Pathfinder-class world ( Planes still exist but the main plane is an actual planet ) is hit with a world ending event(1), but they have enough time left for a mysterious wizard who shows up out of the blue(2) to save many by helping them to create a evacuation plan by advancing their technology so quickly over the short 2 years they had left until The Event hit that allowed them to create magical star-worthy ships, enough to evacuate a great deal of the races of the planet to the nearest star, Desna(3)
The journey is a 10 year trip, And though some ships were lost, and some short squabbles between ship-nations happened, They eventually found a suitable planet. This would be their new home, Desna Prime. but other ships that had disagreements with the whole, broke off and headed to their own target star, Calistria. What happened to them, is TBD. (4)
After landing(5), the resulting colonies ended up being something of a mix between the old way of architecture, mixed with the new technology, with the methods of producing them having been taught by the mysterious wizard. The day he grew old and died many years later was something of an event(6). With the greatest mind, the only one capable of creating and maintaining the most complex machines gone, society was set back by a good bit, with many taking an interest in learning and creating and maintain the new technology he brought, but none among them being able to understand the most complex and powerful machinery, leaving them with very restricted ability to continue using the spacecraft he created to allow them to escape years before. And so it stays this way for many generations, with the Technology of society slowly becoming more powerful but the ancient and out of reach machines somehow slowly becoming more confounding, not helped by several powerful artifacts being lost or decaying past study.
The party starts their journey some 1000 years after the initial landing on Desna Prime. There are very few people around from the great landing, and society has begun to start to dig its roots into the planet, with some very well established cities and even small nations formed, while much of the planet remains unexplored.
There are a few differences that come with the back-story of this world that allow for a few different play-styles.
More powerful items: easy access to more advanced technology, this basically works out to be access to new custom magical items, and even some hidden, powerful, and priceless technological artifacts.
New landscape: an entire mostly unexplored planet, what could have been here before?
Space pirates (?): Maybe one of those hundreds of ships laying around may come in handy one day, who knows?
Engineers: A new set of feats allows you to pursue mastery over the machines around you
Mysterious wizard appears, World learns of "The Infection":
Year: 15 B.D.
Mysterious wizard begins work:
Year: 12 B.D.
The first ships are launched from the surface of Pathonia "The Journey":
Year: 10 B.D.
Large inter-ship battles end in the convoy splitting "The Betrayal":
Year: 6 B.D.
First ship lands on Desna Prime "The Landing":
Year: 0 A.D.
Mysterious Wizard dies of natural causes:
Year: 43 A.D.
The planet that the main events of the story take place on
The home planet that had to be abandoned due to the infection
The planet that half of the evacuation fleet fled to after the betrayal
Capital of the kingdom of Garth
Starting as the most powerful kingdom in the old world, it remains one of the only nations to make it to Desna
The explored and cleared land in Desna Prime, about 30% of the usable surface of the planet by 1000 A.D.
The event that caused the fall of Pathonia
War that split up the evacuating fleet into two
The 10 year journey between Pathonia and Desna Prime
Cost: 2 sp
Internal Charge: 10lop
Time to drain: 3 Days .7lop/h
Similar to a flashlight. Magically infused element in the end a cylinder surrounded by a reflective half sphere to direct the light of what looks like a metal that stays molten and glowing for as long as power remains. Small switch on the top. Battery lasts for 3 days of continuous use. (.7lop/h)
+30ft effective vision in the dark
Cost: 3gp / lop
Small fist sized cylinder with two electrodes on the top to transfer magical energy to and from devices. Most people treat these as very personal items and adorn them as such. Can be used indefinitely to transfer and retain magical energy.
Note: Limit to a single Battery is 100lop, if you go over this it is assumed you are buying multiple batteries. Each weigh 1lbs
In an Emergency, Batteries can be shorted to cause an internal overload, doing 1D6 damage for every 25lop charge in a 20ft area after shorting the contacts for more than 1d4 turns. This can be used as an improvised grenade
Cost: 50 gp
Ammo Cost: 1cp / slug
Damage: 1d6 Piercing damage, Crit 18-20/x2, Charged 2d8
Internal Charge: 20lop
Charger per shot: 1lop / 2lop charged
Small projectile weapon popularly used for hunting small game. Fires small iron plugs of metal at speed using an electromagnet. Small internal hopper can hold 6 slugs before requiring a reload which takes a move action. Weapon can be fired like normal for 1lop or you can take your full move action to prepare an overcharge, which costs 2lop
Cost: 100 gp
Ammo Cost 1cp / Birdshot load ( +4 attack roll ) 2cp / Slug ( +20ft range )
Damage: 1d8 Piercing damage, Crit 18-20/x4, Charged +4 /lvl
Internal Charge: 20lop
Charger per shot: 1lop / +2lop charge level
Air powered shotgun. Internal chamber is loaded with a slug containing various different types of payloads, and a very efficient internal air pump fills a high pressure air tank that will launch projectiles at lethal speed. Must use a half a move action to reload.
Can be overcharged for 1d4 +1 turns for an extra +4 damage per full move action used, but if overcharged past the limit there is a 50% chance weapon is destroyed and the full attack damage is delt to the weilder
Can be shot without a loaded wad to take advantage of the huge gust of air to blow things away, or other objects can be loaded into the barrel blunderbust style to make improvised weapons, for example it can be modified into being a grappling hook launcher by a skilled enough engineer.
Cost: 5 gp
Internal Charge: 10lop
Charge per use: 1lop
Two small tubes, one with a large blue button on the end, and one with what looks like a rudimentary air pump and whistle. When the button is depressed, the whistle is activated and can be heard for 50ft. Activator can be rigged onto any number of traps to activate when a trap is activated. Can be used as a distraction
Internal Charge 10lop
Charge per vial: 1lop
A Large hollow tube about the length of an arm with two chambers. Any water that is inserted into the top chamber will come out the other side, imbued with a mysterious energy. The resulting vials of waters can be used as holy water against undead, doing 1d4 damage or half that of normal holy water. the water produced can be sold as holy water, but must roll a bluff check against any priests / clerics knowledge religion.
Note: Not reccomended for demo dungeon
Internal Charge: 50lop
Charge per Attack: 1lop / +2lop per turn charged
Damage: 1d8 +5 Fire Damage
Damage (Charged): Per turn charged ( Up to 5 ) add +4 fire damage. For each turn at level 5, wielder takes 1 point of fire damage
This sword, about the size of a medium sized normal sword, has one edge, that when activated, holds a faint orange glow on its edge, which grows brighter as the activator button is held, growing hot enough to do damage to the sword and user at full heat
LOP is a unit of measurement for power which roughly equates to one hour of lamp use, or around 750btu/lop. This is the energy measurement standard widely known about and used on Desna Prime
Prerequisites: At least 1 point in Knowledge Engineering as a skill
Years of tinkering and experience with electrical devices gives you a +5 to attempts to identify technological artifacts and gives you the experience to know how to to transfer energy between devices
Prerequisites: At least 7 points in Knowledge Engineering as a skill, and the previous rank
Allows you to repair and use technlogical devices ( given you have the resources ) up to a Complexity Level (CL) of 10
Prerequisites: At least 15 points in Knowledge Engineering, and the previous 2 ranks
CL is just a measure of how complex any given machine is, and provides a good scale for how clever any given creature needs to be in order to intuit its use untrained. Some machines are so complex that if there is no training, there is a chance you will never be able to learn how to use it unless trained. Each hour spent tinkering with the device reduces the level by 1 for machines under 10, that is if such an action doesnt result in you blowing your leg off.
On the outskirts of the Safe Zone, You, are a group of Royal Auditors. Your mission is simple, and that is to explore the unexplored, document, and recover any artifacts you come across. You and your group are highly autonomous, so you have recently found yourself following a set of clues, which has ultimately led you here, as many adventures have, to a quiet tavern in the middle of a far out exploratory colony on the edge of the frontier. Here you suspect you'll start hearing tales of a group of Goblins who have been preparing to push out into the unknown, surely in search of something powerful. Maybe you can beat them? Or, if they got there before you, Maybe you can beat them?
Startington: Small Town on the Edge of civilization You start in a tavern, where you can learn the direction that the Goblins left to. If you follow the advice of the patrons, you will start on a short 2 day journey directly eastward through a sparse and flat forest. It should only take you 1 day and a half to make your way there by foot, or if you look through the town you can find horses and get there in just a few hours.
The Library Looks like a large free standing building. If you didn't know any better, you would say it looked like a plantation or a mansion that was owned by a lord or royalty, but you know these walls weren't raised by the hands of men or mer. You stop to consider how universal what goes into a stable building are.
|I||Type Rock Planet|
Orbital Radius 1.90 x 107 km (0.13 AU)
Period 7.52 x 102 hours (0.09 earth years)
Radius 7216.05 km (1.13 x earth)
Gravity 11.56 m/s2 (1.18 x earth)
Special 2 small moons
|Desna Prime||Type Terrestrial World|
Orbital Radius 3.36 x 107 km (0.22 AU)
Period 1.77 x 103 hours (0.20 earth years)
Physics Large ocean
Radius 9284.52 km (1.46 x earth)
Gravity 13.82 m/s2 (1.41 x earth)
Hydrosphere 80 % water, 60 % ice
Atmosphere Dense breathable
Special 2 small moons
|III||Type Rock Planet|
Orbital Radius 5.10 x 107 km (0.34 AU)
Period 3.30 x 103 hours (0.38 earth years)
Radius 1942.64 km (0.30 x earth)
Gravity 2.92 m/s2 (0.30 x earth)
Special Heavy volcanism
|IV||Type Rock Planet|
Orbital Radius 8.37 x 107 km (0.56 AU)
Period 6.94 x 103 hours (0.79 earth years)
Radius 5333.92 km (0.84 x earth)
Gravity 8.44 m/s2 (0.86 x earth)
|V||Type Asteroid Belt|
Orbital Radius 1.50 x 108 km (1.01 AU)
Period 1.67 x 104 hours (1.91 earth years)
|VI||Type Ice Planet|
Orbital Radius 2.57 x 108 km (1.72 AU)
Period 3.74 x 104 hours (4.28 earth years)
Radius 9628.34 km (1.51 x earth)
Gravity 5.32 m/s2 (0.54 x earth)
Special Methane seas
|VII||Type Ice Planet|
Orbital Radius 5.10 x 108 km (3.41 AU)
Period 1.05 x 105 hours (11.96 earth years)
Radius 28376.52 km (4.45 x earth)
Gravity 13.25 m/s2 (1.35 x earth)
|VIII||Type Asteroid Belt|
Orbital Radius 1.05 x 109 km (7.00 AU)
Period 3.07 x 105 hours (35.16 earth years)