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SKYREALMS (alpha)

EL MUNDO

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17/05/2023, 23:01
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CREATURES

GLASSDOGS (CREATURES P6)

NOISY · TRANSPARENT · SHARP
Glassdogs were once normal dogs, roaming freely through the vast plains of the Skull, sniffing stuff and hunting lizards. Then one day, a giant spaceship crashed into the ground and turned everything to glass, even the dogs. Glassdogs have a strong temper: jolly or furious, kind or vile, lazy or playful. They live in small packs of 1+1D6 Glassdogs, but are quick to befriend any creature if they are stranded from their pack.

  • HUNGRY: Due to their organic-glass body, Glassdogs need to eat five times per day. If they skip more than three meals they’ll turn on the closest living being.
  • SHARD: Glassdogs can launch 1D6 sharp glass shards onto targets up to five steps away. When Glassdogs die of a violent death, they explode into a gazillion shards.

 

MIST DRAGONS (CREATURES P8)

MASSIVE · NIMBLE · IRIDESCENT 
As agile as rivers, Mist Dragons look like ginormous flying eels with shimmering scales. The true nature of these animals is veiled with mystery even to the inhabitants of the Skyrealms. They roam the Mist Sea and the clouds that cloak the highest peaks of the Skull. The breath of these dragons creates the Mist that shrouds the Skyrealms.

  • SHIELD: The iridescent scales of a Mist Dragon have the size, shape, and sturdiness of a small shield, making them one of the most resistant creatures of all the realms. However, the flesh underneath is particularly tender and fragile.
  • POLYGLOT: Mist Dragons understand and speak all languages, even dead dialects and encryptions. They know all the Secret Words of the magical Cyclopes’ tongue. They do not have the ability to cast magic. 
  • FLIGHT: Mist Dragons can fly the Mist, clouds, smoke, and even the rain or a snowstorm. However, they are unable to fly in a clear and pure sky.

 

FLOATING JELLYFISH (CREATURES P10)

SQUISHY · HYPNOTIC · INCOMPLETE
Floating Jellyfish are born in the Eye, the smallest of the Skyrealms. They live in the air, roaming randomly through the Mist Sea and the skies, carried by the winds. Above all, Floating Jellyfish crave a host, a creature to unite with and form a whole new symbiotic being. The symbiote being gains the Jellyfolks’ abilities (see p.38). 

  • MESMERIZING: The glowing, pulsating flesh of a Floating Jellyfish can mesmerize a creature, allowing the Floating Jellyfish to merge with them. The flesh of the Floating Jellyfish and its host will fuse into a new creature in 1D6 days
  • LIMITLESS: Floating Jellyfish start their life as small as a cherry, then grow until they find a host. If they never unite with a host, they keep growing without limit. The oldest ones are so big they become entire floating islands.

 

EXOMORPH, THE (CREATURES P12)

QUICK · CURIOUS · FEARED

As tall as a streetlamp, the Exomorph comes from a distant universe and misses their home. Unsatisfied by the Skyrealms (which they find terribly dull), they attempt to stave off restlessness by disassembling objects, dissecting creatures, and dismantling matter, leaving trails of destruction behind them. When overtaken by boredom, they even reshape their own flesh. Not living nor dead, the Exomorph is feared by the other creatures of the floating islands. Nobody understands their purpose. Rumor has spread that the Exomorph is responsible for secretly mutating the ever-changing topography of the Skyrealms each night. The Exomorph is powerful and mean. Their arrival is always preceded by chilly wind and purple clouds sparking with energy.

  • TRANSMUTATION: The Exomorph can change the shape and composition of any matter, organic or otherwise, in a three step radius around them. They need to be still to do so. The transmutation process takes 1D6 minutes.
  • SPARKS: The Exomorph can discharge 2 giant electrical sparks. These sparks can reach anything in the Exomorph’s sight, whatever the distance. The sparks take 10 minutes to recharge.
  • CLOUD: Once per day, the Exomorph can generate a cloud of purple mist. The cloud follows them for 2D6 minutes and eats all light.

YOU MEET THE XENOMORPH

  1. They turn you inside out
  2. They swap your head with somebody else’s
  3. They are throwing a tantrum, turning the landscape into a mess
  4. They try to merge you with their own body
  5. They strike you with purple lightning
  6. They are sitting on the dirt, contemplating little bugs

 

GOOSEDEMON (CREATURES P16)

AGILE · LOYAL · AGGRESSIVE
Once the most faithful companions of the defeated Cyclopes, the Goosedemons grieve the death of their one-eyed masters. Pain has turned them into beings of pure anger. They hide in underground nests, emerging at dusk to roam the Skyrealms and slaughter unfortunate souls. Their long legs allow them to jump great distances, and their bite carries venom. Goosedemon flesh is said to possess extraordinary virtues, which is why they are hunted by blasphemous alien misfits who travel to the floating islands.

GOOSEDEMON FLESH

  1. Grants phenomenal strength
  2. Turns you into a Goosedemon hybrid
  3. Grows flowers and vines all over your body
  4. Makes you fly when holding your breath
  5. Gives you two new heads
  6. Induces unstoppable puking

 

EMOBEASTS (CREATURES P19)

HUGE · CLUMSY · CUDDLY
Round as a giant panda, Emobeasts are feared by all creatures of the Skyrealms due to their massive jaw, claws, and horns. These poor, shy fellows feel so rejected that they prefer to hide in the thickest of Mists, away from the crowds, in the heart of the Tooth valleys. They are fond of blue jellyberries and spend countless hours gathering them. If you want to befriend an Emobeast, offer them jellyberries or free hugs and they’ll follow you to the end of the world. 
The mood of an Emobeast is subject to sudden fluctuations, and their belly color changes with their emotional state. When throwing a tantrum, they tend to open their large maw and swallow whatever (or whoever) is annoying them.

  • DEVOUR: An Emobeast stomach is resistant to nails, glass, and the most deadly of poisons. They can swallow almost anything without being bothered, but it takes a week to digest their meals due to extremely slow metabolism. This leads to infinite naps.
  • CHARGE: If they gain enough momentum, a charging Emobest is unstoppable.

 BELLY COLOR

  1. Blue: sad, so sad, unconsolable
  2. Indigo: desperately jellyberry hungry
  3. Green: enraged, prepared to charge
  4.  Yellow: capricious, annoyed by all
  5. Red: kind and hug-happy
  6. Orange: sleepy and daydreamy

INSIDE AN EMOBEAST STOMACH 

  1. Scared Relicher, doesn’t remember how they got here
  2. Beehive
  3. Music box
  4. Loads of jellyberry pie
  5. Floating Jellyfish
  6. Alien gizmo

 

SANDRAMS (CREATURES P22)

ENORMOUS · SLOW · RESILIENT
Anyone who approaches a Sandram is struck by its magnificent size and the warm sense of protection it conveys. Only a handful of these house-sized mineranimals still wander across the Skyrealms. Sandrams were once herded by the Cyclopes, and it is said the very fabric of the Skyrealms is made from their wool. They walk restlessly, traveling back and forth across the Whistling Prairies. When they become too tired to walk another step, they plant their feet and petrify to sandstone in the blink of an eye.

  • WOOL: Sandrams allow Conebeings to take small amounts of their fur to make Sandwool. Sandwool is thin as hair and tough as iron. 
  • ABSORPTION:  If you touch a Sandram’s fur, there is a 3/6 chance of being sucked into its body, unless given an advantage by magical protection or super strength.
  • PROTECTION: Color Magic has no effect when the target is near a living Sandram. Also, the Exomorph avoids Sandrams as much as they can.
  • A SPECIAL FRIENDSHIP: Color Magic has no effect when the target is near a living Sandram. Also, the Exomorph avoids Sandrams as much as they can.
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19/05/2023, 23:23
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FOLKS OF THE SKYREALMS

FURLINGS (CORE P27)

STRONG · PRIDEFUL · COMBATIVE
Ripened on the oldest furtrees, Furlings fall from their branches during the seventeenth new moon, screaming like fearful babies. Tall and strong as the largest of bears, Furlings assemble in war-tribes and dwell in messy treecaves. They frequently descend upon valleys and shores to pillage Conebeings. Due to their quarrelsome nature, they constantly engage in mortal duels for frivolous reasons.
After each battle, these melancholic creatures lose themselves in endless days of fur grooming and improvised poetry chanting.
YES: Duels,  War-Tribe, Forests, Honey, Dusk
NO: Mist, Sea, Loud sounds, Emobeasts, Outsiders, Fire

  • MASTER LIARS: Furlings like to embellish stories. There is a 3/6 chance that a Furling’s story contains a lie.
  • MIMETISM: In their natural habitat, the dusky furtree forests, Furlings can go unseen.

YOU MEET A FURLING:

  1. 1 They’re itching for a fight
  2. They’re singing war poetry
  3. They’re relaxed, grooming their fur
  4. They’re sad because their mace is broken
  5. They’re dying from a war wound
  6. They’re hiding from… 1 A hungry Goosedemon 2 Shameful defeat 3 Unexpected fear 4 A vengeful rival tribe 5 A cuddly lonely Emobeast 6 The Exomorph

 

CRYSTAL SLUGS (CORE P30)

FRAIL · OMINOUS · CLAIRVOYANT
These anthropomorphic slugs live underneath the belly of the Skyrealms, where everything is upside down and glowing crystals grow like flowers: the Crystal Kingdom. To Crystal Slugs, everything is an omen. They hear spooky voices and notice strange shapes in the thick Mist that shrouds the floating islands. When overwhelmed by unbearable truths, they bite off a chunk of their own mushy flesh and let it grow into a brand new Crystal Slug. It is their nature to seek the most mysterious secrets, whatever be the cost. A Crystal Slug would die to learn a new dark truth.
YES: Underground, Darkness, Whispering, Crystal flowers, Flute music
NO: Light, Bugs, Sandrams, Liars, Flying

  •  WALL CRAWLERS: Crystal Slugs walk on walls and ceilings. They’re rather slow when upside down.
  • CRYSTAL WHISPERERS: Crystal Slugs can talk with living crystals. A living crystal's memory is one day long.

 

RELICHERS (CORE P32)

AGILE · FEEBLE · TENACIOUS
These nimble insectobeings come in an infinite variety of sizes and shapes. However, they all share the same devotion for the Cyclopes that once ruled the Skyrealms. This is why they obsessively bore through the ground to recover the lost Relics: body parts of the dead one-eyed Gods. Hidden in the Giant Underground Dome, the bug folks assemble a jigsaw of mummified hands, bones, feet, and limbs, with the fervent hope to resurrect the Cyclopes.
Relichers fear loneliness and live in small bands with no fixed leaders or hierarchy. As they argue about the best strategy for bringing back the Cyclopes, they continually search artifacts to help them achieve this goal. When they spot an artifact of use, they are willing to trade, and even kill, to obtain it.
YES: Darkness, Rainbow, Juice, Digging, Commerce, Relics
NO: Sun, Water, She Goddess, Crystal Slugs, Silence

  • NIGHTVISION: Relichers live underground and their vision is accustomed to low levels of light. The Giant Underground Dome is barely lit.
  • DIGGERS: Relichers can dig with their bare limbs at astonishing speed.

ANTOMY: Each Relicher has 1D6 eyes, plus one feature on the table below 

  1. Carapace
  2. Stinger
  3. Claws
  4. Horns
  5. Mandibles
  6. Wings

IN THE GIANT UNDERGROUND DOME 

  1. Stashed Relicher eggs
  2. Secret entrance to the Crystal Kingdom
  3. Molting Relicher
  4. Caged Emobeasts
  5. Rainbow Juice fermenting room
  6. Half-buried statue of the Relicher Queen

 

HAYTHINGS (CORE P35)

SMALL · TACIT · RESOURCEFUL
For centuries, Haythings have been the gardeners of the Skyrealms. They shaped the Whistling Prairies by altering the course of its brooks, slowly turning the rocky plains of the Tooth into an iridescent, melodious garden. Haythings farm a unique species: the nasty Whistling Grass. They dry the plant under the moonlight, then weave the straws into so many things, including their own bodies.
Most Haythings are accompanied by Gogglin pets. Gogglins talk as much as their Haything companions are silent.
YES: Fields and grass, Crafting, Night, Gogglins, Breeze
NO: Fevers, Mist, Dragons, Crystal, Slugs, Dancing, Liquor
WHISTLING SWORD: Only a few Haythings still know how to craft this mighty weapon. It is made of finely woven stalks of Whistling Grass and, despite its almost innocuous appearance, is one of the deadliest blades of all the realms. The Sword’s blade is so sharp that no sheath can hold it. When wielded it emits potent screams that shatter the internal organs of everyone standing at arm's length, including its bearer

  • SLEEPLESS: Haythings don’t need to sleep. At night they often tell endless stories, play Whistling Grass lyres, or hunt Goosedemons.
  • CRAFTY: Haythings are the most talented in the Skyrealms at crafting and repairing objects. Their favored materials are Whistling Grass and wood.

YOU MEET A HAYTHING

  1. They are cooking Goosedemon stew
  2. They are playing with their Gogglin
  3. They try to harvest your hair
  4. They are hoarding straws
  5. They are ill with Whistling Fevers
  6. They are weaving… 1 A mist-floating boat 2 A spherical hut 3 A tiny Gogglin’s nest 4 A stitch to close a wound 5 A Cyclops puppet 6 A Whistling Sword

 

JELLYFOLKS (CORE P38)

SOFT · CHARISMATIC · JUDGEMENTAL
Once locked in death row of the Eye, the island prison from where nobody escapes, Jellyfolks rebelled and opened the heavy doors of the penitentiary after the death of the merciless Cyclopes. They freed all the inmates and made the prison their kingdom. Now, they dedicate their days to crafting the most perfect and just of laws, and spend endless hours in the Library of the Eye studying past edicts, trials, and jurisprudence. They are bound to their living Jellyfish Armor and use their staff to proclaim judgments in quite a theatrical fashion.
The living armor bound to the Jellyfolks lives in total symbiosis with them. If a Jellyfolk dies of old age, the armor separates from them and looks for a new host.
YES: Scholars, Books, Laws, Schedules, Swimming
NO: Outsiders, Improvisation, Walking, Mercy, Chaos

  • SYMBIOSIS: Jellyfolks and their jelly armor make one. They split the burden of pain when injured.
  • AMPHIBIOUS: ground, or swim in the Mist that supports the islands.
  • TIMELESS: Jellyfolks live up to 767 years.

JELLYFOLK RANKS - JELLY COLOR

  1. Oldest Justice - Violet
  2. Chief Librarian Magistrate - Blue
  3. Marshall Inspector - Pink and yellow
  4. Navigation Chancellor - Green
  5. Wanderer - Red
  6. Bailiff - Rainbow

TOUCHING JELLYFOLK ARMOR CAUSES

  1. The revelation of a Jellyfolk secret or weakness
  2. An incapacitating rash
  3. Transformation into jellyfish in 6 days
  4. Sleep
  5. Unstoppable bleeding from all pores
  6. Paralyzing remorse

 

LOSTRONAUT (CORE P41)

LONELY · BEAUTIFUL · FRIENDLY
A lonely traveler from another world, the Lostronaut doesn't remember why they landed on the Skyrealms or where they came from. Their alien body has become intertwined with local flora - inside their space suit thrives an ecosystem of bugs, flowers, and whistling vines. As a zombie-vegetal being, they are both unnerving and adorable. Their bodyforest produces jellyberries, which they trade with Emobeasts in exchange for hugs. Their space suit has a radar and a turbo jet pack.
YES: Sun, Hunting, Flowers, Music, Stargazing
NO: Color, Magic, Loneliness, Fire, Bugs, The Exomorph

  • TOUGH: The Lostronaut is exceptionally resilient to harm, except for fire and Color Magic.
  • REDO: Once a day the Lostronaut can jump back in time a few seconds and redo an action.

THE LOSTRONAUT IS...

  1. Living among Conebeings as a god
  2. Chasing a Goosedemon
  3. Being disassembled by the Exomorph
  4. Sunbathing without their suit
  5. Taking holographic snapshots of flowers and rivers
  6. Flying in loops with their turbo jet pack 

THE LOW TECH SPACE SUIT CONTAINS...

  1. Glowing orb to see in the dark
  2. Language translator gadget
  3. Pulsating beam
  4. Water recycling pump
  5. V - Q - YVXR - GB - PBZR - UBZR
  6. Holographic photo souvenir

 

CONEBEINGS (CORE P44)

CELEBRATORY · MASKED · DEVOUT
These nomadic and laconic people spend most of their life walking in the shade of the giant Sandrams. Each caravan-tribe follows one of the beasts and worships them as a deity, for they believe Sandrams will protect them from the wicked Color Magic.
Conebeings are the most religious people of the Skyrealms, and their lives are punctuated by lively festivals. Each caravan-tribe Matriarch carries a ritual staff made of dried Goosedemon bone and scented wood. A central item to the tribe’s life and festivities, the ritual staff gives its bearer power to command the Sandrams. Conebeings, as pious and respectful wardens, seldom make use of this power.
When a caravan-tribe’s Sandram stops walking and petrifies, the Conebeings, struck by unconsolable sorrow, celebrate its life through a three-night fire ceremony. The ritual marks the end of the tribe’s nomadic life. When the fire dies, the Conbeings carve the Sandram’s stone carcass into their new home.
YES: Sandrams, Caravan-tribe, Chanting, Cooking, Awful smells
NO: Color Magic, Stagnation, Heretics, Machines, Cyclopes

  • ORIENTATION: Conebeings have an innate ability to find their way in all the Skyrealms' habitats.
  • HEALERS: Conebeings are masters of secret medical and chirurgical practices.
  • SMELL: Hidden beneath their coneface is a delicate and complex smell organ. Conebeings can smell objects, creatures, and emotions, even at a distance.

 IN A CONEBEING BASKET:

  1. Rotten jellyberry pie, a staple of Conebeing cuisine
  2. Sandram wool beanie
  3. Star map lantern — projects a real-time map of the night sky
  4. Weird flowers — eat to vomit, infuse to energize, smell to sleep
  5. Case of medical instruments: hammer, screw, saw…
  6. Puppet of a deceased giant Sandram
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20/05/2023, 15:32
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ALMANAC

HOW TO GET TO THE SKYREALMS

  1. Fly an unbelievably complex machine across the night sky
  2. Sail the ocean until the end of the world
  3. Walk on a rainbow after a spring storm
  4. Open a door marked “Staff only” in a dusty tea shop
  5. Dive way too deep into an ancient cave
  6. Fall asleep against the trunk of a petrified tree under a full moon

REASONS FOR VISITING THE SKYREALMS 

  1. The adventurers have been hired by a 1D6: 1 wizard 2 monarch | 3 merchant | 4 sculptor | 5 collector 6 beggar, to capture a Mist Dragon. They were given a Mist Compass and an Animated 3D Skyrealms model.
  2. The Stochastic Geography Academy sent the adventurers on a journey to map the ever changing landscape of the Skyrealms. They accepted the mission because of 1D6: 1 love | 2 shame | 3 a bet | 4 family | 5 money | 6 science.
  3. Color Magic might be the only way to cure a mysterious and fatal illness inflicted upon the adventurers’ world. The adventurers traveled to the Skyrealms to harness its power. The malady has been contracted by 1D6: 1 adventurer(s) 2 relative(s) | 3 oceans | 4 trees | 5 deity | 6 sun.
  4. Major Moosh, an intergalactic pirate, has stolen a considerable amount of money from the adventurers. They've been hunting him across galaxies with no success. A trusted source has informed them that Moosh is hiding in a mysterious floating archipelago.
  5. While studying their genealogical tree, one of the adventurers discovered that among their ancestors is a bizarre creature named Caloric Hush. Since then, their dreams have been haunted by apparitions of the Furling poet warrior: they are stranded, and calling for help. The adventurers travel to the Skyrealms on a rescue mission.
  6. The adventurers were caught in a gigantic storm while fishing in a quiet lake of their homeworld. Their ship was pulled into the sky by a tornado, and thrown onto the shores of the 1D6: 1-2 Eye | 4-5 Tooth | 5-6 Skull. In the fall, the adventurers lost something important.

WEATHER 

  1. Sun · poisonous flowers blossom everywhere
  2. Heat Wave · the stones become slippery and drenched in sweat
  3. Wind · deceitful voices sing in the whistling vines
  4. Heavy Rain · rivers crash as wildly as Goosedemons
  5. Snow · snowflakes shine like diamonds and cut like glass
  6. Storm · big chunks of edible rainbows fall from the sky

NEW DAY IN THE SKYREALMS MUTATION

  1. Bits of the islands fell to the world below, leaving holes everywhere
  2. An enormous rib cage appeared in the Whistling Prairies
  3. What was up is down: hills became pits and crevasses are now mountains
  4. House-sized footprints are scattered all over the ground
  5. Walls have grown along each path, tuning the islands into giant mazes
  6. Boiling crystal geysers have appeared on the shoreline

RUMORS 

  1. The Skyrealms are populated by the worst demons of the entire universe. One should only venture there heavily armed and ready to fight for their life. (false)
  2. There was a fourth island in the Skyrealms. It’s gone. Disappeared. Don’t try to find it. Foolish adventurers who looked for it lost their way and never came back. (true)
  3. If you feel the ground shake, run! It’s not an earthquake, it’s something worse: an enormous hungry mole. (somewhat true — see The Chromatic Flute adventure)
  4. When you meet someone at a crossroads, custom requires the younger person to walk around the older one twice. Not abiding by this rule can lead to dire consequences, sometimes even death. (false)
  5. Befriend a Floating Jellyfish at your own peril. They might stick with you forever. (true)
  6. The holiest place of the Skyrealms is a tiny Conebeing village at the heart of the Tooth mountains. It’s infested with Mist Dragons. (somewhat true)
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20/05/2023, 16:01
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PLACES

THE EYE (ISLAND)

The smallest island, entirely occupied by a former prison, now reclaimed by the Jellyfolks.
The Eye is both the name of the smallest of the floating islands and of the derelict spiral-shaped prison that occupies almost the entire island.
Most inhabitants of the Skyrealms descend from former inmates: liars and thieves, wild souls who rebelled against the Cyclopes, parttime alchemists who dabbled in strange Color Magic, or simply unlucky folks who were in the wrong place at the wrong time. The Eye is now occupied by Jellyfolks and a few roaming Floating Jellyfish desperately in search of a host.

YOU STUMBLE ACROSS...

  1. Floating Jellyfish canopy. Pulsating colors and whale-like whistling. The jellyfish are lonely and looking for hosts.
  2.  Abandoned canteen. Used when the Eye was still a prison. Lots of cutlery and old spice jars.
  3. Molded book shack. Law books, edicts, dusty rolls, history parchments. A small bed and a lantern. Reading the old documents will cause you to faint and then speak backwards for a day.
  4. Row of prison cells. The Jellyfolks have turned them into bedrooms. Most are unoccupied. Anyone is welcome to sleep in an empty cell; however, the next day at dawn, the Chief Librarian Magistrate wakes them to attend a group law book reading.
  5. She Goddess headless statue. Half covered with vines. The head is hidden in a nearby bag. If found, the head answers questions, always telling the truth, and likes to reveal embarrassing secrets of whoever is asking.
  6. Haythings boat-hut: The boat is broken in half and used as the roof of a small hut. Underneath it live three stranded Haythings. They miss their home terribly.

 

TOOTH (ISLAND)

Flat, cute, and treacherous, the Tooth is the second largest island. It’s mainly occupied by small farms and Haythings villages.

YOU STUMBLE ACROSS...

  1. Endless Whistling Prairies. A family of Haythings is harvesting Whistling Grass and singing a tale about a faraway stranded boat.
  2. X-shaped crossroads. Navigational tools do not work here. Taking a path here leads to 1D6: 1 where the travelers came from | 2 an entrance to the Crystal Kingdom 3 a cursed swamp | 4 the same crossroads 5 a Goosedemon nest | 6 wherever the travelers need to go.
  3. Two Rainbow chunks. Three Gogglins are feasting on them. Rainbow color: Violet and 1D6: 1 Red | 2 Orange| 3 Yellow 4 Green | 5 Blue | 6 Indigo
  4. Charming spring. Ancient carved stone surrounded by delicate hand-sized butterflies. Harming a butterfly will turn the spring into a murderous flood.
  5. Procession of Relichers. Half a mile of complex wooden machines, ropes and pulleys. The bug folks are pulling the fossilized leg of a Cyclops on a ginormous cart. One of the vehicle caterpillars is broken, and the Relichers are looking for help.
  6. A purple cloud on the ground is quickly approaching, heralding the arrival of the Exomorph.

WHISTLING GRASS 

  1. Cuts like glass
  2. Screams
  3. Steals
  4. Crawls under skin
  5. Smells like nightmares
  6. Won’t let go

WHISTLING FEVERS: When the sun is high or the moon is blue, walking through a Whistling Field can induce Whistling Fevers. Mortals know only two ways to cure them: immersing yourself in cold water until losing consciousness, or camping in total silence for 4 nights in the crystal caves.

FEVER'S EFFECT

  1. Dance in circles
  2. Flowers grow on tongue
  3. Sweat bitter ooze
  4. Can’t stand straight
  5. Talking, talking, talking
  6. See no faces

 

SKULL (ISLAND)

The largest and most diverse island. Holds snowy mountains, a glass desert, marshes, Wet Forests, and small villages. Takes its name from the giant Cyclops skull lying in the Sleepless Plains.

YOU STUMBLE ACROSS...

  1. Mist Dragon cemetery. Bones everywhere. 2/6 chance a dying dragon is present, attended by Conebeings. They are looking for someone to do The Plunge and one of the adventurers looks exactly like the right person.
  2. Snowy mountain pass. 1D6: 1 a Furling close to hypothermia | 2 Glassdogs | 3 a snow storm | 4 sun 5 an avalanche| 6 a crystal door to the Crystal Kingdom.
  3. Furtree forest. Dim light and strong smells. Moss, bugs, and worms. If the adventurers are loud or set up camp, a Furling warrior shows up demanding a poetry duel.
  4. Giant pyre. A Sandram has died and its Conebeing caravan-tribe is celebrating the passing ritual with embers and songs. This is a moment of contemplation and sorrow. Offerings lay in baskets.
  5. Jellyberry bushes. Loaded with ripe fruits. Huge footprints are everywhere, left by an Emobeast who lays snoring in the bushes. If the Emobeast wakes up, roll for their fur color and mood.
  6. The end of a rainbow. It leads to another island.

THE PLUNGE: The reproductive cycle of Mist Dragons is a fascinating one. When an elderly dragon feels their life is nearing its end, they fly to the highest peak of the Skull, to a small and forgotten Conebeing village. There, the villagers take care of the old dragon until its last breath. When the beast passes away, one of the villagers walks to the center of the village, enters the Dragon Temple (shaped like a Mist Dragon’s head), and jumps into the bottomless well. During their interminable fall, the jumper’s body mutates: limbs disappear, scales and teeth grow, and once they exit the well at the bottom of the floating island they have fully transformed into a new Mist Dragon. It is said this process is painless, and no one knows how the jumpers are chosen. The ritual is called The Plunge, and being chosen is an honor one cannot refuse.

 

THE CRYSTAL KINGDOM

An infinite network of underground tunnels and caves, home of the Crystal Slugs. The Crystal Kingdom is slow and quiet. Everything here is made of living crystals: half organic, half mineral. These crystals emit gentle pulsating lights. They don’t like sudden movements or screams, and will switch off their light whenever they sense stress in the area.

 

 

THE MIST SEA

The Mist supports the floating Skyrealms and shrouds them from the world below. Capricious in nature, it’s subject to sudden changes. When the Mist is thick and round, you can sail it on skiffs fashioned from Whistling Grass. When it’s scarce and thin, Mist crevasses can make you tumble to the world below. Relicher pirates frequently sail the Mist to plunder boats that journey from one island to the other.

ENCOUNTERS IN THE MIST SEA:

  1. Haything skiff
  2. Relicher pirates
  3. Rock island
  4. Derelict boat
  5. Floating Jellyfish
  6. Mist Dragon

TODAY'S MIST FORECAST 

  1. THICK. You can walk on it. Sounds are so muffled you can barely hear yourself talk. Navigation is drastically slowed. Smells and tastes like mud. Makes your heart shrink and feel lonely.
  2. PERFECT. The sun makes the Mist sparkle and sing. Sailing is safe. You can cross the channels between the islands in a couple of days.
  3. UNSTABLE. Unless you are an expert navigator, there is a 3/6 chance of getting stuck in a crevasse. You can’t sleep.
  4.  GLOOMY. Oozy and lightless. You can’t see where you’re going. Beware of Relicher pirates.
  5.  WINDY. You’re going to be dragged off-course. There is a 2/6 chance of being hit by a wandering rock island.
  6.  TREACHEROUS. Scorching sun and whispers. Don’t listen to its voice. It’s trying to confuse you. Don’t get paranoid and fight your friends.

 

ROCK ISLANDS

These floating, mansion-sized rocks drift on the Mist, carried by its winds. Their barren soil grows little but grass and jellyberry bushes.

WHAT YOU FIND IN A ROCK ISLAND 

  1. Rocks, bushes, and butterflies.
  2. A crystal cave, home to a Crystal Slug Hermit. They’ve been having recurring visions about you. The cave contains a 1D6: 1-2 Rainbow ice cream machine 3-4 Rotating model of the Skyrealms 5-6 Floating Jellyfish pet.
  3. Relicher outpost. Looks like they’ve been hoarding – some items are useless, some precious. 1D6: 1-2 Abandoned. Everything, walls included, is covered by a thick dust crust. 3-4 Food. A pot of warm Goosedemon stew is on the stove. Relichers must be sailing nearby. 5-6 Angry. Three Relichers are having an argument over a chess game. Knives are about to be drawn.
  4. Whistling Grass shipwreck. Contains: 1 Broken telescope 2 Ninety-nine love letters in a pink lacquered box 3 Dead Conebeing|4 Furling puppy in a wooden cage 5 So much stuff (roll 4 times on the Stuff table, see p.27) 6 A Floating Jellyfish hunting net and trident.
  5. A snoring Mist Dragon.
  6. A stone statue of a Cyclops warrior.