Cloudgrave trees grow darker as they age.
Some trees are still blackening from the autumnal gold of
their youth, their crown fronds mixing with the leaves of other trees. The
oldest, the giants, are like tornado columns or the iron arrows of titans,
striking from the canopy like banner-shafts above a host of men. The older a
Cloudgrave is, the harder it is to see at night, the Old-Black, Night-King
trees blot out moon and stars like phantoms in the dark.
The Cloudgrave crown tree is an unfolding diadem of
fronds like the stems of an enormous fern uncurling, presenting tough and
slender blades before the sun like fields of oversized grass. Its blade-leaves,
shaped like hoplite swords, are a dark near-blue-green, but the Cloudgrave sap
that crystallises on their edges is refractive blue. When you see the sun
through a Cloudgrave crown, the fronds are haloed in blue crystalline fire that
dances as the trees shift slightly in the wind.
The trunk of a Cloudgrave is rough and dense but
difficult to climb, the bark grows diagonally down in tubes and is frictive enough to shred ropes and
fingertips.
As the tree grows higher, the lower fronds loosen and
die, eventually crashing to the ground, crushing the saplings of competing
trees and slowly releasing its crystallised sap into the earth, acting as a
mild growth retardant. Large competitors are rare, the spaces taken by tough
brambles, fungi and noxious flowers.
The smashed and fallen fronds of the Cloudgrave obstruct
easy access much of the time. They decay
slowly and build up into a jagged mess at the base of the trunk.
The Blue Blood of the Trees
There is a pool in the centre of the crown right at the
top of the tree, 'the wound in which life enters'. The wound is full of azure
resin in its most liquid form and this resin *is* the Zone, or at least, the
foundation stone of its economy and the reason for its exploitation.
The Tree Blood oozes from the frond-blades and
crystallises there, making them utterly inedible to any form of life (other
than the shamefully torpid Stilt Sloth).
The resin pit captures and kills any bird or creature foolish enough to
fall into its grip and mummifies the remains which sink to the bottom of the
pool to be absorbed slowly by the Cloudgrave as it grows. When a wind comes up, the wound fumes gusting
from the crown disorientates climbing animals, and human beings, the well known
'Tree Dreams' (see page XX). In this manner is the tree protected.
The crown-wound sap is more potent than the crystal smear
on the leaves of the tree and is much easier to harvest.
"Easier" being a relative term for a dangerous
hallucinogen with the consistency and weight of semi-liquid tar which adheres
instantly to human flesh, or almost anything else, on contact and which occurs about
twenty stories up a dangerously frictive tree that likes to drop its absurdly
large fronds without any apparent warning.
The only solvents that dissolve Cloudgrave sap are rare,
expensive, and only partially effective, making it almost impossible for
harvesters to remove unless they are willing to peel off the skin underneath,
which most will eventually attempt, or face gradual encasement in a blue
gemlike exoskeleton.
DM Knowledge
Most cultures in a D&D world don’t have enough
abstract knowledge about biology and environments for the following information
to be directly transmissible or easily explicable, but it might be useful for a
DM to know.
(People may well have a highly sophisticated attitude
towards their local environment and knowledge of things like fire regimes and
the nature of particular species, but they generally don't systematise that
stuff and spread it around.)
Cloudgraves are giant tree ferns and their life cycle is
adapted to fire. The trunks are highly heat-resistant and become more so the
older they get. The delicate organs of the plant are hidden deep within the
trunk (the high silica content which makes the bark so abrasive also helps with
this) and right at the top, hopefully far above the reach of any blaze. When a
fire breaks out the trees drop their older heavier fronds and curl up their
fresh still-flexible growth like an octopus retreating into a hole.
The heat carries the spores of the Cloudgrave high into
the air. When they land they grow into small, apparently-unrelated gametophyte
trees which develop both eggs and sperm. When six to thirteen feet high, the
gametophyte trees exchange their wind-blown sperm, which then hatch into a new
Cloudgrave in the heart of the pregnant gametophyte, consuming it as it grows.
Harvesting Principals.
Even small
Cloudgraves are incredibly tall and harvesting one is highly skilled work. Only
the most adept climbers should ever attempt it and a fall from any significant
height is almost always lethal.
Harvesters often
bring up light wooden platforms which they tie to the tree and use as a staging
area to lower full buckets and bring up empty ones. This platform, slightly
below the crown itself and therefore out of the wind, is less susceptible to
Tree Dreams and, if they can afford the spare hands, a team will usually leave
a member there, armed with a sling to threaten any Hook Birds that venture this
high.
The next problem
is lowering the sap to the ground without spillage. Harvesters must choose
between lowering each bucket along with a member of the team (slower, more
dangerous for the bucket rider, but more reliable) or lowering the bucket on
its own (faster but more vulnerable to Hook Birds and likely to spill).
With the team
divided, those left on the ground have the job of receiving and protecting the
valuable sap, driving off Hook Birds, Spiderhead gangs and Maroons, and dealing
with abusive Safety Teams (its effectively impossible to harvest a tree to the
required quota without breaking some safety rules).
Since the two
groups are so separate there is little they can do to help each other and it’s
not impossible for a harvesting team to climb down to find the ground team
wiped out by Maroons or killed some other way, or for a ground team to watch
the sky team ascend, never to come down. They might be overcome by Tree Dreams,
attacked by Moon Moles, or simply disappear, only to be found mummified in the
tree wound many years later by another team.
Falling Damage
Due to the
enormous height of the Cloudgrave, anyone falling is assumed to do so from a
significant height.
Standard falling damage is d6xd100
If the DM is
feeling generous they may apply the standard value only to NPC’s and animals
and allow PC’s to take only for NPCs and allow PC’s to take only ‘lucky fall’
damage, allowing for a slightly greater possibility of a miracle survival.
Lucky fall damage is d20xd20
Harvesting for PC's
How big is the tree?
Tree Size
|
Height in feet
|
Climbing time
|
Pints recoverable
|
Small
|
100 to 130
|
½ hour
|
100 + d50
|
Medium
|
200+
|
1 hour
|
200 + d100
|
Large
|
260+
|
1 ½ hour
|
400 + d100
|
Who’s on the ground, who’s up the tree?
The PC’s must
decide who goes up the tree and who stays down below. More climbers going up
means greater safety and more sap harvested. Less people down below means less
safety from threats on the forest floor.
Of course, only
those with good climbing skills should ever be allowed to even attempt the
climb.
In systems where
not everyone has explicitly stated skills, only those with a ‘climb’ skill
should be allowed to attempt it.
In systems where
everyone has a certain degree of skill, only those with an above average rating
in that skill should be allowed to try it.
It should be
reasonably obvious in any particular game which characters are ‘climby’ and
which are not. If non-climby characters attempt to push the issue, simply make
them roll an individual standard climb test for the whole ascent and descent,
inflicting falling damage if they fail.
Harvesting the Sap
Once up the tree, assuming no interruptions, a competent
team of four can safely lower about 25 pints of sap per half hour
Rope
Standard rope is
assumed to have 30 hp and to be however long they need to be. Hook Birds will
often choose to attack rope rather than people.
In real terms it is probably practically impossible to
carry about the gigantic amounts of rope required around the zone, or to manage
its enormous weight as it hangs from the tree without a sophisticated pulley
system and a series of relay points. If intelligent players point this out,
they are right and you should deal with that however you usually deal with the
confluence between intelligent players and inconsistent fictional worlds.
Remember that workers going about the zone are usually
carrying huge coils of shitty hemp rope strung about themselves.
Rolling for encounters
Every half hour,
each group, those above and those below, must roll a separate encounter die. On
a roll of 1, an encounter takes place. Depending on their position at the time,
each group has a separate encounter chart.
Encounters climbing the Tree
D20
|
|
1
|
Fall! - Lowest DEX member
tests climbing or falls, others can test to execute a daring rescue but if
they fail, they fall too.
|
2
|
Abrasions! d12 damage to
rope or d4 to hands of random PC. (Ropes have 30 hp)
|
3
|
Fall! - Mass dislodgement,
all test individually or fall individually. Rescues can be attempted as
above.
|
4
|
d4 Hook Birds attack!
|
5
|
Fall! – Random PC must test
climbing or fall. Rescue can be attempted.
|
6
|
d6 Hook Birds attack!
|
7
|
Tree Bees! PC’s must climb
silently to avoid enraging them. Make stealth or DEX checks.
|
8
|
d20 Hook Birds attack!
|
9
|
Fall - mass dislodgement,
all test individually or fall individually
|
10
|
One Hook Bird but its INT 18
and evil as fuck
|
11
|
Fall – random PC must test
climbing or fall. Rescue is possible.
|
12
|
Insert bird! Deranged humming
bird tries to insert living insect into random party members ear. They must
evade or defeat the bird to avoid this.
|
13
|
Stilt Sloths in the canopy!
|
14
|
Rat-Panther nest disturbed!
|
15
|
Fall! Lowest DEX member
tests climbing or falls, others can test to execute a rescue but if they
fail, they fall too.
|
16
|
Zonal Worm disturbed!
|
17
|
Disco-leg! PC with lowest
CON has stress-induced vibrating thigh muscle, group has to pause for a while.
Add extra half-hour onto total climb time.
|
18
|
Clickers Individuals! Moving
through the canopy, a mid-air encounter begins. If the ground crew has a
sentry watching the canopy and they pass a WIS test to spot the Individuals,
the climbers get a free round of action.
|
19
|
Sun through frond crystals
causes trippy visions, DM may describe what they like to one PC.
|
20
|
Frond Fall!
|
Encounters at the Crown
D20
|
|
1
|
Sap Contact!
Hand! Odds right, evens left.
|
2
|
Sap Contact! Face!
d100% of face covered. If over 50% PC must roll a DEX test to close their eye
fast enough to stop it getting in. 100% means testing for both eyes.
|
3
|
Sap Contact!
Roll again 1-3 chest, 4 chin, 5 neck, 6 mouth.
|
4
|
Sap Contact!
Roll again Odds right, evens left 1-2 forearm, 3-4 bicep/tricep 5-6 shoulder.
|
5
|
Sap Contact!
Roll again. Odds right, evens left. 1-2 thighs, 3 crotch, 4 abdomen, 5 back,
6 ass.
|
6
|
Sap Contact!
Feet! (harvesters rarely wear shoes) Odds right, evens left.
|
7
|
SapFall! You
fool! Sap dislodged in lowering. All below roll a save vs breath weapon or
suffer an attack with no attack bonus. If hit, they roll a d6 on this chart.
|
8
|
SapFall! You
fool! Sap dislodged in lowering. All below roll a save vs breath weapon or
suffer an attack with no attack bonus. If hit, they roll a d6 on this chart.
|
9
|
SapFall! You
fool! Sap dislodged in lowering. All below roll a save vs breath weapon or
suffer an attack with no attack bonus. If hit, they roll a d6 on this chart.
|
10
|
D4 Tree
Dreams! PC with lowest CON rolls d4 on the Tree Dreams table.
|
11
|
D4+D6 Tree
Dreams! The PC with lowest CON rolls d4+d6 on the Tree Dreams table. Or,
another PC may accept the d6 and roll that separately.
|
12
|
D6+D6 Tree
Dreams! As above.
|
13
|
D6+D6+D6 Tree
Dreams! As above except a third PC may accept the third d6 and roll that
separately.
|
14
|
Insert Bird!
|
15
|
Stilt Sloths
migrating en-mass across the crown!
|
16
|
Zonal Worm
disturbed!
|
17
|
Moon Moles
disturbed!
|
18
|
Tree Bee nest
discovered!
|
19
|
From the crown
you see something approaching the ground team (roll a d6 on their table) but
it’s hard to warn them in time!
|
20
|
Frond Fall!
|
Encounters at
the base
D20
|
|
1
|
Safety
inspection! Roll Safety team.
|
2
|
Masked Maroons!
|
3
|
‘Mister
Company’!
|
4
|
‘Clickers
Individuals’ in the trees!
|
5
|
Fiddlehead
queue gang!
|
6
|
D4 'escaping'
workers being chased by Security team!
|
7
|
Another team
arrives, claiming they have been assigned this tree.
|
8
|
Tomb-rumour
obsessed rando, convinced they have intuited tomb location, requests
assistance, refuses to wait.
|
9
|
D4 workers
found ‘hiding’ in roots, beg for assistance.
|
10
|
Slumber Monkey
nest in roots!
|
11
|
Humbler Snail!
|
12
|
Fiddlehead
Spider!
|
13
|
D4 Hook Birds!
|
14
|
D6 Hook Birds
|
15
|
D20 Hook Birds
|
16
|
D100 Hook
Birds
|
17
|
Cephalophant
sighting!
|
18
|
Dementia wasp!
All non-pc’s flee in terror!
|
19
|
Rat-Panther
attack!
|
20
|
Frond Fall!
|
savage
ReplyDeleteSomething like this, then?
ReplyDeletehttp://www.wired.com/images_blogs/rawfile/2014/03/Honey-Hunting-0019.jpg
There are apparently folks in Nepal that go after honey in hives that are on remote cliffs. Makes for striking imagery. The ten foot pole seems like a good idea for toxic tree resin.
Something like that
DeleteIs the maturation of the tree from within a seemingly-unrelated "larva" inspired by the likes of starfish and sea urchins?
ReplyDeleteScrap created the life cycle. I think she based it on the way real ferns grow.
Delete