas in the prehistory of picean life.  What few portals still remain between the two wet origins are the jealously guarded domains of the Tritons, deistic majesty made manifest by the gods of the civilized and primitive races alike.  But it is from there the gods of the pisceans reside.  Save the Source, which is the center of the world, the stern goddess Olyhydra, the sinful gods of the Yaun-Teel, even the totemic spirits of the primitive races dwell in the oceans beyond.

But despite this metaphysical singularity, this solitude among the multitude, another existence is intrinsically linked. At the same time extant and latent, this other place, this elsewhere co-exists with all of the seas around the Known World.   It is another world existing in the same spacial position that the waters of Elqua flow, but unseen by anyone.  At least, not by those pisceans on this side of the planar boundary.  Those nebulous intelligences on the other side are quite aware of Elqua and her Fluid Nations, and have been watching for eons.  That is, until they found a way to make contact across the ethereal border.

On the Other Side

Elsewhere is a mixture of darkness, insubstantiality, and hostility, a churning morass of negativity and opposition, a spectacle reflection of the comprehensible world of Elqua.  It overlaps the ocean world, co-existing yet not occupying the same space.  It mirrors the water world, with corresponding analogs for everything common and mundane on Elqua, only slightly off.  And everything there is antithetical to life in the Endless Blue.

Even the very waters filling the Elsewhere are dank, cold, rank... Everything is tainted by a causeless atrophy, cloudy and corrupt, like decay without the suppuration.  And the insatiable, unyielding cold...  It is a cold of absolutism, the lack of not just warmth but light.  Not even the heat of chaos emerges from the constant stagnation of energy.  Anathematic to life, to light, it festers there, just on the other side of sight.  It is the intangible Ethereal plane, the occluded plane of Shadow, and the annuling Negative Energy plane, frozen solid by a dry, utter cold of oblivion.  And there are intelligences here that have their own motivations, setting forth machinations upon the pristine world of Elqua.  These taskmasters were the otherworldly benefactors of the Kraken, who bolstered the monstrosities to the state of Great Squids, unleashing them upon an unsuspecting and ill prepared world.

Where Shadow and Light Meet

While any spot on Elqua is both here and there in the Elsewhere, there is also a definite though undefined border between the two.  The Border Ethereal, also known as the Penumbral Curtain, is the shore where the endless blue that holds Elqua and the murky naught of Elsewhere meet.  A paradoxical mix of contrary and same, of reciprocal and opposite, congruent and contradictory.

The seas of Elsewhere are viscous, cloudy thicknesses, tainted currents and obscured waters, where linger dark, twisted shadows of everything that exists on Elqua.  The counterparts there hate light and the living, their indistinct forms blurring into the foetid, milky waters.  But the closer you approach the Penumbral Curtain, from either side, the more like the mirror world the plane becomes.  It is a case of proximity over polarity, where the closer a piscean is to something in Elsewhere, the more like its normal Elqua counterpart it appears.  At a distance Elsewhere seas are a poxed molasses of viscosity; but the water against the naked eye are as clear as the Elquan tropics.

Whispers Across the Gulf

Despite their closeness, Elsewhere and Elqua do not interact.  So disparate is there co-existence that they two might as well be separated by the whole of creation.  Nothing in all of Elqua has been able to pierce the Penumbral Curtain and gaze into the miasma that is Elsewhere.  However, Elsewhere has gazed long and longingly at the pure, clean environs of its co-habitable plane. Over time, the umbral minds where weary of simple glimpses and made a concerted effort to make contact.  The so called "whisper across the gulf", the first contact of the powers of Elsewhere with the deranged Kraken took on the mantle of the Adumbrate Luminary and led the eclipse of the Known World with the united forces of krakenkind.

How this is accomplished is a mystery that most sane pisceans would shrink from, the terrible fear of what else is somewhere out there, so very close, so very near.  It is this very same phobia that has made the Ruins of the Kraken Empire, and specifically the Maw, verboten to every rational sapience alive.  Even the secret-covetous Kouton avoid the area like the plague, flying in the face of accusations of conspiracy with the Great Squid during the Occupation.  Heresay alludes to those whispers having gone silent, as if cut off from the world of Elqua in mid thought and bringing about the severance of Kraken into the vermin of the Ceph.  Others foretell that where once the alien overlords of Elsewhere once spoke, they will emerge once the secret to crossing the Penumbral Curtain is solved.  But what is most feared is that all this will come about, should there be ears about the Maw to listen for the soft, septic whispers from across the gulf.

Reacting to fear with totalitarianism, the Stern Mistress has decreed here acolytes shall patrol the cordon of the Maw, preventing entry of the Ruins from outside and stop escape of whatever from within.  Their mariners take this duty as sacrosanct, and these rangers of the waves are prepared to hunt down trespassers across the oceans of Elqua if need be to ensure that the apocalyptic entities of Elsewhere never again flex their influence in the Endless Blue again...

"Ever do They lurk, Ever do they listen,
Ever do They seek an ear among the currents glisten.
Ever do They watch, Ever do they gaze,
Ever do They seek a way to corrupt and to raze."
-- part of the first Free Olypiad's commencement.

Friday, November 12, 2010

Endless Blue - Week 46 - Orbs of Krakenkind

Archeology

Orbs of Krakenkind

Particularly potent relics of a time when the Elder Squids hunted the waters of the Endless Blue, each Orb of Krakenkind is a sphere about one foot in diameter.  Its out layer has a thick, unyeilding texture, like slathered on shellac, that taints the viscous goo entrapped within its confines with a hue of molten amber.  Suspended in the tacky inner mucus is a free floating darkness, barely visible through the occluded sebaceous muck.  This suspended mass, untethered to the Orb's outer veneer, weighs heavily despite the surrounding ocean pressures.  This un-anchored center of gravity makes holding either sphere balanced a difficult task, and no matter what the depth it is taken to it will always pull downward with a negative buoyancy.


An unactivated Orb of Krakenkind
An Orb of Krakenkind when first discovered.
The whirling, swirling, twirling miasma of oily, waxy oozes has no perceptible pattern to its internal  flux, seeming to be an eternal current of featureless ichor and bile.  Only once its ancient powers are activated does the thick curtain of scum part and a huge iris, rippled with golden hues of color and tensed lengths of muscle.  Smack dab in the center of that constantly refocusing iris gapes the terrifying waved shape of a Kraken's pupil.  It stares directly out, its penetrating gaze constant in a single direct no matter which direction the Orb is turned.

Front view of an Orb of Kraken Kind
An Orb of Krakenkind once activated.
History

Evidence of the existence of any of the Orbs of Krakenkind is mostly supposition and vagaries, accumulated through the telling and retelling of mythical folklore.  True evidence of the primordial subsistence of such artifacts is generally cited as the work of fevered dreams or broken minds.

Despite eloquent theories and plausible rationalizations, there are in actuality only a single pair of Krakonic Orbs.  The matched pair of orbs forever point in opposite directions.  As one always gazes into the past and the other peers into the future, they can never look at each other.  Attempt to turn the first in the direction of its mate will cause the mate to move, much like magnets with the same polarity.  If the mate is constrained or has more force pushing on it to keep it from moving, the first cannot turn at all.  A very literal example of irresistible force meeting immovable object.

When in use, the iris of the eyes sheds a glow that matches the Era of history being viewed.  Only the Cardinal, Bronze, Golden, and Verdant/Verdigris eras can be scryed through the Krakonian Orb of Past and conversely only the Indigo, Violaceous, and Livid ages can be spied through the Krakonian Orb of Future.  Moments of the Cerulean Era ares split between the two eyes as is fitting the time the investigated incidents occurred.  Once activated, the pupil then dilates from the infamous w-shape into a round portal in which the time and place may be observed.

Historians assert one of the Orbs must have been used to prophesy the unification of the Kraken species and ascendancy into the occupying empire that dominated the Fluid Nations.  How else, they argue, could such a fickle, uncooperative race put aside their instinctive tendencies and put the needs of the whole over the interests of the one without direct evidence of beneficial results?  To see is to believe, and before the Kraken Empire held sway over the Known World no one would have foreseen their alliance.

Campaign Use


Relics that predict future events pose an incredible boon to those that can auger their messages, and seeking out such means of prognostication would be highly sought after.  The quest to find just one Orb of Krakenkind is but the start of a longer adventure, involving the unique properties of the Orbs to seek out its mate.  The eye that looks back through time can leave glimpses of the places where the other Orb once stood, or the eyes that spies forward may leave tantalizing hits of where the adventurers need to head next.  But even with just a single Krakonian Orb the possibilities unbounded by the limits of time.

Powers


Constant

- The pupils of either Orb will always point away from its partner's location.  At far distances the shift in direction the eye focuses is hard to gauge, but the closer the two come in proximity the greater the movement.  This is sort of a reverse compass, a load-stone effect pointing diametrically away from the object of desire.

Invoked

- Either Orb of Krakenkind can activate the following divination spells at will, but can only affect targets in periods of time appropriate for the particular eye: locate object, clairaudience/clairvoyance, scrying

- Either Orb of Krakenkind can activate the following divination spells oncer per day, but can only affect targets in periods of time appropriate for the particular eye: legend lore, divination, find the path

- Either Orb of Krakenkind can activate the following divination spells oncer per week, but can only affect targets in periods of time appropriate for the particular eye: discern location, foresight
Resonating
- The closer the two eyes come to each other, the clearer the prophecy that they reveal becomes.  To hold both eyes in either hand is believed to grant the bearer omniscience of history and future to the finest detail.
Curse
- The more the possessor indulges in the auguries of the Krakonian Orbs, the more malformed their minds become.  Slowly they lose their familiar personality quirks and stark taking on a distant, yet territorial mindset. Thought by though, the mind of the holder become more like that of a Kraken, driven by the same primordial urges of avarice and hunger that made the species feared across the seas of Elqua.  With both orbs in his possession, the holder begins a slow, horrifying metamorphosis, losing all connection with their piscean form and transmogrifying into a dread squid in both body and mind.  With this remaking of a lone individual into a massive Kraken, the Orbs complete their most insidious purpose -- the ressurection of the Kraken race.  The newly transformed Kraken's first impulse will be to sequester the orbs away in seperate but equally devious hiding places until the hubris of a new questor seeks out their terrible powers.
Suggested Means of Destruction

The eyes must be made to look at each other.
Both of the Orbs must be smashed at the exact moment as the other, while the act is replayed through its own dilated pupil.
The Orb must be hatched in the nursery of a non-extinct Kraken.

Sunday, September 12, 2010

Endless Blue - Week 37.5 - The Kraken: Ancient Wyrms from Below the Waves

Zoology

The Kraken:  Ancient Wyrms from Below the Wave

Nothing strikes utter terror into the hearts of the Known World as the mere mention of the world kraken.  Centuries of their ruthless occupation have made their name a terrifying sound, perhaps more feared than even the Vastness.  But the history of their brutality go back further than the existence of the Fluid Nation, as the depraved leviathans are far more ancient than any piscean could imagine.

The entire race numbered less than one hundred known specimens, solitary hermits that were fiercely territorial and shunned others of their own kind.  They staked out their indulgent kingdoms in and around the Maw, and from their underground caverns brought a reign of horror to the placid seas.  They competed with each other, playing out their power struggles in an attempt to gain prominence over others of their kind, forever enacting and re-enacting the same efforts of dominance.  Yet despite their isolationist instincts, under the direction of one particularly cruel kraken they put aside their petty jealousies and hubris to  band together for the first time in written history.  That wicked alliance led to the thousand years of Kraken domination over the piscean way of life.

Kraken are a long lived race, only reaching adulthood at an age when most pisceans become venerable.  Their young are born from perfectly round eggs, each with a diamter of ten or twelve inches.  The shell is thick and semi-translucent, with the gestating yolk visible through a frosty haze.  The floating embryo inside is curled into a w-shape that parallels the pupil of a grown Kraken, making the egg resemble a rendered eye.

Category
Age (Years)
Larva
0-5
Very young
6-15
Young
16-30
Juvenile
31-50
Young Adult
51-100
Adult
101-200
Mature adult
201-400
Old
401-600
Very old
601-1,000
Ancient
1,001-2,000
Squid
2,001-3,000
Great Squid
3,000 or more

Despite the length of time it takes for maturity, the Kraken are intelligent at birth.  They have not learned to talk, but have enough wits about them distinguish danger or potential prey immediately and take appropriate measures.

Kraken

Magical Beast (Aquatic)
Hit Dice: By age category
Initiative: By age category
Speed: By age category
Armor Class: By age category
Base Attack/Grapple: By age category
Attack: By age category
Full Attack: By age category
Space/Reach: By age category
Special Attacks: Improved grab, constrict.
Special Qualities: Camouflage, darkvision, frightful presence, ink cloud, low-light vision, spell-like abilities, tracescent, ultravision
Saves: By age category
Abilities: By age category
Skills: Concentration +21, Disguise +17, Hide +10, Intimidate +16, Knowledge (oceanography) +17, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +10 (+15 following tracescent), Use Magic Device +16
Feats: Alertness, Blind Fight, Improved Critical (barbed tentacle), Improved Initiative
Environment: Temperate underwater caverns
Organization: Solitary (1)
Challenge Rating: Larva 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; squid 20; great squid 22
Treasure: Triple standard
Alignment: Always neutral evil.
Advancement: By age category.
Level Adjustment:
These colossal squid are approximately 40 feet long, with a thickly muscled yet streamlined body, and a mass of coursucating tentacles around its hugely beaked mouth.  Its bulbous eyes stares out menacingly through its strangely shaped pupils.  Six of its eight limbs stretch out to lengths of 30 feet, with the last pair of tentacles reaching twice that distance.  Covered in barbs, these function as the monstrosity's hands.

Kraken speak the now dead tongue of Aquelan and their native Krakonian.

Combat
Kraken are wily predators, and will employ complex tactics to amuse themselves as much as to out-think their opponent.  They will employ their camouflage skills to their greatest effect, picking off stragglers until the main school is weakened enough for a full assault.  Initiating combat, they will normally use all their barbed tentacles to deal damage and their subsidiary other tentacles to grapple, but once into the fray they will take any opportunity that presents itself.  Opponents can attempt to sunder the Kraken's tentacles as if they were weapons.  The primary barbed tentacles have 20 hit points each, and the secondary off-hand tentacles have 10.  The Kraken can use any one of its free tentacles to make a retributive attack of opportunity in response to the sunder attempt.  Severing a tentacle deals damage to the Kraken equal to half of the limb's full normal hit points (10 or 5 hit points, respectively).  Should a Kraken lose both its barbed tentacles and at least three of its other limbs, it will retreat.  It takes 1d10+10 days to regrow severed limbs.

Size
Space/Reach
1 Bite
1 Barbed Tentacle
1 Tentacle
Tiny
2 1/2 ft. long/1 ft. (5 ft. with barbed tentacles, 2 1/2 ft. with other tentacles)
1d2
1
-
Small
5 ft. long/2.5 ft. (10 ft. with barbed tentacles, 5 ft. with other tentacles)
1d3
1d2
1
Medium
10 ft. long/5 ft. (20 ft. with barbed tentacles, 10 ft. with other tentacles)
1d4
1d4
1d2
Large
15 ft. long/10 ft. (30 ft. with barbed tentacles, 15 ft. with other tentacles)
2d4
1d6
1d4
Huge
20 ft. long/10 ft. (40 ft. with barbed tentacles, 20 ft. with other tentacles)
3d4
1d8
1d6
Gargantuan
30 ft. long/15 ft. (50 ft. with barbed tentacles, 25 ft. with other tentacles)
4d4
2d6
1d8
Colossal
40 ft. long/15 ft. (60 ft. with barbed tentacles, 30 ft. with other tentacles)
5d4
2d8
2d6
Improved Grab (Ex): If the kraken successfully hits with a tentacle attack, it can then attempt to start a grapple without invoking an attack of opportunity.  It establishes a hold and can constrict if it wins the grapple check.

Constrict (Ex): A Kraken automatically deals damage with a successful grapple check.  The damage is 2d8 + Str modifier for the barbed tentacles or 1d6 + 1/2 Str modifier for normal tentacles.

Jet (Ex): In the rare occurrences that a Kraken decides to flee, it can jet backwards at a speed of 200 feet (50 cubes).  This can be done once per round as a full-round action that does not invoke an attack of opportunity, and movement must be in a straight line.

Camouflage (Ex): Pigments saturating the Kraken's toughened skin are malleable, and with a successful Disguise check a Kraken can blend in with its surroundings.  This gives the Kraken the Hide In Plain Sight feat and adds a +10 racial bonus to Hide checks.  The Kraken must maintain his concentration while using his camouflage ability to maintain this effect for more than a round, however failing the Concentration check does not result in the Kraken breaking its camouflage, just losing the racial bonus (it failed to adjust its coloration to take into account an observer’s movement, etc.).

Ink Cloud (Ex): The Kraken can eject a cloud of inky pigment in an 80 foot spread once per round as a free action.  Providing total concealment, creatures caught in the cloud are considered to be in darkness.  The cloud is dissipated in 1d2 rounds.  This ability can may be unusable should the Kraken use the cloud's second form (see below)

Alternately to the cloud effect, once every 1d4 rounds the Kraken can spit a concentrated spout of the jet-black ichor.  This chemically irritating and toxic excretion inflames the gills of those caught in the area of effect and causes suffocation.  Its poison is absorbed into the bloodstream, and as the creature's panicking send its blood coursing through its veins, it carries the toxicity further and faster throughout the body.  A cure poison spell can counteract the poison effect, and the clogged gills can be cleared with a purify food and water.  There is no cloud effect in this form, and the Kraken cannot use the cloud form again until the spout effect has recharged.
Kraken Size
Ink Spout Cone (Length)
Tiny
5 ft.
Small
10 ft.
Medium
20 ft.
Large
40 ft.
Huge
80 ft.
Gargantuan
160 ft.
Colossal
280 ft.
Spell-like Abilities: Kraken may cast the following 1/day as a 9th level caster -- control currents, dominate animal, resist energy, and vortex.  Save DCs for these spells are Charisma based.

Kraken by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/ Grapple
Attack
Fort Save
Ref Save
Will Save
Ink Cloud (DC)
Frightful Presence DC
Larva
T
5d12+5 (37)
15
10
13
14
15
14
+5/+11
+6
+5
+4
+6
2d6 (13)
Very young
S
8d12+16 (68)
19
10
15
16
17
16
+8/+16
+11
+7
+5
+9
4d6 (16)
Young
M
11d12+22 (93)
23
10
15
16
17
16
+11/+21
+16
+9
+7
+10
6d6 (17)
Juvenile
L
14d12+42 (133)
27
10
17
18
19
18
+14/+30
+20
+12
+9
+13
8d6 (20)
Young adult
L
17d12+68 (178)
29
10
19
18
19
18
+17/+34
+24
+14
+10
+14
10d6 (23)
22
Adult
H
20d12+80 (210)
31
10
19
20
21
20
+20/+38
+28
+16
+12
+17
12d6 (24)
25
Mature adult
H
23d12+115 (264)
31
10
21
20
21
20
+23/+45
+29
+18
+13
+18
14d6 (27)
26
Old
G
26d12+156 (325)
33
10
23
24
21
24
+26/+49
+33
+21
+15
+20
16d6 (30)
29
Very old
G
29d12+203 (391)
35
10
25
26
23
26
+29/+53
+37
+23
+16
+22
18d6 (32)
31
Ancient
C
32d12+256 (464)
37
10
27
28
25
28
+32/+63
+37
+26
+18
+25
20d6 (34)
34
Squid
C
35d12+315 (542)
39
10
29
30
27
30
+35/+65
+41
+28
+19
+27
22d6 (37)
36
Great squid
C
38d12+380 (627)
41
10
31
32
33
32
+38/+69
+45
+31
+21
+32
24d6 (39)
39

Special Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Larva
swim 200 ft. (perfect)
+0
16 (+2 size, +4 natural), touch 11, flat-footed 16
Camouflage
Very young
swim 200 ft. (good)
+0
18 (+1 size, +7 natural), touch 10, flat-footed 18

Young
swim 200 ft. (good)
+0
21 (+11 natural), touch 10, flat-footed 21
Jet
Juvenile
swim 200 ft. (average)
+0
23 (–1 size, +14 natural), touch 9, flat-footed 23

3rd
Young adult
swim 200 ft. (average)
+0
26 (–1 size, +17 natural), touch 9, flat-footed 26
Damage reduction 5/magic
5th
20
Adult
swim 200 ft. (average)
+0
28 (–2 size, +20 natural), touch 8, flat-footed 28

7th
22
Mature adult
swim 200 ft. (poor)
+0
31 (–2 size, +23 natural), touch 8, flat-footed 31
Damage reduction 10/magic
9th
23
Old
swim 250 ft. (poor)
+0
34 (–3 size, +27 natural), touch 8, flat-footed 34





11th
25
Very old
swim 250 ft. (poor)
+0
37 (–3 size, +30 natural), touch 8, flat-footed 37
Damage reduction 15/magic
13th
26
Ancient
swim 250 ft. (clumsy)
+0
38 (–4 size, +32 natural), touch 6, flat-footed 38






15th
28
Squid
swim 250 ft. (clumsy)
+0
41 (–4 size, +35 natural), touch 6, flat-footed 41
Damage reduction 20/magic
17th
29
Great squid
swim 250 ft. (clumsy)
+0
44 (–4 size, +38 natural), touch 6, flat-footed 44






19th
31
The remnants of the Kraken Empire, abandoned by their otherworldly gods, degenerated rapidly over the years into what is now called the Ceph.  Believed extinct, one Kraken still lives yet.  Trapped in the Undertow when it was still very young, it lurks hidden in the labyrinthine tunnels of the Bubble Below, avoiding all life and slowly losing touch with reality as the years accumulated and became centuries.  It guards its hoard zealously, as if its very existence depends on it remaining safe.

"Dreams do not tell children the Kraken exist; children already know that Kraken exist
Dreams tell children the Kraken can be killed.  Those dreams are our salvation."

-- famous words spoken  by the Cetacean commander at the fall of the Kraken Empire.