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Titan's Grave

The farther into the New World one travels, the stranger the sights one might see. Many sailors grow used to the occasional odd sight, but even the most seasoned traveller can't help but be in awe of perhaps the strangest island on the New World - Titan's Grave.   Titan's Grave at first blush doesn't seem overly unusual, but as a ship approaches, they may notice the tall curved plateaus in two neat rows on either side of the largest section of the island, the peninsulas that seem to end in long, finger-like sections, the mountain that resembles a skull, and the unmistakable stench of decay. Titan's Grave isn't an island at all. It's a corpse. A long-rotting cadaver of a humanoid entity towered nearly 70 miles tall in life. What would appear to be forests are instead massive fungal colonies that feast on the decay. Rivers of boiling blood cut their way across the landscape, causing the sea around Titan's Grave to billow forth an enormous plume of steam that can be seen for miles around.   Despite the hellish view, life not only lives here, it thrives here. All sorts of unique species exist here that can't be found anywhere else, and anyone with a druidic persuasion can feel the immense amounts of life energy in the area as all sorts of flora and fauna appear to feast on the enormous, never-ending carcass.   Yet, despite its advanced state of decay, those who visit this place can't help but feel that the colossal empty eye sockets of the Titan follow them as they move, and anyone with the ability to sense undead feel such an overwhelming presence that makes them feel violently ill. Even in death, a fragment of this immense being still persists.   Titan's Grave is also the location of the lost city of Sauria, which is now inhabited by the plasmoids.

Geography

Being the body of a giant deceased creature, Titan's Rest's various regions are simply named after the various body parts that they actually are. Torso is the largest region, naturally. It is divided into two main districts, Chest and Entrails. Chest is defined by the soft supple ground of the internal organs of that area, as well as the 6 pairs of ribs that jut out directly upwards, forming landmarks which help one find their bearings. The Chest region is also marked by the various blood rivers that run along and beneath it. True to their names, these are rivers of the titan's blood, which flows at temperatures far above the boiling point of water. These rivers coalesce into the Lake of Blood in the centre of the Chest, above where the titan's heart would be.   Entrails are in the lower abdomen and are a series of soft spongey tunnels composed of the titan's exposed intestines. The twisted mass of viscera that makes up this region provides a vast network of nooks, crannies and tunnels that are nigh impossible to navigate without a guide. Its main inhabitants, the thri-kreen, use special pheromones spread throughout the region to be able to find their way home.   Stretching out to the east and west of Chest are Left Arm and Right Arm. These regions are long, narrow and arid. Very little fungus or rainfall happens here, meaning any who live on the arms are exposed to the many predators of the island. The tlinncali, nomadic hunters, often venture to the arms to hunt large game, and plasmoids as well sometimes venture onto the arms to feast on the nutrient-high muscles of the arm, at great risk to themselves.   Contrary to the arms, the Oxter regions, the areas where the arm meets Chest, are abundant with life, seeing heavy rainfall and higher humidity. These areas are breeding grounds for fungi and are covered in dense mushroom forests. These areas make it easier to hide from predators but pose their own risk to non-natives, as the dense concentration of spores can prove toxic.   The Right Leg is very similar to the arms, but Left Leg is somewhat different. Rather than a long narrow expanse, it is in a bent position, such that the thigh, shin and knee form a tall narrow mountain that overlooks the entire island. It is there that the crew of Durzo the Dastard make their base, with a port constructed at the parts of the left shin that stick out over the water line.

Ecosystem

Oozes, ankhegs, remorhazes, umber hulks, purple worms, a bunch of spelljammer beasties, carrion crawlers, otyughs, grells, gricks. star spawn? (trapped inside the head?), skittering horror, core spawn (same as star spawn?), grey render, megapede, eyedrakes, gaj, flail snails (bred by plasmoids for equipment), carrion stalker

Fauna & Flora

Plasmoids

The plasmoids are the most widespread people found on Titan's Grave and are found in large settlements throughout the Torso Region, particularly the Chest and Shoulders. They are an unusual species, being little more than oversized amoeba that feeds on the flesh of the Titan. Through contact with the Shard Pirates and other humanoids, plasmoids have since learned to fashion themselves into vaguely humanoid shapes for the purposes of using weapons and tools.   Plasmoid society is by and large an egalitarian one. Plasmoids often find themselves able to cooperate on large projects with very little active communication between each other. This is due to the fact that all plasmoids are descended from a single large organism that formed on the titan centuries ago. The species reproduces asexually, and so each plasmoid is a clone of the original, allowing them to intuit each other's ideas since it's what they would do. The idea of a conflict within creatures of the same species is an absurd concept to them. Despite not seeming advanced due to their lack of need to build large cities or to produce art, plasmoids possess a keen intellect, able to learn and incorporate new information exceedingly quickly. One of the species' foremost fields of knowledge is medicine. Plasmoids use a sort of agriculture of a sort to grow all manner of unique moulds and fungi over the titan's body for use in treating all manner of maladies and ailments.   The sheer alien nature of plasmoid physiology leaves them endlessly curious about beings from the outside world, seeking to understand them as much as possible. When settlers first came to Titan's Rest, the plasmoid mistook them for demigods, due to their passing resemblance to the titan itself, who they view as a motherlike figure that sustains all who live on it. Having realised that these humanoids are not gods, the plasmoids became quickly obsessed with understanding how these strangers work. They devoured any and all knowledge on history, art, society, biology and all other subjects, the vast differences in their species driving them to learn all that they could.   Their egalitarian nature means that usually, plasmoids don't have a ruler or king. That changed a few years ago however when one plasmoid claimed to hear the voice of the long-dead Titan, and even demonstrated potent magical abilities that were bestowed upon them as a gift by the titan. Said plasmoid has since become known as Emperor Soleb, and now dwells in the hollowed-out skull of the titan. Under Soleb's rule, the plasmoids have become much more expansionist, attempting to annex the rest of Titan's Grave, as Soleb claims to be the titan's will.  

Myconids

Resembling tall humanoid mushrooms, myconids are a peaceful race that dwell in the dark corners of Titan's rest, notable the fungal forests of Armpits, Elbow, and Pelvis. A general distrust of outsiders is common among the myconids due to their experience with other entities. Despite their suspicions, however, myconids are a thoughtful race willing to give shelter or allow passage through their colonies to those who approached with peaceful intentions.   The life of a myconid is strictly scheduled and split evenly between sleep, work and 'melding'. Melding is the core of myconid society, with separation from the process viewed as a frightening and pitiful fate. Violence and disharmony is near unheard of within myconid societies as it adversely impacts the melding process and is largely unneeded.   Ethical concerns and moral quandaries are subjects in which the fungus folk show relative naivety. Rather than dwell upon the past or fret about the future, myconids focus on present circumstances, revelling in the moment and sharing simple pleasures. Although their communal lifestyle and lack of internal conflict bely the race to some as a collective conscious, each myconid is in fact a distinct individual with their own hopes, dreams, insights, fears, and personality traits.  

Thri-kreen

Thri-kreen are the most prevalent species on the island after plasmoid, commonly found in the Torso region, in the twisting caverns of the Abdomen particularly. They are tall, ant-like humanoid creatures with an innate talent for psionics. Unlike the plasmoids, who merely have naturally similar personalities, thri-kreen instead are much closer to a true hive mind. To a thri-kreen, an individual means nothing. A single creature's life is meaningless in the face of a vast world. The survival of the colony comes first at all costs.   Thri-kreen society is heavily structured based on biology. The majority of any colony will be the Workers, composed entirely of sterile females. These thri-kreen spend the vast majority of their time inside their colony, a series of interconnected tunnels that spread throughout the entrails of the titan. Their duties involve raising young, cultivating fungi, and digging/maintaining tunnels.   The second largest caste is usually the Soldiers. These are sterile female thri-kreen that are larger than others, with a greater aptitude for combat and psionic abilities. These thri-kreen frequently leave their colonies for various purposes, including foraging for higher quality pieces of titan meat (the meat found in the Entrails is of poor nutritional value to a thri-kreen), hunting large game, and most of all, battling other thri-kreen. Thri-kreen have battled for territory in the Entrails for hundreds of years in a never-ending war for domination. Given their collectivistic mentality, most thri-kreen aren't particularly afraid of death. After all, dying in combat is what soldiers are born to do. Soldier thri-kreen fight using a combination of telekinesis and special weapons called gythka (a special polearm with a blade on either end) and a chatkcha (a light thrown weapon made of 3 triangular serrated blades). These weapons start off as titan's bones and are forged into shape with psionic abilities.   The smallest caste is that of Carers. This caste is made up of exclusively male thri-kreen. Where other castes can be hundreds strong, there are usually only a dozen or so Carer thri-kreen. These thri-kreen have three major tasks: tend to the Queen, care for larvae, and produce more offspring. Despite their domicile nature, these thri-kreen tend to have the strongest telekinetic abilities in order to communicate with the whole colony in the event the Queen is in peril.   Finally, at the pinnacle of the colony is the Queen. She is much larger than other thri-kreen, to the point of being barely mobile. She uses her advanced psionic abilities to command the entire colony and makes executive decisions. She is also the mother of all the thri-kreen in her colony. Being the source of new thri-kreen, each and every thri-kreen will happily throw their life away to save her. A colony that loses its queen quickly becomes directionless, with many thri-kreen simply wandering the island until they starve, whilst others form a vicious band, suicidally attacking anything that dares move.   Despite such a rigid caste-based society, thri-kreen are more compassionate than they may first appear. They form lifelong friendships with one another and love their queen and colony as if they were a close family. Dying for their colony is what they were born to do, but each death is considered a sad yet necessary fact of life.   Despite their warlike nature against other colonies, the thri-kreen are on surprisingly good terms with their neighbours, the plasmoids. Plasmoids provide little nutritional value to them, and the Chest where they live is lacking in soft tissue with which to form colonies and tunnels. The nutrient-filled, supple chest muscle meat heals over time after being harvested, so scarcity is not an issue. In the past, it was not uncommon for plasmoid villages and a thri-kreen colony to become friends. In particularly strange cases, if a thri-kreen scouting party finds one particular plasmoid they get along with, they spread the knowledge of this new friend to their whole colony, resulting in the entire colony, hundreds strong, considering this one plasmoid a very dear friend and will be very affectionate to them, even if they haven't met the plasmoid directly, much to the plasmoid's bemusement. In this way, a lone plasmoid can accidentally find themselves with an entire army ready to defend them from what the thri-kreen consider a grave insult, which is not a concept they're particularly good at recognising.   Sadly, these interactions are rarer and rarer, due to the plasmoid's expansionist tendencies as of late under Emporer Soleb. Plasmoid armies have been marching on Thri-kreen territory, assassinating Queens and taking the colony for themselves. This has led some thri-kreen colonies to actually join forces, but the notion of working with other Queens is so foreign to them that these alliances are tenuous at best.  

Tlinncali

  As opposed to the more collectivist tendencies, tlinncali are much more solitary and individualistic, travelling alone or in small groups. They resemble scorpions the size of horses, but with the upper half of a human growing where the head ought to be. Unable to feed off of the titan's flesh, instead tlinncali get by via hunting the many large faunas that roam Titan's Grave, such as young purple worms, umber hulks and hook horrors. If driven to desperation, they may also hunt thri-kreen or plasmoid, but doing so runs the risk of retaliation from both groups. They use their powerful bodies as well as spiked chains fashioned from titan bone as their main weapon to secure the large prey that they hunt.   Tlinncali roam all over Titan's Rest, but can most often be found on the Leg Peninsulas, particularly Left Knee, as the raised shape provides an adequate view of the whole island so as to see any attackers coming.
Type
Island

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