NationStates Jolt Archive


The New Blood Moon Compilation

Blood Moon Goblins
09-08-2005, 00:22
(For my transfer to FST, this is a repost of the major tech topics of Harmonia Mortus (an old puppet account), replace all instances of "Harmonia Mortus" with "Blood Moon" and so on.
This was posted some time ago, so forgive any typos. I may go through some time and look for any corections to make)

Ok, Harmonia Mortus is a space-fantasy nation, occupied by Goblins, Trolls, some Humans, a few other species.
The 'King' is a being of pure magic, the Keeper, who can take on a physical form when he so-chooses.

WARNING:
If you are in a high-magic area, you can expect the following to occur:
Nasuea
Blurred vision
Unexpected transmutation
Unexpected Things from Before the Dawn of Time
Spontanious combustion and/or implosion
Unexpected transportation

If you find yourself in such an area please remain clam and thing pleasant thoughts. If you are religious, pray to whatever god you have and hope like hell He/She/It exists.

How Magic is Measured:
Magic is measured in Thaums. One Thaum is the basic unit of magic, generaly agreed to be enough to create a 10lb bowling ball or three small pigeons.
Thaums are measured similarly to the metric system, EX: Milithaums, Centithaums, Thaum, Decithaum, Kilothaum.

Keepers:
A Keeper is, as I said, a being of pure magic. In non-corporeal form he is nearly invincible, since you cant see him, cant shoot him, hit him, bite him, or anything. The problem is that he has to maintain a 'heart' a storehouse of all his spare magical energy not being used to keep him in this dimension, if this is destroyed the Keeper looses most of his mind. This is reversable, if the Heart is rebuilt and charged with magic he will regain his mind.
Keepers are naturally skilled with magic, and can use just about any spell, and manipulate magical objects with ease.
Theres a catch.
Outside of a Keepers claimed area (in this case his nation) he has almost no power. There is a loophole though, an ally who grants a Keeper 'right of passage' within his nation opens up the door, but can easily remove the Keeper by revoking said passage.
You might say 'But how does that WORK?', and I say 'Its magic, its not logical.'

Harmonian Space Ships:
Harmonia Space ships maintain a minimum of six crystals (explained later), four 'movement' crystals, a main power crystal, and one shielding crystal.
The movement crystals are set up in the front, back, port and starboard sides of the ship, in order to move magic is channeled from the main power crystal into one of the movement crystals which automatical attempts to move in that direction, the same principal can be applied to projectile weapons.
To keep the preassure/atmosphere in a constant stream of power is poured into the shielding crystal, creating a sphereical 'aura' around the ship. This is visible as a pale-white sheen about ten feet from the ship at its closest point. Its roughly sphereical.

Shielding and Magical Weapons:
Magical weapons work by focusing raw or processed magic into a stream and projecting it at a target. With raw magic this can produce any number of effects, implosions, explosions (or both), sudden transmutations (Changing into things), and general choas. Processed magic acts similarly to a laser, basicaly it burns stuff. It CAN create strange effects, but this is usualy an aftereffect, like the sound of a bullet.
As I said, projectile weapons can be aguemented movement crystals, they go quite a bit faster than normal and in a straight line unless deflected, until the magic runs out.
There are other ways to use magic as a weapon, Crystalbombs are two oppositely charged magical stones, which when touched rupture at the same time, the two opposite types of magic react much the same as matter and antimatter, and both change into a mix of energy and raw magic.

Ok, magic itself:
Thaum Levels:
Thaums are measured in metrics, that is Milithaums, Centithaums, Thaums, Decatahums, Kilothaums, etc.

Abbreviations:
Mt= Milithaum
Ct= Centithaum
T= Thaum
Dc= Decathaum
Kt= Kilothaum
MT= Megathaum
and so on

An area with zero thaum level has NO magic at all, magical items will eventually stop working there when their supply of magic runs out.
Milithaums is barely noticable, some people experience odd effects.
-The average non-magical nation has levels in the Milithaums. Some areas can build to Centithaums, but are dispersed by the events mentioned under Centithaums, that is when they use their power up.

Centithaum levels can cause minor distortions in reality, but they are few and far between. Mostly they come in the form of objects being moved around, vanishing, appearing, small things and all that.

Levels in the Thaums can cause moderate disturbances, explosions, combustion, and randomized happenings, as well as the events from Ct levels.

Decathaums indicate that magic is being used, the magic is usualy used up by the spell.

Kilothaums indicate that you are dead, as well as everybody within a few miles of you. Nobody has survived in the area long enough to write a report on these, but study of areas after the magic has dispersed show an alarming number of things that have been turned into other things, things that are walking around when they shouldnt be, and people turning into those things.

The power for magic is mana, mana comes from land under control of the Keeper, the Keepers minions, and magical artifacts. Basicaly, the more land, people and stuff the Keeper gets, the more magic he has.
Raw magic acts alot like energy, it can be absorbed, slowed, sped up, moved about, and converted into matter. But unlike energy it reacts to suffeciently strong mental powers, EX: If your in a high magic-area and REALLY want a chicken dinner, one might just pop up.
Magic in its raw form also reacts with matter. If enough magical particles strike an area it creates lots of uncertanty in that matter, and it can change into nearly anything. This sends energy spiraling off for a short distance, sometimes causing chain reactions.

Magic comes in many forms, each is usualy based of the environment it was drained from.
Magic absorbed in a swamp would be a combination of water and death magic, magic claimed in a plains would be a combination of light and plant magic.
This doesnt really effect the type of spell you can use it for, but it can affect the spell itself, if you attempt to heal a person in a swamp the wound might grow back deformed (or worse), a fire spell used while at sea could result in burning the ocean down.

On its uses:

Crystals:
Crystals (Quartz, diamonds, basicaly anything transparent and shiney. Like I said, magic isnt science) have a unique property, they can retain magic. Certain types of crystals also use magic to create differnt effects, a spherical crystal can focus light and sound energy and move it over large distances, IE: Crystal ball. A crystal formed into a cube can act in a similar way, recreating an image it recorded, the size effects its 'memory'.
By far the most usefull is the octagonal shape, which can mete out energy by set amounts, like a magical gas tank.
The problem is that that much magic in one area, released suddenly, its a bad thing.
A ruptured crystal combines all the devastation of Chernoble in half a second, but usualy inside a small area.
Crystals can also be used to increase the performance of weapons, a combination of a mortar and a crystal ball work quite well.

How 'People' use it:
Focus, determination, and a strong will. Some people have a naturall talent, and some are sort of Thaumic-Messiahs, called Sourcerers, who are actual sources of magic.
A wizard (or Keeper) near a sourcerer has his powers increased almost a hundred fold, the Sourcerer itself is also a very powerful mage.
Most humans need a staff or some sort of magical item to 'distil' raw magic for actual use. Raw magic can be used, but it is dangerous and unpredictable, and harder to use.

Octirion:
Octirion is the colour of magic, what it 'looks like'.
Most people describe it as a sort of Greenish-Purple colour.
While most people have rods and cones in their eyes, in order to see black and white, and colour, wizards and magical creatures (and cats) have special octagons, which enable them to see magic.

Thaum Bomb:

Recently Revealed by Harmonia Mortus Govornment:

In order to better secure the state of Harmonia Mortus from nuclear, biological, chemical and other weapons of mass destruction we have begun development of a Thaumic Weapon basicaly equivalent to an atomic weapon.
The weapon is magical by nature, and generaly bomb-shaped, so our increadibly talented Clever Names Department has come up with 'Thaum Bomb'.

The weapon works by putting a HUGE amount of magic in one spot and holding it there by way of magical seals which keep the thaumic particles and radiation in one spot. The bomb itself is mainly glass, an oblong about six feet long and three wide, quite smooth and covered in said sigils to keep it from exploding.
The glass is placed inside a steel case. This is because Iron and Steel have the unique property of being nearly unnafected by magic, and acts much like the layer of lead in your average atomic weapon.

There are three components to the bomb itself.
First is the Containment Field, the magical glass case holding everything in.
Second is the magic concentration, the 'plutonium', which causes the damage.
Finnaly there is the Charge Crystal, a 'battery' for holding the magic in place, giving it a focus. Once dropped the crystal usualy ruptures, adding more destructive power to the blast.
There are plans for two types of bomb, a raw magic and a proccessed magic bomb.
Raw magic has long lasting effects similar to radiation, only not really. While some effects may be similar to radiation, you generaly dont expect to leave the area with more arms than you came in with, or as a small orangutan. Raw magic is rather unpredictable and can have strange effects on matter.
Proccessed magical bombs are similar to typical 'nukes', they explode and release alot of energy.

Currently we have plans to build (at most) one hundred of each type of bomb, within the next fifty to sixty years, a rate of about two bombs per year of each sort.
The plans for proccessed bombs are about 25-50 kilotons. Its rather hard to estimate the damage caused by raw bombs, but the effects are thought to linger for about ten years, then begin declining over a period of twenty years, though superconcentrated magic may last longer than the sort we have had...incidents with before.
This is not a threat, of course. Merely an announcement.

As an act of faith we are willing to allow observers from other nations to monitor the movements of these weapons, the progress of our thaumaturgist, and most other aspects of the development and production of these bombs.
We will NOT allow them to view the actual assembly and charging of the bombs, these are closely guarded state secrets and will not be divulged except to trusted allies...of which we have none as yet.

Our first T-Bomb test is schedualed to occur five years from now, you may send representatives to witness the event.

More later, I think.

OOC ship topic, basicaly a refrence list of all the ship classess in my space navy.
Note that there are a number of ships that dont belong to any class, these will be described as needed.
All of these are capable of atmospheric and space flight. Most are also capable of ocean travel.

Keep in mind, this is a REALLY rough guide, basicaly designed to give an idea of what your fighting, almost all Harmonian ships are custom built and the armament of each one may vary slightly.

These are all the ship classess currently in use with the Harmonian Fleet.

Daggership:
The only Harmonian 'fighter', basicaly its a leather contraption with a small shield thats really only capable of deflecting extratmosphere radiation and micrometeors. Anything really big is going to crush it quite easily.
Its armed with two small machine guns, or a single light thaum cannon.

Fenris class Longboat:
Equivalent to a corvette. This ship is also capable of performing boarding actions. It carries up to twenty fully armed men, and quite a few more goblins.
Its armed with whatever the crew carries, or if its not being used as a transport, it can carry a single heavy thaum cannon or two light cannons.

Razor class Snow:
The smallest capital ship. It mounts two thaum cannons as well as ten standard 255mm AT guns and ten ball-turret dual 20mm cannons It has docking points for two Daggerships.
This generaly acts as light support or long range scouting. Its quite fast for a capital ship. Once up to speed it can outpace many fighters, but at such speed its not very manueverable.

Djinni class Schooner:
The sort of middling ship for the small capital ships class. Its well balanced to take on a variety of tasks. Mounts four thaum cannons, ten 255mm guns, and sixteen quad 20mm cannons. Can carry four daggerships.
As noted, this is the middle of the road ship. Its job is standard 'sit around and blow each other up' combat. Its not especially fast, well armoured, or armed, but it isnt really bad in any area either.

Asmodai class Sloop:
Slightly larger than a Razor, and a good deal slower. It is a good deal more heavily armoured and armed though.
Ten heavy thaum cannons, fourteen 255mm guns, four 350mm guns, sixteen 20mm dual turrets, and five 40mm quad turrets.
This ship is basicaly there to slug it out with other lighter classess of ships. It can take on larger ships in groups where its greater mobility can be used as an advantage.

Midsized ships:

Apophis class Brigantine:
Quite possibly this is THE fastest capital ship. Its only slightly slower than the Razor, but not much better armed. Its purpose is the same as an interceptor, get there fast and kill stuff.
Its armed with two midsized thaum cannons and a sponson mounted third cannon in the forcastle. It has twenty 255mm cannons, two 350mm and a complement of sixteen dual 20mm cannons and five 40mm quad cannons.

Samael class Frigate:
The middle of the middle class. Its fast, but not really fast. Well armoured, but not bulky, and all that.
Ten Thaum Cannons, fifty 255mm cannons, ten 400mm cannnons. For the lighter stuff it carries twenty 20mm dual cannons and fifteen 40mm triguns.
This ship is capable of any number of missions, generaly its for group combat.

Leviathan class Galleon:
This is qutie large for a 'middle class' ship. Its heavily armed and armoured, but slow.
Fifteen heavy thaum cannons, 65 255mm cannons, twenty 350mm cannons. LIgher guns include: twentyfive 20mm cannons, twenty 40mm triguns, and five 55mm minirocket launchers.
It can be converted into a large troop transport with the removal of its guns.

The REALLY BIG ships:
(Note, these are not, as are the other ships, converted sailing vessels. They are purpose built spaceships that if they tried to float would most likely explode or something. They are all custom built, and thus stats would be rather pointless. Currently I have twenty of them in service, the largest of which is the Predator, currently under construction over Rath. Its slightly over a mile long, and not built of wood as is normal with these ships. It has a large number of guns, but its slow, as with most of these ships.)
Blood Moon Goblins
09-08-2005, 00:22
(post reserved for whatever I think of)
Mini Miehm
09-08-2005, 00:26
Very nice, I might use some of this for my psions, rock on BMG!
Draconic Order
09-08-2005, 03:22
((1. Wood is normal for construction of starships?))
((2. Since you use magic weapons, why not replace all those 20mm and so forth weapons with magical equivalents?))
Blood Moon Goblins
09-08-2005, 03:41
(OOC:
1. The wood itself is sealed and magically reinforced, and the ships shields dont allow air out, so basicaly its got three systems to keep air in and space out.
2. Because T-guns are slow firing, use lots of power, and are very unstable when used in high concentrations.)
Draconic Order
10-08-2005, 07:36
(OOC:
1. The wood itself is sealed and magically reinforced, and the ships shields dont allow air out, so basicaly its got three systems to keep air in and space out.
2. Because T-guns are slow firing, use lots of power, and are very unstable when used in high concentrations.)

((Ah, fun...))