Show pageOld revisionsBacklinksCite current pageBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== 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"]}}