003.003: The Castle Shell:
Region: The Royal Dunes:
Road: South: The Salt Road:
Busy, and well patrolled, a meeting place and event space.
Connects To: The South Road Plaza (003.003) then the Swayfields (003.004), then to Flotsam (003.004).
Road South East: The Gloried March:
Platoons of soldiers, wagons of weapons and supplies. Bullyqueen raids are frequent. Normally content with arms and armor, the most recent reports say they have been stealing shadows.
Connects To: The Watchtower (003.003), then The Seafort (004.004).
Encounters: 3in6 Chance: A roll of 2 indicates a Bullyqueen Raid, a roll of 3 indicates a Mermando Raid
Road: North: The Green Path:
Road through The Stagwood. Generally safe, but there are many tales of strange happenings at the threshold of these haunted woods.
Connects To: The Green Path Camp (003.003) then The Inn of Lanterns (003.002)
Path: North West: The Shrineway:
Smells of flowers, scented oils, and mournful parties. Roadside shrines and Mourn Merchants
Connects To: The Cliffside Graveyard, then The High Moore (002.003; Procedure: Climbing)
The Cliffs: 800’ high and Worn smooth by barrages of powerful wind and sand, only the best climbers can reach the summit and only on their best days. Ropes and pitons make it doable for normies everpresent wind means these aids don’t stay in cliff long.
Procedure: Climbing: Requires a full day of climbing. Precarious and difficult climb, requires an expert to traverse, and leave a trail of climbing aids. The expert must succeed at their climbing check for anyone else to have a chance at successfully climbing.
Planning Time: For each day spent studying the cliff, the odds of a successful climb increase by 1in6 to a maximum of 5in6 chance for each climber. The cliffs here are ever changing and must be studied anew each time to gain this benefit.
Hazard: High Winds: There is a 1in6 chance of a wind storm while attempting the climb, requiring a second climbing roll for all involved.
Path: South West: Dragon Cliff:
The bones of an enormous serpentine creature are fossilized in the side of the cliff visible for the last stretch of the journey. A museum
Connects To: Dragon Cliff Museum, then The High Moore (002.004; Procedure: Climbing)
The Cliffs: 800’ high and Worn smooth by barrages of powerful wind and sand, only the best climbers can reach the summit and only on their best days. Ropes and pitons make it doable for normies everpresent wind means these aids don’t stay in cliff long.
The Dragon Bones: Hollow, enormous, a little more exposed every day.
Procedure: Climbing: Requires a full day of climbing. Precarious and difficult climb, requires an expert to traverse, and leave a trail of climbing aids. The expert must succeed at their climbing check for anyone else to have a chance at successfully climbing.
Planning Time: For each day spent studying the cliff, the odds of a successful climb increase by 1in6 to a maximum of 5in6 chance for each climber. The cliffs here are ever changing and must be studied anew each time to gain this benefit.
Hazard: High Winds: There is a 1in6 chance of a wind storm while attempting the climb, requiring a second climbing roll for all involved.
Landmark: The Castle Shell:
Always perched precariously on the lip of the highest dune. A 900’ tall, spiraling, conical shell stands, Seagulls flock to its upper reaches in the thousands. Hundreds of balconies, thousands of windows, covered in telescopes.
The Castle Shell Moves: Carried atop the sand dune wave. The Castle Shell Stops near a neighboring hex each morning at dusk, and begins moving to the next point at dawn. Its position marks the day of the week. The castle makes 100 full laps each year. Everyone in the Duchy of the Shore will give ages 4X higher than one would expect.
When leaving to an adjacent Hex: Does not take a move watch
When Leaving to a hex opposite the castle: Requires an extra move watch.
When Leaving from the center of the Hex: Takes normal time
Castle Position: 1: The Green Path; 2: The Mourning Cliffs; 3: Dragon Cliff; 4: The Salt Road; 5: The Sea Fort; 6: The River Yond; 7: The Center of the hex;
The Castle is Impossible to Map: The interior rotates, and shifts its pearlescent walls. The Duchess can get anywhere, the path is always different for outsiders without an escort.
Exploring the Castle: The castle is never the same configuration twice, though the contents of each room persist.
An Audience With the Duchess: Requires a day's effort and 250gp in fees and bribes. Reaction roll of 8+ to keep half.
The Duchess Wants +1 reaction roll if you can provide it:
1:Poetry; 2:Interesting Food; 3:Cool Swords; 4:New Information; 5:A Distraction; 6: Peace and Quiet (-1 Reaction)
The Duchess Needs: +2 reaction roll if you can provide it:
1:Location scout; 2:A rumor verified; 3:Help! Quick! 4:An honest opinion; 5:A distraction; 6: A break: Roll again: The staff thinks it’s what will cheer her up. Present it to The Duchess and Roll Reaction: on an 8+, gain +3 to reaction, -2 otherwise.
The Castle is Followed by a Market: They are considered the same place from Sunrise to 9am.
The Castle is Chased by the Worm: Always and forever. The castle keeps a day's lead.
Meagre Accommodations: 3 stories of communal bunkhouses, dug into the calcite, threaded together with hanging planks. The accommodations span the perimeter of the shell.
A Bed: Can be rented for a silver a night
Food: sold separately by wandering vendors
Retainers: Plentiful. Chances of finding retainers is doubled. Number found increased by 2 per die
Landmark: The Running Market:
A nomadic mall of merchants from near and far. You can find anything here, but you’ll have to do it on the move. The wealthy hire chairman, platormers or sedans. Entertainers and wandering vendors advertise deals, and special offers.
It’s Your Lucky Day!: A vendor approaches you with the deal of a lifetime, you’d be a fool not to take it:
The Market Stops at Noon: 3 hours. A time for rest, food and games under the deep shade of massive tents.
The Market Travels With The Castle: They are considered one place from Sunrise to 9am.
The Market Stops at Moonrise: for 9 hours to rest. Tents of varying quality and amenities are very available. Rides to the Great Worm Complex cost 200gp and take half a day.
Landmark: The Great Worm Storm:
A creature of immeasurable power churns slowly through the sand dunes, kicking up a storm racked wall of wind and sand.The Great Storm is fatal without proper protective equipment.
The Great Worm Chases The Castle Shell: Always a day behind, always moving forward.
The Great Worm Has Been Colonized: The Great Worm Complex: Interconnected structures behind the Great Worms head plates sink subcutaneous tunnels leading to biomatter mines.
The Great Storm is Dangerous and Lucrative: Fortunes hide in moons floating in chaos. Strange beings haunt these ravaged grounds, their inconsistencies warping space and time around them.
To Enter The Great Storm Safely: Blessed roper tied around the waist and anchored outside the storm. Those who scavenge the storm are called Tethernauts.
You Won’t Leave the Storm Standing Still: From the inside, the storm does not appear to move. To exit, one must follow their rope to its anchor. If the rope is severed, roll on the following table:
Utility: South Road Plaza:
Lots of roadside shopping and dining opportunities over a 3 mile strip of road.
Shops and Meeting Places: Lacks the selection available at the wandering market, mostly gift shops, restaurants and tea houses. The plaza has many shaded places off the main trail for meetings and picnics.
Rumor Mill: Gossip spreads here like wildfire. Every rumor gained here comes with two additional rumors.
Landmark: The Watchtower:
A stone signal tower, 30’ tall splits the distance between The Royal Dunes and the Seafort. The tower is surrounded by a wooden palisade and there are always a dozen guards posted here.
Bullyqueen Raids: Most frequent around noon, the Bully Raiders are looking to steal weapons, armor and shadows.
Competitive Sand Wrestling: A tournament is held at the base of the watchtower every two weeks. The champion is named Herc Hurlson, beat him and win the gold championship belt and a 250gp prize.
Herc Hurlson: Herc cheats. He uses a potion of speed that gets from his boyfriend, Durn Malleta. Durn is an alchemist in the wandering market and feels bad about helping Herc cheat.
Utility: Green Path Camp:
Sits next to the road at the southern border of the Stagwood. A watering hole, and place to rest. Soldiers stationed there always leave with ghost stories.
Ghost Stories: Ask anyone who has been here a while, they have all seen a ghost and they would be happy to tell you about it.
The Missing Recruit: A young guard named Gustav Kilroy went missing three days ago. Gustav was kidnapped by the Nine Tusked Bandit when he was relieving himself in a nearby bush. A ransom demanding 250gp for his safe return will be shot into the camp in 3 days.
Scene: The Cliffside Graveyard:
Sand pillars covered in painted shells stand as gravemarkers and coffins. Each has dozens of shelves holding flowers, candles and bowls of scented oils.
Mausoleum of Sages: A domed stone building, the interior walls are covered in alcoves. The ashes of sages are kept here. Their ghosts walk the grounds on nights of the new moon.
Conversing with the Sages: Each has a specialty and will aid petitioners who bring an offering to their grave.
Festival of the Sages: Takes place during the 3rd new moon of the year, hosted by The Inn of Lanterns.
The Ghost of Lady Janpur: New to the graveyard, an angry spirit who has attacked several visitors. She was murdered by her squire, who pushed her from the cliffs above, and made off with her enchanted sword to The Midnight Inn in the Southern Stagwood. Bring him to justice and bury her with her sword to put her to rest for good.
Utility: Dragon Cliff Museum:
Situated at the base of Dragon Cliff. Espouses all manner of theories about the nature and the origin of the creature. The museum's curator is a skilled natural philosopher.
Gillian Gregory, Natural Philosopher: Well read, and likes to chit chat. Gillian Gregory knows a little about a lot, especially the flora and fauna, natural and supernatural, of the Duchy of the Shore.
Questions?: There is a 3in6 chance that Gillian has some useful insight on the topic, the chances increases to 5in6 if its abouts something living in the area. If Gillian has no useful information, she will instead offer a reward for information brought to her about it.
Interesting Exhibits: The exhibits always change, roll an encounter for each region, for each there is an exhibit detailing the creature and its role in the broader ecosystem.

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