d20 Red Anvil Productions The Elemental Dimension of Magic - Secrets of the Knah'tan.pdf

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The Elemental Dimension
of Magic
Secrets of the Knah’tan
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The Elemental Dimension of Magic –
Secrets of the Knah’tan
a time into other societies to learn how to destroy
their magic. They are valued for the good they do
for the cause, but viewed with suspicion because of
their regular exposure to dangerous foreign ideas.
The Forgers make the ships, and are also viewed
with great respect by the rest of the Knah'tan,
though their secrets are regarded as so valuable that
they are not permitted to associated with others. A
station that has a Forge is a highly regarded station
indeed.
Secrets of the Knah’tan
Long divergent from their cousins, the Jeshatan, the
Knah’tan hate all forms of magic. They strive to
destroy it from all existence. They have several
methods of doing this, foremost among them is
their paramount craftsmanship. However, they also
maintain a fervent breeding program which has led
to increased intelligence and physical strength over
the millennia. Still, these two are not quite enough;
for their true deadly power lies with psionics and
supremely potent alchemical concoctions.
They are a firm and merciless race. They
prize logic and reason above all other things, but
despite this face emotional rages and irrationalities
that they refuse to acknowledge. To call a Knah’tan
an irrational fool is an unforgivable insult that must
be met with violence or social shame. Knah’tan
politics is quite labyrinthine and often involves
whispering campaigns and grudges that go on for
centuries.
There are numerous factions, but generally
there are three who are more revered than the
others. The Scholars are the true rulers of the
Knah’tan, constantly working to peel back the
secrets of reality. They are also the ideological
purists who despise magic and ensure that all other
Knah’tan feel the same way. They are almost a
religion, with lack of Magic as their creed. The
Shipborn are the greatest warriors of the Knah’tan,
moving in their titanic ships through the
Wishstorms. They are the only faction that take on
the Jeshatan directly. The Pure are master breeders,
ensuring that the Knah’tan breeding stock
constantly improves and that they are able to match
that which is produced by the Jeshatan. They also
act as a check on the Scholars, keeping an eye on
them to ensure that they maintain their purity.
While there are many lesser castes, the more
prominent amongst them include Fireminds,
Stationborn, Eyes and Forgers. The Fireminds are
the most awed and hated of all the castes, for there
are some things that require the use of psionics.
There is always a firemind aboard a ship, to help
disrupt the magic of the Jeshatan should they do
battle, but all regard them as a necessary evil at
best. Psionics are just too close to magic in their
book. The Stationborn are those born and native to
a station, including farmers, craftsmen and those
who help make Knah'tan functional. The Eyes are
deep cover spies who insert themselves for years at
Materials of the Jeshatan
ExIvory – This magical material is harvested from
the tusks for Arcane Elephants, raised in the most
magic seeped portions of the Wish Storms. This
ivory is extremely resistant to magic, giving any
material constructed out of it SR22. Material Cost:
+2000gp per pound.
Kliserite – Incredibly hard and durable, yet
incredibly light at this same time, this special alloy
has all the qualities of magical armor, but no need
of enchantment. +4 Material Strength Bonus to any
armor or shield constructed with it. 400HP/20DR
Magic.
+20000GP per pound.
GlueStuck – This material is made from flesh eating
plants that are naturally attracted to the most vital
areas of the human body. Properly wielded, a
weapon made of this material receives a +5 Hit and
Damage bonus, as well as an additional 2d6 critical
damage. Using this material requires an exotic
weapon proficiency. It costs +3000gp per pound.
Orangele – This material gives anyone wearing
clothing spun from it a 50% concealment bonus as
long as they move 20' in a single round or less.
This material naturally blends in to its surroundings,
allowing a maximum of stealthy possibilities. If the
user stands still, it offers a +25 competence bonus
to Hide Checks. It costs +10000gp per pound. This
material is made from the threshed corpses of
Magic Elementals.
Vorkosh – This material douses all flames within a
hundred feet radius. The alchemical process used to
create it is a closely guarded secret, but it involves
tons of ice from the elemental plane of Ice. Just an
ounce of this will prevent any flame (magical or
otherwise) from functioning, giving anything within
its protective area DR 22 against Fire. +100000gp
per pound.
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to cause severe side effects or death. These side
effects include perpetual nausea, loss of Charisma
or loss of other physical attributes. It has a 20%
chance of simply killing someone it was not made
specifically for. However, a single dose lasts for
seven months. Each dose costs 50,000gp in
materials and the brains of ten freshly killed
sentient beings.
Djinn Tears – Properly extracted and distilled,
Djinn tears can provide an unlimited supply of
oxygen. This is useful to the ships, which have no
ventilation system for security purposes. However,
several nodes provide all of the air the sealed
vessels need. They also help for the airtight
powered armor that the Knah'tan use. 5000 Gp per
ounce.
Helioblood – The Knah'tan have successfully
distilled the essence of the positive material plane.
They often get this by sending ships through the
planar gate or simply capturing creatures that live
their and boiling them down to their essence.
Helioblood has both medicinal properties (1 dose
works the same as a Potion of Cure Moderate
Wounds) and as a weapon. One dose of Helioblood
does 6d6 damage to any creature tied to the
Negative Material plane. Indeed, Helioblood was
originally developed as a weapon thanks to the
mass use of undead by a minor faction of Jeshatan.
1 Dose costs 5000gp.
Herkamer – This substance, built from special trees
found in the Wishstorms, provides artificial muscle.
Constructing a suit or set of armor using it is very
difficult, but when properly constructed, it can grant
a +20 bonus to one's strength. An improperly
constructed suit of armor, however, is just as likely
to kill or maim the user, since each suit must be
customized to the user.
Dragongoo – Distilled arcane dragon essence
allows the Knah'tan to create permanent areas
devoid of magic. This is primarily used in research
laboratories, cells and secure areas on board ships
(such as the Bridge and Engine Room). Though a
single Arcane Dragon can provide as much as
10,000 vials, the Knah'tan have only been known to
kill five in their 7000 year history, and the last was
2000 years ago. However, once treated, the area
remains devoid of magic permanently. There are
some vials still preserved, but its value is beyond
price. It typically creates a permanent anti magic
shell for each ounce within a 50 feet radius.
Anglestone – This stone contains the remnants of
space itself, worn down by the Wishstorms. If born
in sufficient quantities it can be used to make a gate
to another plane or to cross vast distances. The
Forgers know how to create these gates, which do
not involve magic of any kind. 1 Ounce costs 1
million gold.
Arcanoss – This natural moss glows in the presence
of magic. The scholars have demanded that it be
placed in all settlements, both as a source of light
(since it constantly glows to some degree on the
Elemental Dimension of magic) but also to detect
any attempts by Jeshatan to infiltrate their ranks.
This cheap solution is surprisingly effective at
rooting out intruders.
Cerebrum – This alchemical herb comes from the
distilled and processed brains of intelligent beings.
Taken in measured doses, it can increase the
intelligence and wisdom of an individual by as
much as +4, +6 or even +10. However, if the dose
is not properly calibrated to the individual, it tends
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Ships
The Library: Ships carry a copy of all the essential
elements of the Knah'tan civilization, and there are
almost always a few scholars on board, both to
guide, report, and research anything that the Ship
encounters. The Library refers to not only the
library but the research labs that are ancillary to the
main position. It is also well guarded, but primarily
at the entrance rather than inside.
Knah'tan appear on the outside to be monolithic
monuments to sameness. But nothing could be
farther from the truth. Each captain is a tiny social
god to his crew and to (to a lesser degree) the
stations in his circuit. Short of the Senior Scholars,
none dare challenge the word of a ship captain.
There are certain prerequisites that must be
maintained, such as the fact that each ship must
have at least one Firemind and at least one Forger to
work the engine, but beyond that each Captain is
free to run his or her ship as they see fit.
The Armory: Everyone on a Knah'tan is expected to
be armed at all times. Still, the heaviest weapons
are kept in the armory. There are access tunnels
that take the fighters directly from the armory to a
drop or boarding bay. Furthermore, this area is
constantly guarded by an entire squad. While
mutinies are rare, they are not unheard of, which is
why the Captain’s second most trusted unit is
always placed here.
A typical ship can range from Gigantic to Colossal
in size, however they all have a DR35 Armor with
hit points ranging between several thousand to
several hundred thousand depending on the size of
the ship. They are well stocked, usually having
enough supplies to last several years.
The Gundeck – The average ship has between 40
and 4000 cannon. Their firing rate is about once a
minute as they build up tremendous pressure from
the engine that sends vast amounts of steam until a
projectile is sent forth with deadly force.
Maintaining the elaborate pipes and ammo feeders
is a very specialized and hazardous job that most
crew are willing to volunteer for gladly. All of the
guns are behind special shuttered metal windows
which are opened in the event of a fight.
Areas of Interest
The Bridge: The Bridge is actually the size of a
small village, teeming with officers of all kinds and
description. It is also the most heavily guarded area
of the ship. The Captain’s Quarters are usually
quite lavish and contain special devices that only
they have access to. However, the Eyes of the Ship
are where the Captain actually commands its
actions, usually by an elaborate series of
mechanical levers. The Captain always has an
honor guard of at least 20 who are solely dedicated
toward their defense.
Guns have a range of 400 Yards and do 2d20 at
each hit. They have a firing rate of once every
other round. The crews have the option to load
various alchemical shots containing fire, acid, ice,
sonic or shock ammo which do 3d10+5 damage at
each hit. Finally, they have explosive rounds which
only do 1d20+5 flame damage but affect an area
20’ in radius. Each ship has enough rounds to last
for quite some time.
The Garden: Whilst ships need supplies, they are
also designed to be self sufficient. Sometimes they
must go for years at a time before they see another
station, so each ship carries a garden. These
gardens are closely watched after, and anyone
tampering with them is severely punished.
However, they also double as park and recreation
areas.
Finally, the guns can shoot magic resistant shells
which act as an anti magic shell for one hour in a
100’ radius. Typically a ship usually only carries a
few of these, so they are used sparingly. They are
generally only used on assaults against the Jeshatan
themselves.
The Engine: The Forgers have created great
steampowered turbines that run off a cycle created
by a powerful gate to the elemental plane of fire
made from Anglestone which is controlled by a
large sphere made of Vorkosh. The mechanics are
all armed and will shoot anyone who does not wear
an authorizing amulet on sight. Many accidents
have been caused by this, but to date, no one has
successfully sabotaged a Ship. Not in the engine
room anyway.
The Hanger: There are several smaller skiffs or
powered armor decks where soldiers can be
deployed in the event of a fight. While the
Knah’tan generally only use soldiers on other foes
besides the Jeshatan, they fight them often enough
that the soldiers that deploy from the hanger are the
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