Tech
The technological level (as it is normally spoken of) within the Shadarian Empire is mixed.
Shadar has printing presses and a railroad, even a few steam engines, but mainly relies on magic or muscle. The larger cities, like Emeraldis, have a fairly Victorian feel to them. Other areas have daub-and-wattle or even thatch huts.
When a citizen of Shadar or Nihon speaks of technology, however, one of three things is meant.
Crystal Matrix Technology infuses crystals with a
psionic or magical charge. Placed within a matrix of similar
stones, a prolonged or amplified effect can be developed. This is
the primary motive force in the airships which ply the skies
between Shadar and Nihon. A set of expertly fitted and enchanted
crystals becomes a Levitation Stone, which can be used to lift
multi-ton vehicles fairly cheaply and efficiently. Other uses for
this technology are found in the Worldgates (teleportation
matrixes), Mage Cannon, and in such things as the Crystal
Castle's Wall Of Octroi defensive field.
__The disadvantages of this technology is that the operator must
be magically or psionically sensitive. And that one cannot be
substituted for the other. Strong chi, however, can subsititute
for esper energies.
Clockwork Technology is the fashioning of metal bits
and pieces so that mechanical energy is released in a precise and
measured manner. The large clocktowers, certain siege weapons,
printing presses, certain traps, castle gates and the like all
are examples of such things. The Orahm are particularly gifted
with the manipulation of this form of technology.
___The disadvantages of this form of technology is that it is
generally not flashy, nor as powerful as the sort of thing that a
Crystal Matrix can provide. Magic or psi can usually derail or
interfere with clockwork mechanisms quite easily, though a
nullifier field for either will not affect a clockwork trap in
the least. Engineers are usually required to work with the more
complicated devices.
Artificie or Magical Technology is the
crafting of magical items that perform a wide range functions. It
is broken into several different sections as each is actually a
highly specialized order. These items are never produced easily
or in bulk, though some are quite commonly found throughout the
Empire.
__Alchemy is the brewing of magical potions, poultices,
and oils to produce a variety of effects. Love potions, healing
poultices, oil of slickness - all are the craft of the alchemist.
The vast majority of alchemists are found in Shadar.
__Calligramancy is the writing of runes, glyphs, and
wards onto strips of paper or onto objects to infuse them with a
magical charge that can later be released. This art is mainly
practiced in Nihon.
__Circle Magic is a borderline between Calligramancy and
Enchantment, borrowing elements from both. Circle Magic is the
creation of magical circles, wards, and glyphs that have a fixed
location and draw on local magical currents to recharge
themselves.
__Enchantment is the art of focussing magic into normal
objects. Magic swords, magic armor, and the like are the result
of enchantment. As the practitioners quote: 'Enchantment is
eternal' - alchemy and calligramancy produce one-shot results,
while a magic sword remains magical until the enchantment is
destroyed from without.
__Genemagic is the magic practiced in the past by the
wizardess Wyndlong, the Art of crafting monsters though once it
was used for far more than that. A mere two generations prior,
the wizard Greylle had used genemagic to modify the ardrow from
their roots, and to modify a type of wheat so that it would grow
in normally barren territory. Now, with the type of magic
discredited and brought low due to Wyndlong's actions, it is
forbidden to study it within Shadar or Nihon.
__Spelljamming is a form of transportation first
discovered by Shadar adventurers while travelling offplane to a
world known as Toril. Spelljamming is a form of magical energy
drain, with the magic used to fly a ship. It was later replaced
with Planejammers that use Crystal Matrix technology,
though a few old Spelljammers can still be found.
It is because of the technology such as Clockwork and Crystal Matrix that a subcategory of the Thief class (only because they are neither frontline fighters or spellcasters) has developed:
_____The Engineer_____
The Engineer is a bit of a rogue, but always of a non-chaotic alignment (Lawful or Neutral) though they can be Good, Neutral, or even Evil as far as that part of ethos goes. They usually know how to handle themselves in a fight, usually using blunt weapons such as hammers, pipes, or improvised clubs. Add to this rapier or sabre and crossbow for those University educated. While the more suburban raised variety is skilled with knives and slings as those are cheaper and therefore more easily accessible. Thick armor being hot, stuffy, and cumbersome, is rarely utilized by the Engineer. Especially as their professional calling often requires work on either airships or sea-faring vessels, where plate armor is a downright liability.
Engineers fall into three main categories, depending on their perceived specialty. Gadgeteers specialize in the clockwork mechanisms and little useful gadgetry (ex: the "Mk III extendible grappling arm" or the "kitchen whiz slicer/dicer/grater") and the like. A subset of Gadgeteer is the Locksmith, who is usually a member of a Union or Guildhall and specializes specifically in traps, locks, and similar devices. The final category is the Ship's Engineer and what is usually thought of when someone mentions an Engineer.
A Ship's Engineer is not a specialist in any single category, but at least capable in almost every aspect of maintaining a ship (either air or sea or planar). A strong knowledge of carpentry, with some stonemasonry, coppersmithing, locksmithing, architecture, a sprinkling of ironmongery and a dash of steelcrafting.
While some Engineers have decent Hide In Shadows and Move Silently skills, honed from years of sneaking about their University after curfew, most do not. They are Engineers and scholars, not petty thieves. Pick Pockets is likewise not numbered among their talents.
Base Skills:
| Find/Remove Traps: | Open Locks: | Climb Walls/Rigging: | Lore: |
| 15% | 15% | 25% | 5% |
Engineers also are repositories of vast sums of information, even at 1st level. Their Lore ability is supplemented by familiarity (8 or less on a d20) with three of the following areas of expertise, which can be increased via a proficiency slot, or by researching the matter beforehand.
Carpentry |
Smithcraft |
Locksmithing |
Shipbuilding |
Calligraphy |
Mapmaking |
Siege Weapons & Bombards |
Magical Theory or |
Meteorology |
Glassmaking |
Stonemasonry |
Crossbow Maintenence |
Prospecting |
Seamanship, Airmanship, |
Rope and Chain Use |
Ancient Written Languages |
All Engineers are literate. A necessary skill whether a graduate of a University or if they grew up on a farm and stowed aboard a frigate.
Other than that, Engineers can be a real grab-bag. Scholarly dwarves with stacks of books and an abacus, mouselings scampering in the riggings of airships, orahm tinkering with their latest "household wonder gadget", roguishly handsome elven blademasters with a girl in every port, and everything in between.