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Month Index: November, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Sun, 5 Nov 2006 13:08:01 +0000 Subject: Re: Dwarven Alchemy and SJ Air
(This is a re-send - the first two times this didn't seem to get through.) In most cases Spelljamming depends on using a Helm and the useful 'friendly' physics of a spelljamming universe to survive in wildspace, and make your way powered by all of someone's spellcasting ability from one place to another. Dawrves are assumed to not have much in the way of spellcasters, other than some clerics - this may be racial or might be something to do with their culture, even though 3rdEd implies dwarves, as a race, may be spellcasters as easily as any other. If a DM is going to stick to a reasonably traditional view of dwarves, then the need something other than straight magic to deal with the problems of wildspace. For the dwarven Belters of Maj Space this is assumed to be alchemy, as that is far more craft-orientated than straight magic, and might be assumed to more fit a dwarven style. Various people on the SJ list have suggested some use of alchemy to produce air, before, the 'air candle' or 'oxygen candle' being a real world example that might fit. This is an attempt to build a whole system of alchemical 'tools' around this idea. The bit below is from Maj Space, and tries to follow through some cultural effects as well. What do people think? Belters in Wildspace - 02/Nov/06 Dwarven 'Belters' use a number of unusual aides to assist in their survival in wildspace. Most noted among these: Air Hat Air Brazier Air Crystal Less common are the: Sealed Air Hat Sealed Air Armour Air Bomb Long ago, the earlier versions of the Air Hat used a cruder alchemy, which bleached hair and beard unless they were alchemically protected (which also dyed them). Whether their hair was bleached, or dyed to protect it from bleaching, this led to a tradition of hair dyeing among the dwarves, sometimes in tribal patterns. Also, some shaved all their hair, bar a strip down the centre, often dyed in a bright colour, and trimmed their beards into a spade shape, to more clearly show their pride in being starstone miners. Dwarves not from The Belt, and not knowing the reason behind their traditions, can be very disapproving. An Air Hat is a tight-fitting metal helmet which extends for nine inches above the top of the wearer's head, and replenishes their air using an alchemical apparatus in the top of the hat. As this is dwarven wear, the 'hat' also functions as a protective helm, with nearly indestructable crystal lenses protecting the eyes. The helm is as small as possible, as it may be used while mining in tight spaces, and as a result there are tight limits on the amount of hair and beard a dwarf may have. On the back of the head at the top of the neck is the flask where the Waste Liquid collects. The apparatus can supply good air for two hours, after which it must be replenished, which takes two rounds (and under 3rdEd attracts attacks of opportunity); this can safely be done even with a Sealed Air Hat in a dangerous atmosphere. Most dwarven miners will have one of these on board for each crewman, with enough supplies for two man-days per crewman. Market price 250 gp. There is a specialist variety, the Sealed Air Hat, which can be used in environments like vacuum, or where it is not safe to risk breathing any of the external atmosphere. Cautious dwarven miners will have one of these on board. Market price 400 gp. It is rumoured that there exist suits of Masterwork Sealed Air Armour, so dwarves can work in rare environments that may harm their skin, but these are very rarely used. Market price 2,000 gp. An Air Brazier resembles a bucket of woven metal alloy strips in the shape of a cylinder, eighteen inches in diameter by twenty-four inches tall, which replenishes the atmosphere of a vessel that it is within. The base of the cylinder contains a special alchemical catalyst metal grid, which will last for about twenty-six months of continuous use; normal replacement cost 200 gp. A drip tray under the brazier collects the Waste Liquid. A brazier generally supplies air for four hours (this is enough for two men during this period, i.e. eight man-hours) before needing replenishing; automatic replenishment mechanisms are sometimes used. Unlike an air helm, an air brazier gets quite warm, though not hot to the touch, during use, so you can warm your hands near it. Cautious dwarven miners going into unknown places will often have one of these on board for every two crewmen, and, if they can afford it, supplies for a man-month per crewman, just in case. Market price 500 gp (200 gp for replacement catalyst). Air Crystal is a block of a salt-like alchemical substance used in air hats and air braziers. Using the correct alchemical catalysts this can release air while 'scrubbing' bad air and excess water, producing a small amount of Waste Liquid. Occasionally attempts are made to sell blocks of common salt as this, but a quick taste will allow the experienced to tell the difference; note that air crystal is mildly poisonous. A third of a pound of air crystal will supply one man-hour of air, and it is normally packed in two-thirds of a pound blocks (market price 10 gp) to go in air helms, and two-and-two-third pound blocks (market price 40 gp) to go in air braziers. A set of two-thirds pound blocks to give two man-days of air hat use weighs sixteen pounds (market price 240 gp). A set of two-and-two-third pound blocks to give two man-months of air brazier use weighs four-hundred-and-forty-eight pounds (market price 6,720 gp). Market price 5 gp per one-third pounds. It should be noted that the 'Waste Liquid' from both the Air Hat and Air Brazier is 100 proof (about 50% by volume) ethanol in water, sometimes referred to as 'Wild Space Rum'. The dwarves avoid drinking this unless really desperate, as it is effectively tasteless, though no hangovers tend to occur. Referring to a dwarf as a 'Wildspace Drinker' may be a good way to start a fight, as it implies that they are poor, desperate, and have no taste in drink. An Air Bomb is an alchemical apparatus which includes a highly reliable two second friction fuse causing it to explode doing 4d6 subdual blast damage to all within 20 ft (Reflex DC 20 for half). Nothing is left except a lot of air, in fact four man-months of air. This resembles a barrel about twenty cubic feet capacity and weighs 1,800 pounds. Having lost all your air by some means, an air bomb, or several, can be very useful! Market price: 3,000 gp. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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Month Index: November, 2006