Terakon Settlement in Pearl Directive | World Anvil
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Terakon (terra-con)

Demographics

Dinos

The population is composed of roughly 1000 species of bioluminesent reptiles who are mostly bipedal. No one group retains a demographic superiority, or majority, to effectively govern the capital. As a result, the Zeitgeist is largely a failed state with several small tribes eking out a living in the Slices, while the central capital is plagued with indecisive and vicious politik.

Defences

Clock-wise Calamities

The 12 sections of Rasatal are a series of dynamic and unpredictable landscapes, oriented like a giant clock face, that defies conventional understanding. Each environment is unique, and its boundaries are in a constant state of flux, with a wide range of natural disasters that can occur at any time.
  One environment is a constantly shifting desert, where sandstorms can arise in an instant and swallow travelers whole. Another is a vast, frozen tundra, where blizzards and whiteouts can strike without warning, trapping unwary explorers in a frozen wasteland. Yet another is a dense, tangled jungle, where sudden mudslides and flash floods can transform the terrain in an instant, making navigation impossible.   In addition to these, there are other environments that are equally dangerous, including a rocky, mountainous region where avalanches can thunder down the slopes at any moment, and a stormy, oceanic realm where rogue waves and violent storms can capsize even the most seaworthy vessels.   Each of these environments contains a host of natural disasters that can be triggered at any moment, making them a constant source of danger for anyone who ventures into them. From deadly heat waves to massive hurricanes, from volcanic eruptions to earthquakes and landslides, the dangers are endless, and the consequences of failure can be dire.

Infrastructure

Cloud Roads

The cloud roads are quantum particles suspended in spacetime at a fixed distance from the rim. They act as reliable anchor points for the city's buildings and come in 2 forms:
Cirrocumulus
Grayish-black, wispy strands follow the rim in thin broken rows, and coated in small ice crystals, just away from the turbulent winds (between 4.5 - 6 km) that circle Terakon.
Altocumulus
The same type of particles surrounded by the Cirrocumulus, but clustered into rounded mounds, like the grey wool of sheep, and flux pinned dead center of Rasatal.

Districts

12 Slices

Vicia
A murky, damp marshland where the very ground beneath shifts and sinks, making it difficult to maintain footing.
Jura
A high, flat expanse of land that sometimes shifts and tilts, creating sudden drops or steep inclines.
Perm
A massive glacier that creeps and crawls across the landscape, carving out deep valleys and towering ridges underneath.
Decon
A vast expanse of grasslands that shift and twist, forming hills and valleys, sometimes even creating sudden gullies or canyons.
Creta
A deep, winding gorge with walls that shift and move, sometimes creating new paths or even closing off old ones.
Teria
A coral reef that constantly shifts and grows, creating new underwater landscapes and sometimes even forming islands.
O
Ordo
A range of mountains with peaks that rise and fall unpredictably, and valleys that twist and turn in impossible ways.
Silvur
A dense forest of tall trees that constantly rearrange themselves, creating new paths and opening up clearings that weren't there before.
Quater
A barren wasteland where sand dunes shift and reshape themselves, sometimes revealing hidden oases or swallowing up entire parties.
Missi
A massive impact crater with constantly shifting walls and floors, creating new obstacles and hazards for those who dare to explore it.
Slvia
A serene lake that periodically transforms into a turbulent, churning whirlpool, complete with dangerous underwater currents and vortexes.
Tert
Massive peaks that can suddenly erupt, spewing ash and lava across the surrounding terrain.

Assets

Disaster Table
1d12 Disasters Effects
1 Sandstorm Normal:
  • Reduced visibility to 15ft
  • d4 slashing damage from sand every round

    Extreme:
  • Reduced visibility to 5 ft
  • 2d4 slashing damage every round
  • Half normal moving speed
  • 2 Blizzard Normal:
  • Pass a CON save (DC 14) every other round or take 1d6 cold damage
  • Consider granting advantage to insulated PC

    Extreme:
  • Pass a CON save (DC 17) or take 2d6 cold damage
  • Reduced visibility to 15ft
  • Movement becomes difficult
  • 3 Earthquake Normal:
  • Save (DC 15) or fall prone to the ground
  • PCs near large objects may take 2d8 bludgeoning damage

    Extreme:
  • Save (DC 17) or fall prone to the ground
  • PCs within or near collapsing structures take 5d8 bludgeoning damage
  • PCs may also become trapped under rubble
  • 4 Thunderstorm Normal:
  • For every minute, a d% percentile die between 70-85, causes a lighting strike on a random PC dealing 2d6 lighting damage
  • 86 or above causes a direct hit to a random PC dealing 3d10 lightning damage
  • Consider allowing PCs to perform a DEX save (DC17) to dodge

    Extreme:
  • Every minute, on a d% 50 or above, lightning strikes a random PC dealing 3d10 damage
  • A PC within 5 feet of the strike will take half of the damage
  • 5 Hurricane Normal:
  • If outdoors, PCs must make a check (DC 16)
  • PCs holding onto an object, they may make the check with advantage
  • PCs who fail, fly 30 ft away

    Extreme:
  • If outdoors, PCs must make a check (DC 20)
  • PCs holding onto an object, they may make the check with advantage
  • PCs who fail, fly 60 ft away
  • Large debris may cause bludgeoning damage
  • 6 Avalanche Normal:
  • Starting 100ft away and moves 5d20+40 ft (decreasing number of d20s minus 1 for 5 rounds)
    • 4d20+40 ft, 3d20+40 ft, 2d20+40 ft, 1d20+40 ft, 40ft
  • Dash 2+CON modifier, with additional dash causing DC 10 save

    Extreme:
  • While buried, take 1d10 bludgeoning and 1d10 cold damage every time a PC makes a skill check
  • A WIS check must be made to find you and a STR check to free you
  • 7 Flood Normal:
  • Occupies a space 3d10 miles wide and 1d10 deep

    Extreme:
  • For the first 5 rounds deals 5d10 bludgeoning damage and 3d10 bludgeoning damage to anything within 1 mile to either side
  • Successful DC 15 DEX save suffer half-damage
  • Anything incapacitated, killed, or destroyed are swept away by 1d6 miles.
  • 8 Eruption Normal:
  • Within 15 ft of either side of a lava flow suffer 1d4+1 fire damage from the intense heat and smoke
  • A lava flow deals 10d10 fire damage per round to flammable objects in its path

    Extreme:
  • For the first 1d6+1 days, for every hour within 20 miles of the epicenter
  • Make a DC 15 CON saving throw or suffer 1d6 fire damage and 1 level of exhaustion
  • 9 Vapours Normal:
  • 1 point of poison damage per minute to non-aberrations
  • Disperse in 2d4x10 minutes
    • Unless a high wind disperses in 1d4+1 rounds.
    • With only a light wind, they disperse in 2d4+2 rounds


    Extreme:
  • Poisoned rain confined to a 4d6 mile radius
  • Every 10 minutes, make a DC 13 CON saving throw or become poisoned for 1d4 hours
  • Upon leaving, spend a minute to rinsing your eyes, nose, mouth, and gear or take 1d2 extra poison damage (no save)
  • 10 Tornado Normal:
  • 500 foot wide conical cylinder, 120 feet tall, traveling 1d4+1 miles at speeds of d20min10 miles per hour
  • 1 point of bludgeoning damage (no save) per round
  • Make a DC 13 DEX saving throw.
    • On a fail, you are struck for 2d6+2 bludgeoning damage
  • If you fail by 5 or more, an adjacent target within 10 feet of you is also struck.
    • They may make a DC 15 DEX save for half damage


    Extreme:
  • Larger, faster ones are up to 2 miles wide and travel 220 miles
  • After 1d4+1 rounds, the center of the storm passes over you that prevents further damage or need for saves
  • After 1d4+1 rounds, the area is hit by the second half of the tornado
  • Once the second half has passed over, all are safe
  • Within 2,000 feet, you have 2 rounds to escape or find shelter
    • If not, make a DC 17 STR or DEX save to hold on
    • Still take 1d10 force damage (no save) every round until you are pulled to safety
  • Each round, make a DC 15 STR or DEX save to pull yourself safety
    • On a fail or are reduced 0 hit points while exposed, you are violently carried off for 1d2 miles
  • Suffer 5d6 force and 5d6 bludgeoning damage, are knocked prone, and (assuming survival) are incapacitated for 6 hours minus the number of the CON modifier if it is positive (or plus if it is negative)
  • Deal 25 points of force and 25 points of bludgeoning damage per round to any objects in its path
  • 11 Wildfire Normal:
  • Within 1d6 x100 miles
  • DC 12 WIS check to spot
  • All cold and water measures have -2 DC and halved range

    Extreme:
  • All fire damage has +2 DC and deals extra 1d6 fire damage whether the save is successful or not
  • Range of fire damage is tripled
  • 1 point fire damage every round
  • For every 10 minutes, make a DC 15 CON saving throw or suffer 1 level of exhaustion and 1d6 fire damage
  • 12 Storm Normal:
  • Range, distance, movement duration and teleportation-based effects are doubled
  • Move at ⅓ speed
  • Make a DC 13 CON save or become sea sick
  • DC increases to 15 in rough weather (heavy rain) or DC 17 in any storm
    • On a fail, react as if poisoned and make a DC 13 CON save every hour or be incapacitated for 1d10 minutes
  • 3 consecutive saving throws makes one immune to sea sickness

    Extreme:
  • -2 penalty to initiative rolls
  • -2 penalty to melee, ranged weapon and attack rolls
  • If an open deck, every 1d4 rounds, succeed at a DC 15 DEX save or be shoved 20 feet in a straight line to the other side and knocked prone
    • If this is enough, you are shoved overboard. To determine the direction shoved: d4 for results: 1 = North, 2 = East, 3 = South, 4 = West
  • History

    Thalatta Flood

    A long time ago, an ungodly amount of water flooded out of Rasatal's center that were eventually collected into Thalatta by the meridians who came with the floods.   This event had happened twice in the time of recording and both were devastating to any native and local populations living on Rasatal. However, there continue to be sustainable populations in most of the Slices, as well as Terakon itself.

    Geography

    Rasatal

    Rasatal is a disk-shaped realm, 3600km wide, where one face is habitable while an 'underside' is unenterable. Some undefined, gravitational strangeness is usually blamed for the 'underside' which also partly curves over the rim towards the habitable side; effectively creating a 100km high wall.

    Climate

    Eye of the Storm

    Terakon lies at the very center of a perpetual cyclonic system that experiences unique weather conditions that differ significantly from the surrounding regions. It is calm and tranquil but forces that typify a storm whip around underneath Rasatal's inner rim; that also acts as its ground. Precipitation is minimal. Rainfall is scarce. Clouds tend to dissipate, giving way to the other half of rim ground, and allowing for higher temperatures and increased radiation.   Temperature variations are generally less pronounced compared to the outer regions. The absence of strong winds and convective activity leads to a more stable temperature profile. While conditions can still be influenced by the larger system(s) at the periphery, the fluctuations are typically milder and more gradual within the eye.

    Type
    Conurbation
    Location under
    Related Traditions
    Vehicles Present
    Anatta
    Geographic Location | Apr 17, 2024

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