Exploration Of Pangaia & Restoration of the Guardians
Junk Ocean
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A vast expanse of floating debris and rotting garbage, it is ruled by the Junk King. A newly made Game Breaker that seeks to corrupt Pangaia
Score 473
11/04/25Region Overview and Geography
The Junk Ocean is the current name for the ancient kingdom of Gadgetoria. It is a vast expanse of floating debris and rotting garbage, spanning from the northern Frozen Waters all the way to the southern waters of the Radiant Ocean.
- Ruler & Threat: It is ruled by the Junk King, a newly made Game Breaker who seeks to corrupt Pangaia.
- Founding: The current era of the Junk Ocean is dated 4/29/2747. (The original kingdom of Gadgetoria was founded on 9/12/30).
- The Cleansed North: The northern quadrant is being called New Gadgetoria, a cleansed region of water protected by the enchantments of the Frogfolk Eldvar Gob.
- Capital: The original capital was Magna Pacific, now renamed Garbage Patch by the Junk King.
Dominant and Native Races
- Dominant: The Junk King's forces, primarily Junk Pirates and scavengers of various races.
- Native: Frogfolk, Sharkin, Clamkin, and Hippofolk. These natives often live in hidden, camouflaged cities using Emergency Protocols, waiting for the Children of Dreams to arrive and defeat the Junk King.
Social Dynamic
The Junk Ocean is a tyrannical regime where scavengers and pirates thrive. The underlying society is one of oppressed, highly-advanced technological resistance, led by the hidden Eldvar Gob.
Laws and Leadership
The Junk King is the absolute ruler, having usurped power from the Frogfolk Eldvar Gob. The laws are simply the will of the Junk King and enforced by his pirate crews.
Key Lore & NPCs
- The Tower of Rot: The structure whose appearance signaled the fall of Gadgetoria and the rise of the Junk King.
- Gob: The Frogfolk Eldvar who foresaw the danger, read the Dreamer Oath, created the Reality Compass, and enchanted the waters to protect his people.
- Junk King: The primary Game Breaker antagonist in the region.
Explore Junk Ocean
Overview:
The Junk Ocean, a vast expanse of floating debris and hidden secrets, is ripe for exploration. Characters can venture into this treacherous sea to discover hidden treasures, encounter strange creatures, and uncover the mysteries of the deep.
Resources:
Exploring the Junk Ocean requires at least one workweek of effort and incurs expenses of 300 gp per franchise rank, reflecting the hazardous nature of the ocean and the specialized equipment needed. Spending more time and resources increases the likelihood of significant discoveries.
Resolution:
A character or crew member leading the expedition makes a Wisdom (Survival) or Intelligence (Investigation) check, modified by the following:
+2 bonus if a character with navigation or maritime expertise is part of the expedition.
+1 bonus for each additional workweek spent exploring beyond the first.
+1 bonus for every additional 300 gp spent over the baseline expenses.
Maximum bonus of +10 to the check.
Exploration Discoveries:
Check Total Discovery
1–5 Major Hazard
6–10 Minor Hazard
11–15 No significant discovery
16–20 Valuable Salvage
21–25 New Trade Route or Settlement
26–30 Sea Creature Ally or Useful Relic
31+ Exceptional Discovery
Types of Discoveries:
Major Hazard: A significant threat, like a powerful sea monster, a pirate stronghold, or a hazardous whirlpool, that increases the franchise's monthly costs by 50% until resolved.
Minor Hazard: A lesser danger, such as a nest of aggressive sea creatures, a rival scavenger gang, or unstable debris, increasing monthly costs by 25% until resolved.
Valuable Salvage: Discovering valuable materials, ancient relics, or rare resources that lower franchise costs by 30% for 1d6 months.
New Trade Route or Settlement: Finding a new, safer route through the ocean or a hidden community interested in trade, reducing costs by 25% for 2d6 months.
Sea Creature Ally or Useful Relic: Either befriending a sea creature or finding a relic with unique properties, providing various benefits.
Exceptional Discovery: The discovery of something extraordinary, such as an uncharted island, a sunken city, or a powerful artifact, offering significant advantages or opportunities.
Complications:
As with the original activity, rolling 1–10 on the Exploration Discoveries table or the DM's discretion can introduce complications, like legal disputes over salvage rights, the discovery's temporary nature, or attracting unwanted attention from rivals or dangerous entities.
Explore Junk Ocean Complications:
d6 Complication
1 Legal disputes over salvage rights or ownership claims.
2 Crew members go missing or are ensnared in a mystery.
3 Discovery has a dark past, is cursed, or harbors a secret.
4 The discovery is fleeting, like a resource that quickly depletes.
5 Outsiders or rivals are drawn to the discovery.
6 Bad luck or strange occurrences affect those interacting with the discovery.
Connections
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