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“Wherever the art of medicine is loved, there is also a love of humanity.”
– Galen Oster, Selenian Surgeon

The First Age gave rise to many wondrous artefacts, but few appear to have been so underappreciated as the incredible array of technologies for mending injuries, curing disease, and extending human life. Depressingly little has survived to the fourth age, but those that have often make the difference between life and death. With few exceptions, MedTech can only be found in volume in the city of Selene or recovered from First Age medical ruins.


Aevum is the term for a medicine of the first age said to grant agelessness to any recipient. According to legend while this treatment ceased all aging, it did nothing to prevent death by disease or injury. Unfortunately the secrets of Aevum are entirely lost and a close reading of the legends of the collapse of the First Empire suggest a concerted effort was made to target the Ageless and the technology that enabled their creation. Many an adventurer has delved the deadliest of ruins on mere rumours of an Aevum canister.
Mechanics: Aevum ceases the aging process for a patient.


One of the exports of Selene are these disposable devices which can produce up to three doses of sprayable foam that stops bleeding and enhances healing of serious wounds. Rumors suggest that the contents of BioFoam are derived from crustacean shells and other biocomponents, hence the name. Whatever the ingredients, the foam halts blood loss and provides a temporary seal for all but the most devastating wounds.
Mechanics: Application of MedFoam ends any bleeding effect. It does not require a Healing check to use BioFoam as it is a point-and-spray device. Each BioFoam can be used three times before they are exhausted.


Diagnosticians are a specialized type of Luminar with a small probe attachment. With a single swab of blood this device can reveal not only what diseases an individual is currently suffering from, but any disease they have ever suffered from, allowing the pre-diagnoses of compound syndromes and diseases and pre-neutralization via cleaning virals.
Mechanics: The Diagnostician requires some skill to use properly and can only be used by a Healer with at least 2 points in Medicine and 1 point in the Technology Broad Skill. Beyond this the results are automatic, generating a full list of illnesses suffered by the patient.

Kirna Serum

Named after a legendary and benevolent creation of the Ayr said to be able to heal illness and disease, Kirna Serum comes in the form of a single use jet-injector. When pressed against the skin the device injects a mixture of stimulants and clotting agents that temporarily augment the targets health.
Mechanics: Recover 5 health, 5 stress over the course of 30 seconds. (1 point per round of combat)


The Mendikit is a toolkit filled with advanced healing devices and materials. The tools within a mendikit include rasorium, cauterizers, autosutures and revivicators, all powered by the Helion housed in the kit itself. Mendikits also contain systems for synthesizing tonics, antitoxins, repirocytes, and healing salves from simple components. The most advanced mendkits are self-operating and can be deployed to mend even the most grievous of wounds autonomously.
Mechanics: Healers in possession of a Mendkit get a bonus to Healing checks equal to the level of the kit. Additionally the results of their healing rolls are determined using the Mendkit portion of the Healing table.
Advancement: It is possible to improve a Mendikit by succeeding in an extended Intellect + Technology check at a difficulty of the new level multiplied by 30. The individual making this check must have at least 3 points in the Medicine Broad Skill or be assisted by someone who does.


Also known as: Selenian prosthesis, Silent prosthese, Lux.-Tekart, Muj.-Teiym,

While the term Prosthesis can refer to any artificial body part, regardless of complexity, the Aeldan understanding of the term is typically in reference to the advanced artificial replacements for lost limbs and organs available in the city-state of Selene. Selenian prosthesis utilize a combination of the technology found in Clatterjacks (arc-steel alloy bones, high grade myo-fibre musculature, Helion control harness) and Urul biotechnology that facilitates the growth of replacement organs, the grafting of flesh to steel, and the connection of neuron to Helion. Using advanced surgical technology and procedures only available in Selene and most typically from Aceso the Surgeon Artilect, it is possible to restore and even enhance function. The cost in materials, the difficulty and risks involved in implantation, and the ongoing maintenance required all limit the wide spread use of these devices.

Prostheses come in a variety of classes, each with their own features:

Prosthetic Class Examples Notes
Citizen / Standard Limbs, Internal Organs These relatively common prosthesis replace limbs and key organs and are available to most Selenian citizens. Citizen rank prosthesis are designed to be durable and easy to maintain and restore functionality. They do not enhance the bearers ability in any significant manner. Though it is possible to conceal a citizen prosthetic limb they are not difficult to distinguish from a natural limb.
Sentinel / Advanced Limbs, Internal Organs, Sensory Organs Advanced prosthesis are only available to those who have served Selene with distinction or who have been chosen specifically by the Lady or her retinue. These prosthesis enhance function and in the case of limbs can integrate features such as hidden armaments (folding shields and weapons).
Umbral / Apex Limbs, Internal Organs, Sensory Organs, Spinal Harness, Cerebral Implants Only available to hand selected individuals and the elite of Selene‘s clandestine service, Umbral prosthesis are the pinnacle of the technology, blurring the line between organic and mechanical and often granting bearers superhuman abilities. Umbral prosthesis are typically indistinguishable from an organic limb by external inspection, but they utilize advanced materials in their construction that can be detected using invasive methods. Additionally, there are two Umbral rank only prosthesis – Spinal and Cerebral implants. These highly invasive and dangerous implants can significantly increase reflexes, strength, memory, and neural processing power.

Limbs = Hand, Arm, Leg, Foot
Internal Organs = Heart, Lung, Liver, Pancreas
Sensory Organ = Ocular, Cochlear

The appearance of prostheses varies considerably based on class. Citizen prosthesis are typically a metal and myo construct covered in a layer of simple Dermis, a leather-like material that hides but does not disguise the limb. Sentinel prosthesis often use superior materials but are designed to survive the rigors of combat. Many Sentinels who wear them choose to forgo Dermis in favour of the hardier Dermik material, armoured sleeves, or display them openly as a badge of honour. Umbral prosthesis are the most advanced and are designed to be covert. Umbral prosthesis integrate an organic ‘sleeve’ that make the prostheses indistinguishable from a regular limb. Deep incisions into the arm will reveal the mechanical substructure and this sleeve can be shed as necessary, but to most the arm appears entirely normal.

As noted above, most prosthesis exactly replicate the bearers original capabilities, restoring their abilities to average, however Sentinel and Umbral class prostheses actually enhance the bearer natural abilities, enhancing strength and speed. In the case of Spinal and Cerebral implants the enhancement can be profound but is also extremely dangerous.

While common knowledge suggests that prostheses are only available in Selene there are rumours of advanced first age facilities elsewhere in Aeldos capable of constructing and implanting these devices. There are also rumours of former Selenian surgeons and Victran jacksmiths who are trying to replicate this technology.

While accounts of individuals being poisoned by Helion, murdered by the Surgeon Artilect or developing evil hands are often traded by envious individuals from outside Selene these are myths. That is not to say Prostheses without risk however. While implantation itself is generally safe, some individuals reject their implants either biologically or psychologically. Some also have difficulty with the control of their limbs due to poor connection between their brain and the Helion control harness.

Prostheses are highly valued; Surgeons and Tinkers dream of dissecting such devices to learn their secrets, scavengers value them for their constituent components (between the arc-steel, myofibres, and Helion the components of a prostheses can fetch a kings ransom), and particularly barbaric raiders and Legion scouts value them as trophies. This is yet another factor that makes prostheses a rare sight beyond the Silent City.


A rare and potent healing serum that is antibacterial, antiviral, and anticancerous, Serket is derived from a refined mixture of Mujin wasp venom, soil bacteria, and Cofire, a type of rare metal. While the venom is normally very painful, debilitating, and potentially lethal, the soil bacteria are largely inert, and the metal is toxic, when mixed and refined they produce a substance that is extremely effective at destroying parasites and disease. The constituent elements of Serket sometimes drive Selenian healers to travel beyond the cities walls with “Renderers”, devices that extract the necessary materials for refinement. Serket is rare and difficult enough to create, making it astronomically valuable. Many foreign nobles have prostrated themselves before the Lady of Selene in pursuit of a single vial.
Mechanics: The Serum is applied via injection and dosage must be assessed by a Healer. The Healer makes an Intellect + Medicine check; any result of 15 and above indicates a success and the patient is cured of all mundane bacterial, viral, parasitic, and cancerous infections. A result of below 15 indicates insufficient dosage and the patient sees no benefit. On a critical failure the dosage is too high and the target is reduced to 1 health. Serket does not work on Aeger, Indomire, Hurt Hunger, Labryonch, or Quasi-human diseases such as the Tollam Red Rot.