Friday, May 21, 2021

The Arabus Ocean

 “Let the godless wine-dark smile with fanged maw, and shepherd wooden flock.”


NOTABLE LOCALES

  • LASH-WRECK. Miles off the Tarnished Coast, this ramshackle isle, built atop a massive piece of coral risen from the sea, is a trade powerhouse. Folks from all around the multiverse come here in search of a particular ware, an otherwise-illegal service, or even simply an escape. Anyone can be found and anything can be bought here under the watchful eye of Trade-Lord Garrosh, the massive albino whale that circles the island.

  • VINESKULL ISLES. This archipelago is overrun by Gnomes, who use their lightning skiffs to catch Silver Eels and the many-lobed Cranial Pufferfish. However, the Gnomish population have built their abodes and crannies in the shadows of titanic, cyclopean architecture from well before the Cataclysm. Why does the wind whirling through the half-broken arches on the top of the cliff sound a little like whispering?

  • FLOTSAM CATHEDRAL. The hulls of shipwrecked boats have been lashed together to form this unnerving floating temple. This is the seat of the Driftwood Papacy, the most pervasive religion of the Arabus. They claim that their demigod-antipope slumbers in a submerged coffin at the base of this structure, but no one who has descended into this crypt has returned intact. What exactly are they worshipping?


POINTS OF INTEREST

  • BYGONE. It has all already happened, the present a shadow of the past’s glory. The sunken gold-fat galleon is now encrusted with barnacles and rust, the drowned sailor now a morose phantom upon a blood-clad rock, the fishing village built upon the bleached rib of a dead Kraken. All that remains of their wonders is woven into shanties and distant memories.

  • ELDRITCH. Inhuman terrors dwell beneath the wine-dark waters. Shipping boats succumb to titanic inky tentacles during full moons. Red-eyed castaways are marooned for fear of a Demon’s touch. Bloated, tumor-encrusted whales occasionally rise posthumously from the depths, only to thrash in mad un-life hours later. The influence of insidious cosmic forces makes superstition a rational choice.

  • DEVOUT. Everyone has a patron saint, god, or higher power they look up to in some way. Be it the unfazed foreign missionary bobbing on driftwood, a beggar with a worn cameo of a man he calls Archbishop, or the scarred high priest of a suicide cult, everyone has aligned themself with some sort of divinity, real or constructed.


WORSHIP. An IDOL occupies a CHA slot, providing a Boon when you perform a certain Appeasement and a Bane when you perform a certain Blasphemy. For example:

THE LORD OF BLADES. Uphold the law when it detriments you/Gain +1 DEFENSE for a day, Break the law for convenience’s sake/Missiles are attracted to you.



STR

DEX

CON

INT

WIS

CHA

STR


ANCHOR CHUCKER. For one TURN each day, your STR is effectively 20.

BARNACLED. Touch something to spread your barnacle-plague.

WOOD WELDER. Hold two pieces of wood together for 30 seconds and they fuse.

MAROONED CAPTAIN. Use your MANEUVER to allow someone you can see to take a MOVE, OFFENSIVE, or MANEUVER.

WIND CRUSADER. Choose one QUARRY at a time whose name you know; the wind alerts you of their position and emotional state.

DEX

LIGHTNING SKIFFER. You have an insanely fast reaction time and double typical speed on any conveyance.


PISTOLEER. Your ammo can pierce through one obstacle per shot you make.

GRENADIER. You can spend a MANEUVER making an explosive with a 10-second delay.

SWASHBUCKLER. There’s always just enough loose/secured rope around for your shenanigans.

MAROONED SABOTEUR. Your lies are so natural that people assume by default that you tell the truth.

CON

DRIFTWOOD PILGRIM. You can’t die in water, but can’t recover in water either.

SMUGGLER. When you meet someone, you can roll a d20. On a CRIT, they’re a criminal contact. On a FUMBLE, they want to bring you in.


STORMRIDER. You can walk on liquids and lightning, and can glide with the wind like flight.

SIEGE ARCHITECT. You can carry siege weapons; they occupy 3 slots.

HUSK. A horrific beast pilots your dead flesh. It can switch hosts, but can never return to a corpse already used.

INT

HOMUNCULIST. You have created a small familiar (N1, H4, one Ability of your choice, I: to serve you).

NAVIGATOR. You have an eidetic memory over a 24 hour period and a peerless sense of direction.

INVOKER. You get a random SPELL each day.


HULL-PATCHER. You can repair FUMBLED items with an INT roll.

GUNMAGE. Your ranged attacks can be based off of INT, and deal elemental damage.

WIS

EXORCIST. End possessions and mind-altering effects with a touch. 

DOOMSAYER. Get an ASH SPELL whenever you spend at least a TURN telling intelligent creatures about the End Times.

ARCHAEOLOGIST. You know all there is to know about the mythic and geologic past.

LUNATIC. Once a day, make a false syllogism true within your line of sight for a TURN.


ANIMIST. One per day, you can talk to the spirits around you for a TURN.

CHA

CONQUISTADOR. Oppressed people are naturally afraid of you; likewise, privileged people are comforted.

MISSIONARY. You have diplomatic and religious immunity everywhere with an established hierarchy.

BLASPHEMER. Everything that you say is assumed to be a lie, unless otherwise proven.

REINCARNATED. Once a day, you have a cryptic flash of memory from your past life. You can take another SKILL.

DRIFTWOOD LITURGIST. You can read at insane speeds and have memorized most of all available holy books.



This totally isn't prep for an upcoming game

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