Edited 18/01/2008
Last update: Added 'Kersh'
Some nips and tucks here, and slight change in tone. I’m sensitive to Charles’ concerns about creating a ‘steampunk’ feel (even though I think some of it’s probably inevitable given the magic heavy/physics light nature of D&D); I have eased back on some of the weirder stuff and its availability. There are exceptions, but that’s my general strategy. In general, I’m going to maintain a more realistic tone by sticking to ‘real world’ technology when possible. I’ve also lowered our estimated tech level a little, roughly to Stewart/Edwardian with exceptions for the classic D&D traditions.
Magic & Technology in the Pax Harmonium
In examining the advancement of our economic and social strength to its current prosperity, a scholar cannot overlook the importance of the two primary inventions of the Second Harmony: The press-print machine and the personal eye lens.
The effect of the press-print machine can be seen throughout our great society – the benefit of accurate and standard records, of mass-produced missives without the error and deviation inevitable from the use of scribes and copyists, and the social benefit of freely available literature. Citizens from Heka to Motmurk to the Flamedance Mountains can read exactly the same information, in the same language, at the same time; free from local ambiguities. Even those who would abuse such technology for subversion of our great agenda cannot doubt its power.
The effect of the eye-lens or ‘ocular’ is as simple as it is elegant: In previous centuries, craftsmen in as diverse fields as clockwork machinery, jewellery, or the simple but essential pin-making could labour only until their eyesight began to fail; but with the use of oculars and the increased frequency of magelight over candle and lamp, these ageing craftsmen – often masters of their art – were able to continue in their chosen profession for many more years, creating innumerable masterworks of art and invention for the betterment of our society.
- From “An examination of the prosperity of the modern age"
Ortho has made some amazing advances in technology under the Pax Harmony. Works physical, alchemical, and magical. In almost every industry production has been mechanised and brought the benefits of mass-production; Press-print machines have brought literacy to the masses and a single unified language; Refined coals and alchemical liquids feed steam engines and giant mechanical tools doing the work of many hands with a single operator; Trade itself has become the concern of a unified world that’s connected by Knights’ Roads, canals, shipping lanes both across the sea and through the air, and the strong backs of mules and labourers.
As national borders became less defined and excise procedures became unified and simpler, international trade flourished. The Orthorian Central Authority balanced the books of once-rival nations, making each Province dependent on the well-being of its neighbours. Knowledge and technology spread alongside the cause of Harmony, and the new world peace brought other benefits too: bandits and brigands could no longer hide in border regions or under the protection of enemy states. Epidemics of disease were restricted and eliminated using methods and personnel from far beyond infected areas. The population swelled, but so did demand for new goods and services - wealth increased as merchants travelled freely and unafraid, and tolls and tariffs were reduced on respectable and necessary goods. Money flowed into almost all levels of society.
Hundreds of years of peace and cooperation brought developments in agriculture, mass production, smelting and heavy engineering, printing and literacy, transport infrastructure, and military technology. Harmonium tutors spread the word in ‘Technological Harmony Programs’ that reached the farthest shores of the empire. Natural magic may have waned with the rise of technology, but alchemical treatments, crop rotation, and specially engineered food-strains replaced the fey blessings and druidic rituals of earlier centuries.
The OCA also introduced mechanical clocks, unified calendars, and accurate almanacs to bring standardised time and date to all Ortho’s inhabitants (GHT, or ‘Global Harmonised Time’). At first the strange new artefacts and devices were viewed as sorcerous wonders, with whole villages gathering to watch their arrival and installation. Now the chime of public clocks are as natural-seeming as birdsong to the populace. Indeed, modern philosophers are claiming that the people of Ortho are losing their ability to tell the time by the sun’s arc and other natural cues.
GHT is the standard time on Ortho, based on the time in Harmony’s Glory. Every hour on Ortho has the same number and is of the same length – although the actual ‘time of day’ varies depending on global location (when it’s noon in Harmony’s Glory it is still early morning in Voll for example). Most Provinces also use local time, officially called ‘Harmonised Provincial Time’ despite the OCA having tried consistently to discourage this practice for years.
Because of this variation, most hours also have a name in the common tongue. The ‘Clattering Hour’ for example, is five hours before dawn regardless of whether that’s the 5th Hour GHT (Harmony’s Glory) or the 11th Hour GHT (which is five hours before dawn in Voll). See ‘Life in the Pax Harmonium’ for more information on the named hours.
Encouraged by the work ethic of state and temple, the rising merchant class developed a strong belief in progress, technology, and hard work. These beliefs cross-pollinated into the civil service as well, alongside the strong Harmonium ethic. The increased population was swiftly put to work building roads, clearing land for farms (and working them), constructing the new cities, or marching in the red plate armour of the ever-growing army. A core aim of the OCA was to keep its workers paid and occupied, which has resulted in some staggeringly massive works of civil engineering – sometimes needless, but always impressive.
Orthorian Equipment & Services
Although the Pax Harmonium has produced its share of great inventors, officially the OCA sees innovation solely as a means of producing stability and productivity. The world government is very skilled in utilising technology, but not a great sponsor of innovation for its own sake: World-changing inventions inevitably cause disruption and chaos, after all. Each department of the OCA has its own bureau of technology review, which finances research and development, analyses the impact of new technology, and sees that each innovation is distributed steadily and with foresight across the whole of Ortho. Attitudes vary from bureau to bureau - from hostile and reactionary to open and enthusiastic – but in general the OCA prefers a measured trickle of new technology, allowing society plenty of time to adjust. The Octave is perfectly prepared to use economic and legal means to enforce its will, much to the chagrin of inventors and potential user’s alike.
Ortho Equipment List
More than a few inventions have become synonymous with the Pax Harmonium, for good or ill. Rolling fortresses, the steamhorse, the clackharp mechanical loom; these are all icons of the age – held up as examples by both the state and its detractors. Other advances are seemingly less impressive but no less ubiquitous, like the humble umbrella or the tiny but significant ocular.
Many inventions are banned or restricted by the OCA for reasons of security or social impact; others are simply restricted to those who have proved to be responsible – effectively ‘OCA or Harmonium personnel only.’ Sometimes goods and services are given a higher classification to discourage their use or monitor those who chose to partake of them. Classifications are as follows (these classifications are also used for spells):
Class A: Legal and harmless
Class B: Legal (may be used in the course of committing a misdemeanour)
Class C: Controlled (requires license to own, use, craft, or teach)
Class D: Restricted (this usually means ‘Harmonium/OCA personnel only’)
Class E: Forbidden
Typical Class E goods include ivory from the intelligent races of Intagril, various harmful drugs, ‘chaotic’ magical items like Wands of Wander, and certain texts, both secular and religious.
The Harmonium also has a ‘disapproval list’ of goods which are subject to punitive tariffs and limitations designed to discourage the consumption of an otherwise legal good or service; the various businesses of the Licensed Quarter being a prime example.
Armour
Orthorian armour follows the same basic pattern as elsewhere, save that Harmonium-issue items are almost always painted or lacquered in their traditional red. It can be quite difficult to find commercial armourer in some places (especially central urban areas); it’s the Harmonium who are supposed to be protecting the populace after all – why would anyone else need heavy armour?
Demonslayer Plate
Availability: D
Cost: 16,820gp
Wgt: 85
Heavy Armour
AC Bonus +10
Maximum Dex Bonus +0
Armour Check Penalty -9
Arcane Spell Failure Chance 50%
Speed: 15ft
Demonslayer Plate armour was introduced during the War of Iron, specifically for use against the abyssal hordes. It is actually based on armour designs first used against the fey in the War of Harmony, but refined with another four centuries of experience and technology. In addition to the special materials below, the armour is bedecked with holy icons and symbols of the Lords of Order.
Demonslayer plate is crafted from adamantine, and grants the wearer Damage Reduction 3/- in addition to the statistics above. A combination of special materials, techniques, and the all-encompassing nature of the armour grant the wearer a +2 bonus to all saving throws versus physically damaging magical attacks, gas attacks, and similar physical effects. The wearer suffers a -4 penalty to Spot, Search, and Listen checks while wearing the armour however. Removing the helmet negates these penalties but reduces the AC protection by 2pts and also negates the save bonus. The armour has Hardness 20 and 65 hit points.
Lacquered in gleaming Harmonium red, those armoured in demonslayer plate resemble spiky celestial lobsters rather than men. Although heavy and highly cumbersome, it is said that there is not even space for a pin to be pushed between the heavy overlapping plates. As well as containing integral armoured pouches, the suit is studded with cold iron armour spikes of masterwork quality, and the armour’s gauntlets may also be used as lock gauntlets.
Ogre Jack
Availability: A
Cost: 20gp
Wgt: 30lbs
Light Armour
AC +2
Max Dex +4
Check Penalty -1
Arcane Spell Failure 10%
Speed: unmodified
The Ogre Jack has become synonymous with its namesake: It consists of a rough, tough jacket and trousers made from thick leather and cord, worn primarily by labour clan ogres and other hard-working types. Although more cumbersome than standard leather armour, it has the advantage of not being seen as ‘real armour’ and so can be worn around town without too much trouble.
The above version is sized for a Large creature. A human-sized version is only half the cost and weight.
Rake’s Vest
Availability: B
Cost: 75gp
Wgt: 20lbs
Light Armour
AC +3
Max Dex +4
Check Penalty -2
Arcane Spell Failure 10%
Speed: unmodified
The Rake’s Vest is a common accoutrement worn by the well to do in the Licensed Quarter, designed to blend in with one’s fashionable outfit. Its basic component resembles a waistcoat, but contains hidden steel plates between layers of leather, providing decent protection against knife attacks or brawling. Additional pieces include an armoured codpiece, a bracer for the gentleman’s shield arm, a reinforced steel collar (to defend against strangulation), and a small steel skullcap to protect the head from coshing, which fits neatly inside a hat.
The DC to identify a rake’s vest as armour is 17, with a +5 bonus if the garments are actually handled by the observer.
Rope Armour of Bafatai
Availability: A
Cost: 15gp
Wgt: 15
Light Armour
AC +2
Max Dex +5
Check Penalty -2
Spell Failure 5%
Speed 30ft
This armour is crafted by the mountain tribes of Bafatai, and its design predates the rise of the Knights of Harmony. It consists of a tabard, pouldrons, bracers, and a kilt made from tightly woven rope cords. In time of need it can be disassembled into 30ft of rope, and there are countless stories of Bafatan climbers saved by unpicking their armour and using it in this fashion, although this effectively destroys the suit.
Crafting the armour utilises the Use Rope skill, DC and requires special training from a Bafatan craftsman. Picking it apart to create a rope takes 1 hour and requires a Rope Use check, DC 15.
Shell Armour
Availability: B
Cost: 250gp
Wgt: 25lbs
Medium Armour
AC Bonus +5
Max Dex +3
Check Penalty -4*
Spell Failure 25
Speed 20ft
Shell Armour is made by both Mer and Sahuagin and utilises the exoskeleton of various ocean creatures as components. Although unsuitable for arid climates and extreme heat, the armour generally suffers no ill effects for being used out of water in more temperate areas if appropriately maintained. Designed and used by underwater races, Shell armour is a little more streamlined than other suits. Reduce the Armour Check Penalty by 2 point with regards to swimming checks.
Weapons
Bayonet
Availability: C
Cost: 2gp
Wgt: 1 lb
Weapon Type: Simple (hand held); Martial (attached)
Range: Melee
Damage: see below'
A bayonet is a simple knife-blade, often quite long, that is designed to be a removable addition to an existing weapon, usually a musket, crossbow, or in rare cases, a quarterstaff.
If carried in the hand, a bayonet counts as dagger in all respects. When mounted on a suitable weapon however (attaching the bayonet is a Move action), treat that weapon as a shortspear, with a -1 penalty to hit representing the less than optimised makeup. Although the mount for the weapon requires slight reworking to accept a bayonet, the work requires only marginal competence and only the most basic of tools (the bayonet itself will do).
Bayonets are specifically designed not to impede the firing of crossbows or muskets.
Bowgun
Availability: B
Cost: 1gp (darts cost 1gp for 20)
Wgt: 2lb
Exotic Weapon (counts as ‘Martial’ for Lizardmen)
Range 10ft
Damage 1pt
Crit 20/x2
Hollow wooden tube three feet long, often decoratively carved on the outside. It fires long needle-like darts, to which poison is often applied. A traditional lizardman weapon, used in hunting. The statistics are based on the Blowgun from the DMG, p145.
Bracerblade
Availability: E
Cost 25gp
Wgt: 1
Treat as Dagger
The bracer blade is a small knife, attached to a spring-mechanism on a metal bracer worn around the wrist. A secret catch allows the weapon to be activated, causing it to spring out into a ready position. In this state it counts as a lock gauntlet, but the mechanism is much more fragile and grants only a +4 to avoid being disarmed. The Search DC to spot at bracerblade is 18.
Folding Razor
Availability: B
Cost 2gp
Wgt: 0.5
Simple Weapon
Range Melee
1d3 damage
Crit 20/x2
Because of tighter laws and the watchful eye of the civil patrol, many criminals have taken to carrying apparently innocent tools as concealed weapons. The simplest and easiest to obtain is often the folding razor, used by barbers across Ortho.
A folding razor is a light weapon, and can be used with the Weapon Finesse feat.
Swordcane
Availability: C
Cost 30gp
Wgt: 4
Martial Weapon
Range Melee
Damage 1d6 piercing (1d4 for small version)
Crit 18+/x2.
A swordcane resembles a normal walking stick or stave until its deadly secret is revealed: A slim steel blade similar to that of a rapier. Noticing the concealed weapon requires a Search check DC 20, with a +5 bonus if the viewer actually handles the weapon.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a swordcane sized for you, even though it isn’t a light weapon for you. You can’t wield it in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Outfits & General Goods
Unlike other worlds, many of Orthorian goods are mass-produced in urban factories (and workhouses), keeping their cost down. Subtract cost of all outfits?
Dye Works
The image of red armoured soldiery marching in uniform rank on rank is so ingrained in the popular psyche (of both its allies and enemies), that any change in the Harmonium’s colour or design are unthinkable. Pity then the poor dyer, who labourers each day in awful stink to produce the cloth-dye and armour-paint required by millions of officers across both Prime and Planes.
The first dyes were also made from the powdered crimson carapace of beholders who opposed diplomacy with the other races, and who were murdered en-masse by their fellows at the ‘debate’. Such a murderous formula is no longer required, however. In fact, the exact colour and hue has been specified by law since the time of Juhlien, and each batch must be approved by a Harmonium alchemist or master dyer. Blood Clay mining is a major industry in the Flamedance Mountains, and everywhere else the clay or other suitable dye is found. Similar materials are a major import from Ortho’s colonies, and seeking our new sources is a duties of all expeditionary forces.
Dying is an unpleasant and thankless task. One of the primary ingredients is brewed from the rotting intestines of sheep, and the resulting vats of dye have a powerfully noxious smell, not helped by their usual proximity to the area’s abattoirs. The dye can also taint local watercourses, and stain or kill plant-life exposed to it. The dye stains human flesh too, and all dyers are eventually marked with reddened skin and the accompanying terrible stench. A coughing sickness known colloquially as Dyer’s Cough is also a common affliction among dyers, but whether this is a product of their work or just their impoverished circumstances is not yet known.
Edicts during the expansion of the Second Harmony forbade the building of dye works within town and city limits, and people in the profession were routinely stigmatised and excluded from larger society for generations. This custom was overturned by edict of the Composer a hundred years ago:
“The Dyers of Ortho and her colonies suffer and sacrifice as much for our great Harmony as any active soldier of the harmonium, and bare bloody wounds just as obvious as those who return from our campaigns. Although the placement of their workplace must be restricted for the general good and safety of the populace, it would be inharmonious, cruel, and unjust to measure these loyal citizens as one whit below our soldiers.”
Although many dyers remain as unwelcome as ever when they journey to town, their work is now at least officially recognised and more than few wear their red blotches with pride.
Harmonium Dress Uniform
Availability: Class A
Cost: 5gp
Wgt: 5 (carried)
Full dress uniform: Clean crisp lines, sharp creases, gleaming boots. Many inactive officers continue to wear their service uniform with pride at public meetings, ceremonies, and events. In these circumstances a green sash is worn over the uniform to indicate the officer’s inactive status.
Harmonium Soldier’s Outfit
Availability: Class A
Cost: 1gp
Wgt: 5 (carried)
A tough simple outfit in red. The tunic’s front is marked with the Harmonium symbol. Crafted from cheap but rugged cloth, it’s worn by soldiers throughout Ortho and her colonies, and is instantly recognisable. Ragged and patched suits are sometimes given out as part of the provender as well, especially during disaster-relief efforts.
Included in the outfit is a wide ‘soldier’s belt’ of red leather (whose studs and badges are used to indicate rank and service) and a heavy winter cloak - hooded, insulated, and impregnated with natural oils to make it waterproof. The final component in the outfit is a sturdy pair of ‘stompers’ - hobnailed boots, exceptionally tough and durable (and which make a satisfying thump when they hit the ground). Stompers are even useable as a weapon for kicks (damage 1d4, crit 20/x2, but armed opponents receive an attack or opportunity).
Harmonium Soldier Campaign Kit 1
Availability: Class D
Cost: 1,620gp
Wgt: 104lbs
This package is the standard issue kit for all Harmonium infantrymen. There are of course many variations and additions to this basic standard, both among Provincial Prides and standard legions. The following kit is that most commonly seen on troops however.
Soldier’s Outfit (see above)
Suit of red Plate Armour (w/armour spikes) + a Large Shield
Longsword and Dagger
Backpack containing the following:
Rations, 1 week
Bedroll
Sparker
Trench Spade
Sack, Large
Simple first aid kit (grants no skill bonus)
Needle & thread
Armour kit & small whetstone
Book of Harmony (Footman’s Edition)
Water Flask
Citizenship Papers
Mess Kit (tin plate, cutlery, tankard)
Eye Caps
Class: A
Cost: 5gp
Wgt: 1lb
Hardness
Hit Points
Lock DC
Break DC
Powerful though they may be, as part of the Harmonium, Beholders must obey the laws like everyone else. The restrictions on magic-use apply to the natural abilities of Beholders as well as spells. Beholders without the appropriate permit or authorisation for their eye-rays must wear ‘Caps’ over their ‘dangerous’ eyestalks at all times when in public. These are made of thin hammered brass, padded for comfort and set with an internal lock. The Cap effectively blinds the eyestalk. Eye Caps must be worn and locked in all public places (unless the beholder has appropriate permission to do otherwise), but each Beholder is also given the keys to unlock them in private.
The Eye Tyrants are notoriously obstructive and unhelpful in the matter of eye caps, and very lax in enforcing the regulations among themselves.
Kersh Board
Class: A
Cost: 10gp
Wgt: 2lbs
The politics of Motmurk have given rise to the belief that within even the lowliest pig-herder is the potential of a great hero and general. Such quality is best demonstrated with the orcish version of chess, called kersh. This is a game in which opponents play to dominate territory on a square board with markers of differing values. The fact that a marker may have a different face value on its reverse side makes this game as much one of memory as of strategy. Its a complex and nuanced game, easy to learn but hard to master.
Many sets are heirlooms passed down through the generations, made to commemorate famous battles and personages. The statistics above are for a good quality travelling set, but nothing intricate, prestigious, or magical.
Oculars
Availability: Class A
Wgt: -
Personal Ocular - 50gp
Personal Ocular, masterwork (suitable for enchantment) - 350gp
Magnifying Ocular (masterwork magnifying glass) - 100gp
Spyglass, Orthorian (as spyglass, see PHB) - 400gp
Double Spyglass (masterwork spyglass - binoculars) - 900gp
Personal eye lenses are set in a thick wooden, horn, or metal frame. They are known as “oculars” or “eye glasses”. These were actually derived from the Planar Harmonium’s contact with the modron race, who have long used enchanted oculars. The successful study and replication of modron lens-grinding techniques were an important early success in the Planar Harmonium, and an important first cooperation with the Fraternity of Order outside of Sigil. The populace and even many lower-ranked Harmonium (on either side of the Pool of Planes) are unaware of how important this success was in cementing support for the Planar colony.
Oculars come in several varieties. The simplest is designed merely to counteract vision defects in citizens, simply called ‘lenses’. More advanced versions are used by craftsmen for working with tiny materials and by Harmonium investigators to examine crime scenes. Advances in ocular design have also improved the magnifying glass and spyglass, as well as significantly reducing the cost.
Peacebond
Availability: A
Cost:
Wgt: ½ lb
Peacebonds have been in existence since long before the coming of Romhel and the Knights of Harmony. They consist of a cord or ribbon tying a weapon into its scabbard, from the simple (a bit of frayed rope) to the ornate and elaborate (such as the patterned silk coloured and knotted to indicate status, which is the norm in Osmopondia). The price listed above is for an expensive version, suitable for a noble’s outfit. They are seen most commonly on the frontiers of the Pax Harmonium, where weapon and armour restrictions are usually much lighter. In more civilised areas, citizens shouldn’t be carrying weapons without a good reason anyway, and having a peacebond doesn’t make much difference in those cases, but it does at least show willing.
Peacebonds are still used in many parts of the world, where necessity requires citizens and soldiers to go about armed. The zealousness with which it is enforced however, varies greatly. In some places, a peacebond is enough for the authorities to assume the bearer has a permit for their weapon; in others, carrying even a peace-bound weapon will get you constant hassle from the Civil Patrol.
A Peace Bonds require a Move Action to untie, and this usually takes 1d2 rounds – longer if the knot is particularly large or tight (or damp, in the case of rope).
Pressprint Machine
This has got to be the primary tool for Harmonium propaganda. Everything is distributed quickly, mass produced, and in standardised format, and can be released simultaneously in all provinces on a certain date. The “block arrangements” (how each letter, space or design is arranged in the printing frame) can even be used as a simple code – one that only harmonium printers would know.
Only Harmonium-owned printing presses would be allowed of course – they are a weapon far too dangerous to be allowed in untrusted hands. Those who oppose the harmonium must do scribble out their pamphlets by hand, and for every one of theirs, the hardheads can run off a hundred in equal time.
Printing houses are a major part of every town, city, and army camp. They take commissions from non-Harmonium members, but these always require appropriate authorisation and papers - and the needs of Harmony always come first. Ordinary citizens usually have a wait of several weeks for their papers to be done.
The first print of any arrangement must also be scrutinised by a specialist OCA clerk to ensure no errors have been made.
Timepiece
Availability: A
Cost: 80gp
Wgt: 8lbs
This heavy and complex item is composed of meticulously arranged cogs, springs, and counterweights – a masterpiece of advanced design. If the springs are wound daily, the clock keeps near perfect time for up to a year, after which it will need the attentions of a skilled chronometersmith to recalibrate it. More expensive versions also act as a simple calendar and almanac. Vigorous movement can potentially damage the timepiece.
Umbrella/Parasol
Availability: A
Cost: 1gp
Wgt: 2
Haft of light wood and a cover of thin leather or waxed paper. Prettier versions exist for the more refined consumer, suitable for providing shade from the sun rather than protection from the rain. Umbrella’s can also be turned into swordcanes, as described above.
Food & Drink
Eallian Cheese
Availability: C (previously A)
Cost: 15gp
Wgt: 0.5
Eallian Cheese comes from its namesake, the troubled colony world of Eallia. It is a marbled cheese, with thick blue-green veins. It has a strong slightly greasy taste and a powerful odour that’s not always considered a pleasant one. Nevertheless, the cheese has numerous health benefits and many Orthorian doctors swear by it as a remedy for constitutional disorders. Sadly for its thousands of aficionados, unrest on the troubled colony world has caused supply to falter. Where once the colony produced Eallian as a major export, many ‘cheese towns’ are now empty and desolate.
Eallian Cheese contains an algae-based mould with powerful antiseptic properties. Eating a ‘dose’ of cheese grants someone who eats it +1 to Saves verses poisons and disease for the rest of the day.
Fjorge Honey
Availability: A
Cost: 60gp
Wgt: ½ lb
The colony-hives of the Fjorge produce massive quantities of honey for use as an alchemical agent. It is used extensively in the reproductive cycle of the Fjorge (and certain ceremonial events as well), but the colony world also exports (relatively small) amounts of it to the rest of the Pax Harmonium, where it is a valuable healing tool.
One dose of honey smeared on a wound acts as an antiseptic and also accelerates the recovery processes, granting a +2 bonus to Heal checks. Characters treated with a dose of honey each day also naturally recover faster: increase the character’s level by 1 for the purposes of natural healing.
Provender, Daily Dole
Availability: A
Cost: Free to citizens
Wgt: 0.5lbs
In most places, the Daily Provender is a simple loaf of bread, perhaps containing a few nuts or dried fruits if fortunate. It is marked by the Harmonium seal, and many private groups also pay to add their own mark to it as well, when they want to curry favour with the poor.
Provender Market Meal
Availability: A
Cost: 7cp
Wgt: 1 lb
supplementing the daily dole are Provender Markets supplying food at very cheap prices. This is usually bread, or fish in costal areas. It is the equivalent of a poor quality meal.
Consumables & Trade Goods
Black Ice
Availability: B
Cost: 300gp
Wgt: 1lb
Black Ice is found only in the unmelting glaciers of the Ice Coast, in Bafatai. Thin veins of it can be mined from the glacier, for uses including alchemy and magic.
In normal climes a chunk of ice radiates glacial cold for almost a year before melting, making it useful for refrigeration and preserving goods. If tossed into a normal flame, the ice will snuff it out (usually surviving the process). The ice will also endure magical flames though it is incapable of snuffing them. This black ice is a valued export and is usually bought up swiftly by alchemists or the Ice Guard of Iathra.
Eating Black Ice
The black ice has another aspect though. If a tiny sliver is sucked on, it has a mild narcotic effect. A small cult has sprung up around this it known as The Dreamers of Shadow. Friends and family of dreamers regularly report large personality shifts, as the dreamer seems to become more driven and ruthless, uncaring of past relationships. The Harmonium is reluctant to regulate black ice as it remains very useful to many governmental projects and the impact of the ice on the population as a whole seems minimal. At the present time it is hovering on the edge of the Disapproval List
See the Bafatai write-up for additional information.
Nerve
Availability: E
Cost: 25gp
Wgt:
Craft DC: 25
Effects +2 versus fear/-4 to Sense Motive
Nerve is a purely artificial substance, first brewed by Harmonium alchemists during the War of Iron. It produces a feeling of confidence and a lack of concern for the wellbeing of the user and others. This grants +2 bonus to Saving Throws versus Fear effects, but users suffer a -4 to any Sense Motive checks. Effect lasts for 1d3+5 hours.
Nerve is very addictive, and regular users soon find themselves unable to cope with stress without it. Because of this it is no longer issued to Harmonium troops and is illegal on Ortho and her colonies. Unfortunately many addicted soldiery managed to smuggle a supply home during the War, and the formula was cracked by underworld alchemists. These days it is most often used by violent criminals.
Pressman’s Ale (poison)
Availability: E
Cost: 400gp
Wgt: -
Method: Ingest (DC 15)
Craft DC 15
Initial Damage: Exhaustion
Secondary Damage: Exhaustion or Unconsciousness
Pressman’s Ale is a poison used in the past by unscrupulous recruiters to ‘pressgang’ citizens for service. It is a strong narcotic processed from a certain strain of Drowsepoppy flower. These days it’s cultivated in secret gardens and used mainly by rogues, although the Harmonium (specifically Exigency Teams and the Civil Patrol) sometimes use it to subdue dangerous criminals.
Vezzum
Availability: C
Cost: 8cp
Wgt: n/a
Vezzum is potent liquor, which smells like strong rum but is clear in colour. It is often added to other drinks to increase their potency, or served in small cups alongside another drink. A few hardcore vezuum-addicts also snort the substance, even going so far as to purchase elaborately carved tiny spoons for the purpose. Snorting Vezzum is widely reputed (accurately as it turns out) to rot the brain, and is generally not permitted outside the Licensed Quarter.
Vezzum is a traditional Thaeran liquor, brewed in copper stills across the former empire and used by its oppressed and unhappy populace to escape the miseries of life. The substance is on the OCA’s ‘disapproval list’ – it’s not actually illegal but production and movement is regulated by punitive tariffs and sale is illegal outside the Licensed Quarter. Despite these restrictions, amateur vezzum production is popular throughout the Thaeran Provinces and even further afield. Discretely concealed vats can be found bubbling away in the jungle near many towns and villages. Scalefolk like kobolds and lacerde seem particularly fond of the stuff.
Pakari
Availability: B
Cost: 10gp
Wgt: n/a
+1 to any Fort/Con checks covered by the Endurance feat.
Pakari is a stimulant nectar found in the bulb of certain plants in Hazhkan and the Thaeran Provinces. As well as a mundane ingredient in potions of Bear’s Endurance and the like, the nectar can be taken raw for a sudden burst of energy, granting the bonus listed above. This boost lasts for about an hour, after which the user takes 1d2 Subdual Damage. Additional does taken can stave off the end of the high (and its negative effects), but the subdual damage taken is cumulative with every dose taken. Pakari addicts regularly ‘crash’ when their supply runs out and fall into a deep state of unconsciousness.
Books & Paperwork
Orthorian books are printed rather than scribed, mass produced, and above all cheap. Unlike other worlds, the population of Ortho is almost entirely literate – although their actual level of proficiency varies greatly. They are not necessarily widely read however; most Orthorians will have read much the same books as fellow citizens from across the Provinces and colonies.
The Bard’s Almanac
Availability: Class A
Cost: 100gp
Wgt: 5
Each year every bureau of the OCA produces a book of significant events in its department. Each is named after the specific bureau and year (The Bard’s Almanac of Civic Harmony, 471PH for example) and serves as a “who’s who and what happened” for that year within that part of the OCA. The book is an invaluable reference tool, and grants a +2 bonus to Bardic Lore or Knowledge checks made about the correct subject for the correct year.
These books were originally published only as reference materials for the Octave and the Council of Ortho, but proved so popular that production was expanded about 70 years ago. Many citizens collect year after year of almanacs and major collections are a prestigious thing. Books from more than 70 years ago (when they were made public) are exceptionally rare and frequently sell for much greater sums than that listed above. There are literally only a handful books detailing the years before the Schism, and these are considered priceless.
Book, Average
Availability: Class A
Cost: 10gp
Wgt: 5
The most popular books haven’t changed for centuries, and include Ethics of the Ant by Jhary of Heka, The Scrolls of Inner Harmony by Anju, The Journey by Romhel, as well as Romhel’s Campaigns (penned by various authors of the time), and The Seven Scrolls which form the basis of Orthorian law. Various ‘myth plays’ are also popular, depicting the follies of chaos and the capricious evil of the fey. All such works have been thoroughly examined for their doctrinal purity.
Book of Lawful Prayer
Availability: Class B
Cost: 20gp
Wgt: 3
A Book detailing various prayers to the Lords of Order, detailing appropriate rituals for just about every situation - from the battlefield to court intrigue and a large number of odd and strange encounters too. Also contains a list of adopted gods and their portfolios, several example ethical conflicts and their proper resolution, and the criteria for determining whether an unknown deity is a likely to be a friend or enemy of Harmony. Basically, every hymn, prayer, and incantation that a priest of the Lords of Order should need. Grants +2 to appropriate Profession (priest) skill checks.
Book of Harmony (Footman’s Edition)
Availability: Class A
Cost: 5p
Wgt: 3
There are many editions of the Book of Harmony, abridged or simplified to one degree or another, or tailored to a particular class. This is the ‘Footman’s Edition’ – a small red leather book detailing the basic philosophy of the Harmonium. It also lists the rules and regulations of the Harmonium military, pertinent laws of Ortho, a code of conduct, and various protocols.
The Big Book of Harmony (Ogre Edition)
Availability: Class A
Cost: 8gp
Wgt: 6
This giant-sized slim book contains a simplistic – but still accurate – portrayal of Harmonium beliefs. It concentrates on Do and Do Nots, has many illustrations, and is clearly aimed at children or less mentally adept races. Its rules and explanations seem superficially juvenile, but they are at least clear and unambiguous; Orthorian scholars have been perfecting them for almost five hundred years now, after all. For most citizens, this is one of the first books they learn to read. For some, it’s the only one.
The book has a picture of a saluting ogre in spiked Harmonium plate armour on its front cover, and is sometimes cruelly referred to as the ‘Ogre Edition.’
Book of Harmony (Campaign Edition)
Availability: Class A
Cost: 100gp
Wgt: 5
Martial Weapon
Damage 1d4
Critical 20/x2
This is the legionary’s campaign edition, ironbound and designed to survive the worst that life in the Harmonium can throw at it. Fire, flood, swordblows, demons claws… these books have survived them all. It can even be used as a weapon in time of need (Simple Weapon, 1d4 damage, x2 on a critical). Crafted by masters of the art with five hundred years of experience, these tomes can survive everything from a trip to the depths of the ocean to a visit to the Elemental Plane of Fire. They are as indomitable as the ideals of the Harmonium.
One copy of the book is issued to one officer of every Tenfold in the Harmonium (the basic ten-strong Harmonium squad, sharing a single tent and campfire).
Citizen Papers
Availability: Class B
Cost: 3gp
Wgt: 0.5
This small leather wallet is marked with the heraldry of the Harmonium. Contained within is the citizen’s name, family details, nationality, occupation, service rank (if any), and a stamp for any permits or licenses he possesses under OCA law. Crimes and misdemeanours are also recorded here – as are any rewards or commendations that the individual has earned in the eyes of the world state.
Losing one’s citizen papers is a crime (although only a minor one the first time), as is failing to report the loss, purchasing fake papers, or presenting someone else’s book as your own.
Citizen Papers (Fake)
Availability: Class E
Cost: 600gp
Wgt: 0.5
Fake papers. The best ones are actually genuine papers with just the name and pertinent details changed. The cost given above is for a standard wallet. The more specific the fake must be (an unusual race, adding permits, higher rank, etc) the more expensive they are. See the Forgery skill description for more information.
Gallivant’s Supreme Compendium of the Pax Harmonium
Availability: Class A
Cost: 50gp (per book)
Wgt: 3lbs
There are twenty five volumes in this mammoth set, one book for each Province and colony of the Pax Harmonium (including the Outer Planes). The books are basic gazetteers of each distinct area of Ortho and beyond, including recommendations on dealing with the natives, local customs, food and drink, etc.
These guides is somewhat broad and occasionally inaccurate or out or date, but referencing the relevant Gallivant’s Compendium gives a character +2 to basic Knowledge checks and Bardic Lore in the area detailed. Obviously it only covers simple and public facts for getting around – and nothing counter to the Way of Harmony.
Legacy Tome
Availability: Class E
Cost: n/a (many thousands of gold pieces on the black market)
Wgt: 5
The original Legacy Tome was penned by Romhel himself, shortly before his death. He passed the book to his successor to help guide them and the empire he created. It was actually a diary back then, upon which his more famous public memoirs The Journey is partly based. His successor also wrote in the remaining pages of the book and passed it on to his heir, who began a new tome in the same spirit, and the tradition continues right up to the present day. Legacy Tomes are the records, hopes, regrets, and advice of each Harmonium leader to his successor.
They are also supposed to remain a secret. As well as personal opinions and moral stances of the Composers and advice to their successors (including in some cases, a list of people to be killed), the tomes contain state secrets of the highest order - experiences in diplomatic wranglings, wars, even murders committed for the good of Harmony. It deals with the massacres of the fey and elves, the ignorance and pride that lead to the War of Iron, and other subjects that would shock the average citizen and provide a great deal of weight to the propaganda of its enemies.
The whole collection remains the personal property of the Conductor of Prime Harmony, and officially only the Octave are privy to their existence (although rumours have leaked, they are never confirmed). A few have gone missing over the years however, and the Harmonium is determined to get them back. Even rumours of a page or two can be enough to have an Exigency Team dispatched to ensure that they don’t fall into the wrong hands.
Pamphlet, Newsworthy
Availability: Class A
Cost: 1gp
Wgt: 1
’Newsworthies’ are simple printed announcements produced by the Harmonium. Newsworthies deliver information on current OCA projects, political and legal changes, state of wars, upcoming holidays, and other public notices. The most widespread pro-Harmonium propaganda on Ortho or the colonies.
Pamphlet, Proscribed
Availability: Class E
Cost: 2d6gp
Wgt: 1
These works are illegal under the law of the Pax Harmonium. Often scribed by hand, these pamphlets and short statements may contain inappropriate material, but no great secrets or vital information. They are general propaganda, trying to keep their cause alive: denunciations of a particular policy, person, or organisation, exposure of corruption, or a call for change. The price varies a lot, depending on prevailing politics and the effectiveness of the last Harmonium crackdown.
Adventuring Gear
Alchemist’s Field Kit
Availability: B
Cost: 75gp
Wgt: 5
The Alchemist’s field kit contains basic supplies and tools for use with the Craft: Alchemy skill, but not enough to confer a bonus. It does not include material costs for specific items, but such items as oil burners, test-tubes, litmus paper, etc.
Parachute
Availability: Class C
Cost: 50gp
Wgt: 15lbs
This pyramid-shaped device unfolds naturally from a backpack-like storage unit when deployed (a Free Action). It must be worn on the back and firmly strapped on to be effective. Putting on a parachute in this way takes two Full Round Actions. If deployed in sufficient time, it slows the character’s descent significantly – although not totally: Treat half of any falling damage as Subdual. The character can also make a Jump or Tumble check as normal.
Sparker
Availability: A
Cost: 5gp
Wgt: 0.1
The sparker is a simple device also known as ‘the mechanical tinderbox’. Some citizens swear it as a fine invention, others (many of them skilled wilderness types, it must be admitted) think it’s a complete waste of time. It’s a small sealed rectangular box. A toothed metal bar runs through it, at the end of which is a small grasping-ring. Pulling up the bar causes yellow sparks to fly from a slot in the bottom of the box. It takes 1d6 attempts (move actions) get a fire going in normal conditions.
Surgeon’s Pack
Availability: B
Cost: 350gp
Wgt: 5
A more advanced form of the standard Healer’s Kit found on other worlds. It contains bandages, splints, chemical and natural anaesthetics, suture thread, and tools for every occasion from extracting teeth to amputating limbs. The surgeon’s kit gives a +4 bonus to Heal checks (not cumulative with Healer’s kit)
Trench Spade
Availability: A
Cost: 6gp
Wgt: 3
Martial Weapon (may be thrown)
Damage 1d6 slashing
Crit 20/x2
Range 10ft
All Harmonium troops carry a trench spade among their standard equipment. Small and portable, it is only 50cm long, with an 18 x 15cm blade. All trench spades are made to exactly the same specification, to allow them to be used as measuring tools. The handle even comes with standard notches marking different distances. Military slang calls it a “dwarfy.”
One edge of the spade is sharpened, allowing it to be used as a weapon at need (especially if troops are attacked while digging entrenchments). All Harmonium soldiery receive basic training in fighting with a Trench Spade, and treat it as a Martial Weapon. The spade is even balanced for throwing. There are countless stories of troopers’ lives being saved by their trench spade. Some soldiers even carry it at their belt as a secondary weapon.
Tools & Skill Kits
Mechanical Bard
Availability: A
Cost: 200gp+ (varies depending on instrument)
Wgt: 5 - 20lbs (varies depending on instrument)
‘Mechanical Bard’ is the catch-all term for various clockwork devices that can be attached to a musical instrument, to play it in place of a living performer. Each bard is designed to be attached to a specific type of instrument and this can’t be changed once the machine is created (although it can be dismantled and moved from one appropriate instrument to another). The device is powered by an array of tightly-coiled springs and needs to be cranked before each piece is played. Each device can also play only a single piece of music, unless it is recalibrated by an expert (see below).
The Mechanical Bard Requires a Craft (Automaton) check, DC 20 and a Peform check of the appropriate skill with a -2 penalty, to programme with a specific song. The device will replay exactly the same performance each time it is activated. For every point of DC below 20 on the Craft check, lower the Perform result by one.
Magic Lantern
Availability: Class A
Cost: 300
Wgt: 4
The magic lantern uses a light source, a lens, and pictures painted on glass plates to project a static image on a wall or suitable screen. The result is an unmoving two-dimensional phantasm, as realistic as the images’ creator can produce. Although some slides contain traditional painted images, in modern times magic is often used to produce more realistic results. Some traditionalist users refuse to carry these new-fangled magical plates, but their popularity is rapidly outstripping that of the old style. Only the relative expense of Phantasmal Glass has so far prevented it from completely replacing the more traditional style.
Creating the glass slide requires Craft (Glassblowing) DC 20 and costs 100gp. The result has Hardness1 and 1hp.
There is a thriving trade in itinerant magic lantern shows across the inns of the empire, and many Freefolk make a living as ‘Phantasmagologists’ performing for the public. Accompanied by large numbers of slides, they create illustrated stories or show educational images of life across the Pax Harmonium. These performances are often accompanied by ‘special effects’ produced by means of extra sections that are slid or rotated across the main plate. One of the most famous of these - very popular with children - is the tale of Jhary’s Demon Bag, where an endless processing of demons, monsters, and cruel parents are stuffed into the wizard’s magical sack.
Magic lanterns are also sometimes used for educational purposes, record keeping, and for military reconnaissance by the OCA.
Zoetrope
Availability: Class A
Cost: 80
Wgt: 3
A zoetrope is an entertainment device, which produces an illusion of moving images by showing a rapid succession of static pictures. Many ‘Phantasmagologists’ (as magic lantern performers are known), also take a Zoetrope on the road with them.
This device a cylinder with slits cut vertically in the sides. Beneath the slits, on the inner surface of the cylinder, is a parchment band of sequenced drawings (which can be easily changed by the operator). As the cylinder spins, the user looks through the slits at the pictures on the opposite side of the cylinder's interior. The scanning of the slits keeps the pictures from simply blurring together, so that the user sees a rapid succession of images producing the illusion of motion, the equivalent of a ‘motion picture’ – such as horse galloping, soldier’s marching, or athlete jumping. The advent of Phantasmal Glass has reduced the popularity of Zoetropes; at present however there is no magical upgrade available for this device
The Steamhorse
Availability: Class A
Cost: 35,000gp
Wgt: n/a
The Orthorian steam horse is a portable steam-driven engine used to move heavy loads or work machinery. Although in limited use for over a hundred years, the steam horse has now been perfected for use by the civilian populace and is slowly spreading across Ortho. Most are supplied by the OCA for use in cities or on Provender Farms, but the kobold-run Kugnut Cartel of Xaric also produce a commercial version. Their steamhorses are available for hire or purchase, although they’re somewhat less reliable than the state machines.
Steamhorses are large and powerful but also extremely heavy and react badly to being. Nevertheless they have revolutionised many labours with their mechanical might – from turning mill wheels to running textile machines, to pulling ploughs. The frame-like hull surrounds a furnace, boiler, and spider-like array of wheels and pistons. It’s most notable feature however is a giant wheel called a rotor-arc that serves as the ‘arm muscles’ of the device for pulling and lifting. The average steamhorse functions with an effective Strength of 28 (counting as a large quadruped, meaning it can lift 7,200lbs and drag 36,000lbs).
Craft (Automaton) is the appropriate skill to build/operate these machines. The DC to build one is 30.
Most steam horses are technically portable, fitted with large wheels and a simple steering mechanism so it can be hitched to a team of draft animals. They are extremely heavy however and notorious for getting bogged down in the soft earth or mud, and its delicate mechanics don’t take too well to being moved; as a consequence, moving a steamhorse is usually a major operation that is done only under supervision of a skilled engineer. Most users just set them up near to where they are needed, powering other devices by means of continuous leather belt that runs from the rotor-arc to the chosen device, or dragging a cable with a tool on it up and down the field between two steam units.
Transportation
Ortho’s transport infrastructure is a creation at least as impressive as the world state it helps support.
About Aerostats
Zeppelin Ticket: 1gp per mile
Ferdie Hire (inc. Pilot): 10gp/hour
The Iirondan aerostat is a flying machine based around the principles of solarium gas. Boiling solarium extract in an alchemical liquid causes it to release of a gas that is lighter than air, though alas it’s also foully pungent and dangerously flammable. Pumped into air-tight sacks, the gas can send even the weight of a small ship rising up off the ground. The term for this aerial buoyancy is “aerostatic” and so these wondrous vessels are officially known as Aerostats. Once aloft, the vessel can be steered and propelled by sails similar to those of nautical craft, by steam-driven propellers, or by magic.
Aerostats are very expensive to build and maintain, and are still a relatively rare sight beyond Ortho’s great cities and provincial capitols. Iironda is the exception to this rule; here mooring towers and giant hangers dot the landscape, paid for by the mighty merchant houses of Han the Gem-Studded. Financed by the deep pockets of Hanish Houses, aerostats are also spreading steadily through Osmopondia and Xaric to connect the east in a network of aerial trade routes.
The Osmondians have used balloons and kites for military purposes for centuries, but Ferdios of Xaric was the first to construct a flying vessel from those principles. A keen ornithologist and somewhat eccentric land-owner from a remote part of the Province, he had long envied the soaring hawks he viewed by telescope. Unable to tempt a wizard into his service or secure a source of magical flight, he tinkered for years at creating a purely mechanical flying machine. He eventually secured the services of a clan of kobolds to aid in his experiments – or more precisely, to be his test subjects. Some historians have condemned this action of using helpless peons as experimental subjects, but rightly or wrongly Ferdios’ invention changed travel on Ortho forever.
Ferdios’ first invention surrounded the captain’s position entirely with gas sacks, leaving only a narrow window through which they could see. Later improvements allowed for steerage to take place on a ‘centre castle’ built on the top of the balloon. Larger aerostats now use an underslung structure designed along the lines of a ship’s hull (still called a gondola after the first boat Ferdios used for this design), but the top-mounted design still predominates on smaller craft, which are known as ‘ferdies’ in honour of their creator.
Ferdios’ machine gained him notoriety across Xaric and he was soon after approached by agents of the merchant houses of Han the Gem-Studded, bidding for the secret of non-magical flight. Ferdios sold out and his simple rural workshop became a full production line and research station. Five years later (after a number of outright failures and explosive accidents) the first commercial aerostat, the mighty Giant of Han went into service.
The Iirondian cartels have secured a monopoly on aerostat production, citing the numerous dangers and security issues that accompany solarium gas. Although they produce devices for use across Ortho and beyond, the centre of production remains Iironda and Xaric.
Aerostat, Iirondan Merchanter
Availability: C
Cost: 95,000gp
Wgt: n/a
Colossal vehicle
Profession (pilot) -4
Speed Fly 80ft (clumsy); Minimum Speed 0ft
Overall AC -3
AC - Section 30hp (Hardness 5), AC 3
AC - Rigging 200hp (hardness 0), AC 1
Damage: Ram 4d6
Face 40ft by 400ft
SA ramming
Crew 10
Cargo & Passengers – up to 75 tons/150,000lbs (half speed if carrying over 30 tons)
The typical commercial aerostat consists of a ‘gondola’ (virtually identical to a ship’s hull, except that it has a flat bottom and extendible ‘legs’ for landing); this is suspended beneath a series of individual gas-sacks lashed together to form a rough sausage-like shape, and covered by a protective tarpaulin. Legend says that Ferdios’ design was inspired by a visit to a provender factory where he witnessed sausage meat being pushed into pre-prepared skins.
The average commercial aerostat can lift 50 tones of cargo, controlling its flight by means of rigging and sails (similar to those found on ships but extending horizontally from either side of the craft). A few of the newer vessels, the ‘Founder Class’ - named after the original Knights of Harmony – have experimented successfully with steamhorse driven propellers and a second generation of steam-powered airships are now in production, named after famous Composers.
Aerostat, Ferdie
Availability: B
Cost: 10,000gp
Wgt: 320lbs
Huge vehicle
Profession (pilot) +1
Speed Fly 120ft (poor); minimum speed 0ft
Overall AC 3
Section hp 20 (Hardness 2), AC 3
Ram 2d6
Face 20ft by 60ft
SA ramming
Crew 1 (carries 3)
Cargo & Passengers – up to 1 ton/2,000lbs (half speed if carrying over 1000lbs)
Ferdies follow the same basic design of gas sacks and horizontal rigging but the crew positions are often stationed not below, but in a cramped compartment on the top of the device (commonly known as the centrecastle). A very light internal frame allows the ferdie to sit (a little unsteadily) on the ground, and leaves space of a few items of equipment as well, including a cramped cabin. The Ferdie sees most use by the Harmonium as a scouting and exploration tool, but in recent years a few independent hire services have started up (which is swiftly becoming a smuggling nightmare in places). Some more eccentric noblemen also enjoy flying them as a hobby.
Aerostat, Osmondian Scout Balloon
Availability: Class C
Cost: 600gp
Wgt: 10 + tether rope and anchored caparison
Large vehicle
Profession (pilot) -4
Speed Fly 0ft (poor); minimum speed 0ft
Overall AC 5
Section hp 15 (Hardness 1)
Face 10ft by 10ft
Crew 1
Cargo & Passengers: nil
The Osmondian scout balloon is a dangerous-looking device that’s half balloon and half kite. The user ‘rides’ it by means of a backpack-like frame. This in turn is tethered to a long anchor rope, which connects to a caparison-like wheel and anchor on the ground. The anchor-wheel is used to extend and retract the guide rope, controlling the balloon’s height.
The brave scout straps himself into the harness while the balloon is filled with Solarium (originally hot air alone was used, but this proved unreliable). The balloon is then allowed to float upwards to the desired height using the tether rope and caparison. The occupant can steer the balloon somewhat by using the kite-like vanes to turn it into the prevailing wind, and can also pass messages up and down the rope using a pulley and twine system connected to the guide rope.
Scout Balloons are used mainly by lookouts to spy on enemy forces, and were most commonly seen during sieges, employed by both sides. Vulnerable to magical attacks, flying creatures, and (at lower altitudes) missile fire, balloon scout was (and remains) a perilous profession; many scouts carry a boot-mounted saw blade to cut the anchor rope in emergencies, even though this leaves them at the mercy of the winds.
About Ironclads...
The ironclad is a new breed of ship that is slowly replacing wood and sail vessels in the Harmonium navies. Originally the term just described military vessels, but has also become a general term for all advanced watercraft (even civilian ones) that are powered by steamhorse.
Military ironclads are literally ‘armoured ships’ – overlapping steel plates bolted to the hull of a regular Ship of the Line. Most ironclads still use sails, but also house a powerful steamhorse to drive a screw-like mechanical propulsion system when the wind is not in their favour. It’s expected that within a hundred years, many new ironclads will dispense with wooden hulls and perhaps even sails altogether.
Steamhorse-driven ships can reach their 2/3 of their normal speed using steamhorse alone (against the wind and eliminating the need for tracking), or when using both sail and steam it moves at 130% of their speed under sail alone.
Ironclads use most of the normal rules for ships, with a few exceptions. The iron cladding functions as ‘barding for ships’ except that it cannot be removed without significant work and also provides a bonus to hardness to and hp. The ship effectively counts as ‘wearing’ plate mail.
Ironclad, Boilerboat
Availability: Class B
Cost: 13,000gp
The boilerboat is a longship powered by steamhorse and motorised screw (although often with a small sail or oars as secondary propulsion). It is suitable for both rivers and coastal waters. Too expensive for most civilians, boilerboats are mainly used as tugs, messenger ships, and other transportation. The Harmonium uses them for coastal patrols and smuggler-hunting.
A few private boats can also be found in the hands of the wealthy, but relatively few nobles prefer the grime of soot and steam to the sleek lines of sail.
Ironclad, Paddlesteamer
Availability: C
Cost: 20,000gp
Paddlesteamers are giant riverboats propelled by steamhorse-driven paddles, which are mounted either at the vessel’s stern or in a hollow section at its centre. All but the largest models are confined to lakes and rivers. Paddlesteamers are the most impressive civilian ironclad available, but opinion on them is divided. Some people see them as a wonder of modern technology; others revile them as slow, smoke-belching monstrosities. This latter view is much more common in the traditional West, and so most Paddlesteamers are found in the heavily industrialised east, where they have a (sometimes undeserved) reputation as illicit houses of ill-repute - floating taverns, gaming halls, and brothels.
A typical paddlesteamer ticket costs 2sp per mile.
How far along is ortho? Are they using magic as a steady replacment for conventional technology?