Forgotten Suns: Science and Starmetal Manse: Difference between pages

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Certain tasks are to complicated to be covered solely by an Ability. To accomplish them, a character must master a body of knowledge before being able to use his skills effectively. In the [[Forgotten Suns]] campaign, such knowledge is represented by ''sciences''. Sciences are traits that live outside of the normal attribute/ability system. They are rated in dots like other traits, however these dots do not provide dice pools or other "active" effects. Instead, sciences act as a passive limitation on certain tasks. That is, some tasks are not possible unless you have a certain number of dots in a related science.
__NOTOC__
One of the five [[Alchemical Manses]] created by [[creator::Autochthon]], the starmetal manse floats 150 miles above creation, an observatory of both the stars above and Creation below.


Most sciences have steeper requirements than Abilities, usually requiring the character to know one or more Abilities at a certain level. In addition, sciences ''always'' require instruction of some kind, either from a tutor, book or other source. This requirement is often the limiting factor in learning sciences, particularly those dealing with First Age technology.
'''Manse''': {{Dots|5}} [[rating::5| ]]<br/>
Maintenance: x<br/>
Fragility: x<br/>
Habitability: x


These rules are assumed to work with rules that treat the various crafts as specialties instead of complete skills. When they list Craft requirements, these should include the specialty rating in the total. For example, something requiring Craft (Fire) 4 could be done by someone with two dots in Craft and a +2 Fire specialty. As such, Craft requirements appear a bit more extreme than those of other abilities, since even a starting exalt could fulfill, for example, a Craft (Water) 8 requirement with five dots in Craft and a +3 water specialty.
== Construction ==


At low levels, sciences cost only slightly more than than abilities, but become much more costly as they progress. The first dot in a science costs 3xp (assuming all the requirements are met). Additional levels cost a number of xp equal to the xp paid for the previous two levels, plus one. Training time is 20 times the xp cost, in hours. These times assume the required instruction. So, the progression goes like this:
The floating manse is a roughly ellipsoid hunk of metoric iron about 500 yards long, 400 yards wide and 100 yards tall. Various rooms and passageways have been carved into the metal. Some of these rooms jut out over the surface of the asteroid, which is covered with a latticework of geomantically powerful starmetal wires. Though gravity is almost nonexistent on the station, it is split into five levels as if this were not the case, connected by five tubes that run the vertical length of the asteroid:


{| class="data"
'''Level One''': The level closest to creation is mostly one large room with an adamant floor, through which Creation can be monitored. Apparatus of various kinds are arranged in an efficient design, allowing five different sections of Creation to viewed at once. The diameter of this level is about half that of the asteroid itself, with the viewports of the control level jutting out further along the perimeter.
!Science!!Cost!!Training time (hours)
|-
|class="first"|{{Dots|1}}||3||60
|-
|class="first"|{{Dots|2}}||4||80
|-
|class="first"|{{Dots|3}}||8||160
|-
|class="first"|{{Dots|4}}||13||260
|-
|class="first"|{{Dots|5}}||22||440
|}


These rules can be used in both First and Second Edition games; however, they will largely make reference to concepts from Second Edition books, particularly ''Wonders of the Lost Age'' and ''Oadenol's Codex'', as the rules in these books are mostly edition agnostic. In First Edition, these rules replace the rules for Arts and Sciences in the ''Player's Guide''. In Second Edition, they replace the rules for occult arts. Note that while standard Second Edition occult arts provided both extra dice and the ability to perform various procedures, under these rules, sciences only provide the latter. Under these rules, it is possible to learn normal specialties based on sciences. For example, a character might learn an Occult specialty in Enchantment. The combination of dots in science and specialties would be mechanically equivalent to standard Second Edition art, though it would be slightly cheaper. Sciences in these rules are also cheaper than sciences from First Edition.
'''Level Two''': The main control center sits atop the Creation observatory. A large holographic map dominates the center of the main control room, showing the path the station takes over Creation, it's current location, the current location of the 25 constelations, the sun, the moon, the elemental poles and various other features. A ring of consoles surrounds the map, split into five sections. Each console has its own purpose:


Many sciences are practiced using specific rituals, formulas or procedures. These often have their own requirements, which must be met in addition to the requirements for the science itself.
*Navigation: Controls the motion of the manse. Though built to run a fixed circuit across the sky, the manse can drift a bit, and has some ability for course correction. This requires increasing amounts of power the further out of the fixed circuit the manse gets.
*Mapping: Controls the display of the map. From this console, points of light can be added as markers anywhere. This console can also connect to most of the observing instruments on the station and represent their data in various ways on the map.
*Environment: Controls the internal environment of the manse, allowing alteration of temperature, humidity and so on. It also monitors the condition of the air.
*Flow: Monitors the flow of essence through the manse, with a few limited mechanisms for adjusting it.
*Network: While this console actually monitors both the other alchemical manses, the [[Well of Souls]] and the [[Radiant Amphora of Celestial Accumulation]], its controls are completely alien, as is the language of its displays.


== Alchemy ==
'''Level Three''': Contains the geomantically significant rooms of the manse. A ring of 25 small rooms dot the equator the of station, adamant observation ports allowing each room direct observation of on of the constellations of the zodiac. These rooms harness the nature of the constellations and channel their energy to the hearthroom in the center.


Alchemy combines a number of disciplines, such as pharmacy, metallurgy, even cooking, to combine and transform different ingredients. Alchemy requires specific formulas, recipes which usually must be followed very closely. Most formulas result in some type of material, usually a liquid, that provides useful effects when consumed. Other formulas focus only on transforming material from one type into another.
'''Level Four''': A ring about half the diameter of the level is divided into three narrow rooms. The biggest of these rooms, served by two access tubes, hosts a platform containing a gate through which the manse is accessed from Creation, near Yane. Though originally intended to be an active conduit, only leaving the station functions like this now. The entrance has been altered to only open on one day a year (24th day of Ascending Water). The second room (served by two more access tubes) can teleport anyone to any location withing 500 miles of the station. The third room (one tube) connects the other two, and serves as something of a welcoming room, as well as an airlock. Around this ring of rooms is a second ring containing twelve small bedrooms, each with a small bathroom.


=== Mortal Alchemy ===
'''Level Five''': The top level, like the bottom, is capped in a bubble of adamant, and offers a gret view of the stars. More observational apparatus covers the floor, arranged more chaotically than that on the first level.


Anyone with an Occult rating can practice mortal alchemy. In fact, some very simple alchemical formulas can be prepared without any training in the science of alchemy at all. Anyone with at least one dot in Occult can use the rank 0 alchemical formulas from ''Oadenol's Codex''.
== History ==


{| class="altdata"
== Current State ==
!Science!!Requires!!Allows
|-
|{{Dots|1}}||Occult 1, Lore 2, Craft (Water) 1,<br>instructions found in ''[[Salt]]''||May use known rank 1 alchemical formulas from ''Oadenol's Codex'', and invent those of rank 0
|-
|{{Dots|2}}||Occult 3, Lore 4, Craft (Water) 2,<br>instructions found in ''[[Aether]]''||May use known rank 2 alchemical formulas from ''Oadenol's Codex'', and invent those of rank 1
|-
|{{Dots|3}}||Occult 5, Lore 4, Craft (Water) 3,<br>instructions found in ''[[Gold]]''||May use known rank 3 alchemical formulas from ''Oadenol's Codex'', and invent those of rank 2
|-
|{{Dots|4}}||Occult 5, Lore 5, Craft (Water) 5,<br>instructions found in ''[[Gold]]''||May invent alchemical formulas of rank 3
|}


=== Magical Alchemy ===
== Traits ==


More powerful creations can be made using true magic. Like sorcery, magical alchemy requires use of specific charms for each level. Higher levels of magical alchemy have been theorized, but never mastered.
'''Mobile''' (5): The manse follows a set circuit through the sky, a single cycle taking one year. Each section of the path is dominated by a particular astrological house. While in that house, astrology made using a college of that house gains an automatic success. The path looks like this:


{| class="altdata"
[[Image:Starmetal Manse Range.png]]
!Science!!Requires!!Allows
|-
|{{Dots|1}}||Mortal Alchemy {{Dots|3}}, Occult 5, other abilities by formula,<br>instructions found in ''[[Alkahest]]'', [[Comprehensive Deliquescence Cauldron]]||Creation of Artifact {{Dots|1}} consumables
|-
|{{Dots|2}}||Mortal Alchemy {{Dots|3}}, Occult 5, other abilities by formula,<br>instructions found in ''[[Berith]]'', [[Transformative Touch Crucible]]||Creation of Artifact {{Dots|2}} consumables
|-
|{{Dots|3}}||Mortal Alchemy {{Dots|3}}, Occult 5, other abilities by formula,<br>instructions found ???, [[Prayer Subverting Tears]]||Creation of Artifact {{Dots|3}} consumables
|}


== Architectonics ==
'''Armored''' (5x3): Being made of starmetal, this manse has an external soak of 42B/32L and internal of 32B/19L.


Anyone who can channel essence can attune to a manse. Usually, those with skill can also figure out how to alter or repair a manse. With sufficient Craft, Lore and Occult skill, it is even possible to design a manse that will cap a demesne (core.246, ex2e.113). Without knowledge of the science of architectonics, however, the resulting manse does little else. Its designer will have no control over what kind of hearthstone is produced, and cannot give the structure any special abilities at all.
'''Divine Observatory''' (2): Any sidereal astrology conducted using the instruments in the station reduces difficulty by one. Tests for more mundane thaumaturgical astrology add five successes.


Architectonics allows a character to design manses using the point-based powers found in ''Oadenol's Codex''. It also allows for the repair of manses with such powers, though 1- and 2-point powers can be repaired without it. Repairs and alteration of higher point powers is possible for those without the science, but the result is always substandard in some way (e.g. requires continual maintenance, leaks essence, etc.).
'''Geomantic Subtlety''' (2): Having been created by Autochthon himself, the design of this manse is advanced and inscrutable. Attempts to investigate or alter it suffer a -3 external penalty.  


{| class="altdata"
'''Comfort Zone''' (2x1): The manses environment is quite comfortable for humans, and can be controlled from the manse's second level.
!Science!!Requires!!Allows
|-
|{{Dots|1}}||Lore 3, Occult 3, Craft (Earth) 4, Geomancy {{Dots|2}}||Design of manses containing 1-point powers, repair of up to 3-point powers
|-
|{{Dots|2}}||Lore 4, Occult 4, Craft (Earth) 5, Geomancy {{Dots|3}}||Design of manses containing 2-point powers, repair of up to 4-point powers
|-
|{{Dots|3}}||Lore 5, Occult 5, Craft (Earth) 6, Geomancy {{Dots|3}}||Design of manses containing 3-point powers, repair of up to 5-point powers
|-
|{{Dots|4}}||Lore 6, Occult 6, Craft (Earth) 7, Geomancy {{Dots|3}}||Design of manses containing 4-point powers
|-
|{{Dots|5}}||Lore 7, Occult 7, Craft (Earth) 8, Geomancy {{Dots|3}}||Design of manses containing 5-point powers
|}


== Astrology ==
'''Magical Conveniences''' (1): The manse assists its inhabitants in minor ways:


== Astrology ==
* Doors open when approached.
* The light level in each room can be controlled by vocal request.
* Most of the instruments and consoles in the manse have a square foot of ivory embedded somewhere on their surface. By touching this panel, a user can speak and his words will appear on the panel in elegant handwriting. Wiping a panel will erase it. Placing a piece of paper on the panel and will copy the contents of the panel to the visible face of the paper.
* Most of the floor is covered with a transparent living carpet, made of almost invisible hairs. These hairs attach lightly to any surface coming in contact with them. This connection is enough to hold items and people in position in the low gravity, but releases easily when the person wants to move.
* All rooms contain the illusion of a clock display, which keeps perfect time.


While nowhere near the fate-altering ability of sidereal astrology, the astrological sciences allow mortals and exalts alike to read the stars for various information. As with the other thaumaturgical sciences, astrology makes use of specific procedures to find specific information. A small number of these rituals can be performed by anyone with Occult skill, but most require knowledge of the astrological science. Typically, an astrologer also needs instruments to read the stars and a collection of books of stellar lore.
'''Network Node''' (1): This manse is connected to the other [[Alchemical Manses]], as well as the [[Soulfire Collector]]. A control panel on the second level can exploit this connection, but only Autochthon knows how it works.


Instruction in the first three levels of astrology is not hard to find, with both teachers and books available in most major cities.
'''Password Activation''' (1): The hearthstone to this manse is formed within a starmetal vessel that will not open. Any attempt to breach the vessel causes a proportional amount of damage to the manse itself. Inscribed in Old Realm on this vessel is a grid of all possible Old Ream letters. Above it reads the inscription "Gulak's Loss". This is a reference to a story that can be found in the [[Tome of the Great Maker]]. In the sections about the eight heroes, five of them are mentioned as "loosing" something. Gulak lost his sanity, making the Old Realm word for "sanity" the password.


{| class="altdata"
'''Attunement Recognition''' (0): The manse recognizes who is attuned to it. At present, no one is.
!Science!!Requires!!Allows
|-
|{{Dots|1}}||Occult 1, Lore 1||May use known rank 1 astrological procedures from ''Oadenol's Codex'', and invent those of rank 0
|-
|{{Dots|2}}||Occult 3, Lore 2||May use known rank 2 astrological procedures from ''Oadenol's Codex'', and invent those of rank 1
|-
|{{Dots|3}}||Occult 5, Lore 3||May use known rank 3 astrological procedures from ''Oadenol's Codex'', and invent those of rank 2
|-
|{{Dots|4}}||Occult 5, Lore 4||May invent alchemical procedures of rank 3
|}


== Charmcraft ==
'''Basic Senses''' (0): The manse can sense those inside it.


Under canon rules, all exalts can teach themselves most charms. Under this system, learning more powerful charms on your own requires detailed knowledge of charm magic, represented by the Charmcraft science. Rating in this science is compared to the minimum Essence requirement of charms (referred to here as ME). Characters can learn an existing charm without a tutor only if they have a Charmcraft rating equal to or greater than the charm's ME minus three. (This means that any exalt can teach themselves Essence 3 charms or lower without Charmcraft.) Characters with charmcraft can also invent brand new charms; however in this case, the science's rating is compared to ME minus two.
'''Cosmetic Displays''' (0): The manse generates occasional "willo-wisp" type floating orbs of light that wander about briefly, before petering out.


{| class="altdata"
'''Inefficient Respiration''' (0): While technically a manse, this structure was created mostly for use as a soul conduit for Autochthon. As such, the manse and its hearthstone restore essence at only a quarter of the normal rate.  
!Science!!Requires!!Allows
|-
|{{Dots|1}}||??, Essence 4||Creation of charms requiring Essence 4.
|-
|{{Dots|2}}||??, Essence 5||Creation of charms requiring Essence 5.
|-
|{{Dots|3}}||??, Essence 6||Creation of charms requiring Essence 6.
|-
|{{Dots|4}}||??, Essence 7||Creation of charms requiring Essence 7.
|-
|{{Dots|5}}||??, Essence 8||Creation of charms requiring Essence 8.
|}


== Demonology ==
== Hearthstone ==


How mortals deal with demons.
{{:Starmetal Hearthstone}}


== Elementalism ==
[[Category:Location]]
 
[[Category:Manse]]
How mortals deal with demons.
 
== Enchantment ==
 
Enchantment 1 allows production of 1- or 2 dot enchantments. A rating of 2 in the science allows production of 3- or 4-dot enchantments and Enchantment 3 allows production of 5-dot enchantments and higher.
 
{| class="altdata"
!Science!!Requires!!Allows
|-
|{{Dots|1}}||??||Creation of {{Dots|1}} and {{Dots|2}} enchantments
|-
|{{Dots|2}}||??||Creation of {{Dots|3}} and {{Dots|4}} enchantments
|-
|{{Dots|3}}||??||Creation of {{Dots|5}} enchantments
|}
 
== Genesis ==
 
Described in ''Wonders of the Lost Age'', this science works just like magictech does, but replacing Craft (Genesis). This science requires the Wood craft and cannot be higher than the lowest of the character's Lore, Medicine or Occult ratings.
 
== Geomancy ==
 
Ratings in geomancy allow for the production of geomantic effects using the three possible levels in the science the same way the levels of Enchantment are used.
 
== Magitech ==
 
Described in ''Wonders of the Lost Age'', knowing the science of magitech allows use of Craft skill on magical devices. Anywhere rules call for a Craft (Magictech) roll, use plain Craft ability (plus any magitech specialties) as the pool. The rating in this science acts as a limit: characters can only use the magitech science on artifacts, manses or devices with a rating equal to their magitech science rating or less. This science requires the Air and Fire crafts and cannot be higher than the character's Lore rating.
 
{| class="altdata"
!Science!!Requires!!Allows
|-
|{{Dots|1}}||Lore 4, Occult 3, Craft 3,<br/>instruction from ???||Design of Artifact {{Dots|1}}, Repair {{Dots|2}}
|-
|{{Dots|2}}||Lore 5, Occult 4, Craft 4,<br/>instruction from ???||Design of Artifact {{Dots|2}}, Repair {{Dots|3}}
|-
|{{Dots|3}}||Lore 5, Occult 5, Craft 5,<br/>instruction from ???||Design of Artifact {{Dots|3}}, Repair {{Dots|4}}
|-
|{{Dots|4}}||Lore 6, Occult 6, Craft 6,<br/>instruction from ???||Design of Artifact {{Dots|4}}, Repair {{Dots|5}}
|-
|{{Dots|5}}||Lore 7, Occult 7, Craft 7,<br/>instruction from ???||Design of Artifact {{Dots|5}}, Repair {{Dots|6}}
|}
 
== Necromantia ==
 
The science of necromantia works exactly as spellcraft, but for necromancy instead of sorcery.
 
== Necrosurgery ==
 
Introduced in ''Abyssals'' and expanded in the ''Book of Bone and Ebony'', necrosurgery is the science of assembling and animating dead flesh and harnessing necrotic energy. Anywhere rules called for Craft (Necrosurgery), use plain Craft ability (plus any necrosurgery specialties) as the pool. The rating in this science sets an upper limit on the size class (BoBE? 97) or artifact rating of an item created using this science. Necrosurgery does not require knowledge of a craft art, but its rating may not exceed the lowest of the character's Lore, Medicine or Occult ratings.
 
== Orisonurgy ==
 
How mortals use prayer. Also include weather control.
 
== Perfection ==
 
This science deals with creating exceptional weapons and other creations and represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional weapons, armor and other items. It requires an art for creating such equipment (usually Fire). The first dot of this science allows objects to be made up to the level of "Exceptional" (Ex2 365). The second allows creation of "Perfect" items (Ex2 366). Generally learning this science beyond this is pointless. The magitech science may also be used for the creation of exceptional items, so this science is rare among exalts; however, the requirements for this science are less stringent, so mortals (and some exalts) may prefer this path.
 
== Spellcraft ==
 
Under canon rules, all exalts can teach themselves most charms. Under this system, learning more powerful charms on your own requires detailed knowledge of charm magic, represented by the Charmcraft science. Rating in this science is compared to the minimum Essence requirement of charms (referred to here as ME). Characters can learn an existing charm without a tutor only if they have a Charmcraft rating equal to or greater than the charm's ME minus three. (This means that any exalt can teach themselves Essence 3 charms or lower without Charmcraft.) Characters with charmcraft can also invent brand new charms; however in this case, the science's rating is compared to ME minus two.
 
{| class="altdata"
!Science!!Requires!!Allows
|-
|{{Dots|1}}||Terrestrial circle sorcery||Design of terrestrial circle spells
|-
|{{Dots|2}}||Celestial circle sorcery||Design of celestial circle spells
|-
|{{Dots|3}}||Solar circle sorcery||Design of solar circle spells
|}
 
== Thanaturgy ==
 
How mortals deal with the dead.
 
== Vivomancy ==
 
How mortals control animals, crops and other life.
 
== Warding ==
 
Mortal rituals to keep various things away. Does not include the exorcism bits.
 
[[Category:Exalted]]

Revision as of 15:43, 11 October 2009

One of the five Alchemical Manses created by Autochthon, the starmetal manse floats 150 miles above creation, an observatory of both the stars above and Creation below.

Manse: ●●●●●
Maintenance: x
Fragility: x
Habitability: x

Construction

The floating manse is a roughly ellipsoid hunk of metoric iron about 500 yards long, 400 yards wide and 100 yards tall. Various rooms and passageways have been carved into the metal. Some of these rooms jut out over the surface of the asteroid, which is covered with a latticework of geomantically powerful starmetal wires. Though gravity is almost nonexistent on the station, it is split into five levels as if this were not the case, connected by five tubes that run the vertical length of the asteroid:

Level One: The level closest to creation is mostly one large room with an adamant floor, through which Creation can be monitored. Apparatus of various kinds are arranged in an efficient design, allowing five different sections of Creation to viewed at once. The diameter of this level is about half that of the asteroid itself, with the viewports of the control level jutting out further along the perimeter.

Level Two: The main control center sits atop the Creation observatory. A large holographic map dominates the center of the main control room, showing the path the station takes over Creation, it's current location, the current location of the 25 constelations, the sun, the moon, the elemental poles and various other features. A ring of consoles surrounds the map, split into five sections. Each console has its own purpose:

  • Navigation: Controls the motion of the manse. Though built to run a fixed circuit across the sky, the manse can drift a bit, and has some ability for course correction. This requires increasing amounts of power the further out of the fixed circuit the manse gets.
  • Mapping: Controls the display of the map. From this console, points of light can be added as markers anywhere. This console can also connect to most of the observing instruments on the station and represent their data in various ways on the map.
  • Environment: Controls the internal environment of the manse, allowing alteration of temperature, humidity and so on. It also monitors the condition of the air.
  • Flow: Monitors the flow of essence through the manse, with a few limited mechanisms for adjusting it.
  • Network: While this console actually monitors both the other alchemical manses, the Well of Souls and the Radiant Amphora of Celestial Accumulation, its controls are completely alien, as is the language of its displays.

Level Three: Contains the geomantically significant rooms of the manse. A ring of 25 small rooms dot the equator the of station, adamant observation ports allowing each room direct observation of on of the constellations of the zodiac. These rooms harness the nature of the constellations and channel their energy to the hearthroom in the center.

Level Four: A ring about half the diameter of the level is divided into three narrow rooms. The biggest of these rooms, served by two access tubes, hosts a platform containing a gate through which the manse is accessed from Creation, near Yane. Though originally intended to be an active conduit, only leaving the station functions like this now. The entrance has been altered to only open on one day a year (24th day of Ascending Water). The second room (served by two more access tubes) can teleport anyone to any location withing 500 miles of the station. The third room (one tube) connects the other two, and serves as something of a welcoming room, as well as an airlock. Around this ring of rooms is a second ring containing twelve small bedrooms, each with a small bathroom.

Level Five: The top level, like the bottom, is capped in a bubble of adamant, and offers a gret view of the stars. More observational apparatus covers the floor, arranged more chaotically than that on the first level.

History

Current State

Traits

Mobile (5): The manse follows a set circuit through the sky, a single cycle taking one year. Each section of the path is dominated by a particular astrological house. While in that house, astrology made using a college of that house gains an automatic success. The path looks like this:

Armored (5x3): Being made of starmetal, this manse has an external soak of 42B/32L and internal of 32B/19L.

Divine Observatory (2): Any sidereal astrology conducted using the instruments in the station reduces difficulty by one. Tests for more mundane thaumaturgical astrology add five successes.

Geomantic Subtlety (2): Having been created by Autochthon himself, the design of this manse is advanced and inscrutable. Attempts to investigate or alter it suffer a -3 external penalty.

Comfort Zone (2x1): The manses environment is quite comfortable for humans, and can be controlled from the manse's second level.

Magical Conveniences (1): The manse assists its inhabitants in minor ways:

  • Doors open when approached.
  • The light level in each room can be controlled by vocal request.
  • Most of the instruments and consoles in the manse have a square foot of ivory embedded somewhere on their surface. By touching this panel, a user can speak and his words will appear on the panel in elegant handwriting. Wiping a panel will erase it. Placing a piece of paper on the panel and will copy the contents of the panel to the visible face of the paper.
  • Most of the floor is covered with a transparent living carpet, made of almost invisible hairs. These hairs attach lightly to any surface coming in contact with them. This connection is enough to hold items and people in position in the low gravity, but releases easily when the person wants to move.
  • All rooms contain the illusion of a clock display, which keeps perfect time.

Network Node (1): This manse is connected to the other Alchemical Manses, as well as the Soulfire Collector. A control panel on the second level can exploit this connection, but only Autochthon knows how it works.

Password Activation (1): The hearthstone to this manse is formed within a starmetal vessel that will not open. Any attempt to breach the vessel causes a proportional amount of damage to the manse itself. Inscribed in Old Realm on this vessel is a grid of all possible Old Ream letters. Above it reads the inscription "Gulak's Loss". This is a reference to a story that can be found in the Tome of the Great Maker. In the sections about the eight heroes, five of them are mentioned as "loosing" something. Gulak lost his sanity, making the Old Realm word for "sanity" the password.

Attunement Recognition (0): The manse recognizes who is attuned to it. At present, no one is.

Basic Senses (0): The manse can sense those inside it.

Cosmetic Displays (0): The manse generates occasional "willo-wisp" type floating orbs of light that wander about briefly, before petering out.

Inefficient Respiration (0): While technically a manse, this structure was created mostly for use as a soul conduit for Autochthon. As such, the manse and its hearthstone restore essence at only a quarter of the normal rate.

Hearthstone

Though powerful, this stone is fairly bland, a simple sphere of starmetal.

Once per day, the bearer of this stone can slow her perception of time for a single turn. This allows her to take two completely independent actions during that turn.

Like all of the alchemical hearthstones, this stone respires essence at one-quarter the normal rate.

Instances

This stone is unique to the Starmetal Manse.

Game Information

Summary: Slows time for the bearer once per day.
Rating: ●●●●●
Aspect: Starmetal