United Worlds of Warlock
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United Worlds of Warlock
Back when I was doing my tech reviews (I haven't stopped, per se, but I got a lot to handle, and well this) for the Three Galaxies, one of the things I noticed was that for the most part, the ships and gear for the United Worlds of Warlock was extremely... I guess "anemic" is the most diplomatic way to say it. They didn't match up to any of the Techno-Wizard gear done in later books, much less the potential of a Techno-Wizard and magical civilization with a part of it that lasted for thousands of years, and centuries in it's present form.
So I wanna start a project, by myself or with the help of you guys, to unify and clean up the various pieces of information about the UWW, and give their technology and culture a good once-over so they can live up to the possibilities of their concept.
PART I: ORIGIN
The two key factors in the birth of the UWW are the three Magic-using Civilizations, and the war with the Splugorth.
The Elven Star Kingdom was a small collection of worlds colonized by Space Elves that, in the original Dimension Book 2: had no knowledge of actual spaceflight technology. However, Fleets of the Three Galaxies says that the Star Elves were around during the war against the Dominators, and chose to hide themselves. Now, these two facts aren't quite as contradictory as they initially seem.
After millennia of hiding, the stories of the original "Second Ones" likely faded into legend. If the Star Elves went out among the Second Ones the same way as they did in the modern age, then likely nobody knew where the Star Elves' homeworld was (save for their most trusted allies and individuals).
So time passes. Since the star travel spells aren't being used anytime soon, I presume that much of their space-based magic is sealed away in scrolls, vaults, and/or data crystals of some sort for the day they decide to venture out into the stars again.
So after a few thousand years have passed, the Star Elves decide to take a peek out, like a certain groundhog, and see if there's another six centuries of Winter to go.
Now my thinking is that the Star Elves were actually the youngest of the Second Races (pretty much the equivalent of Humans in many other Sci-Fi stories). Still very new to the tri-galactic stage at the time, and rather naive as far as interstellar war and politics go. They check out their nearest old neighbors and find their worlds recovering from getting blown to slag. Thousands of years after getting leveled by the Dominators, they have become habitable again. So the Elves move in. This leads us to:
The Warlocks are probably the least-defined part of the UWW, and only seem to exist to bring Humans into the equation. My best answer is that they're a loose federation of Techno-Wizards, Warlocks, and other mages along with a large combined army of minions and mercenaries composed largely of Humans, Space Minotaurs, Ratlings, and other races (and their dependents). They banded together for their own protection and, here is a more original bend, because they all shared a common goal: while they all seek to expand their magical knowlege, they were also actively seeking the Star Elves as a means to that end. They'd heard about their disappearing during the Dominator War. They figured they could find the Star Elves' homeworld, and if they were still around, maybe learn from them, and if not, scavenge the knowledge from their ruins. Well their gamble paid off. They didn't find the homeworld, but were on the right track when a side mission to explore an anomaly drew them to a Star Elf colony. The meeting, treaty, and such go more or less as stated.
Then the Splugorth attack.
Which will come later. Lemme know what you think in the meantime.
So I wanna start a project, by myself or with the help of you guys, to unify and clean up the various pieces of information about the UWW, and give their technology and culture a good once-over so they can live up to the possibilities of their concept.
PART I: ORIGIN
The two key factors in the birth of the UWW are the three Magic-using Civilizations, and the war with the Splugorth.
The Elven Star Kingdom was a small collection of worlds colonized by Space Elves that, in the original Dimension Book 2: had no knowledge of actual spaceflight technology. However, Fleets of the Three Galaxies says that the Star Elves were around during the war against the Dominators, and chose to hide themselves. Now, these two facts aren't quite as contradictory as they initially seem.
After millennia of hiding, the stories of the original "Second Ones" likely faded into legend. If the Star Elves went out among the Second Ones the same way as they did in the modern age, then likely nobody knew where the Star Elves' homeworld was (save for their most trusted allies and individuals).
So time passes. Since the star travel spells aren't being used anytime soon, I presume that much of their space-based magic is sealed away in scrolls, vaults, and/or data crystals of some sort for the day they decide to venture out into the stars again.
So after a few thousand years have passed, the Star Elves decide to take a peek out, like a certain groundhog, and see if there's another six centuries of Winter to go.
Now my thinking is that the Star Elves were actually the youngest of the Second Races (pretty much the equivalent of Humans in many other Sci-Fi stories). Still very new to the tri-galactic stage at the time, and rather naive as far as interstellar war and politics go. They check out their nearest old neighbors and find their worlds recovering from getting blown to slag. Thousands of years after getting leveled by the Dominators, they have become habitable again. So the Elves move in. This leads us to:
The Warlocks are probably the least-defined part of the UWW, and only seem to exist to bring Humans into the equation. My best answer is that they're a loose federation of Techno-Wizards, Warlocks, and other mages along with a large combined army of minions and mercenaries composed largely of Humans, Space Minotaurs, Ratlings, and other races (and their dependents). They banded together for their own protection and, here is a more original bend, because they all shared a common goal: while they all seek to expand their magical knowlege, they were also actively seeking the Star Elves as a means to that end. They'd heard about their disappearing during the Dominator War. They figured they could find the Star Elves' homeworld, and if they were still around, maybe learn from them, and if not, scavenge the knowledge from their ruins. Well their gamble paid off. They didn't find the homeworld, but were on the right track when a side mission to explore an anomaly drew them to a Star Elf colony. The meeting, treaty, and such go more or less as stated.
Then the Splugorth attack.
Which will come later. Lemme know what you think in the meantime.
Re: United Worlds of Warlock
Still here? No? Too bad!
When I last left off, the Warlocks had finally made contact with the ancient Star Elves. The Elves are happy the Dominators are (mostly) gone, and the Warlocks are ecstatic for the opportunity to learn from an ancient magic-based civilization. Treaties are drawn up, and it looks like the two are on their way to a beautiful partnership. So naturally, something must come to mess it all up. Meet the Splugorth. The Elves and Warlocks fight back, but the situation seems hopeless. At least, until their cry for help is answered. Enter...
The Anvil Dwarves Faced with the prospect of losing their homeworld, they nonetheless throw probably everything they can spare, if not everything they have, into the fray, saving the Warlocks and Elves.
I honestly have no problem with the setup of the Splugorth war and the founding of the UWW. So let's move on to what happens immediately afterwards. The infant UWW has control of a number of formerly Splugorth worlds, and will likely spend the next few years/decades freeing the rest in their area.
This brings me to my first observation: In addition to the magic they stole and salvaged from the Splugorth, there should also be a good amount of Kittani Technology as well. We'll be getting into that later.
Now, As the dimension books said, the UWW is a vast mix of societies, and count as a single entity mostly for mutual protection. There is, however a divide between Magic-user and mundanes. But I would say it's not exactly preferential treatment. A magic-user may be given more, but at the same time, why will be expected to do more.
At this point, I would also note (and thus bring in) two things brought up in other books: One is from Splicers, and to a lesser extent Heroes Unlimited: Magic concentration. While the Three Galaxies has an overall high level of magic, like currents in the ocean, some places have more or less concentration for that general area (possibly as small as a solar system to light-years across). Gemini 2 in the CCW, for example, has an extremely high concentration of magic, while a world like Splicers is out in the magic equivalent of the Doldrums. This actually influences the exploration and shape of the UWW's territory. Near the edge of their territory their "borders" sometimes resemble swiss cheese or a mass of tentacles, as explorers and diplomats tend to focus more on planetary systems with higher concentrations of magic. There are actually a few holes even deep in UWW territory where the Doldrum areas have been passed over. This would normally be a security risk, but for the moment at least, everyone who is a direct threat to the UWW generally tries to avoid those areas too.
Another thing of note is the makeup of the Warlock Navy. Like some fantasy videogame, certain races tend to find themselves in certain roles. This isn't racism, but simply the result of specially training recruits of each species to their natural strengths. While general troop types tend to be a mix of races (pretty much every species in the UWW is represented among the Warlock Marine "Grunts"), you'll find a lot of Ratnoids in reconnaissance squads, Minotaurs as Heavy Weapon troops, Dwarves in the Engineering Corps, etc. Races without any particular bent (like Humans) tend to be found in the most varied positions.
When I last left off, the Warlocks had finally made contact with the ancient Star Elves. The Elves are happy the Dominators are (mostly) gone, and the Warlocks are ecstatic for the opportunity to learn from an ancient magic-based civilization. Treaties are drawn up, and it looks like the two are on their way to a beautiful partnership. So naturally, something must come to mess it all up. Meet the Splugorth. The Elves and Warlocks fight back, but the situation seems hopeless. At least, until their cry for help is answered. Enter...
The Anvil Dwarves Faced with the prospect of losing their homeworld, they nonetheless throw probably everything they can spare, if not everything they have, into the fray, saving the Warlocks and Elves.
I honestly have no problem with the setup of the Splugorth war and the founding of the UWW. So let's move on to what happens immediately afterwards. The infant UWW has control of a number of formerly Splugorth worlds, and will likely spend the next few years/decades freeing the rest in their area.
This brings me to my first observation: In addition to the magic they stole and salvaged from the Splugorth, there should also be a good amount of Kittani Technology as well. We'll be getting into that later.
Now, As the dimension books said, the UWW is a vast mix of societies, and count as a single entity mostly for mutual protection. There is, however a divide between Magic-user and mundanes. But I would say it's not exactly preferential treatment. A magic-user may be given more, but at the same time, why will be expected to do more.
At this point, I would also note (and thus bring in) two things brought up in other books: One is from Splicers, and to a lesser extent Heroes Unlimited: Magic concentration. While the Three Galaxies has an overall high level of magic, like currents in the ocean, some places have more or less concentration for that general area (possibly as small as a solar system to light-years across). Gemini 2 in the CCW, for example, has an extremely high concentration of magic, while a world like Splicers is out in the magic equivalent of the Doldrums. This actually influences the exploration and shape of the UWW's territory. Near the edge of their territory their "borders" sometimes resemble swiss cheese or a mass of tentacles, as explorers and diplomats tend to focus more on planetary systems with higher concentrations of magic. There are actually a few holes even deep in UWW territory where the Doldrum areas have been passed over. This would normally be a security risk, but for the moment at least, everyone who is a direct threat to the UWW generally tries to avoid those areas too.
Another thing of note is the makeup of the Warlock Navy. Like some fantasy videogame, certain races tend to find themselves in certain roles. This isn't racism, but simply the result of specially training recruits of each species to their natural strengths. While general troop types tend to be a mix of races (pretty much every species in the UWW is represented among the Warlock Marine "Grunts"), you'll find a lot of Ratnoids in reconnaissance squads, Minotaurs as Heavy Weapon troops, Dwarves in the Engineering Corps, etc. Races without any particular bent (like Humans) tend to be found in the most varied positions.
Re: United Worlds of Warlock
Yeah, I'm back. I got hit by the Inspiration Bug. At the very least, I want to make an outline of my points even if I don't make the full objects/vehicles/stats.
Now for the equipment. The books tend to mention that UWW Techno-wizardry is so advanced, it tends to look like regular tech. I would probably scale that back just a little (For example Rifts Earth TW weapon has a big gem, UWW TW weapon has circuits embedded with tiny and/or microscopic gems), but scale the overall effect much greater. That is to say, UWW Techno-Wizardry is more than just a neat trick or something that looks like it's straight tech but isn't. Most UWW ships and vehicles have simple gimmicks that aren't, IMO, enough to offset their weakness.
As rare as they are, the ships of the UWW should basically be able to straight-up use Magic. Not just having TW weaponry.
For that, I suggest the following:
The heart of every ship, from the Arcane MK II to the Brightwarder, has at the very least, a Triumvirate of three major spell-casters: The Captain, the Executive Officer, and the Tactical Officer. These three are bonded to their ship in a ceremony not quite as close as the one for Warlock Marine Armor. This connects them through a system of amplifiers and batteries that allows them to cast their spells through the ship itself, at appropriate ranges, area of effect, and damage for a ship of that scale. Secondary guns, Mundane or TW, are there to support the ship's casters in battle, engaging secondary targets or directly supplementing the magic firepower. Furthermore, each ship has a magic circle in the location of the ship's center of gravity where the Triumvirate and/or other spellcasters can pool their power for full-fledged rituals.
In other words, the ships, robots (oh, there will be robots!), power armor, and to a lesser extent vehicles of the UWW would be able to pull off stuff like this to varying extents:
http://www.youtube.com/watch?v=T_X3gBJlhOY
http://www.youtube.com/watch?v=dJfN0KowDY4
https://www.youtube.com/watch?v=pRTPzma2_Cw
https://www.youtube.com/watch?v=eWLZP9cKODs
https://www.youtube.com/watch?v=bngUEfgaPMk
Video footage courtesy of Super Robot Wars Original Generations 2.
As I mentioned before, the Greataxe IFV being the UWW's only Armored Fighting Vehicle leaves their ground combat a bit on the lacking side. Rather than backpedaling and saying "No it's not", I decided to find other ways to round out their forces. The ideas I came up with can be outlined as such:
Robots: Basically like the mecha linked above but on a smaller scale. An Elemental is summoned and temporarily bound to the machine to power it (released at the end of the day/battle). Also maybe a lesser model powered by a "Traditional" PPE battery, and the Warlock Navy lobbying to get a simpler tech machine made/commissioned.
Battle Shuttle/Airship: Basically the TW Battle Skimmer from Federation of Magic, but fully covered and capable of flying anywhere, even into orbit (also, armed up the yin-yang). The central platform can carry a Greataxe or three, and has a magic circle built in for large-scale magic.
Transforming Hoverjet: A scaled-up version of the Kittani transformable ATV Hover Jet from Atlantis. It's about 30-70% larger, and built primarily for speed. The arm-mounted gun is bigger, and it also has a pair of Blast guns (slightly larger Blast Rifles) built into the nose. The wings can carry ordnance of varying types (Missiles, Bottled Demon or Elemental missiles, or firebombs) for combat support strikes, as can the legs.
Now for the equipment. The books tend to mention that UWW Techno-wizardry is so advanced, it tends to look like regular tech. I would probably scale that back just a little (For example Rifts Earth TW weapon has a big gem, UWW TW weapon has circuits embedded with tiny and/or microscopic gems), but scale the overall effect much greater. That is to say, UWW Techno-Wizardry is more than just a neat trick or something that looks like it's straight tech but isn't. Most UWW ships and vehicles have simple gimmicks that aren't, IMO, enough to offset their weakness.
As rare as they are, the ships of the UWW should basically be able to straight-up use Magic. Not just having TW weaponry.
For that, I suggest the following:
The heart of every ship, from the Arcane MK II to the Brightwarder, has at the very least, a Triumvirate of three major spell-casters: The Captain, the Executive Officer, and the Tactical Officer. These three are bonded to their ship in a ceremony not quite as close as the one for Warlock Marine Armor. This connects them through a system of amplifiers and batteries that allows them to cast their spells through the ship itself, at appropriate ranges, area of effect, and damage for a ship of that scale. Secondary guns, Mundane or TW, are there to support the ship's casters in battle, engaging secondary targets or directly supplementing the magic firepower. Furthermore, each ship has a magic circle in the location of the ship's center of gravity where the Triumvirate and/or other spellcasters can pool their power for full-fledged rituals.
In other words, the ships, robots (oh, there will be robots!), power armor, and to a lesser extent vehicles of the UWW would be able to pull off stuff like this to varying extents:
http://www.youtube.com/watch?v=T_X3gBJlhOY
http://www.youtube.com/watch?v=dJfN0KowDY4
https://www.youtube.com/watch?v=pRTPzma2_Cw
https://www.youtube.com/watch?v=eWLZP9cKODs
https://www.youtube.com/watch?v=bngUEfgaPMk
Video footage courtesy of Super Robot Wars Original Generations 2.
As I mentioned before, the Greataxe IFV being the UWW's only Armored Fighting Vehicle leaves their ground combat a bit on the lacking side. Rather than backpedaling and saying "No it's not", I decided to find other ways to round out their forces. The ideas I came up with can be outlined as such:
Robots: Basically like the mecha linked above but on a smaller scale. An Elemental is summoned and temporarily bound to the machine to power it (released at the end of the day/battle). Also maybe a lesser model powered by a "Traditional" PPE battery, and the Warlock Navy lobbying to get a simpler tech machine made/commissioned.
Battle Shuttle/Airship: Basically the TW Battle Skimmer from Federation of Magic, but fully covered and capable of flying anywhere, even into orbit (also, armed up the yin-yang). The central platform can carry a Greataxe or three, and has a magic circle built in for large-scale magic.
Transforming Hoverjet: A scaled-up version of the Kittani transformable ATV Hover Jet from Atlantis. It's about 30-70% larger, and built primarily for speed. The arm-mounted gun is bigger, and it also has a pair of Blast guns (slightly larger Blast Rifles) built into the nose. The wings can carry ordnance of varying types (Missiles, Bottled Demon or Elemental missiles, or firebombs) for combat support strikes, as can the legs.
- Sir_Spirit
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Re: United Worlds of Warlock
Not that I have problem with anything you are doing....
Shouldn't the governments of the UWW have a Department of Technology and a Bureau of Technological Exploration?
The first promotes the inclusion, development, and acquisition of technology( the Techno-Wizardry Division is it's most notably success, but mundane technology is actually it's primary concern). While the second uses "mundane"( i.e. nonmagical types of vehicles) to fill in "the Doldrums" as you put it.
Shouldn't the governments of the UWW have a Department of Technology and a Bureau of Technological Exploration?
The first promotes the inclusion, development, and acquisition of technology( the Techno-Wizardry Division is it's most notably success, but mundane technology is actually it's primary concern). While the second uses "mundane"( i.e. nonmagical types of vehicles) to fill in "the Doldrums" as you put it.
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
Re: United Worlds of Warlock
Well... Yes and no.
I will probably have to think on it, but for right now, my gut is saying that for the UWW Magic and Techno-Wizardry pretty much is their technology. They don't come at Techno-wizardry as the mixing of two separate disciplines but as the norm. For the most part, they don't see the two as separately as the Techno-Wizards of Earth do, but rather two halves of the whole.
There is a vector that can change that, however. The induction of Rhilith (Anvil Galaxy, page 93), a tech-based world that was brought is as a thanks when they previously stepped in to save another world's magic-using population from persecution and genocide. One of my ideas is that they're presently working on reverse-engineering, modifying, and improving Kittani technology. One of their first successes is the hoverjet I mentioned above, which was promptly turned over for TW modification. A score, but not what they were hoping for. The recent dissatisfaction of the Warlock Navy with their numbers however is the perfect catalyst for them to approach the Rhilithians for pure Tech-gear to supplement their TW forces.
I will probably have to think on it, but for right now, my gut is saying that for the UWW Magic and Techno-Wizardry pretty much is their technology. They don't come at Techno-wizardry as the mixing of two separate disciplines but as the norm. For the most part, they don't see the two as separately as the Techno-Wizards of Earth do, but rather two halves of the whole.
There is a vector that can change that, however. The induction of Rhilith (Anvil Galaxy, page 93), a tech-based world that was brought is as a thanks when they previously stepped in to save another world's magic-using population from persecution and genocide. One of my ideas is that they're presently working on reverse-engineering, modifying, and improving Kittani technology. One of their first successes is the hoverjet I mentioned above, which was promptly turned over for TW modification. A score, but not what they were hoping for. The recent dissatisfaction of the Warlock Navy with their numbers however is the perfect catalyst for them to approach the Rhilithians for pure Tech-gear to supplement their TW forces.
Re: United Worlds of Warlock
SAMASzero wrote:Well... Yes and no.
I will probably have to think on it, but for right now, my gut is saying that for the UWW Magic and Techno-Wizardry pretty much is their technology. They don't come at Techno-wizardry as the mixing of two separate disciplines but as the norm. For the most part, they don't see the two as separately as the Techno-Wizards of Earth do, but rather two halves of the whole.
There is a vector that can change that, however. The induction of Rhilith (Anvil Galaxy, page 93), a tech-based world that was brought is as a thanks when they previously stepped in to save another world's magic-using population from persecution and genocide. One of my ideas is that they're presently working on reverse-engineering, modifying, and improving Kittani technology. One of their first successes is the hoverjet I mentioned above, which was promptly turned over for TW modification. A score, but not what they were hoping for. The recent dissatisfaction of the Warlock Navy with their numbers however is the perfect catalyst for them to approach the Rhilithians for pure Tech-gear to supplement their TW forces.
PLUS; they can start (without fear of Dominator reprisal) to mass-produce TW... yeah yeah yeah, I know in 'canon' you can't, but with Forge only knows how many thousands of years of practice, I'm pretty sure that their magitechnicians have found ways around the "Lovningly done by hand" mentality.
Look at the Nanoha 'verse and Midchilda; they have FLEETS of transdimensional PURELY TW battle crusiers, and almost every trooper to full fledged officer has some form of TW enhancement to their already pretty mind-blowing magical powers.
But hey, you wanna stick to teh books, your call.
Just sayin'.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: United Worlds of Warlock
Hi there!
Yes and no.
Yes, I can imagine a giant pyramid or similar "magically significant shaped" manufacturing line.
On the other hand, TW stuff looks like something, what can be used for centuries if not millenia. Therefore there is a lesser demand for
new toys than for technological devices.
Not to mention , that the 3Galaxies seem to be more stagnating technologically - unlike our modern Earth.
DhAkael wrote:
I'm pretty sure that their magitechnicians have found ways around the "Lovningly done by hand" mentality.
Yes and no.
Yes, I can imagine a giant pyramid or similar "magically significant shaped" manufacturing line.
On the other hand, TW stuff looks like something, what can be used for centuries if not millenia. Therefore there is a lesser demand for
new toys than for technological devices.
Not to mention , that the 3Galaxies seem to be more stagnating technologically - unlike our modern Earth.
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
Re: United Worlds of Warlock
On the other hand, we're talking about an intergalactic entity here. Even if the average TW operation wasn't any bigger than Stormspire (and they are), you would have tens of thousands of them all over the UWW, working from standardized designs.
I figured UWW TW production was semi-industrial. These guys can mine stars to get the diamonds and other gems they need. A TW vehicle would be made using some Magic-friendly materials in a factory, then the proper components and designs can be shipped to TW workshops all over the UWW to be finished.
I was also thinking of different levels of TW augmentation under the Navy's expansion program:
Basic: More or less the Greataxe IFV: Functional TW, but nothing real fancy other than one or two weapon systems.
High: Enchantments come as part of the standard package, like the Shadow Bolt.
Veteran: After serving with a single crew for a while, the vehicle's magic undergoes some subtle changes to fit their fighting style and protect the crew. After five years or so, an Armor of Ithan forcefield may gain an additional 10% to its MDC, or go that much faster, or gain +1 to initiative, or like the Warlock Armor may fire a weapon system at an enemy without being triggered.
Custom/Elite: As a reward for service or heroism, the machine basically gets a TW overhaul. Like the Ironmage Glitter Boy from the Black Market sourcebook, only an actual effective upgrade.
I figured UWW TW production was semi-industrial. These guys can mine stars to get the diamonds and other gems they need. A TW vehicle would be made using some Magic-friendly materials in a factory, then the proper components and designs can be shipped to TW workshops all over the UWW to be finished.
I was also thinking of different levels of TW augmentation under the Navy's expansion program:
Basic: More or less the Greataxe IFV: Functional TW, but nothing real fancy other than one or two weapon systems.
High: Enchantments come as part of the standard package, like the Shadow Bolt.
Veteran: After serving with a single crew for a while, the vehicle's magic undergoes some subtle changes to fit their fighting style and protect the crew. After five years or so, an Armor of Ithan forcefield may gain an additional 10% to its MDC, or go that much faster, or gain +1 to initiative, or like the Warlock Armor may fire a weapon system at an enemy without being triggered.
Custom/Elite: As a reward for service or heroism, the machine basically gets a TW overhaul. Like the Ironmage Glitter Boy from the Black Market sourcebook, only an actual effective upgrade.
Re: United Worlds of Warlock
SAMASzero wrote:As I mentioned before, the Greataxe IFV being the UWW's only Armored Fighting Vehicle leaves their ground combat a bit on the lacking side. Rather than backpedaling and saying "No it's not", I decided to find other ways to round out their forces. The ideas I came up with can be outlined as such:
Robots: Basically like the mecha linked above but on a smaller scale. An Elemental is summoned and temporarily bound to the machine to power it (released at the end of the day/battle). Also maybe a lesser model powered by a "Traditional" PPE battery, and the Warlock Navy lobbying to get a simpler tech machine made/commissioned.
Battle Shuttle/Airship: Basically the TW Battle Skimmer from Federation of Magic, but fully covered and capable of flying anywhere, even into orbit (also, armed up the yin-yang). The central platform can carry a Greataxe or three, and has a magic circle built in for large-scale magic.
Transforming Hoverjet: A scaled-up version of the Kittani transformable ATV Hover Jet from Atlantis. It's about 30-70% larger, and built primarily for speed. The arm-mounted gun is bigger, and it also has a pair of Blast guns (slightly larger Blast Rifles) built into the nose. The wings can carry ordnance of varying types (Missiles, Bottled Demon or Elemental missiles, or firebombs) for combat support strikes, as can the legs.
Those all sound pretty good to me. I especially like the Transforming Hoverjet based on/reverse engineered from the Kittani one. Brilliant!
I was just thinking that the UWW could use PPE power cells for their mecha something like how the UEEF uses protoculture power cells in their stuff. That could be cool for the non magic-user soldiers the UWW uses. Maybe have a PPE battery recharging station/TW Factory Satellite-like thing at a Cosmic Ley Line Nexus?
A UWW book is the book I'd like to see most put out by Palladium at this time...
Would the UWW have some vehicles or mecha that run on standard fusion power? I was thinking about how one of their colony planets in the Thundercloud should look recently...
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Re: United Worlds of Warlock
With the non existent UWW book seeming to be indefinitely shelved....keep up the work SAMASzero
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree
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Email - jlaflamme7521@hotmail.com, Facebook - Jaymz LaFlamme, Robotech.com - Icerzone
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Re: United Worlds of Warlock
Yoinked from a post in the F.B. guild pages.
15 years past (from the date given in the Phase World Books as the start of the ‘Forge-War’), one of the transit rift-gates on Alfheim somehow malfunctioned. Several human warriors fell out before the gate automatically shut down. The warriors, near death, wore suits resembling ancient full-plate but lined with glowing mystic energy and containing highly advanced technology.
Soon after these ‘Knights’ recovered in the hospitals of Alfheim, they were able to speak of the catastrophe that befell them. On their world, a version of Earth in the middle of the 21st century AD, demonic invaders had managed to rip open gateways (stable rifts) within one of the island nations. The effects of these gates was similar to what befell Rifts-Terra, except the gateways lead to only one realm; what humans called ‘Hell’. Only a select group were aware ahead of time about what was to happen to their world, and over the decades prior to the invasion began to create weapons and armour able to combat the demons (which were mega damage, while the version of Earth was mostly still SDC based tech). These warriors had been tasked along with over a thousand of their brothers and sisters to distract the demons by assaulting their main gateway complex, allowing for other warriors to evacuate civilians and other younger members of their order to safe locations to study and prepare for a final solution to closing the gateways forever. Most died.
Some (like those that wound up on Alfheim) were scattered across the megaverse, badly hurt and dazed.
Using high-tech nano-robotics, superconducting molecular circuitry and cybernetic sensory feed back systems fused with alchemical alloys and mystic enchantments, these human defenders created power armour almost the equal to that found on mid-level mega-damage worlds. The under suit was a multi-layered flexible “soft suit” of neruo-sensors, biotic shock-gel, artificial muscle fibres and ballistic / ablative armour cloth. The outer layer, the armour its self was even more impressive. Techno wizardry enhanced servo motors and power systems alongside superconducting solar batteries that could last for a full year away from any base. Mystically enhanced strength, energy deflector fields and stealth systems under plates of pure palladium and other alloys blended into a mega-damage shell. The forge smiths found that palladium did not block a magic users' casting ability, and had an effect similar to silver against certain demons.
Some systems were even exact matches for existing Naruni Enterprises technology, which came as a shock, as no known record of the Naruni or their Utenni sales people having made contact with that version of Earth has been found. Regardless, in return for saving the lives of the warriors, their suits were studied and improved upon, using advanced UWW technomancy and Tri-galactic gravity tech. Where the original suits were hand forged by the warrior who was to wear them (as a rite of passage), the newly created ‘Cosmo Paladin’ suits could be made dozens at a time, using standardized templates.
The Earth warriors hope that they can recruit enough who share their drive to see evil stamped out, and their version of Terra freed from the demons. The new suit designs, they feel, are a good step in the right direction.
Vehicle Type: W-4 Cosmo Paladin
Crew: One; Pwr. suit
M.D.C. By Location:
*Head - 150
Arms (2) - 135 each
legs (2) - 150 each
(Optional) Back CG Flight System - 100
**Main Body – 330
* Destroying the head will eliminate all forms optical & sensor enhancement. -3 on called-shot to hit. May also render unconscious / kill the suit wearer depending on environment.
** Destroying the main body will shut the suit down until auto-repair systems can bring the unit back to minimal functionality. If reduced to -100 MDC, the suit is destroyed permanently and there is a 10% chance the fusion power cell will catastrophically fail, inflicting 4D6X10 MDC to everything in a 10ft. blast radius.
Speed
Running: X3 wearers normal running speed at 30% fatigue rate.
Leaping : 15ft. high or long from a standing start; add +10ft with a running start
Flight Speed : Using the optional CG flight system; 400mph. in atmosphere, and 660mph. in vacuum. Unlimited ceiling (can reach orbit if needed).
Statistical Data
Dimensions: Equivalent to normal human-like body plus 1ft. Can be created for operators between 5ft. and 7ft.
Weight: 240lbs., 285 using the CG flight-pack. (not including other weapons & ammo)
Physical Strength: equal to a robotic P.S. of 32.
Cargo: See later. Mostly items that can be clamped / tied down to the exterior.
Power System: 8 year micro-fusion power-cell with 3 year Techno wizard back-up generator.
: 200 PPE storage system, spread through the main body’s construction, to power TW systems (see below). Recharges 5% per hour, 10%/hr. on ley lines, 20% on a ley-line nexus.
Market Cost: If the plans for one could be found, the cost would be in the 30 million credit mark for standard suit, and 75+ million for the FTL capable suit. 90% of the Cosmo-Paladins are specially forged / constructed for the individual. VERY rare to find black-market.
Weapon Systems
The original design that the Cosmo-Paladin was based on did not have any built in weapon systems. Using the technology available within the Tri-galactic system, this short fall has been rectified. Regardless, most C-P wearers still prefer the use of the sword and hand held weapons; giving them a sense being noble knights (whether this feeling is ego or not).
1) The Deliberator Broadsword: This large 5ft. broadsword is forged from pure palladium and mega-steel using alchemic techniques; though large enough to be used two handed it is light enough to be wielded with one hand. ‘The Deliberator’ is as strong and sharp as any kinsenite weapon and can cleave through even the toughest demons’ hide. The weapon may also be equipped with a ‘Light blade’ TW enhancement for use against certain creatures, like vampires, etc.
Damage: 3D6+3 MD plus punch or power punch damage. With light blade enhancement activated; 1D4X10+6 plus punch. Inflict double damage to vampires and other undead / demons effected by sunlight.
Payload / Duration(Light blade only): 1 minute per level of user per 20 PPE.
2) GRG ‘Stingers’ (2): In each forearm is a concealed gravity machine-pistol. Each pellet is typically made from silver-palladium-osmium alloy; ensuring that most creatures hit will feel the impacts.
Damage: 2D6 MD per single round, 5D6 MD for a 3 round microburst. Creatures effected by silver take double damage.
Range: 800ft., double in vacuum. Payload: 54 rounds per gun, equal to 18 bursts.
3) Weapon Energy Link / Ammo Drum: The Cosmo-Paladin can be equipped with a power connecter, allowing it to use energy rifles and pistols while giving the weapon an unlimited power supply. Conversely, it can also be given an exterior mini-ammo drum placed near the small of the back, for use with projectile weapons (giving increased ammo load-out)
Effects: (Power link) Allows 1 external energy weapon to have an unlimited payload (E-pistol ,Rifle, etc), but only single shots and short burst can be done. If a long burst or a full melee burst is used, the penalties are doubled for 2 full minutes after the burst is performed. Penalty:-10% Spd. -1 initiative when active, 5 MDC power connector cord (comes with an adapter for E-clip ports).
(Ammo drum) 600 rounds of ammo are available to the carried weapon (typically a CG assault rifle). The weight will slow down the suit however. Penalty: -10% spd & to physical skills (climbing, etc), 10 MDC ammo-feed from the drum.
4) Other Weapons: Any number of TW or standard weapon that can be hand held or shoulder carried may be used by the suit, when available. Up to a dozen full sized grenades can be carried on bandoliers and belt clips. See later entries for TW enhanced grenades.
Techno-Wizardry Enhancements
Note: The techno-wizard systems draw from the PPE power cell in the suit, but may be activated using the users own PPE reserves in case of emergency.
Invincible Armour: As the spell @ Level 8 for MDC and duration = 200 MDC plus listed side benefits. 30 PPE to activate.
Chameleon: As spell @ Level 8 for duration. 6 PPE to activate.
Escape: As spell @ Level 8 for range.
Magical Adrenal Rush: Same as spell @ level of user for duration. 45 PPE to activate.
Power Weapon: As per spell @ Level 8 for duration; this effects any hand-held melee weapons. 35 PPE to activate.
(Optional) Advanced Superluminal Flight: This is enspelled on units that have the CG flight system installed. When activated, the suit accelerates to 1.2 LY per hour, plus 0.1 LY/hr. per level of the user (usable only in deep space; 1 hr. duration / Level.). This system MUST be charged ahead of time due to its enormous PPE requirements. 600 PPE to activate.
(Optional) Sustain: Same as spell @ level 8 for duration. 12 PPE to activate. Used in conjunction with FTL equipped suits.
Combat Bonuses
*# of actions = +1 to pilots base attacks per melee @ Level 1, 4, 18, 12 & 15
*Initiative (includes sensor pod bonuses) = +5. Pilots personal initiative bonus (if any) can be added.
*+ to strike; melee = +1 @ level 1, 6 & 12; include pilots W.P. and PP if applicable
*+ to strike; ranged = +1 @ Level 1, 6 & 12; Include weapon system and W.P. bonuses as applicable
*+ to parry = +1 @ level 1, 6 &12; Include HTH & PP bonuses. (Listed does not include sensor bonus; q.v.)
*Dodge = +1 @ level 1, 6 &12; Include HTH & PP bonuses. (Listed does not include sensor bonus; q.v.)
*Roll with impact = as per pilots ability. (Listed does not include sensor bonus; q.v.)
*Critical strike same as pilots.
Restrained Punch- 1D4 MD
Punch- 2D4 MD, 4D4 MD for power punch
Kick- 2D6 MD, 4D6 MD leap kick
No prowl penalty as long as the suit is mostly intact.
Systems note: all normal sensor and environmental systems found on most Power Armours, including a full advanced optics enhancement package (I.R., U.V., thermo, etc...).
*Integrated Sensor Pod (same as Naruni wave 2 Pg.38); +2 parry and dodge, +5 roll with impact, 360 degree awareness.
*EMP & Electrical shielding; half damage / effects.
*Stabilizer spikes; Smaller versions of the Glitter-Boy pylons (only 6 inches max .depth).
*Variable Camoflaugue; +5% prowl (40% to hide stationary if the user does NOT have prowl skill). -25% against detection skills / systems. Almost identical to the Naruni system. Becomes ineffective if the suit is reduced to 150 MDC.
*Thermo-kinetic design; Half damage from impact and heat based attacks (Fire, laser, plasma).
*Nano-Robot Repair and Micro Repair Integrated System; Combines the CNRRS and MiRR system from ‘Bionics Sourcebook’ Pg. 87 & 88 respectively. Mystically replenishes the nano-bots 72 hours after they have been depleted (maximum MDC load for both).
*Survival Gear Package; same as the one described on Pg.39 of ‘Naruni wave 2’. Sorted through the suit in mini-compartments.
* Special life-support features include: Internal bio-monitor, RMK & IRMSS systems, compu-drug dispenser, IV-nutrient dispenser (3-5 days), and rebreather unit (air supply can be recycled for as long as the suit has power).
The suit is also self-sealing; in event of a breach, the suit will "bleed" a special sterile liquid bio-polymer that will seal all but the most severe damage (ineffective if main body MDC is reduced beyond 95%). This system will also help protect the wearer if a limb is blown off (seals the end off, and applies pressure to the wound).
15 years past (from the date given in the Phase World Books as the start of the ‘Forge-War’), one of the transit rift-gates on Alfheim somehow malfunctioned. Several human warriors fell out before the gate automatically shut down. The warriors, near death, wore suits resembling ancient full-plate but lined with glowing mystic energy and containing highly advanced technology.
Soon after these ‘Knights’ recovered in the hospitals of Alfheim, they were able to speak of the catastrophe that befell them. On their world, a version of Earth in the middle of the 21st century AD, demonic invaders had managed to rip open gateways (stable rifts) within one of the island nations. The effects of these gates was similar to what befell Rifts-Terra, except the gateways lead to only one realm; what humans called ‘Hell’. Only a select group were aware ahead of time about what was to happen to their world, and over the decades prior to the invasion began to create weapons and armour able to combat the demons (which were mega damage, while the version of Earth was mostly still SDC based tech). These warriors had been tasked along with over a thousand of their brothers and sisters to distract the demons by assaulting their main gateway complex, allowing for other warriors to evacuate civilians and other younger members of their order to safe locations to study and prepare for a final solution to closing the gateways forever. Most died.
Some (like those that wound up on Alfheim) were scattered across the megaverse, badly hurt and dazed.
Using high-tech nano-robotics, superconducting molecular circuitry and cybernetic sensory feed back systems fused with alchemical alloys and mystic enchantments, these human defenders created power armour almost the equal to that found on mid-level mega-damage worlds. The under suit was a multi-layered flexible “soft suit” of neruo-sensors, biotic shock-gel, artificial muscle fibres and ballistic / ablative armour cloth. The outer layer, the armour its self was even more impressive. Techno wizardry enhanced servo motors and power systems alongside superconducting solar batteries that could last for a full year away from any base. Mystically enhanced strength, energy deflector fields and stealth systems under plates of pure palladium and other alloys blended into a mega-damage shell. The forge smiths found that palladium did not block a magic users' casting ability, and had an effect similar to silver against certain demons.
Some systems were even exact matches for existing Naruni Enterprises technology, which came as a shock, as no known record of the Naruni or their Utenni sales people having made contact with that version of Earth has been found. Regardless, in return for saving the lives of the warriors, their suits were studied and improved upon, using advanced UWW technomancy and Tri-galactic gravity tech. Where the original suits were hand forged by the warrior who was to wear them (as a rite of passage), the newly created ‘Cosmo Paladin’ suits could be made dozens at a time, using standardized templates.
The Earth warriors hope that they can recruit enough who share their drive to see evil stamped out, and their version of Terra freed from the demons. The new suit designs, they feel, are a good step in the right direction.
Vehicle Type: W-4 Cosmo Paladin
Crew: One; Pwr. suit
M.D.C. By Location:
*Head - 150
Arms (2) - 135 each
legs (2) - 150 each
(Optional) Back CG Flight System - 100
**Main Body – 330
* Destroying the head will eliminate all forms optical & sensor enhancement. -3 on called-shot to hit. May also render unconscious / kill the suit wearer depending on environment.
** Destroying the main body will shut the suit down until auto-repair systems can bring the unit back to minimal functionality. If reduced to -100 MDC, the suit is destroyed permanently and there is a 10% chance the fusion power cell will catastrophically fail, inflicting 4D6X10 MDC to everything in a 10ft. blast radius.
Speed
Running: X3 wearers normal running speed at 30% fatigue rate.
Leaping : 15ft. high or long from a standing start; add +10ft with a running start
Flight Speed : Using the optional CG flight system; 400mph. in atmosphere, and 660mph. in vacuum. Unlimited ceiling (can reach orbit if needed).
Statistical Data
Dimensions: Equivalent to normal human-like body plus 1ft. Can be created for operators between 5ft. and 7ft.
Weight: 240lbs., 285 using the CG flight-pack. (not including other weapons & ammo)
Physical Strength: equal to a robotic P.S. of 32.
Cargo: See later. Mostly items that can be clamped / tied down to the exterior.
Power System: 8 year micro-fusion power-cell with 3 year Techno wizard back-up generator.
: 200 PPE storage system, spread through the main body’s construction, to power TW systems (see below). Recharges 5% per hour, 10%/hr. on ley lines, 20% on a ley-line nexus.
Market Cost: If the plans for one could be found, the cost would be in the 30 million credit mark for standard suit, and 75+ million for the FTL capable suit. 90% of the Cosmo-Paladins are specially forged / constructed for the individual. VERY rare to find black-market.
Weapon Systems
The original design that the Cosmo-Paladin was based on did not have any built in weapon systems. Using the technology available within the Tri-galactic system, this short fall has been rectified. Regardless, most C-P wearers still prefer the use of the sword and hand held weapons; giving them a sense being noble knights (whether this feeling is ego or not).
1) The Deliberator Broadsword: This large 5ft. broadsword is forged from pure palladium and mega-steel using alchemic techniques; though large enough to be used two handed it is light enough to be wielded with one hand. ‘The Deliberator’ is as strong and sharp as any kinsenite weapon and can cleave through even the toughest demons’ hide. The weapon may also be equipped with a ‘Light blade’ TW enhancement for use against certain creatures, like vampires, etc.
Damage: 3D6+3 MD plus punch or power punch damage. With light blade enhancement activated; 1D4X10+6 plus punch. Inflict double damage to vampires and other undead / demons effected by sunlight.
Payload / Duration(Light blade only): 1 minute per level of user per 20 PPE.
2) GRG ‘Stingers’ (2): In each forearm is a concealed gravity machine-pistol. Each pellet is typically made from silver-palladium-osmium alloy; ensuring that most creatures hit will feel the impacts.
Damage: 2D6 MD per single round, 5D6 MD for a 3 round microburst. Creatures effected by silver take double damage.
Range: 800ft., double in vacuum. Payload: 54 rounds per gun, equal to 18 bursts.
3) Weapon Energy Link / Ammo Drum: The Cosmo-Paladin can be equipped with a power connecter, allowing it to use energy rifles and pistols while giving the weapon an unlimited power supply. Conversely, it can also be given an exterior mini-ammo drum placed near the small of the back, for use with projectile weapons (giving increased ammo load-out)
Effects: (Power link) Allows 1 external energy weapon to have an unlimited payload (E-pistol ,Rifle, etc), but only single shots and short burst can be done. If a long burst or a full melee burst is used, the penalties are doubled for 2 full minutes after the burst is performed. Penalty:-10% Spd. -1 initiative when active, 5 MDC power connector cord (comes with an adapter for E-clip ports).
(Ammo drum) 600 rounds of ammo are available to the carried weapon (typically a CG assault rifle). The weight will slow down the suit however. Penalty: -10% spd & to physical skills (climbing, etc), 10 MDC ammo-feed from the drum.
4) Other Weapons: Any number of TW or standard weapon that can be hand held or shoulder carried may be used by the suit, when available. Up to a dozen full sized grenades can be carried on bandoliers and belt clips. See later entries for TW enhanced grenades.
Techno-Wizardry Enhancements
Note: The techno-wizard systems draw from the PPE power cell in the suit, but may be activated using the users own PPE reserves in case of emergency.
Invincible Armour: As the spell @ Level 8 for MDC and duration = 200 MDC plus listed side benefits. 30 PPE to activate.
Chameleon: As spell @ Level 8 for duration. 6 PPE to activate.
Escape: As spell @ Level 8 for range.
Magical Adrenal Rush: Same as spell @ level of user for duration. 45 PPE to activate.
Power Weapon: As per spell @ Level 8 for duration; this effects any hand-held melee weapons. 35 PPE to activate.
(Optional) Advanced Superluminal Flight: This is enspelled on units that have the CG flight system installed. When activated, the suit accelerates to 1.2 LY per hour, plus 0.1 LY/hr. per level of the user (usable only in deep space; 1 hr. duration / Level.). This system MUST be charged ahead of time due to its enormous PPE requirements. 600 PPE to activate.
(Optional) Sustain: Same as spell @ level 8 for duration. 12 PPE to activate. Used in conjunction with FTL equipped suits.
Combat Bonuses
*# of actions = +1 to pilots base attacks per melee @ Level 1, 4, 18, 12 & 15
*Initiative (includes sensor pod bonuses) = +5. Pilots personal initiative bonus (if any) can be added.
*+ to strike; melee = +1 @ level 1, 6 & 12; include pilots W.P. and PP if applicable
*+ to strike; ranged = +1 @ Level 1, 6 & 12; Include weapon system and W.P. bonuses as applicable
*+ to parry = +1 @ level 1, 6 &12; Include HTH & PP bonuses. (Listed does not include sensor bonus; q.v.)
*Dodge = +1 @ level 1, 6 &12; Include HTH & PP bonuses. (Listed does not include sensor bonus; q.v.)
*Roll with impact = as per pilots ability. (Listed does not include sensor bonus; q.v.)
*Critical strike same as pilots.
Restrained Punch- 1D4 MD
Punch- 2D4 MD, 4D4 MD for power punch
Kick- 2D6 MD, 4D6 MD leap kick
No prowl penalty as long as the suit is mostly intact.
Systems note: all normal sensor and environmental systems found on most Power Armours, including a full advanced optics enhancement package (I.R., U.V., thermo, etc...).
*Integrated Sensor Pod (same as Naruni wave 2 Pg.38); +2 parry and dodge, +5 roll with impact, 360 degree awareness.
*EMP & Electrical shielding; half damage / effects.
*Stabilizer spikes; Smaller versions of the Glitter-Boy pylons (only 6 inches max .depth).
*Variable Camoflaugue; +5% prowl (40% to hide stationary if the user does NOT have prowl skill). -25% against detection skills / systems. Almost identical to the Naruni system. Becomes ineffective if the suit is reduced to 150 MDC.
*Thermo-kinetic design; Half damage from impact and heat based attacks (Fire, laser, plasma).
*Nano-Robot Repair and Micro Repair Integrated System; Combines the CNRRS and MiRR system from ‘Bionics Sourcebook’ Pg. 87 & 88 respectively. Mystically replenishes the nano-bots 72 hours after they have been depleted (maximum MDC load for both).
*Survival Gear Package; same as the one described on Pg.39 of ‘Naruni wave 2’. Sorted through the suit in mini-compartments.
* Special life-support features include: Internal bio-monitor, RMK & IRMSS systems, compu-drug dispenser, IV-nutrient dispenser (3-5 days), and rebreather unit (air supply can be recycled for as long as the suit has power).
The suit is also self-sealing; in event of a breach, the suit will "bleed" a special sterile liquid bio-polymer that will seal all but the most severe damage (ineffective if main body MDC is reduced beyond 95%). This system will also help protect the wearer if a limb is blown off (seals the end off, and applies pressure to the wound).
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: United Worlds of Warlock
Well I hope they give the number of Other Race that are part of UWW and the Number of Planets.
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Re: United Worlds of Warlock
If the Splugorth attack is tied into this, we should note that some Kreeghor Witches are active in the UWW and that their master, the Dweller, was instrumental in ridding the TGE of the Splugorth.
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Re: United Worlds of Warlock
SAMASzero wrote:Still here? No? Too bad!
When I last left off, the Warlocks had finally made contact with the ancient Star Elves. The Elves are happy the Dominators are (mostly) gone, and the Warlocks are ecstatic for the opportunity to learn from an ancient magic-based civilization. Treaties are drawn up, and it looks like the two are on their way to a beautiful partnership. So naturally, something must come to mess it all up. Meet the Splugorth. The Elves and Warlocks fight back, but the situation seems hopeless. At least, until their cry for help is answered. Enter...
The Anvil Dwarves Faced with the prospect of losing their homeworld, they nonetheless throw probably everything they can spare, if not everything they have, into the fray, saving the Warlocks and Elves.
I honestly have no problem with the setup of the Splugorth war and the founding of the UWW. So let's move on to what happens immediately afterwards. The infant UWW has control of a number of formerly Splugorth worlds, and will likely spend the next few years/decades freeing the rest in their area.
This brings me to my first observation: In addition to the magic they stole and salvaged from the Splugorth, there should also be a good amount of Kittani Technology as well. We'll be getting into that later.
Well, it depends on the specific splugorth - not all of them work with exactly the same servitor races and magic or technological resources. Not to mention the Kittani per se are wholy technological, read, it might have been more useful as a sort of barganing chip with other states than a resource on its own. The Noro's psi-technology might be of some relevance for them in that sector, if it is "backwards compatible" to magic users like techno-wizardry is to psionics. That said who's to say they did not acquire some stone magic, tattoo magic, bio-wizardry &/or a number of Eyes of Eylor and a way to replicate/clone them?
Ah, would that be ok for a space elves ship? http://static4.wikia.nocookie.net/__cb20090528202521/forgottenrealms/images/d/d8/Man-o-War.jpg
As an aside the whole " the UWW is a vast mix of societies, and count as a single entity mostly for mutual protection" makes me think somewhat of the European Union or maybe NATO, depending on how one looks at it. Just a thought.
Also, in a society with millenia of interaction and use of magical powers and knowledge might there be not some magical equivalent of minor & major psychics?
It could certainly help or complicate things considerably depending on how one looks at it.
Funky idea involving the "doldrum stars"- is there some spell, TW or not, that converts PPE into eletricity or some other mundane form of energy/power source? Right now i'm imagining the UWW after centuries or millenia of trial and error reverse-engineering the spell - and them putting gigantic solar power collecting stations in the border of such low-ppe star systems, that convert as much solar energy as they can into PPE to be retransmitted to the rest of worlds of their "nation". How does that sound to you people?
Re: United Worlds of Warlock
Who UWW have ther own Techno wizard civilain,s ships or do they keep the TW,stech for ther Military?