Strolen\s Citadel content. 
Items  (Materials)   (Non-Magical)
valadaar's comment on 2007-02-21 07:55 PM
No, my thoughts on yours was just that it took a long time to charge. I've been starting the math to find out how much energy could be stored by nanotech flywheels using the physics equations, but have'nt really spent the time to sort it all out.

As for the steampunk aspect, I'm not sure - if it can contain enough energy to be explosive, it can be used as high yield fuel as well and drive gas turbines, etc.

This idea was based on accounts of large-scale flywheels used for energy storage, and what happened when the bearings got loose.

The other parts - hacking the system,etc, just struck me as hazards that would have to be delt with, and could add interest. Go to Comment
Items  (Materials)   (Non-Magical)
valadaar's comment on 2007-02-25 08:12 AM
Well, I think I have that one covered :)

The cells are organized in such a manner that when packed together the flywheels all will have random orientation. This is necessary for the material not to exibit gyroscopic effects at the macro level. Go to Comment
Items  (Materials)   (Non-Magical)
valadaar's comment on 2007-02-25 12:16 PM
Since the 'cells' self-destruct by destabilizing the flywheel, wouldn't that allow heat to be generated more suddenly then it was charged? I'm imagining it like a coiled spring. It takes time to charge, but little time to discharge?

As for the issues of the effects of quantum physics and brownian motion, is that just an issue of scale? If there were enough atoms involved in a particular cell, wouldn't some of these issues be mitigated? Go to Comment
Items  (Materials)   (Non-Magical)
valadaar's comment on 2013-03-19 08:24 AM
Absolutely, but my intent at the time was to use a product magazine style presentation as opposed to a narrative approach. Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2007-02-05 11:56 AM
Noteworthy Locations - Imps Apothacary

Main Parlor

This room is where business is done and is the easiest to access from the outside world. Well appointed with good furniture, including a fine, gold-inlaid table, Eth will bring out various wares from numerous locked compartments which line the back wall. Each of these compartments is double locked, trapped and magically held.

In case of trouble, the room can be quickly flooded with toxic gas at a word from Eth. The same word will also cause the main door to the room to slam shut and lock itself. Depending on the situation, the gas can cause either sleep or death at Eth's descretion. (Eth is resistant to both, but not immune, and so he is not likely to use this defence lightly). Triggering the gas will set a magical alarm off through the entire complex.

In addition to the gas, the room is watched through peepholes by hired goons. If Eth is incapacitated or otherwise attacked, the goons can trigger the gas or burst into the room at their descretion.

Main Lab

This facility is where most of the work of shop occurs. It is fitted with a powerful forge (magical - heat is generated via pure elemental fire, outgassing is vented magically to a location in distant countryside - see Plot Ideas for implications..)

Another feature, though long unused, is a high-quality silver-inlaid summoning circle. It was used earlier on for summoning demons before he concocted his Blade Venoms and let others get demons for him. Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2007-02-05 06:45 PM

Generally a creature created by Alchemy, Hachnar's Homunculii are greatly unusual. They are much larger, 3' in height and are generally thought by those who see them to be some form of gnome or mutant dwarf.

They were derived from materials provided by Hachnar as well as several different animals. They have a fraction of his magical ability and share a telepathic link with Hachnar. Hachnar can see and hear through them them by concentration, limited to about 20 miles radius. Hachnar can also channel spells through them if necessary.

If slain, a powerful magical backlash will occur, moderately injuring Hachnar. Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2007-02-05 07:28 PM
Sample Wares

Unlike the surface establishement, The Imps Apothacary deals in all items of magic - generally those appreciated by those treading darker paths, and is not limited to alchemicial substances.

Kagerith's Chainmail - Booby-trapped armor
Hachnar's Demon Blood - Imparts demonic strength
Hachnars Blade Venoms - Produce special effects on slain creatures
Ghoulskin Gloves - Imparts undead touch abilities to the wearer
Garage Sale from Hell - Many items in this sub would be suitable.
A Poisoner's Almanac - Many interesting poisons.
Sleep related Toxins - A few poisons of my own creation. Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2007-02-05 07:56 PM
Submitted for your Approval... Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2007-02-07 06:45 AM
Drat - the links worked before! :)

They are fixed now! Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2007-02-07 01:21 PM
I had touched a little bit on the outgassing in the Main Lab section - the ventalation is the most Magic heavy aspect of the location. Since having toxic gas clouds appear in the middle of a city can bring undue attention to one's facilitity, magic can be used to send the clouds elsewhere.

A secret dumbwaiter between the two buildings is a good idea - and another above-ground front to sell the illegal wares is also good. I was focusing on secrecy above all, but I'll adjust the sub with your ideas in mind. The underground lab will stay, but a secondary location (containing the Parlor) will be added.

Thanks Wulf! Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2007-02-11 02:44 PM
Yes! Alchemical Substance! Thats the ticket :)Pure Elemental Carbon would do nicely.... Maybe hanging down in every doorway like 1960's bead curtains! Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2013-02-28 08:02 AM
Thanks for the HOH Ted! Go to Comment
The Crystal Retort
Locations  (Establishment)   (Any)
valadaar's comment on 2015-11-02 10:24 AM
Update: Changed up the formatting.. Go to Comment
Wand of Illusory Sound
Items  (Wand/Staff/ Arcane)   (Magical)
valadaar's comment on 2007-02-05 11:24 AM
A useful little item.

On sentance needs to be chopped up a little or restructured:

The sound cannot be located simply because it is an illusion and is entirely in the person's head, part of the mild insanity caused by such an unnerving sound can cause the target to think he has an idea as to the direction of the sound only to prove him incorrect (which can be unnerving).

Otherwise, useful and logical. Go to Comment
Institute for Studies of Environmental Trends
Society/ Organizations  (Political)   (Country/ State)
valadaar's comment on 2014-03-19 12:22 PM
This is a pretty nifty group - I like the idea of these doom-mongers.

Go to Comment
Garith's Vineyard
Items  (Wand/Staff/ Arcane)   (Magical)
valadaar's comment on 2007-02-10 08:01 PM
This would be perfect for a priest of Dionysus! Go to Comment
Magic Cigar Challenge
Items  (Other)   (Magical)
valadaar's comment on 2007-02-04 07:26 PM
Magic Cigar Challenge
Items  (Other)   (Magical)
valadaar's comment on 2007-02-04 07:46 PM
Sentries Stogies

Recognizing the threat that cigars present to sentries everywhere - giving away their position when lit, ruining nightvision by their flare, and signaling others by their smell.

These special stogies are enchanted to provide to the user the illusion of smell, and light, but in reality the effects are not perceived by those not smoking them. They are ignited simply by puffing on them but again no flare is visible to anyone except the user.

They are still burning, but very dimly. They do radiate heat which may still give the user away. Go to Comment
Pillar of Presceni
Items  (Wand/Staff/ Arcane)   (Sentient)
valadaar's comment on 2007-02-02 02:53 PM
Nice - Not overpowering and has a definite cool factor!

Well done! Go to Comment
Steriks Island
Locations  (Other)   (Water)
valadaar's comment on 2007-02-01 06:26 PM
Good semi-solid Island.

Since they tolerate salt water they would be extremely useful to some people. Someone might even use them for desalination purposes :) Go to Comment
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Cold Comfort

       By: Murometz

Cold Comfort is a long-sword of star-steel, its blade giving off a wan, blueish light. Its grip is wrapped tightly in snow-serpent hide, and its pommel bears a single opalescent gemstone.

This blade is enchanted in such a way, that whoever wields it, begins to fall completely and irrevocably "in love" with the weapon. This love does not manifest itself as the expected reverence and bond formed between any warrior and his weapon, but as a deeper, truer love, one has for a soul-mate of the same species! The longer the wielder carries Cold Comfort the stronger and more disturbing this love becomes, and only the most powerful of magicks can potentially break the sword's insidious spell. The blade's owner will even speak to and coo to the weapon, convinced that the sword understands and returns this epic love.

If the blade's wielder somehow loses the weapon or has it taken away, they will become inconsolable, and will predictably go to "ends of the earth and back" to retrieve it at any cost. Such is the weapon's curse that even separation from it does not damper the feelings the owner has for the sword. Legends tell of several distraught and mind-addled knights who even years after losing the blade, still wander the country-side searching for their lost love. And woe be to the "new lover" if and when they find him or her.

Ideas  ( Items ) | October 18, 2013 | View | UpVote 6xp