Ortho: Technology & Equipment

17 posts / 0 new
Last post
Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

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.

Quote:
Sidebar: Global Harmonised Time

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.

Quote:
Sidebar: Variant Sword canes Some sword canes are designed to house an illegal hilt-pistol rather than a blade – the small and unique design means that it must be a masterwork pistol in this case. A few versions even come with a concealed wand (in this case add the wand’s cost to the above). Both these variants are class E items, forbidden for all citizens.

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.

Quote:
Sidebar: Passing Fake Papers Citizen Papers are typically “well known to the reader” use stamps and standardised print (making the author effectively “unknown to the reader”) and are only usually given only a cursory examination at most checkpoints (unless events prompt otherwise). This gives a total moodier of -2 to the examiner’s Forgery check to notice they are fake, as described in the Player’s Handbook.

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.

Quote:
Sidebar: Phantasmal Glass Illusionists may seal their creations into a glass slide, allowing a realistic (although clearly not real) image to be projected onto a wall or screen. The creator must have access to an appropriate illusion spell (usually Silent Image), and have the Craft: Wondrous Item feat. The process takes 1 day and 6XP

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.

Quote:
CONTINUED IN TECHNOLOGY 2 – SPECIAL AND MAGIC ITEMS

perro's picture
Offline
Namer
Joined: 2005-10-12
Ortho: Technology & Equipment

How far along is ortho? Are they using magic as a steady replacment for conventional technology?

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

I think the consensus is a late 17th - earlier 18th century, minus whatever is needed to keep the setting balanced.

Magic remains a practise of the individual, too draining (i.e. too few spells) to be put on the production line. Magic combined with technology is probably the most appropriate theme - think Apparatus of Kwalish - or "apparatus of the crab" as its now known. Poor old Kwalish lost the patent to the Harmonium it seems... Cool

There's been some talk about "magic failing" on Ortho since the - ahem - 'disapearance' of the Fey, but whatever effect we decide on it probably isn't widespread or significant - at least yet.

Clueless's picture
Offline
Webmonkey
Joined: 2008-06-30
Ortho: Technology & Equipment

Aye, the weakening of magic (and the environment, etc) is something to play up in plots - it's a developing thread.

I really really like the oculars and the eye caps in this writeup Smiling

The oculars because it is a subtle and hands down *good* sort of item, and really reflects the benefits of living under the Pax Harmonium. This writeup just adds depth to the world.

Do we have any rules on how fast the caps can be taken off in case of emergency - medical or otherwise? There may also be some provincial rules in the beholders home province that loosens the cap restrictions but in those areas i could see younglings being required to wear them anyway. Imagine the havok a five yr old with distegrate could cause.

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

Assuming the cap can't be ripped off with your Telekinetic eye, I'd say one action with a really careful Disintergrate ray Laughing out loud

Don't worry, I'll edit in proper rules shortly.

As to beholder children... *shudder*

Teenage Beholder: "I'm nothing like you!"

Parental Beholder: "Yes you are, we reproduce asexually by division."

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

Quote:
Part 2 - special and magic items

Still mid-tidy and incomplete in places

Special & Magic Items

In addition to magic and alchemical items, this section also contains several examples of cutting edge Orthorian technology such as the Silvershield, Combat Zoetrope, and Dragonroar. These items are all rare, expensive, and strictly limited to specialist Harmonium personnel. They utilise advanced knowledge of physical laws and magical energies, but are somehow neither magical nor psionic in nature. In truth, each works only by an advanced understanding of natural laws, beyond even the understanding of most engineers and artificers. Rumour has it that such devices are created by a single individual, which urban legend names only as Deathsage or the Demon Engineer or the Lord of War. Who this genius is - or indeed if he or she is just a single person - must surely be one of the most closely guarded secrets of the Harmonium…

Alaetine Staff
These white wood quarterstaffs are carried by itinerant priestesses of Alae to defend their honour and their lives in time of need. Topped with the goddess’ symbol in steel, each stave is imbued with the Goddess’ merciful touch. Orthorian law does not consider them weapons.

Powers: An Alaetine Stave is a Merciful Quarterstaff +1, which can invoke Sanctuary spell on its wielder once per day. This weapon also counts as a holy symbol of Alae.

Caster Level: 5th
Prerequisites: Craft Arms & Armours, Sanctuary
Market Price: 6,125gp
Availability: A
Wgt: 4 lbs

Alzrian Toothpick

It was Varzak of the Crushing Fist who gave such a mocking name to so terrible a weapon as this, when he experienced their effects first hand in the retaking of Iathra. The orcs give high praise to those able to laugh in the face of danger, and the phrase “Varzak’s laugh” has entered the Motmurk lexicon as a term of respect for one who shows know fear in the face of certain doom.

Although never exactly numerous, these weapons were seen all too often in the war against the Master of Brands. Thankfully most of them were taken and destroyed when Alzrius’ earthly minions were defeated. A handful of these relics still survive however, sought after with all-consuming lust by his remaining cultists; legend says that entire cabals exist simply to re-acquire these lost relics.

Powers: The Alzrian Toothpick is a shaft of eternally red-hot iron, whose head burns constantly with vile abyssal flames (unlike a normal flaming weapon, it cannot be turned off). It functions as an Unholy Flaming, Flame Burst, Returning Shortspear +1. When thrown, the weapon seems to disappear on impact in an explosion of fire – but at the same instant it vanishes from the body of a victim, it reappears in a flash of flame in the thrower’s hand.

Caster Level: 12TH
Prerequisites: Craft Arms & Armours, Fireball or Flamestrike, Telekinesis, Unholy Blight.
Market Price: 98,000gp
Availability: E
Wgt: 6 lbs

Armour of the Sealord

While many Seaborn Exiles utilise suits of Shell Armour in battle, only a lucky few have enchanted sets provided by their Mer allies. Armour of the Sealord is usually carved with elegant flowing images of life beneath the waves, inset with pearl and slivers of rare coral. Although its protective enchantment is minimal, it has many other useful properties.

Like most such items, both Exiles and Mer will want to know exactly how the wearer came by such suit, which is another icon of the ancient alliance between the Seaborn and the Mer.

Powers: Armour of the Sealord is a suit of Shell Armour +1, which grants a +5 bonus to Swim checks and allows the wearer to breathe underwater. It also absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).

Caster Level: 5TH
Prerequisites: Craft Arms & Armours, Resist Energy, Water Breathing
Market Price: 40,250gp
Availability: B
Wgt: 25 lbs

Arrow of the Viper

Arrows of the Viper are found primarily in the Thaeran Isles, although who exactly makes these deadly weapons is unknown. The tips are green-tinged iron, the shaft is painted with shamanistic designs, and the flights are brightly coloured feathers from Thaeran jungle birds: The materials may be primitive, but they are assembled with masterful skill and significant magical knowledge. They are of course, highly illegal.

Arrows of the Viper are favoured by assassins and rebels. They are traded on the black market in small numbers, and can be obtained from nefarious sources throughout the Thaeran Provinces (although easiest in the Isles). Exactly who makes these weapons remains unknown – it’s just one more of many mysteries among the Isles.

Powers: Arrows of the Viper are +1 Arrows. On striking their target, they unleash a Poison effect on their victim: This deals 1d10ts of temporary CON damage immediately and another 1d10pts one minute later. Each instance of damage can be negated by a Fortitude Save, DC 17.

Caster Level: 9TH
Prerequisites: Craft Weapons & Armour, Poison
Market Price: 200gp each; 8,350gp per 50 arrows (double this or more on the black market)
Availability: E
Wgt: -

Assassin’s Sheath

This enchanted scabbard is used by freefolk and criminals, not all of them assassins – but its infamy is indelibly connected with the Thief Lords and their murderous wiles. The Harmonium also uses such devices occasionally - although not for assassination, it claims. Diplomats and Exigency Teams have used Assassin’s Sheaths to provide them with an unexpected advantage when a supposedly peaceful parley suddenly became a murderous melee.

An Assassin’s Sheath looks like a normal, if somewhat ornate, scabbard. Several styles exist, each suitable for a particular style of weapon (dagger, longsword, and bastard sword being the most common). The command word is sometimes worked into the scabbard on the side which rests against the wearer. When this is not the case, the pattern on the scabbard usually alludes to the word in some way.

Powers: When the command word is spoken, the scabbard and any weapon in it shrink to miniscule size, effectively becoming part of the belt they are attached to; only a Search check at DC 30 can spot them in this state. The scabbard and weapon can be willed back to normal size with but a thought (a free action). The scabbard can also invoke a True Strike effect once per day on a weapon being drawn from it. The scabbard can be shrunk or enlarged any number of times per day.

Caster Level: 6TH
Prerequisites: Craft Wondrous Item, Shrink Item, True Strike.
Market Price: 3,600gp
Availability: D
Wgt: n/a

Apparatus, Advanced

Cost 81,000gp
Hp 220
Hardness 17
Speed 20 ft., swim 20 ft.
AC 20 (–1 size, +12 natural)
Atk +12 melee (2d8, 2 pincers)
Creator must have 10 ranks in Craft: Automata.

The standard Apparatus of the DMG is available on Ortho at a slightly reduced cost (10% cheaper). Ortho’s advanced engineering skills also improve the machine slightly over the standard model, giving it the statistics above.

Automaton (Orthorian Construct)

Summoning and binding elemental spirits to empower golems and constructs is illegal in the Pax Harmonium. Dooming creatures (if creatures they are; the matter is still debatable) to slavery and madness was deemed unacceptable – as was the constant risk of a golem going rogue. Debate over the exact nature of the spirits used and the moral repercussions raged for years, but eventually the threat to safety was used by the OCA to justify forcing the issue and barring their use. In theory all such constructs were dismantled and their spirits freed in a “golem amnesty” when the law came into force, but even today its rumoured that many old and hidden constructs are powered by elemental slaves. There’s little to tell the two kinds of construct apart, especially if care is taken to disguise one.

Constructs can be found throughout Ortho, assisting labourers in its fields, factories, and occasional sieges. Known as ‘Automatons’ rather than golems, they are not empowered by elemental spirits, but Gear Spirits summoned from the Clockwork Nirvana. They are somewhat more numerous can regular golems, as the expense of creation is often taken on by the state or rich Cartels, but they’re still not exactly common - most automatons seen by the general public are merely rented rather than purchased, or assigned to a specific task by an OCA supply yard.

Although superficially similar, Automatons are usually constructed of more intricate and complex form than golems. Whether cast of clay, metal, or stone, an automaton is engineered to a more complex level than most golems, up to and including duplication of the joints and muscles of a human body. The more complex the automaton’s engineering is, the easier it is for the Gear Spirit (or Spirits) to occupy the body and the more powerful the resulting construct. Such construction is much more comfortable to the Gear Spirit than a golem’s body is to an elemental spirit, and automatons lack the potential to go berserk that taints other golems.

Treat Automatons as regular constructs, except as noted below:

No civilian-owned automaton may deliberately injure a living being. This is bound into the enchantments of every legal automaton and are integral to its construction. Automatons can be created without this safeguard, but they are restricted to the military (Class D). Illegally created “attack automata” should be treated as normal golems.

Every automaton comes with a Master Key as part of the enchanting process. Each Automaton has a matching socket for this key prominent in the automaton’s chest casing (known as the Master Lock). When the key is inserted and turned, the automaton is ‘locked’ (becomes inanimate) until turned back on again. The key may be removed without re-activating the automaton. The automaton also obeys the commands of the key bearer over any other instructions (not including the ban on doing harm).

Inserting and activating the master key into a disobedient Automaton requires a touch attack against the construct with a -10 penalty, and a Dex check at DC 20. A failed Dex roll leaves the key inserted but not turned. Master Key sockets are also vulnerable to the Knock spell, but military automatons are usually protected by an Arcane Lock enchantment (which negates the Knock and also prevents the Master Lock from working for 10 minutes).

Automatons have no chance of going berserk in combat. They do however have a 1% chance every time they are given a command of misinterpreting it and acting somewhat outside the bounds of their instructions. If the automaton is not given explicit literal instructions (DM’s discretion) this chance is doubled (2%). If given a command that lasts more than a single day, the DM makes a roll for the automaton once per day. Suggested actions for a malfunctioning automaton are listed on the table below. Roll 1d12 for a random result:

1) The automaton endlessly repeats the action and never considers it to be “finished” – it refuses further orders.
2) The automaton attempts to repeat the task every time circumstances will allow it and whenever it is not directly involved in following other instructions, but abandons the task while fulfilling new orders.
3) The automaton moves on from the command to a related task or matter (or just one that happens to be occurring nearby), believing it to be part of the original task.
4) The automaton immediately heads off in a random direction, endlessly heading in that direction and refusing to obey other orders (a particularly common malfunction when a task is described as “over there.”)
5) The automaton’s “lock” ceases to function. There are no outward sign of malfunction.
6) The construct no longer automatically obeys the bearer of its Master Key. There are no outward signs of malfunction.
7) The automaton becomes obsessed with a certain element of the task, or some aspect of the scene in which the task takes place (a type of person, a colour, a certain action, etc), and acts as though that thing is essential to all tasks from this point onwards.
8 ) The automaton attempts to ‘mate’ with the nearest complex mechanical object, attempting to integrate itself into that object.
9) The automaton develops a “quirk” based on the next strong personality trait it perceives, and intermittently imitates it from then on.
10) The automaton loses control of one of its limbs, which locks in place or dangles uselessly until repaired.
11) The automaton does exactly the opposite of whatever it is instructed to do.
12) The automaton ceases to function entirely.

Most deviations from orders are minor and resolved when the task is done, or add an ignorable quirk to the perceived character of the automaton. If the problem becomes significant however, the Automaton’s owner has two options:

First and most simply, locking the Automaton with its key and leaving it for about a minute usually dismisses the problem. The chance of this is a percentage, equal to 5 x level of the construct’s creator. If this fails the Automaton requires more complex and time-consuming repairs. This requires a Craft: Automaton roll, DC 15 – 25 (DM’s discretion), 1d3 days, and material costs equal to 10% of the construct’s value.

Making Automatons: This requires the skill Craft (Automaton) although the DC varies depending on the construct or item to be created (see individual descriptions of the construct).

Floating Tower

Availability:
Cost:
Wgt:

Statistics

Many Thaeran nobles still enjoy the extravagance and status that comes with owning a Floating Tower. In ancient times the Towers had were the abode of wizards and had a reputation for supernatural wonders (and horrors). These days their reputation is even darker.

In South Thaera, the Towers are frequently commandeered by Hobgoblin commanders and used as personal retreats and command posts.

The Floating Towers of Thaera come in various shapes and sizes, but are rarely of more than modest size. Most are between forty and sixty feet high, and from twenty to forty feet across. Each tower is built on a small, manmade island, which covers about half again the land area of the tower itself and extends about twenty feet into the water. This landmass counterbalances the tower's own weight and provides a bit of beachfront for small boats and the like to tie up to.

Iron Brain

Availability: Class A
Cost: 5,000gp
Wgt: 300lbs

Despite the name an Iron Brain is a lifeless machine, not a Construct. It is a calculating device made of gunmetal and polished brass. It consists of a yard-long cubic frame, within which are set columns each displaying the numbers from 0 to 9 on separately rotating segments. The first column represents the numbers 0 to 9, the second column 10 – 19, the third 20 – 29 etc. The rest of the mechanism is made up of various cogs and leavers for operating the system, which performs mathematical calculations. There’s no theoretical limit to the number of columns a machine can be made with, but most Iron Brains can calculate only into the hundreds of thousands. Larger machines exist (notably those performing budgetary calculations for the Council of Ortho), and these can calculate into the millions however. Once the majority of Brains were produced on Ortho, but the insectile colonies of Fjorge have recently outstripped native production in both quantity and aesthetic design.

Quote:
Sidebar: Acumenus Ortho’s largest Iron Brains is called ‘Acumenus’ – a giant machine that keeps track of the total number of Harmonium converts made across the Multiverse. So valuable is this machine (whose tallying stretches far beyond any other Iron Brain in the Pax Harmonium) that it has its own regiment of elite guards and a crack team of clerics of Iathiphos assigned to maintain and operate it.

The Iron Brain calculates strictly mechanically, with no chance of error. Operators however, have been known to make mistakes: An INT check at DC 5 is required to set the machine correctly; the Brain always gives a correct answer to the question it is given, but may actually be answering a question that was inputted wrongly. The base time to perform a calculation is one minute for simple mathematical problem measuring in the hundreds or thousands.

Martyr’s Blood

Availability: C
Cost: 50gp
Wgt: 1lb

Martyr’s blood damages chaotic outsiders like it was acid. A vial of Martyr’s Blood can be thrown as a splash weapon with a base range of 10ft (ranged touch attack). It causes 2d4 damage, and an additional point to all chaotic outsiders in a 5ft radius.

Quote:
Create Martyr’s Blood Transmutation [Law] Level: Clr 1, Pal 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Flask of water touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)

This transmutation imbues a flask (1 pint) of water with axiomatic energy, drawn from the blood of a devout believer in the Harmonium’s cause. It creates Martyr’s Blood, as per the item of the same name.

Material Component: 1hp worth of blood from someone committed to the Harmonium ideal and a pinch of adamantine (worth 30 gp).

Peacebond, Magical

Peacebond, Slipknot

Boots of the Mountainrunner

The hedge-wizards and wise-women of the Hhuanu tribes make these split-toed fur boots for their scouts, out of only the finest hide and furs. With the coming of the Harmonium and the rise of urbanised life and trade, these items are now in wider circulation, produced by Marn and foreign wizards. The traditional Hhuanu style is still renowned as the most comfortable and reliable, however.

Powers: These sturdy boots are warm and comfortable in even the bitterest cold, granting +1 to Saves versus Cold. They allow the wearer to move easier across mountainous terrain: The wearer moves at full overland speed on Mountain highways, paths and trails, and at ¾ normal over trackless terrain (see PHB for more details). On the tactical scale, ignore the effects of ‘difficult terrain’ when this is caused by rocky mountains.

Boots of the Mountainrunner also know the way back to the area in which they were created. This is certainly not an exact sense and only draws the wearer to the rough local area (about 10 miles diameter), but the user will always have an innate sense for the boots’ home, similar to that granted by the Know Direction spell. This is a continuous effect.

Caster Level: 9TH
Prerequisites: Craft Wondrous Item, Know Direction, Longstrider
Market Price: 7,800gp
Availability: A
Wgt: 1lb

Bow of Retribution

The Bow of Retribution is crafted in the image of Saeduenical’s own magical longbow, Far Retribution. It is said that the strings are woven from the goddess’ own hair and never frays of breaks. Like many of Saeduenical’s artefacts, a Bow of Retribution is seen most often in the hands of her Sinhunters – although the church also sometimes loans these weapons to harmonium troopers charged with bringing down a particularly dangerous foe. It is said that Saeduencial herself is reluctant to allow these weapons to be used, for the oblivion they inflict can almost be considered a mercy when compared to eternal imprisonment in her harsh and terrible realm.

Powers: A Bow of Retribution is a +2 Mighty Composite Longbow (designed for a +4 Str bonus). Any arrow fired from it becomes an Arrow of Slaying. Slain targets are utterly destroyed both body and soul.

Caster Level: 13TH
Prerequisites: Craft Arms & Armour, Destruction
Market Price: 1001100gp
Availability: C
Wgt: 3 lbs

Bulawa

The Bulawa, or ceremonial mace, is the symbol of Tyerusus, Lord of Judgement. Its current form originated in Motmurk, where priests and shamans used the Bulawa as both a literal and figurative rod of authority to keep order in tribal councils. Each tribe of Motmurk still keeps a Bulawa among its regalia, in honour of this ancient tradition.

Powers: A Bulawa is a Lawful Heavy Mace +2. Once per day the wielder can call upon the Lord of Judgement to invoke Protection from Chaos.

Caster Level: 7TH
Prerequisites: Craft Arms & Armour, Order’s Wrath, Protection from Chaos
Market Price: 37,312gp
Availability: B
Wgt: 8 lbs

Champion’s Scabbard

The original Champion’s Scabbards were created at the behest of Lord Xiang Zhou, chamberlain of the Court of Han who fostered the first alliance between the Knights of Harmony and the state of Iironda. After his death the court wizards of the Gem-Studded City took it upon themselves to continue this work, until it became an enduring tradition of the city. The giving of Champion’s Scabbards is now a prestigious annual event, with numerous Houses competing for the honour of sponsoring these gifts.

Each Champion’s Scabbard was (and is) created for a specific hero of the Harmonium – from famous champions and diplomats to humble footsoldiers who distinguished themselves above and beyond the call of duty. The scabbard is plated in red gold and carved with the receiver’s heraldry.

Powers: The wearer may invoke Magic Weapon and Keen Edge once per day upon a weapon in the scabbard.

Caster Level: 5TH
Prerequisites: Craft Arms & Armour, Keen Edge, Magic Weapon
Market Price: 9,000gp
Availability: A
Wgt: 1lb

Combat Zoetrope

Availability: D
Cost: 2,000gp
Wgt: n/a

The combat zoetrope is essentially a larger version of the commercial zoetrope combined with a magic lantern. A large magnifying lens displays flickering images, lit from behind by a powerful solarium lamp. A steamhorse powers the turn of zoetrope. It is usually set up at barricades and checkpoints during times of civil unrest.

The reel of images is generally the Harmonium symbol, interspersed with simple one-word messages which flick on and off almost too fast to be seen. They are generally simple instructions such as ‘BACK’, ‘DISPERSE’, ‘GO HOME’, ‘SURRENDER’ and the like.

Quote:
Add rules: functions as Suggestion spell

Crusader’s Blessing

The Crusader’s Blessing is an enchantment used by servants of all the Lords of Order, including external deities on the Harmonium’s Sanction List such as Saint Cuthbert. It invokes the names of Didairdin and other goodly warrior-gods like Hieroneous upon a weapon, turning it into a permanent icon of law and good faith.

Powers: Crusader’s Blessing is a +1 value enchantment that can be applied to any weapon. It duplicates the effects of a Bless Weapon spell, raising the effective plus of the weapon by +1 with regards to penetrating the Damage Reduction of evil creatures (but does not provide an additional combat bonus). The weapon is also counted as being Good for the purposes of overcoming Damage Reduction, and critical threats are automatically confirmed when they strike evil creatures. The weapon also functions as a Lawful Good holy symbol.

Caster Level: 5TH
Prerequisites: Craft Arms & Armour, Bless Weapon
Price: +1
Availability: A
Wgt: n/a

Deathwalker Mask

Deathwalker Masks are ancient magic from the Age of Cabals, when undead sorcerers walked among the populace and manipulated nations as if they were pieces on a giant game-board. The mask is made from another creature’s skin, cut from the still-living face of the victim. It allows an undead creature to pass as human to both mundane and magical means. Rumours persist that in ancient times the elves also had a version of this item, allowing them to pass secretly among humanity.

Powers: Creates the appearance of the living person from whom the mask was made, similar to the spell Disguise Self. The wearer does not register as undead to spells such as Deathwatch and Detect Undead while wearing the mask, which also suppresses certain undead traits which would give away the disguise, such as a Lich’s aura of death and fear. The mask can be worn for up to a month, absorbing all the rot and putrid corruption of the undead. When removed, the Deathwalker Mask instantly crumbles into a pile of mould.

The use of powerful undead abilities (Energy Drain, A lich’s Aura or Paralysing Touch, etc) causes the mask to degrade prematurely (1d6 hours – or 1d6 minutes for cases of repeated power use).

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Disguise Self, Misdirection
Market Price: 400gp (usually triple this on the black market)
Availability: E
Wgt: -

Dragonroar Riot Engine

Availability: D
Cost: 6,000gp
Wgt: n/a

The Dragonroar resembles a cannon crossed with a massive pipe organ, but with trumpet-like protuberances instead of pipes. These focus the effects forward into both air and ground. Even so, its operators must where protective headgear. It is powered by steamhorse and usually found only in major defensive fortifications or important buildings. Major urban bases in troublesome territories also typically have a unit or two for deployment during civil unrest.

The device takes 2d6x10 rounds to set up the device, but it can play for as long as its machinery is maintained. The Dragonroar produces a deep rumbling sound, audible up to a mile away, although its other effects only radiate out to about 100ft from the device. It creates a mind-effecting sonic attack, but it is neither magical nor psionic in nature. Make a Fortitude Saving Throw at DC 20 for all creatures in the area:

Fort Check Effects
21+ Unaffected
16 – 20 Victim is Sickened
10 – 15 Victim is Panicked
09 – 01 Victim is Nauseated

Creatures exposed to the sound can suffer a variety of effects, including pain, nausea, and disorientation to unconsciousness. The effects last for however long the thunderous sound persists and for 3d6 rounds afterwards. The machine affects Beholders, Mer, Lizardmen, and Sahaugin differently than normal humanoids, and these races gain a +2 bonus to their Saving Throws.

Although it requires air for the engine to function, its trumpets can be immersed in water and used beneath the surface. Double the machine’s effective range and raise the DC by 4pts if used in this way, as its sounds carry far better in water than air or earth.

Fire-Running Knife

Devotees of the cult of Alzrius often wield these wavy-bladed daggers of burnished steel. Wounds from a Fire-Runner Knife burn as if the blood is boiling and the flesh aflame, pain running up through the victim’s veins. They are used in mainly in the cult’s rituals, to inflict tortuous deaths upon sacrifices.

Powers: These weapons function as +1 Daggers. The wounds they cause are so painful that every time a victim is wounded by the knife, they must make a Fortitude Save at DC 10 + the damage inflicted or be stunned with pain for 1 round.

Caster Level: 5TH
Prerequisites: Craft Arms & Armour, Death Knell
Market Price: 8,000gp
Availability: D
Wgt: ½ lb

Ghoulslayer Sword

Ghoulslayer Swords are issued by the city of Han the Gem-Studded, as a standing reward for anyone who can permanently destroy one of the cursed ships of the Ghoul Fleet. Each is a gorgeously jewelled scimitar, engraved with runes sacred to Tyerusus and the name of whoever earned it.

Despite the status these weapons grant in Han, several of them have ended up on the open market when their owners later found themselves in need of gold. Ghoulslayers are often purchased by rich adventurers and naval captains who would like to earn another such blade legitimately from the Lords of Han, because those who serve the city in this way often earn a lucrative patronage from a merchant House.

Powers: A Ghoulslayer Sword is a +1 Baneful Scimitar, its bane property is against Undead. The sword also floats as buoyant as a cork on water, allowing the holder to cling to the ocean’s surface in even the heaviest armour (although it grants no bonus to Swim checks).

Caster Level: 8TH
Prerequisites: Craft Arms & Armour
Market Price: 30,815gp (price includes 10,000gp in inset precious stones)
Availability: B
Wgt: 4lb

Girdle of the Sea-kin Oath

These wide belts are made by the Seaborn Exiles, from sealskin set with pearls, embossed with images of Mer and sea beasts, and embroidered with thread dyed by the inks of rare molluscs. The Exiles guard the secret of its construction, but sometimes give them out to heroes who earn their respect – woe to those who then break the ancient pact of friendship between the Seaborn and the Mer however: A blood feud is the only honourable response.

Powers: A Girdle of the Sea-kin Oath gives the wearer the ability to speak and understand the Merfolk language, and also grants them Cold Resistance 5. The wearer can also draw upon Aid once per day. If the wearer harms a Mer however, all these powers disappear until they receive an Atonement spell from a Mer cleric.

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Aid, Endure Elements (creator must be Seaborn Exile)
Market Price: 7,400gp
Availability: A
Wgt: n/a

Harmonised Armour

Harmonised Armour is made from fine steel that has been impregnated with the axiomatic energies of Arcadia. Blended by a secret magical method by Planar smiths, Harmonised Armour protects the wearer from even the most despicably chaotic foe.

Powers: Harmonised Armour is a +1 value quality that can be applied only to metal armour. It grants an additional +1 AC versus chaotic attackers and a +4 bonus to Saving Throws from spells or effects with the Chaos descriptor.

Caster Level: 9TH
Prerequisites: Craft Arms & Armour, Dispel Chaos, Protection from Chaos. Creator must be lawful.
Price: +1 bonus
Availability: D

Helm of the Emberhawk

The Helm of the Emberhawk is made of burnished steel, with a red plume of its namesake’s feathers and a beaklike visor that gives the wearer an avian appearance. It was contributed to the Harmonium armouries by an otherwise reclusive (human) wizard from northern Keln, by the name of Anok Sabé. She was one of the first humans to colonise Keln after the Beholder hegemony joined the Alliance of Harmony, and her tower still stands today, perched precariously on one of its towering peaks. Many historians believe that a regular supply of Helms of the Emberhawk was the price she negotiated to be left alone by the beholders. As a consequence these items are readily available in the bazaars of Keln, Bafatai, and Kharazam.

Powers: The Helm provides no additional bonus to AC, but two useful benefits: Once per day the wearer can summon a Young Emberhawk (see the Ortho Bestiary for more details) to serve her as if by means of Summon Monster IV. Secondly, the avian magic of Anok Sabé grants the user a permanent Feather Fall effect, which automatically activates if the wearer falls more than 5ft.

Caster Level: 7TH
Prerequisites: Craft Wondrous Item, Featherfall, Summon Monster IV
Market Price: 14,500gp
Availability: C
Wgt: n/a

Hullwalker Boots

No one knows exactly how these oddly-named items found their way in the arsenal of Ortho’s thieves and Freefolk. Hullwalker Boots enable even the most clumsy rogue (or thug) to evade pursuit or begin a thriving career in second-storey work. Due to the depredations of rogues armed with this item, the Harmonium have categorised it as a Class E item – possession is grounds for immediate arrest.

Many believe the name stems from some nautical (mis)adventure by an unknown freeblade. Sadly his or her name has not survived, but their boots have. Copies of the original are available from various disreputable sources among the Free.

Powers: These calf-length magical boots look like they’d belong on a stereotypical sea captain’s feet. They stick to any surface to user wills them too, adhering so strongly that the wearer can walk up walls and even stand on a chamber’s ceiling. In fact they stick so hard that the wearer requires significant extra effort to take every step: half the wearer’s movement while the Boots are activated.

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Spider Climb
Market Price: 10,000gp
Availability: E
Wgt: 1 lb

Knife of Subtlety

Midewwin Bag

The Midewwin Bag is a sacred satchel carried by Hazhkan’s tribal hunters. Created by tribal shamans (these days often converts to the Lords of Order), the bag is attached to a bead-embroidered cloth that wraps around the waist. Into the bag go the bones of totem animals and other secret magical ingredients, and the bag itself is made from a specific animal’s skin (see below). The bag is sealed with a complicated sacred knots, and it’s forbidden for anyone but a Hazhkan shaman to open them.

Midewwin bags grant the wearer spiritual aid in hunting the type of creature that the bag is dedicated to (identified by the skin used to make the bag). In this enlightened age, bags created from intelligent races are of course forbidden by law. Unfortunately a few ‘Bad Midewwin Bags’ (created from the skin of intelligent races) are available on the black market, made by unscrupulous shamans and witchdoctors.

Powers: A Midewwin Bag is worn as a belt. It grants the wearer use of the Favoured Enemy bonus (as a 1St level Ranger) against the specific race of creature that the bag is dedicated to. If this creature would normally be subject to a favoured enemy bonus from the wearer, then they calculate their bonus as if they were 5 levels higher.

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Detect Plants & Animals
Market Price: 2,100gp
Availability: A
Wgt: 1 lb

Midewwin Clay Fetish

These tiny stylised figurines of red-tinged clay are the latest resource to spring from the taming of Hazhkan. Produced by tribal ‘medicine men’ for their warriors, these one-shot minor magical items have proved incredibly popular in the rest of Ortho. As well as being a valuable resource for newly civilised tribes, their popularity has attracted many foreign wizards in search of their secrets.

Powers: Each Clay Fetish can be used only once. On discharging its magic, the fetish crumbles to dust. Known fetish-powers include the following:

Fetish of the Boar: user +10 temporary hit points (lasts 1 round)

Fetish of the Mongoose: user gains +2 AC bonus (dodge based) against the next attack made against them (lasts 2 rounds)

Fetish of the Monkey: user gains +5 to Dex checks for 1 round

Fetish of the Jaguar: User gain Silence effect, but affecting only the user (lasts round)

Fetish of the Dragon: user breaths a Stinking Cloud effect, (lasts 1 round)

Fetish of the Snake: creates Animal Trance for 1 round

Fetish of the Bird: user gains Know Direction (lasts 1minute)

Fetish of the elephant: user gains +5 to Str checks for 1 round

Caster Level: 3RD
Prerequisites: Craft Wondrous Item (and a spell appropriate to the Fetish’s effects)
Market Price: 750gp
Availability: B
Wgt: 1/10 lbs

Oath Seal of the Lords of Order

Among the scrupulous merchants of Ortho, it is tradition to seal important contracts with an oath upon a relic of the Lords of Order. These icons were created to assist that purpose. They are also used by diplomats and peace-makers to seal accords between nations, colonies, and provinces.

An Oath Seal is essentially an enormous holy symbol, dedicated to all the Lords of Order. It resembles a two-handed mace with a shaft of red steel and an eight-faced head, upon each side of which is the divine symbol of one of the Lords of Order. These symbols are worked in silver, but change colour when an oath is spoken by someone touching the Seal. If they speak the truth, the symbols turn golden; if the speaker lies, they turn inky black. Traditionally each side of the negotiations requests an Oath Seal from their favoured church, which is sworn on by the other party.

Powers: The Discern Lies effect is useable only per day (the colour change lasts 24 hours). Although not specifically designed for it, Oath Seals can also be wielded in combat: Treat it as a Great Club+1 with the special property that it becomes a +3 weapon and does +2d6 damage against any target it has revealed as a liar within the last 24 hours.

Caster Level: 5TH
Prerequisites: Craft Arms & Armours, Bestow Curse, Detect Lies.
Market Price: 29,312gp
Availability: A
Wgt: 5 lbs

Osmopondian Fire Shield

Osmopondia has always been famous for its siegecraft, and the war-wizards of this ancient land created magical shields to protect their champions almost as securely as the walls of their mighty cities. These weapons were crafted for use against the Shadow Lords of ancient Osmopondia, and their minions still fear their bright golden flames.

Powers: The Osmopondian Fire Shield is a +1 Blinding Tower Shield of Light Fortification. On command of the wielder it also burns with bright celestial fire: This causes 2d6 divine fire damage (half normal fire and half holy celestial fire, as per a Flamestrike spell). Anyone in melee with the shield’s wielder must make a Ref Save DC 18 or take the fire damage each round. Anyone bearing a Fire Shield is immune to the fire damage of its won or any other Fire Shield.

Shadows and umbral creatures must also make a Will Save at DC 13 or be Shaken if within 30ft of the shield.

Caster Level: 9TH
Prerequisites: Craft Arms & Armours, Daylight, Flamestrike.
Market Price: 27,140gp
Availability: B
Wgt: 45 lbs

Nahr’aglar, ‘Glory of the Shaar’ (unique)

Nahr-aglar means ‘shining glory’ in the cruel elfish tongue. It was created by Dowager Queen Nahnehth, last ruler of the Western Shaar in the latter days of the War of Unification. After suffering several major defeats in the war (including the loss of her champion and beloved son, Fuin Mor), Queen Nahnehth created Nahr-aglar to reverse the defeats of her people and lead the elves to glorious victory. The Knights of Harmony were a match for even its deadly magic, but the sword was never captured by the Knights or their followers - it was carried away from the battlefield by an unnamed elven deserter after the last Champion of the Shaars was killed. Unheard of for generations afterwards, it resurfaces from time to time to plague the heirs of Romhel; always somehow managing slip out of the Harmonium’s grasp, as if protected by fate or the Lords of Chaos. The OCA would give a great deal to see it finally destroyed, and this alone has given Nahr-aglar legendary status among the Harmonium’s enemies.

Powers: Nahr-aglar is a +5 Baneful Anarchic Keen Mighty Cleaving, Adamantine Longsword in the distinctive elven style of the ancient Shaars. Its Bane quality is directed against humans. The blade also shines with a permanent Daylight effect which is so magnificent to behold that anyone of 4HD or less who look upon its scintillating blade is Dazed for 1 round.

Caster Level: 17TH
Market Price: Priceless to both the Harmonium and its enemies
Availability: E
Wgt: 4lbs

Pouch of Didairdin’s Blessing

As part of his reformation, the god Didairdin taught his priests the ritual to make this sacred pouch, which the Lord of Order then filled with divine earth from his own celestial garden. Since that time Didairdin’s Blessing has been used by his clerics to clear land for farming and to cultivate new crops. Creating this item is one of the most longstanding miracles of the faith: After the Pouch is properly sewn and sanctified it is left in the chapel’s tabernacle overnight - miraculously filling with sacred soil by dawn.

Powers: Each pouch of Didairdin’s Blessing contains five handfuls of his sacred soil. One handful of soil scattered onto the ground produces one of the following effects (or magic of a similar level, if the DM so desires):

    - Antiplant Shell - Entangle (DC 11)
    - Plant Growth
    - Fertility – the field becomes fertile for a year, requiring only minimal skill to produce a bountiful harvest.

Caster Level: 9TH
Prerequisites: Craft Wondrous Item, Antiplant Shell, Entangle, Plant Growth.
Market Price: 4,000gp
Availability: A
Wgt: 1


Rolling Fortress

Availability: n/a
Cost: n/a

Impenetrable to arrow and pistol-shot, heavy enough to crush a village beneath its wheels, large enough and so surrounded by smog as to be mistaken for a small volcano. The Rolling Fortress is a smoke-belching, cannon-bearing terror that has thankfully seen few battles.

Each is a massive fortress of steel and stone, built like a ziggurat on immense granite rollers. Cannons bristle from every level, alongside terrible magical and alchemical weapons, a Silvershield, and a Big Preacher cannon. From within its belly, legions of harmonium troopers can be disgorged, or can hole-up safely for a prolonged siege. Beyond all these means of death however, it is the sheer size and monstrous majesty of the thing that cows many opponents. The mere sight of a Rolling Fortress is often enough to bring submission to a rebellious colony or hostile world.

Fist of the Hierarch was the first of the Rolling Fortress, supplied by the great Varzak of Motmurk for the Iathran campaign. It was a Baatezu creation made green-tinged steel and cruel magic, but whether they forged it for him or he somehow bought, bartered, or stole the machine is unknown. Its effectiveness was undoubted, but the Fist acquired a reputation for terror and destruction that has followed all the Rolling Fortresses from that day to this.

Rolling Fortresses are massively expensive undertakings, both to construct and maintain. As a result the whole Pax harmonium maintains only three such machines, although there is also a fourth standing inoperable. Despite the incredible expense, the Planar Harmonium is also said to have three these great ‘land leviathans’ - but there names, location, and orders are not common knowledge. Ortho’s Rolling Fortresses are:

The Hierarch’s Fist – located in south Thaera, where it serves as headquarters of the Harmonium Legions of that realm. It rolls forth occasionally to graphically illustrate some point of the ruling triad to its troublesome province.

The Fury of Arcadia – Dispatched to the far north of Ulfrheim on unspecified duties near the North Pole. Although no one has seen the fortress for almost a decade, the Harmonium continues to receive reports on its progress via magic.

The Glorious Indomitable –This fortress is currently serving on the colony world of Eallia, providing a mobile command post for the pacification forces.

The Mount Triumphant – This fortress was designed to resemble an Osmopondian ziggurat, and was instrumental in bringing those city states in line. Originally set to watch over the insular nomads of the region, it was destroyed by rebel forces during the Schism, although the shell remains mostly in tact. Today a thriving tent town has grown up around it, used for trade and parley by itinerant tribes.

Rolling Tower

Silvershield Telekinetic Force Ballista (TFB)

Availability: D
Cost: 500,000gp
Wgt: n/a

The Silvershield is a defensive weapon employed at major Harmonium installations across Ortho and the colonies. The TFB is a mass of boilers, steam turbines, and arcs of lightning, from which an array of tall cannon-like barrels sprout upwards. The machine is huge and immobile, and requires a significant emplacement as well as producing constant rumble and vibrations sufficient to set a person’s teeth on edge. A heavy smell of burning also permeates the air, further disturbing those in proximity to the device. Rolling Fortresses are the only vehicle big enough to house one.

Little is known about the internal structure of the TFB because the engineering principles are state secrets of the highest order. Even the scientist-engineers who maintain the device live in virtual seclusion, all members of the Harmonium and guarded throughout their lives. What is known is that the TFB harnesses powerful natural forces to create something called ‘naturalistic psionics’, a force which accelerates vapourised adamantine to several hundred times the speed of normal artillery. The result is a fountain of fine silver mist, which can penetrate through even the thickest armour plating without slowing in the slightest. It is devastating to both creatures and objects, normally destroying them outright. Only powerful magic can protect against its effects.

The Silvershield is designed to defend primarily against spelljammers and flying attackers and is of very limited use against other targets. When activated it sends a brief umbrella of particles high into the air, which form an arc almost 200 miles in diameter. The silvershield’s super-accelerated particles crash through anything in their path, acting as a Disintegrate spell. Thankfully the particles never seem to fall to the ground.

The effect is neither magical nor psionic, and any such Resistances do not protect against it, although it is stopped by a Wall of Force or similar powerful magic. At maximum capacity, the generator can fire once every 2d3 minutes, with each ‘shot’ using 1,000gp worth of powdered adamantine for ammunition.

The OCA is exceptionally cautious about the security of each and every Silvershield, with a well-known “better safe than sorry” attitude to its defence. In the event of its capture, each device has explosives built into it, which can be set to destroy it utterly if necessary. So far, only a single Silvershield has ever been lost: A device was “lost in transit” after arriving in the planar city of Sigil, on its way to be installed in the City Barracks. The mysterious entity known only as The Lady is suspected to be responsible, but the Conductor of External Harmony has reported that confirming the artefact’s fate or reacquiring it is impossible at this time.

Shackles of the Archmage

These adamantine manacles aren’t designed for use by an arch-mage, but on one. They are used to capture powerful spellcasters and supernatural creatures, eliminating any powers beyond mere physical might. They first saw use during the pacification of the colony world of Meter, being used to capture the powerful Demarcator mages of that empire, but since then their use has spread significantly. Most major cities or Provinces have access to a set of shackles (but rarely more than one) in case of supernatural trouble. These items are particularly prized by troopers in the planar branch of the Harmonium – an export that nets considerable gold for the OCA’s coffers.

Powers: The wearer is subject to the effects of an Anti-magic Field. The Escape Artist DC is 28. The break DC is 40 (thanks to their adamantine construction).

Caster Level: 11TH
Prerequisites: Craft Wondrous Item, Anti-Magic Shell
Market Price: 132,000gp
Availability: C
Wgt: 5 lbs

Speculum (Councillor’s Mirror)

Speculums are scrying devices designed to allow 2-way communication between distant locations. These items are the exclusive province of dignitaries of the Council of Ortho, the Octave, and certain other major dignitaries – such as ambassadors and legates. Although harmless and used simply for communication by officials, rumours exist of ‘Master Mirrors’ which can eavesdrop on active mirrors without their knowledge.

Physically, a speculum resembles a full-length mirror of masterwork quality, framed by a red-gold boarder set with azurite, diopside, and apatite (all crystals that aid in divination magic). The glass is 3ft wide and 6ft high.

Powers: By touching the glass and concentrating on activating its magic, a mystical connection is forged between a pair of attuned mirrors. Those stood before each speculum can communicate as easily as if the mirrored glass were an open doorway between two adjoining rooms. Communication is two way and not restricted to the activator/owner of the speculum; anyone in the vicinity can see and hear through the glass. Once activated, a speculum’s link can be maintained with minimal mental effort for as long as the initiator wishes.

Each Speculum is attuned to a one other of its kind, and only communicates with that Speculum. The attunement can be reset between two different mirrors, by a relatively simple ritual that involves casting Greater Scry while touching both mirrors.

Caster Level: 13TH
Prerequisites: Craft Wondrous Item, Greater Scrying
Market Price: 150,000gp
Availability: D
Wgt: 15 lbs

Shellburster Trident

This barbed Trident is one of several terrible weapons created by the Sahuagin during the War of Sharks. Its vicious magic is focused on bursting through the natural armour of Mer and other sea creatures; when its jagged heads bite flesh, barbs spring out tearing flesh, muscle, and bone.

Powers: +2 Wounding Trident. Three times per day, the wielder may ignore the worn or natural armour of the target. If the attack hits, barbs spring out of the weapon, tearing flesh, muscle, and shell/bone – this causes 1d6 points of CON damage. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.

Caster Level: 13TH
Prerequisites: Craft Arms & Armour, Harm
Market Price: 50,0315gp
Availability: B
Wgt: 4 lbs

Trident of the Sacred Hunt

These weapons are among the oldest relics of the Sahuagin and many of them date from before the ‘Redfins’ joined the Alliance of Harmony. Used top bring down only the largest and most tenacious prey, he Trident of the Sacred Hunt can swim through the water like an eel to find its prey, latching on and tearing at the flesh of those it strikes.

Powers: The Trident of the Sacred Hunt is a +1 Wounding Trident of Returning. It can be ‘thrown’ with a base range of 10yards underwater, and returns to the owner’s hand when called for. The trident can also pull its owner along in the water, adding +5 to their Swim check and +10ft to their Underwater Movement. The trident’s Returning property is suppressed when out of water.

Caster Level: TH
Prerequisites: Craft Arms & Armour, clairaudience/clairvoyance, Mage’s Sword, Telekinesis
Market Price: 50,315gp
Availability: B
Wgt: 4 lbs

Wyverntail Chain

The Wyverntail is an ancient Thaeran weapon that saw use against the invading armies of the Knights of Harmony. It was carried by fanatical dervishes against the troops from Iathra, Motmurk, and Voll in the War of Unification and is still outlawed today – even though Founder Anju herself was proficient with this weapon. These days it is used mainly by cultist-assassins of Jislana, and a few rebel Thaeran monks and warriors trying to uphold the ancient ways.

The Wyverntail is a length of light chain, tipped with a triangular blade, somewhere between a dagger and a shortsword in length. It is easily recognisable because the steel shimmers with colour, as if made of solidified oil. Treat the Wyverntail as a Spiked Chain, but change the damage type from Piercing to Slashing.

Powers: The ‘Wyverntail’ is a +1 Anarchic Keen Spiked Chain.

Caster Level: 10TH
Prerequisites: Craft Arms & Armour, Keen Edge, Divine Power (creator must be Chaotic)
Market Price: 32,325gp
Availability: D
Wgt: 10 lbs

Vestment of the Sinhunter

It is said that Saeduenical herself wove the first Vestments of the Sinhunter, using threads of innocence and leather flayed from the backs of perjurers, dyed in the blood of those who wronged others with their lies. She gave the robe to the first of her Sinhunters, who used them to stamp out the flames of Alzrius and the corruption of the Lords of Hell.

Exactly how many vestments were given by Saeduenical to her faithful is unknown, but each of these items is a precious relic of Saeduenical’s church. Only for special missions are they loaned to a cleric and no dishonour must be allowed to sully the wearer (or the robes) while on the business of the Watcher.

Powers: These vestments provide a constant Fire Resistance 5 effect. They also allow the user to use Zone of Truth and Divine Power once per day.

Caster Level: 7TH
Prerequisites: Craft Wondrous Item, Divine Power, Endure Elements, Zone of Truth.
Market Price: 22,000gp
Availability: B
Wgt: 5 lbs

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

Part Two - focusing on firearms


Solarium

Availability: Class D (C in some cases)
Cost: 1sp per charge
Wgt: 1/20lb

Raw Solarium occurs on Ortho and some of its colonies alongside sulphur and coal. In its natural state it is a crumbly yellow stone that is unstable, inflammable, and toxic. Once considered simply a hazard, alchemists have learned to harness its explosive properties. Solarium contains what Orthorian alchemists have named ‘the essence of the sun’ and so is sometimes known as solidified fire or sunpowder.

Quote:
Sidebar: Solarium Poisoning In its natural form, Solarium irritates naked skin causing painful rashes. If inhaled however, it is a potentially deadly poison. Fortitude Save DC 15 - damage: 1d2 Con/1d2 Con.

Repeated exposure to Solarium (over a number of years) leads to swollen flesh, rotted bones, and severe disfigurement, as well as a sickly luminous yellow colouring to the flesh. There are stories of long-term factory workers in the industrialised east whose diseased flesh literally glows in the dark.

When exposed to flame, solarium combusts in a bright flash of golden light. Alchemists have used it for years to create thunderstones, glow rods, and flashpowder. Mixed with other ingredients, solarium powder is now used in cannons, aquebus, and other powder-based weapons, and Solarium charges are used alongside Disintegration magic to dig tunnels and clear roads. It has some use in advanced engineering, but after a number of explosive accidents the substance has been banned from general use until further developments in alchemy render it safe for general civilian use.

Perhaps the most impressive use of Solarium is as a gas. Boiled in an alchemical solution, solarium gas is released, which is highly flammable and lighter than air. Pumped into an air-tight sack, solarium gas has sufficient lift to raise it off the ground but remains highly flammable. See ‘Aerostat’ for more details.

Around three hundred years ago, Harmonium experiemental philosphers began adding alchemical liquids to the solarium refinement process. This refined powder keeps better and is safer and more potent. Most solarium is transported in barrels of on-flammable oil, and required drying before it can be used. Copper boxes are used to carry readied sunpowder, as that material does not create sparks when struck. Possession of refined solarium is a Class C/D Offence – only the Harmonium and certain licensed individuals may craft, possess, or use it.

Quote:
Sidebar: Solarium Weapons

Solarium is essentially Masterwork quality gunpowder. It burns more reliably and evenly than standard materials, and with noticeably more force. Weapons charged with Solarium rather than gunpowder or smokepowder have +1 to hit.

There is a small chance of powder detonating if exposed to fire. The powder is generally safe unless the amount of damage is large enough to burn through the container, but if the character ever fails a Saving Throw versus fire and rolls less than the spell’s level, any powder carried ignites.

A twentieth of a pound of solidified fire ignites at the touch of flame and flares brightly for 1 round: Treat this effect as a sunrod – it is enough to dazzle creatures who are vulnerable to bright sunlight, and if done in darkness it ruins Darkvision for 1 round after it dissipates.

Charge, Sunpowder & Shot Packet

Availability: D
Cost: 1sp
Wgt: 0.1lb

Tiny paper packet, containing a bullet and a charge of solarium. It grants a bonus of +1 to hit when loaded into a firearm. If subject to a flame, it explodes as described above.

Fuse

Availability: D
Cost: 3sp per foot
Wgt: 0.1lbs per foot of length.

Fuses are lengths of twine impregnated with solarium. They burn with a bright yellow spark and a noxious smell, consuming about 1 foot of fuse per round. Lighting a fuse requires a source of fire and is a move equivalent action. Depending on the method used, the action may or may not provoke an Attack of Opportunity.

Solarium Torch

Availability: B
Cost: 15gp
Wgt: 1

A solarium torch looks similar to a glow rod, but larger. The head burns with a bright halo of golden sparks, and doesn’t smell very pleasant. Although alchemically produced, it counts as ‘magical fire’ with regards to being extinguished. It lasts three hours, and has a light radius of 50ft (shadowy after 30ft).

Solarium-based Weapons

Quote:
We need rules for cannons, including the famous ‘Big Preachers’ of Ortho. For reasons of game balance (over earth-like histical fact), I have kept firearms as Exotic weapons, although perhaps this wouldn't be necessary in an appropriate all-Ortho campaign?

Cannon, Big Preacher

Availability: n/a
Cost:
Wgt:

Exotic Weapon (cannon) – uses the chief artillerist’s INT modifier rather than Dex when rolling to hit. “Rate of fire” is 1 per hour, assuming a large trained crew is present.

The Big Preachers are the largest and most powerful cannons that the Harmonium can build. Cast in a special alloy called black bronze, each weapon is 50ft long and weighs 17 tons. The Preachers normally fire stone shot (a sphere weighing 700lb), but occasionally use projectiles of adamantine for destroying particularly tough (usually magical) targets.

Each Big Preacher is named after a famous patriarch of one of the Lords of Order, and whole Provinces sponsor their construction. Even the shot they fire is blessed by priests before going into service, and is named and numbered as well as inscribed with prayers.

Pistol

Availability: D
Cost: 200
Wgt: 3
Exotic Weapon (firearms), Range 50ft, Damage 1d10, Crit 20/x3
Charge Required: 1

Pistols are typically carried at the belt, and are a common sight among Iirondan officers. It is considered a light weapons if used in the off-hand. Loading the hilt-pistol requires two Move Equivalent actions.

Pistol Hilt

Availability: E
Cost: 300
Wgt: 0.5
Exotic Weapon (firearms), Range 30ft, Damage 1d8, Crit 20/x3
Charge Required: 1

The hilt-pistol is a concealed weapon available occasionally to undercover Harmonium personnel (mostly in iironda) but illegal for civilians. The device consists of a single-shot pistol incorporated into the hilt of a sword, the grip of a cane, or some other item. The Search DC to notice the Hilt-pistol is 18 (23 if the searcher is unfamiliar with firearms). Reduce the DC by 5pts if the weapon is actually physically handled.

The weapon is somewhat smaller and less accurate than a true pistol, and inflicts a -2 to hit on the wielder. Loading the hilt-pistol requires two Move Equivalent actions.

Pistol, Heavy

Availability: D
Cost: 400gp
Wgt: 4
Exotic Weapon (firearms), Range 50ft, Damage 1d10, Crit 20/x3
Charge Required: 1 per barrel

The Heavy Pistol is a larger version of the normal weapon, often carried by assault troops storming enemy implacemcements. It resembles a normal pistol, but is larger and heavier, and has a steel bulb on the end of its hilt, allowing it to be used as a club in combat (the user reverses his grip on the weapon and wields it by the hilt).

The Heavy Pistol has two barrels. These can be discharged individually or together – the latter inflicts a -2 penalty on the hit roll, but does 2d10 damage. Loading a breach pistol requires two Move Equivalent actions for each barrel.

Aquebus

Availability: D
Cost: 350gp
Wgt: 3
Exotic Weapon (firearms), Range 150ft, Damage 1d12, Crit 20/x3
Charge Required: 2 per barrel

The quebus is a long-barreled firearm. It is a large weapon and requires two hands to load and use effectively. It maye be fired (but not loaded) with one hand, at a -4 penalty. Loading the aquebus requires two Move Equivalent Actions and provokes an Attack of Opportunity.

Aquebus, Longwrath

Availability: D
Cost: 700gp
Wgt: 3
Exotic Weapon (firearms), Range 200ft, Damage 2d6, Crit 20/x3
Charge Required: 2 per shot

The Longwrath rifled aquebus is an advanced version of the standard firearm. All Longwraths are masterwork quality and grant +1 to hit rolls. It fires specialised ‘pointed’ shot, which spins in the barrel and flight to give it additional stability and range. The longwrath is traditionally issued only to specialised scouts and marksmen.

Ogre Gun

Availability: D
Cost: 500gp
Wgt: 3
Exotic Weapon (firearms), Range 10ft, damage 5d6, Crit: n/a
Charge Required: 10

The ogre gun is a massive firearm, like an oversized pistol with a trumpet-like-barrel, used mainly by ogres. It is incapable of anything resembling accuracy, but spreads shot over a wide area. Medium-sized creatures suffer a -4 penalty if using the ogre gun in one hand. It uses about 10 packets of powder and shot, but can also be loaded with just about anything (stones, glass, shards of metal): in this case reduce the damage to 5d4. It can also be loaded with rocksalt, which transforms its damage from lethal to subdual.

The ogre gun inflicts 5d4 damage to all targets in a 50ft long cone. For every 10ft away from the weapon, the target takes 1 dice less damage. All potential targets can make a Ref Save, DC equal to the attacker’s hit roll, for half damage.

Shot, Special Materials

Availability: D
Cost: see below
Wgt: 0.05

Specialised shot is available from Harmonium quartermasters. The costs below is in addition to the standard cost of shot:

Cold Iron Shot: 2sp
Silver Shot: 3sp
Adamntine Shot: 20gp

Solmite Bomb

Availability: D
Cost: 100gp
Wgt: 10

Solmite explosive is a charge of refined solarium contained in a thin wooden barrel. Ignited by fuse of a magical fire attack, solmite explosives creates significant force as well as heat and fire. A barrel produces an explosion of 5d6 force damage and 5d6 fire damage to all creatures within a 30ft radius.

Petard

A special form of charge is called a petard, which directs the force of the explosion in a particular direction. This version of the bomb directs the force in front of where the explosive is placed. This halves the Hardness of any object that the bomb is placed against. Petards are used in siege warfare to destroy castle gates and fortifications, and come with a carrying harness. Petardier’s Apprentice is possibly the most dangerous assignment in the Harmonium – carry the primed bomb to its location in mid-battle. The symbol of their profession is the Petardier’s Belt, which is essentially a 30ft rope with a knot on the end, which trails out behind the unlucky soldier as he runs, indicating ‘safe distance’ for any troops accompanying them.

Charles Phipps's picture
Offline
Namer
Joined: 2007-11-14
Ortho: Technology & Equipment

My immediate reaction is that I very much like most of what you've done here. My secondary reaction is the fact that some of this threatens to turn Ortho into something it shouldn't be and that's Steampunk.

Some basic things that shouldn't exist in Ortho as far as I'm concerned are the following...

1. Trains: A great deal of the Harmonium's feel is the fact that they have a world wide organization but they're rather restricted their own provinces and the law has difficulty catching up with those who can travel.

2. Airships: Likewise, these make the setting seem too Final Fantasy or Eberron-esque. They also revolutionize the nature of commerce and make the world, again, too small when a major theme is its too big.

3. Mechanical Men: In addition to the Warforged bit, the Harmonium strike me as the types to have all sorts of objections to the idea of creating life on moral grounds. Just look at the fervor over cloning.

4. Rifles: I have no doubt that the Harmonium has access to some smokepowder weaponry but this should be primarilly from Outer Planes where they've observed it. A good idea would be implying the Harmonium is experimenting with gunpowder's military applications.

5. Steam Engines: Everything should still be sailing ship.

So definitely closer to Renassiance and less Victorian

I like the Beholder "peace bardings' best of all.

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

As a general response, I think there was a consensus (before I joined actually) that Ortho would have a higher technological level than standard D&D, partly to show the advances possible under a world government and partly because Ortho's lessened magic (fantasy's long standing high technology balances dying magic trope). Airships and firearms are specific examples of this in the early PDF document.

I agree that we don't want to create a steampunk setting, but I think there are stylistic aspects to steampunk that we're not going to include, and which we can avoid while still including better technology. Also, saying that there are airships and firearms is not the same as saying they are common or easilly available... but I'l admit that I probably don't say it clearly in the document. I couldn't comment on Eberron specifially because I know nothing about it. I'm certainly not aping Eberron (I can't, I've never read it) and hopefully when we're done here Ortho will have sufficient flavour of its own to counteract any similarities in tech level.

From a D&D balance point of view, most of the technology here is designed to replace magic that would fulfill the same function in a normal world. The 'fading magic' theory means that Ortho lacks a lot of the showy magics that populate other worlds, and OCA restrictions limit and restrict magical items. Most items of advanced technology are just replacing one magical boomstick with another kind. At least, that's the theory...

Specific comments:

Trains: I agree. But I haven't written anything about trains! I guess this is a "if they can be mobile, won't they just use steamhorses to push carriages?" point, which is a fair point. There's a big difference between a traction engine and a train, but the engines probably need to be rarer (and less reliable) than I've implied.

Airships: They do indeed make the world smaller and revolutionise trade. A big part of the setting is that the world is smaller - interlinked, peaceful, and prosperous; essentially 'one community' (at least in theory). Semaphore towers are another example.

Mechanical Men: Golems (sorry, 'automatons') have a writeup mainly because they are an example of the fusion of magic and technology. The same kind of magical exploitation that goes on in most D&D worlds, but mass produced. I wouldn't be too horrified to see them go if there's a general consensus against them. The whole gear spirits over elemental spirits issue is designed to get around the moral question of constructs though.

Rifles: Smokepowders also a big feature of Spelljammer (and technically Ortho is a spelljamming power), and another easy example of advanced technology. Your comments about them still experimenting with smokepowder probably needs inclusion however. I definitely wasn't saying that firearms are common, so if it comes across that way it needs tweaking.

Steam Engines: I think you're probably right about the shipping. I'll reign back ironclads to sailing vessels with armour (the earliest form), and emphasise the ongoing experimentation rather than saying that they're on the verge of full Victorian steamships. I don't see any problem with expensive small steamhorse-driven boats however, for the same 'tech not magic' reason given above.

Thanks for the input; I always take it onboard even if I argue against it. Laughing out loud I guess I should throw the steampunk question open now: anybody else feel strongly one way or the other?

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Ortho: Technology & Equipment

Eberron is a "Magepunk" or "Magitek" setting. They don't have trains and zeppelins,, but magic trains and flying boats. Eberron is actually one of the most magical settings out there. They even added a new NPC class, the magewright, just to run it all. As long as we emphasize the technological advances such as gunpowder (which I'm considering just calling gunpowder. I'm sick of all the funny euphemisms people come up with for it), we won't have much confusion. Plus there is difference of tone. Eberron is done in the style of over-the-top pulp adventure and isn't meant to be taken entirely seriously, whereas the Ortho PDF currently reads more like a really interesting civics text book.

As for the steam punk thing, the hallmark of Steampunk is having nineteenth century technology be capable of things that are impossible or barely possible now. Steam powered robots, time machines, giant mechanical insects, etc. As long as we stick with things that would be possible and practical within the appropriate tech level we should avoid the genre.

I like the idea of having the tech level of say, 1800. So we have flintlocks, muskets, carbines, cannons and early rifles, but not revolvers, repeating rifles, gattling guns or howitzers. Semaphore, but not telegraph; early steam boats (maybe used by the Harmonium), but not ironclads or ocean going ones; scouting balloons, but not zeppelins; seed drills, but not mechanical reapers; steam power, but not oil or electricity, and so on.

Charles Phipps's picture
Offline
Namer
Joined: 2007-11-14
Ortho: Technology & Equipment

Yes, I just want it a point that Harmonium troops in Sigil wield swords and crossbows.

Not rifles.

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

The conductor of External Harmony says: "Well, these out of the way Provinces do tend to lack behind us socially and technologically..." Laughing out loud

You make a good point about the swords and crossbows. While I could make up an explanation for the discrepency, it would be just an excuse and we'd all know it. I don't think either Duckluck or myself want to have these items particularly common on Ortho, just present. My initial writeup handles each piece of technology in relative isolation however. Some better framing is probably required to clarify the situation (thanks for explaining it better than I did by the way, Duckluck. Clearly it was way past my bedtime when I stumbled my way through that post...)

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Ortho: Technology & Equipment

Pretty much every D&D setting exists in a state known as Medieval Stasis. Basically, the current tech level in a given setting will be a poorly researched version of the early Renaissance (nevermind that the average D&D society is suspiciously Iron Age). The weirdest part though, is that it's generally implied that their tech level has been that way for the last millennium or so. They switch it up some. Spelljammer had more magic and gunpowder added to the mix, Dark Sun was more post-apocalyptic, and Eberron has a higher (magical) tech level. But in general, every setting from Forgotten Realms to Planescape is permanently stuck in this weird approximation of Medieval Europe. Frankly, it's stupid.

Fortunately, Planescape provides a ready excuse. The planes are built on belief, so if most people in the multiverse believe that the trebuchet is the hight of military technology, then, guess what, it is! Sure the average Sigilite isn't going to care much what a bunch of backplane primes think, but belief still seeps through, and if everyone believes that gunpowder weapons are unreliable and slow to load, then that fancy new assault rifle you picked up on a trip to Earth isn't going to work any better than your average arquebus.

If a belief bases explanation doesn't fit, then you could always just say that firearms are expensive and unreliable and the average Harmonium officer doesn't need more than a crossbow anyway. Elite troops and front-line soldiers on the other hand, can be quite well outfitted.

Charles Phipps's picture
Offline
Namer
Joined: 2007-11-14
Ortho: Technology & Equipment

I prefer....

"The Harmonium tends to use crossbows and blades on Sigil due to the repeated encounters with Outsiders that they are forced to involve themselves in. As yet, no one has successfully created a enchanted rifle or powder pistol. Furthermore, enchanted arms are overall as effective as powder weapons. The Harmonium has successfully enchanted cannon shot and these have been used in great effect against fiends in Sigil and during the Faction War."

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

Unfortunately however, there's absolutely no game reason why you can't enchant powder, shot, or guns. I think the lack of planar pistoleers is a comination of:

1. Gunpowder can be unreliable on the Planes (i.e works better in Mechanus, catastrophically dangerous in the Abyss) whereas crossbows work everywhere
2. As Charles says, non-gunpowder weapons are of roughly equal effectiveness and cheaper/easier to supply
3. Advanced technology is a privilege of joining the OCA and they don't want every tuppeny thug in the Hive taking explosive powders from Harmonium patrols.
4. Sigil-assigned Harmonium are working as police not soldiers
5. Not everyone has access to it on Ortho either

Charles Phipps's picture
Offline
Namer
Joined: 2007-11-14
Ortho: Technology & Equipment

'Armoury99' wrote:
Unfortunately however, there's absolutely no game reason why you can't enchant powder, shot, or guns. I think the lack of planar pistoleers is a comination of:

I liked White Wolf's answer. You can enchant Bullets just fine and Guns. However, Shot pellets are really ridiculously hard to carve magic runes on individually.

You can do it much easier on an arrowhead.

Armoury99's picture
Offline
Namer
Joined: 2006-08-30
Ortho: Technology & Equipment

EDIT:
An updated version of this section has moved 'up' the thread now, and is incorporated in an earlier post.

You don't have to inscribe magical runes on shot - or any other magical item for that matter. The rules are 'wonderfully' vague on teh whole subject. There's simply no reason why you can't enchant shot (o guns) in the basic rules. Ortho also has links to an already existing setting (Spelljammer) where magical firearms are actually fairly prevelant. Fortunately we have plenty of legal/social restrictions in place to keep Ortho from becoming too gun-heavy instead (that's definitely not the idea). I deeply appreiate your point of not turning Ortho into the Wild West, and especially not the 'Wild Wild West'

But anyway.... in the spirit of xmas i bring toys - for Orthorian PCs, anyway. None of them are guns, though Laughing out loud

These items aren't exactly mind-blowing in terms of creativity; many of them are just new varients of existing items or me playing with the item creation rules. I've tried to include at least a little "bardic knowledge" to tie each entry to Ortho however, which is the main point of having a magic item section in the PDF, I think.

Alaetine Staff

These long white staves are carried by itinerant priestesses of Alae to defend their honour and their lives in time of need. Topped with the goddess’ symbol in steel, each stave is imbued with the Goddess’ merciful touch. Orthorian law does not consider them weapons.

Powers: An Alaetine Stave is a Merciful Quarterstaff +1, which can invoke Sanctuary spell on its wielder once per day. When carried by a chaste and pious priestess of Alae, this weapon also counts as a holy symbol of that deity.

Caster Level: 5TH
Prerequisites: Craft Arms & Armours, Sanctuary
Market Price: 6,125gp
Availability: A
Wgt: 4 lbs

Alzrian Toothpick

It was Varzak of the Crushing Fist who gave such a mocking name to so terrible a weapon as this, when he experienced their effects first hand in the retaking of Iathra. The orcs give high praise to those able to laugh in the face of danger, and the phrase “Varzak’s laugh” has entered the Motmurk lexicon as a term of respect for one who shows know fear in the face of certain doom.

Although never exactly numerous, these weapons were all too often seen in the war against the Master of Brands. Thankfully most of them were taken and destroyed when Alzrius’ earthly minions were defeated. A handful of these relics still survive however, sought after with all-consuming lust by his remaining cultists; legend says that entire cabals exist simply to re-aquire these lost relics.

Powers: The Alzrian Toothpick is a shaft of eternally red-hot iron, whose head burns constantly with vile abyssal flames (unlike a normal flaming weapon, it cannot be turned off). It functions as an Unholy Flaming, Flame Burst, Returning Shortspear +1. When thrown, the weapon seems to disappear on impact in an explosion of fire – but at the same instant it vanishes from the body of a victim, it reappears in a flash of flame in the thrower’s hand.

Caster Level: 12TH
Prerequisites: Craft Arms & Armours, Fireball or Flamestrike, Telekinesis, Unholy Blight.
Market Price: 98,000gp
Availability: E
Wgt: 6 lbs

Shell Armour of Sealord

While many Seaborn Exiles utilise suits of Shell Armour in battle (especially marines), only a lucky few have enchanted sets provided by their Mer allies. Armour of the Sealord is usually carved with elegant flowing images of beneath the waves, and inset with pearl and slivers of rare coral. Although its protective enchantment is minimal, it has many other useful properties.

Like most such items, both Exiles and Mer will want to know exactly how the wearer came by such suit, which is another icon of the ancient alliance between the Seaborn and the Mer.

Powers: Armour of the Sealord is a suit of Shell Armour +1, which grants a +5 bonus to Swim checks and allows the wearer to breathe underwater. Finally, it also absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).

Caster Level: 5TH
Prerequisites: Craft Arms & Armours, Resist Energy, Water Breathing
Market Price: 40,250gp
Availability: B
Wgt: 25 lbs

Arrow of the Viper

Arrows of the Viper are found primarily in the Thaeran Isles, although who exactly makes these deadly weapons is unknown. The tips are green-tinged iron, the shaft is painted with shamanistic designs, and the flights are brightly coloured feathers from Thaeran jungle birds: The materials may be primitive, but they are assembled with masterful skill and significant magical knowledge. They are of course, highly illegal.

Arrows of the Viper are favoured by assassins and rebels. They are traded on the black market in small numbers, and can be obtained from nefarious sources throughout the Thaeran Provinces (although easiest in the Isles). Exactly who makes these weapons remains unknown – it’s just one more of many mysteries among the Isles.

Powers: Arrows of the Viper are +1 Arrows. On striking their target, they unleash a Poison effect on their victim: This deals 1d10ts of temporary CON damage immediately and another 1d10pts one minute later. Each instance of damage can be negated by a Fortitude Save, DC 17.

Caster Level: 9TH
Prerequisites: Craft Weapons & Armour, Poison
Market Price: 200gp each; 8,350gp per 50 arrows (double this or more on the black market)
Availability: E
Wgt: -

Assassin’s Sheath

This enchanted scabbard is used by freefolk and criminals, not all of them assassins – but its infamy is indelibly connected with the Thief Lords and their murderous wiles. The Harmonium also uses such devices occasionally - although not for assassination, it claims. Diplomats and Exigency Teams have used Assassin’s Sheaths to provide them with an unexpected advantage when a supposedly peaceful parley suddenly became a murderous melee.

An Assassin’s Sheath looks like a normal, if somewhat ornate, scabbard. Several styles exist, each suitable for a particular style of weapon (dagger, longsword, and bastard sword being the most common). The command word is sometimes worked into the scabbard on the side which rests against the wearer. When this is not the case, the pattern on the scabbard usually alludes to the word in some way.

Powers: When the command word is spoken, the scabbard and any weapon in it shrink to miniscule size, effectively becoming part of the belt they are attached to; only a Search check at DC 30 can spot them in this state. The scabbard and weapon can be willed back to normal size with but a thought (a free action). The scabbard can also invoke a True Strike effect once per day on a weapon being drawn from it. The scabbard can be shrunk or enlarged any number of times per day.

Caster Level: 6TH
Prerequisites: Craft Wondrous Item, Shrink Item, True Strike.
Market Price: 3,600gp (double this or more on the black market)
Availability: D
Wgt: n/a

Boots of the Mountainrunner

The hedge-wizards and wise-women of the Hhuanu tribes make these split-toed fur boots for their scouts, out of only the finest hide and furs. With the coming of the Harmonium and the rise of urbanised life and trade, these items are now in wider circulation, produced by Marn and foreign wizards. The traditional Hhuanu style is still renowned as the most comfortable and reliable, however.

Powers: These sturdy boots are warm and comfortable in even the bitterest cold, granting +1 to Saves versus Cold. They allow the wearer to move easier across mountainous terrain: The wearer moves at full overland speed on Mountain highways, paths and trails, and at ¾ normal over trackless terrain (see PHB for more details). On the tactical scale, ignore the effects of ‘difficult terrain’ when this is caused by rocky mountains.

Boots of the Mountainrunner also know the way back to the area in which they were created. This is certainly not an exact sense and only draws the wearer to the rough local area (about 10 miles diameter), but the user will always have an innate sense for the boots’ home, similar to that granted by the Know Direction spell. This is a continuous effect.

Caster Level: 9TH
Prerequisites: Craft Wondrous Item, Know Direction, Longstrider
Market Price: 7,800gp
Availability: A
Wgt: 1lb

Bow of Retribution

The Bow of Retribution is crafted in the image of Saeduenical’s own magical longbow, Far Retribution. It is said that the string is woven from the goddess’ own hair and never frays of breaks. Like many of Saeduenical’s artefacts, a Bow of Retribution is seen most often in the hands of her Sinhunters – although the church also sometimes loans these weapons to harmonium troopers charged with bringing down a particularly dangerous foe. It is said that Saeduencial herself is reluctant to allow these weapons to be used, for the oblivion they inflict can almost be considered a mercy when compared to eternal imprisonment in her harsh and terrible realm.

Powers: A Bow of Retribution is a +2 Mighty Composite Longbow (designed for a +4 Str bonus). Any arrow fired from it becomes an Arrow of Slaying. Slain targets are utterly destroyed both body and soul.

Caster Level: 13TH
Prerequisites: Craft Arms & Armour, Destruction
Market Price: 1001100gp
Availability: C
Wgt: 3 lbs

Bulawa

The Bulawa, or ceremonial mace, is the symbol of Tyerusus, Lord of Judgement. Its current form originated in Motmurk, where priests and shamans used the Bulawa as both a literal and figurative rod of authority to keep order in tribal councils. Each tribe of Motmurk still keeps a Bulawa among its regalia, in honour of this ancient tradition.

Powers: A Bulawa is a Lawful Heavy Mace +2. Once per day the wielder can call upon the Lord of Judgement to invoke Protection from Chaos.

Caster Level: 7TH
Prerequisites: Craft Arms & Armour, Order’s Wrath, Protection from Chaos
Market Price: 37,312gp
Availability: B
Wgt: 8 lbs

Champion’s Scabbard

The original Champion’s Scabbards were created at the behest of Lord Xiang Zhou, Chamberlain of the Court of Han, who fostered the first alliance between the Knights of Harmony and the state of Iironda. After his death the court wizards of the Gem-Studded City took it upon themselves to continue this work, until it became an enduring tradition of the city. The giving of Champion’s Scabbards is now a prestigious annual event, with numerous Houses competing for the honour of sponsoring these gifts.

Each Champion’s Scabbard was (and is) created for a specific hero of the Harmonium – from famous champions and diplomats to humble footsoldiers who distinguished themselves above and beyond the call of duty. The scabbard is plated in red gold and carved with the receiver’s heraldry.

Powers: The wearer may invoke Magic Weapon and Keen Edge once per day upon a weapon in the scabbard.

Caster Level: 5TH
Prerequisites: Craft Arms & Armour, Keen Edge, Magic Weapon
Market Price: 9,000gp
Availability: A
Wgt: 1lb

Crusader’s Blessing

The Crusader’s Blessing is an enchantment used by servants of all the Lords of Order, including external deities on the Harmonium’s accepted list such as Saint Cuthbert. It invokes the names of Didairdin and other goodly warrior-gods like Hieroneous upon a weapon, turning it into a permanent icon of law and good faith.

Powers: Crusader’s Blessing is a +1 value enchantment that can be applied to any weapon. It duplicates the effects of a Bless Weapon spell, raising the effective plus of the weapon by +1 with regards to penetrating the Damage Reduction of evil creatures (but does not provide an additional combat bonus). The weapon is also counted as being Good for the purposes of overcoming Damage Reduction, and critical threats are automatically confirmed when they strike evil creatures. The weapon also functions as a Lawful Good holy symbol.

Caster Level: 5TH
Prerequisites: Craft Arms & Armour, Bless Weapon
Price: +1
Availability: A
Wgt: n/a

Deathwalker Mask

Deathwalker Masks are ancient magic from the Age of Cabals, when undead sorcerers walked among the populace and manipulated nations as if they were mere pieces on a game-board. The mask is made from another creature’s face, cut from the still-living flesh of the victim. It allows an undead creature to pass as human to both mundane and magical means. Rumours persist that in ancient times the elves also had a version of this item, allowing them to pass secretly among humanity.

Powers: Creates the appearance of the living person from whom the mask was made, similar to the spell Disguise Self. The wearer does not register as undead to spells such as Deathwatch and Detect Undead while wearing the mask, which also suppresses certain undead traits which would give away the disguise, such as a Lich’s aura of death and fear. The mask can be worn for up to a month, absorbing all the rot and putrid corruption of the undead. When removed, the Deathwalker Mask instantly crumbles into a pile of mould.

The use of powerful undead abilities (Energy Drain, A lich’s Aura or Paralysing Touch, etc) causes the mask to degrade prematurely (1d6 hours – or 1d6 minutes for cases of repeated power use).

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Disguise Self, Misdirection
Market Price: 400gp (usually triple this on the black market)
Availability: E
Wgt: -

Fire-Running Knife

Devotees of the cult of Alzrius often wield these wavy-bladed daggers of burnished steel. Wounds from a Fire-Runner Knife burn as if the blood is boiling and the flesh aflame; pain crackling like lightning through the victim’s body. They are used in mainly in the cult’s rituals, to inflict tortuous deaths upon sacrifices.

Powers: These weapons function as +1 Daggers. The wounds they cause are so painful that every time a victim is wounded by the knife, they must make a Fortitude Save at DC 10 + the damage inflicted or be stunned with pain for 1 round.

Caster Level: 5TH
Prerequisites: Craft Arms & Armour, Death Knell
Market Price: 8,000gp
Availability: D
Wgt: ½ lb

Ghoulslayer Sword

Ghoulslayer Swords are issued by the city of Han the Gem-Studded, as a standing reward for anyone who can permanently destroy one of the cursed ships of the Ghoul Fleet. Each is a gorgeously jewelled scimitar, engraved with runes sacred to Tyerusus and the name of whoever earned it.

Despite the status these weapons grant in Han, several of them have ended up on the open market when their owners later found themselves in need of gold. Ghoulslayers are often purchased by rich adventurers and naval captains who would like to earn another such blade legitimately from the Lords of Han, because those who serve the city in this way often earn a lucrative patronage from a merchant House.

Powers: A Ghoulslayer Sword is a +1 Baneful Scimitar, its bane property is against Undead. The sword also floats as buoyant as a cork on water, allowing the holder to cling to the ocean’s surface in even the heaviest armour (although it grants no bonus to Swim checks).

Caster Level: 8TH
Prerequisites: Craft Arms & Armour
Market Price: 30,815gp (price includes 10,000gp in inset precious stones)
Availability: B
Wgt: 4lb

Girdle of the Sea-kin Oath

These wide belts are made by the Seaborn Exiles, from sealskin set with pearls, embossed with images of Mer and sea beasts, and embroidered with thread dyed by the inks of rare molluscs. The Exiles guard the secret of its construction, but sometimes give them out to heroes who earn their respect – woe to those who then break the ancient pact of friendship between the Seaborn and the Mer however: A blood feud is the only honourable response.

Powers: A Girdle of the Sea-kin Oath gives the wearer the ability to speak and understand the Merfolk language, and also grants them Cold Resistance 5. The wearer can also draw upon Aid once per day. If the wearer harms a Mer however, all these powers disappear until they receive an Atonement spell from a Mer cleric.

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Aid, Endure Elements (creator must be Seaborn Exile)
Market Price: 7,400gp
Availability: A
Wgt: n/a

Harmonised Armour

Harmonised Armour is made from fine steel that has been impregnated with the axiomatic energies of Arcadia. Blended by a secret magical method (often by Planar Harmonium smiths), Harmonised Armour protects the wearer from even the most despicably chaotic foe.

Powers: Harmonised Armour is a +1 value quality that can be applied only to metal armour. It grants an additional +1 AC versus chaotic attackers and a +4 bonus to Saving Throws from spells or effects with the Chaos descriptor.

Caster Level: 9TH
Prerequisites: Craft Arms & Armour, Dispel Chaos, Protection from Chaos. Creator must be lawful.
Price: +1 bonus
Availability: D

Helm of the Emberhawk

The Helm of the Emberhawk is made of burnished steel, with a red plume of its namesake’s feathers and a beaklike visor that gives the wearer an avian appearance. It was contributed to the Harmonium armouries by an otherwise reclusive (human) wizard from northern Keln, by the name of Anok Sabé. She was one of the first humans to colonise Keln after the Beholder hegemony joined the Alliance of Harmony, and her tower still stands today, perched precariously on one of a towering peaks. Many historians believe that a regular supply of Helms of the Emberhawk was the price she negotiated to be left alone by the beholders. As a consequence these items are readily available in the bazaars of Keln, Bafatai, and Kharazam.

Powers: The Helm provides no additional bonus to AC, but two useful benefits: Once per day the wearer can summon a Young Emberhawk (see the Ortho Bestiary for more details) to serve him as if by means of Summon Monster IV. Secondly, the avian magic of Anok Sabé grants the user a permanent Feather Fall effect, which automatically activates if the wearer falls more than 5ft.

Caster Level: 7TH
Prerequisites: Craft Wondrous Item, Featherfall, Summon Monster IV
Market Price: 14,500gp
Availability: C
Wgt: n/a

Hullwalker Boots

No one knows exactly how these oddly-named items found their way in the arsenal of Ortho’s thieves and Freefolk. Hullwalker Boots enable even the most clumsy rogue (or thug) to evade pursuit or begin a thriving career in second-storey work. Due to the depredations of rogues armed with this item, the Harmonium have categorised it as a Class E item – possession is grounds for immediate arrest.

Many believe the name stems from some nautical (mis)adventure by an unknown freeblade. Sadly his or her name has not survived, but their boots have. Copies of the original are available from various disreputable sources among the Free.

Powers: These calf-length magical boots look like they’d belong on a stereotypical sea captain’s feet. They stick to any surface to user wills them too, adhering so strongly that the wearer can walk up walls and even stand on a chamber’s ceiling. In fact they stick so hard that the wearer requires significant extra effort to take every step: half the wearer’s movement while the Boots are activated.

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Spider Climb
Market Price: 10,000gp
Availability: E
Wgt: 1 lb

Midewwin Bag

The Midewwin Bag is a sacred satchel carried by Hazhkan’s tribal hunters. Created by tribal shamans (these days often converts to the Lords of Order), the bag is attached to a bead-embroidered cloth that wraps around the waist. Into the bag go the bones of totem animals and other secret magical ingredients, and the bag itself is made from a specific animal’s skin (see below). The bag is sealed with a complicated sacred knots, and it’s forbidden for anyone but a Hazhkan shaman to open them.

Midewwin bags grant the wearer spiritual aid in hunting the type of creature that the bag is dedicated to (identified by the skin used to make the bag). In this enlightened age, bags created from intelligent races are of course forbidden by law. Unfortunately a few ‘Bad Midewwin Bags’ (created from the skin of intelligent races) are available on the black market, made by unscrupulous shamans and witchdoctors.

Powers: A Midewwin Bag is worn as a belt. It grants the wearer use of the Favoured Enemy bonus (as a 1St level Ranger) against the specific race of creature that the bag is dedicated to. If this creature would normally be subject to a favoured enemy bonus from the wearer, then they calculate their bonus as if they were 5 levels higher.

Caster Level: 3RD
Prerequisites: Craft Wondrous Item, Detect Plants & Animals
Market Price: 2,100gp
Availability: A
Wgt: 1 lb

Midewwin Clay Fetish

These tiny stylised figurines of red-tinged clay are the latest resource to spring from the taming of Hazhkan. Produced by tribal ‘medicine men’ for their warriors, these one-shot minor magical items have proved incredibly popular in the rest of Ortho. As well as being a valuable resource for newly civilised tribes, their popularity has attracted many foreign wizards in search of their secrets.

Powers: Each Clay Fetish can be used only once. On discharging its magic, the fetish crumbles to dust. Known fetish-powers include the following:

Fetish of the Boar: user +10 temporary hit points (lasts 1 round)

Fetish of the Mongoose: user gains +2 AC bonus (dodge based) against the next attack made against them (lasts 2 rounds)

Fetish of the Monkey: user gains +5 to Dex checks for 1 round

Fetish of the Jaguar: User gain Silence effect, but affecting only the user (lasts round)

Fetish of the Dragon: user breaths a Stinking Cloud effect, (lasts 1 round)

Fetish of the Snake: creates Animal Trance for 1 round

Fetish of the Bird: user gains Know Direction (lasts 1minute)

Fetish of the elephant: user gains +5 to Str checks for 1 round

Caster Level: 3RD
Prerequisites: Craft Wondrous Item (and a spell appropriate to the Fetish’s effects)
Market Price: 750gp
Availability: B
Wgt: 1/10 lbs

Oath Seal of the Lords of Order

Among the scrupulous merchants of Ortho, it is tradition to seal important contracts with an oath upon a relic of the Lords of Order. These icons were created to assist that purpose. They are also used by diplomats and peace-makers to seal accords between nations, colonies, and provinces.

An Oath Seal is essentially an enormous holy symbol, dedicated to all the Lords of Order. It resembles a two-handed mace with a shaft of red steel and an eight-faced head, upon each side of which is the divine symbol of one of the Lords of Order. These symbols are worked in silver, but change colour when an oath is spoken by someone touching the Seal. If they speak the truth, the symbols turn golden; if the speaker lies, they turn inky black. Traditionally each side of the negotiations requests an Oath Seal from their favoured church, which is sworn on by the other party.

Powers: The Discern Lies effect is useable only per day (the colour change lasts 24 hours). Although not specifically designed for it, Oath Seals can also be wielded in combat: Treat it as a Great Club+1 with the special property that it becomes a +3 weapon and does +2d6 damage against any target it has revealed as a liar within the last 24 hours.

Caster Level: 5TH
Prerequisites: Craft Arms & Armours, Bestow Curse, Detect Lies.
Market Price: 29,312gp
Availability: A
Wgt: 5 lbs

Osmopondian Fire Shield

Osmopondia has always been famous for its siegecraft, and the war-wizards of this ancient land created magical shields to protect their champions almost as securely as the walls of their mighty cities.

Powers: The Osmopondian Fire Shield is a +1 Blinding Tower Shield of Light Fortification. On command of the wielder it also burns with celestial fire: This causes 2d6 divine fire damage (half normal fire and half celestial fire, as per a Flamestrike spell). Unlike a normal tower shield, it may also be used offensively; causing 1d4 + Str bashing damage, plus the fire damage listed above.

Shadows and umbral creatures must make a Will Save at DC 13 or be Shaken if within 30ft of the shield.

Caster Level: 9TH
Prerequisites: Craft Arms & Armours, Daylight, Flamestrike.
Market Price: 27,140gp
Availability: B
Wgt: 45 lbs

Pouch of Didairdin’s Blessing

As part of his reformation, the god Didairdin taught his priests the ritual to make this sacred pouch, which the Lord of Order then filled with divine earth from his own celestial garden. Since that time Didairdin’s Blessing has been used by his clerics to clear land for farming and to cultivate new crops. Creating this item is one of the most longstanding miracles of the faith: After the Pouch is properly sewn and sanctified it is left in the chapel’s tabernacle overnight - miraculously filling with sacred soil by dawn.

Powers: Each pouch of Didairdin’s Blessing contains five handfuls of his sacred soil. One handful of soil scattered onto the ground produces one of the following effects (or magic of a similar level, if the DM so desires):

- Antiplant Shell
- Entangle (DC 11)
- Plant Growth
- Fertility – the field becomes fertile for a year, requiring only minimal skill to produce a bountiful harvest.

Caster Level: 9TH
Prerequisites: Craft Wondrous Item, Antiplant Shell, Entangle, Plant Growth.
Market Price: 4,000gp
Availability: A
Wgt: 1

Shackles of the Archmage

These adamantine manacles aren’t designed for use by an arch-mage, but on one. They are used to capture powerful spellcasters and supernatural creatures, eliminating any powers beyond mere physical might. They first saw use during the pacification of the colony world of Meter, being used to capture the powerful Demarcator mages of that empire, but since then their use has spread significantly. Most major cities or Provinces have access to a set of shackles (but rarely more than one) in case of supernatural trouble. These items are particularly prized by troopers in the planar branch of the Harmonium – an export that nets considerable gold for the OCA’s coffers.

Powers: The wearer is subject to the effects of an Anti-magic Field. The Escape Artist DC is 28. The break DC is 40 (thanks to their adamantine construction).

Caster Level: 11TH
Prerequisites: Craft Wondrous Item, Anti-Magic Shell
Market Price: 132,000gp
Availability: C
Wgt: 5 lbs

Speculum (Councillor’s Mirror)

Speculums are scrying devices designed to allow 2-way communication between distant locations. These items are the exclusive province of dignitaries of the Council of Ortho, the Octave, and certain other major dignitaries – such as ambassadors and legates. Although harmless and used simply for communication by officials, rumours exist of ‘Master Mirrors’ which can eavesdrop on active mirrors without their knowledge.

Physically, a speculum resembles a full-length mirror of masterwork quality, framed by a red-gold boarder set with azurite, diopside, and apatite (all crystals that aid in divination magic). The glass is 3ft wide and 6ft high.

Powers: By touching the glass and concentrating on activating its magic, a mystical connection is forged between a pair of attuned mirrors. Those stood before each speculum can communicate as easily as if the mirrored glass were an open doorway between two adjoining rooms. Communication is two way and not restricted to the activator/owner of the speculum; anyone in the vicinity can see and hear through the glass. Once activated, a speculum’s link can be maintained with minimal mental effort for as long as the initiator wishes.

Each Speculum is attuned to a one other of its kind, and only communicates with that Speculum. The attunement can be reset between two different mirrors, by a relatively simple ritual that involves casting Greater Scry while touching both mirrors.

Caster Level: 13TH
Prerequisites: Craft Wondrous Item, Greater Scrying
Market Price: 150,000gp
Availability: D
Wgt: 15 lbs

Shellburster Trident

This barbed Trident is one of several terrible weapons created by the Sahuagin during the War of Sharks. Its vicious magic is focused on bursting through the natural armour of Mer and other sea creatures; when its jagged heads bite flesh, barbs spring out tearing flesh, muscle, and bone.

Powers: +2 Wounding Trident. Three times per day, the wielder may ignore the worn or natural armour of the target. If the attack hits, barbs spring out of the weapon, tearing flesh, muscle, and shell/bone – this causes 1d6 points of CON damage. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.

Caster Level: 13TH
Prerequisites: Craft Arms & Armour, Harm
Market Price: 50,0315gp
Availability: B
Wgt: 4 lbs

Trident of the Sacred Hunt

These weapons are among the oldest relics of the Sahuagin and many of them date from before the ‘Redfins’ joined the Alliance of Harmony. Used top bring down only the largest and most tenacious prey, he Trident of the Sacred Hunt can swim through the water like an eel to find its prey, latching on and tearing at the flesh of those it strikes.

Powers: The Trident of the Sacred Hunt is a +1 Wounding Trident of Returning. It can be ‘thrown’ with a base range of 10yards underwater, and returns to the owner’s hand when called for. The trident can also pull its owner along in the water, adding +5 to their Swim check and +10ft to their Underwater Movement. The trident’s Returning property is suppressed when out of water.

Caster Level: TH
Prerequisites: Craft Arms & Armour, clairaudience/clairvoyance, Mage’s Sword, Telekinesis
Market Price: 50,315gp
Availability: B
Wgt: 4 lbs

Wyverntail Chain

The Wyverntail is an ancient Thaeran weapon that saw use against the invading armies of the Knights of Harmony. It was carried by fanatical dervishes against the troops from Iathra, Motmurk, and Voll in the War of Unification and is still outlawed today – even though Founder Anju herself was proficient with this weapon. These days it is used mainly by cultist-assassins of Jislana, and a few rebel Thaeran monks and warriors trying to uphold the ancient ways.

The Wyverntail is a length of light chain, tipped with a triangular blade, somewhere between a dagger and a shortsword in length. It is easily recognisable because the steel shimmers with colour, as if made of solidified oil. Treat the Wyverntail as a Spiked Chain, but change the damage type from Piercing to Slashing.

Powers: The ‘Wyverntail’ is a +1 Anarchic Keen Spiked Chain.

Caster Level: 10TH
Prerequisites: Craft Arms & Armour, Keen Edge, Divine Power (creator must be Chaotic)
Market Price: 32,325gp
Availability: D
Wgt: 10 lbs

Nahr’aglar, ‘Glory of the Shaar’ (UNIQUE)

Nahr-aglar means ‘shining glory’ in the cruel elfish tongue. It was created by Dowager Queen Nahnehth, last ruler of the Western Shaar in the latter days of the War of Unification. After suffering several major defeats in the war (including the loss of her beloved son, Fuin Mor), Queen Nahnehth created Nahr-aglar to reverse the defeats of her people and lead the elves to glorious victory. The Knights of Harmony were a match even for its deadly magic, but the sword was never claimed by the Knights or their followers; it was carried away from the battlefield by an unnamed elven deserter after the last Champion of the Shaars was killed. Unheard of for years afterwards, it resurfaces from time to time to plague the heirs of Romhel; always somehow managing slip out of their grasp as if protected by fate or the Lords of Chaos. The Harmonium would give a great deal to see it finally destroyed, and this alone has given Nahr-aglar legendary status among the Harmonium’s enemies.

Powers: Nahr-aglar is a +5 Baneful Anarchic Keen Mighty Cleaving, Adamantine Longsword in the distinctive elven style of the ancient Shaars. Its Bane quality is directed against humans. The blade also shines with a permanent Daylight effect and is so magnificent to behold that anyone of 4HD or less who look upon its scintillating blade are dazed for 1 round.

Caster Level: 17TH
Market Price: Priceless (to both the Harmonium and its enemies)
Wgt: 4lbs

Vestment of the Sinhunter

It is said that Saeduenical herself wove the first Vestments of the Sinhunter, using threads of innocence and leather flayed from the backs of perjurers, dyed in the blood of those who wronged others with their lies. She gave the robe to the first of her Sinhunters, who used them to stamp out the flames of Alzrius and the corruption of the Lords of Hell.

Exactly how many vestments were given by Saeduenical to her faithful is unknown, but each of these items is a precious relic of Saeduenical’s church. Only for special missions are they loaned to a cleric and no dishonour must be allowed to sully the wearer (or the robes) while on the business of the Watcher.

Powers: These vestments provide a constant Fire Resistance 5 effect. They also allow the user to use Zone of Truth and Divine Power once per day.

Caster Level: 7TH
Prerequisites: Craft Wondrous Item, Divine Power, Endure Elements, Zone of Truth.
Market Price: 22,000gp
Availability: B
Wgt: 5 lbs

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.