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fusion_elementaire [2022/09/29 14:21] – ↷ Page name changed from liaison_elementaire to fusion_elementaire maitregobfusion_elementaire [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +====== Fusion Élémentaire ======
  
 +{{:91457.jpg|Gnome artificer binding a fire Élémentaire}}
 +
 +The art of binding Élémentaires is a craft mastered so far only by the [[Gnomes]] of [[Khorvaire]]. [[Élémentaire]]s are bound so that their energies may be used to power the device to which they are connected. [[fragments_de_dragon#Fragments de Khyber|Khyber shards]] are Communly used in Élémentaire binding magics. Élémentaire-powered [[Aéronefs]] and the [[Train Fulgurant]] are the most Commun examples of Élémentaire binding, but they can be bound to weapons and armor as well as less militial devices. 
 +
 +=====Train Fulgurant=====
 +The Orléans [[Train Fulgurant]] was originally commissioned by the King of [[Galifar]] before the [[Dernière Guerre]]. [[Maison Orléans]] and [[Maison Bombardier]] collaborated in the design and the [[Gnomes]] of [[Zilargo]] provided the power for the vehicle with bound [[elementaire|air Élémentaires]] that propel the coach over a magical conduit of [[conductor stone]]s. When the stones mounted below the coach pass over the conductor stones lining the ground a sparking or "lightning" effect is produced which accounts for the origin of the name. The [[Train Fulgurant]] travels at 30 miles per hour and was a great revolution in travel for the citizens of [[Khorvaire]]. However, a significant part of the circuit was destroyed during the [[Dernière Guerre]] and has not yet been repaired, including the rail lines in [[Metrol]] and the rest of [[Cyre]], which was destroyed on the [[Jour du Deuil]].
 +
 +=====Aéronefs=====
 +The [[Aéronefs]] of [[Maison Lyrandar]] are a relatively recent invention, first produced toward the end of the [[Dernière Guerre]] in 990 AR. [[Maison Lyrandar]] enlisted the help of the [[Zilargo]] [[Gnomes]] to power their [[Bois-Flottant]] ships and created the wonderous vehicles that fly over the [[Cinq Nations]] today. Aéronefs use an air Élémentaire or [[elementaire|fire Élémentaire]] bound to a ring between two struts toward the back of the ship, an [[classe:artificier]] or bearer of the [[marque_des_tempetes]] is required to force the Élémentaire to bear the ship in the manner desired.
 +
 +=====Maison Bombardier=====
 +The [[Artificiers]] of [[Maison Bombardier]] are working hard to unlock the secrets of gnomish Élémentaire binding, especially [[Merrix de Bombardier]], the baron of Bombardier Sud, who directs [[Bombardier]] operations in [[Zilargo]] from [[Bombardier Tower]] in [[Sharn]].
 +
 +ELEMENTAL VE SSELS
 +Long ago, gnome artificers and specialists from House
 +Bombardier discovered and developed a means of magical
 +travel. The heart of the process is a set of techniques
 +for binding elementals that uses Khyber dragonshards.
 +This closely guarded procedure requires delicate engineering,
 +arcane skill, and rare materials from around
 +the world, and different workshops employ varying
 +esoteric techniques. Building a new vehicle can occupy
 +a workshop for months while magical energy is painstakingly
 +inlaid into the vessel's hull. Such work is a
 +complicated task requiring the labor of many; it is not
 +something that can be undertaken by a lone wizard for
 +any amount of compensation.
 +The construction of elemental vessels requires the use
 +of two kinds of dragonshards. A Khyber dragonshard
 +of the largest size and finest quality is required to bind
 +the elemental to the vessel, and a Siberys dragonshard
 +is needed to craft the vehicle's helm. Production of new
 +vessels grinds to a halt without a steady supply of both
 +kinds of dragonshards, and a workshop with an order
 +to fill will pay a handsome fee to adventurers who can
 +find them.
 +ELEMENTAL MATRIX
 +Every elemental vessel is imbued with an invisible,
 +arcane matrix. This magical essence extends from the
 +containment chamber at the core of the vehicle to the
 +binding struts, then through the rest of the vehicle's
 +hull. When a Khyber dragonshard holding a bound
 +elemental is placed in the containment chamber, the matrix
 +comes alive. The unsuppressed elemental emerges
 +from the shard and flows along the matrix in the way
 +that blood moves through the arteries and veins of a
 +living creature.
 +
 +The binding struts force the elemental into a ring
 +shape and give every elemental vessel its distinctive
 +appearance. From there, the elemental continues to flow
 +along the matrix through the hull, appearing as jagged,
 +snaking lines of living energy that pulse and shift. These
 +conduits of elemental energy take on an appearance
 +associated with the type of elemental bound into the vessel.
 +A fire elemental, for example, sends tendrils of flame
 +along the hull of its ship.
 +At the command of the vehicle's dragonmarked pilot,
 +the bound elemental can be suppressed, causing its
 +essence to flow back into the containment chamber and
 +the matrix to disappear from view. A vehicle whose elemental
 +is suppressed ceases to be propelled.
 +CONTROLLING THE ELEMENTAL
 +Piloting an elemental vessel requires effective communication
 +between the pilot and the bound elemental.
 +The elemental controls the vehicle's movement, and
 +everything from basic propulsion to delicate maneuvering
 +is dependent on the ability of the pilot to control
 +the elemental. If the elemental is uncontrolled and not
 +suppressed, the vehicle moves according to the elemental's
 +whim until a pilot asserts control again.
 +A dragonmarked heir at the helm of a vessel can command
 +the elemental easily. Without such a pilot, it's very
 +difficult to control the vessel. A character who is touching
 +either the Khyber dragonshard where the bound elemental
 +is housed or the magic item at the vessel's helm
 +can try to communicate with the elemental, but with no
 +guarantee of success.
 +A character can make a DC 20 Charisma (Persuasion
 +or Intimidation) check to persuade the elemental to cooperate
 +or demand its obedience. On a successful check,
 +the elemental obeys the character for 1 minute.
 +The dominate monster spell can also enable a character
 +without a dragonmark to control an elemental vessel,
 +even wresting control away from a dragonmarked pilot.
 +The charm monster spell (found in Xanathar's Guide to
 +Everything) also makes the elemental compliant to the
 +caster's wishes, but the elemental remains obedient to
 +the commands of a dragonmarked pilot at the helm.
 +FREEING THE ELEMENTAL
 +Shattering the Khyber dragonshard that binds it can
 +free an elemental, preventing the vehicle from moving.
 +On most elemental vessels, the shard is sealed in a
 +protective metal chest with 10 (3d6) hit points, usually
 +made of iron (AC 19) but sometimes of mithral (AC 2 1)
 +or adamantine (AC 23). The chest is often guarded with
 +a glyph of warding and housed in a room behind locked
 +and possibly trapped doors. The shard itself has AC 17
 +and 10 (3d6) hit points.
 +LYRANDAR AIRSHIP
 +The airship i s the most advanced elemental-powered
 +vehicle on Eberron, the pride of House Lyrandar and the
 +forerunner of the magical advances that many hope will
 +become commonplace in the aftermath of the Last War.
 +The first airships emerged from the Bombardier and Zilargo
 +workshops and appeared in House Lyrandar's service
 +just eight years ago (in 990 YK). For now, though,
 +C HAPTER 4 I BUILDING E B ERRON ADVENTURES
 +they remain rare, because the soarwood required for
 +their construction is exceedingly scarce and tightly
 +controlled.
 +Soarwood is a form of buoyant timber found only on
 +the island of Aerenal, and the elves who live there limit
 +their annual harvest of the precious wood. As a result,
 +production of new airships proceeds at a snail's pace,
 +unable to satisfy the fervent demand for new vessels.
 +The discovery of a new supply of soarwood could literally
 +change the world, and even convincing the elves of
 +Aerenal to part with more of it would be an achievement
 +worth a handsome reward from House Lyrandar.
 +How IT WORKS
 +A standard airship (at least as far as standards have
 +been defined for this relatively new creation) looks similar
 +to an oceangoing ship but is rigged with control fins
 +and rudders rather than sails. An air or fire elemental is
 +bound into a ring around the hull, which is suspended
 +on four struts jutting outward. Most airships are outfitted
 +with the finest amenities, including many decorative
 +flourishes and creature comforts.
 +Operation. A dragonmarked heir of House Lyrandar
 +must pilot a Lyrandar airship, channeling the power of
 +the Mark of Storm through the wheel of wind and water
 +that controls the vessel. The helm is typically situated
 +near the rear of the ship, inside the shelter of a wheelhouse.
 +Controlling the vessel (without the benefit of
 +something like the conductor stones that dictate a lightning
 +rail route) requires constant attention, so at least
 +two pilots typically travel on every journey.
 +Only a dragonmark heir with the Mark of Storm can
 +use the wheel and command the bound elemental.
 +House Lyrandar pilots train for months to gain a deep
 +understanding of the ship's powers and limitations.
 +Because of this training, a skilled pilot can execute acrobatic
 +maneuvers in the sky.
 +Airships can move in all three dimensions, with or
 +without the aid of the wind. Unlike most flying creatures,
 +they don't rely on wings for lift thanks to their
 +soarwood hulls. They are able to fly equally well on their
 +sides or even upside down (notwithstanding the risks
 +that such maneuvers present to passengers and crew).
 +Airships cannot actually land, because the struts that
 +hold the elemental ring in place protrude 10 feet from
 +the bottom of the vessel. Thus, passengers and cargo
 +are lifted in elevators and loaded at towers in major
 +cities. Each ship carries rope ladders for use at smaller
 +stations, in open terrain, or in cases of dire emergency.
 +A typical airship can reach a speed of 20 miles per
 +hour in clear skies carrying up to 30 tons of cargo.
 +Airships are most often employed by explorers and by
 +wealthy travelers who demand luxury-clients who
 +have a need to move quickly to places that might not be
 +served by the lightning rail.
 +Suppression. Although the elemental bound to the
 +airship is essential for propulsion, the vessel's soarwood
 +hull provides its lighter-than-air buoyancy. When
 +the elemental is suppressed, the ship remains aloft but
 +can't move. The pilot always suppresses the elemental
 +before docking, then uses ropes to maneuver the vessel
 +into position.
 +
 +LYRANDAR GALLEONS
 +A House Lyrandar galleon, also called a n elemental
 +galleon, resembles a Lyrandar airship except that it has
 +a water elemental ring that propels it across oceans and
 +seas instead of through the air. This vessel has a speed
 +of 10 miles per hour but otherwise is similar to a Lyrandar
 +airship.
 +0RIEN LIGHTN I NG RAIL
 +T h e wondrous lightning rail system once linked the
 +far reaches of the Kingdom of Galifar, prior to the Last
 +War. Now the system is divided, split into eastern and
 +western circuits. Reestablishing the conductor stone
 +paths across Scions Sound and the Mournland is often
 +discussed in the halls of power in the Five Nations, but
 +formidable challenges are involved.
 +How IT WORKS
 +A lightning rail train is made up of an elemental vessel
 +linked to a series of connected carts, all of which float
 +about 5 feet off the ground. Each cart, similar in form
 +to a large wagon with no wheels, has a conductor stone
 +embedded in its underside. A corresponding set of conductor
 +stones laid out in a line on the ground interacts
 +with the stones in the carts to form a rail for the train to
 +follow. Lightning arcs between the two sets of stones,
 +accounting for the system's name.
 +The elemental vessel at the front of the train, called
 +a crew cart, holds a bound air elemental that propels
 +the train along its route at a speed of about 30 miles
 +per hour. The elemental appears as a ring of lightning
 +encircling the crew cart while the train is in motion. A
 +bound air elemental can move a train of up to ten carts
 +without obvious strain, and most trains are configured
 +accordingly.
 +The other carts that make up the train have various
 +purposes. A typical train has a crew cart at each end,
 +with two cargo carts, four passenger carts, and two
 +lounge carts in between. Doors at both ends of each cart
 +enable crew and passengers to walk from one to the
 +next, even while the train is in motion. Both crew carts
 +are identical, except that the bound elemental in one is
 +suppressed. On the return trip, the roles of the carts and
 +the states of their elementals are reversed.
 +Specialized carts of other sorts vary in configuration
 +depending on their purpose and the degree of luxury
 +afforded to them. Some have solid sides and roofs, while
 +others are covered only with canvas.
 +Map 4.10 shows the different carts that comprise most
 +lightning rail trains.
 +Operation. The vessel's pilot, a House Orien dragonmarked
 +heir, stands at the helm, high atop the crew cart,
 +beneath the elemental binding struts. The pilot controls
 +the elemental and communicates with it during the trip,
 +watching the path ahead through broad windows that
 +encircle the helm platform.
 +
 +M YS T E R I O U S PA SS E N G E R S d l OO Passenger
 +d l OO Passenger 53-54 A si lver d ragon i n h u man form observes the i nter-
 +01-02 A human merchant of obvious means seems to be actions of the cl ientele, paying close attention to
 +d e liberately d rawing attention, loudly calling out any dragon marked characters.
 +their name and the time of day. 55-56 A House Cann ith t i n ker examines the structure of
 +03-04 Two shifters d ri n king and spoiling for a fight. the vehicle closely, l ooking concerned and asking
 +05-06 A warforged q u i etly reads a book cal led The Ma- questions about possible escape proce d u res.
 +chine Manifesto. 57-58 A one-eyed human (actually an I nspired agent of
 +07-08 A half-elf sits down, says , " Beware-the wolf howls the D rea m i ng Dark) watches everyone carefu lly.
 +at midn ight," and leaves without fu rther com ment. 59-60 A disheveled human magewright offers meager
 +09-10 A gnome watches everyone carefu l ly, writing down magical skills in return fo r food or spare coins.
 +observations i n a tiny orange book. 61-62 A warforged l ea n i n g on a wooden staff carries on a
 +1 1 -1 2 A one-armed B relish veteran verbally assaults any conversation with the docent attached to its chest.
 +warforged he sees, blaming them for his i nj u ry. 63-64 A human pickpocket circulates among the passen-
 +13-14 A well-dressed h u m a n sits awkwardly next to the gers, looking for a n other victim .
 +wal l , seemi ngly tryi ng t o avoid touching or being 65-66 A human from Aundair obsessively checks and retouched
 +by anyone else. checks their trave l i ng papers.
 +1 5-1 6 A cloaked figure moves slowly past, pausing briefl y 67-68 An artificer t i n kers with a new i nvention.
 +upon catching sight of the party. 69-70 An attractive h alf-elf makes advances toward a
 +1 7-1 8 An acolyte of the Si lver Flame preaches loudly in an n u m ber of other passengers.
 +attempt to convert an essentially captive audience. 7 1 -72 An apprentice wizard draws arcane symbols on the
 +1 9-20 A destitute bard plays the harp with med iocre skill wi ndow, glaring at anyone who i nterrupts.
 +while asking fo r donations. 73-74 A dwarf with a bandaged wou n d checks it re-
 +21-22 A deaf couple comm u n icate with each othe r by peatedly, occasionally pouring whiskey o n it and
 +sign language, but suddenly stop when they notice winci ng.
 +they are being watched. 75-76 A you ng, red-haired h u m a n fl i rtatiously tries to get
 +23-24 A frail h u m a n with a s m a l l strongbox shackled to other passengers to buy d ri n ks.
 +one of her wrists i s i n the company of two heavily 77-78 An Aerenal elf sits silently, trying to ignore the
 +armed half-ore bodyguards. stares of other passengers.
 +25-26 T h ree hobgoblin mercenaries from H ouse Deneith 79-80 A d i sheveled old h u man loudly proclaims that the
 +d iscuss their plans in their native tongue. end of the world is nigh, accord i n g to the dragons.
 +27-28 A harried dwarf tries to keep th ree c h i l d ren cor- 81 -82 A h u m a n c h i l d is a pparently traveling with no parrailed,
 +but the oldest one keeps sneaking away. ent or guardian.
 +29-30 A bored changelin practices d up licating the faces 83-84 A nervous gob l i n holds trave l i n g papers out to anyof
 +the guests. N ot all of them are a mused. one passing by, as if expecting to be challenged at
 +3 1 -32 A sh ifter glowers i n a corner booth, looking angry any moment.
 +at the world. 85-86 Four kalashtar monks med itate, burning i ncense
 +33-34 A warforged bard uses its body as a percussion and chanting q u i etly.
 +i nstru ment to entertain the patrons. 87-88 A rogue tries to swi ndle other passengers by using
 +35-36 A dog with no apparent owner wanders around. marked cards.
 +37-38 Two Karrnathi sold iers seem extremely nervous 89-90 A House Tharashk i n q u isitive examines the floor of
 +a n d speak to no one. the vessel very carefully, offering no explanation.
 +39-40 A halfl i ng leads a tiny pet d i nosaur on a leash, tug- 9 1 -92 A gro u p of u n remarkable farmers are transporting
 +ging at it whenever it tries to exa m i n e something. a strange device that bears Draconic runes.
 +41 -42 A half-ore sits with a s m a l l potted plant, whisper- 93-94 A cleric of the Sovereign Host seems a n n oyed and
 +ing to it i n Ore. is rude to several pious passengers who ask for
 +43-44 A wel l - d ressed dwarf wearing eight copper rings blessings.
 +paces restlessly. 95-96 An older human reads the Korranberg Chronicle,
 +45-46 A halfl i ng from H ouse G h allanda offers food and loudly proclaiming outrage at every story.
 +d r i n k to all passengers except elves or half-elves. 97-98 Roll agai n; the travelers are one or more change-
 +47-48 An elf bard from House Phiarlan whispers conspir- lings appearing to be whatever the secon d roll
 +atorially with a member of the vehicle's crew. ind icates.
 +49-50 A kalashtar is tryin g too h a rd to pass a s human, 99-00 Roll twice more; the two travelers indicated are
 +conspicuously and awkwardly u s i n g h u man slang. about to come to a very obvious conflict of some
 +5 1 -52 A youn g half-elf in adventuring garb weeps openly. kind (verbal or physical) .
 +
 +The placement of conductor stone lines dictates where
 +a lightning rail train can travel, but the pilot still must
 +make operational decisions as the coach moves from
 +one city to the next. The pilot controls the vessel's speed
 +based on conditions around the train. When conductor
 +stone lines split, as they do at various hubs along the
 +way, the pilot selects the intended route and directs the
 +elemental down the correct line
 +The crew of a train includes handful of chief stewards
 +overseeing a number of lesser stewards who are
 +charged with seeing to the needs of passengers and
 +keeping cargo secured.
 +LIGHTNING RAIL STATIONS
 +Lightning rail stations, where passengers and cargo can
 +be disembarked or loaded, are located in or just outside
 +villages, towns, and cities along the conductor stone
 +paths. There are no stations in the expanses between
 +these settlements, and House Orien rules prohibit lightning
 +rail pilots from stopping anywhere but at a station.
 +Stations throughout Khorvaire have a similar look
 +and feel, to ensure that each one lives up to the high
 +expectations of House Orien's patrons. White and gold
 +everbright lanterns continually illuminate each station.
 +When a train pulls into the station, loading ramps are
 +moved into position beside each cargo cart, and stairs
 +by each passenger cart. The cargo is unloaded from one
 +side of the train and the passengers from the other.
 +Individual stations do have distinct touches that reflect
 +local features. For example, the station in Gatherhold, in
 +the Talenta Plains, is decorated with traditional halfling
 +motifs and offers specialized stables for travelers leaving
 +their dinosaurs behind. On a larger scale, the station
 +at Passage, which is the seat of power for House Orien,
 +is a multistoried structure designed as a monument to
 +the majesty and storied history of the house.
 +MYSTE RIOUS PASSE NGERS
 +Lightning rails and airships are good places to encounter
 +a broad sample of Khorvaire's diverse population.
 +You can use the Mysterious Passengers table (page
 +241) to bring curious characters in contact with an
 +adventuring party on any kind of journey. Each of these
 +characters might spark an entire new adventure, or
 +might be little more than a momentary diversion. Determine
 +details about these travelers are, and the stories
 +behind them, as you see fit.
 +{{tag>["magie"]}}