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Previous Message: Gamaro and Morag Space Pt 7
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Month Index: December, 1999


From:     Ben Buh <belonlord@????.com>
Date:     Fri, 3 Dec 1999 06:30:00 -0700
Subject:  Re: Gamaro and Moragspace Pt 8
T3 MESS HALL, RESEARCH LAB AND PRISONS

        Within each crew quarter for each of the races on Gamaro there is a 20’
wide stone spiral staircase that leads up to T3. From there connecting
hallways 50’ wide  lead to the Mess hall. The mess hall is 600’ wide and
300’ long and easily seats  several hundred at once. Two meals per day
are provided, and most of the goblinkin return to their quarters to eat
as eating in the hall at the tables as the scro do is rather strange to
them. The scro run a strict schedule for meals that must be adhered to or
their is no food to be had. The ogres complain about having less than
four meals a day, but they often purchase extra supplies to sate the
ravenous bellies.

Kitchens
        The kitchens are manned by the kobolds, and they have their quarters in
connected rooms. Originally the kobolds had quarters with the other
goblinkin, but they suffered greatly and the scro were finding little use
for them. But that changed when an enterprising young kobold approached
scro command with a new offer. The kobold was named Krichek and he told
the scro that he could prepare an meal for the table that would taste
better than raw elf flesh. Krichek delivered and the scro promptly
deported every remaining kobold on Gamaro except Krichek’s clan to work
the mines. As a result his small clan now lives away from the larger
goblinkin, and they enjoy their positions as food preparer’s for the
station. Now all the races court their favor seeking a special meal or
larger portions.

Marauder Transport
        The farthest forward staircase from the temple of Dukagsh is also used
to move the newborn marauder spawn. They are brought up the staircase,
entranced into a near stupor and coerced into large steel and glass cages
on wheels. The cage is darkened so nothing can be seen within or out. The
scro shut down the mess hall and allow no other race to see the marauders
being moved. A straight passage runs from the stairwell to the mess and
beyond through the Kitchens. The kobolds are locked within their quarters
under penalty of death. A large set of double doors allows the marauder
cage to move through the kitchen, through the food storage and onto the
extended balcony beyond which overlooks the Grand Hall 100’ below. Both
lifts are raised simultaneously and create a bridge to the research lab
and prisons.
        Once on the other side of the hall security is very tight. Only scro are
permitted on the other side, non-scro on this side are either prisoners
or experiments.
        Where the lifts connect to the research lab side are posted 2 squads of
8 scro, 1 Sgt (4 Wa) and 7 standard scro. All are armed with infantry
rifles.

Prisons
        Outside the 2 doors that lead to the lab and the prisons are posted
another guard detail of 1 Lieutenant (5 Wa), 4 Sergeants (4 Wa), 2
Warpriests (5/5 Pr/Ma) and 1 black scromage (6 Ne), 1 detail at each
door. The Warpriests are also actively scanning each approaching person
as they do at the main entrance to Gamaro. The doors they guard are
locked and can only be opened from within. Prisoners taken through the
doors are brought through a hallway where a large glassteel window allows
the prisoner a view to the grisly experiments within the laboratory.
        Once reaching the prison door, guarded by 1 Lieutenant (5 Wa) and 3
Sergeants (4 Wa), the scro operate levers in a special sequence that open
and close the cell doors or lure the guardian bullette back to its cage.
The two prisons are mirror images of the other. Once per day (sometimes)
the scro dump some leftover scraps in the middle of the prison common
area and leave then open all the prison doors, letting the prisoners fend
for themselves. Some free time is allowed in the common area each day as
well, which can be fatal for non-goblinkind. Each prison cell is 25’ by
25’ and has anywhere from 1 to 20 inhabitants. The descending bars are
the only things that hold the prisoners in. A group of ogre prisoners
could easily bend the bars and escape, but none wish to face the bullette
unarmed. The only exit from the prison opens from the other side and is
always locked. Occasionally the scro will save the time necessary for a
public execution of a prisoner in the grand hall and will simply open
that prisoners cell while the bullette is free. Prisoners are rarely
alone in their cell but that is of no concern to the scro, or the
bullette. The floors and walls of the prison are layered with steel to
prevent the bullette from escaping.

Research Lab
        The research lab can only be accessed by special chants known only to
the Warpriests and black scromages. They must also possess their
specially enchanted torekgh’s as well and use them after the guard within
has used his key to open the door. The guards are unaware of this as a
whole, though some suspect.
        The entire laboratory is encased in a layer of lead, steel and another
layer of lead. Just within two large dissection tables are set in the
forward recess. Aft of the tables are the six trapdoors that release the
marauders into the main entrance trap, and foreward and aft of those are
the huge steel doors that seal an invading force in. In large bays at the
aft end of the lab are the cages that hold the dormant marauders.
        Around the walls are multiple barrels and crates that contain magical
components, supplies for the marauders and piles of books, scrolls and
tablets. Also at the aft end are the spell rooms of the black scromages,
where they keep their own accumulated research. Only they may enter here
with chants and magic laid on their own Torekgh’s. Here is recorded the
means used to animate Gamaro, the process required to reproduce the
lesser marauders and the spells unique to the black scromages.

MORAG CHAMBER

        Within the hidden confines of B2 lies a secret to all outsiders and most
scro, surviving Morag working with the scro. Less than a dozen Morag are
present at any time, but each is a sage in their field and half are
wizards. They work with the scro in a cooperative sense, but neither has
complete trust in the other.
        The morag had survived the extinction of their worlds by fleeing to an
undiscovered planet that laid within their sun, which was also hollow.
This discovery came to late for the Morag who had fled the sphere in
their mass exodus, but the remaining survivors of their kind rallied
their powers and teleported a number of their finest and brightest into
the new planet within the sun. Within the fiery confines of that sun they
were safe from the encroaching Gammaroids.
        As time passed the occasional morag wizard would venture back out into
the sphere to seek out lost knowledge, or just to see what was left. On
one such occasion they encountered the scro building their base on
Gamaro. What could have been a disastrous encounter instead became an
unusual meeting between two races that appear to be very similar.
        These similarities have not escaped either race and it is something they
have looked into, together and separately. The scro are very convinced of
their evolution into the superior race they are today. The Morag on the
other hand never traveled outside their home sphere, and to find a race
so intellectually similar (yet more aggressive) and virtually identical
in appearance is a peculiar experience.
        The morag are just as inquisitive as the scro in seeking knowledge, but
they have no enemies or hatreds (beyond gammaroids). The scro have been
working at helping the morag to understand the elves duplicity and “evil”
nature. The progress was slow, until an exploring morag vessel
encountered some elves in a crusader. The surviving morag did not paint a
flattering picture of the elves. This served to solidify morag commitment
to the scro.
        The morag have elevated their society in many areas. They use magical
steam engines to power all manner of useful items. Their medicine and
understanding of the body and disease is great, even though their priests
are very weak (3 lvl max) as their faith in their deities is weak.
        The morag use microscopes enhanced by magic and have seen the microbial
world. They use telescopes in like manner and have charted the courses of
the remaining planetoids and asteroids, using their advanced mathematics.
They have achieved highly refined metallurgical skills and engineering
feats to be marveled at. The layout and design of Gamaro was said to be
designed by General Falchatz, but he was guided by a morag.
        Morag magic is also powerful, since the morag view their wizards as
their salvation centuries ago. Unlike the scro the morag have mastery of
all disciplines and function as regular mages. Archmage’s among the morag
are not unheard of, and three are on Gamaro now. Morag do not have
specialist mages, but rather focus on disciplines related to their life
work, thus a morag architect would use all his spells to further his work
in designing structures. Likewise a shipwright would use illusions to
simulate ship designs and alteration magic to build them or modify
existing prototypes.
        Most morag study magic and understand the principles of it, even if they
do not practice it. At least half of their population is wizard classed.
It is viewed much like a college degree, necessary to get anything
accomplished in life. The morag applications of magic have led them very
far, but as a whole they have forgotten the stars and the worlds beyond.
        The more adventurous wizards however have seen other worlds and also
hunger for more knowledge, more interaction with other races. They have
little desire to be a conquering race or engage in any type of war, but
they will defend themselves and their world viciously. It should be
remembered that before the end of their worlds the morag had learned how
to kill gammaroids, their defenses have only improved since then.
        Morag interaction with scro is carefully measured. As they learn about
other races and worlds outside, the scro version of reality has proved
mostly true to the morag. Their appearance so like that of the scro has
always colored the treatment they have received by the other races. The
morag are intelligent enough to know the war has caused this view of the
scro, but they can see the overall mistrust all races share.
        So the morag have become benefactors to the scro. They have given them
steam engines, taught them the making and use of gun and smokepowder,
taught them smelting and refining techniques and shown them improved
firearms to even the odds against the elves. The morag are pleased
however with how the scro have used these gifts and improved them with
their own ingenuity. The scro produced their semblance of mass production
on their own and built their foundries and shipyards in close proximity
to expedite their work. They took the morag improvements to firearms and
created lever action rifles and revolvers, and even the odd new crankgun
which the morag sages love to play with.
        The morag are particularly interested in the marauders as one managed to
kill a full grown gammaroid, a difficult feat. The morag assisted in the
research to placate, control and use the primary as a power source for
the arrow fleet, another scro idea. The morag also assisted in the
animation of Gamaro, another scro idea.
        How the marauder came to be inside Gamaro is still not clear to the scro
and morag, but they have ideas.
        The morag chamber is 400’ by 400’ square. The contents change daily, but
typically a few rooms, a lab, a library and a test room are set up. The
morag alter the design to fit their needs.
        Only the High Warpriest Slaine (10/10 Pr/Ma), the Arch Scromage Timok
Darkmage (14 Ne) and his aides, General Falchatz and General Kyo Rachek
and his chief advisor are aware of the morag chamber. Only the generals,
high warpriest and arch scromage can access it by enchantments laid upon
their torekgh’s. Each can take up to 3 other individuals with them via a
specialized dimension door.
        The morag chamber is protected from intrusion by a special anti-scrying
field and a resonating field  of magic that prevents teleportation,
phasing or planar access unless the entry attempt is made with knowledge
of the field and a specific keying to the magic involved.

Scro Quarters
        Also on B2 further aft of the morag chamber lies the additional quarter
for the remaining 1000+ scro. The entry is similar to the entry on T2
that enters through the same checkpoints. There is no marauder trap on
the main hall here and no access to the lifts on this level. The majority
of the space here is dedicated to rooms and housing for the standard scro
and ships crews of Gamaro.
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Month Index: December, 1999

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