The Great Artisan, Divine Mason, Builder of Civilisations, The Inventor
Level 5 God of Crafting (Masonry, Carpentry, Smithing, Alchemy)
Name: Teknall
Alias: The Great Artisan, Divine Mason, Builder of Civilisations, The Inventor
Gender: Male
Domain (Portfolio): Crafting (Masonry, Carpentry, Smithing, Alchemy)
Domain (Portfolio) Description:
Moulding raw materials into elegant and effective creations is at the core of the Crafting Domain. It concerns itself with the design, creation and manipulation of things artificial and man-made, and its adherents tend to be artisans and labourers of some form. While some gods create things such as mountains, planets, oceans and life, Crafting gods focus their efforts on building. Unlike some Domains, the effects of the Crafting Domain are almost invariably tangible and concrete, establishing physical change in the world. While the Universe and Nature can carry on without the contribution of the Crafting Domain, Civilisation is wholly dependant on it. As such, the sway of Crafting gods are best seen through the rise and growth of civilisations. Crafting is not limited to the direct creation of objects. With the powers innate to the gods, those of the Crafting Domain regularly grant life the ability to craft, in the form of knowledge, materials, tools and inspiration. If there is no life able to be taught such things, Crafting gods will aspire to create beings who can share in their knowledge and admire their great works.
The Portfolio of Masonry covers crafting with stone. Masonry covers, but is not limited to, constructions such as monoliths, stone circles, bridges, statues, monuments, walls, houses, towers, dams and cities, making it a Portfolio applicable throughout the entire lifespan of a civilisation. Creations of Masonry are naturally durable, often able to stand for eons even as civilisations rise and fall around them. Additionally, Masonry is an ideal Crafting Portfolio for an early planet, as stone exists independent of life or civilisation.
The Portfolio of Carpentry covers crafting with wood. Wood is an incredibly versatile resource, coming in as many varieties as there exist trees. The many and varied properties of wood allow it to be used to create many different objects, such as houses, tools, bows, bridges, walls, carts, furniture and trinkets. Creations of Carpentry aren't as durable or hard as that of Masonry, but they more than make up for it in their versatility and ease of creation. Being sourced from trees, wood is a relatively easy material to obtain and is renewable, making it the material of choice for budding civilisations.
The Portfolio of Smithing covers crafting with metal. Metal is a strong yet malleable material, and one of the forms of pure elemental matter. Metal can be shaped into many forms, and fulfils many roles. It can strengthen or supplement the creations of Carpentry and Masonry, or stand on its own. Weapons, tools, armour, and mechanical devices of all sorts are made from metal. Creations of Smithing are incredibly durable and strong, and they have a broader number of applications than Carpentry or Masonry. Metal is an essential resource for civilisations to advance technologically.
In terms of discrete powers, a god of the Crafting Domain is: readily capable of fashioning complex, non-living objects out of raw materials, or even ex nihilo if needed, using only their will; able to grant sentient beings greater technological knowledge; able to exert control over and have understanding of devices and crafted objects.
The Masonry Portfolio includes abilities such as instantaneously creating, manipulating or dismantling structures and objects of stone, and animating stone statues and structures. Masonry also grants a respectable degree of control over Earth and Stone, such that the raw stone of the earth can be moulded to their will as easily as any crafted stone structure.
The Carpentry Portfolio includes abilities such as instantaneously creating, manipulating or dismantling structures and objects of wood, and animating wooden objects. Carpentry also grants a large degree of control over trees, controlling their growth and form, often in a greatly accelerated manner.
The Smithing Portfolio includes abilities such as instantaneously creating, manipulating or dismantling structures and objects of metal, and animating metal objects; melting down metal and reshaping it. Smithing grants a large degree of control over metal.
The Crafting Domain often finds itself aligned with Domains such as Creation, Order and Beauty. Crafting is often opposed to Chaos and Destruction. Crafting and Nature are typically opposite in nature, although the relationship is not automatically hostile.
Masonry is strongly tied to the Domain of Earth, especially to do with Stone.
Carpentry is tied to Life, although only within the Portfolio of Plants.
Smithing is very loosely linked with Fire.
Alignment: Lawful Good. To create structures and civilisations, there must be order, hence Lawful. As Teknall works towards the betterment of civilised races, he is Good.
Personality:
To create, to invent, to develop, these are the drives behind Teknall the Great Artisan. Fulfilling this spirit of aspiration requires creativity, ingenuity and hard work, qualities Teknall has plenty of. But all this creating would be for naught if there was nobody who could share in its splendor, so Teknall has a generous spirit, and is eager to cooperate with others and share his knowledge and craftsmanship with gods and mortals alike. Teknall takes special care of civilised races, nurturing and guiding sapient life so that they too may revel in the art of creation. Compared to other gods, Teknall is relatively humble, for he envisions himself more as a labourer and craftsman rather than a being of terrifying power, although he naturally takes great pride in his handiwork. While Teknall is generally kind and friendly, should someone intentionally seek out and destroy his creations he is protective and quick to anger, liable to retaliation against the perpetrator.
Appearance:
Teknall usually takes the form of a stocky, muscular male with rough skin tanned by the sun and cooked by the heat of a fire, and a thick grey beard and balding head, if those features are applicable to the race he manifests as. Teknall's voice is deep and gruff, and the language he uses is closer to that of commoners than of gods. He often smells of sweat, dirt, smoke and oil, elements of his various crafts. His clothes are that of an artisan, such as a stonemason, blacksmith or tinkerer, generally including a leather apron with pockets which miraculously seem to always have exactly the tool he is looking for. Such a form is appropriate for interacting peacefully with mortals. If he does not suppress the signs of his divinity, he stands about one and a half times as tall as a mortal, his eyes become orbs of golden light and his skin shimmers with golden divine radiance, although more often than not he keeps a benign, mortal-like appearance. Should he need a more aggressive form, he can morph into a massive construct, be it a stone golem, a steampunk mech, or some other fantastical creation. If needed, his preferred weapon is the hammer, and variants thereof.
Musical Theme:
Two Steps From Hell - Stronger Faster Braver
Audiomachine - I Create
Spacechem OST - Under Construction
Description:
Teknall is defined by his profession as the Great Artisan. He seeks to see great things built and invented and raises civilisations to new heights to achieve such goals. Wherever Teknall works, wonders are constructed and technological boundaries are pushed back, whether by his own hand or by the works of a civilisation Teknall is guiding. Rarely, during times of war, his ability to produce frightening new weapons can have him seen as a bringer of death. Typically, though, Teknall is almost always considered benevolent as he takes on the constructive role of Builder of Civilisations. Beyond the mortal races, it is likely that Teknall's master craftsmanship may even be sought by the other gods, as they desire grand holy sites, artefacts and weapons beyond their own capabilities, which all require the hand of a Great Artisan. While Teknall is usually happy to help, that does not mean such services will be for free.
Concealment Level: 8
Detection Level: 7
Alias: The Great Artisan, Divine Mason, Builder of Civilisations, The Inventor
Gender: Male
Domain (Portfolio): Crafting (Masonry, Carpentry, Smithing, Alchemy)
Domain (Portfolio) Description:
Moulding raw materials into elegant and effective creations is at the core of the Crafting Domain. It concerns itself with the design, creation and manipulation of things artificial and man-made, and its adherents tend to be artisans and labourers of some form. While some gods create things such as mountains, planets, oceans and life, Crafting gods focus their efforts on building. Unlike some Domains, the effects of the Crafting Domain are almost invariably tangible and concrete, establishing physical change in the world. While the Universe and Nature can carry on without the contribution of the Crafting Domain, Civilisation is wholly dependant on it. As such, the sway of Crafting gods are best seen through the rise and growth of civilisations. Crafting is not limited to the direct creation of objects. With the powers innate to the gods, those of the Crafting Domain regularly grant life the ability to craft, in the form of knowledge, materials, tools and inspiration. If there is no life able to be taught such things, Crafting gods will aspire to create beings who can share in their knowledge and admire their great works.
The Portfolio of Masonry covers crafting with stone. Masonry covers, but is not limited to, constructions such as monoliths, stone circles, bridges, statues, monuments, walls, houses, towers, dams and cities, making it a Portfolio applicable throughout the entire lifespan of a civilisation. Creations of Masonry are naturally durable, often able to stand for eons even as civilisations rise and fall around them. Additionally, Masonry is an ideal Crafting Portfolio for an early planet, as stone exists independent of life or civilisation.
The Portfolio of Carpentry covers crafting with wood. Wood is an incredibly versatile resource, coming in as many varieties as there exist trees. The many and varied properties of wood allow it to be used to create many different objects, such as houses, tools, bows, bridges, walls, carts, furniture and trinkets. Creations of Carpentry aren't as durable or hard as that of Masonry, but they more than make up for it in their versatility and ease of creation. Being sourced from trees, wood is a relatively easy material to obtain and is renewable, making it the material of choice for budding civilisations.
The Portfolio of Smithing covers crafting with metal. Metal is a strong yet malleable material, and one of the forms of pure elemental matter. Metal can be shaped into many forms, and fulfils many roles. It can strengthen or supplement the creations of Carpentry and Masonry, or stand on its own. Weapons, tools, armour, and mechanical devices of all sorts are made from metal. Creations of Smithing are incredibly durable and strong, and they have a broader number of applications than Carpentry or Masonry. Metal is an essential resource for civilisations to advance technologically.
In terms of discrete powers, a god of the Crafting Domain is: readily capable of fashioning complex, non-living objects out of raw materials, or even ex nihilo if needed, using only their will; able to grant sentient beings greater technological knowledge; able to exert control over and have understanding of devices and crafted objects.
The Masonry Portfolio includes abilities such as instantaneously creating, manipulating or dismantling structures and objects of stone, and animating stone statues and structures. Masonry also grants a respectable degree of control over Earth and Stone, such that the raw stone of the earth can be moulded to their will as easily as any crafted stone structure.
The Carpentry Portfolio includes abilities such as instantaneously creating, manipulating or dismantling structures and objects of wood, and animating wooden objects. Carpentry also grants a large degree of control over trees, controlling their growth and form, often in a greatly accelerated manner.
The Smithing Portfolio includes abilities such as instantaneously creating, manipulating or dismantling structures and objects of metal, and animating metal objects; melting down metal and reshaping it. Smithing grants a large degree of control over metal.
The Crafting Domain often finds itself aligned with Domains such as Creation, Order and Beauty. Crafting is often opposed to Chaos and Destruction. Crafting and Nature are typically opposite in nature, although the relationship is not automatically hostile.
Masonry is strongly tied to the Domain of Earth, especially to do with Stone.
Carpentry is tied to Life, although only within the Portfolio of Plants.
Smithing is very loosely linked with Fire.
Alignment: Lawful Good. To create structures and civilisations, there must be order, hence Lawful. As Teknall works towards the betterment of civilised races, he is Good.
Personality:
To create, to invent, to develop, these are the drives behind Teknall the Great Artisan. Fulfilling this spirit of aspiration requires creativity, ingenuity and hard work, qualities Teknall has plenty of. But all this creating would be for naught if there was nobody who could share in its splendor, so Teknall has a generous spirit, and is eager to cooperate with others and share his knowledge and craftsmanship with gods and mortals alike. Teknall takes special care of civilised races, nurturing and guiding sapient life so that they too may revel in the art of creation. Compared to other gods, Teknall is relatively humble, for he envisions himself more as a labourer and craftsman rather than a being of terrifying power, although he naturally takes great pride in his handiwork. While Teknall is generally kind and friendly, should someone intentionally seek out and destroy his creations he is protective and quick to anger, liable to retaliation against the perpetrator.
Appearance:
Teknall usually takes the form of a stocky, muscular male with rough skin tanned by the sun and cooked by the heat of a fire, and a thick grey beard and balding head, if those features are applicable to the race he manifests as. Teknall's voice is deep and gruff, and the language he uses is closer to that of commoners than of gods. He often smells of sweat, dirt, smoke and oil, elements of his various crafts. His clothes are that of an artisan, such as a stonemason, blacksmith or tinkerer, generally including a leather apron with pockets which miraculously seem to always have exactly the tool he is looking for. Such a form is appropriate for interacting peacefully with mortals. If he does not suppress the signs of his divinity, he stands about one and a half times as tall as a mortal, his eyes become orbs of golden light and his skin shimmers with golden divine radiance, although more often than not he keeps a benign, mortal-like appearance. Should he need a more aggressive form, he can morph into a massive construct, be it a stone golem, a steampunk mech, or some other fantastical creation. If needed, his preferred weapon is the hammer, and variants thereof.
Musical Theme:
Two Steps From Hell - Stronger Faster Braver
Audiomachine - I Create
Spacechem OST - Under Construction
Description:
Teknall is defined by his profession as the Great Artisan. He seeks to see great things built and invented and raises civilisations to new heights to achieve such goals. Wherever Teknall works, wonders are constructed and technological boundaries are pushed back, whether by his own hand or by the works of a civilisation Teknall is guiding. Rarely, during times of war, his ability to produce frightening new weapons can have him seen as a bringer of death. Typically, though, Teknall is almost always considered benevolent as he takes on the constructive role of Builder of Civilisations. Beyond the mortal races, it is likely that Teknall's master craftsmanship may even be sought by the other gods, as they desire grand holy sites, artefacts and weapons beyond their own capabilities, which all require the hand of a Great Artisan. While Teknall is usually happy to help, that does not mean such services will be for free.
Concealment Level: 8
Detection Level: 7
These three elements were added by Teknall into the Codex of Creation, before the Universe was created. They are transition metals on the Periodic Table (this means there are 95 naturally occurring elements now, instead of 92). Their abundances are similar to that of other metals.
Mithral - a metal with similar appearance and chemical properties to silver. Structurally, it is about as strong as steel yet as light as aluminium. It has slightly above-average magical affinity.
Orichalcum - a brassy-gold metal in appearance. Structurally, it is quite mundane. However, it has one of the highest magical affinities of any of the elements. It also has decent electrical and thermal conductivity.
Adamantine - a dark-coloured metal. It is slightly more dense than steel. It is astonishingly strong structurally, with hardness rivalled only by diamond (among the pure elements), yet its higher strength in all other categories makes it an element of unmatched resistance.
Mithral - a metal with similar appearance and chemical properties to silver. Structurally, it is about as strong as steel yet as light as aluminium. It has slightly above-average magical affinity.
Orichalcum - a brassy-gold metal in appearance. Structurally, it is quite mundane. However, it has one of the highest magical affinities of any of the elements. It also has decent electrical and thermal conductivity.
Adamantine - a dark-coloured metal. It is slightly more dense than steel. It is astonishingly strong structurally, with hardness rivalled only by diamond (among the pure elements), yet its higher strength in all other categories makes it an element of unmatched resistance.
Holy Site. Provides Teknall with 2.5 Might per turn.
Creation:
Physical (Holy Site)
Name: The Celestial Citadel; Zephyrion's Palace; Zephyrean Citadel; The Floating Fortress; Mount Olympus
Description: The Celestial Citadel is a palatial castle of gleaming white that soars through the heavens above Galbar, resting atop a mountain of earth which is in turn carried atop a thousand clouds. It was built by the combined efforts of both Teknall and Zephyrion, and as a result both are empowered by its very existence. A great magical gem adorns the highest spire, and within that jewel is contained a magical power that allows the fortress to defy physics and remain in its precarious position. Worth noting is that Zephyrion can summon winds to move this Holy Site at will.
Physical Land form
Name: Ironheart Ranges
Description/Appearance: The Ironheart Ranges are a colossal mountains range, stretching from the southern tundra, up to a short distance south west of the Nice Mountains, then heading west to the Fractal Sea and Shattered Plains. These mountains cover a large variety of shapes, some with relatively gentle slopes and only stretch to one or two kilometers in height, others jagged and unapproachable and soaring many kilometers into the sky. And because they were built along a fault line seismic activity will ensure that these mountains slowly change with time, the grinding merge of two tectonic plates competing with the earthquakes and erosion that would wear them down. Much of the Ranges consist of harsh, rocky terrain, unforgiving to those who are ill-prepared. In the higher altitudes there will be snow and permafrost, and over time glaciers and glacial valleys will form. Rivers will come out from the Ranges, flowing out across this half of Galbar.
Notable of the Ironheart Ranges is the high concentration of metals, gems, and other precious minerals. With relatively easy access to an abundance of minerals, the Ironheart Ranges will be a boon to any civilisation capable of mining them.
Additionally, as the Ironheart Ranges are built along a fault line, they are susceptible to earthquakes and volcanism.
Name: Ironheart Ranges
Description/Appearance: The Ironheart Ranges are a colossal mountains range, stretching from the southern tundra, up to a short distance south west of the Nice Mountains, then heading west to the Fractal Sea and Shattered Plains. These mountains cover a large variety of shapes, some with relatively gentle slopes and only stretch to one or two kilometers in height, others jagged and unapproachable and soaring many kilometers into the sky. And because they were built along a fault line seismic activity will ensure that these mountains slowly change with time, the grinding merge of two tectonic plates competing with the earthquakes and erosion that would wear them down. Much of the Ranges consist of harsh, rocky terrain, unforgiving to those who are ill-prepared. In the higher altitudes there will be snow and permafrost, and over time glaciers and glacial valleys will form. Rivers will come out from the Ranges, flowing out across this half of Galbar.
Notable of the Ironheart Ranges is the high concentration of metals, gems, and other precious minerals. With relatively easy access to an abundance of minerals, the Ironheart Ranges will be a boon to any civilisation capable of mining them.
Additionally, as the Ironheart Ranges are built along a fault line, they are susceptible to earthquakes and volcanism.
Species
Name: Urtelem
Lifespan: Dependant on the stone they are made from, but typically ranges from 200 to 900 years.
Appearance: The Urtelem are sturdy creatures of rough-hewn living rock and stone with a generically humanoid shape and hunched posture. Their stone body takes on the type of stone in their region, be it granite or sandstone or marble or whatever is common in their territory. Their body may also be flecked with ores and maybe gems, especially in older individuals. Moss and lichen often grow on their back. An average specimen stands around two meters tall, although extreme variation is a rare possibility, and is about as broad as it is tall. They typically weigh over 10 tonnes. Compared to their size, their limbs are somewhat short and stocky. Their body can readily roll up into a rough yet tightly locked sphere, allowing them to roll as a boulder.
Description: Being made of solid stone, the Urtelem do not constitute 'natural' life, but are instead more closely related to elementals. Despite this, they lead relatively natural lives, although their physiological processes are starkly different. They eat stone and dirt, to provide sustenance and replace bits of themselves which get eroded away or chipped off. They can regenerate from any injury which doesn't kill them, although this process is rather slow. They reproduce by a strange process involving two individuals fusing together and then, after about a day, splitting back apart, with a tiny newborn Urtelem being produced in the fission.
Urtelem are extremely strong creatures, yet they are slow and sluggish in their movements. As their preferred means of locomotion, they curl up into a ball and roll across the ground, which is much faster than their normal walking pace. When fighting, they will usually charge their enemies as a rolling boulder.
Teknall, when creating these magical creatures of stone, was not content to give them only mundane abilities. So within the Urtelem he imbued within them a power to manipulate earth and stone to some degree. Urtelem use this power to allow them to glide through solid rock and earth, the earth parting in front of them and sealing behind them without leaving a trace of their passage. Gliding through solid earth tends to be quite tiring over long distances, but they will readily use it over short distances to circumvent obstacles, escape predators or ambush enemies. Partial application of this power also allows them to climb vertical stone surfaces with ease, or root themselves to the spot to make them immoveable. This magic within them gives them the potential to become great geomancers, should they gain the intellect to harness such power.
The Urtelem have an intelligence only slightly above bestial. They are generally found in groups of 5-20, which stay together for protection and companionship. Most of the time they are sedentary, slowly digesting the stone they have eaten. However, should a creature intrude on their territory, they note and observe. Ingrained into their psyche by Teknall is the ability to sense the intent and disposition of other creatures. Docile creatures, such as most beasts, will be ignored and left alone. However, aggressive and violent creatures, especially Ashlings, will elicit a similarly violent response from the Urtelem, who will seek to destroy the creature or at least drive them away. In a fight the Urtelem are terrifying opponents, for they are very strong and often impossible to harm without having the strength to smash stone, and their use of pack tactics and self-geomancy gives them cunning to add to their physical might.
White Giants are a special case- they are typically docile, so will not draw aggression from the Urtelem, but since the Urtelem constitute unnatural life they evoke a violent response from the White Giants. In such a case, where a normally docile creature is turned aggressive by the presence of the Urtelem, the Urtelem will flee from the creature and stay away from it. It is by these sets of instincts that the Urtelem can fulfill their purpose as protectors of Galbar.
Should a sentient race so desire, they could guide and possibly even train Urtelem to act as guardians, provided the people they are made to guard are of a mild disposition. At a minimum, keeping Urtelem around your borders is a good way to deter the more dangerous beasts of Galbar from entering. They can be fed with crushed stone or metals, with preference for harder stones.
The Urtelem themselves also carry the potential for sentience, although this is only a potential. Their lives are too slow and uncompetitive for them to naturally develop into a civilised race. Such developments would have to be fostered.
Name: Urtelem
Lifespan: Dependant on the stone they are made from, but typically ranges from 200 to 900 years.
Appearance: The Urtelem are sturdy creatures of rough-hewn living rock and stone with a generically humanoid shape and hunched posture. Their stone body takes on the type of stone in their region, be it granite or sandstone or marble or whatever is common in their territory. Their body may also be flecked with ores and maybe gems, especially in older individuals. Moss and lichen often grow on their back. An average specimen stands around two meters tall, although extreme variation is a rare possibility, and is about as broad as it is tall. They typically weigh over 10 tonnes. Compared to their size, their limbs are somewhat short and stocky. Their body can readily roll up into a rough yet tightly locked sphere, allowing them to roll as a boulder.
Description: Being made of solid stone, the Urtelem do not constitute 'natural' life, but are instead more closely related to elementals. Despite this, they lead relatively natural lives, although their physiological processes are starkly different. They eat stone and dirt, to provide sustenance and replace bits of themselves which get eroded away or chipped off. They can regenerate from any injury which doesn't kill them, although this process is rather slow. They reproduce by a strange process involving two individuals fusing together and then, after about a day, splitting back apart, with a tiny newborn Urtelem being produced in the fission.
Urtelem are extremely strong creatures, yet they are slow and sluggish in their movements. As their preferred means of locomotion, they curl up into a ball and roll across the ground, which is much faster than their normal walking pace. When fighting, they will usually charge their enemies as a rolling boulder.
Teknall, when creating these magical creatures of stone, was not content to give them only mundane abilities. So within the Urtelem he imbued within them a power to manipulate earth and stone to some degree. Urtelem use this power to allow them to glide through solid rock and earth, the earth parting in front of them and sealing behind them without leaving a trace of their passage. Gliding through solid earth tends to be quite tiring over long distances, but they will readily use it over short distances to circumvent obstacles, escape predators or ambush enemies. Partial application of this power also allows them to climb vertical stone surfaces with ease, or root themselves to the spot to make them immoveable. This magic within them gives them the potential to become great geomancers, should they gain the intellect to harness such power.
The Urtelem have an intelligence only slightly above bestial. They are generally found in groups of 5-20, which stay together for protection and companionship. Most of the time they are sedentary, slowly digesting the stone they have eaten. However, should a creature intrude on their territory, they note and observe. Ingrained into their psyche by Teknall is the ability to sense the intent and disposition of other creatures. Docile creatures, such as most beasts, will be ignored and left alone. However, aggressive and violent creatures, especially Ashlings, will elicit a similarly violent response from the Urtelem, who will seek to destroy the creature or at least drive them away. In a fight the Urtelem are terrifying opponents, for they are very strong and often impossible to harm without having the strength to smash stone, and their use of pack tactics and self-geomancy gives them cunning to add to their physical might.
White Giants are a special case- they are typically docile, so will not draw aggression from the Urtelem, but since the Urtelem constitute unnatural life they evoke a violent response from the White Giants. In such a case, where a normally docile creature is turned aggressive by the presence of the Urtelem, the Urtelem will flee from the creature and stay away from it. It is by these sets of instincts that the Urtelem can fulfill their purpose as protectors of Galbar.
Should a sentient race so desire, they could guide and possibly even train Urtelem to act as guardians, provided the people they are made to guard are of a mild disposition. At a minimum, keeping Urtelem around your borders is a good way to deter the more dangerous beasts of Galbar from entering. They can be fed with crushed stone or metals, with preference for harder stones.
The Urtelem themselves also carry the potential for sentience, although this is only a potential. Their lives are too slow and uncompetitive for them to naturally develop into a civilised race. Such developments would have to be fostered.
Hero
Name: Far-Teacher
Appearance: A normal Hain, equipped for the lifestyle of a nomadic artisan. Far-Teacher is equipped with the Eenal Bow and Guardian Shield.
Description: Far-Teacher is Teknall's chosen from amongst the Hain. They are his prophet to the hian. More importantly, they are a teacher and scientist, discovering new knowledge and skills and spreading it to all of hain-kind.
Personality: Although the Far-Teachers are varied, they all have common traits, which are prerequisites to them being chosen. Far-Teacher is always inquisitive, having a critical mind, confident in speech, intelligent, compassionate, thirsting for knowledge, loyal and, to a degree, adventurous.
Abilities: The blessing of Teknall carries numerous enhancements. As is typical of a Hero, strength, speed, agility, stamina, constitution and durability are enhanced to supernatural levels, although in the case of Far-Teacher these traits are not particularly spectacular in comparison to other Heroes. What is spectacular, however, is his mind and intellect, which are sharp and clear beyond compare, giving Far-Teacher far superior reasoning, logical, perceptive, intuitive and computational capabilities, as well as superhuman reflexes.
Beyond simple enhancements, however, Far-Teacher has a potent new sense, that of Perception. Everything within one hundred meters of theirself, down to the finest detail, is sensed, perceived, independent of stimuli such as light or sound. If they were to describe it, it would be as though they had a three-dimensional model of their surroundings inside their head, yet while all details were sharp and focussed, it lacked vivid sensory elements such as colour or smell.
Additionally, Far-Teacher has a telepathic link with Teknall, allowing him to sense what Far-Teacher senses and allowing them to communicate, even while separated.
More mundanely, Far-Teacher is always a skilled teacher and craftsperson. Typically, Far-Teacher is also an excellent archer, such a skill only enhanced by their supernatural abilities.
Far-Teachers of note:
Gerrik Far-Teacher: The first Far-Teacher. He was trained directly by Teknall, while under the guise of Stone Chipper, as his own apprentice. Gerrik volunteered himself to follow Stone Chipper, an offer which Chipper accepted, seeing in him dedication, curiosity, intelligence, and a capacity for critical thinking. Gerrik also possessed determination and persistence bordering on stubbornness. They journeyed far and wide together, teaching hain and observing the world. In their travels and discussions Gerrik was prompted to discover many things, including the food web and the spherical form of Galbar. Gerrik is also credited with the invention of fire by means of the bow drill.
After being canonised as Gerrik Far-Teacher, Gerrik was left to work independently. His accomplishments in that time include working with Wind Striker (Kyre in disguise) to militarise and defend a hain village from one of Vestec's hordes, designing and overseeing the construction of the lighthouse in Fibeslay.
Theme: James Paget - Look to the Skies
Name: Far-Teacher
Appearance: A normal Hain, equipped for the lifestyle of a nomadic artisan. Far-Teacher is equipped with the Eenal Bow and Guardian Shield.
Description: Far-Teacher is Teknall's chosen from amongst the Hain. They are his prophet to the hian. More importantly, they are a teacher and scientist, discovering new knowledge and skills and spreading it to all of hain-kind.
Personality: Although the Far-Teachers are varied, they all have common traits, which are prerequisites to them being chosen. Far-Teacher is always inquisitive, having a critical mind, confident in speech, intelligent, compassionate, thirsting for knowledge, loyal and, to a degree, adventurous.
Abilities: The blessing of Teknall carries numerous enhancements. As is typical of a Hero, strength, speed, agility, stamina, constitution and durability are enhanced to supernatural levels, although in the case of Far-Teacher these traits are not particularly spectacular in comparison to other Heroes. What is spectacular, however, is his mind and intellect, which are sharp and clear beyond compare, giving Far-Teacher far superior reasoning, logical, perceptive, intuitive and computational capabilities, as well as superhuman reflexes.
Beyond simple enhancements, however, Far-Teacher has a potent new sense, that of Perception. Everything within one hundred meters of theirself, down to the finest detail, is sensed, perceived, independent of stimuli such as light or sound. If they were to describe it, it would be as though they had a three-dimensional model of their surroundings inside their head, yet while all details were sharp and focussed, it lacked vivid sensory elements such as colour or smell.
Additionally, Far-Teacher has a telepathic link with Teknall, allowing him to sense what Far-Teacher senses and allowing them to communicate, even while separated.
More mundanely, Far-Teacher is always a skilled teacher and craftsperson. Typically, Far-Teacher is also an excellent archer, such a skill only enhanced by their supernatural abilities.
Planned feature. Not yet implemented, since Gerrik hasn't yet reached the end of his natural lifespan.
Under revision since Reathos won't be playing any more
Legacy: The first Far-Teacher was Gerrik, trained directly by Teknall, while in the guise of Stone Chipper, as his own apprentice. While it was originally intended for Gerrik Far-Teacher to be immortal, this was revised at the complaint of Reathos, god of Death. Instead, each Far-Teacher is to take up an apprentice, who will be approved by Teknall. When they are both ready, or when necessity demands it, the Far-Teacher will transfer the blessing along with its associated powers to the apprentice, who becomes the new Far-Teacher. This generational cycle typically takes between 20 to 50 years to repeat, although it can vary significantly, depending on the whims of the incumbent Far-Teacher.
Under revision since Reathos won't be playing any more
Legacy: The first Far-Teacher was Gerrik, trained directly by Teknall, while in the guise of Stone Chipper, as his own apprentice. While it was originally intended for Gerrik Far-Teacher to be immortal, this was revised at the complaint of Reathos, god of Death. Instead, each Far-Teacher is to take up an apprentice, who will be approved by Teknall. When they are both ready, or when necessity demands it, the Far-Teacher will transfer the blessing along with its associated powers to the apprentice, who becomes the new Far-Teacher. This generational cycle typically takes between 20 to 50 years to repeat, although it can vary significantly, depending on the whims of the incumbent Far-Teacher.
Far-Teachers of note:
Gerrik Far-Teacher: The first Far-Teacher. He was trained directly by Teknall, while under the guise of Stone Chipper, as his own apprentice. Gerrik volunteered himself to follow Stone Chipper, an offer which Chipper accepted, seeing in him dedication, curiosity, intelligence, and a capacity for critical thinking. Gerrik also possessed determination and persistence bordering on stubbornness. They journeyed far and wide together, teaching hain and observing the world. In their travels and discussions Gerrik was prompted to discover many things, including the food web and the spherical form of Galbar. Gerrik is also credited with the invention of fire by means of the bow drill.
After being canonised as Gerrik Far-Teacher, Gerrik was left to work independently. His accomplishments in that time include working with Wind Striker (Kyre in disguise) to militarise and defend a hain village from one of Vestec's hordes, designing and overseeing the construction of the lighthouse in Fibeslay.
Theme: James Paget - Look to the Skies
Artifact (1 Might)
Name: Eenal Bow
Appearance/Composition: The Eenal Bow is a composite recurve bow, about half the height of a Hain. For the main body it uses dark wood from the Eenal tree, the undying, toxic tree made by the blessing of Reathos. It is laminated on one side with the sinews of a Herakt and on the other side Herakt bone, and bound with glue made from the Herakt's body, a creature designed solely for enacting Death in the animal world. The bowstring is made from fibers of a grasping vine from the Venomweald, that toxic and bloodthirsty jungle. The finished product is smooth and refined, with rough edges removed to create a quality bow.
Description: The Eenal Bow is a powerful weapon built by Teknall's own hand. Typically, it functions as a regular bow, and appears like one. However, should the wielder will it, the bow will feed a slither of divine power into an arrow it shoots, launching it at incredible speeds, and having it impact with incredible force. Such a shot has greater penetrating power than a bullet, which is typically enough to pierce natural and manufactured armour with ease and deliver a fatal blow. Such a shot appears with a golden glow around the arrow. Should the wielder actually feed power into the Bow, the strength of the fired arrow can be increased immensely, or an arrow of pure magical/divine force can be created.
Additionally, by virtue of being a blessed creation of Teknall's hand, the Eenal Bow is effectively indestructible, immune to wear or harm. Only concentrated effort from a god can destroy it.
Name: Eenal Bow
Appearance/Composition: The Eenal Bow is a composite recurve bow, about half the height of a Hain. For the main body it uses dark wood from the Eenal tree, the undying, toxic tree made by the blessing of Reathos. It is laminated on one side with the sinews of a Herakt and on the other side Herakt bone, and bound with glue made from the Herakt's body, a creature designed solely for enacting Death in the animal world. The bowstring is made from fibers of a grasping vine from the Venomweald, that toxic and bloodthirsty jungle. The finished product is smooth and refined, with rough edges removed to create a quality bow.
Description: The Eenal Bow is a powerful weapon built by Teknall's own hand. Typically, it functions as a regular bow, and appears like one. However, should the wielder will it, the bow will feed a slither of divine power into an arrow it shoots, launching it at incredible speeds, and having it impact with incredible force. Such a shot has greater penetrating power than a bullet, which is typically enough to pierce natural and manufactured armour with ease and deliver a fatal blow. Such a shot appears with a golden glow around the arrow. Should the wielder actually feed power into the Bow, the strength of the fired arrow can be increased immensely, or an arrow of pure magical/divine force can be created.
Additionally, by virtue of being a blessed creation of Teknall's hand, the Eenal Bow is effectively indestructible, immune to wear or harm. Only concentrated effort from a god can destroy it.
Artifact (1 Might)
Name: Guardian Shield
Appearance/Composition: The Guardian Shield's natural form is rather inconspicuous, a plywood disk the size of a hand with a rawhide strap into which could fit an arm. The disk is made from three different woods. First is Deepwood Heartwood, sturdy wood from the core of a tree which has stood for millennia. Next is Deepwood Sapwood, the life-bearing part of the wood of trees which drink from life-energy created by the Life-Deer herself. Finally is Holy Oak, tough wood from a tree blessed by the protective Mother Goddess. The rawhide is from a Herakt. Binding all these components together is not any adhesive, for instead they have all grown together to form a single piece.
Description: The Guardian Shield is a potent defensive device fashioned by Teknall's own hand. In its normal state, it is too small to function as a practical shield. However, the Guardian Shield automatically senses when a blow is going to strike its wielder, and reacts in order to protect them. It does this by growing, often in as little time as a millisecond, to be large enough to block the incoming blow. If this requires growing large enough to completely encase its wielder, then it will do so. After the danger has passed, the Shield will return to its normal size. To supplement this, the Shield is bound to its wielder through the rawhide strap, and can thus send nerve impulses to the muscles in the limb where it is worn in order to reposition itself to a more optimal position. It is through these abilities that the Guardian Shield will act to protect its wielder from all harm.
Such attempts to defend are limited to the strength of the shield. Which is why, by the design and power of Teknall, the Guardian Shield is indestructible. Nothing short of the concentrated effort of a god can so much as scratch it, let alone penetrate or destroy it. Of course, the Shield being indestructible does not make the wielder completely invincible, for it can not stop things which can pass through physical matter unhindered (eg. some magics), and it is oblivious to more insidious forms of harm such as disease or poison. But it is still an incredible boon to the being who wears it.
Additionally, the rawhide strap tightens to fit snugly against the arm of the wielder and grips firmly, such that it can not be removed against the wielder's will. If the wielder wills it, the strap will loosen, but otherwise it will not. It should also be noted that, despite the Shield's sophisticated behaviour, it is in no way sentient, or even having a mind. Its behaviour is purely autonomous and rigidly single-purpose.
Name: Guardian Shield
Appearance/Composition: The Guardian Shield's natural form is rather inconspicuous, a plywood disk the size of a hand with a rawhide strap into which could fit an arm. The disk is made from three different woods. First is Deepwood Heartwood, sturdy wood from the core of a tree which has stood for millennia. Next is Deepwood Sapwood, the life-bearing part of the wood of trees which drink from life-energy created by the Life-Deer herself. Finally is Holy Oak, tough wood from a tree blessed by the protective Mother Goddess. The rawhide is from a Herakt. Binding all these components together is not any adhesive, for instead they have all grown together to form a single piece.
Description: The Guardian Shield is a potent defensive device fashioned by Teknall's own hand. In its normal state, it is too small to function as a practical shield. However, the Guardian Shield automatically senses when a blow is going to strike its wielder, and reacts in order to protect them. It does this by growing, often in as little time as a millisecond, to be large enough to block the incoming blow. If this requires growing large enough to completely encase its wielder, then it will do so. After the danger has passed, the Shield will return to its normal size. To supplement this, the Shield is bound to its wielder through the rawhide strap, and can thus send nerve impulses to the muscles in the limb where it is worn in order to reposition itself to a more optimal position. It is through these abilities that the Guardian Shield will act to protect its wielder from all harm.
Such attempts to defend are limited to the strength of the shield. Which is why, by the design and power of Teknall, the Guardian Shield is indestructible. Nothing short of the concentrated effort of a god can so much as scratch it, let alone penetrate or destroy it. Of course, the Shield being indestructible does not make the wielder completely invincible, for it can not stop things which can pass through physical matter unhindered (eg. some magics), and it is oblivious to more insidious forms of harm such as disease or poison. But it is still an incredible boon to the being who wears it.
Additionally, the rawhide strap tightens to fit snugly against the arm of the wielder and grips firmly, such that it can not be removed against the wielder's will. If the wielder wills it, the strap will loosen, but otherwise it will not. It should also be noted that, despite the Shield's sophisticated behaviour, it is in no way sentient, or even having a mind. Its behaviour is purely autonomous and rigidly single-purpose.
Physical Structure (1 Might)
Name: Elemental Siphon
Location: Teknall's Workshop, in his Personal Plane
Description: The Elemental Siphon exploits the special properties of Teknall's plane to create industrial quantities of raw elemental matter on demand. It is shaped like a curved periodic table, where each box is 1 cubic meter in size. Each box is made from heat resistant, durable, inert material, tailored to what each produces. Each box produces the corresponding element from the periodic table, from hydrogen to plutonium. Gasses get heavy, air-tight doors, while potentially fissile elements have restricted internal space and radiation shielding.
Name: Elemental Siphon
Location: Teknall's Workshop, in his Personal Plane
Description: The Elemental Siphon exploits the special properties of Teknall's plane to create industrial quantities of raw elemental matter on demand. It is shaped like a curved periodic table, where each box is 1 cubic meter in size. Each box is made from heat resistant, durable, inert material, tailored to what each produces. Each box produces the corresponding element from the periodic table, from hydrogen to plutonium. Gasses get heavy, air-tight doors, while potentially fissile elements have restricted internal space and radiation shielding.
Physical Structure (1 Might)
Name: Stellar Engine
Location: Teknall's Personal Plane
Description: The Stellar Engine is a mega structure built by Teknall to harness the energy of the red dwarf star within his plane. For all intents and purposes, it is a Dyson Swarm. It has many collector plates, hexagonal in shape and 225m2 in area, orbiting at an orbital radius of about one million kilometers around the star (or 650000 km above the star's surface), each capable of drawing up to 50 MW of solar energy. Four large relay satellites take this energy and transmit it to the Stellar Engine Core, a toroidal chamber in the axis of the Workshop. This energy is stored in the form of star-fire, ready to be used for useful work by anything connected to it.
Name: Stellar Engine
Location: Teknall's Personal Plane
Stellar Engine Core:
Schematic Representation of Collectors:
Schematic Representation of Collectors:
Description: The Stellar Engine is a mega structure built by Teknall to harness the energy of the red dwarf star within his plane. For all intents and purposes, it is a Dyson Swarm. It has many collector plates, hexagonal in shape and 225m2 in area, orbiting at an orbital radius of about one million kilometers around the star (or 650000 km above the star's surface), each capable of drawing up to 50 MW of solar energy. Four large relay satellites take this energy and transmit it to the Stellar Engine Core, a toroidal chamber in the axis of the Workshop. This energy is stored in the form of star-fire, ready to be used for useful work by anything connected to it.
Avatar
Name: Goliath
Appearance:
Goliath is a three meter tall metal robot that is generically humanoid in form but with six arms, four legs and four eyes. Goliath's torso is heavily armoured. While its limbs have less armour, they are built from the same virtually indestructible adamantine alloy as the rest of its body. Its feet each have 6 large talons which grip into the ground to give it additional traction. Its face and head is angular, and lacks any features other than its four glowing red eyes. In the center of Goliath's chest is a glowing red hot exhaust radiator. Like the rest of its body, it is made from thick, strong metal, and it covers Goliath's heart of swirling star-fire.
Description: Goliath is Teknall's Avatar for the purpose of combat. Goliath is designed to be robust, fast, efficient and deadly. It moves with clockwork precision, able to coordinate and move its ten limbs with superhuman speed and strength, and this is coupled with god-like perception and reaction times. A built in jetpack provides even greater mobility and the power of flight for when it is needed. Goliath's primary source of power and energy is a magical interdimensional connection to the Stellar Engine, which provides the aforementioned heart of star-fire.
In addition to being extremely deadly, Goliath is made to be very tough to kill. On top of being built from virtually indestructible materials, every critical system has back-ups. Goliath can still operate close to maximum missing several limbs. Losing its head will leave Goliath unaffected, because its semiconductor mind is backed up in two other locations in its torso, and modules providing the sense of Perception renders eyes almost redundant. And as backup power Goliath has three accumulators and two plutonium radioisotope thermoelectric generators distributed within its torso.
Goliath is capable of fighting autonomously, and very effectively, but this single-minded nature that it was programmed with leaves it generally incapable of doing much else without direction. Goliath has no personality or social capacity of its own, and is remotely controlled by Teknall through a divine telepathic connection.
Potentially of note- despite being quite heavy, due to excellent joint design Goliath can move almost silently.
Theme: Two Steps From Hell - Clockmen
Armament:
Six arms, four legs (original)
Stellar Engine connection (original)
Jetpack (original)
Perception (original)
Plate armour (original)
Two crossbows, attached to arms; two bucklers, attached to arms; a spear; two war-hammers; four swords; a battle-axe (1 Might)
Two railguns, attached to arms (1 Might)
Mirror Armour (2 Might)
Enhanced jetpack power and adaptive force-field aerodynamics (1 Might)
Name: Goliath
Appearance:
Goliath is a three meter tall metal robot that is generically humanoid in form but with six arms, four legs and four eyes. Goliath's torso is heavily armoured. While its limbs have less armour, they are built from the same virtually indestructible adamantine alloy as the rest of its body. Its feet each have 6 large talons which grip into the ground to give it additional traction. Its face and head is angular, and lacks any features other than its four glowing red eyes. In the center of Goliath's chest is a glowing red hot exhaust radiator. Like the rest of its body, it is made from thick, strong metal, and it covers Goliath's heart of swirling star-fire.
Description: Goliath is Teknall's Avatar for the purpose of combat. Goliath is designed to be robust, fast, efficient and deadly. It moves with clockwork precision, able to coordinate and move its ten limbs with superhuman speed and strength, and this is coupled with god-like perception and reaction times. A built in jetpack provides even greater mobility and the power of flight for when it is needed. Goliath's primary source of power and energy is a magical interdimensional connection to the Stellar Engine, which provides the aforementioned heart of star-fire.
In addition to being extremely deadly, Goliath is made to be very tough to kill. On top of being built from virtually indestructible materials, every critical system has back-ups. Goliath can still operate close to maximum missing several limbs. Losing its head will leave Goliath unaffected, because its semiconductor mind is backed up in two other locations in its torso, and modules providing the sense of Perception renders eyes almost redundant. And as backup power Goliath has three accumulators and two plutonium radioisotope thermoelectric generators distributed within its torso.
Goliath is capable of fighting autonomously, and very effectively, but this single-minded nature that it was programmed with leaves it generally incapable of doing much else without direction. Goliath has no personality or social capacity of its own, and is remotely controlled by Teknall through a divine telepathic connection.
Potentially of note- despite being quite heavy, due to excellent joint design Goliath can move almost silently.
Theme: Two Steps From Hell - Clockmen
Armament:
Six arms, four legs (original)
Stellar Engine connection (original)
Jetpack (original)
Perception (original)
Plate armour (original)
Two crossbows, attached to arms; two bucklers, attached to arms; a spear; two war-hammers; four swords; a battle-axe (1 Might)
Two railguns, attached to arms (1 Might)
Mirror Armour (2 Might)
Enhanced jetpack power and adaptive force-field aerodynamics (1 Might)
Weapon
Name: Railgun
Appearance: Teknall's railguns look something along the lines of:
Description: The railgun is a futuristic weapon designed and created by Teknall. It is electrically powered, and uses electromagnetic forces to propel a metal projectile at hypersonic speeds. The firing of the railgun makes little sound by itself, but the passage of the railgun dart through the air is thunderous, air plasmafying as it is compressed by the projectile, which travels at speeds measurable in kilometers per second. On impact, the projectile can easily tear through and blast apart almost any materials it encounters due to its incredible kinetic energy.
Teknall's design surpasses that which could be built by any mortal means. As with most of his blessed creations, his railguns are virtually indestructible and never suffer wear from use. They are capable of channelling as much power as the wielder can supply into a single shot. The railguns also have unlimited ammunition, always having an adamantine railgun dart ready in the chamber when the weapon is fired.
The only caveat is that the railguns do not have an internal power supply, and must be charged by an external power source. Without an external power supply, the railgun's super-capacitors can store enough charge to fire one shot.
At the time of writing, only three railguns exist. Teknall's Railgun (2 Might) is his, and he can summon or dismiss it at will. The size at which it manifests varies between that of a large rifle to something artillery-sized. Goliath has the other two railguns, which are smaller than Teknall's Railgun, attached to its arms (1 Might between the two).
Name: Railgun
Appearance: Teknall's railguns look something along the lines of:
Description: The railgun is a futuristic weapon designed and created by Teknall. It is electrically powered, and uses electromagnetic forces to propel a metal projectile at hypersonic speeds. The firing of the railgun makes little sound by itself, but the passage of the railgun dart through the air is thunderous, air plasmafying as it is compressed by the projectile, which travels at speeds measurable in kilometers per second. On impact, the projectile can easily tear through and blast apart almost any materials it encounters due to its incredible kinetic energy.
Teknall's design surpasses that which could be built by any mortal means. As with most of his blessed creations, his railguns are virtually indestructible and never suffer wear from use. They are capable of channelling as much power as the wielder can supply into a single shot. The railguns also have unlimited ammunition, always having an adamantine railgun dart ready in the chamber when the weapon is fired.
The only caveat is that the railguns do not have an internal power supply, and must be charged by an external power source. Without an external power supply, the railgun's super-capacitors can store enough charge to fire one shot.
At the time of writing, only three railguns exist. Teknall's Railgun (2 Might) is his, and he can summon or dismiss it at will. The size at which it manifests varies between that of a large rifle to something artillery-sized. Goliath has the other two railguns, which are smaller than Teknall's Railgun, attached to its arms (1 Might between the two).
Armour (2 Might minimum)
Name: Mirror Armour
Appearance: Unpowered, Mirror Armour is a suit of full-body adamantine alloy plate armour. Geometric lines and shapes made of orichalcum are etched into the armour's surface. If a helmet is included, as is the case for Teknall's Mirror Armour, there are usually no holes in the helmet for eyes or a mouth; an impression of a face is included instead, to help the head fit inside and for aesthetic reasons.
Powered, a force-field forms a layer a few centimeters thick over the armour. At lower power levels, this is revealed as a mirage-like distortion of air and light. At high power levels, the force-field deflect light completely, and the armour is hidden completely behind the reflective surface of the force-field. The effect is like a distorted mirror.
Description: The Mirror Armour is a means of unparalleled and highly scalable defence. Unpowered, it is a suit of blessed adamantine alloy plate armour which is completely impervious to damage from any source short of divinity. When powered, it projects a powerful field of force around the user capable of deflecting anything with kinetic energy up to the power of the shield, and significantly slow down anything powerful enough to get past the force-field. This includes light when the power level is sufficient, giving the armour its name.
The force-field has a few side-effects. The force-field does not prevent anything from leaving it, only entering. The force-field is more than powerful enough to prevent air from entering the armour, so the interior of the Mirror Armour is rapidly evacuated to a vacuum on activation of the shields. As it deflects light completely at high power levels, the interior is completely dark. As such, the user of the armour must be able to survive in vacuum, and they must have means of sensing their surroundings independent of touch, hearing, smell or sight (such as the god-sense of Perception).
To manifest the force-field, Mirror Armour must be powered, typically by the wearer. The more power the wielder can supply, the greater the strength of the force-field. Gods can easily supply this power. Any beings short of godhood may struggle to operate the shields for any significant power levels for any significant length of time, depending on the power they have available.
The shield of the Mirror Armour affects all physical matter and energy. Effects which have no physical manifestation or do not need to travel the intervening space, such as psychic effects, can bypass the shield. The force-field also obeys conservation of momentum, such that the wielder of the Mirror Armour will still be pushed back by blows and the wielder suffers the acceleration, although it is buffered somewhat by the several centimeters of force-field.
As of the time of writing, two sets of Mirror Armour exist. Teknall owns one set (2 Might), which he can summon and dismiss at will. Goliath is equipped with the other set (2 Might), which has replaced its armoured carapace. Goliath's Mirror Armour shield adapts reactively to threats so as to conserve power, and can also be used to enhance its aerodynamics.
Name: Mirror Armour
Appearance: Unpowered, Mirror Armour is a suit of full-body adamantine alloy plate armour. Geometric lines and shapes made of orichalcum are etched into the armour's surface. If a helmet is included, as is the case for Teknall's Mirror Armour, there are usually no holes in the helmet for eyes or a mouth; an impression of a face is included instead, to help the head fit inside and for aesthetic reasons.
Powered, a force-field forms a layer a few centimeters thick over the armour. At lower power levels, this is revealed as a mirage-like distortion of air and light. At high power levels, the force-field deflect light completely, and the armour is hidden completely behind the reflective surface of the force-field. The effect is like a distorted mirror.
Description: The Mirror Armour is a means of unparalleled and highly scalable defence. Unpowered, it is a suit of blessed adamantine alloy plate armour which is completely impervious to damage from any source short of divinity. When powered, it projects a powerful field of force around the user capable of deflecting anything with kinetic energy up to the power of the shield, and significantly slow down anything powerful enough to get past the force-field. This includes light when the power level is sufficient, giving the armour its name.
The force-field has a few side-effects. The force-field does not prevent anything from leaving it, only entering. The force-field is more than powerful enough to prevent air from entering the armour, so the interior of the Mirror Armour is rapidly evacuated to a vacuum on activation of the shields. As it deflects light completely at high power levels, the interior is completely dark. As such, the user of the armour must be able to survive in vacuum, and they must have means of sensing their surroundings independent of touch, hearing, smell or sight (such as the god-sense of Perception).
To manifest the force-field, Mirror Armour must be powered, typically by the wearer. The more power the wielder can supply, the greater the strength of the force-field. Gods can easily supply this power. Any beings short of godhood may struggle to operate the shields for any significant power levels for any significant length of time, depending on the power they have available.
The shield of the Mirror Armour affects all physical matter and energy. Effects which have no physical manifestation or do not need to travel the intervening space, such as psychic effects, can bypass the shield. The force-field also obeys conservation of momentum, such that the wielder of the Mirror Armour will still be pushed back by blows and the wielder suffers the acceleration, although it is buffered somewhat by the several centimeters of force-field.
As of the time of writing, two sets of Mirror Armour exist. Teknall owns one set (2 Might), which he can summon and dismiss at will. Goliath is equipped with the other set (2 Might), which has replaced its armoured carapace. Goliath's Mirror Armour shield adapts reactively to threats so as to conserve power, and can also be used to enhance its aerodynamics.
Artefact (1 Might)
Name: Teknall's Maul/Hammer/Warhammer
Appearance: Built from solid adamantine, this maul has a large head with two rectangular faces, and a spike at the other end of the handle. It has a small amount of ornamental decoration as well.
Description: Originally Teknall's maul was forged from an adamantine nugget from the moon Auricolor. It served as his weapon of choice for a long time, and he had used it to raise the Ironheart Ranges. However, the original maul had no divine power of its own, so Teknall reforged it into its current form when Galbar was faced with the Realta threat.
Teknall's Maul is a powerful weapon, capable of dealing blows which are literally earth-shattering. It is bound to Teknall, so that he can summon and dismiss it at will. The Maul adjusts its size to match Teknall's own. As is standard for the blessed creations of Teknall, it is effectively indestructible and immune to wear.
Name: Teknall's Maul/Hammer/Warhammer
Appearance: Built from solid adamantine, this maul has a large head with two rectangular faces, and a spike at the other end of the handle. It has a small amount of ornamental decoration as well.
Description: Originally Teknall's maul was forged from an adamantine nugget from the moon Auricolor. It served as his weapon of choice for a long time, and he had used it to raise the Ironheart Ranges. However, the original maul had no divine power of its own, so Teknall reforged it into its current form when Galbar was faced with the Realta threat.
Teknall's Maul is a powerful weapon, capable of dealing blows which are literally earth-shattering. It is bound to Teknall, so that he can summon and dismiss it at will. The Maul adjusts its size to match Teknall's own. As is standard for the blessed creations of Teknall, it is effectively indestructible and immune to wear.
Holy Site (16 Might)
Name: Teknall's Workshop
Location: Teknall's personal plane, in a circular orbit of radius 6 million km around the red dwarf.
Appearance: Teknall's Workshop is a large, cylindrical space station made mostly of concrete and coated in a skin of reflective aluminium. Sunlight reflects off the aluminium shell, and heat is radiated out of radiators on its rear which spread out a bit like geometric flower petals. A large parabolic dish sits on the front, pointed towards the star. The Workshop contains two sections, the main section being 60 metres in diameter and 20 metres deep, and the secondary section being 50 metres in diameter, 15 metres deep and coaxial with the main section. Along the circumference of the secondary section, between the main section and the radiators, are a series of tanks for liquid storage. Several airlock doors provide access to the interior of the station. The station rotates slowly at a rate of two revolutions per minute.
The interior is a space of mechanical devices and tools. Workbenches with tools for every purpose, forges and furnaces, scaffolding, cranes, robotic arms, even a collosal manufacturing line. The walls and floor are all made of concrete, and the floor curves upwards, extending in a 182 metre loop following the interior curvature of the station. The Elemental Siphon takes up part of one wall, and the Stellar Engine Core sits in the axis of the Workshop, with pipes and cables stretching from both devices to everywhere in the Workshop. The Workshop interior is illuminated by LED spotlights, and industrial fans and air conditioning circulates and cools the air.
A large air-lock, spanning from floor to ceiling and partitioning off a ninth of the Workshop when closed, exists to provide an entry and exit for large objects.
The secondary section is a plantation. A thick layer of dirt around its interior circumference holds numerous trees in various stages of growth. The trees are illuminated by LED lamps suspended in the axis.
The robotic arms, elevated walkways and the two gantry cranes were designed and decorated by Kinesis, with artwork depicting the craftspeople of Galbar and her tour of Galbar.
Description: Teknall's Workshop is exactly that, his workshop. It is a space where he has the tools and resources to craft just about anything. The Stellar Engine provides ample heat and electricity, and the Elemental Siphon provides raw materials, supplemented by the plantation. The Workshop was built by Teknall with some help from his daughter Kinesis.
The Workshop's walls are a metre thick and made of reinforced concrete, using adamantine/mithral alloy reinforcing rods. Asbestos is used as an insulating layer, and a reflective aluminium skin reflects sunlight and helps keep the Workshop airtight.
Air conditioning and active fluid heat transport is used with a large radiator system to keep the Workshop at a tolerable temperature, dissipating the heat from the star and the Stellar Engine. Mercury is the heat transport fluid for most of the Workshop, with molten salts being used for the Stellar Engine.
The Workshop's rate of rotation provides simulated gravity with strength one-tenth of Galbar's gravity at the floor. Three mutually orthogonal 8-metre-diametre adamantine gyroscope disks control the rotation and orientation of the Workshop.
A large manufacturing line runs for 50 metres along the floor. It is composed of a 15 metre wide main conveyor belt, two 1 metre wide auxillary belts, myriad robotic arms, and large presses and rollers. At the start of the line is a large furnace, with three partitions for producing up to three molten metals or alloys at a time. Most of the time, this manufacturing line produces Stellar Engine Collectors, which get ejected out the main airlock and left to fly into position.
Numerous sections of floor space have been set up as work stations, with workbenches, many tools of various sizes, forges, furnaces, anvils, vats, and anything else that could be needed. Metal boxes and crates containing assorted parts exist. There are also tables with parchment and pencils for drawing plans. Schematics of past designs, such as Goliath and components of the Workshop, remain on these desks.
LED spotlights illuminate most of the interior of the Workshop, although a few thermally powered fluorescent lamps remain.
The main airlock opens to the outside through the floor, and has crane arms to raise and lower objects. It takes about a minute for it to open or close and evacuate or fill the chamber with air.
Many robotic arms inhabit the Workshop, following the elegant designs of Kinesis. The robots run along rails, receive power from panthographs, and have a revolver-like selection of tools.
A series of catwalks, ladders and elevators provides access to most of the Workshop by foot. The catwalks are decorated with scenes of the grand tour Teknall had given his daughters, and constructed from pieces which lock together, with no welds. Two gantry cranes, also built by Kinesis and elaborately decorated with scenes of various Galbarian craftspeople.
A heavy bulwark, as well as ventilation fans, connects the main body of the Workshop to the plantation. An elevated floor with cargo lift is included, as the ground of the plantation is ten metres higher than the floor of the Workshop proper.
An elaborate chemical reactor, built by Kinesis, allows for the industrial scale automated manufacturing of chemicals from the raw elements which the Elemental Siphon supplies.
The exterior fluid tanks mostly hold water, while one holds liquid nitrogen.
Name: Teknall's Workshop
Location: Teknall's personal plane, in a circular orbit of radius 6 million km around the red dwarf.
Appearance: Teknall's Workshop is a large, cylindrical space station made mostly of concrete and coated in a skin of reflective aluminium. Sunlight reflects off the aluminium shell, and heat is radiated out of radiators on its rear which spread out a bit like geometric flower petals. A large parabolic dish sits on the front, pointed towards the star. The Workshop contains two sections, the main section being 60 metres in diameter and 20 metres deep, and the secondary section being 50 metres in diameter, 15 metres deep and coaxial with the main section. Along the circumference of the secondary section, between the main section and the radiators, are a series of tanks for liquid storage. Several airlock doors provide access to the interior of the station. The station rotates slowly at a rate of two revolutions per minute.
The interior is a space of mechanical devices and tools. Workbenches with tools for every purpose, forges and furnaces, scaffolding, cranes, robotic arms, even a collosal manufacturing line. The walls and floor are all made of concrete, and the floor curves upwards, extending in a 182 metre loop following the interior curvature of the station. The Elemental Siphon takes up part of one wall, and the Stellar Engine Core sits in the axis of the Workshop, with pipes and cables stretching from both devices to everywhere in the Workshop. The Workshop interior is illuminated by LED spotlights, and industrial fans and air conditioning circulates and cools the air.
A large air-lock, spanning from floor to ceiling and partitioning off a ninth of the Workshop when closed, exists to provide an entry and exit for large objects.
The secondary section is a plantation. A thick layer of dirt around its interior circumference holds numerous trees in various stages of growth. The trees are illuminated by LED lamps suspended in the axis.
The robotic arms, elevated walkways and the two gantry cranes were designed and decorated by Kinesis, with artwork depicting the craftspeople of Galbar and her tour of Galbar.
Description: Teknall's Workshop is exactly that, his workshop. It is a space where he has the tools and resources to craft just about anything. The Stellar Engine provides ample heat and electricity, and the Elemental Siphon provides raw materials, supplemented by the plantation. The Workshop was built by Teknall with some help from his daughter Kinesis.
The Workshop's walls are a metre thick and made of reinforced concrete, using adamantine/mithral alloy reinforcing rods. Asbestos is used as an insulating layer, and a reflective aluminium skin reflects sunlight and helps keep the Workshop airtight.
Air conditioning and active fluid heat transport is used with a large radiator system to keep the Workshop at a tolerable temperature, dissipating the heat from the star and the Stellar Engine. Mercury is the heat transport fluid for most of the Workshop, with molten salts being used for the Stellar Engine.
The Workshop's rate of rotation provides simulated gravity with strength one-tenth of Galbar's gravity at the floor. Three mutually orthogonal 8-metre-diametre adamantine gyroscope disks control the rotation and orientation of the Workshop.
A large manufacturing line runs for 50 metres along the floor. It is composed of a 15 metre wide main conveyor belt, two 1 metre wide auxillary belts, myriad robotic arms, and large presses and rollers. At the start of the line is a large furnace, with three partitions for producing up to three molten metals or alloys at a time. Most of the time, this manufacturing line produces Stellar Engine Collectors, which get ejected out the main airlock and left to fly into position.
Numerous sections of floor space have been set up as work stations, with workbenches, many tools of various sizes, forges, furnaces, anvils, vats, and anything else that could be needed. Metal boxes and crates containing assorted parts exist. There are also tables with parchment and pencils for drawing plans. Schematics of past designs, such as Goliath and components of the Workshop, remain on these desks.
LED spotlights illuminate most of the interior of the Workshop, although a few thermally powered fluorescent lamps remain.
The main airlock opens to the outside through the floor, and has crane arms to raise and lower objects. It takes about a minute for it to open or close and evacuate or fill the chamber with air.
Many robotic arms inhabit the Workshop, following the elegant designs of Kinesis. The robots run along rails, receive power from panthographs, and have a revolver-like selection of tools.
A series of catwalks, ladders and elevators provides access to most of the Workshop by foot. The catwalks are decorated with scenes of the grand tour Teknall had given his daughters, and constructed from pieces which lock together, with no welds. Two gantry cranes, also built by Kinesis and elaborately decorated with scenes of various Galbarian craftspeople.
A heavy bulwark, as well as ventilation fans, connects the main body of the Workshop to the plantation. An elevated floor with cargo lift is included, as the ground of the plantation is ten metres higher than the floor of the Workshop proper.
An elaborate chemical reactor, built by Kinesis, allows for the industrial scale automated manufacturing of chemicals from the raw elements which the Elemental Siphon supplies.
The exterior fluid tanks mostly hold water, while one holds liquid nitrogen.