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Relics

“The precursors may have built their Imperium through conquest, but they sealed it with technology, binding an entire continent with the promise of plenty. And it was the Sige who provided that bond, making up in intellect, what they lacked in voices.”
– Sagan “Didiridex” Grey, Selenian Inventor

Summary
Relics represent extremely rare technologies. For example, while there are many worn but highly valuable suits of folding armour and hundreds of clatterjacks in various states across Aeldos, the Fabrication relics to create these wonders are far rarer, bordering on unique. Likewise, while there are many Helion Engines being used across Aeldos, the number of Locomotives can be counted on one hand.


Fabrication

Technology focused on the fabrication and production of complex artefacts or goods.

Imperial Armourer

Imperial Armourers are complex automated constructors that fit and assemble a variety of ‘hard’ first age armours such as folding armour and warsuits. Imperial Armourers come in two varieties, the movable Arming Chest and the stationary Grand Armourer. These treasures of the first age are considered invaluable artefacts and many bear the imprint of the Prime Engineer of the Urul; VasVir. Only a handful of operational Armourers remain in human hands.

Arming Chest

This 3-4 meters long, 2-3 meters wide, and 2 meter deep metallic device looks like nothing more than an upright sarcophogus with a web of seams that meet in the middle and a hopper at the back. When awakened using a connected Luminar or lightwall the front of the chest unfolds at the seams, opening up to present a gel-like seat or hollow into which the subject can sit or step. Once inside the arming chest closes around them and begins a process of scanning and measuring the occupant and mending any injuries they might have. This can take anywhere from a few minutes to several hours depending on the state of the chest and any injuries the subject has sustained. Once this process is done the machine presents the occupant with a list of available actions based on both the occupant’s capacities and the resources available to the armourer through the hopper at the back. The chest will not construct an armour the subject cannot manage, such as one requiring a Power aspect they do not possess and the chest only works when supplied with a Base Matter Block.
Arming chests can typically craft advanced static and folding armour and warsuit interfaces but are unable to craft Warsuits themselves or other more exotic armours.
Mechanics: The Arming chest has embedded Helion that powers the device, allowing it to store a number of charges equal to its level and recover charges at a rate of 1/2 its level per day. It requires a Base Matter Block to fuel any construction and additional Helion to create gear such as folding armour or a warsuit interface. Costs can be found in the Fabricator Cost table.

Grand Armourer

Grand Armourers are massive mechanisms built into first age structures and as such are typically immovable stationary objects. Entering a Grand Armourer is more like entering a room than a device and within the occupant encounters a domed area with a circular central dias. The walls of this hemispherical chamber are glow with circuit patterns and dozens of mechanical limbs and manipulators sit patiently waiting for a subject. Once inside the integrated Artilect that guides that directs the Armourer’s actions (sometimes referred to as Smith) converses with the occupant to determine their desire and the Armourer’s capacities based on the resources available. Once an attainable desire is determined, the subject is directed to step onto the dias and the relic begins its work. First the device scans and measures the occupant, mending any injuries they might have, which can take anywhere from a few minutes to a few hours depending on the state of the Armourer and the subject’s injuries. Once this process is complete the machine begins constructing the desired armour. The Armourer will not construct an armour the subject cannot manage, such as one requiring a Power aspect they do not possess and the Armourer only works when supplied with a Base Matter Block.
Grand Armourers can create virtually any type of hard armour desired from advanced to warsuits and their associated interfaces.
Mechanics: The Armourer has embedded Helion that powers it, allowing it to store a number of charges equal to its level and recover charges at a rate of 1/2 its level per day. It requires a Base Matter Block to fuel any construction and additional Helion to create gear such as folding armouer, warsuits, and tombs.

Armourer Action Table

Action Charge Cost Materia Cost Helion Cost Creation Time Notes
Mend Occupant 1 ‘0 ‘0 Variable The fabricator intervenes to heal any injuries the subject has suffered or mundane illnesses they have contracted. It has a +15 Medicine check for Healing.
Install Warsuit Interface 2 10 1 30 minutes The fabricator surgically implants a warsuit interface in the subject. The subject must make a Power+Will check at difficulty 15 to endure this procedure . Failure on this check halts the process and it cannot be restarted for 1 week as the subject must heal from the attempt.
Construct Advanced Armour 1 5 ‘0 30 minutes The fabricator fits the wearer for and constructs a set of advanced armour.
Construct Folding Armour, Recon 2 10 1 60 minutes The fabricator fits the wearer for and constructs a set of Recon folding armour.
Construct Folding Armour, Assault 3 15 1 60 minutes The fabricator fits the wearer for and constructs a set of Assault folding armour.
Construct Folding Armour, Tech. 3 15 1 60 minutes The fabricator fits the wearer for and constructs a set of Tech. folding armour.
Construct Folding Shield 1 5 ‘0 5 minutes The fabricator constructs a folding shield.
Construct Ballistic Shield 2 10 ‘0 10 minutes The fabricator constructs a ballistic shield
Construct Module 1 5 ‘0 10 minutes The fabricator constructs an armour module.
Construct Warsuit 5 20 3 5 hours The fabricator fits the wearer for and constructs a Level 0 Warsuit. The subject must already have a working interface for this to work
Construct Tomb 6 25 4 10 hours Grand Armourers faced with a grievously wounded individual they are unable to save via mending will default to this setting. The Armourer will do whatever is necessary to save the occupant including removing limbs, organs, and even the central nervous system, placing it within a specialized Warsuit known as a Tomb.
Construct Halo 2 / level 15 1 / level 30 minutes / level The fabricator constructs a halo and associated torc or bracer.
Construct Barrier 3 / level 25 2 / level 1 hour / level The fabricator constructs a personal barrier device.

Imperial Loom

Imperial looms are innocuous devices that, at first glance, look like little more than a complex oblong metal slab approximately 3 meters long and 2 meters wide, with several concentric grooves and circuit-like patterns etched in the surface. Only once activated with a connected Luminar do the arms of the device raise and unfold into a pair of nested arches approximately 3 meters tall by 2 meters wide, each dotted with an array of vitrum sensorsum. The outer arch unremarkable while the inner arch bristles with an array of thin, almost spider like arms that each bear one or more hair-width threads of malleable fabric that stretches back to the outer arch, giving it an almost organic look. Once activated the machine presents the user with an interface listing available actions and options based on the resources available to the Loom. Additional resources (e.g. a Base Matter Block) can be inserted into a hopper that is set into the base of the relic. Once an item is chosen the loom begins the work, its numerous arms clicking and shuttling as it weaves a new garment, which takes from one to several minutes depending on complexity. The user does not need to remain in the Loom while this process is operating, but the loom customizes each garment crafted to the users build. Garments and clothing made with a loom are extremely comfortable and durable.
Mechanics: Each Loom has embedded Helion that powers the device, allowing it to store a number of charges equal to its level and recovers charges at a rate of 1/2 its level per day. Costs can be found in the Fabricator Cost table below.

Loom Action Table

Action Charge Cost Materia Cost Helion Cost Creation Time Notes
Weave Clothing, Mundane 1 ‘0 ‘0 1 minute The loom weaves a set of simple or mundane clothing.
Weave Clothing, Ornate 1 5 ‘0 5 minutes The loom weaves a set of ornate clothing, outfits, or speciality wear.
Weave Clothing, Gear 2 5 ‘0 10 minutes The loom weaves a set of specialized gear or garments for specific conditions.
Weave Dermis 3 15 ‘0 30 minutes The loom weaves a set of Dermis, also known as Selenian leather, which is durable, flexible, light weight, water resistent and provides excellent thermal and defensive properties. Armour: B2, S2, P2.
Weave Dermik 5 20 ‘0 60 minutes The loom weaves a set of Dermik, also known as Selenian hard’ Leather, a leather-like fabric with a web of alloy backing that is durable, flexible, light weight, water resistant, excellent in all environments. It also has the benefit of being nearly as durable as full plate armour and can turn aside attacks that would otherwise kill the wearer. Armour: B4, S4, P4.
Weave Tau 2 / level 30 ‘0 30 minutes / level The loom weaves a a tau garment. Tau is a unique and exceedingly rare soft material with peculiar properties that allow it to harden on impact to protect the wearer, providing incredible protection in a totally concealed manner. Also useful in stringed weapons, providing increased power. Armour can range from 2-6. This costs 2 charges per armour level, so a B2-S2-P2 Tau shirt would cost 4 charges, and a B6-S6-P6 would cost 12 charges. This same mechanism can be used to upgrade an existing Tau.
Weave Lightcloak 2 / level 20 1 / level 30 minutes / level The loom weaves a Lightcloak, a nearly perfect optical camouflage in the form of a long cowled shrouds or form fitting sleeve. The quality of the Lightcloak depends on the amount of time and energy expended to create it and the associated stealth bonus can range from +5 to +15 accordingly. It costs 2 charges per quality level, so a Low quality bonus +5 cloak costs 2 charges, while a pristine +15 cloak costs 8 charges. Lightcloaks require Helion to power them.

Hellioth Loom

Also known as a Bioloom, these devices are distinct and strange devices designed to create more advanced and biolically active soft-materials
Mechanics:

Hellioth Loom Action Table

Action Charge Cost Materia Cost Helion Cost Creation Time Notes
Weave Helix Armour 3 15 ‘0 60 minutes  
Weave Bioweapon 3 15 ‘0 60 minutes  

Micon

Often ignored in favour of Armourers, Foundries, and other grand fabrication devices of the Urul, Micon are first age relics that have considerable potential but significant limitations as well. A Micon looks like a long cylinder approximately 1/2 meter in diameter and 1 and 1/4 meters in length and are often equipped with a strap to make them easy to carry. When placed upright on a relatively flat surface the constructor unfolds three legs to support it, a flat grated surface, and a small luminar screen. Insert some amount of wood, stone, or simple metals, indicate the new shape you wish it to take via the luminar screen, and the Micon begins ‘digesting’ the provided matter and converting it into the new form. This process is not fully automated and requires the attention of the user to monitor and adjust the process in a way that other Fabricators do not. The most frequent use for Micon is the creation of ingots of purified matter from scrap but it can also be used to make other simple goods, from basic tools and decorative items, to utensils and cookware. Micon cannot craft complex machines they can make the parts for them. Despite these limitations Micon are uniquely potent due to their atypical lack of dependence on Materia and ability to recycle other materials, making them highly valued to those who have the skill to use them.
Mechanics: The Micon has embedded Helion that powers it, allowing it to store a number of charges equal to its level and recover charges at a rate of 1/2 its level per day. Micons require oversight from a skilled user during operation and the operator must input the relevant material then make an Intellect + Technology vs. the targets indicated in the table below. On a success the desired item is created and the Micon completes its work in 1 minute/charge level. On a failure the charge is expended but the item is critically flawed and not usable (though the material can still be recycled for another attempt). On a critical failure the device malfunctions and is broken or enters a diagnostic mode, requiring 24 hours and a repair check to reactivate.

Micon Action Table

Action Charge Cost Materia Cost Helion Cost Creation Time Notes
Craft Basic Item 1 Scrap ‘0 30 seconds A simple single material item of insignificant value, Difficulty 14
Craft Simple Item 1 Scrap ‘0 1 minute An alloyed or blended material item of low value, Difficulty 15
Craft Standard Item 2 Scrap ‘0 5 minutes A complicated shape or rare material item of moderate value, Difficulty 16
Craft Complex Item 3 Scrap ‘0 10 minutes Complex and detailed shapes and rare materials of notable value, Difficulty 18

Fostrian

The name of both a technology and a specific prominent example of the tech. A Fostrian is a device that appears to dispense a seemingly endless supply of food on demand, while ‘The Fostrian’ is the treasure of the Tollam species-culture, responsible for feeding the population of giants and freeing them from agricultural toil.
Fostrians as a whole appear to come in two sizes; Mass Fostrians or ‘Mafo’ such as the one in Tollam, which as its name suggests is a massive central complex designed to create food for large populations; and their much smaller offshoots, Microfostrians or ‘Mifos’ that are designed to feed small groups and can be found in Urul ruins and wrecked Aerials across the continent.

Mass Fostrian

The sole surviving and operational Mass Fostrian can be found in an enormous complex at the heart of the Tollam city of Tollar where it produces a steady flow of extremely nourishing food for the Tollam people. The Tollam guard the device and its secrets jealously, granting access only to the Fosters, a special caste of technically adept labourers, so little is known about its appearance, power source, or the mechanisms by which raw material is supplied. What is known is that the Fostrian produces a variety of foods collectively known as Abrath. Abrath is noted for being resilient, able to survive years of storage and travel, and exceptionally dense and nutritious, an ideal formulation for a species of semi-nomadic giants with incredible metabolic needs. A few scholars even theorize that it is actually the Abrath that causes the Tollam to grow to enormous proportion (though this is not supported by evidence such as the lack of equivalent growth in humans consuming the food).
Mechanics: Only the Tollam Fosters have direct access to the Fostrian, and food distribution is managed tightly, but specific formulations and preservations of Abrath are sometimes traded outside the Tollar Range. One relatively common variant is Fostrian Rations, which is Abrath specially prepared for travel. This food looks like a thick, palm sized piece of tough bread with a fairly plain flavour but a single serving provides the normal human with sufficient nutrition for a full week of difficult travel, heavy combat, or hard labour. Conversely, for Tollam such a serving provides only three days worth of nutrition.

Micro Fostrian

Far more common and familiar than the Tollam Mass Fostrian, Micro Fostrians, or Mifos have been located across the continent, typically by intrepid ruin runners and adventurers. Dozens of these devices, sometimes only partially functional, have been extracted from ruined cities and fallen Aerials and grafted into the fortresses of the wealthy and powerful. Most Mifos look superficially like a small cupboard, cabinet, or chest, made of complex alloys. Some are plan and utilitarian while others are adorned with Imperial script and sigils. Regardless of adornment, each device is powered by a sliver of Helion and has an lightscreen embedded somewhere, through which users can direct the device. Each device also has multiple openings; one prominent folding door from which the finished food can be removed, and a more difficult to access secondary door which reveals a hopper for one or more Base Matter Blocks.
Mechanics: The Mifo has embedded Helion that powers it, allowing it to store a number of charges equal to its level and recover charges at a rate of 1/2 its level per day. It requires a Base Matter Block as fuel. The Fostrian can fill or uses containers and dishes which are placed within the device or, if they are not present meals will be produced in an edible container and rations within durable satchels.

Fostrian Action Table

Action Charge Cost Materia Cost Helion Cost Creation Time Notes
Create Standard Meal 1 ‘0 ‘0 10 seconds The fostrian creates a standard meal. The exact nature of the meal can be decided by the user but regardless of components and flavours it is satiating and nutritionally balanced.
Create Quality Meal 2 1 ‘0 15 seconds The fostrian creates a filling, high quality meal. The exact nature of the meal can be decided by the user but regardless of components and flavours, eating it in its entirety is deeply satisfying. Quality meals tend to be nutritional and filling in a way that standard meals are not, allowing the user to regain 2 stress and go 3 full days without hunger.
Create Abrath Meal 4 5 ‘0 1 minute The fostrian creates a singular meal, filling, delicious, and sumptuous. The exact nature of the meal can be decided by the user but regardless of components and flavours, eating it in its entirety is a deeply pleasurable and satisfying experience. The nutrition derived from this meal is both balanced and enduring, allowing the user to regain 4 stress and go a full week without hunger.
Create Standard Rations 1 ‘0 ‘0 10 seconds The fostrian outputs a basic trail-mix like kibble flavoured as desired by the user. This satiating and nutritionally balanced mix is capable of feeding an adult human for a full week.
Create Quality Rations 2 1 ‘0 15 seconds The fostrian outputs a set of high quality foods that travel well. These typically consist of a combination of flavourful meal bars and kibble as well as self-heating containers of more complex foods. These satisfying travel meals are nutritious and filling and eating them as indicated improves stress recovery by 2/day. Alternately a traveller can portion out the rations to last as long as 3 weeks, but they do not gain any stress recovery benefit when doing so.
Create Abrath Rations 4 5 ‘0 1 minute The Fostrian creates a small portion of Abrath specially prepared for travel. It looks like a thick, palm sized piece of tough bread with a flavour that seems to shift to match the desires of the person eating it. The amount produced by a single charge provides sufficient nutrition for an adult to engage in a full month of difficult travel, heavy combat, or hard labour or can be split to provide enough food for a group of 4-5 for a week.

— Update Fostrian Rations in Rules to match


Base Matter Block

A dense 1/2 meter cube with the iridescent sheen of a seashell. Base Matter Blocks, also known as M-blocks, Materia, or just as Blocks, are resource units composed of layered strata of base elements. When inserted into the hopper of a fabrication machine such as an Armourer, Loom, or Fostrian, they are digested and reconfigured and their mass is used to create everything from garments to food. Though relatively small in size, these dense resource stores can output a startling amount, with a single block able to output years of food, hundreds of garments, and even an entire Warsuit. Lore suggests these blocks originated from devices known as blockforges which were lost in the fall of the Imperium. Records from the Selenian library of cogs describe these Relics in considerable detail, even including designs, but no living Artifex has been able to recreate the technology, making what blocks remain enormously precious.The available descriptions of blockforges suggest that hid incredible complexity within simple shells; a large hollow pillar or shaft matte black and covered in pale blue patterns. Any sort of waste or material could be fed into the top of the Relic and after sufficient mass was accumulated the device would produce a single block of materia.
Mechanics: Each Base Matter Block has 15 points that can be expended. The density of Materia blocks make them difficult to move, requiring a Power + Athletics at 15 to move them.

Fabricator Costs

The Fabricator cost table shows all costs and durations for the creation of various items. All items have a charge cost, but note that some items use so little mass as to require no materia or can be constructed using simple scrap, while other items necessitate multiple blocks to complete. If a Fabricator lacks the necessary charge or materia the device will not start the construction process. Additionally, some items require Helion in order to operate and the cost is indicated below.

Fabricator Cost Table

Action Fabricator Charge Cost Materia Cost Helion Cost Creation Time Notes
Mend Occupant Armourer 1 ‘0 ‘0 Variable The fabricator intervenes to heal any injuries the subject has suffered or mundane illnesses they have contracted. It has a +15 Medicine check for Healing.
Install Warsuit Interface Armourer 2 10 1 30 minutes The fabricator surgically implants a warsuit interface in the subject. The subject must make a Power+Will check at difficulty 15 to endure this procedure . Failure on this check halts the process and it cannot be restarted for 1 week as the subject must heal from the attempt.
Construct Advanced Armour Armourer 1 5 ‘0 30 minutes The fabricator fits the wearer for and constructs a set of advanced armour.
Construct Folding Armour, Recon Armourer 2 10 1 60 minutes The fabricator fits the wearer for and constructs a set of Recon folding armour.
Construct Folding Armour, Assault Armourer 3 15 1 60 minutes The fabricator fits the wearer for and constructs a set of Assault folding armour.
Construct Folding Armour, Tech. Armourer 3 15 1 60 minutes The fabricator fits the wearer for and constructs a set of Tech. folding armour.
Construct Folding Shield Armourer 1 5 ‘0 5 minutes The fabricator constructs a folding shield.
Construct Ballistic Shield Armourer 2 10 ‘0 10 minutes The fabricator constructs a ballistic shield
Construct Module Armourer 1 5 ‘0 10 minutes The fabricator constructs an armour module.
Construct Warsuit Armourer 5 20 3 5 hours The fabricator fits the wearer for and constructs a Level 0 Warsuit. The subject must already have a working interface for this to work
Construct Tomb Armourer 6 25 4 10 hours Grand Armourers faced with a grievously wounded individual they are unable to save via mending will default to this setting. The Armourer will do whatever is necessary to save the occupant including removing limbs, organs, and even the central nervous system, placing it within a specialized Warsuit known as a Tomb.
Construct Halo Armourer 2 / level 15 1 / level 30 minutes / level The fabricator constructs a halo and associated torc or bracer.
Construct Barrier Armourer 3 / level 25 2 / level 1 hour / level The fabricator constructs a personal barrier device.
Create Standard Meal Fostrian 1 ‘0 ‘0 10 seconds The fostrian creates a standard meal. The exact nature of the meal can be decided by the user but regardless of components and flavours it is satiating and nutritionally balanced.
Create Quality Meal Fostrian 2 1 ‘0 15 seconds The fostrian creates a filling, high quality meal. The exact nature of the meal can be decided by the user but regardless of components and flavours, eating it in its entirety is deeply satisfying. Quality meals tend to be nutritional and filling in a way that standard meals are not, allowing the user to regain 2 stress and go 3 full days without hunger.
Create Abrath Meal Fostrian 4 5 ‘0 1 minute The fostrian creates a singular meal, filling, delicious, and sumptuous. The exact nature of the meal can be decided by the user but regardless of components and flavours, eating it in its entirety is a deeply pleasurable and satisfying experience. The nutrition derived from this meal is both balanced and enduring, allowing the user to regain 4 stress and go a full week without hunger.
Create Standard Rations Fostrian 1 ‘0 ‘0 10 seconds The fostrian outputs a basic trail-mix like kibble flavoured as desired by the user. This satiating and nutritionally balanced mix is capable of feeding an adult human for a full week.
Create Quality Rations Fostrian 2 1 ‘0 15 seconds The fostrian outputs a set of high quality foods that travel well. These typically consist of a combination of flavourful meal bars and kibble as well as self-heating containers of more complex foods. These satisfying travel meals are nutritious and filling and eating them as indicated improves stress recovery by 2/day. Alternately a traveller can portion out the rations to last as long as 3 weeks, but they do not gain any stress recovery benefit when doing so.
Create Abrath Rations Fostrian 4 5 ‘0 1 minute The Fostrian creates a small portion of Abrath specially prepared for travel. It looks like a thick, palm sized piece of tough bread with a flavour that seems to shift to match the desires of the person eating it. The amount produced by a single charge provides sufficient nutrition for an adult to engage in a full month of difficult travel, heavy combat, or hard labour or can be split to provide enough food for a group of 4-5 for a week.
Weave Clothing, Mundane Loom 1 ‘0 ‘0 1 minute The loom weaves a set of simple or mundane clothing.
Weave Clothing, Ornate Loom 1 5 ‘0 5 minutes The loom weaves a set of ornate clothing, outfits, or speciality wear.
Weave Clothing, Gear Loom 2 5 ‘0 10 minutes The loom weaves a set of specialized gear or garments for specific conditions.
Weave Dermis Loom 3 15 ‘0 30 minutes The loom weaves a set of Dermis, also known as Selenian leather, which is durable, flexible, light weight, water resistent and provides excellent thermal and defensive properties. Armour: B2, S2, P2.
Weave Dermik Loom 5 20 ‘0 60 minutes The loom weaves a set of Dermik, also known as Selenian hard’ Leather, a leather-like fabric with a web of alloy backing that is durable, flexible, light weight, water resistant, excellent in all environments. It also has the benefit of being nearly as durable as full plate armour and can turn aside attacks that would otherwise kill the wearer. Armour: B4, S4, P4.
Weave Tau Loom 2 / level 30 ‘0 30 minutes / level The loom weaves a a tau garment. Tau is a unique and exceedingly rare soft material with peculiar properties that allow it to harden on impact to protect the wearer, providing incredible protection in a totally concealed manner. Also useful in stringed weapons, providing increased power. Armour can range from 2-6. This costs 2 charges per armour level, so a B2-S2-P2 Tau shirt would cost 4 charges, and a B6-S6-P6 would cost 12 charges. This same mechanism can be used to upgrade an existing Tau.
Weave Lightcloak Loom 2 / level 20 1 / level 30 minutes / level The loom weaves a Lightcloak, a nearly perfect optical camouflage in the form of a long cowled shrouds or form fitting sleeve. The quality of the Lightcloak depends on the amount of time and energy expended to create it and the associated stealth bonus can range from +5 to +15 accordingly. It costs 2 charges per quality level, so a Low quality bonus +5 cloak costs 2 charges, while a pristine +15 cloak costs 8 charges. Lightcloaks require Helion to power them.
Craft Basic Item Micon 1 Scrap ‘0 30 seconds A simple single material item of insignificant value, Difficulty 14
Craft Simple Item Micon 1 Scrap ‘0 1 minute An alloyed or blended material item of low value, Difficulty 15
Craft Standard Item Micon 2 Scrap ‘0 5 minutes A complicated shape or rare material item of moderate value, Difficulty 16
Craft Complex Item Micon 3 Scrap ‘0 10 minutes Complex and detailed shapes and rare materials of notable value, Difficulty 18
Weave Helix Armour Hellioth Loom 3 15 ‘0 60 minutes  
Weave Bioweapon Hellioth Loom 3 15 ‘0 60 minutes  

Helion Engines

Also Known As: Engine, Motor, Lux.-Ukaha, Muj.-Fayong, Vic.-Inneall
Some form of Helion lies at the heart of most advanced Aeldan technologies, whether it be the weapons and armour of advanced cultures like Selene, or the heart-minds of automatons like Clatterjacks. While many items have integrated mechanisms for the translation of Helion energy, a Helion Engine is a machine capable of converting the seemingly limitless energy directly into mechanical, thermal, or electromagnetic energy. By doing so these engines enable a wide variety of civil, industrial, and military uses. While small and relatively weak hand portable units exist and can be used to for carving and detailed craft, most Helion Engines are enormous highly engineered, used for powerful traction engines that can pull hundreds of tonnes worth of goods and supplies across the landscape. The Helion requirements for an engine are largely a factor of the size and needed torque, with large engines requiring proportionally more Helion to operate correctly.
While the underlying engineering principles behind the creation of Helion Engines is relatively well understood, the actual mechanisms of Helion energy remain highly debated.
The widespread use of Engines are limited by both the high engineering tolerances required for their creation and more importantly by the scarcity of Helion itself. As a result functional engines are highly valued, and often play a pivotal role in a given locales industry.

Examples of types of Engine that can be found in locales across Aeldos:

  • Traction Engine: Perhaps the best known type of engine, these wheel mounted vehicular engines are used by a small number of militaries and trade companies to move heavy loads across the landscape and are capable of pulling massive amounts of cargo the vast distances between cities and outposts. A particularly potent example of this is the Locomotives of Victra which pair Traction Engine design with a rail system. Additional examples can be found in the Transportation section below.
  • Civil Engine: Large and complex engines used to power infrastructure in fortunate cities and outposts. Civil engines power lights, heaters, elevators, and other low intensity/high availability energy needs. A single civil engine is typically connected to outputs throughout a settlement or city via hidden energy conduits.
  • Industrial Engine: Used in a variety of settings for industrial purposes, these engines are typically large and stationary with a single engine typically designed to provide a range of energy types to an array of facilities and tools. This type of engine is used across the continent, from resource extraction and refinement in Svertheim to assembly factorum in Victra. Industrial engines provide incredible advantages when properly leveraged, powering mines, smelters, lifters, conveyors, thermal tools, and numerous other tools and facilities. A single Industrial engine is typically connected to numerous outputs via hidden energy conduits.


Transportation

The Urul Imperium used a variety of advanced technology to travel the expanse of their empire, but only a few examples of these technologies have survived. Most surviving land transportation Relics are specific implementations of the Helion Engine technology described above.


Road Engine

Road Engines are the specific implementation of a traction engine with a wheeled conveyance for the purposes of travelling on roads. Known by a wide variety of names from just ‘traction engine’ or Tracs, to Haulers, Transports or Rigs, the underlying principle behind them is simple; attach some sturdy wheels or a continuous track to a Helion Engine, attach it to a cargo trailer, and guide it along the most durable road in an area. Despite the relative simplicity of the concept, the costs and complexity of implementation make them rare in many places. Despite this, several powerful trade companies and cultures have recently invested heavily in both the technology and the underlying road infrastructure, making them an increasingly common sight in many big cities.
Road engine design and and capacity varies significantly across the continent with many northern folk preferring smaller engines that can navigate narrower or ill-kept roads over the vast behemoths found in areas like Victra. Regardless of the specific design, road engine caravans are able to travel faster and/or carry more weight than traditional horse drawn ones. This does not make them immune to traditional dangers however and such caravans make ripe targets for bandits and the larger monsters of Aeldos. As a result, most caravans sport significant defensive capacities, either in accompanying escort troops or embedded defenses and weaponry.

Road Engine Components

  • Engine Compartment: Where the Helion Engine is housed
  • Cab: Where the driver sits. Sometimes enclosed.
  • Cargo: Where the cargo goes. Usually a cart connected to the engine.
  • Wheels/Treads: Where the power hits the road.
  • Transmission: The mechanism for getting power from the engine to the Wheels/Treads

Aspects

  • Power: How much can the engine move and at what speed? How fast does it acelerate?
  • Maneuverability: How maneuverable is the engine? How difficult is it to get unstuck?
  • Structure: How durable is the engine? How much damage and wear can it sustain?
  • Capacity: How much cargo can the engine carry? How many people can it carry?
  • Complexity: How difficult is it to keep the engine operating?

Trame

Also known as the Butrahere or just the Tram, there is only one operating example of this technology located beneath Selene. The Tram consists of hundreds of automated mechanical carriages which travel along an integrated track system in the city, allowing rapid transit across the breadth and height of Selene. Each carriage can carry two dozen people or a considerable amount of freight and they can be linked together in locomotive fashion to increase their capacity. There are a few key difference between the Tram and other similar technologies such as Traction Engines and Victran Locomotives:

  • Power: While Traction Engines and Victran Rail-lines operate using Helion Motors powered locally, the Tram is powered by the Throma of Selene, the common powerplant, limiting them to the city and removing the incentive to salvage them for Helion.
  • Verticality: Though the Tram operates on a similar track system to the Victran locomotives, it is much more complicated and adaptive and the system shuttles people across the cities three dimensions rather than just across it. Tram carriages are constructed with this in mind and the interiors adjust to vertical travel, ensuring passengers and contents are always properly oriented towards the ground.
  • Automation: The Tram is a fully automated system that responds to user requests and routes all transport accordingly, using highly efficient algorithims to ensure there is almost always transit available for those who want it. This is in contrast with Traction Engines and Locomotives which typically require at least one mechanist if not more in order to maintain operation as well as an Operator to drive the machine.

Locomotive

The Victran Railway is a recent creation; a series of rail lines that connect several cities of the Victran Dominion, allowing specialized and extremely powerful Traction Engines to move enormous loads of freight and passengers along fixed tracks between key locales in far less time than a traditional caravan. These metal behemoths are driven by specially constructed Helion Engines and maintained by hundreds of mechanics and engineers who are themselves guarded by teams of soldiers trained to keep a keen eye out for inhuman dangers on the track. The secrets of the technology are currently under the control of the Obrais Trading Company and as a result there are currently only two locomotives in operation in Victra. Despite the technical knowledge lying with the Obrais, the locomotives themselves are considered property of the Lord Rit who only shares a portion of the wealth they generate with the Obrais, a trade that the Obrais see as worthwhile in the pursuit of title and eventual power. Despite the current state, an additional set of locomotives are under construction as are additional railway lines connecting Victra and though the current focus is internal, there are rumours of survey expeditions travelling the western scythe seeking new paths to connect with other customers. These expeditions have thus far met the impenetrable barriers of Tollam aggression, Selenian indifference, and Ossandrian cruelty, but only time will tell if those are sufficient to curb Victran ambition.


Aerial

Also Known as: Airships

Summary
A lost technology so wondrous it is widely considered mythical, Aerials were enormous First Age ships capable of flight. As with so many marvels of the Urul Imperium, these were the creations of the Silent faction, though many stories suggest the Shapers had an equal role to play in their development. These same stories suggest that Aerials ranged in size from one or two-person personal skiffs to enormous dreadnoughts capable of casting a shadow across entire cities. The only evidence to support such legends are the hollowed out husks of great vessels fallen from on high that can be found in a few key spots. Despite housing thousands of volumes of text on these relics and even a few dormant, semi-intact examples, even the technological capital of the modern world, Selene, lacks an operational Aerial and many an Artifex has devoted their entire life to attempting to recreate the technology without luck.

Description
Aerials were metal constructs of varying sizes which were suspended and propelled via the properties of an arcane substance known as Zetherium. When paired with a sufficiently large quantity of Helion and configured in a very specific manner, this material, said to be the joint creation of Shapers and Silent, was capable of producing significant bouyancy and thrust, enabling the creation of floating ships. Even more impressive, this effect was semi-perpetual, requiring no source of fuel beyond Helion; barring incidental damage or failure of the engines, or the full discharge of the Helion’s power, Aerials could remain aloft nearly indefinitely.

Constructed of light, but durable first age metals and typically enclosed to protect passengers, these vessels were often built with sweeping curves and almost organic features to make them more aerodynamic. Some exceptions to this propensity for elegant design are spoken of in the Cruisers and Dreadnoughts, enormous warships equipped with arrays of potent first age weapons.

Aerials were the creation of some of the most talented engineers of the Sige and were used to connect the disparate the regions and cities of the Imperium, ferrying goods and people from one end of Aeldos to the other. Distances which might take months by other means took only weeks or days by Aerial

When the empire began to schism and split, the Aerials once used to maintain connections were soon turned to tools of warfare.

Classifications

Components

Technological Transportation Options

Type Standard Pace Hurried Pace Standard Work Period Recovery Time
Locomotive 1,000km/day 1,500km/day 7 x 24 hour days 3 days
Traction Engine 100km/day 150km/day 5 x 16 hour days 2 days
Aerial 3,000km/day 6,000km/day 10 x 24 hour days 1 day

Standard Pace: A vehicle travelling at standard pace is going the optimal speed, minimizing wear and tear on equipment and reduce chances of component failures.
Hurried Pace: A vehicle travelling at a hurried pace is pushing beyond its engineering specifications and increases the risk of potential component failures or other issues. Each day a vehicle maintains a hurried pace make a Rush Check; roll 2d10 and on a result of 2-5 the vehicle experiences a component failure from the table below. These failures become traits of the vehicle unless they are repaired.

Failure Type Description
Overheating One of the machine’s components has begun to overheat and needs to be cooled before it melts or causes a fire.
Cracked Shaft A mechanical shaft is developing cracks and will need to be mended or replaced. If this component is not replaced the difficulty of hurry checks is +2
Leaking The machine has begun to leak lubricating fluid, causing increased friction between components. If this is not fixed and suitable replacement lubricant supplied the difficulty of hurry checks is +2.
Grinding Gears A key component has been warped or bent and is now causing increased friction. If this is not replaced the difficulty of hurry checks is +2
Popped Rivets One or more key fasteners have been sheared or lost, decreasing the structural integrity of the vehicle. The difficulty of hurry checks is +2
Warped Strut A key support strut is out of alignment, decreasing the structural integrity of the vehicle. The difficulty of hurry checks is +2
Wobble Some imbalance in the wheels or aetherium of the machine is causing a wobble, increasing wear and discomfort of any passengers. If not fixed the difficulty of hurry checks is +2 and all passengers suffer 1 stress each day they remain on the vehicle.
Cracked Helion The helion that drives the engine has cracked. It cannot be repaired by mundane means. The vehicle travels at 1/2 speed and the difficulty of hurry checks increases by +5. Subsequent failures that crack the Helion further disable the vehicle entirely.
No Brakes The brakes on the vehicle are not working. This could be problematic.
Gremlins The power output of the machine is no longer consistent, making it impossible to maintain a hurried pace.

Structural Damage?

Recovery Time: While the Progenitors may have had machines capable of enduring endless toil, the machines of modern Aeldos cannot boast such fortitude. Recovery time represents the amount of time the machine requires for maintenance and to recharge before beginning a new work period. At the end of each standard work period the machine’s operators typically take the listed amount of time to maintain the vehicle and permit the Helion to recharge. Attempting to push a vehicle to work through its recovery time is possible but ill-advised.


Civil and Defense

Technology used to establish, sustain, or defend civil structures like cities and outposts.


Throma

Power plant


Civil Barrier

Barriers are an advanced energy technology capable of generating a shield of matterless inertia, blocking or repelling matter and projectiles selectively or comprehensively. While personal barriers can be generated by a single pilon or staff device, Relic or City Barriers are generated by one or more building sized artefacts that are tethered together to amplify the effect. By doing so these barriers can absorb staggering amounts of force, be it from common siege weapons, the environment, or even devastating first age weaponry. Barriers can be calibrated to permit low inertia transition, enabling individuals to enter and exit the field, or it can be solidified to prevent any movement through the barrier whatsoever. In most cases the shields are kept relatively solid with a small number of gaps in the barrier to permit movement.
There are a few prominent surviving examples of this technology:
Nehep: Several Nehepi cities utilize barriers that are both air and organic permeable but repel the scouring sands and other mass particulate, providing enough coverage to keep the creeping sands at bay.
Selene: The Selenian civic barrier is rarely used but has been deployed to shield it against severe storms and attacks throughout history.
Mujin: The Mujinese city of Qyn is said to possess a barrier that they used against both the mist and the torrential monsoons and hurricanes that plague the Ailuran Isle.


Tower Seed

A rare technology, that allows the user to “grow” a watchtower, a resilient structure complete with secure interior, lighting and climate control and most importantly a micro-fostrian. This technology combines lost assembler technology with organic processors and uses material in the local environment to self-construct. It takes 7 days for a tower to reach maturity and requires the attention of a specialized clatterjack OR a mechanic via luminar or lense. Build time can be reduced via engagement by humans or clatterjacks who can locate needed resources and move larger objects or by pre-constructing or sourcing materials.
-Rumors persist of Orick tower seeds
-Alternate structures may be possible
-Used as a means of setting up listening posts far from Selenian territory
-Highly coveted and finite as the knowledge of their creation is lost


Discharge Fencing

-Barrier used to keep intruders and wildlife away from an area (area denial)
-Selene has such fences surrounding many sensitive parts of the city and sentinel towers
-There are smart fences and dumb fences, as well as stun or kill settings
-Smart fences use some form of token or pass list and sensors to permit crossing; anyone not on the list is affected
-Dumb fences use passcodes, gates, and or gaps
-Fences can be visible, marked by thin pillars that discharge the shock, or buried, invisible until the shock is generated
-Only a small amount of Helion is needed to generate a lethal shock
-Relic fences can be found in full or semi-operational states across Aeldos
-Weaponized tech can turn the component parts of a fence into a shocking weapon