1. Journals

Barator Magic: Gnomish Technology

Draft

The big cities in Barator use a lot of magic. Raw arcana is captured and stored in Saranite chambers. Saranite can store a tremendous amount of raw arcane energy. Saranite is made through an alchemical process of Aranite, a bacterium that eats arcane energy and exists exclusively in the Industrium. However, the arcane energy held within Aranite becomes corrupted. This increases its arcane output but, in turn, causes it to radiate dangerous energy called Notum. Notum can cause magical sickness, mutation, and death if exposed to large enough doses. Karnite is the by-product of creating Saranite. This process creates polluting magic and can pollute the natural raw Arcana that exists in the world. In areas where Saranite is created, casting arcane spells can cause mutations, madness, uncontrolled spells, and even death.

In Big cities, when any creature using Arcane magic caster casts a spell, they must roll a d100. On a five or lower, something unexpected happens to the spell. The player rolls a d20 to see what happens( Consult the chart.)

This process of turning Aranite into Karnite is known as dirty magic by the Order of the Seed. They are working on a way to process Aranite without the pollution. The Council of the Industrium does not want this to happen, for it will weaken their power over their people and the magical technology they have over other nations.

The industrial artificers run all of Arnaite's refineries and power stations. The city's rulers pay a large sum to the Guild for them to run the refineries and power stations.

 

Members of the Industrial community use dirty magic. Which allowed them to drain energy from living plant life to power their magic, even high-level spells over 4th tier. 

This functions as Arcanite crystals. To power their machines, they use Saranaite batteries. These are created with Aranite, which drains a large amount of raw arcane energy or the arance life energy from plant life, water, animals, and even other living creatures; when the Aranite turns from yellow to a bruised dark purple, an Alchemical Process is used to turn it into Sarantie batteries. It allows them to use their magic without worrying about using Arcanite crystals. The large factory batteries are created with a Sarantie core and an Aranite outer core, which drains the Raw Arcane energy from the surrounding area. Places near Gnomish factories are often empty of raw arcane since it has all been absorbed and stored in the Saranite batteries. 

 

Arcanite crystals were invented by the Order of the Seed almost 1000 years ago. This angered the ruling class, and they tried to destroy anyone who followed them. They failed, and the Seed has been a Terrorist group/ resistance ever since, gaining more and more supporters in Xarth.

The group's leader fled Xarth, and they only learned that the one who created the Arcanite and pure Arcanite fleet belonged to Gorathell. The creator is also the leader of the Order of the Seed.

 

Aranite: A pale yellow fungus that eats arcane energy. When it turns black, it starts to grow. It will remain black and keep growing as long as it has a constant arcane power source. If left unchecked, it could cover a world. It drains it from everything around it, even living creatures. When it does, it grows. This can lead to areas of dead magic. Where magic can not be cast, however, magic items do work. Aranite is weak enough to lead and, if exposed to it over time, will cause the Aranite to wither and die. Ironically enough, lead is also used to seal arcane energy. So the Gnomish Industrium uses it to keep the aranite from growing out of control. The Gnomish homeworld did not have lead, which led to its doom.

 

Saranite: This dark pink porous stone softly glows with yellowish neon light. This is what the batteries of the Gnomish Industrium use to give their technology the power it has. It also powers all the major cities on the continent of Xarth and Gorathell. The only places on Xarth that do not use the Gnomish batteries are the Goblin Kingdoms and Avalon. Saranite is made from aranite, which leaves behind a soft brownish metallic called Karnite. Saranite creates dangerous arcane radiation. This radiation is held back by either using lead or Markwood. This black tree-like bark absorbs magical energy to a degree( it is used to create armor with resistance to magic unique ability). Marwood only grows in areas known as chaos lands or wild magic plains. Areas in Barator where magic behaves chaotically and is very hard to control.

 

Saranite Factories: Saranite factories look like Small stone and iron forts, with iron rods protruding like the spins of a hedgehog. These are made of Karnite. The Karnite rods are inserted into Aranite fungus that is held within a Merkwood casing; inserted in the center of this Merkwood casing casing is a large Karnite cylinder with a Saranite core. The Karnite rods dry in raw arcane energy from the area with the aid of the Aranite, which is then transferred by Karnite rods to the Saranite from the Aranite. This prevents the Aranite from growing since the Araniteis are held within a led casing, which is a slow process. They also use charged Arcane crystals or gems to feed the batteries. These they receive from. Arcane spell casters have used them as cleansing tools to remove the excess raw arcane they absorb after using a lot of magic.

 

Mechanics for Saranite batteries: Using these batteries replaces the need for Arcanite crystals; a small portable one holds 100 spell point charges before it needs to be replaced( Using the battery, Arcane spellcaster does not have to make any kind of saves for using spells, like on 4th level or above spells or for caster checks to see if the caster loses control of their magic. It increases the DC of spells by one, and damage spells/abilities always have one extra dice.) This can also function as a focus. Small ones with 100 spell points are usually the size of a chicken egg.

The largest ones used for their vehicles and war machines can be the size of a horse or a small building.

All Gnomish airships use these batteries, which is why they do not have balloons like the Goblin airships.

 

Side effects: Each time an Arcane spell caster casts a spell using a Saranite battery, they must roll a d20 on a 1 or 2, releasing a bit of corrupted Arcane energy. When this occurs, the caster checks the corruption box, which equals the creature's Stamina ability (Not modifier), and suffers 1d4 necrotic damage. When this is filled up, they gain a minor mutation on their next 1 to 4th level spell cast or a mutation on a 5th to 7th and a significant mutation on an 8th to 9th level spell. Once this occurs, the corruption box can be cleared. After the 10th minor mutation, 5th mutation, or second primary mutation. The character becomes an NPC.

 

In the Saranite power factories, anyone who comes close to the Huge batteries must succeed in a Constitution save DC 18 or suffer a significant mutation and 10d10 necrotic damage. On a save, they suffer half damage and only a minor mutation. Those who work in the factories are often sick, and those who have to repair the machines wear special suits made from leather and treated with an alchemical substance. The suit covers them from head to toe(Hazmat suit).

 

Saranite batteries: The process of creating the batteries requires Aranite, led, and Merkwood. The artifices, the led or Merkwood container, line the outer walls with Aranite, then take the remaining Aranite and make Sarantie. Batteries made with lead will degrade after they are used up. The lead will eventually kill the Aranite fungus, which is used to help power the Saranite. If the battery is made with Merkwood, then it is rechargeable.

 

 Karanit: A pale, soft brown metal, the by-product of turning Aranite into Saranite.