Monday, September 13, 2010

Endless Blue - Week 37.6 - The Islands That Move

Geography

The Islands That Move

One of the most disorienting sights on the world of Endless Blue are the phenomena known as the Floating Islands.  Ranging in size from Colossal to Immense, even at a distance their abnormality can be spotted clearly.  Every other island in the world is the result of the sloping sea bed, either sharply or slowly, rising above the level of the sea.  But these migratory islands are land without support, floating rock that hovers illogically in the waters overhead as life swims beneath its expanse.  Only passive research has been made of these strange formations -- given names, charting course, noting size -- but who knows what secrets could be unlocked should an in-depth expedition be launched to explore them.

Atlantica 

A minor migratory island, Atlantica appears in the open waters between the Mer Currents and the Yaun-Teel Bights.  The islet's claim to fame is the altitude at which it floats through the water.  Instead of bobbing along at the surface of the seas like all other migratory islands, Atlantic seems suspended in mid-depth.  It appears to be neutrally buoyant, niether rising to the surface or sinking to the depths, but instead constantly changing the level at which it hovers.  Early explorers soon realized that Atlantica keeps a constant level between the Shelf and the Vastness, exactly marking the mid-point between the two extremes.  Chelon navigators used this knowledge to aid in the development of the latitudinal system.

Island Size: Tremendous

Broken Chain Archipelago

An anomaly among the anomalous floating islands, the Broken Chain is an archipelago of small, roughly same sized island whose path is followed exactly by each island, forming a chain.  Five islands in all, these links keep roughtly the same heading and speed as their neighbors, somehow avoiding collision over all these years.  It was from observing these five islands that Seamus Lorwynn first formed his concept for the origin of species, which he entitled pangenesis.  Each island has a vastly different ecology: tropical, arid, temperate, boreal, and polar.  With these widely differing climates in relatively close proximity but still isolated, Lorwynn noticed life forms with distinct similarity but very different traits.  He surmised as one species migrated to a new climate, it eventually acclimated to the conditions there and adapted new traits to aid in its survival.  The isles are named Isle of Lamarck, Isle of Wallace, Isle of Darwin, Isle of Mendel, and the Isle of Avery.  The chain follows a current from the Bay of Kouton north-eastward between the Gulf of Locanth and the Cetacean Oceans to the Arctic Circle, and back again.

Island Size: Tremendous

Charybdis 

Believed to be the world's first floating island, the mass floats along the surface of the water, wide and flat, at a constant speed one knot.  It often floats by other islands, masterfully navigating sand bars and other underwater obstacles, coming close enough for animals to make the jump/flight/swim to its lush ecology.  A verdant jungle thrives on the isle of Charybdis, constantly adding new breeds and species with every pass near landfall.  Even the underside of the landmass are fields of coral and barnacles, completely covering every inch of surface.  While species have been seen to immigrate to the island, no witness has ever noticed emigration from it.  This is believe to be caused by majority of botanical life, which has evolved to be carnivorous.

The truth of this floating island is that it is not even an island at all, but an immense creature.  Possibly a tojanida, it seems placid, with no other care than to continually float on Elqua's currents.  It never needs to feed, for the forests of plants on its back burrow their roots and tendrils into the tjonda's carapace in search of sustenance, and in return pass on some of their sugary sap directly to the behemoth's blood stream.  The plants supplement their sap with the nutrients needed to maintain their host by a secondary diet of animals, caught in all manner of ingenious and colorful ways.

Island Size: Immense

Denebris

Slowly, almost methodically circling the portion of the southern hemisphere blocked off by the Spine of the World, the migrating island dubbed Denebris was a massive meteor that impacted the planet long in its past.  Initially fused to the crater it created upon impact, centuries of erosion wore away at the volcanic rock that trapped it.  Free, the meteorite began to float.  The strange ore that comprises its mass shares a similar structure to that of pumice, with a multitude of microscopic air pockets encased in thin layer of glass.  Deeper into the immense mass, these air pockets become larger, to the point where these glass gas nodules lower the density of the ore surrounding enough to float.  It is shaped much like an iceberg, with only a tiny portion cresting the waves in comparison to the rest of its volume.  The island is remarkably stable, and life has migrated to its surface and made it home, just as it has all over the globe.  Lumulus have begun secret expeditions to mine the island of this ore, which is believed to make deartsteel.  Their endeavor may be causing irreparable damage to the island, compromising it buoyancy and may one day cause it to sink.

Island Size: Immense

Horizon's Compass

Another curiosity in behavior, this elongated, elliptical island does not cruise the currents randomly like the other islands do, but stays stationary.  Instead, it rotates in place at varying speeds, its blunted end the axis and its extended end pointing towards the horizon.  It floats many leagues to the south east of the massive undead sargasso that eclipses the Maw of the Kraken and south of the Crèche of Civilization, in an area of  consistent Shoals called Curin's Pass.  Curin's Pass cuts through the normally impassable Spine of the World, but it falls within the ruins of the Kraken Empire, and as such is never traveled.  But with the recent over-population of the Known World, perhaps there is opportunity for those bold few who ignore superstition to follow where the compass points.

Island Size: Tremendous

Spur Island
 
One of the smaller  migratory island, this island hosts a mass of the mysterious structures known as Spurs. Scattered across its surface both above and below the waves, they make the island seem more like a giant geode than normal land.  It moves perhaps the most quickly of all the migratory islands, its course keeping a wide berth of any densely populated areas.  Life has not spread to the island due to its listing nature, wherein the island will seemingly rotate in a contrary direction than it is moving in and start a new course.  With no single surface exposed or submerged for any length of time, it maintains a rocky, volcanic look.  Those Godless that chart the Vastness can attest that the island seems to find the fastest gulf streams to carry it across the oceans quickly.  The temperature of Spur Island is enough to make what little rainfall the atmosphere produces freeze into ice and snow, which then melted into the world's ocean when the island rotates.

Island Size: Tremendous

Utopia Garden
 
This island is neither mineral nor animal, but vegetable.  It is an extremely tightly entwined mass of entagled sargassum that has existed for many centuries.  As the older sargassum dies, newer growths used the dead plants as a source of nourishment.  This layering of interwoven growths has formed a wicker effect that serves as a habitat on the level of the most richest coral reef.  It is home for a disproportionate number of "border" animals -- life forms that can survive on either side of the ocean's surface.  Here, protected from the predation of the Vastness' aberrations and the fishing of the piscean races, an uniquely pacifistic ecosystem has developed. 

Island Size: Colossal

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.