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RETURN TO EDEN
Page 2
By Tim Martin and Tony Heflin
Seahawk
| Climate/Terrain: |
Oceans of Edenist colony worlds;
freshwater; mostly on world of Da Soocha |
Major Sciences: |
Body Control, Energy Control,
Telepathy (limited) |
| Frequency: |
On Edenist worlds, uncommon
to rare, on Da Soocha common to uncommon, elsewhere, very rare. |
Weapons: |
4 combat wasp/torpedo launch
tubes (number of wasps varies;
1 kinetic weapon torpedo produced per launch tube once every
three rounds) |
| Organization: |
Clan |
No. of Attacks: |
up to 2 |
| Activity Cycle: |
Any |
Damage/Attack: |
See below |
| Diet: |
Special (see below) |
Special Attacks: |
See below |
| Intelligence: |
15-16 (Exceptionally intelligent) |
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; 115 feet long |
| No. Appearing: |
Varies: 1-12 |
Morale: |
17-18 (Fanatic) |
| Armor Class: |
0 (and see below) |
Crew: |
10 |
| Movement: |
On surface, 22" underwater
14" |
Maximum Additional: |
20 |
| Hull/Body: |
65 |
Psionic Strength: |
60 |
| Upper Body Crew Toroid: |
40 |
Psionic Ability: |
100 |
| Under Body Cargo Toroid: |
25 |
Attack Modes: |
None |
| Minor Devotions: |
Body Equilibrium, Body Weaponry,
Cell Adjustment, Clairaudience, Clairvoyance, Mind Over Body |
Defense Modes: |
None |
The seahawk is a lesser version of the
voidhawk, a version the Edenists helped the Da Soochans in our
campaign setting develop (with apologies to Star Wars, Da Soocha
was an all water world mentioned in the Dark Empire comics, and
the Da Soochans are roughly based on the Mon Calamari - Admiral
Ackbar's race; a red-skinned amphibious race of good-aligned
beings). In our campaign, the Da Soochans were already developing
organic and sentient technology when the plane-hopping Edenists
discovered them. They aided the Da Soochans to create seahawks,
as well as their own version of a habitat.
Seahawks resemble a smaller and less
intelligent voidhawk in nearly all respects. The chief differences
are that seahawks lack a number of the psionic abilities of a
voidhawk, chiefly empathy, dimension door, dimension walk, and
etherealness. Seahawks cannot journey across the planes unaided.
Though most are found on the homeworld of the Da Soochans, those
that exist off plane arrived there through pre-existing gates
or portals.
Like voidhawks, seahawks are bonded
with captains from birth, though unlike voidhawks these captains
are generally Da Soochans. Non-Edenist humans however are from
time to time bonded with seahawks. In our campaign, a multiplanar
organization known as the Planar Rangers exists, similar to the
Harpers of Toril (of the Forgotten Realms setting) but with its
"jurisdiction" the various worlds of the Prime Material
Plane (Oerth, Toril, various world we created for the campaign,
etc.). To expand their numbers and their reach, the Planar Rangers
have instituted a program whereby non-Edenist humans are bonded
to seahawks. In return for a set number of years service to the
cause of good under the Planar Rangers, that captain is released
and allowed to keep his bonded seahawk.
Lastly, seahawks do not possess ballistae
and have fewer launch tubes. They are also able to fire at a
much slower rate. However, they are quite capable of using combat
wasps, if available.
Edenist Sergeant (Tranquility Sergeant)
| Climate/Terrain: |
Any; Edenist habitats, very
rarely voidhawks and blackhawks |
Hit Dice: |
50 hit points |
| Frequency: |
On Edenist habitats, varies
between uncommon and very rare, elsewhere very rare |
THAC0: |
|
| Organization: |
Solitary |
No. of Attacks: |
2 |
| Activity Cycle: |
Any |
Damage/Attack: |
1-10/1-10 |
| Diet: |
Nil |
Special Attacks: |
See below |
| Intelligence: |
8-10 (average human intelligence) |
Special Defenses: |
See below |
| Treasure: |
Nil |
Magic Resistance: |
See below |
| Alignment: |
Same as habitat; neutral,
neutral good, chaotic good, or chaotic neutral |
Size: |
6 feet tall (M) |
| No. Appearing: |
1-4 |
Morale: |
Fearless (19-20) |
| Armor Class: |
4 |
XP Value: |
|
| Movement: |
10" |
|
|
These are a special type of golem, resembling
a smaller iron golem. Bipedal and roughly manlike, they appear
quite fearsome, as part of their power. In the books of Peter
F. Hamilton, the habitat known as Tranquility uses them as a
police force and for crowd control when necessary, and as a military
force in extremis.
Only Edenists can construct them, as
only an Edenist and a habitat, using their psionic abilities
and affinity are able to do so. The method of construction is
not widely known, and it is not thought that those who are not
Edenists are able to produce one.
The sergeant always remains under the
control of the habitat. In a case like Tranquility of course
they will also follow the commands of the habitat's leader(s).
True Edenist habitats however don't have leaders per se, but
operate under Consensus, though the sergeants would gain their
orders through the habitat. Any Edenist who is a member of the
habitat can ask for aid from a sergeant, but the sergeant will
not do anything to cause harm (unless that individual is in direct
danger and not a stated enemy of the Edenists) or work against
the Habitat's plans and desires.
In addition to striking, a sergeant
can fire two magic missiles every other round, doing d4+1 points
of damage per missile strike.
The strength of a sergeant is such that
it can do one point of structural damage per five melee rounds.
Normal weapons do not harm a sergeant,
though magical weapons affect it normally. Cold, acid, fire,
and gas attacks also do not harm a sergeant. Electrical attacks
do damage as normal. No spell repairs damage. Like iron golems,
sergeants are subject to attacks from rust monsters.
Edenist sergeants understand both speech
and are capable of responding to Edenist telepathy, though otherwise
they have no telepathic powers of their own. They cannot respond
by the use of telepathy, but instead only be a relatively slow
and understandably metallic sounding speech.
HABITATS
What follows is a more bare bones description
of the habitats, ubiquitous to Hamilton's works. Each DM will
have to decide for himself or herself what the exact statistics
for a habitat is, as DMs will vary as to how powerful they wish
them to be. In truth, a habitat might be unbalancing for a game,
so what follows is more along the lines of a series of suggestions,
as well as a partial overview of how habitats are portrayed in
Hamilton's writings.
There is no equivalent to an Edenist
Habitat. They have an infinite lifespan and can only be killed
by the kind of destruction brought about by the physical incarnation
of a god, an avatar. They are the most intelligent and wisest
of all non-divine beings and most of the time they are repositories
of truly vast amounts of knowledge.
At this point in time habitats are found
only in aquatic areas, either seas oceans or sizable lakes (both
freshwater and saltwater). They are in effect smallish islands
ranging from only a few yards across at birth to an average of
2 to 3 mile diameter at the point of maturity (some grow even
larger). They do however continue to grow throughout their entire
lifespan, and there is no real limit to how large one can expand
to. The rate of growth averages about 1-foot radius per year
after the initial burst of growth required to reach maturity.
From the surface a habitat looks much
like a small tropical island, almost perfectly round and in general
covered in concentric rings of streets and buildings, interspersed
with ornamental and food-producing plants (generally subtropical
or tropical in nature). Docks and jetties protrude from the outer
edge for the full circumference of the island allowing for an
incredible number of ships to dock an any one time, servicing
both Edenist ships and more traditional wooden ones.
Underneath the surface this calm peaceful
veneer washes away completely. The underside of a habitat goes
to a depth of up to one mile (in the oldest habitats), though
usually considerably less. An inverted "forest" of
tentacles grows from the tough polyp shell underside a habitat.
The tentacles are very specialized and are vital to the proper
functioning of the habitat. The largest group near the center
intertwines to form an immense net that traps marine life. These
trapped fish, squid, and what have you are shuttled through this
living net into an orifice in the bottom of the habitat where
the majority are consumed by the habitat itself for sustenance.
Those not consumed are moved into internal storage areas where
they are kept alive and gathered by the island's inhabitants
for food and trade. This bounty from the sea is not processed
by the habitat, but left in its natural state.
There are also a second group of tentacles,
which are covered with a very fine hair like structure, which
filters plankton and algae from the water as it flows past the
habitat. These tentacles are a good deal smaller than the group
detailed above.
Dispersed throughout the underside is
a third group, maintenance tentacles, which repair damage, clean
the shell, and help remove obstructions from the path of the
living net (the first and also second groups of tentacles).
There is also a fourth and final set
of tentacles. The outer edge of the underside is ringed by a
large number of tentacles which can reach lengths of up to one
mile (though again generally much shorter in length). These are
specialized to facilitate ships docking so that when a ship that
is a potentially cumbersome size gets near a habitat several
tentacles will wrap around the hull and guide the ship ever so
gently to a dock, not doing any damage to the hull. The crew
drops sail and in general has an easy ride, though inexperienced
crews may be somewhat disconcerted. These tentacles can also
be used to hold hostile ships at a safe distance and if necessary
to capsize the vessel, this however requires much effort. Each
Dungeon Master needs to decide the strength of this group of
tentacles, as mile long tentacles could be potentially quite
devastating. We suggest adopting the strength and hit dice equivalent
of kraken or at least a giant squid or octopus.
The outer ring of tentacles is mirrored
on the surface of the outer edge by a ring of much shorter and
stronger tentacles with claw like appendages. These are used
to load and unload cargo from the holds of ships in dock. These
tentacles can also be used as hull crackers of hostile ships
that manage to get within a few hundred yards of the island.
The habitats are not the most mobile
of creatures, but are able to maneuver in a very limited fashion
and generally drift on ocean currents staying within 20 miles
of a central location for purposes of navigation. In times of
great need jets of high pressure water can be used to hold position
or to move against a current but only at a snails pace (generally
at a movement rate of at most walking speed).
All of the physical factors combine
to create a fabulous floating city and first time visitors invariably
wonder at the way things operate. As symbolized by the potential
dual and deadly nature of its many service tentacles, habitats
are far from defenseless though. A habitat can also generate
kinetic torpedoes like voidhawks but in huge quantities and always
has several of the most destructive combat wasps available. Since
this is a very powerful ability, each DM needs to decide just
how powerful habitats are. In any event, they need to be very
difficult to overtake, the equivalent of conquering a large city
defended by several castles.
In addition to the physical attributes
of a habitat the psionic abilities make a very formidable set
of abilities at a habitat's disposal. A mature habitat has complete
clairvoyance and clariaudience up to a range of one mile in all
directions and therefore is able to see and hear everything that
goes on in and around itself. The knowledge of the ability eliminates
most types of crime, and those who are unaware of it are in for
a rude awakening because the habitat has the ability to store
all this sensory data and project into the mind of any Edenist.
Edenist Habitats have an Intelligence
rating that starts at 22 for a just mature habitat to 25+ for
an older habitat. Although humanity could never create this kind
of native intelligence, the rating comes from the fact that the
habitat is essentially a huge intellect or personality (always
benevolent) but with the ability to focus its primary attention
on as many tasks as necessary all at once. Also, a habitat has
instant access to anything it has ever seen or herd and the intelligence
and wisdom ratings seem very appropriate. But there is anther
reason for the knowledge and wisdom of a habitat. When an Edenist
dies his soul does not go to reside on an outer plane. It does
go somewhere but where is not known. However the consciousness
of an Edenist, his or her thoughts and memories, transfers to
the habitat upon death where it can exist as an individual for
as long (centuries) as it wishes. While in a habitat in this
manner an Edenist can still interact normally with any other
Edenist within affinity range of the habitat. When an Edenist
who lives in the habitat conciseness decides they no longer desire
to be part of the living world the blend themselves with the
habitat personality and all their knowledge and experience becomes
part of the habitat. So it can be said that they never truly
die.
This ability by Edenists to transfer
their memories into a habitat is most disconcerting, and with
the fact that Edenist souls apparently do not journey to any
of the known planes of existence causes them to be looked up
with some suspicion, but non Edenist humans and non humans alike.
While Edenists are certainly respectful of priests, as they respect
anyone with their knowledge and powers, they do not themselves
have priests, maintain temples, or conduct religious services
of any kind. This has lead some to believe Edenists do not have
souls and possibly are not truly alive. At the very least others
treat them with caution and at most outright fear and xenophobia.
Conclusion:
We have just scratched the surface of
Hamilton's works, but as anyone can see the idea is ripe with
potential. There are warlike voidhawks called blackhawks, there
are much larger habitats than this, the Edenists posses many
smaller lesser animals to perform a variety of functions, and
they use a number of biological implants which we believe can
be adopted to Advanced Dungeons and Dragons.
HOME | CONTACT | BESTIARY | ACADEMY | LINKS | LIBRARY | OTHER
WORLD
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|