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All Urul Technology can take be in one of five states of repair:
1. Inoperative: The mechanisms and features of the artefact are non-functional and confer no benefit to the wearer/wielder.
2. Malfunctioning: The mechanisms and features of the artefact are in poor repair and only function partially or infrequently.
3. Jury-Rigged: The mechanisms and features of the artefact have been restored, but haphazardly and not entirely. Certain Features and functions may work intermittently
4. Semi-functional: The mechanisms and features of the artefact are mostly functional but may suffer occasional interruptions or flaws.
5. Fully Functional: The mechanisms and features of the artefact are fully functional and suffer no penalties.
Artefacts can be damaged by a variety of causes and repairing one typically requires a specialized set of skills, equipment, and resources. Due to the complexity of Urul technology a character must have at least 1 point in Technology in order to attempt repair of an artefact and most repair checks are extended actions, requiring weeks, months, or years to complete.
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.
“There is no armour against chance.“Ishtigar
Possessing the capacity for ageless life, it is perhaps no surprise that the Urul developed a profusion of means for protecting that life. From folding armour that can be hidden in a normal outfit and revealed with a gesture, to warsuits that can turn a warrior into a warjack and tombs that can sustain the near dead indefinitely, to the organic mantle that can grant a wearer a range of superhuman abilities, First Age Armour is a treasure sought by every soldier, bandit, and warlord in Aeldos. Unless otherwise noted the information given below represents fully functional artefacts.
Folding artefacts are devices equipped with extremely complex first age technology that uses a folding design to store large volumes and surface areas within a small space and adaptive somatic systems, highly charge-flexible materials with shape memory, magneto-gravetic manipulators and joiners and finely tuned helion power supplies to collapse and unfurl a set of advanced armour into a torc, bracers, and boots. Though Folding Armour is one of the most difficult wonders of the first age to reproduce the advantages are obvious; increased mobility, decreased encumbrance, immediate deployment, and the ability to conceal martial equipment from others. Folding armour and shields use a folding design to store a large and durable surface area in a dense space. This enables several pieces of jewelry to unfold into a full set of plate armour, and larger units to unfold into advanced first age armours. In its collapsed form most Folding Armour, also commonly known as Mujin Armour, takes several forms from a set of torc, belted skirt, bracers, and boots, to a harness and belt. When triggered these artefacts unfold into half or full plate armour with advanced flexibility and durability. The key parts of folding armour are the torc, bracers, and belt from which the armour unfolds. Attaching an item to the belt for hip weapons or the torc for shoulder weapons, allows for the armour to activate without issue and unfold around weapon belts and baldrics.
Folding weapons can be paired to and directly stored within the bracers or in slots in the belt and are accessible when the armour is dormant or active.
Many surviving examples of folding armour have been handed down through dozens of generations of Mujin warrior, though there are rumors of individuals who have uncovered other methods of replicating the technology.
Each suit of folding armour requires Helion to operate and an unpowered set will not fold or unfold.
Standard folding armour comes in the following variations:
Standard Folding Armour
|Recon||B2-S3-P3||Light armour entirely stored in a concealable harness. It offers modest protection and high mobility in a low profile package.|
|Assault||B6-S6-P6||Workhorse armour with a slightly bulkier profile when retracted which requires a torc, bracers, anklets, and a harness. Offers exceptional protection, equivalent to ballistic plate steel. Assault armour does require some training to use.|
|Technical||B4-S4-P4||Resembles the Assault variant but trades some protection for a power linkage system which allows the armour to support two modular upgrades.|
|Shield, Small||Parry 2||A small articulated shield which fans out from an arm bracer at command. Can be fielded as a free action.|
|Shield, Large||Parry 3||A large, heavy duty articulated shield which fans out from an arm bracer at command. Can be fielded as a free action.|
Sige Folding Armour
The most sought after form of Folding Armour, Sige Armour, also known as VasVir Armour, are specially constructed variants crafted by the legendary VasVir, Grand Inventor of the Sige. Unlike other armours, Sige Folding Armour bonds with the user providing exceptional protection and a robust power and interface system facilitating more extensive upgrades and expansion.
Mechanics: Sige armour confers the benefits listed in the table below.
Advancement: Sige armour can be calibrated to improve its characteristics, enhancing the speed with which its plates reflexively respond to force or tuning the power output to support additional modifications. To calibrate a set of armour a character with at least 3 points in the Technology skill must make a calibration check, an extended Intellect + Technology with a difficulty of 15 + the new level of the armour. This check must be made a number of times equal to the new level and each check can only be made once per day and represents a full day spent focusing on calibrating the armour.
For example, calibrating a set of armour the third level requires three checks against a difficulty of 18 (15+3), with at least a day passing between each check. Once the armour has been advanced to a new level it remains at that level regardless of the wearer. Unless otherwise stated, higher level bonuses replace lower level ones and are not cumulative (e.g. a Level 5 set B7-S7-P7 soak)
Base Soak (Uncalibrated): B4-S4-P4
|/0||B4-S4-P4||Calibration Period, 0 Mods|
Warsuits and Tombs
Also known as Varsit or Jacksuits, warsuits are widely considered a lost technology; thick and durable powered armour surgically bound to the wearer’s nervous system via an implanted spinal helion mount, capable of turning a human being into an engine of war. According to legend the warsuit was a lynchpin of the armies of the Urul, enhancing a soldier’s strength and durability to legendary heights. The interface that granted the user control of the suit however was a permanent surgical alteration with a variety of risks, such as death during implantation, psychological disturbances, and physical dependence on the helion power core to survive. Some obscure Selenian lore suggests that the original purpose of the warsuit was to allow a human commander to lead battlejacks, creating a connection between the warrior and his squad of war machines. In fact, lore suggests that the warsuit itself was often equipped with its own Artilect, a machine intelligence that acted as assistant and partner to the wearer, creating a functional hybrid of human and clatterjack and blending the creative intelligence and empathy of the former with the devastating power and accuracy of the latter. This all comes at the cost of subtlety and finesse; warsuits are nearly impossible to hide and extremely overt. Outside of a few very specific locales such as Selene, the appearance of a warsuit is guaranteed to turn heads and attract hostile attention. (-10 to all Stealth checks)
The Tomb is a grim variation which combines the technology used in the Warsuit with advanced Medtech. The last refuge of warriors on the verge of death, the Tomb houses only key neural and cardio-vascular organs – a torso or in some cases just a brainstem. The entombed straddle the boundary between life and death, kept alive by their armour and in turn, granted the inhuman strength and power of a machine. While Warsuits must accommodate an intact human body, the entombed take up much less room and as a result are able to support larger Helion rigs and additional modular attachments.
Mechanics: The first step in bonding with a warsuit is the installation of the spinal helion mount. This can only be done via an Armourer Relic or a Level 6 Surgeon with a Medicine of 5 and a Technology of 4. The Surgeon must make two checks: Intellect + Technology against a difficulty of 20 and Grace + Medicine against a difficulty of 23. A success indicates the mount was implanted properly. A failure of 1-3 means the mount was implanted but may not function properly. A failure of 4-6 indicates the implant has failed and been rejected and the patient is in critical condition and additional checks will be needed to sustain them. A failure of more than 6 indicates the patient has died.
The Helion mount itself requires a large amount of helion and without it the mount cannot establish a connection or power the warsuit.
Advancement: Once the mount has been implanted the patient can begin utilizing and acclimatizing to the warsuit. The length of time this takes varies by person, but typically requires at least a few weeks.
After this period the wearer can begin to truly synchronize with the suit, advancing its level using experience points at a cost of new level multiplied by 7. Note that while experience is used to advanced the Warsuits capacity, mods must be found or constructed and installed by a skilled mechanist or Armourer. Mods can be swapped out but a warsuit can only power the number of mods indicated.
|Warsuit Level||Power Bonus||Armour||Health Modifier||Warsuit Mods||Tomb Mods|
|/0||+0||B5-S5-P5||+1||Acclimatization Period, 0 Mods|
The following modules can be added to Folding Armour and Warsuits as indicated in the compatibility column.
|Ailerons||Armour plates automatically adjust to slow and shield wearer from falls.||All|
|Artilect, Support:||The armour houses a Class III Artilect with an intelligence equivalent to an average human. This artilect acts as a personal aide, recording sensory data as requested, providing reminders, and generally acting as an assistant. The Artilect is able assume control of the armour as needed but lacks combat abilities.||Warsuit|
|Artilect, Advanced||The armour houses a Class IV Artilect with a genius level intelligence. This artilect acts as pilot or co-pilot for the armour, taking over as needed to supplement the wearers abilities. The artilect can assume full control and combat duties for the wearer as needed, even continuing the fight after the armours inhabitant is unconscious or dead.||Warsuit|
|Blast Mode||At a command the armour rating doubles but wearer is completely immobilized.||All|
|Dampeners||The armour has been altered to reduce noise. Stealth check penalty reduced to -5||Warsuit|
|Direct Interface||The armour is equipped with a light plug, allowing the wearer to directly connect to other Urul technology and reducing the difficulty of activation.||Warsuit|
|Fire support||The armour automatically designates ranged targets granting all allies gain a +2 to attacks against those targets.||All|
|Geist, Breaching||The armour houses a Geist that can aid in larceny. +3 to Larceny checks.||All|
|Geist, Integrator||The armour houses a Geist that is able to automatically integrate with relic technology. +3 to Technology.||Warsuit|
|Geist, Occultist||The armour houses a Geist that is able to identify anomalies in local fields and forces, identifying Lingua and aiding in avoiding their impacts. +3 to Defenses against Lingua.||All|
|Geist Sensory||The armour houses a Geist that aids the wearer by highlighting unusual variances in sensory input from the local environment. +3 to Observation.||All|
|Geist, Tracking||The armour houses a Geist that aids in tracking targets using advanced sensors and complex algorithms. +3 to Tracking checks.||All|
|Hammerhands||Unarmed Attack inflicts 6d base damage||Warsuit|
|Hardened||The armour has been built to withstand conditions that would normally disable it including shock weapons and breaching Geists.||All|
|Heat Engine||The armour can convert energy into heat, generating a small area of warmth both in and around the armour and reducing the penalties characters take for exposure to cold.||Warsuit|
|Heat Sink||The armour can convert energy directly into cool air, generating a small area of reduced temperature and reducing the penalties characters take for exposure to heat.||Warsuit|
|Life Support||Short of catastrophic destruction the armour will keep the wearer alive, though not necessarily in the fight. If the wearer is reduced to 0 HP the suit automatically attempts to disengage the enemy and seek shelter and aid for the wearer.||Warsuit|
|Night Vision Lens||The armour is capable of seeing in low light conditions.||All|
|Refined Shell||The chassis of the armour has been refined to increase it’s aesthetic appeal or convey membership in a specific organization. This can take the form of hand crafted plating, embossed panels, an articulated or shaped mask, paint, or other accouterments.||Warsuit|
|Serum, Kirna||The armour injects stimulants and clotting agents that temporarily augment the wearers health. 1/day Recover 5 health, 5 stress for 5 rounds.||All|
|Serum, Bellator||The armour is capable of dispensing enhancing chemicals that flood the body augmenting speed and reflexes. 1/day +3 Grace for 1 round.||All|
|Serum, Titan||The armour is capable of injecting a serum to enhance combat prowess. 1/combat take 5 damage and gain +5 to combat rolls for 3 rounds.||All|
|Static Blast||The armour can discharge electricity in a 5 meter radius, stunning nearby targets.||Warsuit|
|Targeting Aid||The armour aids in targeting distant enemies. Gain double aim bonus for ranged attacks.||All|
|Weapon Mount, Standard||The armour is able to support one embedded standard weapon or shield such as Claws, Folding Weapon, Folding Shield, Mass Shield, Barrier, Bow, or Caster.||All|
|Weapon Mount, Heavy||The armour is able to support one large weapon such as a Piston, Grinder, Drill, Discblade, Meteor Fist, Flamethrower, Mag Arc, or Thunderer||Warsuit|
|Torc, Halo||The torc houses a Halo unit capable of intercepting ranged attacks.||Folding|
|Torc, Optical Camo||The torc houses an advanced lightcaster capable of generating an active camoflauge for the armour and wearer.||Folding|
|Belt, Mendikit||The belt houses an automated Mendkit that can heal the wearer or sustain them through grievous injury.||Folding|
Not all first age armours are as covert as Folding, nor as overt as Warsuits. Indeed, for many of the later soldiers failing Imperium, advanced armour was far more common. These durable suits often survived better than their more complicated relatives. Also known as Imperial Plate, Battlesuits, or Arcgear, advanced armours are made of sturdy materials and clever design but with a minimum of additional technology. Lacking any embedded Helion they cannot support modules, but they demonstrate a unique resilience against Firearms and other first age weapons.
Soak: 5/5/5 – Immune to Armour Piercing 1
Mantles are a bizarre first age technology known by a variety of names; warskins, moonskins, battleskins, shrouds, biosuits, skinweaves, or exoderms. Less a device than a bioengineered entity, Mantles provide protection as well as a range of abilities in an easily concealed symbiotic suit. With sufficient time the suit itself begins to weave into the wearers flesh, permanently augmenting them. At its most basic the Mantle itself hardens and flexes to shrug off attacks, however more advanced examples can enhance the wearers agility, close wounds, provide immunity and longevity, generate camoflauge or even form weapons.
In their inert form Mantles appear as a simple viscous substance, typically housed in fluid medium in a bio-stasis container, but with the correct stimulus and conditions the substance ‘activates’, coming alive and bonding with an suitable organic, generally human, host. This bonding can be temporary or permanent, though the longer a Mantle is worn, the more it becomes attuned to the its host.
The benefits of the Mantle vary but most strains grant the wearer enhanced physical prowess and considerable defenses against injury. More advanced strains can enhance senses, additional physical traits, integrated weaponry, and more. Some hosts even claim that Mantles possess a form of sentience and are capable of communicating obliquely through dreams and automatic actions.
External mantles are typically black or darkly coloured and lightly textured, making them appear like Dermik or some other first age material on first glance. Once the mantle bonds with the wearer it can appear as normal clothes or naked skin, making identifying hosts almost impossible. At will the Mantle can be unfurled to cover the wearers body and head, providing full protection against attacks.
By all accounts Mantles were a late development of the First Age and the technology had little time to mature before the calamity that brought on the dark age. As a result many surviving examples demonstrate flaws or aberrations. The rarity of this technology is exacerbated by the fact that most Mantles bonded permanently with hosts and died alongside them. The only culture with the technology necessary to replicate Mantles are the Selenians who are said to equip their spies, the Umbrals, with a variant known as a Moonskin.
Mantles are constructed with helion and no additional helion is required to power them.
Mechanics: The process of opening Mantle stasis jar and activating it requires an Intellect + Technology check with a difficulty of 20. After that however, donning the Mantle requires no special ability or procedure; the host simply needs to submerge some part of their flesh in the fluid medium holding the Mantle. Once the Mantle has been donned the wearer gains the benefits of the armour provided. Obtaining additional benefits requires the formation of a bond between the symbiont and the host.
Advancement: The player can spend experience to advance the Mantles level at a cost of new level multiplied by 7.
Bonding with the Mantle typically requires the host to meditate on and accept the process. Mantles require active engagement with the host to establish the neural and physiological connections necessary to grow.
Mantle wearers developing mutations are often afflicted by intense hunger, the result of the Mantles need for biomass to build the mutation. This hunger lasts for only a few days. Once the mutation is complete the helion woven into the skin of the Mantle and a normal intake of food provide sufficient power for operation.
Base Soak: B4-S4-P4
|Mantle Level||Grace Bonus||Armour||Health Modifier||Mutations|
|/0||+0||B4-S4-P4||+1||Unbonded 0 Mutations|
The following mutations can be triggered through bonding between host and Mantle.
|Thermoregulate||The Mantle regulates body temperature, granting full immunity to the effects of cold and heat.|
|Bioreactor||The Mantle can consume and purify any organic material for fuel. The host can gain sustenance from virtually any biomatter without getting sick.|
|Healing||The Mantle enhances the hosts immune system and doubles their rate of healing.|
|Calm||The Mantle moderates the hosts nervous system to help moderate stress. Add Mantle Level to Stress Soak.|
|Stasis||The Mantle moderates the hosts aging process, rendering them effectively ageless.|
|Power||The Mantle modifies key components of hosts anatomy to enhance strength and endurance. Add Mantle level to Power.|
|Tendrils||The Mantle gains sufficient mass to generate a number of agile prehensile tendrils equal to the Mantles level; these Tendrils have 1/2 the power of the wearer and can be used to aid climbing, grappling, tripping, and even as whips in combat.|
|Blade||The Mantle can generate a short blade or spike at the wrist or palm with a hardness equivalent to arc steel command. 4d|
|Claws||The Mantle forms a set of razor sharp claws around the wearers fingers. 4d|
|Motes||The Mantle can split off a portion of itself, a finger sized mote that can transmit sensory data from a distance and perform low power actions such as lock picking or pickpocketing small items. Typically takes the form of a small insect.|
|Immunity||The Mantle is able to neutralize ingested, airborn, or injected toxins and poisons, rendering the host immune to all.|
|Tech Interface||The Mantle can connect the host directly to Urul technology with a light plug, reducing the difficulty of activation and operation.|
|Camouflage||The Mantle dynamically alters its pigmentation to provide natural camouflage. Add Mantle Level to Stealth checks.|
|Reflex||The Mantle develops a keen reflex response that makes it difficult to ambush the wearer; the wearer can no longer be truly ambushed and always gains a full defense to melee attacks|
|Infared||The Mantle modifies the eyes of the host to perceive in additional spectrum’s, granting them low-light vision|
|Vanes||The Mantle can generate a set of drag inducing structures that slow descent and manages falls, reducing all fall damage to 1.|
|Sapient||The Mantle develops a density of ancillary neuronal mass, granting it a near sentience. This can manifest in different ways; as a quiet voice providing gentle guidance; as a dreamt other; as an indistinct increase in subconscious capacity. Add Mantle level to Intellect and remember that the Mantle is always watching.|
Mantles often exhibit one or more of the following flaws at the Storytellers discretion.
|Geocoded||For reasons known only to the Urul, the Mantle requires proximity to a certain area to work fully. Outside of a defined range the Mantle is reduced to level 0.|
|Sterility||The Mantles mutations render the wearer sterile|
|Allergic||The Mantle is vulnerable to a specific substance. Eg. Silver, Iron, Sunlight, Sulphur|
|Overwhelming||The Mantle generates an uncomfortable amount of neural noise, reducing Intellect, Intuition, and Personality by 1|
|Aberrant Mutations||The Mantle mutates without direction or input, changing mutations regularly.|
|Hostile||The Mantles mutations are flawed and dangerous, often doing the opposite of what was intended|
|Hungry||Feed me Seymour. The Mantle inflicts constant hunger on the wearer, doubling the cost of meals and drink and inducing a point of stress for small or missed meals|
Halos are small disc like devices, typically 30 to 50 cm, capable of independent flight and motion. This device is paired with a bracer or torc which, when activated automatically deploys the Halo to defend against ranged attacks, disintegrating arrows, bullets, and other missiles before they can reach the Halo’s bearer. An active halo follows its bearer a few feet behind their head, lancing out with blasts of energy to reduce any approaching missile to dust. When deactivated the halo docks with the bracer or torc. A Halo can also be assigned to defend the wearer, another individual or a group as required. Halos are specialized defensive devices and do not defend against melee attacks. They also do not prevent a bearer from making their own ranged attacks, making a skilled Longshot equipped with a Halo a truly terrifying opponent. The only method of overcoming a Halo is to saturate a target with attacks, overwhelming the devices capacity, a difficult task without automatic weapons.
Halo’s scarce and primarily found in the south where they are utilized by some Selenian defensive forces and Tollam skirmishers.
The existence of the Halo and it’s sister technology, Barriers, does much to explain the Urul fondness for innovative melee weaponry.
Each Halo requires a small amount of Helion to operate and an unpowered Halo provides no benefit.
Mechanics: A Halo can defend against a number of targeted ranged attacks equal to its level x3. The Halo also makes the bearer immune to volley fire; only a concerted effort to target the bearer can overwhelm the device. Targeting the Halo itself is even less effective as these devices have a difficulty of 20 to hit, defend themselves, and are sturdy and durable build with an armour of B7-S7-P7 and a damage pool of 35.
Advancement: A Halo can be tuned and enhanced by anyone with at least 3 points in Technology, but the task is difficult and requires succeeding in an extended Intellect + Technology check. This check needs to be made a number of times equal to the new level of the Halo and the difficulty is 18 + the new level. This check can be made once per day and represents a full day spent tuning the halo.
|Halo Level||Ranged Intercepts|
Personal Barriers typically take the form of a stave or staff with a complex arrangement of filaments and nodes on the shaft and crown. When powered these filaments are capable of generating a planar or hemispherical shield of matterless inertia capable of blocking or repelling matter and projectiles. The barrier 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.
Once activated the staff will stand on its own, generating the field in the desired location and allowing the user to engage in other actions with their hands.
The only counter to a Barrier is to overwhelm it with damage as the device can only expend a limited amount of energy per turn.
According to the lore barriers are based on careful observation and replication of a Shaper ability and as a result many Shapers can reinforce or nullify these devices with relative ease.
Mechanics: The Barrier absorbs the amount of damage listed in the table below.
Advancement: A barrier can be tuned and enhanced by anyone with at least 3 points in Technology, but the task is difficult and requires succeeding in an extended Intellect + Technology check. This check needs to be made a number of times equal to the new level of the barrier and the difficulty is 18 + the new level. This check can be made once per day and represents a full day spent tuning the barrier
|Barrier Level||Damage Capacity/round|
Armour specially crafted to accommodate Shifters, Helix armour predates Mantles but shares much in common. The dominant difference between the two is that Helix armour utilizes specific organic materials that can be easily absorbed into a Shifters body during a transition between form; materials such as corals, spider-silks, and engineered biomimetics. Helix armour is fundamentally living armour, and bonds with its Shifter over the course of several transitions, establishing a symbiotic relationship. The armour demonstrates a primitive intelligence that drives it to protect its host and in return the armour is able to grow with the host, growing more extensive and durable.
Mechanics: Helix Armour can be worn by anyone but works best for Shifters with whom the symbiotic entity can properly bond. For each point a Shifter has in Morpheme they can choose one of the Helix Armour traits from the table below.
Base Soak: B1-S1-P1
|Shell||The armour lattice grows more dense and durable, adding +1 to soak. This can be taken multiple times.|
|Chromatophore||The armour develops a layer of reactive camouflage granting +3 to Stealth|
|Thermoregulating||The armour helps regulate body temperature, granting full immunity to the effects of cold and heat.|
|Mass||The armour adds additional absorptive biomass, adding +3 to Health|
|Reservoir||The armour develops a secondary fluid reservoir that permits storage of poisons, venoms, and other liquids that cannot be absorbed during a shift.|
|Memory||The armour develops an assistive neuronal mass that assists in returning to one’s base form. +2 to check to return to human form|
|Specialized||The armour is able to augment other Shifter powers, granting a +1 bonus to a chosen power.|
Also known as: Oss.-Vincula, Catena, Vic.-Sreang Ré (Bloody Wire), Lux.-Dyrmiro (Demon Rope), Muj.-Saagadag (Evil Strand), Neh.-Etesici (Meat Cutter)
Vicious devices of ancient fashion and cruel simplicity able to dismember their wearers with a word.
With as many names as there are nations who hate them, Bindings are first age penal devices that were discovered and re-purposed by the Ossandrian Empire to control their slaves. These cruel devices are considered instruments of barbarous cruelty by virtually all nations, with only Ossandria and Granden using them. From a mechanical perspective Bindings are relatively simple; thin, flexible, and resilient pieces of alloyed metal materials, ‘wires’ or ‘strands’ which are wrapped around a slave’s arms, legs, and neck with each thread connecting to a central control unit, a palm sized disc. Upon command or when tampered with the threads constrict causing deep lacerations, amputation, or dismemberment depending on the desire of the controller. Unfortunately the relative simplicity of the technology has enabled Ossandrian engineers to replicate them in considerable numbers, strengthening the stability of the slave nation that it would otherwise lack. Bindings can be keyed to multiple words, with each one causing a different level of injury. They can also be configured to trigger based on other criteria such as physical proximity to a control device or based on a countdown timer that must be reset by the devices master. Disabling a binding is a perilous task, requiring steady hands, keen intellect, and a stout heart since a single misplaced tool can cause the grisly death of the wearer. Bindings can be hidden beneath clothing, but many slaves are forced to wear them openly as a sign of their subservience.
Ossandria: Bindings are used extensively in Ossandria to control slaves including domestic, industrial, and military. A binding signals the less than human nature of the wearer to all Ossandrians. Ossandrian bindings are produced primarily in the capital of Ossandor and exported across the Empire.
Granden: Bindings are a recent acquisition for the Mirage Kingdom, the result of favorable trade with Ossandria. The small supply means they are reserved for particularly obstinate slaves or criminals. Rumors suggest that Granden engineers are beginning to increase their production, making many in the north increasingly nervous.
Mechanics: If an individual wearing a binding violates a condition placed on them they can experience one of three circumstances; lenient, standard, and strict.
- Lenient: If the master of the binding has set the device to be lenient the wearer experiences 1 point of damage per turn until they have ceased the violating act or are disabled.
- Standard: If the master of the binding has set the device to a more standard setting the wearer experiences 3 points of damage per turn until they have ceased the violating act or are disabled or dead as the master chooses.
- Strict: If the master of the binding has set the device to a strict setting the wearer experiences 4 points of damage per turn until they have ceased the violation or are dead.
Disabling a Binding: The most typical configuration for Bindings prevents the individual wearing them from being able to disable the device themselves. Instead it requires a third party to embark on the task. This would be saviour rolls the lower of their Grace or Intellect + Tech versus a difficulty of 19. A success on this roll releases the target but a failure triggers the device causing 4 points of lethal damage and necessitating a second check at difficulty 21 to prevent the wearer from being killed outright.
“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
Technology used to establish, sustain, or defend civil structures like cities and outposts.
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.
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
-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
Clatterjacks (Under Review)
“A knife does not feel sad when it is not cutting. What fool would design a tool that feels misery in inaction? Machines are not like people. They are built to have a function but they should not feel about that function. A warjack who loves war is a danger to peace.”
– Isaac Omara, First Rank Mechanist of Selene
Also known as: Comm.-Jacks, Clatterjacks, Clankers, Svert.-Konaet, Lux.-Karetao, Muj.-Kikae, Oss.-Automata
One of the most incredible demonstrations of the advanced nature of the Urul Imperium, Clatterjacks are Helion powered thinking machines housed in indomitable bodies of steel, crystal, and vitrum. These automatons come in a variety of shapes, sizes, and capacities; durable labourjacks, deadly battlejacks, ghostly nimblejacks, and wise brainjacks.
The term Clatterjack derives from the generally noisy nature of the most common variants; labour and battlejacks. Clatterjacks are self operating machines, typically humanoid in form and designed for a variety of purposes. At their most basic a Clatterjack is an alloyed skeletal structure (also called a chassis) fitted with a myofibre musculature, a suite of sensory instruments known as a sensorum and powered by fitted Helion carefully aligned in a complex Helion harness. Additional enhancements can range from integrated armaments to advanced toolsets, or decorative shells. Each Clatterjack is controlled by an Artilect or Artificial Intellect also housed in the Helion and the intelligence of a given Artilect can vary significantly. Some special Clatterjack known as Heliar even demonstrate independence of thought and action, though they are rare and the circumstances of their creation remain unclear.
Selenian Artilect Classifications
|Class||Intellect Level||Abbreviation||Notes||Helion Req|
|I||Drudge / Daft||I-0-D||Simple, sub-human, capable of obeying simple and direct commands but lacking personality, empathy and creativity. Akin to a well-trained domestic animal.||1|
|II||Sub-Average / Inept||II-SA||Simple and obedient, but also possessing a personality and memory above Class I. Still requires commands but more adept at fulfilling spirit of command.||2|
|III||Average / Intelligent||III-A||Average human intelligence. Sometimes imbued with personality. Long term memory and modest creativity. Still inclined towards service.||4|
|IV||Genius||IV-G||Genius level intellect, eidetic memory, distinct personality, creative and possessed of full comprehension of known lore. Capable of fully independent action or subservience as required and driven to fulfill fundamental directives instilled during creation. Typically specialized for a single purpose.||8|
|V||Trans-sophont / Singular||V-TS||Posessing an advanced and specialized brilliance. The Helion requirements for this level of intelligence often make this class of Artilect stationary, and always well hidden or guarded. Theoretical limits of intelligence approach Ayr levels. Created by IV Class Artilects.||16|
|X||Heliar||X||Heliar demonstrate ranges of intellect but are fully possessed of their own volition and will, making them independent of human control. This particular class is exceedingly rare and can be considered a modifier of other classes||1|
The bodily template and construction of Clatterjacks can vary significantly and while the majority are humanoid in appearance (though often much larger than a typical human) there are also many examples of non-humanoid designs.
Selenian Clatterjack Chassis Classification
|A – Alpha/Ono||Small chassis, 1.5 meters or smaller, typically non-humanoid in shape. This class of chassis is fragile but dextrous.|
|B – Beta/Human||A medium sized chassis, 1.6 meters to 2.5 meters. A relatively uncommon chassis that offers a good balance between various aspects.|
|G – Gamma/Tollam||A large sized chassis, 2.5 meters to 3.5 meters. A durable and well engineered chassis type commonly used by both labourjacks and battlejacks.|
|D – Delta/Titan||The largest chassis size, 3.5 to 5.5 meters. An exceedingly rare chassis used almost exclusively for warjacks.|
|E – Epsilon/Whisper||An advanced variant of the Class B chassis that builds on the success of that model.|
|Z – Zeta/Aerial||These small chassis are flight capable via a charged zetherium core|
Beyond the southern city of Selene Clatterjacks are rare and highly valued for their durability, strength, inexhaustible supply of superhuman labour, potential defensive use, and the general prestige that comes with controlling one. The rarity of Clatterjacks is driven by two factors; their incredible complexity which requires a particularly gifted tinker or mechanist to replicate, and the rarity of Helion which is used to both to power and control them. Without Helion a Clatterjack is essentially a complex statue. These all contribute to the high valuation of operational units and the tendency for such units to be owned only by the particularly wealthy or powerful.
While Jacks in varying degrees of repair can be found across Aeldos, the greatest density of well maintained and functional Clatterjacks can be found in Selene where they provide significant labour to keep the city running and its inhabitants comfortable. Selenian Clatterjacks have proven to be intrinsically linked to the city itself and any unit taken a significant distance from Selene rapidly looses higher logical functionality.
The complexity of Clatterjacks requires highly specialized knowledge, training and tools. Due to their extensive integration into the Selenian economy and military, the need for maintenance of the existing jacks is integral to the defense and operation of the city. For centuries a singular group has been responsible for this activity; the Mechanics. Alternately known as Mechanists, each member of this order undertake years of tutelage at the Academy of Selene and the Library of Cogs before being able to work on the automata of Selene. Gaining entry to this order is no small feat. Not only does it require a keen intellect, steady hands, and demonstrated excellence, students are also expected to devote themselves spiritually to Selene and its wonders. Mechanists live lives that are closer to those of monks and priests than smiths, spending their days studying the luminars and texts of the Library of Cogs, meditating in the temple of the Craftsmen, and performing maintenance rituals and consecrations on the Clatterjacks and machinery of Selene.
- Active mechanics are restricted from marrying or bearing children.
- So valuable is the knowledge of the Mechanics that they cannot leave the city without permission from the Lady and are often accompanied by Sentinels when doing so.
- Master Mechanics are each assigned a singular Clatterjack as their charge and responsibility. Each Master Mechanic may have a half dozen apprentices.
- Apprentice Mechanics are given the more laborious tasks of maintaining integral infrastructure and first age tech within Selene
When dormant or under maintenance most Clatterjacks reside in specially designed arches. These arches are built both to enable synchronization and deconstruction of the Jacks to enable maintenance.
Clatterjacks perceive the world through a unified set of components called a Sensorum which aggregate signals from a variety of sensory subsystems and render them in a format interpretable to the harnessed Helion that drives the machine. The data generated by a Sensorum is then augmented by the active sensing capacity intrinsic to all mounted Helion; an ambient emission of typically short-range and imperceptible energy waves that map the Clatterjack’s body and nearby external environment, granting kinesthestic, proprioceptive, and equilibrioceptive sense. Note that though Clatterjacks do not typically possess a sense of tactition or mechanireception equivalent to humans (their exteriors generally lack such sensors), they are aware of the act of touching, being touched, and damage to self via the active sensing mechanism. Clatterjacks do not experience pain.
Sensorum can vary significantly in quality and capability and are typically classified as either Basic, Standard, Advanced, or Apex, with Basic being the minimum needed for regular operation and each more advanced variant integrating more robust capabilities.
Basic: A combination of one or more vitrum lensed camera that capture a three dimensional representation of the external world (roughly replicating human vision capabilities) paired with an audition system that translates sound and a chemical olfaction array granting a sense of “smell”. The Basic Sensorum allows the Clatterjack to perceive the physical world around them at a level of detail roughly analagous to the average human.
Standard: A Sensorum that enhances the Basic component with additional light ranging components, which can function in both narrow and broad configurations, and thermoceptors augmenting this additional sensory data with higher resolution internal representation, granting a more detailed and robust perception to the Clatterjack. The Standard Sensorum allows the Clatterjack to perceive the physical world around them at a level of detail roughly analagous to the above average human.
Advanced: A Sensorum that refines Standard functionality with arrays of better parfocal Vitrum lenses with variable focal lengths, higher sensitivity audition systems, and additional light ranging emitters, and adds additional electromagnetic ranging and thermography components. The Advanced Sensorum allows the Clatterjack to perceive the physical world around them at an incredible level of detail.
Apex: The most sophisticated set of perceptual mechanisms available to a Clatterjack without direct augmentation of the Helion sensing system, the Apex Sensorum adds a rare array of components that act as a Hyperspectral imaging system granting the Clatterjack perception of the world in perfect detail.
Each Clatterjack is designed for a distinct purpose. Potential purposes include labour, combat, industrial production, entertainment, emergency services. The following are a list of known types of Clatterjack
These jacks are typically tiny, often designed to mimic small animals such as snakes, cats, dogs, etc, and relatively delicate, designed for entertainment more than anything else. The Toyjack harness is too small to house an Artilect above a Class I and most are incapable of anything beyond simple direction. Operational Toyjacks outside of Selene can be found exclusively in the hands of the exceedingly wealthy; the value of the sliver of Helion used to drive such a toy is enough to sustain a family for a lifetime.
Commonly found beyond the walls of Selene, Junkjacks are typically labour or battle jacks that have been rebuilt using salvage or cruder materials such as Iron or Wood. Junkjacks are rarely fully operational due to the many repairs, replaced parts, and work-around’s that are necessity to keep them operational. Most Junkjack harnesses are crude or damaged enough that units are limited to Class II Intellect.
The most common form of jack in general, Labourjacks are robust, durable, and designed for easy maintenance and modification. This allows them to serve a variety of roles, from general drudgery and haulage to construction, manufacturing, and fire suppression. Labourjack harnesses are complex enough to house classes I-IV or X Artilect.
Designed to protect and support humans in combat, Battlejacks are built to be durable, adaptive, and deadly. Because they are intended to operate alongside human troops they are often much smaller than Warjacks and wield close quarters rather than ranged tactical or strategic weapons. All Battlejacks require a class II-IV Artilect to be effective in combat. There are only a handful of Battlejacks operating beyond Selene.
Also known as Whisperjacks or Shadowjacks, these units are almost entirely vanished in the fourth age. They were designed for speed, grace, and silent operation, to act as assassins, spies, and messengers. Some stories speak of advanced models equipped with lightcasting or cloaking units that further enhanced their capacity for stealth, while other stories suggest smaller designs, built to emulate stealthy creatures such as cats, weasels, and ravens. Unfortunately the same design decisions that made them adept at these roles made them far more complex and far less robust than their brethren. The rarity of their components and the difficulty of their manufacture makes their maintenance costly.
Equipped with enormous and devastating ranged weaponry, prodigious strength, nigh impenetrable defenses, and advanced tactical awareness, a single Warjack can reduce an army of humans to their constituent parts within minutes. Warjacks are not designed to operate alongside humans, they are designed to replace them. There are only three known and operational Warjacks in Aeldos; the Three Sisters of Selene who have guarded the Silent City against its enemies for millennia. The last time they awoke it was to destroy two full Ossandrian Legions in the course of an afternoon. The Sisters each possess class IV Artilects. Warjacks represent the pinnacle of fourth era martial technology and most rulers dream of the recovery of even a non-operational unit.
The rarest of all fourth age automatons, Brainjacks are almost entirely represented by the stationary units built into structures such as those found in Selene. Three examples are Intos the Librarian, Aceso the Surgeon, and Ifanthis the Weaver, all found in service to Selene. Historical documents refer to mobile Brainjacks whose bodies were large tripeds and who acted as advisors, walking libraries and lorekeepers but there are no examples that have survived to the fourth age. Brainjacks are always equipped with class IV or V Artilects, hence the name.
Jacks capable of flight using charged zetherium, there appear to be have been two fundamental design philosophies behind such creations; mimicry of organic avians or geometrically aerodynamic abstract shapes. Regardless of construction, their purpose was common; to act as scouts, surveyors, interceptors and attack units. As with the Nimblejacks, this type of Jack has vanished almost entirely.
The immense power of the Clatterjack enables them to bear extremely heavy armour and wield a variety of large or powered weapons or tools beyond the reach of Humans and even most Tollam. The following are a list of examples.
|Piston||A pneumatic piston which is capable of pounding rock into dust, or people into paste.|
|Grinder||A tool composed of multiple rotating surfaces with spikes, typically used to grind rock and ore but even more effective on bone.|
|Drill||A driving tool for drilling holes in wood, metal, rock, or unfortunate enemies.|
|Discblade||A circular saw. Typically used for processing lumber but modified versions can survive sustained use in combat.|
|Claws||Heavy steel blades built into the hands or knuckles.|
|Chains||A heavy metal chain used for attaching the Clatterjack to loads for hauling. These can be turned into deadly sweeping weapons.|
|Meteor Fist||The Clatterjack’s clench fist extends from the arm on a heavy chain and can be wielded like a wrecking ball.|
|Melter||A device for melting ores and mending metals that produces a gout of intense flame. Sustained use can melt heavy plate armour in less than a minute.|
|Flamethower||A modified melter which produces a lower heat but can operate for longer periods of time and with less collateral damage.|
|Mag Arc||A device for manipulating Orick which allows the Clatterjack to produce a powerful surge of electricity. Deadly when used against people.|
|Folding Weapon – Blade||A built in blade which extends from the forearm or palm of the clatterjack|
|Mass Shield||A collapsing or standard shield built from extremely dense and heavy materials. Typically between 2-3m tall and capable of absorbing or deflecting most attacks.|
|Longonn||The barrel of this weapon produces a powerful magnetic charge which propels specially alloyed ammunition at hypersonic speeds.|
|Thunderer||A deadly heavy firearm that launches 2-8kg bullets capable of bringing down walls and shattering shield formations. Capable of indirect fire.|
|Mighty Thunderer||A massive thunderer capable of launching 15kg explosive shells. Some variants are rumoured to be able to track targets after firing.|
|Hailfire Thunderer||The Hailfire Thunderer is capable of firing a sustained barrages of multiple projectiles.|
Incredible really. The Ayr’s worst creations pale in comparison to the danger of a single corrupted machine. An aberration might hunt and kill, but in automation you find the truest form of slaughter.
According to legend, at the height of the precursor cataclysm, beast-ridden machines hunted humans and quasihumans alike, dispatching them with brutal efficiency. Sige and Artilects developed a the following technologies which could be used against the predatory machines. This included the following:
Devices which are capable of hiding a person from machine perception, distorting their presentation to mechanical sensorum by warping key aural and visual signatures used by machines. Shrouds can be either obscuring, meaning they make the user invisible, or guises, meaning they can be used to impersonate other entities by creating a sensorum illusion.
A more aggressive option are these devices which are capable of “blinding” a machine’s sensorum by flooding it with too much data. Dazzlers can be either overt, meaning they can be equally disorienting and disabling to organic senses, or they can be covert, meaning they emit on wavelengths used specially by machines, restricting the debilitating effect to mechanical entities.
Devices generate an endless torrent of sub-audible root commands in clatterspeak. These commands are distracting to machines which must devote some portion of their cognition to defending against them and, in unshielded machines can even trigger dangerous or debilitating reflexive actions.
These symbols/sigils are the visual equivalent of Torrents; a coded command which can debilitate or trigger reflexive actions in unshielded machines. Unlike Torrents which are generally detectable, some Memeticar are doubly dangerous in that they are not consciously visible to the machine entity itself, attacking them at the sensorum level but hidden from their knowing perception.
Fulcrum weaponry is capable of stunning unshielded machines even more easily than humans.
These techologies work best against more common sensorum types, exploiting flaws in the design of these devices. Advanced sensorum which more directly replicate the web of human senses are more difficult to fool as they are designed to use a flexible array of interlocking senses to create a sensory picture.
The following are technological relics focused on the fabrication and production of complex artefacts or goods.
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.
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 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 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.|
Also known as a Bioloom, these devices are distinct and strange devices designed to create more advanced and biologically active soft-materials. The Hellioth loom produces ingots, sheets, and threads of bioactive alloys. These durable fibrous filaments, dense chitins, and self-healing skins were supposedly used to make Shifter gear capable of transitioning through forms. The most common output is the symbiotic Helix armour written of in Luminars describing the Shifter warriors of the first age.
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|
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|
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.
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.
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.|
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.
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|
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.
“You can keep your fancy blades and canna and suits of living armour; the real value is in the Luminar, the Cartographer, the Intravellum. It’s one thing to have an artefact but another to know it.”Vanhin Ilmarinen, Lorekeeper of Allfrerhem
The knowledge of the Urul Empire was vast and deep and covered nearly every subject imaginable. Indeed the volume of knowledge was so great many Lorekeepers suspect it would take entire cities to store it in books and scrolls. Fortunately for all, the precursors solved the problem of housing their vast knowledge with a variety of technologies, some of which survived the calamity and are still operating today.
A device for housing scrolls with a crank, dial or button that allows one to view and scroll through pages while protecting the record material from decay and decomposition caused by contact with air or flesh.
Used in the early Urul Imperium, prior to the development of Luminars, and again during the dark age after the fall of the Imperium, Autoscroll documents are largely priceless and irreplaceable primary sources for otherwise obscure information; illuminated manuscripts, holy texts, technical manuals. While the contents of most autoscrolls have been transcribed to Luminar the original documents are kept, both to maintain an accurate first record and as insurance against future cataclysmic losses of information. Autoscrolls are bulky devices, typically constructed of extremely durable materials, and generally unsuited for use in inhospitable or wild locales. The largest repository of Autoscrolls are located in Library of Cogs in the city of Selene.
“The progenitors saw everything, from cloud to pebble, star to stone, bird to beast, and they wrote it into a thing you can hold in your hand. They drew the entire world without ink on the head of a pin. I don’t know if it’s magic but it might as well be.”Elara Morain, Victran Adventurer
Also known as: Mapper, Eidor, Ayver, Veir, Automap, Mapping Unit, Cartographer, Explorator, Pathfinder, Iterlect
Cartographers are specialized devices, similar to Luminar, that store and display geographic data. In most cases this takes the form of pre-loaded interactive maps, specially crafted by human map makers and encoded on to data slates, but more advanced variants can be paired with automated remote units to live map a locale or region. The most highly valued cartographers retain the vast geographic records kept by the Urul, revealing ruins, caches, and vaults otherwise lost to modern folk. In the right hands mapping units are as powerful as any Canna or Clatterjack, offering the user access to both geographic and strategic knowledge that is unavailable to others.
The greatest strength and limitation of mapping units is the data they contain; most retain the details of Aeldos as it was in the first era and require considerable effort to update. It requires considerable skill and effort to update and maintain these devices, requiring both cartographic knowledge and technical expertise, and only a handful of individuals across Aeldos fit this description. Additionally Cartographers, like many devices of the first age, durable but nearly impossible to replicate using modern technologies. This makes working units scarce and highly valued, with most being confiscated by powerful cultural institutions or figures. The skilled adventurer in possession of a cartographer and the will to delve dangerous ruins is virtually guaranteed to find their fortune.
The Cartographer comes in several varieties and levels of capability.
Portable Cartographers: These devices look like black bronze or gunmetal plated scrolls with simple magnetized handles. With a simple code the handles magnets release and can be pulled apart unfurling a flexible glass sheet which displays local and regional terrain from a variety of views. Depending on the condition of the mapping unit the user can see only the most rudimentary outlines to everything from flora, fauna, topography, or weather. Most portable units seem to be capable of auto-mapping the local area within a dozen meters or so, though the mechanism for this action is unclear. More advanced units can be paired with aerial jacks to map larger areas. Like Luminar, most Cartographers seem to operate using a form of ambient energy collection and require exposure to light or heat to operate. A portable Cartographer kept in the dark and cold will eventually lose functionality.
Stationary Cartographers: These large devices are typically found in the ruins of first age cities, towers, or aerials and take the form of tables and pedestals which, once activated, project a luminous three-dimensional image of vast swathes of Aeldos. Known working examples have been reported in Selene, Ossandor, Victra and Granden, granting the rulers of each a significant strategic and economic advantage as these maps have layers revealing details such as the location of vaults, resources, and first age ruins.
Explorators: Highly specialized Clatterjacks called Explorators can be paired with a Cartographer to enable automated mapping. Explorators are small, typically 50 to 70cm or so, exceedingly light, mobile, and simple-minded. Some take various geometric shapes, like floating polyhedrons, while others emulate wildlife and are more akin to a Toyjack. Explorators utilize first age flying technology to cover large distances from a height, granting the Cartographer a wide lense on the local geography. In addition to the automated mapping function, a Cartographer paired to an Explorator grants the holder the ability to view distant events through the eyes of their Explorator, an ability highly sought out by mercenaries, spys, and thieves across Aeldos.
“The simplest way to describe it? You remember things that you didn’t do and you know things you didn’t really learn. That’s the gist. It’s a great way to teach really; skip all the work and time and practice… unfortunately it’s just as good at driving a man mad.”Marcus Vansen, Tinker of Kerv Oss
Also known as: Blood Books, Memory Needles,
A small cylindrical device approximately the size of a thick quill pen, the Intravellum is an innocuous but potent piece of technology, capable of conveying knowledge directly to a recipients mind. Upon unlocking the device, typically by a specific sequence of rotations on the stem, it reveals a needle-like piercing tip. Anyone injected with the sharp end of this device slowly gains access to the knowledge stored within.
The basic principle behind the Intravellum is simple: knowledge need not be transferred by the clumsy tradition of word or letter, but instead can be transmitted via the blood. Of course, this simple premise belies the incredible and arcane complexity of such a concept and as a result their creation remains a mystery only the Urul know the answer too. What lore exists suggests that this technology was favoured by the Sige faction of the Urul empire who used it to elevate an already highly intelligent society to new heights.
Practically speaking, the recipient of an injection from such a device gains the knowledge stored within. This takes time to manifest; information is not typically immediately accessible and can sometimes take weeks, months, or even years to fully register with the recipient. Intravellar knowledge can take several formats; mentally accessible codices, detached memories, even mental tutors, each of which convey some general or specific knowledge. Since the knowledge often comes in disassociated fragments, Intravellum require a strong mind to properly process and access the information. An unprepared or unsuitable recipient can easily be driven mad by the effects of the device.
While the techniques for creating Intravellum and loading them with information are believed lost and the devices are rare enough have survived to the current era that they are recognized and highly valued by lorekeepers and aretefact hunters.
Codice: Recipients perceive the new knowledge vaguely, as if it originated from a book they once read, or a story they overheard. The absence of the visceral multi-sensory features found in other types of Intravellum make this type the easiest to absorb but often the least potent and lasting.
Memory: Recipients perceive the new knowledge as a distinct and concrete memory, though not their own. This memory comes with a set of contextual knowledge and sensory features that make the knowledge robust and enduring, but also increase the stress and risk of madness.
Tutor: Recipients perceive an interactive tutor who guides them, instilling knowledge as any mentor might, answering questions and providing direction. The tutor is imperceptible to others, only appearing for the recipient. The nature of the tutor is defined by the donor, and can range from gentle, respectful instructors, to cruel and insulting taskmasters. Tutors often demonstrate awareness of the world as perceived through the recipients eyes, and exhibit personal values which may require satisfaction before they will instruct. Some demonstrate distinct goals which they will push their donor to pursue. The worst stories suggest some Tutors who can manipulate the perception of their donor or even possess their bodies at rest. As a result, recipients of a Tutor are the most likely to be driven mad by the persistent voice that now lives in their heads.
Also known as: Volmine, Omnes Lectora, Urul Slate, Light Slate, N.Neh.-Ishikthasi, Svert.-Kevytyyny, Lux.-Mrpoao, Oss.-Rasa Lucem, Tol.-Lichtbogen
The term Luminar refers in general to a class of devices capable of displaying information as light on a flat surface. These are normally dark glossy surfaces which respond to certain inputs, allowing a user to read, write and draw on their surface. Luminar are often a component of other larger technology relics such as Foundries, Looms, and Armourers.
The most common variant of Luminar technology is a small device 15-20cm wide and 20-30cm tall, easily held in the hand and capable of displaying a wide range of static or animated imagery. Luminar are able to store a library worth of information but most newly discovered or reactivated Luminar contain little or nothing. Images and notes taken on these devices can be pushed to other Luminar for display or held in the Luminar’s memory perpetually and many lorekeepers value the tools for their versatility, durability, and compact size. Unlike most Urul Technology, Luminar do not require Helion to operate and instead are powered by exposure to light or heat. Except in particular circumstances such as deep underground or in the dark and barren Chillwaste, they are functionally inexhaustible. The Luminar is a relatively common artefact of the first age, and examples can be found across the continent in varying degrees of repair. Larger variants of the technology are known as lightpads or lightwalls, very few of which can be found outside of Selene.
Portable Luminar Types
P – Passive: This type of Luminar can only read data, not write or edit said data. It cannot house any machine spirits and offers no bonuses to the user.
B – Active Basic: This type of Luminar can read, write, and edit data. It can house one Spirit but grants no bonus to Tech checks.
M – Active Moderate: This type of Luminar can read, write, and edit data and has access to advanced features. It can house up to three Spirits and grants the user +1 to Tech checks requiring a Luminar.
A – Active Advanced: This type of Luminar is fully adaptable and can access most forms of tech. It can house a full suite of Spirits and grants the user +2 to tech checks requiring a Luminar.
In addition to being able to connect with other units, all Luminar can also establish a connection with devices known as Nodes (Neh.-Vaga, Vic.-Nasc, Oss.-Syndesi). Nodes are large, typically stationary devices, one to two meters tall and 50-80kg in weight. Nodes are able to store, catalogue, and index a seemingly endless amount of information, as well as act as a hub for multiple Luminar devices, fulfilling a function as a virtual library, housing the accumulated knowledge of multiple generations of lorekeepers, and storing backups of every document such individuals can acquire and scan. Connecting with a Node requires a proximity, typically between 10-20 meters, and unlike Luminar, Nodes require Helion to operate. Most nodes are equipped with a rudimentary tier zero artilect capable of facilitating search, translation, and transcription. Once a connection to a node is established it is possible to acquire copies of its contents including both specific documents, summary indices, and even functional spirits.
Luminar are able to speak with a variety of other first age devices, from doors and simple mechanisms to foundries, looms, and even some clatterjacks. For unsecured devices this interaction takes the form of a simple interface, enabling the activation of such devices. For secured devices however this interaction requires additional specialization in the form of intangible tools and functions known as Geiste, Daemons, or . Each Geist is a singular or narrowly focused machine intellect, a highly specialized tool capable of executing a limited range of actions and generally restricted to acting on the data within or accessible to the Luminar. These intellects are adaptable and often incredibly complex but lack any form of personality or volition. A set of example Geiste are provided below:
- Lore Geist: A research function, designed to assist in lore related relationship. (+1 to Lore)
- Breaching Geist: A function designed to open first age locks, doors, and decrypt information (+1 to Tech Larceny). A skilled Tinker can attempt to breach secured devices without a Geist but suffers a penalty to do so (-2).
- Craft Geist: A function designed to assist in the design and construction of a material item (+1 to Extended Craft)
- Resurrection Geist: A function capable of rebuilding an otherwise irrecoverable first age operating system (+1 to Complex Tech Repair) A skilled Tinker can attempt to repair such systems without a Geist but suffers a penalty to do so (-2)
- Language Geist: A function capable of translating languages (Universal Language Trait)
- Inference Geist: The most complex and rarest variant of Geist is the Inference Engine or Inference Geist. Unlike other functions these replicate a greater range of sapience and can even develop personalities, demonstrating a level of intellect equivalent to a low tier Clatterjack. Inference Geiste can control other lesser Geiste independent of the Luminar operator, freeing them to pursue other activities. They can also provide much needed social interaction for isolated lorekeepers and explorers.
- Specialist Geist: Also known as embedded or material geiste, these can be housed on a Luminar but require a connection to specific pieces of hardware (lenses, mendkits, audio devices) to work properly. A specialist geist can enhance the user’s ability with medicine, mercantile, observation, stealth, investigation, technology, travel, and survival – essentially acting as a digital advisor in a given skill.
These swathes of material display light bending capabilities, allowing them to act as nearly perfect optical camouflage. Crafted into long cowled shrouds or form fitting outfits, when inert one side of the material is a matte black and the other is a matte and hexagonally patterned silver. Once the cloak is activated the silver side of the cloak bends the light that allows one to see the wearer. Donning the cloak makes the wearer much harder to see. Due to the nature of the device the wearer’s eyes must be exposed in order to see beyond the cloak and any volume filling substance such as rain, smoke, or mist reduces the devices effectiveness considerably. Light cloaks do not hide heat or sound, making them less useful against some creatures.
Cloaks are widely used by the Luxi Kenvir Assassins who train to infiltrate enemy cities and encampments and wreak havoc on victims. The Luxi have successfully replicated a portion of the technology allowing them to make low quality cloaks with relative ease. Higher quality cloaks remain difficult or impossible to reproduce, making them precious artefacts. The Ossandrian Imperium has acquired a small number of the devices by capturing Luxi Kenvir, though they have yet to replicate the technology.
Light cloaks require a small amount of Helion to operate and an unpowered cloak provides no benefit.
Mechanics: Cloaks come in a variety of qualities offering different levels of concealment. Any successful strike on the cloak disables the stealth effect.
Advancement: Urul light cloaks can be tuned and enhanced by anyone with at least 3 points in Technology, but the task is difficult and requires succeeding in an extended Intellect + Technology check. This check needs to be made a number of times equal to the new level of the cloak and the difficulty is 18 + the new level. This check can be made once per day and represents a full day spent tuning the cloak.
For example, if a character wished to improve a low quality cloak to medium quality they would need to succeed on 2 Intellect + Technology checks at a difficulty of 20, taking at least two days to do so.
|Rank||Quality||Duration||Recharge||Stealth Bonus||Repair Cost||Repair Check|
|0||Broken||1 minute||1 hour||+5||N/A||N/A|
|1||Low||2 minute||30 minutes||+6||100g||15|
|2||Medium||5 minutes||20 minutes||+8||200g||18|
|3||High||10 minutes||10 minutes||+10||500g||20|
|4||Excellent||30 minutes||5 minutes||+12||1,000g||25|
“The art lies as much in shadow as in light; what is hidden is as important as what is revealed. With the right tools and a bit of time it is a simple thing to draw an audience into the world you build for them. The real trick is keeping them there.”Nyzh of Subin, Ringmaster of the Circe Chaotica
Devices of use to both entertainers and generals, the Lightcaster is a radiant light bending tool for crafting convincing illusions. A skilled wielder can craft ephemeral environments filled with phantasmal animals, monsters, and even people.
Lightcasters come in two parts; the projector and the reader. The projector consists of a distributed array of multi-faceted crystalline lenses that can project images. The range and luminosity of a projector is directly related to its size and most are crafted into a stave or similar device for height and portability. The reader is a small lattice or loop of complex construction that must be placed on the head of the wielder and which translates mental imagery into three dimensional illusions. The reader is typically crafted into a circlet, hood, or helm, reinforcing it and hiding it from plain sight.
Without a reader, a projector is merely a powerful torch, and without a projector, a reader is just expensive jewelry. Together they create a powerful tool for projecting illusions.
Trying to use a Lightcaster untrained tends to produce disappointing results as the device reads ambient thought as chaotic sprays of colour and shadow. It takes a disciplined and creative mind and significant practice to exert true control over the device. In the hands of a skilled wielder however, the Lightcaster produces detailed three dimensional illusions, volumes of light and shadow that can be static or animated, realistic or exaggerated, silent or terrifyingly loud. The most common term used for these projections are Phantasms.
- Lightcaster is a term for both a device and a group of people who utilize it.
- The largest store of Lightcaster technology was recovered by a Vandar tribe that would go on to form the basis of the Granden nation. Rumours suggest that the Granden have been successful at replicating Lightcasters in limited quantities, earning their culture the title of ‘The Mirage Kingdom’. Their skill with the devices have caused even the most aggressive Vandar to give them a wide berth.
- While most Lightcasters are small units, with limited range and power, there are some of sufficient power to project phantasmal armies.
Each Lightcaster requires a small amount of Helion to operate, typically housed in the projector, and an unpowered Lightcaster provides no benefit.
Phantasms: Lightcasters are typically* restricted to creating Phantasms; pre-recorded or carefully crafted illusions made prior to their practical use. Phantasms are detailed models of creatures, environments, or objects and can be either static or dynamic depending on the need. Each Lightcaster can record a number of Phantasms equal to its level and it requires considerable technical and artistic skill to create new ones. Phantasms representing real items or creatures are typically scanned from a source, though it is also possible to hand-craft or modify an illusion with enough time. A character with at least 1 rank in Intuition, Observation, Tech, and Performance can add new Phantasms to a Lightcaster or alternately, they can be found stored in some Luminar, Webwork nexi, or other Lightcasters. A Phantasm is not intelligent and must be directed by the character wielding the Lightcaster. The size, number, and fidelity of these illusions are also determined both by the Rank of the Lightcaster and the characters skill in wielding it.
*(Characters with the Mythic Tradition ‘Sige Heritage’ have access to additional abilities in this regard)
– Shadow’s do not work on Kaeki and most Heliar/Artilects with sufficiently advanced sensorum. Bellator and Tamaa are also at an advantage to detect illusions under certain circumstances (e.g. where ecolocation or emotional senses might help)
– It is extremely difficult to create believable sapients; this is due to the complexity and a common and keen sapient sense for faces in particular.
Mechanics: To effectively utilize a Lightcaster you must have at least 1 Will, a point in the Broad Skills of Technology and Performance, and 1 Point of Focus Skill in Lightcaster. It takes 3 stress and a full action to activate the device and generate an illusion. The wielder must roll a Will + Performance + Lightcaster and observers must make a Perception check against this roll to discern the nature and boundaries of the illusion.
Advancement: The ability of a lightcaster to remain ‘in tune’ with its wielder can be improved by calibration, a process of mental synchronization between device and wielder. A Lightcaster can only be calibrated to one individual at a time and requires active practice with the device to be maintained. Increasing calibration increases the level of the Lightcaster and requires experience points at a cost of new level multiplied by 7. Each level increases the duration of Phantasms, the number of elements that can be manifested, and the size. Elements include things like creatures, objects, sounds, or environmental feature. So at level 1 the wielder might be able to craft a Phantasm consisting of two wolves or a pair of large crates, while ate level 4 they could project a whole pack of wolves as landscape features such as boulders and fences.
Duration indicates the length of time before an illusion begins to lose fidelity and detail. Once an illusion reaches its duration any observer is able to recognize the true nature of it. Duration are situation dependent and illusions are much harder to maintain in the stress and chaos of active combat and times are reduced accordingly. Note that this does not prevent the wielder from reestablishing an illusion but observers get a +5 to their Perception check against any illusion they have seen end.
|Level||Elements||Combat Duration||Passive Duration||Size|
|1||2||2 round||1 minute||2m|
|2||4||4 round||3 minutes||4m|
|3||6||6 round||9 minutes||6m|
|4||10||8 rounds||30 minutes||10m|
“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.
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:
|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.
“Yes, it is foul. Yes it is cursed. But it is also powerful. A thousand curses to kill one Osser, to see his skull crack beneath my fingers… it is a fair trade.”Tigran, Nehepi Dervish
Also known as Thornweavers or Spikes, the Thorn is a grisly augmentation technology created by the Sige of the First Age which was never intended to survive to the modern age in the way it has. Thorns implant themselves into the spine and cerebellum of a host and modify them. A fortunate subject gains a variety of advantages: enhanced power, grace, senses, reflexes, autonomic control, pain mitigation, rapid healing, adrenal control and more, however bloody practicality has seen these ancient weapons reclaimed from the corpses of the dead and passed down through a hundred generations leading to a variety of potential flaws. An unfortunate subject can be rendered into a mindless monstrosity driven only by pain and rage.
Prior to implantation a Thorn looks like little more than its namesake; a sharp spine approximately the size of a human thumb. Once pressed into the space between the vertebrae the device immediately uncoils and dozens of filaments invade the bearers body, wrapping themselves around the spinal column. Over time these filaments grow further into the body and brain, acting as a secondary nervous system and granting the Thornbearer significant control over their own anatomy. While an implanted Thorn can be concealed under clothing, on naked flesh it is entirely visible as an array of bio-mechanical filaments that exaggerate the spinal cord and create visible ridges on the back.
Thorns are almost exclusively utilized by the Nehepi. A few have made their way further abroad, but the Nehepi demonstrate a superior tolerance for the technology and its side effects. The advantage they grant in combat has led to their use among the Dervishes in their war against the Ossandrian occupiers. Thornbearers have gained a near legendary status and many Dervishes will go to great lengths to procure one. The technology to produce Thorns was lost with the First Imperium and due to their rarity and value many Dervishes have taken to harvesting them from the corpses of the fallen in a grisly ritual.
Thorns were never designed for re-implantation, much less the repeated and enduring use over generations they have seen and many thorns are dangerously degraded. Thorns are also not universally compatible and can only be used by certain people who possess specific genetic markers. Implantation in incompatible subjects typically causes severe psychosis and an ugly death. Even in compatible subjects thorn use can lead to hallucinations, paranoia, hyper aggression, or catatonia. Despite the dangers, Thorns are highly valued for obvious reasons.
Thorns are powered by an integrated helion core. A Thorn without a core will not operate, and it is impossible to remove the helion from a working thorn without either activating it or killing the wearer.
Any attempt to combine a Thorn and a Mantle fails; in the case of a Mantle wearer attempting to implant a Thorn, the Mantle acts to reject the device, treating it as hostile. Conversely, a Thornbearer attempting to don a Mantle finds that the Mantle will not accept them as a host.
Mechanics: The first step to utilizing a Thorn is surviving implantation. No check is needed to start the implantation process; the Thornbearer suffers a point of damage and must roll a Power + Will check at a difficulty of 18.
|2-10||Death or Derangement|
|11-15||Failure. Character is reduced to 0 health and requires immediate medical intervention.|
|16-17||Failure. Character is reduced to 1 health|
|18+||Success. The Thorn is now bound to the character until death|
Once the Thorn is implanted the bearer can begin to utilize it’s functions.
Advancement: The player can spend experience to advance the Thorns level at a cost of new level multiplied by 7. Increasing the level of the Thorn grants access to new advantages but the process is painful and each new level taken represents a deeper integration with the Thornbearers anatomy plus associated risks. The Thornbearer takes an amount of Health damage equal to the new level being taken and must roll a Will + Concentration check against a difficulty of 15. A result of 16+ represents a successful advancement but any result of 15 or below triggers a random flaw from the list below.
|Acuity||Once per day the Thornbearer can augment their senses, gaining a bonus to a Perception check equal to their Thorn level.|
|Adrenal Surge||The Thornbearer gains a bonus to Power or Grace equal to the level of the Thorn. This ability can be activated a number of times per day equal to the Thorn level and the effect lasts the Thorns level in rounds. E.g. A Thornbearer with a Level 3 Thorn can activate this ability 3 times per day and each use can last up to 3 rounds.|
|Autonomic control||The Thornbearer is able to take direct control of their stress response gaining a passive Stress Soak equal to the level of the Thorn.|
|Eidetic Memory||The Thornbearer triggers a flare in neural development grants them a perfect memory.|
|Flush Toxins||The Thornbearer becomes aware of any toxin in their system and can trigger a flush via excretion (sweating, urinating, vomiting, etc). Only instantly terminal poisons and toxins pose a danger to the Thornbearer.|
|Healing Cascade||Once per day the Thornbearer can regenerate a number of health equal to the level of the Thorn.|
|Immune Control||The Thornbearer has direct control over their immune response and can effectively fight off most natural diseases and parasites. This ability goes further than inoculation however; the Thornbearer can ‘sequester’ diseases, becoming an asymptomatic carrier of any disease they have caught and transmitting deadly illness without any risk to their own health.|
|Pain Mitigation||Once per day the Thornbearer is able to shut off their pain response, eliminating any penalty they may be suffering due to wounds or injuries.|
|Recuperation||The Thornbearer gains a passive bonus to their rate of healing equal to the level of the Thorn.|
|Redundancy||The Thornbearer can trigger the growth of a secondary heart and tertiary lung. The process is painful and takes several weeks. The next time the character might be reduced to zero health they may instead discard this advantage and ignore the damage, falling back on their redundant organs.|
|Reflex Arc||Once per day the Thornbearer can enhance their reflexes, slowing their perception of time and gaining a bonus to a defense check equal to their Thorn level.|
Each time an advancement check is failed roll 1d10 to determine the flaw.
|1||Disfigured||The Thornbearers flesh begins to decay painfully. While the Thorn keeps this decay from becoming a direct threat, the Thornbearer’s appearance is reduced by 2.|
|2||Putrid||The Thornbearers body begins to emit a ghastly smell from the Thorn wound, inflicting a -3 on all social checks.|
|3||Mute||The Thornbearers tongue is withered and they lose the ability to talk.|
|4||Festering Wound||The Thornbearer develops a wound which will not heal and suffers a permanent loss of health equal to the new level of the Thorn.|
|5||Sterile||The Thornbearer is rendered permanently sterile.|
|6||Voices||The Thornbearer begins to hear a voice in their head which they identify with the Thorn. The nature of this voice is up to the Storyteller|
|7||Berserk||The Thornbearer is driven into a sudden and blind rage, flooded with adrenaline and driven to attack any living entity nearby with full intent to kill. This rage lasts for a number of rounds equal to the level of the Thorn.|
|8||Cannibal||The Thornbearer develops a deep hunger for the flesh of humans. This hunger is not overriding and they can still eat normal food, but they are always fighting this dark urge. At the storytellers discretion, any time the character is exposed to blood or a wound they may need to roll a Will check against a difficulty of 15 to resist the urge.|
|9||Photosensitivity||The Thornbearer develops a severe sensitivity to bright light. Each round their flesh is exposed to light they lose a point of health and any attempt to act in bright light without proper clothing suffers a -3|
|10||Pain Addiction||The Thornbearers develops an addiction to pain. They cease to take stress from wounds and instead can only recover stress by taking injuries.|
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 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
- 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?
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.
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.
Also Known as: Airships
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.
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.
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.
|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.|
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.
Ores and Hard Materials
A unique Subinese alloy with a dark lustre. Nearly equivalent to steel but easier to craft
Also known as Memetite or Selenian Silver, Cofire is a rare and difficult to use material with a high forging temperature and peculiar and difficult crafting properties. The majority of Cofire is found almost exclusively in and around Selene and rumor has it most of these veins have long since been mined to exhaustion. Other rumours posit that Cofire runs in the blood of the Faeles Ur, and that the real reason for the presence of the cats is as a resource. The primary use of Corfire is in an alloy known as Memet or memory steel. This resilient alloy is used to extend the life of metalwork and requires cofire, iron, and carbon in correct proportion. While the alloy is a very tricky material to work with the reward is armour and weapons that are effectively ‘self healing’. While more expensive to forge initially, Memet items almost never require maintenance. Memory steel can still be broken outright, with sufficient force, but wear and tear do not generally affect this material.
A mossy green stone found only in the corpses of Faeles, specifically in the brainstem of the great cats. Faelerite is a prohibited substance in Selene, due to the methods required to gather it (either by dissection or raiding of the Conclave tomb). Only Conclave priests are permitted to handle the stone and only to transport such stones from the mummified remains of a deceased Faeles to the Ossuary. One of the few heretical acts in Selene is for a normal citizen to be found in possession of this stone. The dearth of Faeles found beyond Selene makes this stone rare, but valued by both would-be trophy hunters and jewelers. Many traits are attributed to the stone; some ingest it as a medicine, others claim that mere possession grants the user enhanced senses and strength, and others claim it ‘resonates’ with other substances causing effects from prescience to regeneration. The one well known effect of Faelerite is the deadly rage it inspires in Faeles. Faeles who find a human in possession of the stone often pursue the holder to a grim and bloody end.
Also known as tonguestones this is an extremely hard but brittle crystalline material is said to be the result of base materials imbued with arcane energy. According to this lore Glossapetrae displays a limited immunity to further arcanistry, either because it is the leftovers of matter unaffected by shaping or because it is hardened by exposure. Glossapetrae is sought out for a variety of reasons, including its lustre, its durability, and its sharpness. The only major source of this material is the Badlands, where it is found in chunks and sheets embedded in the craters and cracks that dot the ruined landscape. It is renowned for its difficulty to work with; more than a few craftsmen have lost fingers or eyes to the tempremental material. Glossapetrae blades or ‘glosser blades’ are sometimes used by Nehepi who dwell near near the Badlands.
A material with extreme sound resistant properties, used to insulate the homes of the rich and by some groups to protect against lingua arcana against which it has a damping effect
Helion is an extremely rare and powerful substance used in the creation of a wide array of technological wonders. It demonstrates a variety of incredible properties when properly refined, enabling precise control of thermal, magnetic, and gravitic fields, acting as a storage medium or generator for raw energy, even housing thought constructs and cogitators as seen in clatterjacks and Heliar. In its naturally occurring form Helion is a smoky grey, semi-transparent crystalline substance, often with silver striations. This Raw Helion is rare enough that it is usually only recognizable by adept traders, mechanics, or other craftsmen who have some experience with it, and exceeds even platinum in value. Raw Helion is of limited use but unlike most crystals it is possible to smelt using special purpose-built smelters. These smelters when operated properly heat and cool the raw material in a very precise cycle and produce a Refined Helion that is vibrantly coloured and temporarily amenable to shaping with arc-steel tools until it sets. While Refine Helion can be used in some artefacts, for most purposes it needs to be further refined into Fitted Helion To derive its full potential. Creating this final product requires precision carving to create Helion channels known colloquially as “glyphs” or “symbols”. The nature of these channels is defined by the intended end use of the crystal and for some mechanisms multiple distinct shards must be prepared together to create matching channels.
Helion can be found powering Canna, Nexi, Folding Armour, Clatterjacks, Nehepi, Engines, Luxi Cloaks, and many other first age artefacts. There are even rumors of melee weapons fitted with the material; axes, swords, hammers, and spears imbued with incredible cutting or crushing powers.
Due to the rarity of the material and the difficulty of its refinement most are cautious with it, trusting refinement only to specialist artisans such as Artifex.
The most abundant metal element on Aeldos is used for a wide range of purposes, from basic weapons and armour to common cookware and implements to nails, structural supports and railways. Worked and cast iron objects are common throughout the world.
Some Grots carry a strange affliction which causes iron to decay and wear rapidly. If transmitted to a vein of ore it can ruin vast quantities of material. It also makes even the finest iron weapons and armour brittle and frail.
A rare form of poisonous metal so called for its pale coloration. Even grazing wounds inflicted by a weapon made of white iron are painful and debilitating. The material is exceptionally hard to work with as it gives off a poisonous fume when smelted or forged.
A semi-rare metal that is most often used in Ossandrian ornamentation of armour; it has a pleasant lustre and is extremely durable. Magnil is heavily tariffed within Ossandria.
An alloy of corfire, iron, and carbon that creates a form of ‘Memory Steel’. Difficult to work with, but rewarding if done correctly, Memet makes armour and weapons that are effectively ‘self healing’. While more expensive to forge initially, these items almost never require maintenance. Memet items can still be broken outright, with sufficient force, but wear and tear do not generally affect this material.
A near impervious mineral/compound used in the construction of many first age structures, including much of the city of Selene, Orick has endured for thousands of years with scratch or crack. The sturdiness of the material is such that it is nearly impossible to breach with conventional force alone. Once set Orick does not age, wear, or break under conventional assault. Instead it requires incredible heat to alter the shape after settling – levels of which are only sustainable by Shapers and Helion powered burners which must be wielded by machines or risk killing the user. The tools to manipulate and mend existing Orick can be found in the hands a handful of Clatterjacks. Because it is malleable only to sorcerors, gods, and special machines Orick has also been known as godstone or admant and has found use beyond architecture as a specially created currency known as ‘Ricka’.
The secret of Orick creation is believed to have been lost during the Dark Age, but the Kingdom of Granden claims to have discovered techniques for making a variant of Orick in limited quantities. T
Iron and carbon can be alloyed with other elements to produce varying types of steel. Steel is used in a wide array of weapons, armour, and structural materials across Aeldos and is generally considered superior to iron due to its higher ductility and durability. There are a variety of different types of steel, each one a different balance of alloyed elements.
Also known as Serian iron, foundry steel, or Nehepi steel, this is a difficult to produce alloy with qualities that make it ideal for use in blades and can only be created using relic foundries.
A proprietary alloy used by master Luxi smith Lani Tupu. Very rare and highly valuable.
Also known as Karamai, this extremely resilient first age material with adaptive properties is sourced primarily from salvage. There are only a handful of facilities able to recreate it, mostly in Nehep and Victra. ‘Arc’ comes from ‘Ucha’ or superior and weapons and armour made from this material fetch a hefty price.
A type of steel said to be ‘enchanted’ by Linguist smiths, Songsteel is perhaps the rarest material in all of Aeldos with each item unique and the steel shaped to the purpose. Many say songsteel items resonate the lingua they are imbued with, like tuning forks, and in time even their arcane features will dissipate.
Also known as Thokcha, is a rare metal known to make poor blades but excellent blunt weapons and armour and is a key component in many first age technologies. Rumour suggests the Urul exhausted Aeldos’ natural supply of the element and were forced to seek it in distant places or create it using lost technology. In the modern age it is scavenged from broken tech or extracted from fallen stars.
Durable, transparent, and reactive first age material used in advanced optics and clatterjacks
A strange and mutable clay-like element found primarily in the swordpeak mountains. Ylias has the curious ability to bond to and transform other materials in unique ways, hardening wood, softening gemstones, and making steel as malleable as clay. The Svertheim smiths maintain extensive logs of their experiments in the bonding of Ylias to other materials. Ylias is difficult to mine, found only in small veins in the deepest parts of the mountains. The material is a valuable commodity used in a variety of Svertheimer crafts. The most common use for Ylias is in construction where it is used to turn normal ash and oak into iron hard barriers. It is also used in small quantities to create moldable steel which can then be hardened through application of Alkast.
Also known as Aetherion, or Quintessence, this material is not naturally occurring and can only be found in the engines of first age machines capable of flight. Zetherium paired with Helion energy generates a gravitic field, allowing heavier than air objects to float as if weightless. Accordingly the term ‘Zetherium motor or ‘Quintessence engine’ are the terms applied to the mechanism of flight. It should be noted that Zetherium is both inert on its own and does not produce thrust, only a nullification of mass.
Textiles and Hide
Generic hide is the most commonly found material for crude armours and includes the hides of Auroch, Daedon, and Vargr.
Many Aeldan species possess particularly durable hides, capable of shrugging off blows that would fall lesser creatures. This includes Grommen, Immanitherium[doesn’t exist], Rhinock, Tyrn, Grommen, and Evicar. For the precise properties of each hide please check the Equipment section of the rules page.
A unique Urul fabric which hardens on impact to protect the wearer and is as rare as Arc steel. It can also be used to make bowstrings.
An uncommon organic material derived from durable but slow growing plant found in Mujin and its surrounds. Due to a peculiar atomic structure Veluthrun has exceptional anechoic properties. It is most commonly used to insulate the homes of the rich, but history speaks of another purpose for this material; to protect against the Lingua Arcana.
Dermik / Dermis
A supple material comes in two varieties; a common soft leather-like fabric and a durable web-backed fabric produced only in the foundries of Selene. Commercial Dermik or Dermis is found in a variety of Selenian workwear. Durable, flexible, and light weight Dermik is highly valued and tightly controlled. Dermik is found primarily in the armour of elite Sentinels and other important martial figures and is capable of turning aside blows from blades and bolts that would often otherwise kill the wearer. In appearance both Dermik and Dermis look similar to dark leather. The distinguishing characteristic of Dermik is the pattern of hexagonal inlay. Both materials can be dyed with the correct tools and both are water resistant and provide excellent insulation against the extremes of weather.
While Dermis itself can be produced using a variety of organic materials, Dermik is made using an alloy of materials. Production of Dermis occurs in several specialized factories within Selene. Production of Dermik requires the specialized machinery found only in Selene’s High Foundry. Both fabrics are extruded in large rolls but cutting the Dremik accurately requires Helion tipped blades and only the most distinguished armourers are permitted to work with it.
Dremis: Durable, flexible, and light weight leather substitute
Dermik: Reinforced Dremis used by Umbrals and Sentinels
A special Selenian silk made by the Weaving Artilect Ifanthis
A Selenian cotton grown in a spiral tower under the gloamlights
“A sword does not care who it serves, only that it cuts.”Ishtigar
A grim truth of the modern age is that of all the technologies of the Urul, their weaponry is the most highly sought after. From firearms that can cast a bolt of metal across a battlefield and through a dozen soldiers in the blink of an eye, to blades that can cut through steel as easily as water, to traps and grenades that can rend a person to ribbons, the Urul had no dearth of methods for killing. Unfortunately for the bloodthirsty, few of the precursors weapons have survived to the modern age intact, making them valuable advantages for anyone to possess in combat. Unless otherwise noted the information given below represents fully functional artefacts.
No first age weapon is quite so feared as the Firearm or Canna. Capable of killing a plate clad warrior from beyond unaided sight, the thunderous report of a Canna is enough to make the most battle hardened warrior seek shelter. Relatively simple to use, but difficult to master and expensive to maintain, Urul Firearms are potent weapons capable of propelling specially crafted bullets at enormous velocities using arcane forces. Crafted from alloys and materials that generate a structured but mutable energy field which, when paired with a helion power source, can be shaped to cast munitions afield, the materials used in Urul firearms have proven impossible to replicate by modern means. Even the most advanced attempts to replicate the technology using modern designs and materials almost invariably end in disaster. As a result, every surviving firearm is a true relic of the first age, restored to operation by skilled Tinkers from either a single recovered device, or dozens of them pieced together with enormous precision.
The indiscriminate power of the Canna has led them to be prohibited in many locales and cultures; while many lords are willing to permit outsiders to carry blades or bows, few are willing to risk one armed with a device that can breach the very walls of their keep. In the case of tactical weapons such as Thunderers, the mere approach of such a weapon can be considered an act of war.
The culture most associated with firearms is Victra, where the early ruler of the culture uncovered a vault filled with hundreds of operational Canna, granting the nation martial supremacy over many of its neighbors. Selene also fields a sizable number of the tactical Thunderers on their defense force of Battlejacks and Warjacks. These warmachines have proven adept at repelling entire Ossandrian legions with embarrassing ease.
|Hand Canna||6d||6-12||Piercing, priceless, prohibited||1 Rd||A handheld firearm that can be easily wielded at close or medium ranges. Sacrifices range and power for maneuverability.|
|Longonn||9d||6-20||Piercing, priceless, prohibited||2 Rd||A two-handed firearm that is excellent for medium to long range engagements. Sacrifices maneuverability for power and range.|
|Thunderer||12d||6||Piercing, priceless, prohibited||6 Rd Manual, 2 Rd CJ||A deadly heavy firearm that launches 2-8kg bullets capable of bringing down walls and shattering shield formations. Capable of indirect fire. Primarily found on large Battlejacks though the Victrans can field a handful using a team of dedicated soldiers.|
|Mighty Thunderer||18d||3||Piercing, priceless, prohibited, explosive||4 Rd CJ||A legendary Thunderer capable of launching 15kg explosive shells. The only version known to have survived to the third age is wielded by the Selenian defensive Warjack Menchit.|
|Hailfire Thunderer||9d||3 rds / 6 Burst||Piercing, priceless, prohibited, automatic||10 Rd Manual, 3 Rd CJ||A weapon seen only on advanced Battlejacks, the Hailfire Thunderer is capable of firing a constant stream of projectiles without reloading, shredding targets in short order.|
Folding weapons, as with other folding technology, utilize a complex construction that uses a folding design to store large volumes and surface areas within a small space. Folding technology utilizes adaptive somatic systems, highly charge-flexible materials with shape memory, magneto-gravetic manipulators and joiners and finely tuned helion power supplies to collapse a full sized broadsword or spear into a simple hilt or grip. This makes folding weapons subtle, stealthy, and reduces the encumbrance, making them a pragmatic choice for adventurers. A warrior with a folding blade carries less weight, is less obviously armed and can surprise unprepared opponents when combat breaks out. Even more important to most warriors, the rare materials and necessarily advanced crafting makes folding weapons more lethal and durable than later age weapons. Nearly any bladed weapon can be converted to a folding blade by a skilled mechanist or tinker.
Mechanics: Folding weapons gain the trait Hidden and also receive a +1 to damage. The cost of folding weapons varies but can range from 10 to 20 times the standard price for the base weapon.
Example Folding Weapons: Dagger, Shortsword, Shortbow, Longsword, Greatsword, Staff, Spear
Sandblades are crystalline edged weapons of unparalleled sharpness, designed to inflict debilitating wounds. The razor sharp but brittle blade almost always shatters on insertion, leaving the wound filled with grit. Even worse for potential victims, the sand in the blade can be infused with toxins or specific reagents to harm resilient enemies. In most instances the technology behind the blade causes it to regrow over the next hour but rumors of sandblades capable of regrowing rapidly persist. Sandblades are rarely found outside Nehep and are often in various states of disrepair.
Mechanics: Fully functional Sandblades inflict critical on 19 and 20 and can be infused with toxins by simple immersion. The rate of blade regeneration depends on the state of the weapon.
Example Sandblade Types: Dagger, Stilleto, Shortsword, Rapier, Bayonet
According to legend, the Urul faction known as the Sige were masters of First Age technology and the weapons they crafted are said to possess hidden abilities that can only be unlocked by individuals with the right heritage and skill. In truth, anyone can wield such weapons but the process of improving them is known as Calibration, a careful and laborious tuning of the weapons Helion power source to unlock greater benefit. While the process of improvement typically requires special traits and talents, the weapon’s new abilities can be accessed by any user with at least 1 point in a related weapons Focus Skill.
Mechanics: The weapons listed below can be improved through calibration, a process by which the weapons functionality is gradually restored. To calibrate a weapon a character with at least 3 points in the Technology skill must make an extended Intellect + Technology with a difficulty of 15 + the new level of the weapon. This check must be made a number of times equal to the new level and each check can only be made once per day and represents a full day spent calibrating the weapon. For example, Calibrating a Gravity Spear to the third level requires three checks against a difficulty of 18 (15+3) and would therefore take 3 days. Once a weapon has been advanced to a new level it remains at that level regardless of the wielder.
Each time a weapon advances a level the person calibrating it can add a feature from the following list.
|Shear/Penetrate||For each level in this trait the weapon gains +1 Armour Piercing|
|Slice/Slam||For each level in this trait the weapon gains +1 to its Base Damage||Maximum Weapon Damage is 10|
|Responsive||The weapon gains a +1 to hit. This can only be taken once.|
|Smash||Damage to objects is doubled. Taking this trait a second time quadruples the damage||Blunt Weapons Only|
|Tremul||Once per combat the weapon can be used to create a minor local tremor requiring all combatants in proximity to make a successful Grace check or suffer a penalty to their actions equal to the weapon level.||Blunt Weapons Only|
|Quake||Once per combat the weapon can be used to deliver a punishing blow that reverberates through multiple opponents, damaging all enemies in a 5m range.||Blunt Weapons Only|
|Stun||Once per combat the weapon can produce a stunning force. Target rolls Grace + Athletics vs. the attack and on failure is stunned for a number of rounds equal to the weapon level. During this period the target can only act defensively and suffers a penalty equal to the weapon level|
|Burst||Once per combat direct a kinetic burst at a single enemy. Target must roll a Power + Athletics vs the attack and are cast a number of meters equal to 1m per weapon level.|
|Ayr’s Arrow||Once per combat the weapon can be thrown with incredible force and gains a bonus to thrown attack equal to 2x the weapon level. All excess successes count as an additional damage.||Throwable Weapons Only|
|Guidance||The user of this ranged weapon can sacrifice up to 6 damage for an equivalent bonus to hit the enemy. This trait can be used once per combat per level of the weapon.||Ranged Weapons Only|
|Reverberate||Ignore 1/2 armour on hard armoured targets. Can be used a number of times per combat equal to the weapon level.||Blunt Weapons Only|
A sword using fitted Helion and an array of filaments woven throughout the material to charge the blade, granting it the ability to carve through armour and inflict grievous wounds on foes. Requires a Grace of 3 to wield without risk of injury; wielders with less than 3 Grace injure themselves on any critical failure.
Damage: Based on sword type
Discharge: Once per combat ignore 1/2 of a targets armour. The target also rolls Power vs 15 + Weapon Level (20 + Weapon level for Machines). On a failure they receive a penalty equal to weapon level for rounds equal to failure spread.
A massive Orick warhammer capable of devastating the sturdiest of foes and which can be cast against the ground to create tremors and quakes. Requires power of 4 to wield.
Tremul: Once per combat the weapon can be used to create a minor local tremor requiring all combatants in proximity to make a successful Grace check or suffer a penalty to their actions equal to the weapon level.
A deadly first age spear which uses a Helion core to generate gravity fields which can cast enemies back and unmoor them from the ground. Requires an Intellect of 3 to wield without affecting allies.
Damage: 5D, +2 Parry
Elevate: Once per combat the weapon can be planted in the ground to generate an antigravity effect with a radius equal to the weapon level in meters. Though anyone touching the spear is unaffected all others are left helplessly floating in air for a number of rounds equal to the weapon level and suffer a -3 to all actions.
A mechanism worn on the hand, akin to a cestus or gauntlet, that combines orick, arcsteel and helion lacing to enhance the wearers punches in a variety of ways. Requires power of 2 to wield.
Stun: Once per combat the weapon can produce a stunning force. Target rolls Grace + Athletics vs. the attack and on failure is stunned for a number of rounds equal to the weapon level. During this period the target can only act defensively and suffers a penalty equal to the weapon level
The Sige version of a mace or testsubo, a wukong is a single piece of spiked metal approximately 1.5m in length laced with materials that allow it to increase its density at will. Requires power of 3 to wield.
Reverberate: Ignore 1/2 armour on hard armoured targets. Can be used a number of times per combat equal to the weapon level.
A wireblade is a length of exceedingly thin and durable weighted metal wire attached to a handle that allows the wielder to trigger energy discharges or to harden the whip like weapon into a blade. This weapon is extremely hard to wield and requires a Grace 4 do to so. Wielders with less than Grace 4 injure themselves on any roll below 10.
Switch: Once per round per level of the weapon, the Wireblade can transition from a rapier to a whip.
The blade of this axe produces an armour melting heat that allows it to carve through enemies in grisly fashion. Requires a Grace of 3 to wield without risk of injury; wielders with less than 3 Grace injure themselves on any critical failure.
Scourges Kiss: Once per combat ignore 1/2 of a targets armour. Target also rolls 2d10 and on a 2-4 catches fire.
This short piece of unassuming patterned metal can produce a shock that stuns even the sturdiest opponents. While the stun is typically contact based, the weapon can be upgraded to project a ranged attack or even a stunning field.
Stun: Once per combat the weapon can produce a stunning force. Target rolls Grace + Athletics vs. the attack and on failure is stunned for a number of rounds equal to the weapon level. During this period the target can only act defensively and suffers a penalty equal to the weapon level
A combination of one or more specially constructed and sharpened metal rings paired with a glove that extends to the forearm. the Archon Disc is somewhat akin to a chakram. The ring is laced with a specially charged material that helps it sustain flight and draws it back to the glove when thrown. The weapon is effective up to 50m per level of calibration.
Recall: The disc can be recalled after being thrown. It returns to the wielder the following round.
A Sige variant of a firearm that combines features of both crossbow and canna, Longshots are versatile weapons which can propel bolts and bullets with incredible force and accuracy across tremendous distances. Where Canna utilize material generated fields in the barrel of the weapon to propel ammunition, Longshots generate a variable ‘cable-field’ which acts somewhat akin to a crossbow cable. This design allows the weapon to utilize a greater range of ammunitions, propel them at more variable velocities, and impart additional rotational forces to direct a shot along an altered trajectory. Longshot bolts must be specially crafted to survive the high velocities.
Damage: 8D, Autoloader
Antijack: Using special Orick ammunition the Longshot can cast a bolt that rips through most armour. The weapon must be emplaced and the attack suffers a -5 due to the recoil but all damage is doubled (Natural 20s are multiplied by the weapon level).
Traps and Grenades
The Urul utilized a wide array of clever and devastating area denial and area effect weapons, a few of which are listed below. Unless otherwise stated, the devices below can be deployed as either a trap or grenade. These devices are rare; Only the most wealthy or powerful figures can afford to spare helion for such limited use devices.
Triggers: Motion, Proximity
Modes: Thrown, Planted, Omni-surface
An innocuous device the size of an apple but wrapped in razor sharp wire. When triggered the device unfolds rapidly in a shearing motion causing a half dozen long spinning wires (akin to binding wire) to lash out in a windmill, shredding anything in range. Buzzwire inflicts extremely gruesome and debilitating wounds.
A small polyhedral device that emits a deep and disconcerting noise that causes intense nausea and disorientation in most organic entities within three meters. The effect lasts as long as victims stay near the device. Outside the radius the sound of the Growler, a deep and pulsating tone, is what gives it its name.
Dizzy’s are similar to Growlers but uses a disorienting mix of light which dazes victims within eye sight, causing dizziness and nausea.
A device composed of one or many rare crystalline facets that can be arranged to affect a specific target area or opened to face all directions, when triggered the Spike releases a burst of intense energy in the form of light and intense heat. Depending on the charge this can do anything from blinding or immobilizing targets to disintegrate them.
A device charged by lightning (natural or shaper born) which discharges an intense electrical current in an area, electrocuting enemies within range.
A device which emits a clever chemical compound that causes hypersensitivity in the victim’s experience of all smells and taste. A few particles of *any* scent become nausea inducingly strong and the smell of the modern battlefield becomes paralyzing.
Also known as:
What does it look like?
What does it do?
Where can it be found? Can it be purchased?
How rare is it? (Unique, Rare, Scarce, Uncommon, Common)
Is the technology open and usable by anyone or restricted to a species or faction (Shapers, Bellatori, etc)
Do any groups collect or seek this particular technology?
Do modern people understand how it works?
Can it be replicated?
How is it used?
What powers it? Does it depend on any secondary technology (ammo, helion, shaping)
Any odd features of the technology?
Does the technology have any side-effects?