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Month Index: August, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Sun, 13 Aug 2006 23:24:47 +0100 Subject: Re: Maj Space: Hermes - latest hack
This is my latest hack at Hermes in Maj Space, with an eye to making it a more interesting place to visit. Quite a lot more work needs doing, in particular more unusual herbs need defining. Thoughts? Hermes - 13/Aug/06 First planet in MajSpace. About the size of Maj's moon, Selene. Tide-locked to the sun, Ra, frozen on the 'darkside', baked dust on the 'sunside'. The only habittable area is the strip where the two sides meet, the 'greenbelt', where a variety of humanoids live, with some cities of elves and dwarves (no humans, except in the last fifty years). While things are mostly peaceful, there are occasional skirmishes over access to water. Fire giants live furthest out towards the sunside, Frost giants futherest out towards the darkside. Geography The geography of Hermes is craters, nearly flat plains and abrupt ranges of mountains, and there is little moderate landscape, like gentle rolling hills, or foothills. The deeper craters collect water, or ice on the darkside, and that is where people tend to live who are not on the greenbelt. The only real use of the mountains, away from the greenbelt, is mining. There are no reports of any significantly inhabbited Underdark on Hermes, maybe because the life that would normally produce air down there works differently on Hermes, and produces unbreathable air. Someone who was prepared to travel, presumbly without breathing, into the depths, to bring back (living) samples of this life might be well paid. Resources Hermes is of interest mostly for rare medicinal plants which grow differently in the energies that come from a planet so close to the sun, probably modified by the filtering of the atmosphere, and maybe strange elements in the soil or planetary energies. There are also supposed to be strange gems to be found on the sun side, 'sun stones', and on the dark side, 'dark stones', which supposedly can be enchanted to store and yeild magical power. The giants allegedly use these as ritual objects, but the occasional reports of fireballs and cold blasts might suggest that some have more practical uses for them. Traders from Maj, Selene, or even from out-system, will pay well for the rarer plants, and a premium if they are correctly harvested, which may be possible only at certain times of the year, or with special techniques. The true mandrake, which will kill whoever uproots it unless they are very careful, is one example, as it halves the magical costs of making things like homonculi, or making potions that restore the dead to life; one root is typically worth at least 25 gp. There is also bloodroot, the fresh roots of which must not be touched by bare flesh, or it draws blood without breaking the skin (1d4+1 HP), but which if fed animal blood may be used to halve the magical cost of most healing potions; one (fresh) root is typically worth at least 150 gp. There are many other varieties. Recent History Most recently a dwarven miner, who some claim was both very drunk and charmed, is supposed to have admitted that the dwarves mine mithral, apparently both somewhere on the sun side, and on the dark side. This has provoked a frenzy of interest on Maj, and a 'Mithral Rush' seems to be starting. In fact, the dwarf wasn't a dwarf, and he wasn't drunk (or charmed), but was in fact an agent of one of the empires on Maj (GM's decision as to which), attempting to divert attention from the operations elsewhere in Maj Space. Unfortunately, the dwarves actually are mining mithral, and they are looking really hard for someone to blame about their secret getting out! Interesting Features Sky Barges These are ancient, oar-less and sail-less barges, appear to be made of heavy beams of near-indestructable wood which is at least as tough as iron, and have no obvious means of support, typically flying between fifty and five hundred feet (their maximum) above the ground. There are two varieties, those which continuous zig-zag across the greenbelt, from darkside to sunside, then back, and those that fly for one day on, then one day off, as they rest. The barges fly at SR 1 (17 mph), MC D, and are typically flown by spellcasting elven barging families, that have operated them for generations. There appears to be a particular skill to operate a barge which is related to piloting a spelljamming helm, but is not quite the same (a 1pt skill deals with the difference). Whatever powers the barges does not seem to drain the spellcasting capabilities of the operator. If a barge does not visit both the sunside and the darkside during one day then it can only operate for one day out of every two. Ziggurats These are ancient beyond anyone's memory, including the oldest writings of the elves and dwarves, and are regularly placed along the centre of the greenbelt, about every hundred miles, so that a hundred of them ring the planet. They appear to be made of solid granite, and do not have any obvious openings. Magic which has been used to probe them says that there are no voids within, but attempts to damage the stone by magical or physical means does not seem to work - adamantite tools of the greatest enchantment just bounce off. Weather seems to affect the stone, as much as granite ever is, but magically summoned weather effects have no obvious effect. There is in fact only one ziggurat, so to damage it you would need to simultaneously attack the same place on all one hundred, at once. They are afterlife gateways, and spirits from all over Maj Space travel more smoothly to their appointed places via the Ziggurats of Hermes. From the Astral Plane they can be seen as one ziggurat, reaching from the Prime Material, through the Astral, to where the Astral joins the Outer Planes. Spirits can be seen walking up the sides, towards their Outer Planar destination. If the ziggurats were destroyed it would cause a massive disruption across the planes of Maj Space. Those who know what they are doing can use the ziggurats for travel around Hermes. Touching a ziggurat and using a Dimension Door spell or effect will move the user and as much as they can normally carry with them to one of the two adjacent ziggurats, and they will be safely displaced on arrival so they do not arrive inside anything, and are not injured. If a Teleport is used instead then movement can be to any of the other ninety-nine ziggurats on Hermes, and again it will be safe. Touching a ziggurat, saying a ritual phrase of respect for Hermes (or any travel god) in any language and using a Blink spell or effect moves you and up to one touching Medium creature per three of your caster levels to the Caduceus. There is a 2nd level non-standard arcane and divine spell Caduceus Door which opens a 10 ft. by 10 ft. doorway in any ziggurat, for three rounds, to Caduceus, and has as a required focus a small stone ziggurat. Caduceus Caduceus is a mystic hospital and trading place of unclear location, it seems somehow between. It can be reached from many places on the greenbelt on Hermes, most obviously by using the spell Caduceus Door on a ziggurat (see above), but also by attempting to Dimension Door, Teleport, or even Pass Wall to or into any ziggurat; other magical attempts to enter a ziggurat will similarly work. When you leave Caduceus you reappear at the place you entered, safely displaced if needed to prevent reappearing inside solid matter; no magic is needed to leave. Caduceus is in fact between the planes, and can be considered a transitive plane between life and death, and the place where the ownership of a coin is just as it passes from a customer to a trader. The Market Caduceus has an immense, in fact indefinitely big, trade hall, which is reached by taking the left-hand passageway at any entrance, rather than the right-hand one, which leads to the hospital. Commerce is king here, and the stalls are permanently lit from above by diffuse light from the misty ceiling, about a hundred feet up, which shows goods clearly and to good effect. There are usually stalls selling almost anything, including food, drink, cleansing facilities, and secure places to sleep, at rates comparable to inns. Fresh water is freely available from water wagons, and waste mysteriously vanishes after a short while. Entertainers walk the market, or stop and perform. A very wide range of goods are available, and the prices can be assumed to be either 'standard', or competitive, typically varying by up to plus or minus ten percent from standard. For many years this was just used by the local elves and dwarves, with the occasional giant, but now people come from all over Maj Space. There is a guard force, paid for by a two percent levy on all the trade, who wander around looking for organised attempts at theft, shoddy goods that are over-priced, or gross mis-representation. Repeat offenders may be ejected from Caduceus, and have to pay a fine before re-entry. It is suspeced that divine forces direct the guards to the most blatent offenders, and ensure that the guards stay honest. Really good thieves (five or more ranks in Bluff) who use confidence trickster techniques, rather than pickpocket, snatch and run, or distraction thefts, seem to be overlooked by the guards for some reason. Attempts to fight, injure, or charm or influence (except by skill) others (including poisoning attempts) in any way causes highly amusing (to others) slipping and tripping, and inflicts on the attacker non-lethal damage (assuming they are not immune to this) equal to the damage they would have inflicted if their attack succeeded. This applies to all less than divine beings, irrelevant of ther magic resistance or magical defences, including undead and constructs. There is nothing to prevent attempts at theft, except by violence. The trade hall is often willing to employ people to act as guards, at standard rates, with free board and lodging, as long as they are sufficiently skilled (five or more ranks in Spot, at least five ranks in Appraise and in Sense Motive), and understand that their job is to prevent rather than cause trouble. Smart guards who keep their ears open can learn all sorts of interesting things in the trade hall. The Hospital Caduceus has an immense, in fact indefinitely big, hospital, which is reached by taking the right-hand passageway at any entrance, rather than the left-hand one, which leads to the trade hall. Healing is what this place is for, and if that is not possible, an easy exit from the world and an escort to the appropriate afterlife. This is a place of changing, pleasant, light, soft breezes from no particular direction, the distant sound of birds, wind in the trees, or the sea, whatever is most restful or suited to those needing healing. Patients are in groups in open buildings or woods if this suits them, or in individual rooms or groves, and can move between these as needed. The physicians are concealed by a bright light, and their voices cannot be distinguished (nor can any other feature; even True Seeing fails), though their speech is translated into whatever language is required. Nursing is done by invisible servants, who also do all the fetching and carrying. Patients and staff are as protected from harm as anyone in the Trade Hall is from violence, though the effect instead of falling is a brief loss of concentration; the non-lethal damage is the same. Invisible porters will escort out of Caduceus repeat offenders, and a fine will need to be paid before re-entry is allowed. The insane or those otherwise not responsible for their actions will be treated with understanding, and gentle but sufficient force to restrain them. While the hospital is there for the purpose of healing, they are very strong on payment, though this can be deferred, on occasion to service in the hospital before entering the afterlife (for example as an invisible servant or porter, or even physician). This means that those who are healed and avoid payment cannot, as long as they are still in Maj Space, enter the afterlife or be restored to life, except at Caduceus, until their debt is paid. If an attempt is made to restore them to life away from Caduceus a brief spoken or written message will appear on their body, along with a complementary indefinite Gentle Repose effect, until their period of service is over. Sometime those who can reach Caduceus but cannot pay for treatment are treated anyway, but they are clearly given to understand that payment is deferred. If their treatment is a gentle passage out of life they then serve the hospital, typically for at most a few weeks, two months at most, before escort to their afterlife. Note that while the hospital is willing to restore the dead to life, they will always speak to their spirits first, and discuss whether in fact it would suit them more to go on to the afterlife. They can do this here far more effectively that standard spells would allow elsewhere. If the spirit decides to stay dead (no pressure is applied to choose this) then no charge is made and they are escorted to the appropriate afterlife. The hospital is willing to employ healers and priests of any religion on its staff as physicians at standard rates of pay, with full board and lodging thrown in free, as long as they are sufficiently skilled (five or more ranks in Heal, at least five ranks in one of Profession (alchemist, apothacary, herbalist, healer or other suitable), capable of 2nd level healing spells); a healer kit is made available for the use of all staff. Staff who do alchemy work for the hospital will be paid standard market prices for all potions made. The spirits and master spirit which run the hospital watch staff to ensure that they are competent and honest. Priests are not allowed to discuss religion with patients, in particular those on the point of death, and this restriction means that many clerics will not work at the hospital. Priests are however allowed and given the ability to escort the spirits of the dead of their religion to their afterlife (they remain anonymous cloaked in white light while they do this). The ability to do this is one reason some temples assign their priests to the hospital, even given the restrictions. If suitable priests are not available more generic psychopomps do the task. Medicinal Trading There is a area to the right on entering the Trade Hall where there is trading in medicinal goods. All the standard ones are typically for sale, as are both the special raw herbs of Hermes, and unusual healing prepartion made form these. There are also trades ready and willing to purchase these herbs. There are a number of non-standard items: Amulet of Gentle Repose: is a black onyx amulet with a copper backing made from copper pieces, which contains a pinch of salt. This acts as a Gentle Repose spell for the purpose of preserving a corpse or severed body part, or the like, for one day per the amulet's caster level. GMs using the Undead Option should note that this is effectively the same as the Amulet of Zombie Preservation. Caster Level: 7th; Prerequisites: Create Wonderous Item, Gentle Repose; Market Price: 2,000 gp; Weight: -. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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Month Index: August, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Maj Space: Hermes - latest hack | Dreamer | |||
| Re: Maj Space: Hermes - latest hack | Peter Aronson |