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Weather Engine

To those familiar with the inner workings of the Cult of Cyriss, the construction of devotional temples on sites of great geological energy is nothing new. However some of the obscure devices placed in these precisely calculated locations are obtuse to all but the visionary creations; who assemble them from divine inspiration and cryptogramatical texts collated by the cult. Knowledge of the so called Weather Engine came to light amongst certain circles in Llael after reports of terrible storms wracking the upper reaches of Hellpass. One peak in particular that had (according to local mining concerns) always attracted a great deal of inclimate weather, had become the eye of a violent weather system and lashed the pass with hurricane force winds, hailstones the size of fists and occasional virulent sheet lightning.

A team assembled under Council in Merywyn and reinforced by a small assembly from the Hundred Houses in Horgenhold made their way with much loss of life to the central peak and uncovered what appeared by be a Cyriss tomb-temple devoid of life and containing a great deal of strange machinery. Exact records are mostly missing, due undoubtedly to well placed agents of the cult quietly removing them from circulation. But it seems that the core purpose of this tomb-temple was to syphon geological energies from the howling winds that made their way down the pass into a vast nexus core beneath. What scraps remained of the human acolytes seemed to verify that they were victim to some plague or fast spreading pseodo-natural malady, leaving only the metal automata to defend the sealed structure.

After the automated defences had been neutralised the team found the central device that was manipulating the weather systems had been badly damaged in a cave in, resetting many of the delicate calculating drums and alchemical fluid-logic valves and causing it to divert the energy gathered from the mountain winds to generating ever more violent storms. Realizing to late the potential disaster of a positive feedback loop, the mechaniks where forced to shut the entire structure down. The process ruined much of the technology in the tomb-temple and removing the device for study was deemed impossible without risking an eruption from the buried nexus core.

It was certainly troubling news at the time, and bodes ill for the world if the mysterious Cult of Cyriss can and have constructed such potentially devastating devices. Thankfully neither the device or copies of it have ever been recovered or put to use in the ever growing conflict in the Iron Kingdoms.

Weather Engine:-

Hardness: 10
HP: 30
Weight: 240lb.
Cost: minor artifact

Main Power:

  • The device can either convert storms, gales or other violent weather systems into arcane charges. Or alter the weather around it as per a ‘control weather’ spell for a radius of 4 miles.

The device is a large metallic star-burst which meets at its central point in a crystal sphere, within which is a series of clockwork mechanisms, vales and sprockets suspended in a blue alchemical fluid. There are also four subsidiary sockets that can be used to connect nexus accumulators. When active the entire device floats a few feet from the ground. When manifesting its powers, the device revolves with increasing speed in the air until it becomes a blue glowing blur.  Separated from wind turbines and a working nexus core its powers are limited to a 4 mile radius.

Use:

DRAW:- If activated by a successful Craft: mechanika check (DC 25, 20 if possessing the Craft Cyriss Tech feat). The device by default will draw on the energy of any nearby storm systems within 4 miles:

  • Natural storms are reduced in radius of effect by 1 mile per minute until they are dissipated entirely. Magically created storms are subject to a targeted dispel (CL 20). Natural storms when drawn into the engine produce 10 charges per round. Magically created storms if successfully dispelled produce a number of charges per spell level. Either way this causes the energy to arc from the spines of the device, doing 1d6 (per charge) electrical damage to anything within a 5ft radius unless channeled into an appropriate device. It can only be successfully stored if a nexus accumulator is connected, or within the especially constructed chambers of a Cyriss Temple.

PRODUCE:- If activated by a successful Craft: mechanika check (DC 30, 25 if possessing the Craft Cyriss Tech feat). The device will channel energy from either a natural storm system, magical storm or connected nexus accumulator:

  • The device can manifest any wind based weather system in a radius of 4 miles (regardless of season) from the device as long as it has at least 7 arcane charges per round running through it. It can run in this manner on the storms it, itself produces as per natural storms (see above). Although it still required an initial 7 charges in to start with. However using it in the manner can cause a dangerous side-effect (see below)

Side-effects:

If the device runs both its draw and produce abilities at the same time, a dangerous charge builds up within the engine at a rate of 3 charges per round. These charges cannot be syphoned off while the produce ability is active. If removed from the sealed and monitored environment of a Cyriss Temple this charge build up causes 1 point of damage to the device per excess charge regardless of Hardness. If reduced to 0 HP, the device detonates in a coruscating sphere of thaumatic potential, vaporising everything within 100ft as per a ‘disintergate’ spell (CL 20, no saving throw, SR does not apply).

Article #977 by TT on December 01, 2010 @ 05:07 AM

This article is categorically filed under Cyriss-Tech

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