Main Site Index

While I have managed to knock a few items off the list, I also seem to have added a lot more.  The Verdan log is likely a lost cause at this point particularly.  Oh well, the list of items currently in progress has been updated to remove completed ones and add new ones.

Campaign and Setting Indexes

Terra Elves of Modun

photo of a man alone in a cave

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The Terra Elves of Modun

Frequently also known as Cave Elves, Platinum Elves, Giant Elves, and Elves of the Kassarang Desert, and especially as Terra Elves, they hail from from the ancient dried Kassarang sea now known as the Kassarang Desert. On the surface, the desert is a desiccated wasteland of scorching black sands that will kill the unprepared explorer in mere hours. Yet beneath the surface in the immense limestone sinkholes and caves the temperatures are cooler, water collects from aquifers into subterranean rivers and lakes, and life thrives. It is in this immense network of underground oases that the Terra Elves make their home.

Appearance wise, the Terra Elves look quite similar to the Aquatic Elves save for the immense difference in size and build. Terra Elves have been documented being anything from ten to sixteen feet tall (although the average is around fourteen feet in height). Weight can similarly vary between a thousand pounds to as much as two tons for particularly large and well built individuals. In addition to the difference in size, Terra Elves are much more muscularly built than their elven brethren and frequently sport arms and legs as large as entire members of smaller races. As such, they are well known across Modun for their immense strength both on and off the battlefield. Male Terra Elves also are the only elves known to sport significant facial hair.

The Terra Elves make their homes in the immense network of deep limestone sinkholes and caverns that criss-cross beneath the Kassarang Desert. There the temperatures are much cooler and the water table becomes exposed. Labyrinthian caverns carved by ancient subterranean rivers connect the various caverns and sinkholes together into a single three dimensional network that snakes its way underneath the Kassarang Desert before emerging into the Glowing Forest as the mighty Rose River. A vast, luminous mycelium network permeates the limestone and channels light gathered from the harsh surface into the underground spaces. This light, plus the nutrient and mineral rich waters, support a vast array of plant and animal life far from the scalding temperatures of the surface. Indeed, many of the plants root deeply into the mycelium networks and form a close symbiotic relationship with each other like a form of lichen.

It is in this immense complex of subterranean spaces that the Terra Elves build their cities, farm their food, and largely isolate themselves from the outside world. They carve and shape the stone to form many layered terraces for irrigated crops, large water control networks for sluice box mining, and build their houses into the rock faces or amongst the giant stalactites that hang from the ceilings of the larger caverns. Their cities and the surrounding farming caverns are three dimensional structures that make efficient use of space while simultaneously being difficult for outsiders to navigate or invaders to penetrate. Entire armies of the Ignis Elves have entered the caverns to assault the Terra Elves only to never be seen or heard from again. These days, the Ignis Elves don’t even bother to try anymore.

The Terra Elves uses large sluice complexes to harvest the alluvial sediments of the subterranean rivers that are rich in iron and various other metals, particularly platinum. It is this platinum that gives the Terra Elves the moniker “Platinum Elves” amongst the other races. While not as ostentatious with it as the other elves are with their precious metals, the Terra Elves do make judicious use of an alchemically treated form of platinum to write preservation charms into anything that they desire to protect from corrosion or decay. They are particularly noted for using alchemical platinum leaf extensively in their books for resistance to protect the books for centuries. Alchemical platinum is also forged into their weapons and armor to vastly increase the mass of said equipment. While this does have the side effect of slowing them down significantly compared to more normal armor and weapons, it gives them immense advantages in terms of damage and resisting efforts to be moved against their will.

As a society, the Terra Elves are an orderly and practical people. There are procedures for controlling the flow of water, determining which cavern walls are safe to dig into, ensuring proper ventilation, and many other aspects of their lives. Much of this has to do with the potential for mistakes to cause catastrophic flooding, collapses, or explosions which then create further flooding or collapses. Thus, this is a society that values, rules, procedures, clearly defined decisions makers, and established responsibilities. This makes them feel there is not much point in seeking divine guidance on matters that are clearly within the realm of mortal affairs. The Terra Elves also have a fiercely independent and at times even isolationist streak to their culture. Which isn’t to say that they are hostile towards outsiders, just that they rarely feel the need to involve themselves in the affairs of the other races. Visitors are welcome to come by, but are expected to follow the rules.

Being a largely subterranean society, the Terra Elves do not have a clearly defined day/night cycle to how their society is organized. Many establishments will rotate in shifts during the day, presuming that they have sufficient staff to remain open. This frequently leaves other races with the impression that Terra Elves never sleep, but this is as much a myth as the tales of their cities being constructed entirely out of precious metals.

Like other kinds of elves, the Terra Elves have a rare few born with the talent for shaping earth. Those with this ability possess great ability to move and shape stone, dirt, and metal into whatever forms they can imagine. Most with this ability find employment further expanding and reinforcing the cavern systems their settlements are constructed in. Still others seek employment amongst the other races acting as builders and defenders.

Basically the Earthbending package seen here.

Shaping (6 CP), Pulse of the Dragon (6 CP), and Heart of the Dragon II (18 CP), Specialized and Corrupted for Triple Effect (produces effects of up to level three)/strictly limited to a particular element (Earth), requires gestures, requires training (at least one martial art techniques in a relevant martial art per level of effect which can be produced). That’s 30 CP – in general, a +1 ECL template. Basic recommendation for martial arts is Adamantine Fist – a style focusing on toughness and powerful strikes.

The Terra Elves have a long established symbiotic relationship with a breed of mammoths. Believed to have been inhabitants of the long gone Kassarang grasslands, the moved underground with the elves to find water and cooler temperatures where there is respite from the scorching sun. These days the mammoths help to pull heavy carts, reach higher fruits and flowers on the many vines the dangle from the walls and ceilings of the cavern, and process food and other plant waste into fertilizer. The long lives and excellent memory and intelligence of the mammoths work well when learning the routines and in-and-outs of the labyrinthine layouts of Terra Elven cities.

Terra Elven magical traditions see inspiration in the endurance and strength provided by regular structure of crystals and metals and have learned to weave similar structures into their spells using specially crafted jewelry to channel the spells through. This allows them to produce spells with greatly expanded durations compared to the spells of other races. The most proficient at it can even make many spells last nigh indefinitely.

Basically, this is a package feat Terra Elves can purchase.

  • Persistent Metamagic – Specialized: Requires a specially crafted ring to act as a focus that costs 10,000 GP per level of the base spell to be modified. Said ring must be worn on a free hand while casting the spell. (3 CP)

  • Streamline Metamagic (Persistent) – Specialized: One reduced spell level applies to only the Persistent Metamagic feat. (3 CP)

Terra Elves are also known for living alongside mammoths in their cities. The mammoths assist with gathering and hauling goods such as fruits and ore, using their immense strength to pull carts and their long trunks to reach high into the vines that hang throughout the city. The significant intelligence of the mammoths makes them easy to train to perform a variety of tasks and many even will perform trained routines unsupervised. The high sociability of the mammoths also means that they form deep bonds with their handlers and are even viewed as part of the family by those that take care of them. A rare few are even trained and armored for being ridden into battle, and the sight and sound of a charge of armored mammoths has broken the spirit of the enemy on many occasions.

Relationships to Other Races:

  • Aqua Elves – The Terra Elves view the Aqua Elves with a mixture of respect and frustration. They admire the egalitarian ways of the Aqua Elves and their adaptability to challenging circumstances. However, they find the outgoing and cheery nature of their smaller brethren to be tiring. The lack of refined structure to their society is also confounding as it can be hard to discern what is the proper protocol to be followed in various circumstances. It is also felt that the Aqua Elves make friends just a bit too easily to be entirely prudent.

  • Ignis Elves – While the Terra Elves appreciate the redrawn and calculating nature of the Ignis Elves, the massive racial superiority complex is off-putting. It is felt that the Ignis Elves are their own worst enemy and that sooner or later the Ignis Elves are going to provoke an alliance of many of the other races against them. What the Terra Elves should do in that scenario is an ongoing debate, with many advocating for at least being open to sheltering refugees when the inevitable happens.

  • Ventus Elves – The Ventus Elves are as mysterious to the Terra Elves as they are to most of the other races of Modun. Their ability to fly is a thing of wonder and amazement as are their goods made with amber, silk, and exotic woods. They also appreciate that what the other races consider rude when interacting with the Ventus Elves is really just a cultural misunderstanding regarding etiquette as the Ventus Elves value honesty to a fault and have a highly organized society similar to the Terra Elves. Still, the idea of living so high up in the trees that the ground can be hard to see is more than a bit terrifying.

  • Dwarves – Dwarves are seen as both kindred spirits and utterly weird. The emphasis on the materials of the earth in their culture is immediately relatable and the two cultures have had significant trade of such things for a long time. The clan nature of the dwarves is difficult to keep track of and more than a few times things have gotten tense because the Terra Elves committed the faux pas of presuming two different dwarves were part of the same clan. As a result, it is considered best to leave negotiations to experts.

  • Humans – To the Terra Elves, the Humans are easier to get along with than the dwarves despite having a similarly fractious nature. Perhaps it is that in some ways they are even more fractious than the dwarves and thus their associations with others (real or presumed) just don’t carry the same emotional weight. They do make excellent trading partners, although their greed can be a bit much to deal with.

  • Gnomes – The gnomish tendency to move about in caravans with no fixed home is considered to be quite alien to the Terra Elves. Their obsessions with the motions of planets and stars, the fundamentals of alchemy, and making ever more complicated clockwork mechanisms can seem pathological at times as well. Still, they are friendly enough even if their relationships with others can be a bit transactional at times.

  • Halfings – The Terra Elves know little about halflings beyond the rumors and stories shared by the other races. The idea of a race able to conjure poisons, summon forth nightmares, and seemingly vanish into the shadows sounds to the Terra Elves like something best kept at a distance.

Terra Elves

-Attribute Shift (+2 Wisdom, -2 Charisma) (6 CP)

-Self-Development (+2 Dexterity) (12 CP)

-Immunity / Sleep Effects (Uncommon, Minor, Major) (3 CP)

-Infrasound Hearing (4 CP) Specialized and Corrupted: User can be deafened by sounds others can’t hear, can be impaired by effects that impact normal hearing, information content is limited compared to normal hearing

-Innate Enchantment (7500 GP) (6 CP)

  • Enlarge Person (Always On x.5, Personal Only x.7 = 700 GP)

    • Uses the Practical Enchanter Version of the Spell

    • +8 Str, -2 Dex, +2 Con

    • +2 Natural Armor

    • -1 Attacks and AC

  • Make Whole (2000 GP)

  • Healthful Rest (1400 GP)

  • Foundation of Stone (1400 GP)

  • Know Direction (1000 GP)

  • Light (1000 GP)

-Immunity: Innate Enchantment Initial XP Cost (1 CP)

-Skill Bonus: Craft +2, Perception +2, Survival +2 (6 CP)

-Racial Weapons Glaives, Bows, Greatswords, Warhammers (3 CP)

-Languages: Elven (1 CP)

42 CP / Corrupted 28 CP

Disadvantages:

Large: Terra Elves are significantly larger and heavier than other races. As such, buildings and furniture built for and by other races may prove difficult for Terra Elves to use and may even break under the strain applied. Most often this comes up via doors and ceilings far too low to be at all comfortable, but at times even the floor may not be up to the task of supporting their immense bulk.

Reclusive: Terra Elven society is highly isolated from the wider world, with most Terra Elves never having even seen a member of another race in their lives. This often means that when interacting with someone they’ve never seen before, the Terra Elves will resort to stereotypes they’ve heard from stories as guidelines for social interaction. This isn’t done out of malice, just ignorance.

Anomaly Mission Logs by Katlyn Keldav – Session LXV

brown pendant lamp hanging on tree near river

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It took a few days to gather the necessary supplies of luxury goods and load them into the boat Vanatica had procured before we had fought the Emir, Lecrouss, and Evil Jacob. That also gave time for my cousin to finish constructing a steam engine without cannibalizing all of our spare parts from the airship and for Jacob to send in a scan of “True Love” to Starfleet and the Federation.

Not that I was really sure that what was scanned was “True Love”. Their marriage seemed to be one of convenience first for the sake of magical powers with romance a very distant second on the priority list. If that was truly what love was, then I wanted no part of it. Maybe it was the Sith upbringing, but I felt that love needed to involve a passion for the other person that seemingly transcended time and space for its own sake. Not so one could maintain the ability to manipulate fairy tale themes. Even the Nightsister Virgin Witch cults were willing to give in wholeheartedly to their beliefs and not just pay lip service. Even if we Sith tended to view them as a bit backwater.

So in all likelihood, all the tricorder managed to scan was “performative kiss to keep the illusion going that they actually loved each so her powers kept working”. Which is potentially an interesting scan to have, but not the same thing as “True Love”. Still, still all did get us another tricorder which was always useful to have with us, even if Jacob was the only one really proficient at using it. I did find it amusing how Starfleet replied that “True Love” was arguably against regulations since it interfered with crew transfers and apparently could get a ship off course.

All things considered, it didn’t take my cousin that long to get the riverboat back up and running with a working steam engine. It was also easy enough to load it with a bunch of luxury goods and supplies despite how much the city had been evacuated already since so much of the population had been bartering their possessions for passage to escape the city. As such the city now had a glut of available supplies for the remaining population. We did have to make some guesses as to what was valuable since a lot of things that were valuable in the Protectorate were cheap here and vice versa.

As for a crew, it was decided to limit things to Vanatica, Jacob, his wife Kuroko, and myself. The others were to remain with the castle for the time being to assist with further repairs and the defense in case the Sith army got ambitious. Besides, winding our way upriver on a merchant ship with a small army in tow was unlikely to elicit the type of response we were hoping to achieve. It didn’t help that most of them had…. Issues anyways that made traveling upriver quietly difficult.

Once we were finally underway, the journey upriver was surprisingly pleasant. The use of a power crystal alleviated us of the need of fuel for the steam engine and that ensured we kept a decent pace regardless of the current. As for the surrounding countryside, I was reminded of Alderaan as much of it was well organized parkland as opposed to wilderness or even rural terrain. Probably more hydromancy via little canals, aqueducts, and even little irrigation ditches powering magic to maintain all of that. Not that I suspected it took a lot of power to groom a forest or a grassland.

Still, I had to wonder how well this worked on a normal planet in case of a drought. Since the organization level was city state at best, there probably wasn’t a lot of cooperation in case of lean times. So it was likely that such a civilization was doomed to suffer major infrastructure failures at the same time as they would be facing crop failures. Probably unsustainable for anything more than a century anywhere except a major rainforest and even then that only pushed the timetable out to a few millennia. Never mind that such regions tended to have poor soil quality. Little wonder that such a society ended up on the Anomaly I think.

Jacob and Vanatica were doing something to keep themselves busy. Well, more that Vanatica used some obols to cast a ward upon our boat to protect against anyone paying too much attention to it I think and then Jacob took that tricorder of his, muttered something about hydromancy and warp fields, and then got to work carving something into the hull of our ship. I tried not to pay too much attention to that so as to keep my sanity. Especially when he started excitedly explaining to no one in particular how he thought he could get an acceleration effect going that got more powerful the faster the water flowed past us. It was only when I felt the ship rock followed by the sound of splintering wood that I put down my datapad and ran to the bow of the ship to see what had gone wrong now.

We had apparently just run over a raft. Probably the operator onboard failed to notice us due to the weird science melding of hydrology with Starfleet engineering attempting to mimic anti-divination magic. Now said operator was in the water about to be pulled into the hydrology channels after smacking heads with Jacob. It was a simple matter to engage the flight systems and just pull the operator (apparently a local male kid – possibly early adolescent) out of the water using augmented strength. Definitely concussed, and likely had been fishing.

(Katlyn) Better watch where you are going there! A bit of daydreaming is par for the course when fishing, but it pays to look around from time to time!

Of course, I also heard that fishing involves a lot of drinking and napping too, with actually catching fish to be entirely optional in the grand scheme of things.

(Kid) Buh… Ow! Ow! Where’d you come from?

(Katlyn) Downriver of course!

(Kid) Coulda swore there wern any boats nearby…

(Katlyn) Well, no damage done!

While our boat was easy to repair for a few obols, the kid’s raft was a collection of smashed logs drifting downstream. Should be easy enough to fly him to shore or just drop him off at his village, wherever that was. Unfortunately, he seemed rather reluctant to share that information for whatever reason. All we got was that it was about three days upstream of our current position.

(Jacob) Do you want a lift back to shore or where you were headed?

(Kid) I was headed down to the coast, with the intent of applying for school there. The possibilities back home are fairly limited, what with the warring states problem.

(Katlyn) Well, we’re kinda going the wrong way for that, unfortunately.

(Kid) Aw, I wanted to learn to be a hydromantic engineer! Well, got some rope and maybe a fishing pole or a few days of food? I can just make another raft.

(Jacob) So what is it like upriver?

That got us information on the next hundred and sixty or so kilometers. Several small villages, two of which had gone isolationist, and were not at all welcoming. Three others were mostly business as usual and keeping their heads down, although something called Ridath’s lumbering was currently on hold due to unstable conditions. There was a colony of Hidanthi near the rapids outside of Devorth,. They could organize the currents to make a short-range portal past the rapids in exchange for goods, a few obols, or enough belly-rubs.

One of the isolationist villages was being run by a hydromancer. He wasn’t all that powerful compared to what we just fought, but was charging a “toll” on passing craft. Apparently he didn’t feel the need to charge a kid on a fishing raft. Beyond all of that was Mylan, the next major city. Mylan was closer to his village, and he might have walked there for an education – but the local chief hydromancer got caught up in the madness and tried to relocate the place into a pocket dimension. The kid didn’t know much about that, but it didn’t sound like somewhere the schools were likely to function and he wanted to try for a scholarship.

(Vanatica) Hmm, city we’re aiming for is Ernharite. That isn’t Mylan, but Mylan is probably on the way. Are we keen on dealing with insane hydromancers along the way, or keeping a low profile?

(Jacob) I am not sure. On one hand, us getting used to some more of what they can do might be handy. On the other hand I have no idea if they are similar enough that it is worth the effort. It could get us the wrong assumptions going forward. I still want to cure as many as possible though.

(Katlyn) Play it by ear then?

(Jacob) Yeah.

We gave the kid some supplies and carted him off to shore where he could make another raft to continue downriver. Jacob continued making adjustments to the boat’s hydromancy to elicit better control over whatever effect he thought he was making. Our first “obstacle” was the Hidanthi, who rather resembled small seals to my eyes. They seemed like a friendly enough bunch.

(Katlyn) Do we want to see a short range portal powered by their hydromancy? Or at least see how the setup is built?

(Vanatica) Unless we want to portage, probably.

(Jacob) Oh, might as well take tricorder readings. Can’t think of much we could do with them. I am going to assume the power requirements are quite large.

Turned out the power requirements were relatively minimal compared to what one might think, but the range was half a dozen kilometers at most. For the locals, that wasn’t worth it but most people didn’t want to deal with the rapids. Apparently that scenario caused all sorts of wild magic, although apparently that did make whitewater rafting and canoeing much more of an adventure. I had to admit that sounded like it could immensely fun like the whitewater rafting courses back home that could be set up with access to gates and artificial gravity.

(Katlyn) Oooh! Maybe we can do some whitewater rafting when this is all over! I am sure some of the soldiers and technicians would be up for it!

(Vanatica) Quite likely.

I was curious if more power could extend the range of the teleportation effect. Given enough range one could connect the cities and towns together like the gate system was connecting the Protectorate. Hell, you could then set up smaller gates to areas like this for recreational purposes with easy returns upriver once done with the rapids to either head home or try again. Heck, even a decent rail system could do wonders for this place.

Next obstacle was a heavy boom laid across the river with a couple of bored villagers in a guard boat.

(Guard) Hey, the engineer says we’ve got to charge you for passage! He hasn’t said how much though, so we’ve put the fee at one Obol or a bottle of decent wine. Hey, got any strong tranquilizers? If we can put him out for a few days he’ll likely sober up. The irrigation system doesn’t provide THAT much power!

(Katlyn) Tranquilizers are easy! Might need to verify some things about your species’ biochemistry though to ensure it works.

(Guard) It’s a deal! You need a blood sample or something?

(Katlyn) Blood and for our friend to point his device at you while it makes some noises.

(Jacob) Tricorder scans coming right up!

A few quick tests and scans showed that a number of fairly standard tranquilizers would do the trick, although one of the most common was likely to induce hallucinations. Probably best to stockpile a bunch of those for later use with other engineers at least. Still, easy enough to make several vials, give guidelines about dosages and possible side effects, and then how to treat an overdose if the worst should happen. With our “payment” handed over, the guards looked at the boom with some embarrassment, said a mystical command phrase that roughly translated as “Lower Gate”, and it opened. It looked like the local engineer only knew practical stuff, and just used the spell for sluice-gates to make his barrier.

Which fit the pattern already seen with the Emir where the maddened engineers seem to mostly be tapping existing infrastructure magics to use for defense and weapons. That still made them dangerous just from the sheer power involved, even if it wasn’t very focused or directed. After all, the hypermatter systems that powered a city back home could easily destroy a lot of stuff too if that output was used correctly. Hell, I think it was Uncle Kira that caused a small nuclear level detonation using a city’s water and power supply. Almost anything containing a useful amount of energy could usually be lethal if misused.

Still, it occurred to me that engineers (when they went crazy) seemed to match the legendary Drunken Sith one usually found as bad guys in stupid comedy holos. Those could be fun if you were willing to turn your brain off for a couple hours, but to my knowledge Drunken Sith weren’t something actually seen out in the wild except for weirdos like Handell. It actually felt weird realizing that all of those stupid, but fun holos might have been preparing Vanatica and I for dealing with these engineers. I wasn’t sure if that was a good thing or not. On the plus side of things, this area seemed relatively peaceful, prosperous, quiet, and reasonably well organized. The engineers just weren’t very good at being villains, especially since the chief engineers tended to be middle-aged, practical, office workers.

Which kinda reinforced Aunt Valerie’s assertion that at least half of the Sith problem was the holos themselves. Wasn’t sure what to do about that because the Jedi/Sith conflict was just an enormous mine for story conflict. Perhaps exposure to the Anomaly and the associated cultural conflicts that arise from its societies will lead to a holo renaissance that puts less emphasis on the Jedi and Sith? But that doesn’t deal with the thousands of years of holo back-catalogue that existed. Censorship was going to be nigh impossible. Perhaps the best way is to make Jedi and Sith boring with wide tales of real magic, psionics, and whatever the Federation was doing?

At least Vanatica didn’t feel compelled to teach them how to be proper Sith….

As we continued on upriver, the remaining isolationist village pretty much ignored us, although I suspect we were being watched from that tree line as we motored by. The other villages did ask us for news from downriver – which we shared – and then warned us about the next city upriver. The Chief Engineer of this city had access to enough raw power to be entirely out of his mind (like the Emir was back where we started this river boat cruise). They also noted that he had somehow managed to isolate the city. If one tried to get in on land, one just wound up on the other side. Attempts along the river led to a sequence of really weird traps and monsters.

(Vanatica) Go in by river? Or try to bypass?

(Jacob) Hmm, might as well try the river. I have no idea what they might do for this sort of trap, but knowing is better and we can retreat and go around later.

With it decided to try to pass through the city via the river, Jacob took position on the bow of the ship running scans while Vanatica piloted. Kuroko I think was below decks. I simply stood on deck to see what weirdness might happen. Suddenly there was a perceptible shift in the reality around us as we passed a distortion. The world seemed to compress and attempting to look up was headache inducing. There was a city hanging sideways in the sky. The river had straight edges, and was a solid flat blue save for some bow waves picked out in white. Ahead of us…. was an octopus, throwing exploding fish, although there was room to go around it to the right. Further upriver… there were more octopi. The ship was slightly luminous, and almost cartoonish. To further add to the surreal nature of it all, the octopus was hanging in midair, it had a fancy hat – purple with a green band and a feather. We also had all acquired green shirts.

(Vanatica) The shoreline appears to have occasional bumps with trees, but if I try to look past it, there is nothing there either.

(Jacob) We got an exploding fish coming right at us. It has a big smile on it’s face.

Vanatica’s attempt to have the riverboat dodge it didn’t work so well as the fish promptly hit Jacob’s face and exploded. Jacob’s green shirt now had a red fringe on the one side, but he otherwise looked to be fine despite the explosion. Further up ahead a giant wall in two parts kept slamming shut across the river, then opening up again in rhythmic fashion. Vanatica brought us to an idle relative to the slamming wall trap.

(Vanatica) Seriously?! Who builds this kind of thing?!

(Katlyn) This feels like a hologame.

(Jacob) Colliding with an octopus will cause it to explode and damage the ship.

Unfortunately, bringing us idle with respect to the trap made us much easier to target by the flying octopi throwing explosive fish. Several hit each of us turning portions of our green shirts red accordingly. Also by this point there was simply nothing in existence either above or to the sides of us. It was like space simply stopped there.

(Katlyn) This is a hologame! Can you scan this enough to see if you can change the game rules? Like cheat codes or something?

(Jacob) Actually, considering this place is lacking rules… and draining the guy powering it is a goal of ours… physics engine upgrades!

There was a bit of wavering, as the water began to act a bit like actual water – rather than a frictionless surface we slid around upon. Unfortunately, while this was all going on, more octopi were firing fish at us from a number of angles. Fortunately for us, the otter I had acquired was busily stashing away fish that were being thrown at us. I took the cover offered by that to pull out my blaster rifle and shoot the octopi throwing fish at us. It didn’t help to try to maintain footing so I could aim properly as Vanatica kept lunging the ship back and forth trying to dodge things being thrown at us. At least a few octopi I destroyed ended up turning into fruit.

(Katlyn) Are we supposed to be collecting the fruit?

(Jacob) Usually.

I used the variable star attachment to my armor to reach out and grab the fruit as they became available. That immediately removed the red from our shirts and then started turning them an even brighter green. More tinkering with the tricorder by Jacob resulted in the scene changing again as now there were sharks leaping out of the water and gliding across the deck, only to drop back into the water on the other side. The octopi now had clubs in each tentacle as they now charged the ship in large numbers too.

Fortunately, between my rifle shooting enemies and my variable star grabbing the health power ups, I was able to keep us ahead of the damage being done to us. That bought enough time for Jacob to make a final set of adjustments to the tricorder scans that turned everything – including him – temporarily blocky for a few moments before we were suddenly disgorged into the city in what looked to be reasonably normal space.

Our surroundings now were that of a riverside dock and there was a crowd present cheering our arrival. At a glance, the city didn’t seem to be in as bad a state as the Emir’s, but that could just be a superficial observation for the moment as opposed to a reflection of reality. Or whatever passed for reality in this pocket dimension that was at least partially embedded in a hologame. One kid was loudly complaining though about our arrival.

(Kid) That’s no fair! They used cheat codes. I had to get through all the levels the hard way!

I still found it hard to believe that a society on the Anomaly had the ability to make games considering most of the ones we had encountered thus far hadn’t even managed to produce even basic electronics like radio or motors. It was likely they were using magic to simply produce a simulation environment – like how this city was in one but smaller in scale – that was in some way powered by hydromancy. Might be worth finding such a game console – if that sort of a device actually existed – and see how it worked for comparison’s sake. Not that I thought it a better way to do things than fusion and hypermatter powering electronics, but there was always the potential for interesting insights. I wonder if such things were specific to a particular city and wouldn’t function elsewhere?

The kid was still pouting as we docked.

(Katlyn) Well kid, you’re ability to make it through all the levels without cheat codes is something to boast about! The 100% Completion Speedrun community is a strong and dedicated one!

That at least made him more reflective instead of complaining. Not that I understood the speedrun community much at all. Sure, it was one thing to beat the game in record time, but the point behind those that utilized memory execution exploits to trigger the end credits just after starting a game was lost upon me. It also didn’t help that I was banned from most such competitions anyway given my superhuman speed and reflexes.

(Katlyn) So what is going on in this city?

Most everyone in the crowd had their own spin on things, but a number of key facts quickly emerged as well agreed upon. As what seemed to be going on throughout the region, the city was attacked – although random people on the docks weren’t sure by who – and running the defenses overloaded the Chief Engineer. He tried to shift the city out of phase, but had little practical experience with dimensional magic – so instead of just templating the place off reality, he tried to do the physics – and wound up overloading and defaulting to his video game collection. This proved fairly tolerable. He was apparently in the middle of his palace labyrinth, throwing video game challenges at the therapists trying to get in and sitting on a heap of “treasure chests”. What was hurting the city for the time being was a block on trade; it was killing the economy and the emergency supplies of created food were utterly boring, and so on. Spices were selling really well though.

For the most part it sounded a lot like a city or planet under siege back home underneath its own defensive shields back home. Although I suppose in this case the problem was as much internal as external since turning on the shields back home didn’t usually cause engineers to go insane. Plus back home cities didn’t usually take pot shots at each other, that was usually left for Star Destroyers and the armies to accomplish.

Still I had to wonder how much what Seras, Lecrouss, and Jacob really knew about how hydromancy – and its equivalents in other elements – given that all three figured something could be made to work. Vanatica seemed to be of the opinion that they were at the limits of what Precognition and Probability Analysis could tell them about what would and wouldn’t work and where, but I had my doubts. It was never wise to dismiss the plans of the enemy especially when they didn’t make sense.

The Ignis Elves of Modun

closeup photo of fire during night time

Photo by Francesco Paggiaro on Pexels.com

Hello, Spellweaver81 here again! Continuing to post material here to try to help out with the update schedule. For today it is my rendition of a combination of High Elves and Dark Elves called the Ignis Elves (See!  I said you couldn’t stop me!). Again this will be part of a consolidated Modun Campaign Setting that hopefully the others in our gaming group might find fun to explore for a bit.

The Ignis Elves of Modun

They are known as Slavers, Fire Elves, Fire Shapers, Copper Elves, High Elves, and Dark Elves, but the most common name is the Ignis Elves. They claim to be the direct successors to the ancient Elven Empire of old (a claim disputed by the other elves) and thus claim superiority over all other varieties of elves (also disputed by other elves) and every other race on Modun (obviously disputed). Still, none can dispute their mastery of fire and combat magic. Their mastery of the arcane arts proved crucial in aiding the people of Modun in repelling the last two invasions by the Dolls. However, just because they are members of the alliance of kingdoms that defend Modun from invaders, doesn’t mean that they are liked by the other members of the alliance. An ongoing history of slavery, imperial ambitions and the general racism of Ignis Elves towards everyone else gives other plenty of excuses to avoid them.

In terms of appearance, they differ from other elves by their grayish brown skin and hair that can range from charcoal black, to golden, or even copper red in color. Hair is usually worn in large voluminous curly styles that are frequently adorned with copper circlets or crowns that frame their hair and make the Ignis Elves appear taller than they would otherwise. Due to the extreme temperatures of their environment, much of their clothing is made of tough leathers and metallic fibers and is frequently cut to show off their bare arms even legs. When feeling particularly intense emotions like anger, an Ignis Elf’s skin can start showing glowing veins resembling magma.

The main trait of Ignis Elves compared to other races is their deep affinity for fire and heat. Indeed, their affinity is so strong that it enables them to withstand even full immersion in lava (although they can still drown). Boiling water, fire, and red hot metal all mean nothing to them. However, such resistance does come at a significant cost, as their people are especially vulnerable to exposure to cold extremes and take double damage from such hazards. Even worse, everyone on Modun knows of this vulnerability and grew up hearing folk tales of several ways to exploit this. Still, there is nothing quite like witnessing an Ignis Elf dip their hand into a pool of magma and then let it pour out of their hand like water.

The primary settlement of the Ignis Elves is the immense Niavista Caldera. In legends it was the capitol of the ancient Elven empire before it was destroyed in the first invasion of the Dolls and has since been resettled by the Ignis Elves afterwards. It is a land of continuous lava flows, hydrothermal springs, geysers, and the forests of giant lichen. The air reeks of sulfur, the ground trembles regularly, and footing is treacherous for the unwary as thin layers of hardened ground can suddenly spill one into boiling hot pools of mud or water in an instant. While this may annoy the locals, it can readily kill anyone else in an instant.

Still, there is life here beyond the Ignis Elves. Giant lichen the size of large trees fill the landscape, feeding on the enriched volcanic soil while smaller ones crowd each other for space. Colorful hyper-thermophile bacterial mats grow in the boiling springs, enormous coral-like masses form in the mists of the many geysers, and a number of animal species resistant to the heat like the magslugs, flame monkeys, and the sparktail deer can all be found here.

The architecture of the Ignus Elves is usually directly cast basalt stone forms, more often, formed out of masses of basalt bricks assembled into the desired frame. Flooring, roofing, and walkways are made from lichen planks held together with nail-less joints. Most structures tend to be short, squat designs with little in the way that is more than two stories in height due to the ongoing seismic tremors of the region. The particularly wealthy will decorate the exterior of their homes with a number of metal and glass fixtures to show off to other Ignis Elves and to distinguish themselves from the dwellings of the lower class and the slaves.

Lava flows are controlled with giant dams and magmaducts that criss-cross the caldera to carry excess lava to designated facilities for processing into basalt or to specifically chosen outflows outside of the caldera. The dwarves have been notable clients for this excess flow as they use the heat to run their forges and to process into pumice for their floating fortress-ships. Attempts to threaten to open up the dam and flood everyone downhill of the caldera with a wave of lava have not been well received.

Farming of the thermophile algae mats is done in carefully constructed terraced pools of boiling spring water. The water for each terrace is controlled for specifics in temperature, mineral content, and acidity to ensure that the many varieties of farmed algae all find ideal conditions suited for the particular growth needs. This diet is then further supplemented with various farmed mushrooms and truffles cultivated throughout the caldera. Still, the lack of substantial variety and viable sources of animal protein (especially from animals that can be cooked) does mean that Niavista Caldera is a net food importer. What viable exports the Ignis Elves have are largely limited to exotic alchemical reagents, arcane knowledge, and black sand fertilizer.

For the local alchemy, the caldera provides plenty of useful reagents for the Ignis Elves to generate useful goods:

  • Fire Ash – A potent alchemical oxidizer that is widely feared by both targets and users. A mere few flakes of this oxidizer is sufficient to spontaneously set most things on fire including even seemingly inert materials like water, sand, gold and even burnt ash. Worse yet, the ash will burn until it has consumed ten times its mass in material after which – if a fire remains – it can easily be extinguished via more mundane means. Until that point is reached though, best bets include keeping the affected area cold or depriving the fire of air. Even more unfortunately, while the Alchemy Craft check to safely handle Fire Ash is DC 30, actually creating it is only a DC 5. Thus many alchemists have lost their limbs and lives to this incredibly dangerous substance. Obviously, this substance is extremely illegal in many jurisdictions and being found in possession of it without a (hard to acquire) license is alone frequently grounds for criminal charges.
  • Alchemical Copper – This copper alloy does not tarnish and has a strength and hardness (and oddly enough, weight) equal to that of steel. The most unusual characteristic though is that alchemical copper conducts heat so well that it does not support a detectable temperature differential even when one end is in lava and the other is immersed in water. One of the most popular uses for this is the creation of swords with a small bead of lava stored in a bulb in the pummel to grant the blade a +2d6 Fire Damage. For would-be wielders that are not Ignis Elves though, without adequate protections the sword will burn them too. And reheating the bead of lava once it finally cools is a difficult procedure too. Craft DC: 15.
  • Black Sand Fertilizer – By fair the most widely sought after export from the caldera. While the Ignis Elves keep the exact formulation a secret, it is known to include pulverized basalt, ashes of various algae, and minerals extracted from hydrothermal springs. Farmland sprinkled with this fertilizer just after planting grows crops three times faster than normal, potentially allowing a tripling of harvests over the course of a single year. A single 50 pound sack will supply enough fertilizer for an entire acre over a single planting season.
  • Dusk Resin – A resin extracted from the mycelium of the giant lichen that is renowned for its fire resistance properties. Wooden items treated with this resin gain Fire Resistance 12. Crafting DC: 10.

With regards to religion, the Ignis Elves staunchly refuse to worship anything but the Elven pantheon and vehemently denounce any suggestion that the various other pantheons are different views of the same deities. As such, the Ignis Elves view the religious practices of the other races as primitive cult religions not nearly as rich in history and theology as their own (yet another claim disputed by others). The fact that the other elves tend to also worship other deities in addition to the Elven pantheon – or worse still, conflate them together – is just further evidence in their mind that they are the one true elven race and the others are mere degenerates of their perfected form.

The culture of the Ignis Elves is centered around the belief that they are the true heirs to the Elven Empire of old and that they alone are the ones who repelled the invasions of the treacherous Dolls. As a result, it is their right to rule Modun and guide its peoples towards prosperity and security. The fact that the other races resist this notion only shows how much in need of guidance they are. Still, when the world was in danger, the other races came to the Ignis Elves for aid and the Ignis Elves delivered with a level of arcane might the other races could not match.

Thankfully for the rest of Modun, most of the energies of the Ignis Elves is spent politicking against each other for dominance as opposed to attempting to assert dominance outside the caldera. Assassinations of such rivals are rare and considered undignified, with the preferred weapons being scandals, trade wars, rumors, and sheer arcane oneupmanship being much more common. Still, that doesn’t mean paying mercenaries to attack a rivals caravans isn’t off the table, so long as it can be done discreetly. Such infighting extends both between families and within families. It is for this reason that many Ignis Elves like to procure slaves for the production of half-elven offspring. Such offspring are frequently useful resources as magical aides, guards, and assistants without being viable rivals due to their tainted bloodlines. After all, a full elven family member may try to usurp dominance for themselves, but a half-elf is unable to hold a position of dominance (or often even respect) in Ignis Elven society, so they are “safe” family to have around. Unless one has other family that might offer better perks for serving them instead.

Most such slaves humans used for the production of half-elves, but others have been known to be acquired in the past. Many find use as dedicated craftsmen making the things the Ignis Elves cannot (or don’t want to), but others are often sold back to their home communities as bargaining chips in exchange for various favors for their “rescue from bandits”. Those that are found to be particular obstinate or useless get sent to farm the hot spring algae terraces, although that is not a task many survive for long. Efforts to breed half-elves amongst the other races has had less success than with humans for reasons that are still being actively studied.

Copper is the most central metal to the Ignis Elves who claim it is for practical reasons and nothing like the Aqua Elves obsession with gold. They value it for its thermal conductivity properties and its usefulness in attacking lightning. With careful alchemical treatment, they can even transform it into a form that can withstand the heat of lava without melting. The fact that it is ductile and malleable enough to make into thread that can be woven into cloth is just a nice perk from their perspective. Plus they feel the reddish color provides a nice complement to the aesthetics they have chosen whether it is the black basalt buildings, the magmaducts plated with copper, or the black and golden hides gathered from the native sparktail deer. Having to trade with other races for it is just one of those annoying facts of life.

Study of the Arcane is central to Ignis Elven culture with many of the most respected members of their society being amongst the most powerful mages on Modun. Through countless centuries of experimentation, training, and study, they have managed to recapture a small portion of the power their ancient ancestors once possessed.  To this end, they have learned to craft focusing wands that allow them to tap some of that ancient power into boosting their spells.  Such wands are often constructed of exotic components and is unique to the elf it is crafted for.

Basically, this is a package Ignis Elven mages can purchase.

    • Amplify Metamagic – Specialized: Requires a wand-like focus that costs 10,000 GP per level of the base spell to be Amplified.  Said wand will be incorporated into the gestures component or otherwise held in hand while casting said spell. (3 CP)
    • Streamline Metamagic (Multiple) – Specialized: One applies to one Metamagic (Multiple) (3 CP)

For a total of 6 CP or one feat.

Much like with the Aqua Elves, a rare few Ignis Elves gain the talent for shaping fire. Naturally this grants the possessor a great deal of destructive power, but is poor at defense. Still, particularly clever Ignis Elves have found a way to manipulate the energies involved to perform tricks such as flight, control heat, and even facilitate chemical and alchemical reactions.

Basically the Firebending package seen here.

    • Shaping (6 CP), Pulse of the Dragon (6 CP), and Heart of the Dragon II (18 CP), Specialized and Corrupted for Triple Effect (produces effects of up to level three)/strictly limited to a particular element (water), requires gestures, requires training (at least one martial art techniques in a relevant martial art per level of effect which can be produced). That’s 30 CP – in general, a +1 ECL template. Basic recommendation for martial arts is Crane Style Kung Fu – a style focusing on footwork and sudden blows.

Finally the Ignis Elves have a fondness for keeping and raising the smoke monkeys native to the caldera. These small sized creatures, while not as intelligent as the hominids, are still amongst the most clever animals on land and share a similar immunity towards intense heat with the Ignis Elves. Most have been trained to perform a number of tricks or simple tasks by their owners (who often claim the monkeys are easier to train than non-Elven hominids) such as basic cleaning, guarding, message delivery, and even rudimentary tasks with farming algae. Most races note with annoyance that the monkeys are often treated with a good deal more care and affection than the hominid slaves the Ignis Elves like to keep.

Relationship to other elves/races:

  • Aqua Elves – There are few relationships with the Ignis Elves as openly hostile as the Aqua Elves. The Aqua Elves have an egalitarian view of others that the Ignis Elves perceive as outright crude and bordering on being a disgrace to their elven heritage. Aqua Elven counterraids on Ignis Elven raids into the territory of others (even non-Aqua Elves) doesn’t endear them in their eyes either. The only things that have kept the two races from all out war has been that both are part of the Grand Alliance and the difficulties each would have in assaulting the other’s territory. That hasn’t kept the two from openly and loudly contemplating it though. The fear that the others races might back the Aqua Elves over the Ignis Elves in such a confront is not lost on them either. This is one of the primary reasons that Black Sand Fertilizer is exported in such large and cheap quantities: to keep the other races from taking sides too hastily.
  • Ventus Elves – While the Ignis Elves can admire the beauty and grace of the Ventus Elves, the lack of refined manners and appreciation of ancient Elven culture gives them a backwards air that can make humans seem refined. Though there is no denying the quality and craftsmanship of their honey, amber and silken goods, nor of their beauty. And their music is definitely a feast for the ears. Their penchant for working alongside giant bees of all things is a bit weird though.
  • Terra Elves – Ignis Elves do appreciate the aloofness of the Terra Elves towards other races and the dedication to the perfection of their crafts. Their underground cities are wonders to behold and one has to admire the courtesy for building their cities so that hominids of all sizes can easily navigate is a welcome touch given their own immense size. One must not mistake their aloofness for cowardice though, as their immense size couple with their even more enormous armored war mammoths can be terrifying. Best to stay on their good side.
  • Dwarves – The dwarves are valued trade partners as they buy stone, and fertilizer in exchange for metals and food acquired from far off lands on caravans pulled by their giant wooly rhinos. Navigating their complicated clan structures is difficult though and best left to those that have had the time and patience to track such matters. After all, one rarely angers a single dwarf, but more likely an entire clan all at once and their clans can easily hold feuds for generations.
  • Humans – Humans are a contradiction in that they breed so rapidly as to be annoying pests while at the same time be valuable troops during invasions from other worlds. That the humans remain so divided amongst themselves yet willing to band together in a common cause is another mystery for the ages. The humans cannot deny though that their accomplishments pale in comparison to those of the elves and need to learn the humility of accepting that others (particularly the Ignis Elves) are just simply better.
  • Gnomes – There is appreciation at the Gnome study of the unknown. The fact that they direct those ambitions towards the more mundane aspects of the world as opposed to more proper fields like magic is just one of those things that makes them a lesser race. The “toys” they produce have their novelty at least, even if so much of what they produce can be replicated with a few simple spells. Their introduction of firearms to humans was not appreciated though.
  • Halflings – Any race that can cause you to rot from the inside out from a poisoned arrow is to be treated with a great deal of respect, regardless of their size. Unfortunately, half of what is commonly known about them seems to be a product of excitable human adventurers and the other half appears to be deliberate misinformation on the part of the halflings. Beyond that, there is so little known about them beyond that it is hard to draw firm conclusions.

Statistics:

(Note this build assumes the Condensed Skill List seen here.)

Ignus Elves

Attribute Shift (+2 Intelligence, -2 Constitution) (6 CP)

Self-Development (+2 Charisma) (12 CP)

Immunity / Sleep Effects (Uncommon, Minor, Major) (3 CP)

Infrared Light Sense: Corrupted and Specialized: Cannot read fine detail, can be blinded by lights others can’t see, Blindness effects impact this ability as well (4 CP)

Energy Infusion (Fire) (6 CP)

Skill Bonus: +2 Arcana, +2 Concentration, +2 Scholar (6 CP)

Racial Weapons: Rapiers, Crossbows, Punching Daggers, Whips (3 CP)

Languages: Elven (1 CP)

Occult Sense: Sure Footing (Corrupted and Specialized: Only provides information as to whether a given spot will hold your weight within a few meters any direction.) (2 CP)

42 CP

This entire racial package is Corrupted for a total of: 29 CP

Friend No One Likes: Most everyone else on Modun that isn’t an Ignus Elf has a low opinion of them. A lot of it has to do with the Ignis Elven slaving parties, but the systematic racism, imperialist ambitions, and the tendency to do the absolute minimum requires by the current alliance system does not win them any friends either.

Well Known Vulnerability: Just about everyone that has ever heard tales told around the campfire know that the Ignus Elves are vulnerable to cold. There are far too many tales of how a clever human/gnome/dwarf/halfing/other elf took advantage of this to get the upper hand against them in myriad of contests.

The Aqua Elves of Modun

timelapse photography off water fountain

Photo by Gabriel Peter on Pexels.com

And here we have something a little different from the usual campaign logs.  This initially started as a character concept for an aquatic elf, but has since morphed into something resembling a full campaign setting.  More races and background bits for the setting will be generated as I have time.

The Aqua Elves of Modun

Frequently also known as Elves of the Mangrove Forests, Sea or River Elves, Water-Shapers, Gold Elves and even Privateer Elves, the Aqua Elves originally hail from the mangrove forests of the tropics. Equally at home both on the sea, under the water, and on land, they can often be found anywhere a ship can reach plying trade routes, exploring, and searching for fortune and glory. They are often seen abroad as sailors, translators, alchemists, mages, and treasure hunters.

Appearance wise, they resemble other elves although with more copper or bronze skin tones. Hair is either white or black and usually worn long and braided into one or more long tails tied to a golden hoop at the end. Clothing styles vary, but are usually made of sea silk – an incredibly light and fine fabric made from the byssus of pen shells – with a skin tight layer covering the torso and a looser outer tunic. Wealthier Aqua Elves will even incorporate gold thread, leaf, and fasteners into their clothing.

Their main trait compared to other elves is the ability to survive underwater indefinitely. They are able to breath water and withstand the immensely cold temperatures and pressures of the deep oceans along with adjustable buoyancy, ability to communicate with sea creatures capable of language, and are natural born swimmers. Still for all of this, they tend to prefer to live near land (or near water as the case may be) simply because if a big ocean monster comes along, they can retreat to shore and flee land monsters by taking to the water. That hasn’t stopped rumors though of ancient and legendary cities of Aqua Elves hidden in the depths of the oceans though.

Aqua Elven settlements are usually hidden amidst the tangled roots of mangrove forests and their brackish waters. Entrance and exit via boat from such settlements are often disguised such that hostile invaders get hopelessly lost and entangled in the twisting maze of roots and branches in which case they then become vulnerable to the Aqua Elves leaping from beneath the water to slay interlopers. More than one group of pirates found out the hard way that attempting to pillage a sea elf settlement was amongst the worst possible career moves.

The water is the primary source of food and raw materials for the sea elves with extensive use of aquaculture and tree shaping of the surrounding mangrove trees. This includes the construction and cultivation of artificial reefs, kelp forests, extensive tidal weirs, and floating gardens facilitating the growing and harvesting of fish, shellfish, sea silk, pearls, exotic corals, unusual inks and dyes, aquatic crops, alchemical reagents, and even new habitats for aquatic wildlife. Some will even cultivate a variety of tropical fruits and spices personal use or even export.

Aqua Elven architecture tends to incorporate tree-shaping the mangrove trees and incorporate floors both above and below the water into their construction. As dry land is at a premium in their forests, it is common for many structures to be floating or built around the trunks and branches of the surrounding trees. Indeed, floating constructions are common enough and mobile enough that it is entirely possible for a given settlement’s layout to change over the course of a given day as a building (such as an alchemist’s shop) will move towards its sources of raw materials in the morning, then float over towards potential customers during the day, and finally at night anchoring in a more private corner of the settlement. It also enables much of the settlement to evacuate with their belongings without a lot of effort if given sufficient warning.

Underwater constructions tend to focus more on defense, storage of valuable goods, and communal areas than on actual living spaces and workshops. Some of this is simply the expedience of maintaining cooking fires and things like bedding on the surface, but also partly due to the fact that anything on the floating structures can be easily relocated on a moment’s notice, whereas anything stored underwater is more long term and theoretically harder for would be looters to locate and steal.

Unfortunately, even with access to bog iron, various metal excreting corals, and alchemical distillation of metals from sea water, most metal and stone are scarce in Aqua Elven settlements and must be imported in any significant quantities. Metals like gold that are highly resistant to corrosion are highly prized in their society (although the beauty of gold helps too), but also metals that react strongly to water like magnesium, calcium, and sodium have immense value too. Such reactive metals can be used by their alchemists to form flares and fires that will readily burn underwater and are invaluable as sources of light and heat away from the surface. Paradoxically, such reactive metals are relatively easy to extract from the salt of seawater and the shells of shellfish for a skilled alchemist. Still, most communities of Aqua Elves won’t turn down a gift of metal bars or finely polished blocks of stone.

Basic alchemical creations common amongst the Aqua Elves:

  • Glow Ink – An extraction of bioluminescent enzymes from various mollusks that is then alchemically treated. Glow Ink can then be injected to create bioluminescent tattoos of a variety of colors. More advanced versions can change color in response to mood. Not recommended for stealthy types unless one uses some concealing paint when trying to not be seen. (DC 10)
  • Glow lamps – Related to Glow Ink in that it is an alchemically treated extraction of bioluminescent enzymes that is then embedded into a gel filled sac. When hung outside during the day, will store energy from sunlight that it will then release again in the absence of light thus serving as a rechargeable light source. Efforts to coat a variety of surfaces with the substance for walls and floors that illuminate pathways at night unfortunately leave an unpleasant odor and slick surface. (DC 10)
  • Underwater Flares and Fire Logs – Made with a combination of magnesium, calcium, and sodium, these react with water to produce a source of heat and/or light equivalent to a surface torch or a campfire. Needless to say, these cannot be extinguished with water. (DC 15)
  • Treated Wood – In the absence of large quantities of metal and stone, wood has often been treated with a specially formulated varnish to make it harder, fire resistant, and more resistant to rot. Treat as similar to items permanently affected by the Ironwood spell. (DC 20)
  • Healing Poultice – A concoction of various extracts and sea plants that is then wrapped in silk and applied to an injury. Effectively acts identical to a cure light wounds spell. (DC 10)

Why are the DC’s so low compared to other benchmarks? Well, these are supposed to be common amongst the Sea Elves, so chalk it up to have ready access to appropriately easy reagents nearby and a long tradition of using said reagents. So probably increase the DC to make these in regions without ready access to the appropriate reagents as then an alchemist would have to do things the “hard way” instead.

Religiously, Aqua Elves tend to follow a combination of the Elven and Oceanic pantheons with the particular deity focused on being a matter of tradition for each settlement. While matters of worship tend to be personal affairs, there usually is a village elder that acts as spiritual leader, advisor, and representative to the gods for the whole community. What shrines or temples they do create tend to involve magical fountains that coin offerings can be tossed into.

Still, there are those that hear the whispers from the depths promising power and promises of things that never were. This is especially true for those that spend large amounts of time sleeping in the water itself where such whispers can taint their dreams. Those that listen to the Deep Ones will frequently gain significant power, but at the expense of their sanity. All who fall prey to such temptations will soon develop an unhealthy obsession with quicksilver and develop an aversion of the surface and the sun. It isn’t uncommon for such individuals to then attempt to poison their own communities in an attempt to “free the minds” of their comrades before eventually retreating to the depths of the seas. From there what happens to them isn’t clear, but the few that return will have developed a talent for shaping quicksilver like watershapers control water and will often sport mutations like scales, claws, and fangs along with some sort of divine backing and a strong hostility for all things of the surface world. Such mutants are referred to as Deepwater Elves and are met with extreme prejudice.

Culturally, Aqua Elves are a free-spirited people who value action over protocol. If pirates are harassing the nearby shores, they will deal with the pirates themselves without waiting for “permission” from the kingdoms nearby that claim to have jurisdiction. Most kingdoms will hand out privateer commissions to provide an official paper trail for such actions, but even then the Aqua Elves feel they don’t need such formalities. Aqua Elven adventurers similarly will go on quests to right perceived injustices with little heed to what the local authorities might say about such matters. Unfortunately, this tendency to react before getting things like “permission” or sorting out all the legal nuances has not endeared the Aqua Elves to many city guards, nobles, and magistrates.

They are also said to have a fascination with gold and love to acquire it and use it in their crafts. Whether it be gold fabric, jewelry, prosthetics, (alchemically treated) armor and weapons, gold leaf, or golden dyes, Aqua Elves will shamelessly flaunt it or seek to acquire it. Interestingly, this seems to be more a response to its untarnished beauty as opposed to any perceived sense of monetary value. While outright theft is considered highly unsavory in their society, their loose adherence to things like “the law” has resulted in more than a few instances where their love of golden rewards has caused trouble in other realms.

Sailing is an important part of their culture. When asked why a race that can swim and breath water would construct boats, the most common reply is to the effect of “and why do humans ride horses or build wagons despite being able to walk?”. Their ships are not so much constructed as they are grown from floating trees carefully shaped over the span of years into the shape of a sailing boat with the trunk forming the mast, the leaves and branches making the sails, and the lower trunk and root system forming the hull. Careful reinforcement of critical areas with metal strips serve to strengthen the structure against rough seas and enemy action. Particularly ancient ships can grow to be absolutely enormous in size and are fearsome to behold on the seas. It is with these vessels that the Aqua Elves explore the world, patrol against pirates, and engage in trade with those friendly settlements they encounter. Experiments with underwater vessels occur from time to time, but typically run into issues with navigation and steering unless significant quantities of magical enchantment are deployed.

Aquatic elven magical training tends to differ with more traditional wizardry or sorcery on a number of levels. Firstly aquatic elven mages place an emphasis on simultaneous casting of multiple spells. Fundamentally, an aquatic elf mage can use a combination of adding ultrasonic tones to layer verbal components while using separate hands to handle the somatic components of the spells. While this initially limits them to two simultaneous spells, their mages have developed a means of crafting magical golden prosthetics that can provide additional hands to the wielder. Such prosthetics cost 10,000 GP per pair (for a maximum of two additional pairs of arms, six total) and are crafted specifically for the wielder. These arms are under the mental control of the user and otherwise function identically to normal arms and hands.

Basically, this is a package Aqua Elven mages can purchase.

  • Multiple Metamagic – Specialized: Requires a free hand for every spell being combined and things that block ultrasonic frequencies also block using this ability. (3 CP)
  • Streamline Metamagic (Multiple) – Specialized: One applies to one Metamagic (Multiple) (3 CP)

For a total of 6 CP or one feat. Many such mages will purchase additional applications of Streamline and start using the Spamming option to fire spells multiple times in a single round. This can allow stunts like casting Fireball in a sixth level slot with four levels of free Multiple would allow the spell to go off five times for 5x10d6 damage as opposed to Meteor Swarm that is only 4x6d6 damage and is a ninth level spell.

Additionally, a rare few are born with a talent for shaping water. This gives them a great deal of control over nearby water sources or even substances that contain significant quantities of water like blood and plants. This grants them an innate ability to heal themselves and those around them in addition to some of the more imaginative uses like creating water constructs of whales and other aquatic creatures to loose upon their enemies. There are even legends of some that can shape gold in a similar fashion.

Basically the Waterbending package seen here.

  • Shaping (6 CP), Pulse of the Dragon (6 CP), and Heart of the Dragon II (18 CP), Specialized and Corrupted for Triple Effect (produces effects of up to level three)/strictly limited to a particular element (water), requires gestures, requires training (at least one martial art techniques in a relevant martial art per level of effect which can be produced). That’s 30 CP – in general, a +1 ECL template. Basic recommendation for martial arts is Ghost Busting Technique – a style focusing on flowing movements and supernatural powers.

The Aqua Elves also have a friendly relationship with various species of dolphins such as classic dolphins, river dolphins, and even orcas. Much of this is simply from sharing a means of communication and similar playful and free-spirited natures, but the relationship is one of mutual benefit to both. The elves get helpers that are even better swimmers and echolocators than they are while the dolphins get access to someone with hands and a large supply of fish. Most simply act as scouts and assistants while fishing and harvesting helping to round up and haul in catches, but others have been known to join elven communities. Some orcas have even been known to allow themselves to be saddled and used as mounts for elves that have proven themselves as true friends.

Relationship to other elves/races:

  • Ignis Elves – Relations with the Ignis Elves can best be described as mutually antagonistic to bordering on outright hostile. Ignis Elven arrogance at proclaiming themselves the true elves combined with a view of anyone who isn’t an Ignis elf is fit to be second class citizens at best or slaves at worst does not endear them to the Aqua Elves (or anyone else for that matter). The penchant for Ignis Elves to keep human slaves for breeding Half-Elf pawns in their political games doesn’t win them any points either. The fact that both are members of the Grand Alliance is what keeps the minor border skirmishes from escalating into all out war. Still, the Aquatic Elves are perfectly fine with lacing their conversations with their Ignis brethren with derogatory language in the ultrasonic frequencies said brethren can’t hear.
  • Ventus Elves – The Ventus Elves are simultaneously viewed as the epitome of elegance and awkwardness. It is hard to ignore their grace when soaring through the air like eagles, but yet instantly dispel all notions of that grace when on the ground and opening their mouths. There is something to be said for being a little too free and independent. And while Aquatic Elves can appreciate a life lived in balance with nature, they also admit that the Ventus Elves need to take a bath a little more frequently.
  • Terra Elves – The reclusive subterranean Terra Elves are seen with a mixture of fascination and incredulousness regarding what possesses them to build elaborate underground cities of immense beauty and geometric perfection. However it is that obsession with perfection that at times puts the Aquatic Elves off to them. The Aquatic Elves feel that it is the careful incorporation of flaws, not their exclusion, that grants true beauty. Still, the Aquatic Elves appreciate that when a Terra Elf gives his word on something, he will always deliver as promised. They just wish the Terra Elves would lighten up a little and learn to say something is good enough.
  • Dwarves – Aquatic Elves highly regard dwarven metal craftsmanship and delight the opportunity to acquire their refined metal and stone. The dwarven penchant for blunt honesty and straightforwardness is appreciated, but the internal politicking between the clans is perceived as exhausting. The fact that trading with one clan can suddenly put you on bad terms with another clan on the other side of the planet is seen as absurd in the extreme.
  • Humans – Humans are seen as simultaneously a wondrous and varied people while at the same time being far too hung up on laws, rules, etiquette, and status. The Aquatic Elves fully acknowledge that the modern alliance system of kingdoms is what provides peace and security for most of the Hominid races, but find the systems that humans use to deal with each other highly Byzantine and unfathomable. The fact that the most blatant examples of people not following human rules tend to be other humans makes the whole race seem to come off as hypocritical. The human tendency to view themselves as the “default”
  • Gnomes – Gnomes are kindred spirits and yet also a bit too smart for their own good. They share a love for exploring and experiencing new things, but the Gnome then have to go and ruin it all by trying to reduce everything down to mechanisms and laws of nature. On the other hand, the immense intricate clockwork mechanisms produced by Gnome craftsmen are a sight to behold. So perhaps there is something to be said for removing the mystery and wonder from the world if it can create new wonders.
  • Halflings – There are few trade partners as reliable as Halfings in the eyes of the Aqua Elves. The Halflings seem to possess an almost insatiable hunger for alchemical reagents from across the world and will pay for such deliveries with potions, elixirs, oils, and poisons without compare anywhere else. Just best to pay no heed to the sometimes nasty effects of their poisons, their near constant blood feuds, or the (probably mythical) reports of ritual cannibalism. Those are likely just the tales of a few overly excited humans attending one of the Halfling victory feasts.

Statistics:

(Note this build assumes the Condensed Skill List seen here.)

Attribute Shift: (+2 Dexterity, -2 Constitution) (6 CP)

Self-Development: +2 Intelligence (12 CP)

Immunity / Sleep Effects (Uncommon, Minor, Major) (3 CP)

Aquatic Template Feat: Innate Enchantment (up to 7500 GP effective value, 8 CP) plus Immunity / The need to attach the crystal to Armor to use it (Uncommon, Minor, Trivial, 1 CP), both Corrupted / only functional when in water, causes a partial shapeshift into a more water-adapted form (usually webbed hands and feet with ears more akin to gills). (6 CP)

  • Greater Armor Crystal of Aquatic Action (3000 GP). The user takes no armor check penalty on swim checks, gains a swim speed (and a +8 bonus on Swim checks) equal to half their land speed (normally 15’), takes no penalties on attacks or movement while underwater (as if under the effect of freedom of movement), and has Water Breathing.
  • Mindlink (Water Creatures Only x0.5, Does not extend past normal conversational range x0.7). Aqua Elves can “speak” with any aquatic creature that is capable of language, is willing to talk to them, and is not immune to mental effects (700 GP).
  • Snakeblood Tooth (1350 GP). +5 Alchemical Bonus versus Ingested Poisons. 3 Charges/Day: 1 to gain that +5 versus all poisons for three rounds, 2 to share it with three nearby allies, and 3 to become immune to poison for a round.
  • Resist Energy (Variant, Pressure Only, x.5, Personal Only x.7 = 700 GP). Aqua Elves are immune to water pressure damage down to great depths, due to having resistance 10 to it.
  • Wings of the Sea (+30′ Swim Speed base but +20 Only x.7, Personal Only x.7 = 980 GP). Aqua Elves can swim slightly faster than they can move on land, having a base Swim Speed of 35′.
  • Mundane Equipment Equivalents:
    • Air Bladders x 100 (10 GP): Any Aqua Elf can share a bit of its water-breathing magic with any air-dweller it is in contact with, but can only do so for a total of ten minutes divided by the number of creatures that it is trying to help before the air runs out. Fortunately, an Aqua Elf can restore it’s reserves with a minute or so at the surface. Secondarily, they can also produce a fairly good-sized bubble of air by similarly exhausting their reserves.
    • Buoyancy Belt (10 GP): Lets you adjust yourself for neutral buoyancy, gaining a +2 Circumstance Bonus to Swim Checks. Note that this does stack with the Circumstance Bonus from the Swim Fins.
    • Compass (10 GP): +2 to Navigate Checks
    • Depth Sensor (20 GP): Lets you know about how deep you are.
    • Fishing Net (4 GP): Lets you tow along small items, clusters of seaweed, and similar items without carrying a net or bag.
    • Knife (2 CP): Aqua Elves can use their webbed hands to slice their way out of nets and other entanglements.
    • Signal Whistle (1 GP): A DC 5 Perform check allows you to send simple signals, audible normally for the first quarter-mile, -2 to perception DC per additional quarter-mile. Aqua Elves can make a variety of sounds which travel very well under water.
    • Swim Goggles (5 GP); These keep stuff out of your eyes and let you see twice as far as usual when under water.
    • Swim Fins (8 GP): +2 Circumstance Bonus to Swim checks (for a grant total of +12).

Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Minor, Specialized/only to cover initial racial abilities, 1 CP).

Skill Bonus: Acrobatics +2 / Linguistics +2 / Profession Sailor +2 (6 CP)
Ultrasonic Hearing / Echolocation: Corrupted and Specialized: User can be deafened by sounds others can’t hear, Echolocation makes the user readily detectable to others with similar senses, doesn’t provide as detailed information outside of water, and can be impaired with effects that affect normal hearing. (4 CP)

Racial Weapons: Tridents, Short Swords, Daggers, Spears, and Nets (3 CP)

Languages: Elven, Ultrasonic Elven (2 CP)

That is 43 CP, but the entire racial package is considered Corrupted:

Reputation: Aqua Elves have a (not entirely undeserved) reputation for being obsessed with gold and are known to sometimes do unsavory things to acquire it. This also tends to attract the occasional group of bandits, pirates, and thieves hoping for a quick haul. The fact that a disproportionate amount of followers of the Elders of the Deep come from the ranks of Aqua Elves doesn’t help their reputation either.

What do you mean there is a law against drawing unfavorable images of the local nobility on the side of the palace? I was bet a hundred gold I wouldn’t do it and I showed them! The nobility have plenty of money, they can pay someone to clean it up if they find it so annoying! Or better yet, they can pay me to do it for them! I’ll only charge them a hundred gold for it!”

Clumsy on Land: while graceful in the water, Aqua Elves are not so adept on land and as a result suffer a -3 penalty on Athletics and Stealth checks when out of the water, trip or slip when at inconvenient times, and incur spectacular accidents that annoy others.

“Look, it isn’t my fault that octopus kept latching onto the mayor’s face! So I accidentally knocked over the sushi cart and set it free…. But I tried to beat it off his face with a frying pan! Who knew that frying pans could hurt people when you weren’t underwater?!”

Visions: There is a reason most of the Hominid races tend to stay away from the water and its depths. Strange voices, not often consciously perceptible, are carried upon the currents. These voices can grant strange and disturbing visions of potential futures, influence dreams, and exploit an individual’s mental flaws. Listening to the voices and heeding their call can quickly drive one to madness and obsession. Actually sleeping in the water for prolonged periods of time only worsens the issue.

Alright, whenever you hear voices in your head that aren’t your own, don’t listen to them. Nothing good ever comes of it. Especially when those voices start telling you to spout tentacles, turn into a giant eyeball, and murder your neighbors. No deity worth worshiping to going to be telling you to do that!”

For a total of 29 CP. Are they overpowered compared to many races? Sure, but the intent is to make sure all the playable races in Modun have significant benefits to each of them and have distinct flavor within that setting. We shall see if I manage to succeed at that.

Anomaly Mission Logs by Vanatica Soung – Session LXIV

photography of buildings and canal during nighttime

Photo by Pierre Blachu00e9 on Pexels.com

Well, the presumed merger between the two Jacobs did not seem to be going well. Swirls of cold air and arcs of electricity danced through the air around the two of them as whatever process unfolded. As they seemed to coalesce into a single body, ice crystals began to form on their skin. The light around them seemed to be subtly sucked in or he was somehow radiating darkness.

Not really knowing what to do, I focused on healing my injuries from the battle with Lecrouss and Mummified Jacob. At least Katlyn didn’t appear to be worse for wear despite me having seen her flung through multiple walls at hypersonic speeds. My cousin briefly looked me over to verify I wasn’t critically injured before she turned her attention to the merging Jacobs.

(Katlyn) This is acting like an infection that modifies how his body works – trying to convert it to something resembling the “metabolism” of the Space Moss. Warmth, nutrients, and stimulants might help with that. If fictional holos are any sort of a guideline, this is an attempt at possession – complicated by inviting it – so a mnemonic enhancer might work. So might some tricorder fiddling, since we now seem to have a spare at the moment.

(Vanatica) So he’s under attack from an undead spirit version of himself. Any form of positive energy would help. Since its largely mental, perhaps directly applied to the forehead would be best. For the love of the Force, this sort of nonsense happens in fairy tales, we’d be just as well off trying true love’s kiss!

I spent twenty-five obols on a healing effect for Jacob, then stooped down to grab one of the dropped tricorders.

(Vanatica) Jacob’s been big on finding “companionship” everywhere we go, perhaps he had found someone here before we attempted this assault?

(Katlyn) Well, he is married….

Ugh, forgot about the pirate lady. Probably attempted to purge it from my memory just for the absurdity of that trope invocation talent she possessed that forced them to get married via a slip of the tongue. Which meant she in some way possessed a magical specialty in fairy tale physics which was exactly what Jacob needed right now….

As useful as the Anomaly has proven itself to be, I find the ways it twists the rules of logic and reason to be headache inducing.

I turned towards one of the hapless attendants that was attempting to make themselves useful to the victors.

(Vanatica) Go find Kuroko Hatfield. She was last seen at the Infrastructure Department Meeting Room. Bring her here with all speed.

It took a moment to figure out which way to hold the tricorder, once I had that figured out suddenly all the buttons and lights seemed intuitive in how they worked. Which made little sense whatsoever. Perhaps such intuition was an innate part of the tricorder itself that was imparted into whoever used it? Did the reality warping nature of the device preclude simply using an actually intuitive interface instead of relying on whatever this effect was? I barely had time to ponder more on that before the attendant returned with Kuroko far more quickly than I had anticipated.

Kuroko seemed to understand what was “needed” as she rushed forward to kiss Jacob. I restrained myself from voicing doubts about how much “true love” was involved given that their marriage was arranged by an accidental invocation of a trope that neither wanted. Going through the motions of marriage to avoid the backlash for disobeying a trope hardly seemed to constitute anything I would be willing to call love. Perhaps that was the point of the talent – going through the motions and rituals of the various tropes in hopes of making them real. Like a magical cargo cult.

By this point I had gotten the tricorder scanning what was going on with Jacob. That revealed that an entity powered by negative energy, negative emotions, hatred and jealousy of the living, and the memories of countless evil deeds was currently being burned away by a torrent of positive emotional energy – “True Love’s Kiss” = although the negative energy infection was going to take some time to eliminate.

(Kuroko) You big dummy! We keep having to solve things THAT way and we’re going to get sucked into a happily ever after with a dozen beautiful children and no more adventures!

Yeah, definitely going through the motions there. It was kinda sad that even the more traditional Varen Sith families seemed to possess a healthier marriage than these two. At least Varen Sith acknowledged passion as a vital part of a marriage, even in marriages of convenience. I briefly considered what would happen if I announced that I was legally capable of recognizing and dissolving marriages in the Protectorate and how Fairy Tale tropes would respond to that news. The fact that the tricorder seemed capable of scanning such Fairy Tale nonsense had implications I was hesitant to dwell on.

(Jacob) Um, sorry. I kind of had little other choice there. A phaser going into overload might have killed us all, and I thought I could take him. But now I have a scanner log of True Love’s Kiss to send home. Scientific proof of True Love. Is this something I should frame and hang on a wall somehow?

Bleh….

(Katlyn) Cute, if corny. So…. Various levels of disaster all averted then?

I suspected so, but there was substantial cleanup to do even if we left a lot of the work of rebuilding to the locals. On that note I turned to the former guard for Lecrouss.

(Vanatica) Alright, do you know who I am? I mean, beyond any interactions today?

(Guard, somewhat bemusedly) Well, I DIDN’T until now.

(Vanatica) Right, so either living under a rock, or from another timeline then.

That did line up with the implication that Lecrouss killed a version of Father, which obviously hadn’t happened in my timeline (or at least hadn’t since I came to the Anomaly). While that was a bit of an unpleasant thought, I decided to trust that Father wasn’t likely to get himself killed like that. Especially since he had already survived an encounter with Lecrouss before I was even born. Still, it had been quite some time since I had heard any news from back home. While pondering that, I turned to the Emir.

(Vanatica) Alright, did you get it all out of your system? Or do we need to get you to discharge more power?

(Katlyn) Hard to say he’s unconscious. And snoring.

(Jacob) I will scan him! Must know even if it is obvious! Yep, basically he’s been getting used to having himself supercharged, boosted, and on magical stimulants. And it was suddenly pulled. He’s pretty thoroughly crashed. There’s actually still a fair amount of power left in the reserves – but still a ninety-five percent or more reduction of what was running into him. Shall we notify the remaining city engineers so they can basically get him disconnected while the high voltage is still offline?

(Katlyn) Yes, that is probably best.

(Jacob) Alright, the engineers recommended having him out of range of the power system when he wakes up. Apparently this sort of thing gets addictive. Or they said they have insulated rooms. Perhaps we put him in an insulated room and find a way to use a carrier wave on an x-ray or other harmless form of radiation to extract power into a crystal battery. Might be good for something later just have to find the resonant frequency of the energy in his cells and then we can extract it easily.

After the bulk of the cleanup was done, the city council wished to sincerely thank us for our efforts, and made noises about providing a reward if we so desired. I wasn’t entirely sure what to do regarding a reward. It was easy to graciously decline them when you are a member of the richest and most powerful family in galactic history, but right now we didn’t have a lot of access to those resources either. On the other hand, it wasn’t like a lot of what the locals had was of particular value to us given the differences in technologies. Besides, we had already gotten an ample “deposit” of obols for our efforts here anyway.

We did ask for their assistance in locating the Piece of Lindral we knew was in the region or at least help us narrow down where to look. We already had it down to down to a mere two cities, but beyond that we were running on guesses. From what they knew or suspected, they pointed to the city of Ernharite. It was apparently notable for making fairly extensive use of other forms of magic (instead of what was easiest locally). Location was about a thousand kilometers North and a little to the East. Well, it was a place worth investigating if only because it sounded like the place had a substantial information trade with other regions going on.

Meanwhile interrogating Lecrouss’s bodyguard reinforced the notion that if he wasn’t from our timeline, he was from a fairly similar one. He was, however, mostly just a mercenary – and never seemed to pay a lot of attention to Lecrouss’s enemies list after finding out that at least three-quarters of the people on it were either dead or fictional. He spent most of his time on shooing people away; “bad to disturb the crazy Sith”. After all, if Lecrouss couldn’t handle a fight, it’s not like he could do much.

(Katlyn) Was wondering why that monster needed a guard.

(Vanatica) Rather brave and civic minded of him.

I couldn’t help but let a little sarcasm seep into my voice on that. It was obvious he didn’t have a lot of REAL scruples, regardless of what he told himself. Basically a cheap thug. Still, he might have actually been helping a little bit. Although if he’d had the nerve or intelligence to betray Lecrouss, Lecrouss would not have picked him.

(Vanatica) So, I take it there aren’t more Sith allied to Lecrouss about, an army hiding out in the forest, or ready access to a fleet then? Not that I find this likely, but it is worth asking.

(Bodyguard) There was some looney who wanted to learn Sith Necromancy Sorcery from him! As if that ever worked! Guy’d been at it for CENTURIES, and still wasn’t happy with it! She had a bit of a fleet though. Traded him some cloning tanks for lessons. Dunno where she got the things; seemed to just get them ready in a few hours.

At first I figured that was just her having them dropped from orbit, but it occurred to me that this could be an instance of her using Vespene Gas. In that case our killing Lecrouss (even if temporarily) may well have averted a bigger crisis of him coming under the Gamesters’ sway. And using Green as part of the process likely reset any control they might have had over him, not that I suspect there was much that could be done to manipulate someone that badly damaged and obsessively focused. Now, whether he was able to resurrect himself with those clone tanks stashed on the Anomaly or if he ended up back at whatever timeline he came from was an open question.

(Jacob) Oh yay, she got lessons….

(Bodyguard) Not really my business though.

Katlyn then pulled out a datapad with a picture of Seras and showed it to the bodyguard.

(Katlyn) Is this her?

(Bodyguard) That’s the crazy bint all right!

I was mildly surprised at the sudden flash of anger within myself at the insult directed at Seras. It wasn’t because this was a metaphorical commoner insulting a member of the extended family, I’ve dealt with that before. Ah, it was anger directed at the Gamesters and how their manipulations were degrading my alternate sister and thus the family. Just another reminder to myself to make sure to let the Gamesters know just how much of a mistake that choice was.

(Katlyn) Alright, when and where?

(Bodyguard) About six months ago. She got him some more cloning tanks and eventually pointed him towards this weird place about two months back. Something about finding a way to generate magic locally and using it to keep his undead creations going forever. Promised to help him if he found the key they needed.

(Vanatica) Timeline roughly lines up. Still a cold lead though.

(Bodyguard) Dammit, now I’ll have to find another job. Lecrouss will probably be cranky about me running off.

(Katlyn) Eh, if he comes back, I’ll kill him again. Maybe I’ll get the bounty this time!

It felt weird for anyone to be able to make that sort of boast about killing Lecrouss of all people, let alone for someone like my cousin or I to be making. Nonetheless, we had managed to fight him, an evil Jacob, and dealt with the Emir all simultaneously and came out – not just as the survivors – but as the undisputed victors. Once again, it seemed that our time on the Anomaly has proven to be of immense value.

(Katlyn) Alright, what do we know about Ernharite andwhoever is likely using the artifact?

(Vanatica) According to the locals, Ernharite is a well established city, notable for running a magical research program and collecting a considerable archive of techniques from other hexes. They do seem to have some success at staying out of the periodic chain reactions of crazed engineers, but the locals have doubts as to whether putting up with cabals of crazed occultists is actually any better.

(Jacob) Yeah, that is a bit of a side-grade, especially if those cults come up with new and innovative ways of ending the world.

(Vanatica) Their opinion is that importing outside systems is fine – but they invariably have their own downsides that their origin hexes are so used to that they don’t even think to mention them. A bit of “If the Makers had wanted them to use those magic systems, they would be native here” sort of thing.

(Katlyn) A bit short-sighted and lacking in self-awareness there. So what is the easiest means to get to Ernharite? Preferably unnoticed so we don’t get blasted by the maintenance systems?

(Vanatica) I am guessing a slow boat loaded with luxury goods? Those are all over the place and you would have to be really nuts to blast the people who are bringing in the stuff that you want.

(Katlyn) Doable, so what passes for luxury goods around here?

(Vanatica) Usual stuff, fine wines, spices, specialty foods, rare books and such. More unusual goods around here in high demand include imported youth, vigor, and pleasure. All of that is a bit illicit since the extraction is frequently involuntary or risks transferring animalistic qualities. Also things like personal enhancement devices, magical information, and high quality dreamstones. We should be able to scrounge up some of the more conventional stuff without too much of a problem. We don’t deal in the slave trade or the sub-products of that since the Force tends to frown upon such things.

(Jacob) Selling books sounds like the simplest. We can make all types of books really easily and you have to actually read them to know if they are actually special. So I don’t think that is all that hard to fake, and who is going to bother someone hauling a bunch of books. Wait, since your aging process is tied to your memories, would this mean that Green could be used as a youth drug for your people?

(Katlyn) Indeed that is likely feasible for our people. Not that I would recommend forgetting things just for a little more youth.

I had briefly wondered, since our aging seems to be tied to our memories, if extracting youth from us would gain us more experiences or memories in turn. Maybe from alternate versions of ourselves or pulled from the Galactic Mind somehow? Perhaps that was the source of why memories made one age: by pulling in and integrate aspects of others or the Galactic Mind into ourselves we were slowly “contaminating” our Force Spirits and thus losing sync with our bodies? Maybe aging was a side effect of our slow integration with the Galactic Mind and its slow transcendence.

Oh well, time for such thought experiments and how to ethically test them later.

It wasn’t too hard to get our river boat refit and procure a “large” supply of luxury goods. It was odd to have to actually consider budgeting and short term returns on trade deals given that in the past I was willing to sink tens of billions of credits into projects that might not see positive returns for decades. Some of the projects in planning – if they made a return at all might end up taking centuries to see results at all. Still, with any luck, this venture was going to get us a bit more knowledge and power thus improving our relative position on the Anomaly.

All that left was the discussion as to who to bring with us on this voyage. I was hesitant to bring anyone beyond Katlyn and myself from our side of things given that the castle was still a prime target for our enemies to focus on and was an irreplaceable asset for us too. Valith was tempting though, both for his Force abilities and just due to him being an Iron Sith. On the other hand, he – along with Zin – were some of the best defenders we had and thus were the most valuable guarding the castle against our enemies. So probably leave him behind for the time being and maybe have the castle come in to here for support while we continued upriver.

On the plus side of things, despite us being cut off from the Protectorate, all signs were pointing towards us being able to maintain a sizable coalition of allies and friends with resources to keep us functioning as a significant regional force for the foreseeable future. There were still some relatively larger powers at play, but they were suffering from many of the same issues that kept me from flooding this place with several million soldiers. So in all, we might be one of more effective factions in the region. And if Starfleet agrees to send Starfleet reinforcements, that further secure our position against that Sith and Rakata army long enough for us to regain contact with the Protectorate.

I was just worried that reinforcements from the Protectorate were already underway and likely to fall into whatever trap befell our original support fleet.

Anomaly Mission Logs by Katlyn Keldav – Session LXIII

Almost immediately, before even I had a chance to react, the Mummified Jacob pulled out a phaser and fired a wide area blast at Jacob, Vanatica, and I. Fortunately, he must of misjudged the angle or something as the blast narrowly missed Vanatica and I, but our Jacob took the full brunt of it. Luckily it appeared that Jacob was still standing, even if his uniform was smoking ominously.

Not waiting for anyone else, I pulled out several vials of trap-spider venom and a bottle of Green and threw the whole collection at Lecrouss. I was hoping that an injector trap might materialize to dose Lecrouss with the Green (hell, I’d take carbonite even), but my heart sank as Lecrouss telekinetically deflected the bottle of Green off to the side. As the vials of venom impacted the ground, a carbonite trap did indeed materialize around him, but he easily dodged that too. At least the act of him dodging that meant he then stepped into the numerous large animal traps that were now strewn about the floor.

(Lecrouss) Ow! What the… this place is just FULL of weird weapons isn’t it?

Then came the upraised hand gesture indicative of Force telekinesis and despite being prepared for it, I was instantly overwhelmed by the sheer anger and darkness of it as I was flung backwards at speeds several times the speed of sound. Only by manipulating my speed monotalent was I able to slow my relative velocity to only many hundreds of kilometers per hour instead before I collided with the first wall. I even managed to land feet first on the wall at those speeds, but the wall wasn’t designed to take that kind of stress as it shattered instantly and I continued flying through another two walls.

I finally skidded to a complete halt after my feet dug a pair of trenches in the marble floor of the museum/palace. Amusingly, this meant I had skidded past the pair of guards from earlier who were now fleeing with all due haste. Their horror at seeing me being flung past them at speeds faster than they could react probably mirrored my own when I realized that this was Lecrouss we were facing (or at least an alternate timeline version of him).

Amazingly, I was unhurt by it all. THELOS was bringing up warning from the armor regarding stress limits and such, but it looked like things held – especially in combination with my monotalent.

From back in the conference room I heard my cousin speak loudly with authority.

(Vanatica) I am Vanatica Nyla Soung, Firstborn of the Second Sith Protectorate, and the history of my family is indelibly intertwined with the atrocities of Lecrouss. He has committed countless mass slaughters of innocents and especially children in his mad pursuit of forcibly turning everyone into undead in a doomed quest to see his family again. His mad quest to resurrect his family that has been dead for centuries and his lust of the power to try to make this happen have corroded his mind into the monster you see before you. This is the fate of those who draw upon power too deeply and beyond their means to control. Look upon my past and know the truth of my words!

While it was a fine speech for a holo and all, I wasn’t entirely clear what Vanatica thought she was doing beyond posturing or doing something weird with magic. Not that I had much clue what would be an effective use of my time in this scenario anyways. Maybe with a horde of soldiers and me pulling on my monotalent and the Vailo Arts to their fullest I could stand a chance of breaking through the precognitive warnings and land a solid hit, but all I had was Vanatica, Kuroko, and our Jacob – and they had their hands full not dying immediately. Even using a desperation tactic like the Green right from the start failed to punch through the brick wall of precognition. The only ones with a chance of that sort of thing were other Force Sensitives or those immune to precognition like the Codifiers.

Wait a minute…

It was then that I felt the presence of the obols in my pockets and realized the needed course of action. If I wasn’t immune to precognition, then perhaps it was time I made myself immune. I fished out a handful of obols from my pockets and focused on my desire to be immune to precognition. Instantly, twenty-five of the obols evaporated and I felt magical energies swirl around me in what I presumed was the spell activating like I wanted.

SNAP

(Lecrouss) Oh for the sake of the Force… who even MAKES large-animal jaw traps with Vibro-blades? And HOW?

Now I had the image that the Deity of Traps was out to make a point against Lecrouss out of spite and had to admit we needed all the help we could get. Explosions and gusts of fire continued to pour out of the conference room as I quickly dashed off down one of the side hallways. My hope was that Lecrouss, not being able to precognitively sense me, would presume I was dead. If so, then our best chance was for me to circle around behind him and use that position to launch an all-or-nothing attack on him that brought him down.

Unfortunately, this museum wasn’t designed with ease of navigation in mind so much as funneling visitors from room to room through a variety of exhibits. As such, what should have been a simple couple of turns ended up turning into more than a dozen as I attempted to circle around to the back of the conference room. It didn’t help matters that I was trying to avoid moving too fast and thus tipping off my continued be alive to Lecrouss. Nor did the sudden burst of vegetation that literally came out of nowhere to replace the hallway with a dense jungle.

As I came to a skidding stop, I noticed that the vegetation seemed to roughly conform to the dimensions of the hallway from earlier. Whether that was a coincidence or evidence that only the hallway had been changed (and not me teleporting) was unclear.

(THELOS) Lady Katlyn, I can verify that the dense mass of greenery before you does indeed show up on my sensors, but not on infrared or ultraviolet. Those inputs still show the hallway from earlier. Would you like me to switch to those inputs for now?

(Katlyn) Yes, do it.

It had to be a magical illusion if it was showing up on computer sensors as Force Illusions were purely mental. At a guess, my cousin was using obols for distraction and confusion. How much that would affect a precognitive was an open question, but I had to guess that every little bit helped. Plus – from all the reports – Lecrouss was addled enough mentally that such things might take longer for him to compensate for given that he apparently thought fictional characters were real people. Although given the nature of the wider multiverse we’ve discovered, that may not be as insane as it originally sounded. I mean, we always suspected there were timelines were Anakin Skywalker, Revan, and Tenebrae/Vitiate/Valkorion existed, but we never considered that in relation to something as blatant as a cartoon character before. Maybe Lecrouss’s precognition was picking up on that level of reality? Kinda of like how true magic made his goals of necromancy much more plausible?

Best to ponder such things later.

More explosions rocked the palace/museum and it was becoming clear that much of the building was crumbling structurally. At least explosions were a decent sign that the battle was still ongoing and Jacob and Vanatica weren’t already dead. I finally rounded another corner to come to a doorway to far side of the conference room. I was about to peer through the door when it was smashed open by a small horde of badger people wearing red robes and cooking pot helmets being flung out of the conference room at great speed. Several of them vanished in a puff of smoke upon hitting the opposing wall, but a few still got back up and charged in.

(Badgers) Faugh-a-Ballagh!

(Lecrouss) What, you silly things LIVED?

There was another great gust of flame that burst from the conference as I tried to peer in that forced me back behind the cover of the wall.

(Mummified Jacob) Fire! My only weakness…. How did you know?

(Emir, muttering) You’re a dried-up mummified corpse wrapped in old bandages soaked in wax and pitch! What do you think, I’m an IDIOT?

(Both Jacobs) But he didn’t consult a science officer!

(Mummified Jacob) Treachery!

(Lecrouss) Be empowered my ally!

(Emir) Waste of Time! Burn!

(Mummified Jacob) AAARGH! STOP SETTING ME ON FIRE! DON’T YOU KNOW THAT I’M A HISTORICAL ARTIFACT?!

Well, it sounded like Vanatica managed to convert the Emir to our side for the time being at least. That had to be evening the odds a bit. Finally getting a glance at the room confirmed this. It also appeared that Lecrouss was lightly injured and Mummified Jacob was moderately injured. At a very wild guess, we were winning by attrition at two to one odds, but that was not a sure thing by any means.

I pulled out another bottle of Green and used some obols to transform the bottle into an injector. I followed that up with more obols to help ensure my aim for this next attack was true. Then with a sprint from a standing run that could crack concrete, I rushed into the melee and rammed into Lecrouss injector first. He had no chance to react as my momentum took us both airborne for a brief moment before we collided with the floor and went sliding through a hole in one of the walls for many meters. I had my weight on top of him trying to help hold him down, but held no illusions that this would hinder him in the slightest.

As we skidded to a stop, I kept expecting Lecrouss to roll over and telekinetically blast me into orbit, but he remained face first on the floor absolutely limp. Rolling him over, I saw his face locked in an expression of absolute shock, but the dead look in my eyes was one I had seen many times indicating that while the body was alive, the Force spirit was quite departed. Whether this meant Lecrouss was permanently dead or would simply reappear in another clone body was not clear, but at least he was out of the fight for now.

Heh, I guess this puts me one up on Uncle Kira. He only managed to keep Lecrouss occupied for forty-eight hours, whereas I just managed to “kill” Lecrouss. Wonder if the rest of the family would believe me or not.

Just then an unmistakable wave of Dark Side energy washed over the area, threw me against the ceiling quite forcefully, and stirred up numerous unpleasant memories. It also shattered many small and fragile objects in the museum that had managed to survive all the other explosions. If experience was anything to go by, we could likely expect temporary insanities in the vulnerable, lots of minor injuries, and minor property damage for many kilometers away.

Extricating myself from the body and what debris had fallen on me, I saw that the battle with Mummified Jacob was still ongoing as Vanatica blasted him with a great gust of flame that seemingly came from her fingertips. The Emir followed up with his own attack that set Mummified Jacob even more on fire. Underneath the flames I thought I saw Mummified Jacob fidgeting with his phaser towards some unknown purpose.

(Jacob) He is setting his phaser to overload and explode the area.

Just how big of an explosion would THAT be? I had no good benchmarks of the energy potential of a phaser to judge such a blast with. It might be hand grenade sized, thermal detonator sized, or space-field explosive sized for all I knew. Would it even be an explosion in the normal sense? All I could do was grab my cousin and make a made dash to put as much stonework between us and the explosion as possible. Before I had a chance to do that though, Jacob once again did something weird.

(Jacob) About to try to do something rash. Since there are two versions of me here, it might be possible to use our shared soul to help my counterpart overpower the evil within him. If I use my tricorder to open a mental connection between us, it should allow me to link us together and struggle for dominance. I shall need to use crystal obols for a boost and try to lock him in mental combat by using my phaser to overcharge the scanning beam.

At which point my cousin muttered something profoundly offensive in Huttese.

(Vanatica) Do these people just MAKE UP their ENTIRE UNIVERSE as they go along and CALL IT ENGINEERING?!

As the two Jacobs were locked in…. combat, I snatched the phaser from the mummified one’s hands. The Emir then followed that up by encasing him in solid stone before focusing his power on ensuring the building didn’t collapse in on top of us. While the battle between the Jacobs was still ongoing, it looked like we had effectively won this mess and had managed to do it without major injuries or fatalities. Plus we had managed to drain the Emir of most of his power and thus return him to a state resembling normal. Not bad considering we got completely blindsided by the presence of an evil Jacob and Lecrouss.

The trade conference on Alderaan had been long and dull. Mother and Aunt Valerie had been able to keep busy dealing with the ongoing discussions and negotiations regarding the construction of a new gate in orbit around Ascensa, but I mainly was sitting and trying not to look bored as they debated esoteric bits of policy regarding gate tolls and what exactly was meant by the term “favored trade partner”. I was glad for the recess which allowed us to relax outside. It was cool out due to the mountain air and mist generated by the spectacular waterfall that fell through the center of the diplomatic retreat like an immense fountain.

Caterers were serving snacks and drinks to the assembled envoys, leaders, and aides. The various Alderaan soldiers and members of the JLA standing guard were obvious enough if you knew what to look for, but were politely ignored by rest of the guests. A number of members of the Republic Senate had lodged a former protest of the conference, but the Senator of Alderaan was the primary official here on Alderaan’s side of things. Aunt Valerie went off to discuss things in private with the security officials, and Vanatica had been waylaid into providing an explanation of gate transit rates to the various corporate envoys. Mother in the meantime was meeting up with her old boss and the current Ambassador for Alderaan. Not having much else to do at the moment, I grabbed a plate plate of thinly sliced strawberries, various cubed cheeses, and a type of cracker I couldn’t identify and went to join her in the conversation. Or at least standing around while she discussed things.

The Ambassador noted my approach and held out his arm towards me in greeting. I gave the appropriate bow of respect in turn.

(Ambassador) Ah, Dorothy, I don’t think in all of this time I’ve ever met your daughter Katlyn. In fact, I think I’ve only met your son Jax and he was five at the time.

(Dorothy) My apologies, but we’ve been careful to limit the exposure the children got to those outside the family until they were old enough to understand what is going on. About the only time they have come to Alderaan has been to visit their grandparents.

(Ambassador) Oh I understand. I really should make more of an effort to go to Ascensa for these meetings than ask that you come here.

(Dorothy) It’s no trouble at all….

(Ambassador) Nonsense! I make the trip to Coruscant every month, so I can handle a trip every so often across the system to visit my former intern! Perhaps you can even show me the family when I visit. How is Nichel doing these days?

(Dorothy) Oh, he is doing well. Right now he is leading a project to construct a large coral reef system on Ascensa to help with storm surge issues on the western continent. He’s even been incorporating some of the grass painting techniques of Alderaan into the kelp forests they’re planting around it.

This small talk between old friends continued for several minutes as Mother and the Ambassador traded stories back and forth. I was about to wander off to refill my food and drink when I saw Mother get a confused look on her face before she tackled the Ambassador to the ground via hypertime. The ground the Ambassador had been standing on now had an immense axe buried into the stone floor to a depth of at least twenty centimeters. Holding the handle of the axe was Aunt Valerie.

Something about her was off, and not just the fact that she had just attempted to kill the Ambassador to Alderaan. There was a look in her eyes that was cold, like she had done this sort of thing so often it was like driving a car to her.

Already the crowd was scattering in a semi-panic as the soldiers and JLA agents rushed forward to surround her. Mother was back on her feet and was interposing herself between Aunt Valerie and the Ambassador. Vanatica came running forward too with her face contorted into one of pure confusion.

(Vanatica) Mother!

(Dorothy) Valerie?! WHAT THE HELL ARE YOU DOING?!

(Valerie) Out of the way and I’ll let you live. I am only here for the ambassador’s head.

Something about that made Mother’s eyes flash in recognition of something and her expression turned to one of fear, but she stood her ground. Vanatica ran forward in-between them and held her arms out to separate them.

(Vanatica) Mother, explain NOW!

(Dorothy) Vanatica! No, get away from her!

With that Aunt Valerie smashed a fist through the shields around Vanatica faster than my eyes could register as she grabbed Vanatica by the neck. Valerie’s eyes were now showing a look of pure disgust as she lifted Vanatica off her feet and held her face to face.

(Valerie) I recommend you never call me that again, bastard child! Stay out of my way, or I’ll kill you as well!

Suddenly Mother was standing beside Valerie with her blaster already drawn and aimed at Valerie’s temple.

(Dorothy) Put my niece down now you crazy bitch. Or do you wish to test my reaction time?

Suddenly it was clear that this wasn’t Aunt Valerie, but most likely this was that assassin version of her that we’d heard stories about. The one that had been bouncing around timelines killing Kiras and had nearly killed Uncle Kira as well. She was more than a match for a hybrid, and consequently that meant she was more powerful than most everyone here combined except perhaps Aunt Valerie herself. And Aunt Valerie was no where to be seen.

By this point I was fully tapped into my monotalent to try to maximize my own reaction time. Mother was engulfed in the flames of hypertime as well. The Alderaan soldiers had weapons drawn, while the JLA agents were pulling out lightsabers and blasters too. I readied my own lightsaber and shield for the fight.

In an instant, Vanatica was thrown towards me at high speed as Valerie tossed her aside and moved to grab Mother’s blaster. I heard dozens of shots being fired as I caught Vanatica. Placing her on the ground outside the perimeter of soldiers, I leapt into the attack against Valerie. Already she was dancing around blaster shots like it was all ballet while using martial arts to knock out or incapacitate combatants like so many droids. Mother was already nursing a broken arm while still maintaining fire at this killing machine, but it was easy to see how the battle was going to go. I tried to run past and grab Valerie’s arm so that I could use my momentum to throw her over the railing and into the falls, but found her as difficult to shove as a death star. Instead the throw was turned against me as I was flipped head over heels several times before hitting the marble floor. Dazed and slightly concussed, I rolled over to try to get back on my feet only to see that huge axe of hers mere centimeters from my face.

At first I thought the fact the axe was actually in my face a demonstration of how easily this alternate version of my Aunt could dispatch me, but then I saw the straining in her arms and face that indicated something else was going on. It was then I noticed my Aunt standing behind her engulfed in the flames of hypertime and holding out her hand in a telekinetic gesture. She spoke with a voice modulated to compensate for the distortions of hypertime.

(Aunt Valerie) I was wondering why I was experiencing headaches, and now I guess I know the reason for that. I do not appreciate it when people threaten my family, or call my daughter a bastard, and just because you happen to carry my face will not protect you from me.

The alternate Valerie continued to strain to move the axe, this time to swing at my Aunt.

(Aunt Valerie) Don’t bother, even your immense strength isn’t going to produce enough power to move that axe against my will. Now, either leave now, or I will humiliate you in all the ways I know you despise.

(Valerie) I’d like to see you try….

With that she let go of the axe and spun around in a round-house kick to my Aunt’s head, but before she could complete that spin a massive chunk of masonry collided with her and slammed into cliff face with enough force to shake the entire retreat. Glancing back at my Aunt, I saw she had raised her other arm in a telekinetic gesture indicating she had thrown that masonry. She also had a look in her eyes that I hadn’t seen before: one of cold fury.

Moments later the block of masonry shifted and then exploded in a hail of shrapnel that could have injured everyone here had not Aunt Valerie once again used her telekinetic abilities to simply catch them all in mid-air. By this point she dropped the hypertime technique and was presumably interfacing in normal time.

(Aunt Valerie) Pathetic, all that power and you squander it by transforming it all into physical strength? You’ll learn to regret that, I assure you.

With that the doppleganger charged with insane speed at my Aunt, only to pass right through her and collide with the railing. Before she had a chance to get turned around, a kick from my Aunt smashed her face into the stone railing and shattered it into a million pieces.

(Aunt Valerie) Even more hilarious is the fact that all of that Force shielding that makes you so hard to sense also means I have little to fear from the resonance between us beyond a minor headache. Even direct physical contact isn’t an issue so long as I have a glove on or something similar. Let’s have a demonstration, shall we?

There was a blur of motion between the two of them faster than I could see, but more sections of the floor and railing were smashed into tiny fragments in a blur of red and white. When I could track them again I saw that the alternate was now streaming blood down her face and had a look of absolute red hot rage in her expression. She had to be deep in the throws of the Dark Side by this point. Not that it was doing her a lot of good given how she was now in an intense maelstrom of shrapnel whirling about her with hurricane force winds. And that shrapnel was slowly cutting her to shreds and lifting her off the ground.

Mother came up beside my Aunt while nursing her broken arm.

(Dorothy) Very impressive Val, but that isn’t going to hold her for long.

(Aunt Valerie) It’s a distraction as I exchange the air out of the center of the whirlwind for pure nitrogen, by the time she realizes what is happening, she’ll be unconscious.

(Dorothy) Any idea how she got out of containment? I thought Kira had her locked in ice from his battle fifteen years ago.

(Aunt Valerie) Not sure, but I suspect Nere is up to something and she would have known where to retrieve my alternate from. At a guess, she was trying to pin the assassination of the Alderaan Ambassador on me, hence why I was “called away” for a few minutes there. Probably some mis-guided attempt at a Pro-Republic negotiations coup.

By this point the alternate of my Aunt collapsed to the ground unconscious and my Aunt ceased the whirlwind of shrapnel. Shards of marble chips fell to the ground like rain for several seconds. My Aunt telekinetically flung a cable at the unconscious body that then wrapped itself around her and finally gave an audible click indicating a stasis field was now in effect.

(Dorothy) Isn’t Alys a hybrid like you and Kira though? Shouldn’t we be worried about some multi-layered scheme to all of this?

(Aunt Valerie) Nere is a manager at her core, not a strategist. She may be acting on guidance from her abilities, but she isn’t developing complicated “she wins even when she loses” gambits. That has always been Kira’s strength. She may be sensing that it is beneficial to launch this assassination attempt and even be clever enough to use my alternate as the assassin, but she isn’t going to be wondering why doing so is advantageous and how to prepare for the fallout of all the different ways it can go down. That relies on the realization that the Force can be treacherous in its insights and Jedi aren’t particularly adept at teaching you that.

(Dorothy) So what happens with our captive here? Put her back in containment?

(Aunt Valerie) No, that just leaves open the possibility that someone else frees her or she gets loose some millennia from now when no one knows who she is or how to deal with her. We’re going to have to come up with a more permanent solution.

(Dorothy) You’re actually advocating killing your alternate? That is cold.

(Aunt Valerie) While I am infuriated that she called my firstborn a bastard and for what she did to my husband fifteen years ago, I think we might be able to find a less drastic solution than that.

I was left to wonder what exactly my Aunt meant by that as she clearly had something in mind. The negotiations were suspended for a few days while cleanup and repairs were completed. Meanwhile the markets were roiled by the news of the assassination attempt and how an alternate of one of the Praetors was implicated in the attack. Later investigations revealed that someone made out like a bandit buying and selling various stocks on both worlds via anonymous accounts. Whether this was that Nere person my Mother and Aunt had mentioned wasn’t clear.

Anomaly Mission Logs by Katlyn Keldav – Session LXII

interior of grand mansion hall with pillars

Photo by Charlotte May on Pexels.com

It was looking like my cousin was just about to talk herself into intervening in the current mess in this city before we departed further into Leros. While I was all for helping out where we could, I had to admit a certain amount of trepidation regarding facing someone with the magical power of an entire city. On the other hand, most Sith and Faded couldn’t be weakened almost entirely if you just blew up a few canals and dams. And we definitely had the means of generating lots of explosions.

At least these madmen didn’t have the millennia of holos to fall back on when it came to running a semi-competent dictatorship. Well, maybe semi-competent was a bit too generous, but at least most Sith with any delusions of holding onto power for more than a few weeks had enough sense to try to set up a spy network hunting for dissidents. Not that most such dissidents had a lot of a chance against precognitives/probability-analysts, but they did frequently serve as fodder for public executions and outlets for proving how “evil” one was.

Sadly for the dear Emir, he wasn’t running such an operation and he appeared to lack the necessary abilities to adequately compensate for such issues. It didn’t take much questioning of the locals to get them to point out the location of the resistance movement. They weren’t even trying to hide who was in it or where they were meeting. Normally I would argue that meant the resistance movement was highly ineffectual, deeply unpopular, and not worth bothering with, but this just appeared to be sheer incompetence on the part of the Emir.

In all, it looked like the resistance – such as it was – included the public works department, the police, and most of the government beyond the Emir. And it appeared that many of the department heads were gathering at the planning office. Heading there, we found them currently talking over a map-table displaying the canal layout and a lot of weird arcane diagrams and such on the walls. From what I was able to hear, they were discussing how to divert power back to city services, which services were the most vital, and ways to distract the Emir while this all was being done.

Vanatica – true to form – immediately displayed the talent that got her in trouble with the Senate Guard as she strode right into the meeting and started barking orders as if she was in charge.

(Vanatica) Right! Who is coordinating with the police regarding evacuating people from areas where service will need to be cut off or are in danger from the Emir? Have you identified which feeds are channeling to the Emir himself? What about a map of the surrounding area where we can potentially divert or block the flow of water temporarily while we deal with the Emir?

This was where proper training would immediately cause someone to question who she was and why she thought she was allowed to give orders – as the Senate Guard quickly started doing after that incident with Vanatica and the Supreme Chancellor’s Honor Guard. Unfortunately, or fortunately in our case, they didn’t question her.

(Engineer) Well, we’ve still got small amounts of power going to the city police – mostly from secondary systems. Perisua is handling liaisons with the police and trying to rebuild some reserve power. The Emir is tapped into the primary channels – the ones which normally feed citywide services like the public transport, water-purification, sewage, trash removal, and so on. And the map scale can be enlarged or reduced to show a larger area easily enough.

(Katlyn) Would it be possible to build a secondary feed to city services and shunt the water going to the current feed to that? How big a system would we need?

(Engineer) In part. We’ve been quietly tapping power from the generator canals, and feeding water into local backup systems. The problem is that taking too much power too fast will be easily noticeable.

(Katlyn) Jacob, you think we can build an alternate feed using your experiments with air?

(Jacob) Hmm, yes, we might be able to, but it might be simpler with water. Air is just easir to move so mobile things have an advantage.

(Engineer) Basically the problem is that Electro has plugged himself straight into the city generators and is sucking up 95% of the power! We’re attempting to swipe it back and hoping that he is too drunk on the rest to notice.

(Vanatica) What you do is set up a coordinated shutdown of the feed to the Emir. Once he is cut off from power, you then force him to spend energy he has stored until he either runs out or becomes killable. This is the purpose of explosives, dumping logs and rocks into the river, and otherwise causing temporary – but fixable – damage to the system. You then plan on how to keep things running while you get the repairs done after the Emir is out of the way.

It was the obvious strategy, and one I would figure the locals were already trying so it didn’t need to be said. However the aghast looks she got from everyone quickly made me realize that I had made some sort of critical assumption. It took a bit of back and forth to get the basic issue – they had no independent power sources beyond muscles. A bit like a city where everything drew power from a central plant. It was easy, convenient, cheap, and rather vulnerable – although admittedly hundreds of square kilometers of canals is less vulnerable than a central system.

Although to be fair, even in such cities back home, people had access to power cells, portable generators, independent vehicles, even power connections to other cities. And worlds like Alderaan took things to ridiculous levels as many critical systems would have multiple redundant power reserves sufficient to keep things running even as the planet was being blown apart by a Starbreaker. Still, it just seemed incredibly short-sighted that there wasn’t some sort of backup plan when this sort of thing apparently happened every few centuries.

Fortunately, we had an ample supply of Obols, explosives, technology, magic, some alchemical concoctions, Jacob, and that all important ingredient: vision. Vanatica and Jacob started pouring over maps of the city as they discussed explosives, power flows, and flood plains. I spent my time working with the police to work on organizing the evacuation of the most at-risk population and trying to work out means of attack on the Emir.

Ideally, we would be forcing him to waste reserve power on non-existent targets after we cut off the main power feed, but it was possible (even likely) that we might have to present ourselves as a target to him and force him on the defensive. He was still defending against occasional incoming attacks from other cities, but relying on those was unpredictable at best and dangerous at worst. Getting him to waste power on attempting to restore the canals was an option too, but it ran against the problem of potentially restoring his power and rendering the depletion of the reserve moot.

Quickly it sounded like the plan was coalescing around the proposal to run a series of coordinated, timed detonations of the canals at strategic locations to force the Emir to waste powers on repeated attempts at repairs while we confronted him at his “palace”. From there the plan was to try to either get him to waste even more power, or distract him from efforts by the engineers to regain control of the system in the chaos. Jacob was also rigging up a temporary backup system based on his experiments with the air element and including hamsters running around the tubing.

(Katlyn) This isn’t going to harm the hamsters, right?

(Jacob) Well, they will be being swerved around pretty quickly. We might be able to put them in some hamster balls and give them little bungees that cushion the bounces. Not sure if that would make it safe, but it would be safer. It will be glorious!

(Katlyn) I am not sure that is the word for this…

It wasn’t long before the machinery whirred to life, as a constant stream of hamster balls from the ball-launcher began to circulate in this insane habit-rail fusion to magic generator coils. Jacob was cackling maniacally, for no reason that was understood by us. There were some adjustments – something about “frequency” being different from what the locals were used to working with, but apparently this made it hard to spot.

Meanwhile my cousin was rigging up some underwater drones with explosives to blow up dams and dykes at critical positions along the canal network. Once a sufficient number of those were prepared, it was a simple matter to disperse those into the water with directions on where to go, how to identify that they were in the correct locations, and then a basic timer set to trigger the explosives. The drones were fairly intelligent for machines, but not anywhere near droid or sapient levels though. That made viewing them as disposable a bit more palatable at least. Well that, and the complete lack of any personality, emotional simulation, and ability to (somewhat) adapt to new situations like true droids could.

With preparations made, Vanatica, Jacob, Kuroko, and I made our way to the palace to confront the Emir. Well, the “palace” was more civic museum rather hastily and fairly superficially converted into a palace. As such, security was built more around protecting various exhibits and preventing entry without paying a small ticket fee as opposed to repelling an attempt on the life of the Emir.

Unfortunately, Aunt Valerie purposefully neglected teaching any of us (except my brother Jax) the finer points of infiltration and assassination despite being perhaps the most famous assassin in galactic history. I had to believe she was likely to be able to not only get in undetected, but probably even get right into the presence of the Emir without being noticed. As it was, we weren’t up to doing more than simply finding a less guarded entrance and forcing our way in while hoping we weren’t tripping any subtle alarm systems Jacob and Vanatica couldn’t find.

I was attempting to enter through a partially open window when my foot stepped in a soapy puddle left by the cleaning staff. That sent me skidding down the hallway in a completely uncontrolled slide. I instinctively tapped into my speed monotalent in an attempt to either gain my balance or at least control my slide. Unfortunately, this failed to accomplish anything beyond making my inevitable crash that much more spectacular as I collided with numerous metal sculptures apparently of a local style that used very minor levitation charms to support metallics bits in a slowly-mobile dance that took them through various forms, poses, and patterns – thus allowing one to observe a sculpture of a famous leader of some sort fighting his final battle, speaking to his lieutenants, and so on. Sadly, my collision disrupted all of this and metal bits went loudly crashing all over the place.

By the time I extricated myself from the mess, I saw my cousin looming over me with one of her signature glares.

(Katlyn) Oh please, like you haven’t had some colossal screwups on a mission?

She didn’t reply, but the way she averted her eyes said everything. Unfortunately, a pair of guards rounded the hallway in a hurry to locate the source of the racket and thus found us. They looked to be middle-aged museum security guards with rather hasty vest and name-tag changes that now said “Palace Guards”.

(Katlyn) Will you believe me when I say this was an accident?

(Guard) Oh GEEZE! You know that the mu- er, Palace – is closed! What a mess! It will take DAYS to put these back together! Do you know hard the diagrams for these are to read?!

(Katlyn) I can clean this up I swear!

(Guard) Hey! You aren’t from around here!

(Katlyn) And just because I am not from around here doesn’t mean I shouldn’t be able to view the exhibits!

(Guard) You had better clean this up young woman! A good thing the Emir is in conference! Or he might do something nasty!

(Second Guard) And those people are unpleasant anyway! Seriously, who wears so much metallic black? It is positively tacky!

At first I thought he was referring to the designer (well, I was the designer) long coat.

(Katlyn) TACKY?! I designed this myself I will have you know!

(Second Guard) Not you! I would NEVER comment on what a WOMAN was wearing! That’s likely to get you the couch for a week if you say something nice or screamed at if you say something bad!

(Katlyn) Well, as long as we’re clear on that part.

(Guard) Unless it’s your wife, in which case you get screamed at if you don’t say something nice even if it IS tacky! Oh yes! As intruders you are under arrest! Er… you WILL come along quietly won’t you?

Out of the corner of my eye, I saw the others trying to use the momentary distraction to sneak around the guards while they were focused on me. I made a token effort to clean up the mess I created in hopes of keeping the guards’ attention.

The guards said that the Emir was currently meeting someone described unpleasant wearing significant amounts of black. While I had no evidence to support it, I got a sinking feeling in my stomach as I worried that they may have been referring to a “proper” Sith. Vanatica and I tended to refer to ourselves as Sith – or at least Sith-trained – but the term was typically presumed to mean those with the requisite Force Sensitivity (no matter how much the Varen were trying to change the definition to mean only Varen Sith). Now, Vanatica and I were trained in the Vailo Arts and thus how to combat Sith and Faded, but that only went so far. Against someone with true power, such things frequently came up short. I had my monotalent to fall back on, but Vanatica didn’t.

Perhaps we might find out how much of an equalizer our new talents actually were…

By this point the others had successfully gotten past the guards, leaving me to contend with them. Given that they were mere museum guards until recently, I figured a quick and flashy demonstration would be sufficient to spook them. As such, I pulled out my lightsaber and sliced a marble pedestal in half with a quick swipe of the blade. I then twirled the blade menacingly before pointing it at the pair of guards.

(Katlyn) I am going to highly recommend that you depart the premises at high speeds before the fireworks start.

They didn’t question it and ran for what I presumed was the exit. Following in behind the others, it appeared that the remaining “guards” were staying well away from the conference. Not that they seemed to be particularly enthused about being palace guards to begin with. By the time I had caught up with the others, I found them standing outside the conference room listening in through the door. I followed suit.

The voice was rather congenial, but it felt falsely so. There was a coldness about it, and it seemed less like it was negotiating, and more like it was stating what it wished and felt would inevitably occur. Was this Arkad? No, Arkad was more emotional in presentation and how he placed emphasis in his wording. This… felt almost dead, like something that had lost almost all capacity for human emotion and still maintaining some semblance of life through pure obsession. Something about this voice sounded vaguely familiar, but I couldn’t quite place it. Whoever this was, it was speaking Galactic Standard or English.

(Voice) So, a three-dimensional flow pattern can be more efficient than a two-dimensional one, but you have little experience in such? What would you say to a layout of up to five by five kilometers, in three dimensions, and up to half a kilometer thick? I can do without most of the crew quarters.

(Second Voice) That would be more than sufficient if you can indeed supply a living substate to work with and keep the flow rate high, although tuning the output as you wish will render it useless for most purposes!

Now why hadn’t I considered the use of Ambrosia as a working fluid for hydromancy? Had to be careful with the stuff, but it might be near ideal for that purpose. Meanwhile I had to figure the second voice belonged to the Emir based on dialogue. A few hand gestures to Vanatica verified that she thought it was prudent to listen in on whatever was being discussed. If I had to guess, it sounded like our mysterious Sith was hoping to use a large star destroyer or small super star destroyer as a mobile hydromancy power source.

Which didn’t make a lot of sense. Hydromancy couldn’t possibly work in our cluster of universes. Someone in the millions of years of galactic history would have stumbled upon it by now unless it was Censor forbidden, but nothing we knew suggested that such a thing was likely. So how did our mysterious Sith expect to make something blatantly magical work without the ability to create a reality bubble like around Stormkanal or forcibly linking the structure to the relevant portions of the multiverse via elaborate artistic expressions like I thought possible? Maybe this Sith doesn’t realize the nature of the problem? Perhaps some variation of how Seras was performing Sith Sorcery?

At this point an indicator appeared in my field of vision showing that the first of the explosions would be going off now.

(Second Voice) Wait. Something is… interrupting. I must repair the interruption!

At which point a third voice came in that also felt familiar and yet incredibly dry and gravelly, like it was coming from a body that hadn’t seen moisture in centuries.

(Third Voice) Simple chemical explosives? Do your people dare to rebel?

(First Voice) They can easily be rendered incapable of such behavior!

Vanatica gave the signal to storm the door. As we burst in, I saw five people – one Sith in light armor, albeit with an “expressive” faceplate, one local guard (trying to remain unnoticed), one Sith soldier (also trying to stay out of the way), one fellow wrapped up in bandages and looked practically mummified, and finally at the head of the table there was a rather heavy set man in clothing that was trying way too hard to look ostentatious and was only managing to appear gaudy.

The Sith looked at Vanatica.

(Sith) Kira? No… offspring. He was a bother! Where’s that troublesome cat then?

(Katlyn) Oh Uncle Kira had offspring alright! He and Aunt Valerie didn’t seem to have issues on that front!

Then the Sith stood up and I got a good look at his face. Instantly all sense of bravado I had evaporated and turned to pure fear as I recognized this as Lecrouss. He was one of those truly monstrous Sith in both disposition and power as evidenced by the fact that even Uncle Kira and Aunt Valerie together – two of the most powerful hybrids in the Galaxy – feared facing him. Lecrouss was also the one who came the closest to killing Uncle Kira – except Aunt Valerie. Most plans for dealing with him usually relied on pointing Uncle Chan at him. There was a very high probability that Vanatica and I were about to be killed unless we did something utterly desperate.

Making matters worse, it appeared that the mummified individual was a version of Jacob and this one had a beard under all of those bandages. If the usual rules of evil and insane individuals being more powerful and dangerous than their more sane counterparts, that left us facing three insane and overpowered individuals (I had a hard time believing the guards would step in) with Vanatica, Jacob, Kuroko, and myself to oppose them.

Well, Keldav family motto: it isn’t crazy when you’re desperate…

Anomaly Mission Logs by Vanatica Soung – Session LXI

parked sail boats on body of water

Photo by James Wheeler on Pexels.com

Well, I can’t say that entering a regional war zone was much of a new experience. Doing so in a region where the combatants were canal maintenance technicians using the power of flowing water to shoot at each other was a new one though. The fact that using so much power tended to damage the minds of those wielding it was far too familiar at least. Right now the plan was to use a boat to move inland, at insofar as ‘land’ meant anything in this hex as everything seem to be marshes, swamps, and river deltas with the occasional hills that might be better classified as islands in an incredibly shallow lake. Where the locals got enough stone to build canals with was not entirely clear. Perhaps most of their building supplies came from other hexes. If so, all available boats looked to be loading up with refugees and supplies and get out of the region as quickly as possible. So procuring a boat might be difficult.

(Jacob) I wonder if the hydromancy works for other elements and water is just the most convenient and controllable.

(Katlyn) Wouldn’t that make a fusion reactor the most powerful fire source then?

(Jacob) Perhaps channel plasma through a bunch of weird shapes? It’d be mildly hard to do with solids, although I suppose a bunch of segmented conveyors might work. Or blow air through pipes.

(Vanatica) And I think we lost him to the urge to experiment. Sigh, I suppose it might be possible with some convoluted repulsor fields channels, but that wouldn’t work here. Magic could work. On the other hand, hull alloy occasionally recharged with tardions could provide a solid enough means of channeling plasma like that. Or perhaps more reliably done with plasma.

Jacob hurriedly ran off to set up complicated arrangements of air pipes. Very quickly the engineering section of the airship was looking like an overly elaborate mess of hamster tubing. The technicians and engineers were complaining about the pipes blocking access to everything. Jacob claimed the layout was of some sort of occult significance.

(Vanatica, snidely) Would it help if we put hamsters in the tubing to be blown around under pressure? (Jacob) It might invalidate the experiment. Hamsters are mostly water.

I’d have said mostly hair and air, given their ability to seemingly turn around in passageways little bigger than their own skulls.

(Jacob) First we’ll try highly purified air to avoid contamination and then attempt with air from outside.

(Katlyn) This is getting weird…

I couldn’t disagree with that sentiment as there was much tinkering with pipes arranged to form various occult symbols as highly filtered air was blown through under pressure.

(Jacob) There is a tiny trickle of magical power coming from the arrangement. Currently uncontrolled and manifesting as strange whispers heard around the ship. Also, I am picking up very faint traces of fairly high-energy radiation and photons.

That was concerning. Pulling out my own sensors, I was able to confirm the slight increase in both gamma rays and neutron emissions consistent with a small fusion reactor leak. The exact spectrum didn’t match anything our equipment would put out though. Jacob was still tinkering and narrating as he went.

(Jacob) Normal air works substantially better. Now let’s pressurize the air to see if density effects it. Hmm, linear increase in radiation with the increasing density.

By this point the chief technician in charge of the work crew installing piping developed a case of spontaneous background music and occasional ventriloquism. Meanwhile the radiation reading were stronger and slightly more variegated. Further increases in ‘power’ resulted in improvements in the selection, volume, and quality of background music. I couldn’t be sure, but I suspected there was a selective dampening of annoying sounds as the pressure continued to increase.

I was about to call a halt to the experiment, but then the pipes burst because they weren’t designed for these kinds of pressure. Katlyn immediately ran to check on the chief technician as he fell into a chair.

(Katlyn) Very slight fever, but no additional calories being burned. Very slight increase in neural activity. Both are very small effects though.

(Jacob) Interesting, there are at least two recordings of similar incidents! From back aboard the Enterprise 1701! One involving transiting the Edge of the Galaxy and the other during the breakup of the planet Psi 2000.

(Vanatica) Why would passing the edge of the galaxy result in people developing theme music?!

He ignored me and kept going.

(Jacob) Both showed certain mental effects, exotic physical effects, and were never adequately explained.

I was beginning to think the Federation universe wasn’t a proper universe and more a region that mostly existed between other ‘proper’ universes and thus depending on which border you were approaching the rules would change dramatically. Thus the shapeshifting was more an effect of the locals being somewhat ill-defined and thus susceptible to taking ANY pattern they came across.

By this point we had gotten a match on the radiation signature as being primarily fusion involving carbon, oxygen, and nitrogen. There were also indications of neutron total-conversion events, but it was hard to be sure; if that was happening, it’s rare and there wasn’t a lot of data on what that might look like anyway. I frowned at the tubing with a disapproving look. It shouldn’t be this easy to build a fusion system. Especially not one that would normally require a temperature of over one-and-a-half billion degrees to work.

(Vanatica) What was purified out when you filtered the air?

(Jacob) Dust, bacteria, and larger particles. Mostly leaving pure gases of nitrogen, oxygen, carbon dioxide, and a bit of water vapor with the usual traces.

With that Jacob continued to do more tinkering and experiments. I got some of the soldiers standing by to be ready to knock Jacob unconscious in case he went (more) insane or was endangering the airship or the crew.

(Jacob) Increases in power output with increases in density of the working medium and in the amount of life it carries, with ‘higher’ lifeforms more effective. Sophistication of the layout and symbology also has some effect. The Enterprise 1701 had some appropriate piping layouts in the water coolant systems. Secondary effects dependent on chemical composition; a higher proportion of lighter elements works best. Also a correlation with the speed of movement.

(Katlyn) I wonder if elementals would boost the effect or not.

By this point the chief technician had now decided he was a musical star and that all must listen to his concert. Crystals began to shatter all over the place as the music echoed around the ship. Katlyn immediately ran to pull power from the pumps while I pulled my blaster, set it to stun, and unloaded a series of blasts into the technician to knock him unconscious. Several of the crew (and annoyingly, the guards I had watching him) were expressing mild disappointment as they felt he was getting pretty good there.

(Katlyn) Looks like mild fever, and overstimulated neurons now. A lot of extra energy was pumped into his nervous system.

(Jacob) I wonder if ball droids in liquid mercury counts…

(Katlyn) No! We are not torturing people or droids with more experiments!

I had to agree, while this was informative, we were getting to the point where further tests were risking the airship and crew. I was against much more powerful experiments without a means to safely ground out the resulting energies that didn’t rely on shoving fusion energies through people’s skulls.

(Jacob) Looks like the lifeforms are exposed to radiation and occasional atoms out of place. At reasonable flow rates that’s pretty minor compared to normal background radiation and metabolic byproducts. Depending on the setup, if giving fish a slightly shorter lifespan is a worry, incorporating a minor healing symbol into the flow would cover repairs at any reasonable production levels. A system where tardigrades are actually suited to. Will have to get a bunch and see how it rates them.

I left him to continue his experiments with orders for the guards to actually stun him this time if he started endangering the ship or crew. As we approached the coastal city, it was easy to see that everyone was doing their damnedest to evacuate, but many appeared to be struggling. While it appeared that there were plenty of boats available at the moment, it appeared that few of the locals actually knew how to repair or run a boat given the numerous boats in various forms of disrepair at the moment. Quite a few of them looked to be needing on a few leaks plugged as opposed to a major overhaul. Still, the locals seemed to be struggling with this. Perhaps the shipwrights and crews had already left and the only people remaining were the ones that didn’t know how to use a ship.

Of course, that crew we rescued earlier seemed to have difficulty understanding that their ship was dependent on laws of nature that only applied in this hex.

Disembarking from the airship, I used the flight functions of the armor to land at the docks and took a survey of the available ships. It looked like ships capable (or at least supposed to be capable) of handling the rough seas of Nilandar were going for a substantial premium, as was anything that actively floated. As such, riverboats and – in particular – riverboats in need of substantial repairs before being ‘seaworthy’ were relatively cheap. Many looked to have been caught in some sort of battle and thus were going to require substantial portions of the keel or hull outright replaced.

I did locate a rather nice wooden riverboat where the damage looked a lot more severe than it actually was. Mainly damage to the structure above the water line and in need of having the sealant patched up below the water line. There also appeared to be plenty of supplies about for performing repairs so long as one was skilled at actually doing the requisite work. It only took a few obols to buy it off the hands of the trader who was looking for funds to book passage on one of the ships heading out to Nilander.

With that done, I procured the requisite materials and set about fixing the leaks below deck. I had just about gotten the leaks plugged when a voice spoke behind me.

(Katlyn) Installing some insane amounts of firepower and a fusion-powered rocket engine?

(Vanatica) Wasn’t planning on it, Although I admit some shields would be nice. I am debating the steam engine though since we are going to be heading upriver. That should give us a substantial advantage in terms of speed and maneuverability.

(Katlyn) Well, shouldn’t be too many issues with unintended fusion reactions from one of those. This place doesn’t look to be a good locale for procuring the requisite parts though.

(Vanatica) I’ll be borrowing some of the spares from the airship.

(Katlyn) Meanwhile, Jacob has put forward a motion that the airship be named the ‘Tesla’. From what I can tell, a Tesla is the name of an important Earth scientist when it came to electricity. At least that was what I could gather beyond something about communicating with something called martians and some sort of tower.

We elected that the crew of the boat would consist of myself, Katlyn, Jacob, Kuroko and a limited number of droids. The rest of the crew were to stick with the airship and use their judgement to either assist the locals in evacuating, hovering in place, or returning back to the castle.

Once repairs and upgrades were completed, we loaded up our supplies and ‘crew’ before setting off to the main harbor and the river that fed it. The river at this point was huge, slow, and laden with silt, rich with plants and fish. It was obviously the outlet of a major river system ‘ and the fact that it’s been rigged to flow around the city, with shunts from upstream pouring water through various canals, obviously generated enough power to make this an important center ‘ in normal times. The place was clearly designed for upper floors to be accessed by flying carpets, the remnants of a climate-control force dome was still providing some protection, and it was obviously prosperous and ‘ in it’s own fashion ‘ industrialized. Here in this hex the great rivers had remained the centers for civilization for uncounted years.

While it was clear the city was badly damaged from above, the view took on a whole new dimension from ground (or sea) level. Much of the power from the canals was now being devoted to the defenses, to the personal glory of the local Emir, and to launching occult attacks at his or her ‘enemies’. The docks in the city proper were almost deserted, with only a few ships being hastily refurbished and prepared for departure.

(Vanatica) Continue on, or stop and ask for information? Or ask somewhere else where we’ll be less likely to draw the attention of powerful people?

(Jacob) Let’s stop and ask for directions. We are effectively a weapon seeking one of their enemies. Not sure if we can help in any way with the evacuation, but maybe we can help pass on information we encountered coming in.

Pulling in to dock, we were immediately approached by a small horde offering substantial pay for passage out, and recommendations that we do not stick around as there was little profit in trading here at the moment.

(Katlyn) Sadly, we’re heading further inward and not here as traders, otherwise we’d take you up on your offer! We do wish you luck with getting out though!

It was clear that they thought us more than a bit crazy – it was implied that it was really bad in some places upriver – but then they seemed to notice the weapons and armor we all carried and toned down the comments that might be perceived as insults. Jacob immediately began sharing what news we had from Nilandar while I spoke with some of the people who seemed less’ eager for any means of escape.

(Vanatica) Any rumors of someone who has recently gained a lot of rare skills or unknown abilities? No so much power, but abilities and techniques is what I am looking for.

(Worker) Not so much of that here ‘ but that may well be hundreds of miles away. The Emir has clearly gone mad with power ‘ several attempts to assassinate him have failed, and he is diverting much of the city’s power to himself and to use in launching attacks. It is the madness of the Verichauaung that sweeps over the land every few centuries. Most of us wish to wait it out for a few years until the power wanes and the Emir can be either eliminated or returned to sanity. Hopefully it will be several centuries before this happens again!

The lunatic ruler with far too much power in a stupid war scenario was far too familiar. Part of me wondered if it was prudent to intervene here or not. It was hard to judge just how dangerous the Emir was to someone of our caliber, and yet freeing the city would provide a friendly base of operations to push further inland.

(Vanatica) What is known about the Emir? Does he magically fireball everyone that asks questions about him?

(Supervisor) Eh, the Emir was a fairly reasonable person up until recently. Chief City Engineer, in his forties, fairly well respected, wife and three kids. Usually used the power systems as indirectly as possible, setting up water purification, powering the flying carpets, and all the other citywide effects with static circles and diagrams. Took direct control of a major part of the city’s power to block a series of incoming attacks ‘ no time to set up external circles and such to reduce the load ‘ and didn’t recover. Seems to have combined it with a midlife crisis. Failed to relinquish direct control. Promptly appointed himself full ruler, built a palace, demanded all kinds of luxuries, set up a harem, and keeps throwing attacks at his various ‘enemies’. There isn’t much actual hatred or anything, but nobody wants to live here until sanity and city services resume.

That suggested the Emir wasn’t directly pulling on the instantaneous output of the infrastructure and instead there was a buffer of sorts. So simply cutting him off from the canals wouldn’t suffice as we’d have to get him to expend power and deplete those reserves. Still, it wouldn’t take too much in the way of explosives to knock most of the nearby canals out of commission temporarily. Given the ‘technology’ level of the locals, it wasn’t likely that they could rapidly trace such timed explosions to us without a lot of careful investigation and time. That period of anonymity would be very helpful in avoiding reprisals while we waited for his power to drain.

A brief look at the locals also suggested that there wasn’t a well established informant and enforcer network set up to look for people plotting such things. Too much of the population was calling him crazy out in the open while actively fleeing for such a police state to be operating. With any luck that meant there was an active resistance movement. And any resistance movement with half a brain would have a map of the critical sections of the canal system.

It wouldn’t take much. Just a few tiny shards of power crystals with some remote or timer detonators. Hell, just a few simple underwater drones would suffice. We’d need a target for him to expend energy against, but that might be automatically arranged depending on how on the ball the rival cities are on taking advantage of the damage to the canals. If not, perhaps a few decoys can be arranged or something.

Though I wasn’t sure I could fix a society too lazy to not use the quick, easy, and oh-so-simple conveniences of drawing power from city services as opposed to doing all the work of learning how to handle things personally. You’d think here on the Anomaly that various societies facing these types of issues would at the very least look towards other hexes for potential solutions that could be imported as opposed to leaving it for the next generation to figure out and then fleeing in a massed panic when it turned out they were the generation that had to do something.

Sith Alchemist Katlyn Sarah Keldav

And here we have an updated character sheet for Katlyn now that she’s reached Level 10 and has mastered the arts of Sith Alchemy and Mystic Artist.  A hefty stash of Obols certainly doesn’t hurt either.

Name: Katlyn Sarah Keldav
Age: 20
Species: Monotalented Star Wars Human
Gender: Female
Hair Color: Black
Eye Color: Violet
Height: 5′ 8″ (1.73 meters)
Weight: 130 lbs (60.0 kg)
Profession: Charity Fundraiser, Artist, Second Sith Protectorate Independent Operative, and Soung Family Heiress
Home: Soung Residence on Ascensa in Alderaan System
Education: Home-schooled via personal tutors
Parents Occupation: Father is a Terraforming Planning Specialist for Soung Terraforming Corporation, Mother is a Second Sith Protectorate Diplomat to the Alderaan System and Republic Senate

Star Wars Birthright World Laws:

  • Cinamystics: Star Wars characters have free access to their choice of one of the following sets of Action Skills – and may purchase Mana with Reality Editing, Specialized and Corrupted for Triple Effect / only to substitute Mana for the temporary drain resulting from using Action Skills (2 CP per 1d6).
    • Adventurers may purchase Erudite Focus, Narrative, and Stealing the Scene.
    • Jedi/Sith and Hybrids may purchase Psychokinesis (Alter), Sensitive (Sense), and Tough it Out (Control).
    • Codifiers/Wraiths and Hybrids may purchase Bullet Time (Tempus), Dimensional Manipulation (Phasing), and Fortune (Shifting).
  • Heroes and Villains: All characters have the Karma ability (6 CP). They may also spend a Karma Point to freely combine their Cinamystic skills for a brief period.
  • The Galactic Union: Star Wars characters always seem to be able to understand each other, use, other civilizations technology, and pilot various vehicles. They enjoy an Immunity to the penalities associated with dealign with different races, technologies, and cultures, reducing them by six.
  • Advanced Technological Civilization: Star Wars characters have access to a wide variety of advanced equipment using the D20 Modern and Future systems, but it tends to be almost as expensive as buying magical devices in ‘normal’ D20 – usually several times the base price. They do not have access to advanced magical devices or abilities and rarely show any true psionic abilities.

Monotalented Star Wars Human (31 CP / +0 ECL)

As a monotalented Star Wars human with no Force or Codex potential, Katlyn has had to rely on technology, wits, and determination in addition to her monotalent in order to keep pace with more talented Sith and Faded. Now, with the powers acquired on the Anomaly of Obols, Mystic Artist, and Sith Alchemy, she stands a much greater chance of standing evenly against the enemies of her family.

  • Bonus Feat (6 CP)
  • Fast Learner: Specialized in Skills for Double Effect (6 CP). Star Wars Humans get +2 SP/Level, and +8 at Level One.
  • Adaptability: Star Wars humans can breathe in thin or exotic atmospheres, need little more than an oxygen mask in airless space, fight right next to lava flows on volcanic worlds, eat stuff that would make a normal person very sick, and ignore all sorts of minor environmental issues. Swiftly fatal stuff will still kill them, but if most humans could survive for a short time in an environment, they can handle it for considerably longer (Immunity / Environmental Extremes, Common, Minor, Major 6 CP).
  • I Can Hear You: Star Wars humans never seem to notice, but they can hear ships moving in a vacuum, make out what people are saying underwater, and do not even notice effects such as ‘Silence’. Occult Sense / what you would have heard in a normal environmental, Specialized for Reduced Cost /only to compensate for difficulties with normal hearing (3 CP).
  • Looking Good: Immunity / unintentional clothing mishaps, messy hair, being overly dirty for more than a few seconds, and so on. (Common, Minor, Trivial, 2 CP).
  • Coincidental Presence: Star Wars humans keep running into people they know and plot-important items despite the scale of the Galaxy. Immunity to Encounter Probability (Common, Minor, Major, Specialized for Reduced Cost / also increases the odds of running into enemies, solitary monsters, and similar (3 CP).
  • Disease Resistant: While there are diseases in Star Wars, there are not endless plagues spreading across the Galaxy despite compatible biochemistries and the ability of so many species to interbreed. That’s immunity/Disease (Common, Severe, Trivial, 3 CP) – not enough to stop really nasty diseases, but enough to stop minor ones and greatly moderate others.
  • Steady Footing: For some reason Star Wars Humans see nothing wrong with leaving out the safety rails, installing huge pits in control rooms, and using narrow catwalks and bridges above massive drops. +1 Bonus to Athletics, Specialized in Keeping Their Balance for Double Effect (+2 for 1 CP) and a +3 Skill Specialty in Athletics / Keeping Their Balance (1 CP) for a total of +5.

Low Level Template – All characters in this campaign have the Low Level Template. Effects include:

  • A -3 penalty on all unskilled skill checks.
  • Slow character advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly this cannot be applied to active psionic or magical skills. These are, however, considered to be natural skill ranks.
  • Extra Hit Points equal to [12 + (2 * Con Mod)].
  • Two minor special talents or “knacks” appropriate to their home universe – one Class A (roughly equivalent to the effects of a first level spell or power) and one Class B (roughly equivalent to the effects of a cantrip).

Available Character Points: 264 (Level 10 Base) + 10 (Disadvantages: Accident Prone, Attracts Weirdos, Huge Eater) + 6 (Racial Bonus Feat) + 24 (Bonus Feats from Levels 1, 3, 6, and 9) + 52 (Fast Learner in Skills) + 20 (Clan Duties) + 55 (Bonus from Int: 16, 4, 4, 4, 4, 4, 4, 5, 5, 5) = 431 CP.

Disadvantages:

  • Accident Prone: Katlyn has always been a bit of a klutz and her growing super-speed monotalent has only made the effects worse when disaster strikes. The fact that this tends to result in scenarios that look really bad and are hard to explain to the authorities doesn’t help matters.
  • Attracts Weirdos: Keldavs seem to have a weird knack for drawing towards them insane, but highly talented weirdos that skirt the line between being incredibly useful and more trouble than they’re worth. The fact that these weirdos tend to associate with Keldavs doesn’t help the view of the authorities on Keldavs either.
  • Huge Eater: As a consequence of the speed monotalent, Katlyn’s metabolic needs are quite large compared to normal humans. She’s been known to consume as many calories as entire parties when she’s particularly hungry after a large feat of speed.

Basic Attributes (Pathfinder 25 Point Buy): Str 10 (+6 Equipment = 16), Dex 17 (Base 16, +1 Knack, +2 Enhancement = 17), Con 10, Int 20 (Base 16, +2 Knack, +2 Level Bonus), Wis 14, Cha 14 (While reasonably fit for a non-sensitive human, the presence of weapons like the Rakata Rifles and the fact that so many of her peers possess Force or Codex Potential means she must rely on her wits and cunning to effectively compete)

Basic Abilities: (229 CP)

  • Hit Dice: 8 (L1d8, 4 CP) + 30 (L2-10d4, 0 CP) + 18 (12 + 2x Dex Mod Template) + 30 (10 x Dex Mod) = 86 HP
  • Damage Reduction: 8/- (Shielding), 10/- vs Falling
  • Evasion Grace/Advanced Finesse: Uses Dex Mod for HP in place of Con Mod (12 CP)
  • Skill Points: +23 (Purchased) +55 (Int Mod) +52 (Racial Fast Learner and Bonus Feat Fast Learner) = 130 SP
  • Base Attack Bonus: +5 (Corrupted: Does not provide iterative attacks, 20 CP) +1 (Morale) +2 (Circumstance)= +8 BAB
  • Saves:
    • Fortitude: +3 (9 CP) + 0 (Con Mod) + 1 (Luck) + 1 (Morale) + 1 (Evasiveness) = +6
    • Reflex: +3 (9 CP) + 3 (Dex Mod) + 1 (Luck) + 1 (Morale) + 1 (Evasiveness) = +9
    • Will: +3 (9 CP) + 2 (Wis Mod) + 1 (Luck) + 1 (Morale) + 1 (Evasiveness) = +8
  • Luck: Specialized for Saves Only (3 CP) + 8 (Bonuses Uses x2, Specialized for Saves Only 6 CP) = 9 Luck Points
  • Proficiencies: Simple and Martial Weapons (9 CP)
  • Initiative: +3 (Dex Mod) = +3
  • Move: 30 (Base) + 10 (Celerity, 6 CP) + 40 (Improved Celerity, 12 CP) – 10 (Heavy Armor) + 30 (Circumstance) +10 (Wind Dance) = 110 Feet/Round
  • Armor Class: 10 (Base) + 2 (Dex Mod) + 10 (Armory) + 8 (Kite Shield) + 1 (Luck) + 3 (Magical Enhancement) = 34 AC, Flatfooted – 32 AC, Touch – 13 AC
  • Usual Attacks:
    • Collapsible Staff: +11/+11 (+8 BAB + 3 Str) for 2d8+4
    • Lightsaber: +13/+13 (+8 BAB + 3 Str) for 2d10+4 Fire Damage
    • Blaster Rifle: +11/+11 (+8 BAB +3 Dex) for 3d8+1
    • Grenade Launcher: +11/+11 (+8 BAB +3 Dex) for 5d6+1
  • Karma Pool: 5 Points
  • Informational Armor: Created by Jacob Hatfield using the Living Fire ability and made permanent via expenditure of XP, all stats only valid vs Informational abilities
    • Spell Level 7 Informational Armor Construct
      • HP: 13d10 + 10
      • Size: Large
      • Initiative: +1
      • Speed: 40
      • Natural Armor: 21
      • Deflection Bonus to Armor: 4
      • Total AC: 35
      • Attack: 2x +20
      • Damage: 1d10+14
      • Space/Reach 10×10
      • Saves: Fort +4, Refl +5, Will +4
      • Str: 35, Dex: 13
      • DR: 5/Informational
      • Fast Healing 2
      • Engulfing
      • Enduring
      • Armoredx2, Heavy Deflection

Other Abilities: (204 CP)

  • Varen Sith Training
    • Fast Learner: Skills (6 CP)
    • Legionary (6 CP)
    • Adept: x2 (12 CP)
    • Block (Lightsaber Blockable Attacks): Specialized (Requires a lightsaber) (3 CP)
    • Block (Multiple): Specialized (Requires a lightsaber) (3 CP)
    • Intense Training: (Innate Enchantment – 7,000 GP) (8 CP)
      • Evasiveness: +1 to Saves (700 GP)
      • High Spirits: +1 Morale Bonus to Saves, Attacks, Skill Checks, and Damage (1,400 GP)
      • Fortunate Destiny: +1 Luck Bonus to AC and Saves (1,400 GP)
      • Fortune’s Favor: +1 Luck Bonus to Skill Checks (700 GP)
      • Personal Haste: +30 to Movement, +1 Attack at full BAB when making full attack (2,000 GP)
  • Speed Monotalent
    • Mana with Reality Editing: 4d6 – 19 Mana (Corrupted and Specialized: Only to perform Speed Stunts) (6 CP)
    • Rite of Chi: (Specialized and Corrupted: Only for Speed Stunts) (3 CP)
    • Bonus Uses: Rite of Chi (Specialized: Only for Speed Mana) (3 CP)
    • Reflex Training: (+3 Actions/Day) (6 CP)
    • Innate Enchantment: 19,000 GP (18 CP)
      • Rapid Recovery: Cure Light Wounds 3/day, Lesser Restoration 2/day (1,400 GP)
      • Light Foot: +30 Circumstance to Move, +10 Circumstance to Jump, DR 10/Falling (1,400 GP)
      • Augmented Reflexes: Dexterity +2 Enhancement Bonus (1,400 GP)
      • Stepping Disks: Only to allow the user to run over inappropriate surfaces, up walls, or to break falls and such. Only works while the user remains in rapid motion. (980 GP)
      • Wind Dance: 50% Miss Chance, No Damage from AoE on successful Reflex Save, +2 Circumstance to Hit, two extra 5 foot steps each round, 25% chance to step into ground-based hazards (12,000 GP)
      • Supercharged Metabolism: Relieve Illness 3/day (840 GP)
  • Occult Skills
    • Armory Skill (3 CP)
    • Wealth Skill (3 CP)
  • Advanced Medical Certification
    • Healing Touch: (Corrupted and Specialized: Requires appropriate Medical Supplies/Equipment and treatment takes time) (2 CP)
    • Augmented Bonus – Healing Touch (Int Mod to Cha Mod) (Corrupted and Specialized: Requires appropriate Medical Supplies/Equipment and treatment takes time) (2 CP)
    • Bonus Uses x3 (Healing Touch) (Corrupted and Specialized: Requires appropriate Medical Supplies/Equipment and treatment takes time) (6 CP)
      • 7 (Int Mod + Cha Mod) x 10 (Character Level) x 13 (Bonus Uses) = 910 HP/Day
  • Touched by Magic
    • Mystic Link with Power Link: Links Katlyn with the appropriate aspect of the Greater Multiverse to allow her to pull on magical energy despite the dispersion across the various Star Wars timelines (6 CP)
  • Censor Immunity
    • Innate Enchantment: Absorption (Censor Immunity Artifact) (6 CP)
      • Ability is not yet active as an appropriate artifact is still under construction
  • Mystic Artist:
    • Mystic Artist (Architecture) (6 CP)
    • Composition (Architecture) (6 CP)
    • Influence (Architecture) (6 CP)
    • Mass Influence (Architecture) (6 CP)
    • Acclaim (Architecture) (6 CP)
    • Mystic Link with Power Link (Architecture) – Specialized: Requires venue host performances, exhibitions, galleries, and parties (3 CP)
    • Create Item: Specialized and Corrupted: only as a prerequisite (2 CP)
    • Transference: (Specialized and Corrupted: Only for use with Transmutation to provide funds) (2 CP)
    • Transmutation: Increased Effect – only to transform donated XP from Transference into generic cash, all such funds are automatically spent on buying Obols (6 CP)
    • Equipage with Purchasing: Corrupted – Only to obtain Obols, only using “money” from Transmutation (4 CP)
  • Craft Item: Tailoring (6 CP)
    • Artisan: Specialized – Tailoring Only (3 CP)
    • Transference: Specialized – Tailoring Only (3 CP)
    • Artificer 75% Off XP Cost: Specialized – Tailoring Only (12 CP)
  • Sith Alchemy
    • Mana with Reality Editing (Alchemy) 6d6 – 19 Mana: Specialized for Increased Effect (the products it is used to produce are stable for lengthy periods) and Corrupted for Reduced Cost / Only for Reality Editing, only for Alchemical Manipulations, must have purchases at least 1d6 per level of reality Manipulation (24 CP)
    • Rite of Chi – Specialized and Corrupted for Reduced Cost / only to restore the “Alchemy Pool” above, requires at least half an hour of some chosen type of intellectual effort per die recovered (2 CP)
    • Bonuses Uses: Rite of Chi – Specialized and Corrupted for Reduced Cost / only to restore the “Alchemy Poo” above, requires at least half an hour of some chosen type of intellectual effort per die recovered (4 CP)

Skills: Uses the Condensed Skill List (130 CP)

  • Acrobatics (Dex): +13 (6.5 CP) + 3 (Dex Mod) + 3 (Low Level Template) + 1 (Morale) + 1 (Luck) = +21
  • Occult Skill – Armory (Str): +13 (6.5 CP) + 3 (Str Mod) + 1 (Morale) + 1 (Luck) = +18
    • Soung Shieldsuit Powered Armored (Heavy Armor)
      • Armor +6 (3 Points)
      • Stength +6 (3 Points)
      • Communications: Local Tactical (1 Point)
      • Sensors: Nightsight, Flash and Hearing Protection, GPS and Basic Environmental, Mapping, Motion Sensor, and Friend-or-Foe Identification (3 Points)
      • Environmental: Temperature Control, Breathing Apparatus, NBC Seal, Recycling/Space Capable (3 Points)
      • Heavy Fortification (3 Points)
      • Stealth +8 (3 Points)
    • Soung Kite Shield
      • +6 Armor (3 Points)
  • Athletics (Str): +13 (6.5 CP) + 3 (Str Mod) + 3 (Low Level Template) + 1 (Morale) + 1 (Luck) + 8 (Equipment) = +29 (+10 Jump)
  • Craft (Int): +13 (13 CP) + 5 (Int Mod) + 1 (Morale) + 1 (Luck) = +20
    • Tailoring, Jewelry, Architecture, Sculpture, Painting, Grass Painting, Alchemy, Gemcutting
  • Healing (Wis): +13 (6.5 CP) + 2 (Wis Mod) + 1 (Morale) + 1 (Luck) = + 17
  • Martial Arts – Vailo Arts (Dex): +13 (6.5 CP) + 3 (Dex Mod) + 1 (Morale) + 1 (Luck) = +18
    • Basic Techniques
      • Attack 2
      • Power 2
    • Advanced Techniques
      • Weapon Kata: Lightsabers
      • Mind of Chaos (Immunity / Psychic and Magical Combat Senses, Opponent Intuition Bonuses, and Similar)
      • Mind Like Moon
      • Combat Reflexes
  • Perception (Wis): +13 (6.5 CP) + 2 (Wis Mod) + 1 (Morale) + 1 (Luck) = +17
  • Perform (Cha): +13 (6.5 CP) + 2 (Cha Mod) + 3 (Low Level Template) + 1 (Morale) + 1 (Luck) = +20
    • Cello, Acting, Flute, Magic Tricks, Oratory, Dance, Sing, Piano
  • Persuasion (Cha): +13 (13 CP) + 2 (Cha Mod) + 3 (Low Level Template) + 1 (Morale) + 1 (Luck) = +20
  • Profession – Command (Cha): +13 (6.5 CP) + 2 (Cha Mod) + 1 (Morale) + 1 (Luck) = +17
    • Covers: Strategy, Tactics, Leadership, Morale, and Logistics
  • Scholar (Int): +13 (13 CP) + 5 (Int Mod) + 1 (Morale) + 1 (Luck) = +20
    • Favored Enemies: Sith, Faded, Rakata, and Yeveetha
  • Socialize (Wis): +13 (13 CP) + 2 (Wis Mod) + 1 (Morale) + 1 (Luck) = +17
  • Stealing The Scene (Con): +13 (13 CP) + 0 (Con Mod) + 1 (Morale) + 1 (Luck) = +15
  • Occult Skill – Wealth (Cha): +13 (13 CP) + 2 (Cha Mod) + 3 (Low Level Template) + 1 (Morale) + 1 (Luck) = +20
    • Subsumes bargaining, persuading people to accept installment payments, strange gold coins, credit checks, and similar

Equipment:

  • Amulet of Non-Detection (35,000 GP)
  • Clothing of Any Outfit (1,200 GP)
  • Handy Haversack (2,000 GP)
  • Healing Belt (750 GP)
  • Boots of Big Stepping (6,000 GP)
  • Hand of the Mage (900 GP)
  • Soung Mark III Shieldsuit Powered Armor
    • Improved Fire Resistance (42,000 GP)
    • +3 Magical Enhancement (9,000 GP)
    • Glamered Armor (2,700 GP)
  • Ring of Feather Fall (2,200 GP)
  • Psionic Tattoos (Single Use, Caster Level 18)
    • Dimension Door x3
    • Dispel Psionics x3
    • Body Adjustment x2
  • Personal Force Field (DR 8/-)
  • Holographic HUD
  • Repulsor Pack
  • Variable Star (Grapnel)
  • Color Changing Robes
  • Radiation Negating Stygium Amulet
  • Antimatter/Matter Crystal Lightsaber (Destroyed)
  • Collapsible Spear
  • Hand Blaster
  • Blaster Rifle with attached Grenade Launcher
  • Censor/Telepathy Negating Cloak
  • Spare Breath Masks
  • Stasis Belts
  • Bracer Computer (THELOS)
  • Spacefield Clock
  • Commlink with Orbital Range
  • Computer Tablet
  • Multitool
  • Advanced Medkit
  • Substantial Supply of Snacks and Energy Drinks
  • Philosophy/Alchemical Ray Gun
    • Vials of several Alchemical Essences like Ignorance and Up
  • Dozen vials of Trap-Spider Venom
  • Psi-Stone Knife
  • Ten Ceramic/Plastic Throwing Knives
  • Starfleet Combadge
  • Starfleet Tricorder
  • Starfleet Phaser
  • Substantial Supply of Obols
  • Spare Power Cells
  • Fusion Lantern
  • Bardic Instrument: Flute Charm
  • Flux Iron Charm
  • Hidden Pocket Charm
  • Local Guidebook Charm
  • Peace Cord Charm
  • Weave of Light Charm
  • Loaded Brush Talisman
  • Shifter’s Cloak (Wolf) Talisman

Sith Sorceress Vanatica Nyla Soung

And here we have an updated character sheet for Vanatica now that she’s reached Level 10.  She’s now become a full Sith Sorceress over her initial role as a Star Wars gadgeteer.

Name: Vanatica Nyla Soung
Age: 24
Species: Non-Sensitive Star Wars Human
Gender: Female
Hair Color: Red
Eye Color: Green
Height: 62″ (1.88 meters)
Weight: 170 lbs (77.1 kg)
Profession: Second Sith Protectorate Independent Operative and Soung Family Heiress
Home: Soung Residence on Ascensa in Alderaan System
Education: Home-schooled via personal tutors
Parents Occupation: Praetors of the Second Sith Protectorate

Star Wars Birthright World Laws:

  • Cinamystics: Star Wars characters have free access to their choice of one of the following sets of Action Skills – and may purchase Mana with Reality Editing, Specialized and Corrupted for Triple Effect / only to substitute Mana for the temporary drain resulting from using Action Skills (2 CP per 1d6).
    • Adventurers may purchase Erudite Focus, Narrative, and Stealing the Scene.
    • Jedi/Sith and Hybrids may purchase Psychokinesis (Alter), Sensitive (Sense), and Tough it Out (Control).
    • Codifiers/Wraiths and Hybrids may purchase Bullet Time (Tempus), Dimensional Manipulation (Phasing), and Fortune (Shifting).
  • Heroes and Villains: All characters have the Karma ability (6 CP). They may also spend a Karma Point to freely combine their Cinamystic skills for a brief period.
  • The Galactic Union: Star Wars characters always seem to be able to understand each other, use, other civilizations technology, and pilot various vehicles. They enjoy an Immunity to the penalities associated with dealign with different races, technologies, and cultures, reducing them by six.
  • Advanced Technological Civilization: Star Wars characters have access to a wide variety of advanced equipment using the D20 Modern and Future systems, but it tends to be almost as expensive as buying magical devices in ‘normal’ D20 – usually several times the base price. They do not have access to advanced magical devices or abilities and rarely show any true psionic abilities.

Non-Sensitive Star Wars Human (31 CP / +0 ECL)

As a fairly normal Star Wars human with no Force or Codex potential, Vanatica has historically had to rely on technology, wits, and determination to make up for the lack of any personal abilities. Now, with the discovery of the secrets of Sith Sorcery, how much of a power gap still exists remains to be seen.

  • Bonus Feat (6 CP)
  • Fast Learner: Specialized in Skills for Double Effect (6 CP). Star Wars Humans get +2 SP/Level, and +8 at Level One.
  • Adaptability: Star Wars humans can breathe in thin or exotic atmospheres, need little more than an oxygen mask in airless space, fight right next to lava flows on volcanic worlds, eat stuff that would make a normal person very sick, and ignore all sorts of minor environmental issues. Swiftly fatal stuff will still kill them, but if most humans could survive for a short time in an environment, they can handle it for considerably longer (Immunity / Environmental Extremes, Common, Minor, Major 6 CP).
  • I Can Hear You: Star Wars humans never seem to notice, but they can hear ships moving in a vacuum, make out what people are saying underwater, and do not even notice effects such as ‘Silence’. Occult Sense / what you would have heard in a normal environmental, Specialized for Reduced Cost /only to compensate for difficulties with normal hearing (3 CP).
  • Looking Good: Immunity / unintentional clothing mishaps, messy hair, being overly dirty for more than a few seconds, and so on. (Common, Minor, Trivial, 2 CP).
  • Coincidental Presence: Star Wars humans keep running into people they know and plot-important items despite the scale of the Galaxy. Immunity to Encounter Probability (Common, Minor, Major, Specialized for Reduced Cost / also increases the odds of running into enemies, solitary monsters, and similar (3 CP).
  • Disease Resistant: While there are diseases in Star Wars, there are not endless plagues spreading across the Galaxy despite compatible biochemistries and the ability of so many species to interbreed. That’s immunity/Disease (Common, Severe, Trivial, 3 CP) – not enough to stop really nasty diseases, but enough to stop minor ones and greatly moderate others.
  • Steady Footing: For some reason Star Wars Humans see nothing wrong with leaving out the safety rails, installing huge pits in control rooms, and using narrow catwalks and bridges above massive drops. +1 Bonus to Athletics, Specialized in Keeping Their Balance for Double Effect (+2 for 1 CP) and a +3 Skill Specialty in Athletics / Keeping Their Balance (1 CP) for a total of +5.

Low Level Template – All characters in this campaign have the Low Level Template. Effects include:

  • A -3 penalty on all unskilled skill checks.
  • Slow character advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly this cannot be applied to active psionic or magical skills. These are, however, considered to be natural skill ranks.
  • Extra Hit Points equal to [12 + (2 * Con Mod)].
  • Two minor special talents or “knacks” appropriate to their home universe – one Class A (roughly equivalent to the effects of a first level spell or power) and one Class B (roughly equivalent to the effects of a cantrip).

Available Character Points: 264 (Level 10 Base) + 10 (Disadvantages: Accident Prone, Attracts Weirdos, Huge Eater) + 6 (Racial Bonus Feat) + 24 (Bonus Feats from Levels 1, 3, 6, and 9) + 52 (Fast Learner in Skills) + 20 (Clan Duties) + 55 (Bonus from Int: 16, 4, 4, 4, 4, 4, 4, 5, 5, 5) = 431 CP.

Disadvantages:

  • Soung Family Precognition Talent: Vanatica is prone to experiencing weird dreams, visions, premonitions, and flashbacks regarding the past, present, and future. Try as she might to ignore them and their vague meanings, they always seem to find a way to force her to act upon them whether she likes it or not.
  • Hunted: The Soung Family has accumulated a number of enemies over the years and Vanatica is theoretically one of the easier targets to go after. The fact that her alternate timeline sister Seras Keldav is keen to defeat Vanatica and thus prove herself as a valid heir to the Soung legacy only makes thing rather personal.
  • Biographical Info Dump: Everyone who meets Vanatica or sees her face gets a quick biographical summary of who she is. While this hadn’t been discovered back home, her arrival on the Anomaly where everyone had no reason to know who she was still managing to recognize her quickly became apparent. Needless to say, this feeds her ego a lot as she believes the Force deems her that important that it people who she is for her. Most everyone else is of the opinion that this is just a really obscure Force/Codex monotalent.

Basic Attributes (Pathfinder 25 Point Buy): Str 11 (+1 Knack, +6 Equipment = 18), Dex 12, Con 12, Int 20 (Base 16, +2 Knack, +2 Level Bonus), Wis 14, Cha 14 (While reasonably fit for a non-sensitive human, the presence of weapons like the Rakata Rifles and the fact that so many of her peers possess Force or Codex Potential means she must rely on her wits and cunning to effectively compete)

Basic Abilities: (242 CP)

  • Hit Dice: 8 (L1d8, 4 CP) + 38 (L2-7d8, 24 CP) + 10 (L8-10d4, 0 CP) + 14 (12 + 2x Con Mod Template) + 10 (10 x Con Mod) = 80 HP
  • Damage Reduction: 8/- (Shielding)
  • Skill Points: +36 (Purchased) +55 (Int Mod) +52 (Racial Fast Learner and Bonus Feat Fast Learner) = 143 SP
  • Base Attack Bonus: +5 (Corrupted: Does not provide iterative attacks, 20 CP) +1 (Morale) = +6 BAB
  • Saves:
    • Fortitude: +3 (9 CP) + 1 (Con Mod) + 1 (Luck) + 1 (Morale) + 1 (Evasiveness) = +7
    • Reflex: +3 (9 CP) + 1 (Dex Mod) + 1 (Luck) + 1 (Morale) + 1 (Evasiveness) = +7
    • Will: +3 (9 CP) + 2 (Wis Mod) + 1 (Luck) + 1 (Morale) + 1 (Evasiveness) = +8
  • Luck: Specialized for Saves Only (3 CP) + 8 (Bonuses Uses x2, Specialized for Saves Only, 6 CP) = 9 Luck Points
  • Proficiencies: Simple and Martial Weapons (9 CP), Exotic Weapon Proficiency – Economics (6 CP)
  • Initiative: +1 (Dex Mod) = +1
  • Move: 30 (Base) – 10 (Heavy Armor) + 30 (Circumstance) = 50 Feet/Round
  • Armor Class: 10 (Base) + 1 (Dex Mod) + 10 (Armory) + 8 (Kite Shield) + 1 (Luck) + 3 (Magical Enhancement) = 33 AC, Flatfooted – 32 AC, Touch – 12 AC
  • Usual Attacks:
    • Lightsaber: +10/+10 (+6 BAB + 4 Str) for 2d10+4 Fire Damage
    • Blaster Rifle: +7/+7 (+6 BAB +1 Dex) for 3d8+1
    • Grenade Launcher: +7/+7 (+6 BAB +1 Dex) for 5d6+1
  • Karma Pool: 5 Points
  • Informational Armor: Created by Jacob Hatfield using the Living Fire ability and made permanent via expenditure of XP, all stats only valid vs Informational abilities
    • Spell Level 7 Informational Armor Construct
      • HP: 13d10 + 10
      • Size: Large
      • Initiative: +1
      • Speed: 40
      • Natural Armor: 21
      • Deflection Bonus to Armor: 4
      • Total AC: 35
      • Attack: 2x +20
      • Damage: 1d10+14
      • Space/Reach 10×10
      • Saves: Fort +4, Refl +5, Will +4
      • Str: 35, Dex: 13
      • DR: 5/Informational
      • Fast Healing 2
      • Engulfing
      • Enduring
      • Armoredx2, Heavy Deflection

Other Abilities: (189 CP)

  • Varen Sith Training
    • Fast Learner: Skills (6 CP)
    • Legionary (6 CP)
    • Adept: x2 (12 CP)
    • Block (Lightsaber Blockable Attacks): Specialized (Requires a lightsaber) (3 CP)
    • Block (Multiple): Specialized (Requires a lightsaber) (3 CP)
    • Intense Training: (Innate Enchantment – 6,000 GP) (7 CP)
      • Evasiveness: +1 to Saves (700 GP)
      • High Spirits: +1 Morale Bonus to Saves, Attacks, Skill Checks, and Damage (1,400 GP)
      • Fortunate Destiny: +1 Luck Bonus to AC and Saves (1,400 GP)
      • Fortune’s Favor: +1 Luck Bonus to Skill Checks (700 GP)
      • Personal Haste: +30 to Movement, +1 Attack at full BAB when making full attack (2,000 GP)
  • Occult Skills and Skill Emphasis:
    • Occult Skill: Armory (3 CP)
    • Occult Skill: Wealth (3 CP)
    • Occult Skill: Foresight (3 CP)
    • Skill Emphasis: +3 Intimidation – Glare (1 CP)
    • Skill Emphasis: +3 Command – Bavarian Fire Drill (1 CP)
  • Born to Rule:
    • Leadership (6 CP)
    • Strength in Numbers (3 CP)
    • Horde (3 CP)
    • Enthusiast: Specialized and Corrupted – Languages Only (3 CP)
      • Total Available ECL: 2x (2 Cha Mod + 10 Level) = 24 ECL
        • Sair Cantel (Lotados) – Pilot (4 ECL)
        • Cuzao (Ranath) – Technician (4 ECL)
        • Donovan Rote (Cybernetic Human) – Spy (3 ECL)
        • Orzi Tihl (Hutt) – Archivist (3 ECL)
        • Ve Ke (Kaminoan) – Doctor (4 ECL)
        • V2SO (Droid) – Astromech Droid (1 ECL)
        • THELOS (Drone Swarm) – Logistics Coordination (1 ECL)
        • Vanessa Soung (Human) – First Officer (4 ECL)
  • Sith Sorcery:
    • Mana: Taken as Generic Spell Levels 16d4 (53 Spell Levels) – Specialized / Manifest as Spell Coins which can be stolen or lost (24 CP)
    • Caster Levels: x10 – Specialized / Only works with Spell Coins, Spells must be prepared in advanced and require obvious gestures and spoken words to work (30 CP)
    • Mystic Link with Power Link: Provides link to appropriate sections of the multiverse to efficiently draw magical energy from (6 CP)
    • Mystic Link with Communications (Remote Tome): Provides remote access to the gathered portions of the Great Library of Lindral (6 CP)
    • Dominion: (6 CP)
    • Shaping: (6 CP)
    • Dragonfire: (6 CP)
    • Breath of the Dragon: (6 CP)
    • Eye of the Dragon: x2 – Absorb 40 Spell Levels per Day and Store Maximum of 48 Spell Levels (12 CP)
      • May power prepared spells as per Rod of Absorption (12 CP)
    • Known Spells:
      • Level 0: Air Helm, Animated Teddy Bear, Blanket, Laze, Caltrops, Conjure Micro-Elemental, Conjure (Obedient) Rat, Create Element, Drawthread, Seance, Spice, Stabilize
      • Level 1: Benign Transposition, Cure Light Wounds, Dawn (Positive Energy Cantrips), Generator, Hearthfire, Lesser Orb of Cold, Mage Armor, Nightfall (Negative Energy Cantrips), Summon Monster I (Known Summons: Celestial Badgers, Cat-Person Rogue), Unseen Servant, Wall of Smoke, Web Bolt
      • Level 2: Baleful Transposition, Choke, Create Pit, Debilitating Cloud, Dimension Leap, Glitterdust, Summon Monster II, Web
      • Level 3: Convenient Conveyance, Halo of Stars, Mad Monkeys, Gloomblind Bolts
      • Recent acquisition of two more portions of the Library of Lindral and an alliance with the magi of K’aresh has expanded this list significantly, but the exact spells learned have yet to be decided
  • Censor Immunity
    • Innate Enchantment: Absorption (Censor Immunity Artifact) (6 CP)
      • Ability is not yet active as an appropriate artifact is still under construction
  • Companion: Virtual Agent (Tele-Holographic Estate Logistics Operating System – THELOS) (6 CP)
    • Originally built to act as the Soung Family Central Computer on the Soung Family Moon, THELOS worked to manage affairs for the family and organize the servants/slaves. Finding success in this role, over the generations the system has been expanded and replicated numerous times across the centuries and has gotten very good in his role as caretaker. As such, Vanatica has a copy of the system installed on her armor to help her with logistics, communications, and analysis out in the field.
      • Companion with +2 ECL Template, Specialized / only exists in appropriate computers, has no actual physical presence, 6 CP
      • A Virtual Agent is a limited-function droid intelligence / Computer Aide. While it only exists in the virtual landscape of the Holonet, within that domain it is a potent ally – and that may extend into the physical world depending on what machinery and droids are around to manipulate.
      • Assistant Specialized in Data Searches, Computer Operations, Programming, Mail and Call Screening, and Similar Items for Double Effect (+8 Bonuses, 6 CP).
      • Improved Returning: If destroyed, a Virtual Agent may simply be reloaded from backup or put onto another system (12 CP).
      • Mindspeech (Specialized / only with people connected to it’s host system via cybernetics or commlink, 3 CP) with Mindlink (Holonet, Specialized / requires an available subspace network or similar network, 1 CP).
      • Occult Sense / Information from unshielded systems in the area (6 CP).
      • Stipend (6 CP). A Virtual Agent can manage your accounts, perform minor online trading, and work with cryptocurrencies better than you can (6 CP).
      • Innate Enchantment (6 CP)
        • Advanced Smartphone Sysems (25 CP)
        • Remote Interface (with unprotected or hackable systems, 25 GP)
        • Desktop Computer functions/basic programs (50 GP)
        • Weapons Functions: Tangler (33 GP), Laser Pistol (45 GP), Vibro-claws (50 GP)
        • Shielded Systems: Personal Force Shield (+4 AC, 1400 GP)
        • Firewall (Mage Armor +4 Force, 1400 GP)
        • Immortal Vigor I (+12 + 2x Con Mod HP), 1400 GP)
      • Enthusiast, Specialized and Corrupted for Increased Effect (6 floating CP) / only for use with Create Relic (Downloadable programs) to enhance it’s user’s online abilities/avatar or add to it’s own skills and functions (6 CP)
      • Create Relic, Corrupted / only for use with Enthusiast, above (3 CP)
      • Four Double Occult Contacts (online entities or organizations) with the Well-Travelled Modifier (15 CP)

Skills: Uses the Condensed Skill List (143 CP)

  • Acrobatics (Dex): +13 (6.5 CP) + 1 (Dex Mod) + 1 (Morale) + 1 (Luck) = +16
  • Arcana (Int): +13 (13 CP) + 5 (Int Mod) + 1 (Morale) + 1 (Luck) = +20
  • Occult Skill – Armory (Str): +13 (13 CP) + 1 (Str Mod) + 1 (Morale) + 1 (Luck) = +16
    • Soung Shieldsuit Powered Armored (Heavy Armor)
      • Armor +6 (3 Points)
      • Stength +6 (3 Points)
      • Sensors: Nightsight, Flash and Hearing Protection, GPS and Basic Environmental, Mapping, Motion Sensor, and Friend-or-Foe Identification (3 Points)
      • Environmental: Temperature Control, Breathing Apparatus, NBC Seal, Recycling/Space Capable (3 Points)
      • Heavy Fortification (3 Points)
      • Stealth +6 (2 Points)
    • Soung Kite Shield
      • +6 Armor (3 Points)
  • Engineering (Int): +13 (6.5 CP) + 5 (Int Mod) + 1 (Morale) + 1 (Luck) + 3 (Low Level Template) = +23
  • Occult Skill – Erudite Focus (Int): +13 (6.5 CP) + 5 (Int Mod) + 1 (Morale) + 1 (Luck) = +20
  • Occult Skill – Foresight (Int): +13 (13 CP) + 5 (Int Mod) + 1 (Morale) + 1 (Luck) = +20
  • Martial Arts – Vailo Arts (Dex): +13 (6.5 CP) + 1 (Dex Mod) + 1 (Morale) + 1 (Luck) = +16
    • Basic Techniques
      • Attack 2
      • Power 2
    • Advanced Techniques
      • Weapon Kata: Lightsabers
      • Mind of Chaos (Immunity / Psychic and Magical Combat Senses, Opponent Intuition Bonuses, and Similar)
      • Mind Like Moon
  • Narrative (Cha): +13 (13 CP) + 2 (Cha Mod) + 1 (Morale) + 1 (Luck) = +17
  • Perception (Wis): +13 (6.5 CP) + 2 (Wis Mod) + 1 (Morale) + 1 (Luck) = +17
  • Persuasion (Cha): +13 (13 CP) + 2 (Cha Mod) + 3 (Low Level Template) + 1 (Morale) + 1 (Luck) = +20
  • Profession – Command (Cha): +13 (6.5 CP) + 2 (Cha Mod) + 1 (Morale) + 1 (Luck) + 3 (Low Level Template) = +20
    • Covers: Strategy, Tactics, Leadership, Morale, and Logistics
  • Scholar (Int): +13 (13 CP) + 5 (Int Mod) + 1 (Morale) + 1 (Luck) = +20
    • Favored Enemies: Sith, Faded, Rakata, and Yeveetha
  • Socialize (Wis): +13 (6.5 CP) + 2 (Wis Mod) + 1 (Morale) + 1 (Luck) + 3 (Low Level Template) = +20
  • Stealing The Scene (Con): +13 (13 CP) + 1 (Con Mod) + 1 (Morale) + 1 (Luck) = +16
  • Occult Skill – Wealth (Cha): +13 (13 CP) + 2 (Cha Mod) + 3 (Low Level Template) + 1 (Morale) + 1 (Luck) = +20
    • Subsumes bargaining, persuading people to accept installment payments, strange gold coins, credit checks, and similar

Equipment:

  • Amulet of Non-Detection (35,000 GP)
  • Clothing of Any Outfit (1,200 GP)
  • Handy Haversack (2,000 GP)
  • Healing Belt (750 GP)
  • Boots of Big Stepping (6,000 GP)
  • Hand of the Mage (900 GP)
  • Soung Mark III Shieldsuit Powered Armor
    • Improved Fire Resistance (42,000 GP)
    • +3 Magical Enhancement (9,000 GP)
    • Glamered Armor (2,700 GP)
  • Ring of Feather Fall (2,200 GP)
  • Ring of Suppress Biographical Monotalent (5,500 GP)
    • Provides Instant Briefing Blasts into the heads of targets
  • Sunstone Staff (Unknown Value)
  • Psionic Tattoos (Single Use, Caster Level 18)
    • Dimension Door x2
    • Dispel Psionics x2
    • Body Adjustment x3
  • Personal Force Field (DR 8/-)
  • Holographic HUD
  • Repulsor Pack
  • Variable Star (Grapnel)
  • Color Changing Robes
  • Radiation Negating Stygium Amulet
  • Antimatter/Matter Crystal Lightsaber
  • Collapsible Spear
  • Hand Blaster
  • Blaster Rifle with attached Grenade Launcher
  • Censor/Telepathy Negating Cloak
  • Spare Breath Masks
  • Stasis Belts
  • Bracer Computer (THELOS)
  • Spacefield Clock
  • Commlink with Orbital Range
  • Multitool
  • Advanced Medkit
  • Philosophy/Alchemical Ray Gun
  • Psi-Stone Knife
  • Ten Ceramic/Plastic Throwing Knives
  • Computer Tablet
  • Starfleet Combadge
  • Starfleet Tricorder
  • Starfleet Phaser
  • Substantial Supply of Obols
  • Spare Power Cells
  • Fusion Lantern
  • Mandarin’s Pin Charm
  • Flux Iron Charm
  • Industrious Tool Talisman
  • Makeover Kit Talisman
  • Shifter’s Cloak Talisman (Wolf)
  • Three Pieces of Library of Lindral