 HOME |
CONTACT | BESTIARY | ACADEMY | LINKS | LIBRARY | OTHER
WORLD
| GAZETTER|
RETURN TO EDEN
By Tim Martin and Tony Heflin
What follows is an attempt to bring
into the world of Advanced Dungeons and Dragons the wonderful
and exciting concepts put forth in Peter F. Hamilton's Night's
Dawn Trilogy, of which Reality Dysfunction and The Neutronium
Alchemist have been published to date, both by Warner Books.
The third volume, The Naked God, is due out in 1999.
The setting of this science fiction
series is deep space in the far future, a galaxy of human colonies,
alien races, and epic space battles. Exciting stuff, but how
can one bring this into a medieval-Renaissance setting?
The concept first occurred to us upon
reading about the Edenists in the series. Simply put, the Edenists
are subgroup of humanity, not physically different (at least
externally), but who have developed telepathic powers of a sort
and also greatly advanced the use of genetic engineering. Intriguing
in and of itself of course, we wondered how biologically produced,
sentient ships and even cities could be adapted to a fantasy
role-playing situation.
There is already much to support this
in the game to date. The elves have long been known in the game
to use biological processes, with the result that (as detailed
in among other places the island of Evermeet in the Forgotten
Realms setting), houses may actually be grown rather that built.
This trend was furthered with the release of the Spelljammer
setting, which had elven spacecraft that were grown and actually
live; admittedly not as advanced as the voidhawks and seahawks
(and especially habitats) we provide information on below, but
still a step in our view in the right direction. Further along
this trend the Dark Sun setting has a number of altered life
forms designed along the lines of transportation, especially
among the halfling races of that harsh world.
Given all of this previous thought in
the game towards what Hamilton calls bitek, or biotechnology,
we thought it not outside of the realm of possibility for enterprising
DMs to include the ultimate, living and sentient ships and settlements.
This of course may raise a question
in the minds of some who may be tempted to use these creations
in their campaign, namely where did they come from? Why have
they not been heard of before in Greyhawk or Waterdeep? Although
Spelljammer might provide an answer (and I am sure a good Dungeon
Master could adapt what we have offered below to travel wildspace),
we instead postulate that Edenists arrive from parallel Prime
Material Planes. In essence, Edenists are a transplanar race,
not one that travels across multiple Outer Planes as in the wonderful
Planescape setting, but across multiple planes on the Prime Material
(and to a limited extent among the Inner Planes of existence).
The Edenists possess a wonderful transplanar culture and civilization,
and it is one that (a DM willing) is just now coming into contact
with such settings as Oerth, Toril, or even Krynn.
In our campaign we found great inspiration
in the setting of Planescape. While fulling utilizing its enormous
potential, we expanded the concepts still further. If there is
a crossplanar civilization existing through Sigil on the Outer
Planes and thanks to the recent Monstrous Compendium apparently
one on the Inner Planes, why cannot there not be one on the Prime
Material? We found the idea ripe with potential, and made it
a cornerstone of our efforts. Using inspiration from history
and from fiction, we constructed worlds that were quite different
from Toril or Athas (not better, just different). We had some
that were parallel universe type settings; as in a Roman-ruled
world or a Celtic-dominated world. We postulated that some simply
must exist to provide the great basis of worshippers needed to
maintain the various pantheons. We created over worlds that were
dominated by one or more races, such as dwarven or goblinoid
worlds. Finally, we used many concepts and ideas from science
fiction and converted many alien worlds and races into different
Prime Material Planes. The Edenists were among these, and this
was our most developed concept in the campaign.
I hope that players and DMs alike will
take a look at what is in this article, and if not adopting them
for their campaign, perhaps finding something they can perhaps
use. And of course, maybe they will be intrigued and read Hamilton's
works!
Voidhawk
| Climate/Terrain: |
Oceans of Edenist
colony worlds; freshwater; Ethereal Plane |
Major Sciences: |
Body Control,
Dimension Door, Dimension Walk, Energy Control, Etherealness,
Telepathy (limited) |
| Frequency: |
On Edenist worlds,
common or uncommon; elsewhere rare or very rare |
Weapons: |
2 ballistae (Upper
Body Crew Toroid)
4 combat wasp/torpedo launch tubes (number of wasps varies; 1
kinetic weapon torpedo produced per launch tube every other round) |
| Organization: |
Clan |
No. of Attacks: |
up to 4 |
| Activity Cycle: |
Any |
Damage/Attack: |
See below |
| Diet: |
Special(see below) |
Special Attacks: |
See below |
| Intelligence: |
18-20 (Supra-genius) |
Special Defenses: |
See below |
| Treasure: |
Nil/NA |
Magic Resistance: |
Nil |
| Alignment: |
Same as captain;
most are neutral, chaotic good, or neutral good (rarely chaotic
neutral) |
Size: |
G; 110 meters
or 361 feet in diameter, 30 meters or 98 feet thick in the center. |
| No. Appearing: |
Varies: 1-12 |
Morale: |
17-18 (Fanatic) |
| Armor Class: |
0 (and see below) |
Crew: |
12 |
| Movement: |
On surface, 24"
underwater 12" |
Maximum Additional: |
50 |
| Hull/Body: |
180 |
Psionic Strength: |
150 |
| Upper Body
Crew Toroid: |
50 |
Psionic Ability: |
300 |
| Under Body
Cargo Toroid: |
35 |
Attack Modes: |
None |
| Minor Devotions: |
Body Equilibrium,
Body Weaponry, Cell Adjustment, Clairaudience, Clairvoyance,
Empathy, Mind Over Body |
Defense Modes: |
Mind Blank and
Intellect Fortress |
| Maneuverability: |
d4 (-2) |
|
The voidhawk is the ubiquitous Edenist
ship. Larger than the biggest ship-of-the-line first rater or
the biggest clipper, the voidhawk is a sentient and intelligent
organic ship used by the Edenists in a variety of roles, including
trade, exploration, and combat.
A voidhawk appears as a graceful, lenticular,
streamlined roughly teardrop shaped entity, a midnight blue in
color. The interior of a voidhawk, its "hull," is actually
its body. The body contains the various organs of the voidhawk,
including its nutrient reserve bladders, its various hearts,
and its nervous system.
Both the upper and lower body surfaces
of the voidhawk each contain one wide circular groove halfway
out from the middle. In the lower hull or body groove the lower
body cargo toroid is fitted, which is basically a metal structure
designed to carry cargo and supplies. The upper hull groove contains
a different toroid, one in which the crew lives in, as well as
the voidhawks' "standard" armament of two ballistae.
Both of these toroids are metallic and constructed by the Edenists,
are not organically produced or a real part of the voidhawk.
As such they are given separate structural point values.
Voidhawks are not built, they are born.
Although it is thought that Edenist humans created the first
voidhawk, they are now born from other voidhawks. After a long
and successful life (most voidhawks live at most 110 years),
a voidhawk and its captain return to their original home. In
a last mating flight the voidhawk (with other voidhawks) produces
between 4 and 12 offspring, who stay in that area to grow and
become bonded with new captains. This area of growth is always
one near energy sources; on the prime material planes, near undersea
hydrothermal or volcanic vents. On the inner planes, at the border
between the Elemental Plane of Water and the Para-Elemental Plane
of Steam (teaming with energy from the Positive Material Plane).
There are rumored to be voidhawks generated on the very energetic
and positively charged Para-Elemental Plane of Minerals, though
outsiders have not confirmed this.
The voidhawk is more than simply an
organic ship, as it is alive and sentient. Voidhawks are quite
intelligent, more intelligent than most humans (in the 18 to
20 range). As the result of being an intelligent living being
and the result of Edenist know-how, the voidhawk has many special
abilities.
First, the voidhawk does not truly need
a crew. Theoretically, a voidhawk could move and operate without
a single person on board; it can decide its destination and proceed
there without the slightest human input. However, voidhawks are
born dependent upon another human being, the captain. Raised
together in a mental link, the voidhawk and its captain (a little
over half of whom are female) share a mental intimacy like no
other, each always aware and in communication with the other.
When one dies or becomes incapacitated, the other becomes despondent
and greatly saddened.
Voidhawks do not operate through any
real form of manual control, as on wooden or ironclad ships;
they operate through telepathic commands from the captain and
crew. Aside from the special bond between the captain and the
voidhawk, all Edenists when within range can communicate telepathically
with a voidhawk. To watch one is fascinating, as in tense situations
the bridge is entirely silent, with no words spoken aloud.
Second, the voidhawk has a choice of
two unique types of weapons. Voidhawks do not possess banks and
rows of ballistae and mangonnels as wooden ships and ironclads
do. Aside from the two ballisate maintained in the upper body
toroid, voidhawks make primary use of two weapons. First, voidhawks
have a natural ability to secrete polyp projectiles and launch
through there fore "torpedo tubes." An adult voidhawk
can launch up to one kinetic weapon torpedo per launch tube every
other round. These projectiles inflict damage by the force of
the impact, and do catapult damage (6 hull or defensive points
or 2-24 points of damage versus small or medium creatures and
4-16 hit points of damage versus large creatures). The range
of this weapon is 24".
In addition to these naturally produced
weapons, voidhawks make use of what are termed combat wasps.
These are Edenist-created items, manufactured by Edenist humans.
Rare and expensive, they are not often encountered. Created by
the use of psionics and magic, three principal types of combat
wasps exist. Hard wasps have been rendered more accurate (considered
+2 to hit) and able to do more kinetic damage (double the damage
of a normal kinetic weapon torpedo). Fire wasps detonate with
a 12 hit die lightning bolt underwater, set either to explode
at a certain distance and area or upon hitting a solid object.
Underwater this acts as a fireball in area of effect, and adds
to structural damage done; 6 additional points are done. Range
wasps can be fired at a great distance (up to 5 miles). They
do regular damage, but will hit the first target encountered,
even if friendly. This last type is almost never used at close
range.
Third, the voidhawk can become ethereal.
Voidhawks are truly creatures of the planes, as Edenists have
spread through at least 14 Prime Material Worlds and the Elemental
Plane of Water. Using their psionic ability of etheralness, a
voidhawk is able to render itself, its crew, and its cargo ethereal
for transport on one plane or between planes. Edenists refer
to this ability as "swallowing." Voidhawks, as detailed
below, also make use of two other travel-related psionic abilities.
Fourth, the voidhawk possess a limited
list of psionic abilities. All Edenists and their constructs,
as part of the definition of being Edenist, possess some psionic
abilities. In the case of the voidhawk, all of these abilities
are defensive or otherwise non-offensive in nature.
Voidhawks possess no attack modes and
are thus unable to hurt through psionics anyone, whether psionic
or not. However, two defense modes are found in voidhawks. Mind
blank works for the voidhawk only, and serves to hide the voidhawk's
mind from psionic attack. Intellect fortress protects not only
the voidhawk from psionic attack, but also all on board, though
at a great expenditure of psionic points.
More vital are the minor devotions and
major sciences used by voidhawks. Voidhawks use body equilibrium
to submerge and emerge in water, and to adjust for the buoyancy
differences between freshwater and salt water. Body weaponry
is used to improve the armor class of a voidhawk in combat. Cell
adjustment is used to repair damage sustained in combat, important
due to the fact Edenists do not possess clerics (cell adjustment
cannot repair damage to the toroids). Clairaudience and clairvoyance
enable the voidhawk to be aware of its environment, both outside
and within the toroids. Empathy is useful to have general information
on any non-Edenist passengers in the toroids. Mind over Body
allows the voidhawks to journey for long periods of time between
feedings (as voidhawks can only feed when docked at a habitat).
The major sciences of psionics are also
of great use to voidhawks. Body control enables a voidhawk to
survive in hostile environments, such as those that are too cold,
too hot, or have poisonous gases. Dimension door is of use in
combat situations. Dimension walk enables quick travel on a single
plane of existence. Energy control enables the voidhawk to withstand
to an extent energy attacks such as lightning bolts and various
types of breath weapons. Etherealness, as mentioned above, is
the main form of voidhawk locomotion, at least between planes.
Telepathy allows the voidhawk to communicate with those who are
Edenist, though not with those who are not. A voidhawk can understand
several human languages when spoken, but cannot communicate with
a nonEdenist being.
HOME | CONTACT | BESTIARY | ACADEMY | LINKS | LIBRARY | OTHER
WORLD
| GAZETTER|
|