Floating Castle

I'm a DM for two different on-going campaigns in a homebrew world. This summer, we've started up a secondary campaign that is nautically themed. I want the players to encounter a floating island with a castle on it. The island would be able to move; in fact, it'd be steerable and maneuverable with the right team of wizards and such.


How do you guys suggest I go about designing this castle? What mechanics are making it work? (I imagine magic of some sort, but I'm not entirely sure what.)
 

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If it were me, I'd keep it secret from the PCs, at least for a while.

You could float it a number of ways. If you want a neat backstory, it's the remains of a sunken city drowned by a volcano. The foundation stone is one huge piece of pumice, hurled up by that volcano in its death throes. It landed in the sea and crystalized instantly, foaming itself up with steam even as it cooled and hardened. Refugees from the sunken city made for it as it was the only piece of anything in sight that had survived the cataclysm.

Maneuvering should be shrouded in mystery and ritual. Orders can only be given from a particular balcony, one which conveniently the "bow" of the island. There will be carved channels hidden among the adornments on that balcony, voice tubes in effect, that lead to a lower chamber where the Gnomes work their weird steam-powered mechanisms.

One thing about this type of construct: If you make it grand enough, people will accept pretty much any explanation they get, since trying to figure out whether or not it would work becomes far too much effort.
 

Welcome! A few ideas....

- Immense sails + wind & weather magic.
- Rowers up top (humans, orcs, giants & such).
- Rowers (or propellers) down below (merfolk, tritons, sahuagin, or whatnot).
- Decanters of endless water have a geyser mode... with thrust!
- Water elemental or aquatic gnome crew runs the "undulation drive portals" (or something).
- Graft kraken jets to the underside of the island.
 

In the games I have played (or run) we've had floating/sailing objects three times. I'll give you the rundown on each.

The first happened to be a large trade city, it was propelled partially by magic but mostly by giant wind turbines. In fact one of the quests we were assigned to accomplished happened to be infiltrating the bowels of the city to fix... or was it destroy... I think it was fix... the turbines to stop it from losing height and crashing.

The second appearance was in my own game when (though a NPC) hired the party to go collect a substance called "Floatstone" which was a stone which was lighter than hair but as though as [insert tough metal here]. The entire island was just floating out in the middle of the ocean. Free from conventional mapping systems, the party failed on their attempt to teleport directly onto the island the first time.
Eventually over the course of that game, they learned the island was possibly steerable but annoyingly slow. It also hosted a landing party from other explorers (evil of course) as well as the tombs of a forgotten king and his knights.

The final object seen is again a city, this time propelled by magic alone and directed by some xenophobic elves. They used their city as both a safe haven but as well as a launching platform (and death from above dealer) to local ground-based installations. The city's central weapon was akin to the flying island in that one episode of Transformers: Beast Wars/Beasties - if you haven't seen it then just skip the image.

My main goal of telling you all this is not to necessarily give you ideas on how it would be flying, once the shock wears off in the fact it is flying, the players will move on. The important bit is to give it flavour and a place and purpose in the setting. Make challenges for them to hold onto the installation, instead of just challenges in making it move. If it can move or does move quickly then have it occur chances of hitting things. Or better yet, taking the control out of the oafs trying to steer it to avoid hitting things. Give it character and a reason, instead of just a description.
 

I'm a DM for two different on-going campaigns in a homebrew world. This summer, we've started up a secondary campaign that is nautically themed. I want the players to encounter a floating island with a castle on it. The island would be able to move; in fact, it'd be steerable and maneuverable with the right team of wizards and such.


How do you guys suggest I go about designing this castle? What mechanics are making it work? (I imagine magic of some sort, but I'm not entirely sure what.)
Any number of ways. Ask yourself a couple of questions, first:

What flavor/theme do you want the island to have?
There's a few basic routes that directly impact how the island works and it's method of propulsion.
Magical Theme: Island uses lots of magic. However it's done, it's magical. So the island is moved by enchanted breezes blowing sales, oars that row themselves, Decanters of Endless Water on Gyser mode, whatever.
Science Theme: Island uses lots of tech. However it's done, it's science-y. Variation on Magical theme, really, but more steampunk-ish. Boilers running water wheels, nuclear powered turbines, whatever.
Animals Theme. The island is "nature friendly" to an extent - much of what they do revolves around training and making use of some form of animal life (variation: Plant life that can be made to work in a similar manner). However they do it, it involves lots of critters (or a small number of really big critters) dragging things around.
Labor Theme. The island is run by mundane hard work. Perhaps half the population mans oars. Perhaps they've got some REALLY big sails and anchors. Perhaps someone has a really good understanding of oceanic currents, and they use controlled drops of water-drag anchors at different depths to steer (basically, a chain with a big object at the end which is designed to produce drag at the end, but not along the chain - you drop the end into a current, and the object is dragged along with the current... applying a bit of force to the island, and moving it. When you want to go a different direction, you find a different current; if you want to stop, you drop it all the way to the ocean floor - you can go almost anywhere... eventually... but the schedule and route will always be funny). They may be slaves, they may be paid, but by whatever means, it's done by people.

What role do you want the floating island to play in the game?
Do you want it to simply be a pretty piece of background? Do you want it to provide a single adventure hook? Multiple adventure hooks? This doesn't directly impact things... however, it does change flavors around.
If you want it to be a pretty piece of background only, then you simply make everything as it appears to be - the place is straightforward and honest.
If you want it to provide a single adventure hook, then it seems to be one of the above on the surface, but is secretly a different version - perhaps the animals towing the place are actually intelligent creatures, compelled to labor against their will. Perhaps those magical, sourceless oars / winds are actually powered by sacrificing the soul of someone once a month. Perhaps all the technology is only window-dressing, to distract from the actual source, which turns out to be mundane magic.
If you want it to provide multiple adventure hooks, then you arrange for everything to seem mostly honest, but just be slightly off.
 
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If it's the center of your adventure, I would go so far as a Castlevania-esque complexity eye to detail. If you have a guy behind the curtain (such as the one with the voice tubes spreading around the castle as mentioned somewhere above), give him sort of higher significance, such as the descendant of a deity, or something, and have the relative encounter difficulty increase with your proximity to him. It might be interesting to make the exploration of the castle as a singular giant dungeon the basis of a campaign, sort of like UnderMountain(?).
 

If you want an official suggestion, Stronghold Builder's Guide has the Sailing property for making a stronghold buoyant. It requires an individual with a caster level 11, Craft Wondrous Item, Water Walk spell, costs 3,000 gp per Stronghold space.

You'd also apply the locomotion speed. Slowest speed is 1/4 a mile per day, at an additional 5000gp per Stronghold space, all the way to 10 miles and hour at the cost of 25,000gp per Stronghold space.

the SBG suggests tying the control of the mobility to touching a specific object and using a command word, a specific room that you stand in and speak the command word, or a single creature who can utter the command word from anywhere within the stronghold. You'd probably want the first or second option, unless you wanted a guardian construct or something to be the controller, and players need to use some diplomacy to get it to cooperate.

Now, here's the rub. You're talking about an entire Island, not simply a castle. A stronghold space is the equivalent of 4,000 cubic feet, or a 20'x20'x10' space (Expected to be an interior room) You are taking this to epic levels. If it doesn't matter to you how the island castle was constructed, you can just assume somebody spent a bazillion gold at some undetermined point in the past.
 


Originally constructed in 2003.... Powered by a huge crystal...

FlyingFantasyShip3.jpg


...Or you can go with the flying village... The wizard's tower costs extra...

Eberron1.jpg
 

Yes I created these... They were originals created using an app for Windows called Vue D'Esprit, a 3d art and rendering package that can use models from just about any 3d modeling package out there.... Vue has been embraced by the movie Industry, and mattes and scenes built using Vue are included in some of your favorite movies including Star Wars, Avatar, and Pirates of the Caribbean franchise. Interestingly enough, a bare bones version of Vue is available as a free trial download from the website.

The second scene was built in 2005 for my Eberron campaign... There's more game art up at photobucket in various albums here.
 
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