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The K'tonian Hegemony
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Scrasamax's comment on 2006-08-26 01:43 AM
The Comet Class
The newest series of airships coming from the Artania slips, the Comet class displaces some 2200 tons and are 300 feet long. They are traditional style Levitator style ironclads. They have a very robust ballast system that allows them to support signifigant armor protection. Propulsion is primarily generated by a pair of small repulsor systems that are not tied to lifting the airship. This gives the Comet class the appearance of a paddlewheel steamer made of iron.

Weaponry consists of flame cannons, penetrator ballista and a wide assortment of other smaller weapons. The most potent weapon of the Comet class is the cadre of mages that serve along with the Air Marines who serve as ship's troops. Go to Comment
The K'tonian Hegemony
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Scrasamax's comment on 2006-08-26 01:46 AM
The Jadgmund
The second ship of the Comet class, the first being the Comet itself. The Jadgmund is considered one of the finest ships to ever launch in the modern age. According to K'tonian scholars, it would have rivaled many K'tonian era airships. Go to Comment
The K'tonian Hegemony
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Scrasamax's comment on 2006-08-27 11:19 AM
The Gambit
Thi airship was one of the largest build, financed by the lucrative Casino Guildmaster of Xanadu. The black ship was nearly 900 feet long and had 12 vertical engines for altitude control and two double rotored drive engines that were driven by a firewheel engine. The Gambit was lavish inside, being a floating casino in its own right. Much of the time, this massive black ship drifts above the city of Xanadu as a symbol of Lord Spadestar's wealth and power. Other times, he uses it as a pleasure yacht to saor above rival lands, reminding them of the immanense of Calcobrinan power. Go to Comment
The K'tonian Hegemony
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Scrasamax's comment on 2006-09-12 10:19 AM
The K'tonian Legacies

Many of the things learned from the K'tonian ruins and reverse engineering their equipement is less that brutally obvious. While the flying airships and the grand artificer's mechanical clocks are obvious, less so are the mundane applications.

The Screw Drive
This is no fancy method of travel, but a functional differential that can change the force of motion from one direction to another. The use of a screw drive allows for the energy/motion generated by a waterwheel of horse turned capstan to be translated into vertical or lateral motion to power a weaver's loom, automate billows for a forge, or some other semi-industrial application.

The Christie Suspension
This form of suspension allows for carriages and war wagons to have smoother rides. The wheel is mounted to an axle, and then the axle is mounted to the far side of the vehicle body and fixed to the close side by a shock dampening body, in some places a spring and in others a cylinder filled with air and water. This makes for a heavier carriage as well as making the vehicle a good bit taller, but a much more comfortable ride. Go to Comment
The K'tonian Hegemony
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Scrasamax's comment on 2006-09-16 12:48 PM
Wind Power

The creak and groan of the iron hearted, wood shod windmill was a constant one in old K'ton. When water was not available to drive water wheels, the K'tonians raised great scaffolded towers and mounted slatted wheels to capture the power of the wind. These could reach as large as fifty feet across in areas with reliable winds. While modern windmills exist, most are fixed in location, built as part of a greater building. The K'tonian windmills worm gears that could be used to rotate the great fans into the wind no matter its direction for greater power.

The common applications for these giant mills were dirving pumps that kept water out of the deep mines that the K'tonians dug into the earth. Other uses included drawing water from wells, powering grist mills, and running the strange sliding and swinging booms of their technology. Go to Comment
The K'tonian Hegemony
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Scrasamax's comment on 2006-09-16 12:49 PM
Updated: added windmill scroll Go to Comment
The K'tonian Hegemony
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Scrasamax's comment on 2006-10-11 11:07 AM
The K'ton Enigma
While it is speculated that the K'tonians were decimated by illness or some similar plague-like catastrophe, one of the great enigmas of the Realm is the lack of K'tonian remains. While many of the ruins have been close to hermetically sealed, none have contained any sort of burial chambers, mausoleums, or even unceremonious dead left where they fell. A number of theories have been put forward as to the reason behind this oddity.

The Cremation Theory - This version holds that the K'tonians cremated their dead and had nu use for the trappings on honored dead. While there are certainly K'tonian Furnaces that have been uncovered that could have immolated a body very quickly, unless the operators threw themselves in after the last dead body, there would still be some dead somewhere.

The Continuation Theory - this theory holds that the K'tonians were removed from theit vault cities by the survivors who made a wide-scale abandonment of technology. These cities were later sealed away from the rest of the world by happenstance and nature.

The Void Consumption Theory - this is one of the more outlandish theories floating around. It defines a powerful anti-ego demon that was drawn to acts of hubris, and in massive strike destroyed the K'tonians and drew them into some hellish realm of non-existance.

The Nimz Mummy - One of the most amazing finds from the Nimz deep excavations was a partially buried corpse that had by virtue of cavern airflow and calcium buildup from a stalagtite had survived, somewhat. Controvery surrounds the partial remains, and it can be determined that the creature in life had hollow bones and feathers or a vestigial, or possibly juvenile nature. Some claim this is the only known K'tonian corpse while more level heads assert that it was some sort of pet or form of avian livestock.

The Tevash Dead - Found a decade before the Nimz Mummy, the Tevash dead consist of six skeletal corpses. Each has a humanoid profile but long spindly fingers and a thick lower jaw. Many construe that the Tevash K'tonians would have looked similar to a hybrid human-orc creature with possible elven features such as pointed ears, slanted eyes, and delicate hands

The Vyger Bone Pit - The Vyger Bone Pit is a shallow mas grave discovered near the ruins of the Old world city of Vyger, now almost completely destroyed by wind and rain. The pit contains a large number of bones, reconstruction reveals a humanoid creature, though the skulls are so bady crushed and destroyed that they could not be reconstructed. The bodies are similar to the Tevash Dead, but are slightly lighter in build. Many of the bones show signifigant damage, many being fractured, broken, or severed. Go to Comment
The K'tonian Hegemony
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Cheka Man's comment on 2006-08-26 11:30 AM
5/5 Yest another really good submission. Go to Comment
The K'tonian Hegemony
Society/ Organizations  (Knowledge/Lore)   (Trans World)
Pariah's comment on 2006-10-10 11:47 PM
I'm torn. I love the detail put into the submission, but I'd like to see more about the people themselves. Go to Comment
The K'tonian Hegemony
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Dozus's comment on 2011-05-11 11:44 AM


I saw something that reminded me of old K'ton and looked up this gem. The world needs more of the Hegemony.


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The K'tonian Hegemony
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Murometz's comment on 2006-08-26 12:49 AM
There is nothing about the Hegemony which I even mildly dislike. HG Wells, meet Scrasamax.

No Inertial Adjustors? Go to Comment
The K'tonian Hegemony
Society/ Organizations  (Knowledge/Lore)   (Trans World)
valadaar's comment on 2007-04-19 02:52 PM
Nicely done! I like it ! Go to Comment
30 Mages
NPCs  (Extras-Horde)   (Mystical)
CaptainPenguin's comment on 2006-08-25 05:58 PM
Only voted Go to Comment
30 Mages
NPCs  (Extras-Horde)   (Mystical)
Scrasamax's comment on 2006-10-31 03:41 AM
The only reason I wouldn't is that Wulfhere's Mirabilis is more a necromancer while the archetype Mirabilis of this 30 is the progenitor of the modern scientist. Similar name, some superficial resmblances, but underneath completely different ideals. Go to Comment
30 Mages
NPCs  (Extras-Horde)   (Mystical)
Scrasamax's comment on 2013-03-25 11:34 PM
It doesn't seem to have been linked to anything to begin with, curious.
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30 Mages
NPCs  (Extras-Horde)   (Mystical)
EchoMirage's comment on 2011-02-04 03:07 AM


The references to historical personages are what sets this above a common 30.


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30 Mages
NPCs  (Extras-Horde)   (Mystical)
Cheka Man's comment on 2006-08-24 12:35 PM
5/5 for these marvelous mages. Go to Comment
30 Mages
NPCs  (Extras-Horde)   (Mystical)
Michael Jotne Slayer's comment on 2011-02-04 07:10 AM


A solid 30, well done.


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30 Mages
NPCs  (Extras-Horde)   (Mystical)
Chaosmark's comment on 2007-08-31 09:50 PM
I like it. A good read. Go to Comment
30 Mages
NPCs  (Extras-Horde)   (Mystical)
Dozus's comment on 2013-03-25 11:50 PM
Really great archetypes. I like that you've drawn from history, but instead of lifting wholesale wizards we're familiar with, you've molded famous personages into unique mages. Well done. Go to Comment
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Balance Rather than Conflict

       By: Spark

A world based not on light and dark in conflict, but light and dark in balance. A world governed by a giver and a taker, rather than a creator and a destroyer. A world where evil is as much a corruption of light as it is darkness. Conflict arises out of a will to upset the balance.

Ideas  ( Locations ) | October 30, 2005 | View | UpVote 5xp