The Thirteen Worlds: The Endless Sea

Description

The Endless sea is just that – a world of water. On the surface are villages composed of floating structures lashed together. In the sky are air ships and the majority of the realms floating islands. Under the surface are large civilizations of the aquatic beings – merfolk, deep ones, and more.

Who lives here?

Under the waves are merfolk, sea elves, Locathah, Triton, and Kuo-Toa. While the floating shanty towns are somewhat metropolitan, there is a large concentration of Tortles and Dragonborn that live in them. The floating islands are homes to Halflings and Hadozee and have a bit of a Pirates of the Caribbean vibe to them.

Oh, and let’s not forget Crashing Waves, the hag in the tempest.

What are the power structures here?

Merfolk: They have no government. The Merfolk are very loosely tribal and mostly just swim around, eat fish, and play all day.

Sea Elves: The Sea Elves live in the underwater city of Aspiria. Home to large coral like spires and translucent globes, it’s glory is rarely witnessed by surface dwellers and the Sea Elves like it that way. They are ruled by King Felephilia.

Locathah and Kuo-Toa: These creatures will form warbands, which dissolve almost as quickly. Each is ran by the strongest among them.

Shanty Towns: Each floating shanty town elects an Alderman for a term of one year. They handle disputes and bring the people together for larger troubles.

Floating Isles: The floating isles all have a Governor, each having varying amounts of power. Some might as well be a king where others are just a figurehead for the sky pirates.

What are the notable institutions here?

The Clouded Brotherhood: The Clouded Brotherhood is an organization of sky pirates, led by Captain Fracture. They have taverns, inns, fences, and others throughout the isles secretly devoted to them. Membership in this organization means you are owed support from these places but you must follow their code (no needless killing, only steal from those with enough, never attack another of the Brotherhood, offer a member of the Brotherhood assistance if you can, ships are a place for singing.)

The Splintered Flotilla: A volunteer organization made up of folks from the various shanty towns. When a threat rises, one of the towns can petition the flotilla for help. If so, members get their little dingys, rowboats, and other smaller water craft (even the occasional small ship) and go to help.

Iron Plank Guild: The Iron Plank Guild is headquartered in Fort Speck on Tawawa isle. Guild members pay yearly dues and, in return, the Iron Plank tries to keep the skies safe from pirate attacks.

What are the notable landmarks here?

The Tempest: A huge, eternal storm over a ship shattering whirlpool. It can be seen for many leagues away.

South Fall: The south of the Endless Sea does indeed end – in a massive waterfall. No one knows what is at the bottom.

Shanty Joe: Shanty Joe was once a large shanty town, overseen by Uncle Timblebuck, a halfling wizard. Uncle continued to build and build upon the town, making it more and more dangerous and unsightly until everyone left. No one knows what happened next, but Uncle Timblebuck disappeared and shanty Joe became sentient, a golem the size of a large shanty town.

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You find a rusty long sword and a small, golden vulture head worth 250 gp.

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The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.