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Glossary of Nautical Terms - as used in the late 18th and early 19th centuries
Aft: at or towards the stern or after part of a ship, the opposite of bow.
Aloft: overhead, or above.
Athwart: across.
Bank: a rising ground in the sea, differing from a shoal, because not rocky but composed of sand, mud or gravel.
Becalmed: to halt through lack of wind.
Bow: the foremost end or part of a ship, the opposite of stern.
Bowsprit: a large mast or piece of timber which stands out from the bow of a ship.
Burthen: the older term used to express a ship's tonnage or carrying capacity. It was based on the number of tuns of wine that a ship could carry in her holds, the total number giving her burthen.
Chase, to: to pursue a vessel in wartime with the aim of capturing, acquiring information from her, or destroying.
Colours: the name by which the national flag flown by a ship at sea is known, used to determine nationality.
Dead reckoning: a system of navigation where the position of a ship is calculated without the use of any astronomical observation whatever.
Fair wind: a wind favourable to the direction a ship is sailing.
Fathom: a measure of six feet, used to divide the lead (or sounding) lines in measuring the depth of water; and to calculate in the length of cables, rigging, etc.
Fore: the forward part.
Hail, to: to call to another ship.
Helm: the instrument by which the ship is steered, and includes both the wheel and the tiller, as one general term.
Jib: a triangular sail set by sailing ships on the boom which runs out from the bowsprit.
Jury-mast: a temporary makeshift mast erected to replace a mast that has been disabled or carried away.
Jury-rudder: a makeshift arrangement to give a ship the ability to to steer when she has lost her rudder.
Keel: the lowest and principal timber of a wooden ship - the single strongest member of the ship's frame.
Knot: the nautical measure of speed, one knot being a speed of one nautical mile (6,080 feet) per hour. As a measure of speed the term is always knots, and never knots an hour.
Landfall: the discovery of the land.
Land-locked: sheltered all round by the land, so that there is no view of the sea.
Lead: an instrument for discovering the depth of water, attached to a lead-line, which is marked at certain distances to measure the fathoms.
Lee: the side of a ship, promontory, or other object away from the wind; that side sheltered from the wind. It is the opposite side to windward.
Lee shore: a coastline on to which the wind blows directly - consequently it can be dangerous as the wind tends to force the sailing ship down on it.
Leeward: with the wind; towards the point to which the wind blows.
Letter of Marque: a commission issued in Britain by the Lord High Admiral or Commissioners of the Admiralty authorizing the commander of a privately owned ship to cruise in search of enemy merchant vessels. The letter of marque described the ship, her owners and officers, the amount of surety which had been deposited and stressed the necessity of having all prize vessels or goods seized condemned and valued at a Vice Admiralty Court for the payment of 'prize money'.
Lie-to: to prevent a vessel from making progress through the water - achieved by reducing sail in a gale. The objective is to keep the vessel in such a position, with the wind on the bow, as to ensure that heavy seas do not break aboard.
The Line (or 'Crossing the Line') Sailing across the Equator. Nautical tradition where seamen celebrate the crossing of the equator by dressing up and acting out a visit by King Neptune. Those who have not previously crossed the line are summoned to the court of Neptune for trial, followed by a ritual ducking (in a bathing tub of seawater) and sometimes lathered and roughly shaved.
Mainsail: the principal sail of a sailing vessel.
Mizzen (or mizen): the name for the third, aftermost, mast of a square-rigged sailing ship or of a three-masted schooner.
Muster: to assemble the crew of a ship on deck and call through the list of names to establish who is present and accounted for.
Muster-book: the book kept on board a vessel in which was entered the names of all men serving in the ship, with the dates of their entry and final discharge from the crew. It was the basis on which victuals were issued and payment made for services performed on board.
Pintle: a vertical metal pin attached to the leading edge of the rudder; it is fitted into the metal ring or 'gudgeon' bolted to the sternpost of a vessel. This provides the means for hinging the rudder on the sternpost and allows a rudder to be swung or turned as desired (by use of the tiller); where necessary (ie. when the rudder needs to be removed or repaired) the pintles can be unshipped quickly and the rudder detached.
Port: the left-hand side of a vessel as seen from the stern; also a harbour or haven.
Privateer: a privately owned vessel armed with guns which operated in time of war against the trading vessels of an enemy nation. Each privateer was given a a 'letter of marque' which was regarded as a commission to seize any enemy shipping as a 'prize'. The name 'privateer' has come to refer to both the ship and the men who sailed in her.
Prize: name used to describe an enemy vessel captured at sea by a ship of war or a privateer; also used to describe a contraband cargo taken from a merchant ship. A 'prize court' would then determine the validity of capture of ships and goods and authorize their disposal. 'Prize' in British naval history always acted as considerable incentive to recruitment with many men tempted to join the navy in anticipation of quick riches.
Prize Court: Captured ships were to be brought before prize courts where it was decided whether the vessel was legal prize; if so, the whole value was divided among the owners and the crew of the ship.
Prize Money: the net proceeds of the sale of enemy shipping and property captured at sea - these proceeds were distributed to the captors on a sliding scale from highest rank to lowest seaman.
Road or Roadstead: a stretch of sheltered water near land where ships may ride at anchor in all but very heavy weather; often rendered as 'roads', and does not refer to the streets of a particular port city but rather its anchorage, as in 'St Helens Roads', the designated anchorage for shipping located between St. Helens (Isle of Wight) and Portsmouth, or 'Funchal Roads' at the island of Madeira. (see Elizabeth Macquarie's 1809 Journal).
Quarter: (1)the direction from which the wind was blowing, particularly if it looked like remaining there for some time; (2)the two after parts of the ship - strictly speaking a ship's port or starbord quarter was a bearing 45° from the stern.
Ship: from the Old English scip, the generic name for sea-going vessels (as opposed to boats). Originally ships were personified as masculine but by the sixteenth century almost universally expressed as as feminine.
Shoal: a bank or reef, an area of shallow water dangerous to navigation. Sounding: the of operation of determioning the depth of the sea, and the quality of the ground, by means of a lead and line, sunk from the ship to the bottom, where some of the sediment or sand adheres to the tallow in the hollow base of the lead.
Sound: (1) to try the depth of the water; (2) a deep bay.
Sounding: ascertaining the depth of the sea by means of a lead and line, sunk from a ship to the bottom.
Soundings: those parts of the ocean not far from the shore where the depth is about 80 to 100 fathoms.
Spar: a general term for any wooden support used in the rigging of a ship - includes all masts, yards, booms, gaffs etc.
Squall: a sudden gust of wind of considerable strength.
Starboard: the right-hand side of a vessel as seen from the stern.
Stern: after-part of a ship or boat.
Tack: the nautical manouevre of bringing a sailing vessel on to another bearing by bringing the wind round the bow; during this manouevre the vessel is said to be 'coming about'.
Tide of Flood: the flow of the tidal stream as it rises from the ending of the period of slack water at low tide to the start of the period of slack water at high tide; its period is approximately six hours.
Trade Winds: steady regular winds that blow in a belt approximately 30 N. and 30 S of the equator. In the North Atlantic the trades blow consistently all year round, from the north-east; in the South Atlantic they blow from the south-east, converging just north of the equator. The meeting of the trade winds just north of the equator created the infamous 'doldrums', where sailing ships could be becalmed for days or weeks waiting for a wind to carry them back into the trades.They were known as trade winds because of their regularity, thereby assisting sailing vessels in reaching their markets to carry out trade.
Under way: the description of a ship as soon as she begins to move under canvas power after her anchor has been raised from the bottom; also written as 'under weigh.'
Voyage: a journey by sea. It usually includes the outward and homeward trips, which are called passages.
Watch: (1) one of the seven divisions of the nautical day; (2) one of two divisions of the seamen forming the ship's company.
Wear: the nautical manouevre of bringing a sailing vessel on to another tack by bringing the wind around the stern.
Weather: in a nautical sense (rather than a meteorological) this is the phrase used by seamen to describe anything that lies to windward. Consequently, a coastline that lies to windward of a ship is a weather shore; the side of a ship that faces the wind when it is under way is said to be the weather side a ship, etc.
Weigh: to haul up.
Weigh anchor: the raising of the anchor so that the ship is no longer secured to the sea or river bottom.
Windward: the weather side, or that direction from which the wind blows. It is the opposite side to leeward.
Yard: (1) a large wooden spar crossing the masts of a sailing ship horizontally or diagonally, from which a sail is set. (2) a shortened form of the word 'dockyard, in which vessels are built or repaired.
Sources: JEANS, Peter D. Ship to Shore: a dictionary of everyday words and phrases derived from the sea. Santa Barbara: ABC-Clio, 1993.
The Oxford Companion to Ships & the Sea. (ed.) Peter Kemp. Oxford: Oxford University Press, 1976.
#naval history#naval artifacts#ship terms#not from me#sources below#18th century#19th century#age of sail#infos
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(tags from @beeb-oob I hope you don't mind me tagging you here so you can see my extra rambling)
TLSPTS indeed is a meteorological superstructure- but more than that, he was a symbol, as many iteraors were during the times from Prototypes to First Mass Construction Wave.
Network - Ah, this one is quite old ! It predates the construction of Twenty Long Spears Pierce the Sky, as it seems to have been recorded during the installation of additional access ports to the Meteorological Superstructure's network. Although it does look like the implementation of an Iterator to the station was already being suggested at the time, under the project name of Display of Power. The rest of the data is only comprised of intricate maps, which I doubt would be of great interest to a little creature like you.
"Display of Power" or "Supremacy of [Concerned House]" (which became "Supremacy of House of Concerns") were two draft names for project Twenty Long Spears Pierce the Sky. It should give you the general idea behind his construction. As iterators were starting to be mass constructed, they became a major tool in displays of religious and political influence. Those which were not Community-constructed (common accord between multiple Houses or Organizations) could be used as the ultimate sign of "being better" than everyone else.
-> I explain the construction waves in this post if you're interested
When you make a product, you need a form of control over it. You want it to spread and promote specific ideas, ideologies, principles, models and systems. And you certainly want it to see you (and present you) in a good light.
It was also a good way to test certain things before implementing them on future models.
Regarding how a meteorological superstructure would be capable of causing damage- there's a few things !
Twenty Long Spears Pierce the Sky is an Unconventional Model - High Processing Power. He was constructed to monitor the Great Equalizer (when it hadnt stabilized yet and when the mass construction of iterators were still heavily impacting the weather in a way that the Benefactors struggled to fully measure). It collects, processes and stores a gigantic amount of meteorological data, but also runs heavy simulations to estimate the impact of a construction (depending on the area) and its viability (construction impacted by nearby structures ? climate too dangerous for installation ? etc..).
Have it withhold the information, or make the machine generate false data and you start having a problem. He probably isn't the only meterological superstructure out there, but it certainly is one way to get in the way of a project the House is against.
As for something way more rare but quite problematic : mislabelled systems and the Physical Network Points.
Here we have a (poorly drawn) example of how TLSPTS is connected to distant meteorological masts. "Physical Relay" means it's a bunch of cables running underground (or above ground in massive protective layers) connecting various "Physical Network Points" (connection hubs, where multiple relays connect or can be connected). "Non-physical relays" are ones not connected by cables.
These masts are all labelled under "meteorological equipment".
In extremely rare cases, this can happen :
Random equipment is connected to the mast or replaces it, but remains attached to the network point under the same label. This can happen for iterator equipment too (though it's generally fixed if the mistake is caught) but would mostly happen to rushed projects.
Legally speaking, the data passing through these networks and marked as coming from "meteorological equipment" is fully accesible by TLSPTS. He is allowed to process and store it- or share it however he wants. Depending on the mislabelled equipment, that access can become more or less problematic.
-> Not canon but in a fun little rp, one poor iterator (Paths Left Untaken by @fauxbia) had the misfortune of having her internal temperature systems marked as "meteorological equipment". Not fun. Especially when her access to her own data could simply be denied due to it. (Also go look at PLU's design she is such a cool character)
Oh !! I almost forgot about the second part of the tags ! Regarding the Docility Protocols !
He isn't aware of them. He can't, either. A fun little aspect of the Protocols is that they prevent the iterator from recognizing them. You could show a comprehensible piece of code to him and he would not be able to recognize what it is, and it would leave his mind the second he's no longer focused on it.
As for how far the obsession goes ? Think of his general relationship with some Benefactors as a worshipper/god relationship ? Sort of ? So yes, "blind reverence cult" type of vibe. But it also becomes hyper possessive later on (post mass ascension).
-> Example (not canon, but still fun) : the skittering. He tore himself from the earth (and effectively disemboweled himself in the process) just to run after TWO Benefactors, who left to reside within another superstructure.
Also last little thing : he does not have a city because he lacks legs (the structure is sitting on top of an older meteorological station) and the top of the can is too close to the cloud layer. (And also the fact he just generates massive storms by breathing).
#rainworld#rain world#the outstorms#twenty long spears pierce the sky#look at me rambling again </3#THANK YOU BEEBOOB FOR THE QUESTIONS BECAUSE I FINALLY GET TO ACTUALLY WRITE DOWN MY LORE ELSEWHERE THAN IN SOME#RANDOM DISCORD SERVER OR SOMETHING
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Chapter 214 Trivia
The two-part connected covers are so cool, I'm happy we got two colored ones in a row!
There's a sneaky rat (or mouse?) on the cover! Unfortunately I have zero idea what this could be alluding to. It could be nothing, or it could be implying that Ukyo (same colors) is the t(ra)i(t)or…
The inside of Xeno's scar is also colored white! New petri-scar theories?
The name of the chapter is a reference to the Earth Defense Force (地球防衛軍) video game series. Its plot is that radio waves from deep space are picked up by scientists on Earth, and a multinational military is formed afterwards in case the aliens are hostile. Sound familiar?
Suika's helmet has a top part! I am wondering where it appeared from though.
Before this moment, they'd always revived whole statues. If it's possible to revive an incomplete statue, and the missing pieces don't grow back as part of the healing effect of the depetrification, it means it's not the end for someone if they're missing a limb.
Senku is using his arm wrappings to pick up the device. I wonder why he suddenly felt the need to use them…
When glass containing a vacuum breaks, the pieces get sucked in along with the air suddenly filling the space at very high speeds. They then smash into the middle before shattering outwards again. Think of what happens when you drop a rock into a bucket of water!
You may have noticed that the resulting glass doesn't quite follow what should have happened there, so the other possible option for how the glass shattered is thermal shock. Cracks of this type begin perpendicularly to the edge of it, which we can sort of see here.
In both cases, glass would have ended up on the inside of the container, but we see none. Could the medusa's pressure wave have thrown all the glass away from itself? And if that's the case, why are the glass walls still standing?
Chelsea: somehow stealing Suika's job and traits as much as possible. Why is it detective Gen!? Bring back detective Suika!
There's now a third boat donning the "Perseus" name: Perseus D. Monkey. This one is heavily inspired by One Piece, specifically the protagonist Monkey D. Luffy. The head of the ship is painted like a monkey: a reference to One Piece, the steam gorilla, and the old Perseus design.
The ship design itself is a smaller, more maneuverable version of the original Perseus. It's also a hybrid with an engine, and rather than having the whole mast rotate, they've designed it as a sailboat with a rotating boom.
The Kagoshima prefecture mine they probably went to is the Kushikino mine, which is the only one that has selenium-silver ores (naumannite & aguilarite), but also has ores containing both arsenic and tellurium. Because the area is volcanic, there's likely several skarn deposits.
Kagoshima's mines are in fact most known for their gold deposits, so Senku is probably finding more to replenish Chrome's gold stash.
Senku's video camera tube is based off Japan's saticon from 1973. The "SAT" in its name is derived from "SeAsTe"; the symbols for the selenium, arsenic and tellurium used on its photoconductive (not photoelectric) surface.
Remember the fax machine from chapter 207, how Senku said matching up the timing was important? Well the horizontal distortion in the image here is exactly the same concept: the horizontal lines are shifted to the left or right due to minor errors.
Before anyone says that Whyman can hack their television signal from the moon, remember that these are basically cable TVs, where you'd have to rewire it for a new input if you wanted it to display a different image. Anything sneaky would have to be an inside job…
We have the (Stan)Lee vs Xeno baseball game happening on the field outside the castle. Since the ball smashes through the window of the TV room, and the world record for longest baseball hit distance is 177m, you can tell the batters take after Stanley. (They can.)
A reference to 20th Century Fox, one of the many names for one of the biggest American film studios.
Obviously, the 58th is a reference to their current year.
We got a better location on the computer's house, it's a lot closer to Roppongi than I first thought! I wonder how close it is to Senku's grave and Tsukasa's pile of statues that he wanted to revive…
#trivia#dr stone#chapters#214#this and the previous chapter hold a special place in my heart because of a particular fanwork's setting :)
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Rereading The Terror
Chapter Twenty: Blanky
Hickey’s background machinations continue and Blanky has absolutely no time for them: “He knew that some of the less educated men - centred around the caulker’s mate, Cornelius Hickey, whom Blanky has never liked nor respected - were spreading the word that the Thing on the Ice was some sort of demon or devil... some around Hickey were already making sacrifices to the monster, setting them outside the forward cable locker in the hold where everyone now knew Lady Silence, obviously an Esquimaux witch, was hiding. Hickey and his giant idiot friend, Magnus Manson, seemed to be the high priests of this cult - or rather, Hickey was the priest and Manson the acolyte...”
Not too much else jumps out at me in this chapter, to be honest. It’s mainly Blanky ruminating on recent events but it finishes with him dwelling on his own part in things and on his own guilt which is always interesting to me.
Chapter Twenty-One: Blanky
This chapter covers Tuunbaq’s attack which is much the same as the show for the most part. Blanky is out on deck with different men in this case and Tuunbaq chases him not only up the mast but then out onto the ice.
He is, of course, a consummate and sweary badass throughout - here’s a little quote that really made me laugh: “God-damn your eyes!” roared Thomas Blanky. “If you don’t retrieve that weapon this gob-fucking minute, a flogging of fifty from the cat will be the least bugger-fucking thing you have to worry about, John Handford. Now, move!” Just scolds the poor guy like a big angry mother hen, full name and everything! Outstanding! And he carries on doing it! “Just stay where you are,” snapped Blanky... “Don’t shoot me when I come back with Leys or I swear to God my ghost will haunt you ‘til you die, John Handford.”
He is wrong about one thing though - he fully believes that Tuunbaq won’t be able to climb the mast which makes the moment it does start clambering up after him all the more gut-wrenching. Interestingly, Blanky himself also ends up doing various heroic things and climbing up various ropes that he admits himself shouldn’t be possible to do which is a great and sneaky little parallel between him and Tuunbaq.
Ooh actually, there is one more thing he’s wrong about: “At that instant Thomas Blanky realized that the seaman whom he’d silently cursed as being superstitious fools had been right; this thing from the ice was as much demon or god as it was animal flesh and white fur. It was a force to be appeased or worshipped or simply fled.”
That being said, by the time it chases him out onto the ice he’s not all that bothered after all about appeasing it: “Blanky’s last prayer was that one of his bones would lodge in the thing’s throat.”
Interesting, it’s Hickey to the rescue again though he’s not bashing caulk off a door this time, he’s slipping through the tiny gap into the ice-cave Blanky’s found himself in because he’s the only man small enough to fit. Blanky thinks it’s “like watching a gimlet-faced gnome being born.”
Two last little minor things, one that feels very out of place and anachronistic - Mr Reid cajoling Blanky saying “Your grandkids will love them scars”- and one that punched me right in the gut - mention of Blanky reading ‘The Vicar of Wakefield’ which we may remember was later found torn, exposed, and windblown out on King William Island IRL.
#The Terror#The Terror AMC#Observations#Random Observations#Meta#Rereading The Terror#Thomas Blanky#Cornelius Hickey#Tuunbaq#Can we start calling him a gimlet-faced gnome instead of a caffeinated saint please?
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Tobermory Bay
John Douglas Sutherland Campbell
In the vapour and haze on the ocean, Where the skies and the waters meet, There's a form that drifts, phantom-like, onward As it follows the grey clouds' feet.
O'er the sea come the winds and the billows, And they howl to the rocks, and they cry, They will bring them a wreck on the morrow, Ere the joy of the tempest die.
The shade looming dark in the distance Is naught but a galleon proud; And the spray has long battered her turrets, And loosened each yard and each shroud;
But not on the surf-beaten islands, Nor yet upon Morven's land, Does she drive, for her rudder, unshattered, Is firm in the steersman's hand.
No mist wreath, no cloud, was the shadow That moved on the height of the seas; Like a castle how steep are her bulwarks, Her spars like a forest of trees!
She is safe from the gales for a season, In the shelter and calm of the sound; A harbour named after the Virgin, The "Well of Our Lady" she found.
She may rest in that haven, hill-girdled, Near the shade of the woods on the shore, Where the hush of the forest is deepened By the waterfall's song evermore.
How grandly her masts rise to heaven, How glitters the blest Mary's form, High placed o'er the stern, and upholding The Prince of our Peace through the storm!
Now waters their orisons murmur As they fold her bright robes to their breast, Where they mirror the galleried windows, And the flag and the face of the Blest.
Again with that sign and the banner Of the gold and the crimson of Spain, Shall this ship front the foes of the Virgin, And the English be chased from the Main.
Yes, again on the heretic Saxon Her cannon shall thunder in scorn, Till in triumph through insolent England Shall the Faith and King Philip be borne.
But the rows of dark mouths that have spoken Defiance with sulphurous breath, Glisten black, stretching forth in the silence, And in vain ask the presence of death.
Yes, repose and surcease of all hazard, A truce to all war for a time! The cliffs and the pines only echo The laugh of a sunnier clime.
And gaily the dark-visaged seamen Quaff, cursing the mists and the rain; Gravely drinking from goblets of silver Sits their chief, Don Fereija of Spain.
But the souls of the men to whose nostrils Had risen the smoke of the fight, Soon tired of the shore and of slumber, Soon yearned for the red battle light.
And courtesy fled from the weary, From idleness arrogance grew; And all they received as a favour They haughtily claimed as their due.
Then answered the Islesmen in anger, "The food you demand as your own, By our people's free favour long given Shall be bought by your gold now alone."
"Now, down with the savage's envoy, Set sail and away on our track! Carthagena's sweet girls shall deride him, And jeer the red locks on his back."
Below, in the dark narrow spaces, The Islesman gropes, down in the hold; Unnoticed, and one among many; What harm can his hatred unfold?
Swarm the men to the rigging, and swiftly Shine clouds of white canvas, and clank The links of the anchor's great cable, Creaks, trampled on deck, every plank:
Swings round the huge bowsprit, and slowly With motion majestic and free, The galleon, vast, gilded, and mighty, Passes on, passes forth, to the sea.
Her colours still paint all the ripples, Repeated her banners all seem, Her sails, and her gold, and her cannon Float on like a gorgeous dream.
Came a flash, and a roar, and a smoke-cloud Rushed up, and spread far o'er the sky; Sank a wreck, black, and rugged, and blasted, While the sound on the winds swept by.
And the mountains sent back the dull thunder As though to all time they would tell The vengeance that pealed to the Heavens From the Harbour of "Mary's Well."
#poetry#sinking#spanish galleon#John Douglas Sutherland Campbell#wreck#tobermory#Isle of Mull#armada
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Happy WBW!
Tell me more about the world of the Millennium Saga: what sort of steampunk technology is commonplace? What isn't? What are its limits?
(Just talk to me about steampunk please. I want more steampunk in my life)
Hi!!! Happy WBW, thanks for stopping by!! :D
This got Very Long and kind of rambly because I love talking about this stuff, so apologies if it's a bit much!!
Okay, so, the steampunk of the Ehlverse is a bit ~funky~ because it's very regional what sorts of things you can find where, and the technology actually develops and changes throughout TMS!! Like, one of the narrators of Goddess-Touched whole plot is literally reverse engineering airships on a shoestring material budget. And those designs end up being ubiquitous by the time of Whispers!
But, at the start of TMS, the things that are most blatant and common are a) steam engine trains and b) pulley elevators/lifts. Except, because this is a magical world and I do what I want, the steam engines aren't quite your typical ones, because they don't use fuel. Instead of coal or other fuels, they have Fire Mages in the engine rooms just constantly doing the combustion for the engines, which makes them both more environmentally friendly and also more efficient, because it's basically a calorie-for-calorie energy conversion instead of the typical energy loss of engines IRL. The lifts are mostly manned by Metal Mages that oversee the cables and control where the lifts stop, instead of buttons, and they're kinda like valets for the Godtrees because No One wants to climb that high if there's any other option.
HOWEVER. There's also a lot of tech that looks steampunk-y, but doesn't use steam engines or any other fuel source like it at all. And I mean that 100% literally.
Because of the magic metals that the Dwarves make, one of which is called Voltimony and basically functions as, like, something that retains its momentum indefinitely regardless of gravity and drag and such, there are literally trains that are powered with wind-up keys.
Those trains are, in fact, the most common kinds of trains in Emarye, and why I had to edit out all mention of steam, chimneys, and the like from Whispers when I was going through! Because I'd forgotten their trains just don't fucking have those!
And, circling back around to airships: I'm still in the process of designing them, but essentially, they're going to be repurposed sailing vessels with the masts stripped and turned into giant flapping wings on the sides, so they kind of look like viking oarships but with huge paper fans on the oars that make them fly. They've got gyroscopes to keep the decks level, and the fabric for the wings will be specially enchanted to not make much noise (for Ehlf hearing sensitivity reasons), and they'll also run using a similar kinetic engine to the wind-up trains! Just with less of the magic metal overall (again, invented on a shoestring material budget) and some addition of a different magic metal called Soulvite to basically program the wings to flap every so often.
Aside from that, we've also got kinda-clockwork, kinda-robotic automatons, including a little dragon named Wrench that was made by the same person who goes on to invent airships! She's, uh, actually half robotics, because the Ehlverse has a hodgepodge of technology levels dependent on the magics around and how they interact with different technologies, and Soulvite is way more expensive than a hard drive where Wrench was made.
#a&a#wbw#ehlverse#the millennium saga#the millennium saga spoilers#<- for the airships thing.#im v open about that being a plot point but just in case a;lsdjkf
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High gain HDTV YAGI outdoor antenna UHF outdoor antenna SNY-005
Use for 470-862MHz system. Digital television transmission system. Cable TV wireless receiving. Designed and tested for high quality HD and UHF reception Easy installation Easily mounts to a traditional antenna mast Ideal for the busy antenna installer best for UHF spectrum High quality construction
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Revolutionizing Architecture with Tensile Membrane Structures: Dream Works India
In the dynamic world of architecture and construction, tensile membrane structures stand out as an innovative solution that merges aesthetics with functionality. Dream Works India, a leader in this field, harnesses the potential of these cutting-edge structures to create spaces that are not only visually stunning but also durable and versatile. In this article, we explore the transformative capabilities of tensile membrane structures and how Dream Works India is redefining architectural excellence.
What Are Tensile Membrane Structures?
Tensile membrane structures are architectural forms that use a fabric or membrane held in tension to create lightweight, flexible, and strong coverings. These structures are supported by a combination of steel cables, masts, or rigid frames, allowing for large, unobstructed spans and unique, eye-catching shapes.
Key Features of Tensile Membrane Structures:
Lightweight Design: These structures use minimal materials to cover vast areas, making them significantly lighter than traditional construction methods.
Versatility: The flexible nature of the membranes allows for a wide range of shapes and applications, from canopies and pavilions to complete building envelopes.
Durability: Modern tensile membranes are crafted from advanced materials like PTFE (polytetrafluoroethylene) and PVC-coated polyester, which are known for their strength and resistance to weathering.
Aesthetic Appeal: The sleek and modern look of tensile structures can enhance the visual impact of any project, creating iconic and memorable spaces.
Quick Installation: The construction process for tensile membrane structures is faster compared to conventional methods, reducing labor and time costs.
Dream Works India: Pioneers in Tensile Membrane Structures
At Dream Works India, we are passionate about pushing the boundaries of architectural design. Our expertise in tensile membrane structures allows us to deliver innovative solutions that meet the highest standards of quality and performance. Here's how we stand out in the industry:
Innovative Design and Engineering
Dream Works India excels in transforming conceptual designs into reality. Our team of architects and engineers collaborates closely with clients to develop bespoke solutions that align with their vision and functional requirements. We employ advanced design software and modeling techniques to ensure precision and excellence in every project.
High-Quality Materials and Technology
We use the finest materials to manufacture our tensile membranes, ensuring they are durable, lightweight, and capable of withstanding extreme weather conditions. Our PTFE and PVC-coated fabrics are known for their long lifespan and minimal maintenance requirements. Additionally, we integrate the latest construction technologies to optimize the performance and sustainability of our structures.
Sustainable and Eco-Friendly Solutions
Sustainability is a core value at Dream Works India. Our tensile membrane structures are designed to enhance natural lighting and ventilation, reducing the need for artificial lighting and HVAC systems. This not only lowers energy consumption but also creates healthier, more comfortable environments. Furthermore, we prioritize the use of recyclable and eco-friendly materials in our designs.
Comprehensive Project Management
From the initial design phase to the final installation, Dream Works India offers comprehensive project management services. We handle every aspect of the project, including design, fabrication, installation, and maintenance, ensuring a seamless and hassle-free experience for our clients.
Applications of Tensile Membrane Structures
The versatility of tensile membrane structures makes them suitable for a wide range of applications. Here are some of the most popular uses:
1. Sports Facilities
Tensile membrane structures are ideal for covering large sports arenas and stadiums. They provide protection from the elements while allowing for natural light, creating a comfortable environment for spectators and athletes alike.
2. Commercial Spaces
From shopping malls to exhibition halls, tensile structures can enhance the functionality and aesthetic appeal of commercial buildings. They offer expansive, column-free spaces that can accommodate a variety of activities and events.
3. Public Spaces
Parks, plazas, and outdoor event spaces can benefit from the shade and shelter provided by tensile membranes. These structures can be designed to complement the surrounding environment and serve as striking focal points in public areas.
4. Transportation Hubs
Airports, bus stations, and train terminals can use tensile membrane structures to create spacious, well-lit, and weather-resistant waiting areas for passengers. The open design of these structures facilitates easy movement and provides a welcoming atmosphere.
5. Residential and Recreational Use
Tensile membrane structures can also be used in residential settings to create unique outdoor living spaces, such as covered patios and pool enclosures. Their aesthetic flexibility allows for the integration of modern design elements into traditional home settings.
Notable Projects by Dream Works India
Dream Works India has an impressive portfolio of tensile membrane structures projects across various sectors. Here are a few examples that showcase our expertise and creativity:
1. Sunset Pavilion
Located in a popular urban park, the Sunset Pavilion is a testament to our design and engineering capabilities. The structure features a dramatic, sweeping canopy that provides shade and a stunning visual anchor for the park. Its organic form seamlessly blends with the natural surroundings, offering a serene space for visitors to relax and enjoy.
2. Metro Sports Arena
For the Metro Sports Arena, we designed and installed a massive tensile membrane roof that covers the entire seating area. This structure ensures spectators are protected from the sun and rain, while the open sides maintain excellent ventilation and a sense of connection to the outdoors.
3. Luxury Resort Canopy
At a prestigious luxury resort, we created an elegant poolside canopy that combines functionality with modern design. The tensile membrane provides ample shade for guests, enhancing their comfort and the resort's overall aesthetic appeal.
4. Shopping Mall Atrium
Our work on the central atrium of a major shopping mall involved creating a series of interconnected tensile membranes that cover the expansive space. These structures allow natural light to flood the atrium while providing a striking architectural feature that draws visitors in.
The Future of Tensile Membrane Structures
As the demand for sustainable and innovative architectural solutions grows, tensile membrane structures are set to play a pivotal role in the future of construction. Here are some trends and advancements we anticipate:
1. Smart and Adaptive Technologies
Integration with smart technologies will enable tensile structures to adapt to changing environmental conditions. For example, responsive shading systems could adjust the membrane’s opacity based on the sun’s intensity, enhancing energy efficiency and user comfort.
2. Enhanced Material Properties
Ongoing research in membrane materials is likely to yield fabrics with improved performance characteristics, such as greater durability, fire resistance, and self-cleaning capabilities. These advancements will expand the potential applications and longevity of tensile structures.
3. Greater Emphasis on Sustainability
With a growing focus on green building practices, tensile membrane structures will continue to evolve towards even more eco-friendly designs. This includes the use of biodegradable materials and innovative ways to integrate renewable energy sources into the structures.
Why Choose Dream Works India?
Choosing Dream Works India for your tensile membrane structure project means partnering with a company that is dedicated to excellence, innovation, and customer satisfaction. Here’s why clients trust us:
Expertise and Experience: With years of experience in the industry, we possess the knowledge and skills to handle complex and challenging projects.
Customization: We offer tailored solutions that meet the specific needs and goals of our clients, ensuring every project is unique and impactful.
Quality Assurance: We maintain rigorous quality control processes to guarantee the highest standards of durability and performance in our structures.
Client-Centric Approach: Our focus on customer satisfaction drives everything we do, from initial consultation to final installation.
Conclusion
Dream Works India is your go-to partner for innovative and high-quality tensile membrane structures. Our dedication to excellence, sustainable practices, and client satisfaction sets us apart in the industry.
Explore the endless possibilities of tensile membrane structures with Dream Works India and transform your space into a work of architectural art. Whether you're looking to create a functional shelter or an iconic architectural feature, we have the expertise and creativity to bring your vision to life.
For more information or to discuss your project needs, visit our website or contact us today. Together, let's shape the future of architecture with tensile membrane structures.
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The Importance of Durability in Trailing Cables.
In the world of heavy-duty industrial applications, trailing cables are the unsung heroes that ensure seamless operations in some of the harshest environments. Whether it's in mining, construction, or material handling, these cables are constantly exposed to mechanical stress, harsh weather conditions, and intense wear and tear. This makes the durability of trailing cables a critical factor in maintaining the efficiency and safety of operations. In this blog, we will explore why durability is paramount in trailing cables, the key features that contribute to their robustness, and how choosing the right cable can significantly impact your industrial operations.
What Are Trailing Cables?
Trailing cables are specialized power cables designed to provide a reliable electrical connection in dynamic and harsh environments. They are often used to power mobile equipment such as cranes, excavators, and conveyor systems. These cables are engineered to withstand constant movement, bending, and mechanical stress, making them indispensable in industries where flexibility and durability are crucial.
The Role of Durability in Trailing Cables
Operational Efficiency
Minimizing Downtime: Durable trailing cables reduce the frequency of cable failures, which can lead to significant operational downtime. In industries like mining or construction, any interruption can cause delays and increase costs. High-quality, durable trailing cables ensure that equipment runs smoothly and consistently.
Longer Lifespan: Investing in durable trailing cables means fewer replacements over time. This not only saves money but also reduces the labor and time required for installing new cables.
Safety Considerations
Preventing Accidents: Durable trailing cables are less likely to suffer from insulation damage or conductor breaks, which can lead to electrical faults and accidents. Ensuring the integrity of these cables is critical to maintaining a safe working environment.
Withstanding Harsh Conditions: In many industrial settings, cables are exposed to harsh conditions such as extreme temperatures, moisture, chemicals, and physical abrasion. Durable cables are designed to resist these factors, preventing potential hazards.
Cost-Effectiveness
Reduced Maintenance Costs: Durable trailing cables require less frequent maintenance, which translates to cost savings over the cable's lifespan. This also allows maintenance teams to focus on other critical areas of operation.
Lower Replacement Costs: High durability means that the cables last longer, reducing the need for frequent replacements and the associated costs.
Key Features Contributing to Durability
High-Quality Materials
Conductor Material: The use of finely stranded copper conductors enhances flexibility and conductivity while reducing the risk of breakage under stress.
Insulation and Sheath: High-grade rubber or synthetic elastomers used for insulation and sheathing provide excellent resistance to abrasion, chemicals, and environmental factors.
Robust Construction
Reinforcement Layers: Some trailing cables incorporate reinforcement layers, such as aramid fibers, to enhance tensile strength and resist mechanical damage.
Optimized Design: The design of the cable, including the arrangement of conductors and insulation, plays a significant role in its ability to withstand bending and flexing without damage.
Environmental Resistance
Temperature Tolerance: Durable trailing cables are designed to operate efficiently across a wide range of temperatures, ensuring reliability in both hot and cold environments.
Moisture and Chemical Resistance: The use of materials that resist moisture and chemicals prevents degradation and ensures the longevity of the cables in challenging conditions.
Choosing the Right Trailing Cable
When selecting a trailing cable for your specific application, it’s essential to consider the following factors:
Application Requirements
Assess the specific needs of your application, including the type of equipment, the environment, and the expected mechanical stress. This will help determine the appropriate cable specifications.
Cable Specifications
Gauge Size: Ensure the cable gauge matches the current and voltage requirements of your equipment.
Length: Choose a length that provides adequate reach while minimizing voltage drop.
Flexibility: Select cables with high flexibility if your application involves frequent movement or bending.
Manufacturer Reputation
Choose cables from reputable manufacturers known for their quality and reliability. At IMT Cables, we pride ourselves on producing durable trailing cables that meet the highest industry standards.
Conclusion
The durability of trailing cables is a crucial factor that directly impacts the efficiency, safety, and cost-effectiveness of industrial operations. By investing in high-quality, durable cables, you can ensure reliable performance, reduce maintenance costs, and enhance the safety of your work environment. At IMT Cables, we offer a range of trailing cables designed to withstand the rigors of demanding applications. Explore our products and find the perfect trailing cable solution to meet your needs.
For more information or to discuss your specific requirements, feel free to contact us. At IMT Cables, we are committed to providing the best cable solutions for your industrial projects.
#imt cables#silicone cables#welding cables#cables#trailing cables#trs cables#high mast cables#csp cab#imt cables pvt ltd
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Division of space on a mid 17th century East Indiaman
A. Hold:
A1. Small locker at stern post (helletje achterin): storeroom for ship's ammunition (cannon balls and musket shot).
A2. Powder room and bread rooms: the powder room provided storage for the gunpowder, packed in small barrels. It was located in a safe place between the bread rooms, below the waterline. Bread was not stored with other provisions in the hold, but in a special dry room. This space was lined with tin-plates. The bread rooms on either side of the powder room offered extra protection.
A3. Main hold: the primary place for storage of cargo and equipment. Special planking and enclosures were constructed for vulnerable items or goods with a strong smell which could affect other products. Dunnage was used to secure chests and barrels in the hold. In the bow and stern, areas were allocated for special storage and workshops. Ballast was placed on the bottom of the hold, and separated from the cargo and provisions by planking. In a 17th century East Indiaman, water barrels were placed amidships.
A4. Cable locker & sail room: anchor-cable comes through a hatch in the orlop deck, and is coiled on a cable tier in the cable locker. Storerooms for spare sails with wide sliding-doors are located to either side of the cable locker. Spare sails and stocks of sail-cloth were stored here. This space could also be used for housing soldiers.
A5. Locker in the bow at stem post (the hell): the confined space in the bow of the ship was called the hell. It was uncomfortable, due to extreme movements in this part of the ship and the noise of breaking water on the bow. The boatswain and his mate used this space as a maintenance workshop. Spare parts and spare rope for the rigging were stored here.
B. Orlop deck: main work platform and accommodation for most of the crew. Most of the gun ports were on this deck. Ventilation and light also came through grates to the deck above.
B1. constable's room: the constable took care of the guns, weapons and related equipment, and tools. This room was quarters and workshop for the constable and his assistant, and also a weapons store.
B2. orlop behind the main mast: quarters and workplace for the petty officers.
B3. surgeon/barber's cabin.
B4. sick-bay (sick-berth).
B5. steward's room: on the starboard side, where the steward managed the meals. Food was given to the cook and beverage distributed to the mess boys, according to strict rules.
B6. galley: a brick fire place with an installation to hold cooking pots and to grill food.
B7. orlop in front of the main mast: accommodation for sailors and soldiers.
B8. carpenter's cabin.
B9. boatswain's room.
C. Upper deck: the upper deck had an open section in the middle - the waist.
C1. cabin: a spacious room for people of high rank, divided into meeting/eating and sleeping space. Comfort was similar to that of a house ashore, and the decoration and ornaments were impressive.
C2. steering place: for the helmsman at the whipstaff.
C3. room under half deck: various functions - eg workshops, or temporary cabins for passengers.
C4. waist: recreation place for the crew, and storage space when at sea; the smith and cooper also worked in this area.
C5. room under the forecastle: shelter and recreation area for crew.
C6. beak head: work platform and crew latrines.
D. Superstructure: officers' cabins were on this deck. From the open deck, 'behind the mast', they could supervise the crew.
D1. upper cabins.
D2. quarter deck.
D3. forecastle deck: work platform and recreation area for the crew (smoking allowed here)
E. Poop deck:
E1. small upper cabin or hen coop: for the trumpeter and drummer or used for chickens.
E2. poop deck.
#naval history#east indianman#17th century#deck plan#cabins and other rooms#ships interior#age of sail
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Opt for Reputable Companies Offering Crane Maintenance Assistance for Efficient Performance
Nowadays, trusted manufacturers ensure that crane maintenance is scheduled before selling or leasing the equipment to customers. Commercial and industrial companies rent crane hoists based on their own needs and methods of operations. Regular check-up for the equipment will assure smooth performance efficiency for better and accurate outcomes.
Benefits of Renting Top Notch Hoists:
Depending on one's needs, material hoists can be purchased in bulk from well-known suppliers for industrial or commercial utilisation. Additionally, this range of lifting equipment is highly recommended for construction sites. This equipment will move the goods with utmost safety and reduces physical labour while saving time. Moreover, skilled suppliers also mentioned that roofers, carpenters and decorators can also use this lifting equipment.
Professional suppliers offer diverse range of hoists that include transport platforms, mast climbing platforms, and other rope hoists that can easily relocate items. Furthermore, it could efficiently hold heavy weights and can reach up to maximum height (400 metres) while maintaining safety. Renowned companies also provide high quality spare parts for hoists consisting of top trusted brands depending on utilisation purposes.
Advantages of Buying Crane & Material Hoists:
Lifting equipment, cable reels, weight scales, and escalators are just few of the heavy-duty bearing tools available through the code of conduct.
In addition, they offer a varying range of balancers, vacuum lifts, and other equipment that makes heavy lifting and transporting objects simple.
Professionals provide a wide variety of robust machinery, such as vacuum lifters, material handlers, cable reels, spring balancers, and more.
One should enquire with the best suppliers if they want to buy or rent material hoists for better lifting performance.
Source
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Winter Refit 2023-2024
This winter was spent in the water because we plan to be out of the water in the summer for a big job, but more on that below.
The tasks and improvements we did during this winter's refit were:
New Deck
When we bought Skyran we knew the original teak deck was nearing the end of its life. We wanted to replace it before any leaks developed causing bigger problems. So we made the commitment this year. The deck was templated in the autumn and, over the winter, a new deck was made for us This is to be professionally installed in a boatyard for us in early summer 2024. We decided to replace with a 'fake' teak to ease the maintenance burden in future years.
Removable Inner Forestay
Our mast is fitted for a cutter-rig. We decided some time ago to make use of this and install a halyard, stay and running backstays to make possible the use of a staysail and storm-staysail. This is because our headsail is a large overlapping genoa at present, challenging to handle in a big blow and obviously not the best shape when deeply reefed. For flexibility, we decided to make the inner stay removable. But first it was necessary to install a chain-plate to handle the structural loading. Having designed this and had it manufactured, we installed it in early 2024. We installed the inner stay and running backstays in late March. Very pleased with the results.
Electric Bilge Pumps
We completely replaced and upgraded the arrangements. We installed a new Whale gulper pump in the engine space, and a high-capacity Jabsco impeller pump for the main bilge. Both have solid-state level and alarm switches and completely independent power supplies and control switches with all new wiring. We created a neat new bilge pumps control panel too, and replaced quite a lot of the old hoses.
Water Meter
We installed a new meter, which is of the flow counting type. This is much more accurate than a tank level sensor that tells us exactly how many litres we have used. We measured the tanks using another flow counting meter so we know their exact capacity. The new water meter shows how many litres remain aboard, which is very handy indeed.
New Spray Hood & Canopy
We had replacements made for these. We will keep the older one for winters.
Electrical Improvements
We made a lot of improvements to the 12V DC system. Too many to list in detail, but the main items were:
Re-wired fridge and freezer systems, including relays. And fixed shore power supply to freezer.
Replaced choc-box terminals behind DC distribution panel with ring-screw terminals.
Re-designed and replaced un-switched distribution system, including fitting a Blue Sea Systems safety hub to remove multiple connections to the service batteries.
Installed marine rated battery fuses to protect cabling from service battery (there was no fusing before!). And installed fusing to other principal cables.
Removed and/or replaced many, many cables. All replacements made with tinned copper cabling.
Replaced gas alarm and sensors.
Installed WiFi router to broadcast navigation system data to mobile devices and computers.
Installed new 240V sockets adjacent to galley (for toaster and coffee machine :)
Miscellanious
We replaced the headsail furler line, with a larger diameter dyneema one to guard against failure when reefing in heavy weather.
We serviced the engine
We ordered wheels for the dinghy, to make it easier to haul it up slipways and beaches.
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Febuwhump Day 5 - Rope Burns
Fandom: Avatar/Mirror's Edge crossover AU
Characters: Sokka, Bato
Rope Burns
It was supposed to be a milk run: go to the office building in Re-Zoning A, grab the dead drop package, deliver it to the client.
“Do not run! Repeat: do not run!”
Sokka vaulted over a stack of boards and zigzagged away as the blues chasing him opened fire.
“Sokka, there’s a lift in the apartment building up ahead,” Bato’s voice came through his beatLink. “Use it to get to the rooftops.”
“On it!”
Sokka scrambled behind a shipping container and sprinted towards the tarp-covered scaffolding climbing the apartments. He threw himself into the service lift, pounding the button as the blues rounded the container. He ducked a few sandbag pellets before the lift took him out of range.
“They called for backup. OSec’s got a bird en route.”
“What, am I carrying a city-destroying bomb?” Sokka asked with an annoyed sigh, hefting his yellow runner bag.
“Let’s hope not.”
Sokka ran across the rooftops of Glass, a city as striking as it was artificial. In the midst of a massive reconstruction project after the November Riots two years ago, Sokka found his edge. He was a Runner, and a damn good one. Ahead, an OSec VTOL flew into sight, painting him with its targeting laser. Sokka’s beatLink piggybacked the VTOL’s radio channel.
“Control, this is Icarus 1 with eyes on the target.”
“Icarus 1, you are clear to engage.”
The VTOL came to hover over a rooftop in Sokka’s path. Kevlar lines snaked down, followed by enforcers. Sokka dodged between them, sliding behind a large HVAC unit before they could level their air guns at him. Plastic bullets weren’t lethal, usually, but they were incapacitating—and worse, career-ending.
“Bato, I need an out,” Sokka said, hopping across an alley and slamming into an emergency exit door.
“We gotta get you off that block,” Bato said. “There’s a cable across Babbage Boulevard.”
Sokka groaned, but cut left as he made his way towards the cable. He inspected it briefly when he reached it: a high-tension line attached to a data mast that crossed an eight lane road separating the Re-Zoning Districts from Downtown. OSec would be hard-pressed to follow him.
He glanced down at his bare hands.
“Of all the days to not wear gloves,” he said.
Bullets ricocheted off the mast. Without thinking, he flung himself into space. For a moment, he was falling. Then he caught the cable, and gravity pulled him the rest of the way. His hands burned. He could feel his skin being ripped off by the steel cable. Clenching his teeth, he endured the agony to the end, dropping onto a ledge and into cover before checking the damage.
“Fucking ow!”
His hands were a bloody mess. He’d need to stop at a safehouse to bandage up before completing the run.
“Hey, you escaped,” Bato said. “Take this as a lesson not to forget your gloves next time.”
“Yeah, I got it,” Sokka hissed, flexing his fingers.
Pain was a useful teacher, sometimes.
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Character Bio of the Afro Asian Native Human with Fae Elvish, Goblinoid, Giant kin ancestry Adventurer who is a Spellcaster, Gunslinger, & Sword Master Part 5:
Transportation:
As grand magister he/she/they ride a magical flying motorcycle because broomsticks are uncomfortable. They as a gun witch also have inherent access to a plume of black swirling magical cloud that they sit and fly on.
In steampunk cities he can move by a zip line with a motorized cable trolley.
In a steampunk city he can also use an airship.
As High King/High Queen. Flying chariot with pegasi or alicorns.
As Guild Grandmaster. Horse drawn carriage with undead skeletal horses.
As Knight Order and Paladin Order High Elder. Gas and steam powered magic airship zeppelin.
As a Mercenary Company Commander. Ironclad ship. Submarine. Ship pulled by a giant sea creature.
As a Merchant Navy Fleet Admiral his/her/their mode of transportation is a war galleon class flagship. The galleon commanded a fleet of merchant ships. The fleet had barques, bilanders, biremes, birlinns, boita, brigs, brigantines, carracks, caravels, clippers, cogs, corvettes, dhows, drekars, dromons, feluccas, fleutes, fluyts, frigates, fustas, galiots, galleasses, galleons, galleys, guinemans, juncos, karves, kelches, knarrs, lorchas, luggers, man of wars, pincos, pinnaces, schooners, ship of the lines, sloop of wars, snows, shebecs, sutters, tartanes, trireme, & zebecs. The galleon had seven decks. The galleon had 52 cannons. The galleon had three hundred crew members. The galleon supported two hundred and twenty passengers. The galleon had 7 masts and 18 sails. The galleon used square sails and triangular sails. The galleon had 400 ton cargo capacity.
As a Sea Pirate Fleet Admiral his/her/their mode of transportation is a frigate, corvette, war galleon, & man of war class chimera flagship. The flagship commanded a fleet of pirate ships. The fleet had barques, bilanders, biremes, birlinns, boita, brigs, brigantines, carracks, caravels, clippers, cogs, corvettes, dhows, drekars, dromons, feluccas, fleutes, fluyts, frigates, fustas, galiots, galleasses, galleons, galleys, guinemans, juncos, karves, kelches, knarrs, lorchas, luggers, man of wars, pincos, pinnaces, schooners, ship of the lines, sloop of wars, snows, shebecs, sutters, tartanes, trireme, & zebecs. The galleon had ten decks. The galleon had 60 cannons. The galleon had four hundred crew members. The galleon supported three hundred passengers. The galleon had 10 masts and 20 sails. The galleon used square sails, diamond, rectangular, and triangular sails. The galleon had a 500 ton cargo capacity.
As a magic user and fighter who is a guild member and adventurer:
Taxi
Cab.
Carriage.
Hot air balloon
Gas, electric, & steam powered magic four door automobile.
Steamboat
He/she/they also used an air skiff carried by a giant flying creature such as a pterodactyl.
Mounts:
Wooly Mammoth and Mastodon mount for arctic tundras.
Oliphaunt War Elephant mount as a war mage and battle wizard during times of war.
As an Afro Asian Native a red, gold, & green Ryu Dragon Qilin or Kirin. A qilin or kirin is a distant relative of the unicorn and dragons. They generally range in fantastic bright cooling colors like teal, azure, silver and or amethyst. A fantastic beast which rides on storm clouds and across the night sky of a full moon. They have a central horn like a unicorn and antlers like a caribou. They have a body similar to a horse. With scales and the tail of a dragon. They have wild fantastic manes of silver or gold. They wander the world eternally free with the winds but they also enjoy finding the most isolated and secluded forests of the north and sleeping upon the trees. These fantastic beasts can serve as great allies and mounts.
A hero who has one as a mount is the envy of an entire kingdom, nation, federation, confederacy, or empire. They are wise and give council at times. They also love to whistle like birds, speak to forest beasts, sing folk songs, or ask riddles. They are incredibly curious creatures by nature. Generally qilin or kirin are wild wanders but they are also incredibly noble creatures. They will come to the aid of distraught beasts and peasants after they have saved the helpless victims. They will gladly take any small token of appreciation but then leap into the clouds and vanish back to their wild whimsical journey across the world.
When angered the qilin or kirin flies into a noble vengeance with lightning striking its enemies and it heroically charges into its foes kicking and stabbing them with its antlers and horn. Most enemies are left charred corpses. Others suffer grievous burns and injuries from the kirin and flee. Since the quilin or kirin has a sense of honor they might let honorable foes flee with their life like mountain tigers. People view these beasts as divine entities from the heavens. People view these noble animals as guardians of the downtrodden and poor.
But Some Kirin are also evil or neutral and uncaring and their colors change to dark reds, greens or violets. Sometimes even shimmering black. These Kirin are corrupted and generally serve evil wu jen sorcerers, tyrants, and bloodthirsty pirates. There are other types of Qilin or Kirins such as the Ryu kirin aka the Dragon Kirin and the Aisu kirin or Ice Kirin. Dragon Kirins are generally vivid bright warm colors like emerald green, scarlet red, bronze orange, and yellow gold. They have a more Ryu dragon like appearance. Aisu kirin are generally dark blues, silver and or dark purple and appear more like a caribou. Generally these beasts have very similar abilities but it is said that they have different elementals being either fire or ice. It is said that the Aisu kirin can create a freezing wind wall around itself. The Ryu Kirin are famous for breathing fire and blinding smoke on it's foes.
As a knight and paladin. An alicorn mount, a pegasus mount, & a unicorn mount.
A white alicorn mount. An alicorn is a winged unicorn. Good deities placed alicorns and unicorns to ward away evil. They also placed them to preserve and protect sacred places. Most alicorns and unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send an alicorn or unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect. They might send that individual to an alicorn’s and unicorn's forest where evil creatures pursue at their peril. Unicorns and alicorns often serve deities of the forest and woodlands including the gods of benevolent fey. Although all unicorns and alicorns have natural healing power. Some serve the gods in greater capacities performing miracles normally reserved for high priests.
An alicorn’s and unicorn's horn is the focus of its power. A shard of divine magic wrought in spiraling ivory. Wands of alicorn and unicorn horn channel powerful magic. While alicorn and unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution. These things must be given freely by the alicorn or unicorn with their consent.
When darkness and evil threaten to overwhelm the mortal world the gods sometimes see fit to pair an alicorn mount with a champion. A paladin astride an alicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells. As long as the troubled times of darkness persist the alicorn stays by the champion. Its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the alicorn departs never to return.
A blue unicorn mount. A unicorn was a mysterious and majestic magical beast resembling a horse with a horn protruding from its forehead. Unicorns dwell in enchanted forests. Unrelated to the horses it resembles a unicorn is a celestial creature that wanders sylvan realms. Its white form glimmering like starlight. A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. It knows the tongues of elves, fae, & sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive. A unicorn's forest is a celestial realm where nothing that occurs escapes the creature's notice.
A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings. In a unicorn's forest a sense of calm pervades. From wolves and foxes, to birds, squirrels, and tiny insects. The creatures of a unicorn's domain seem quite tame. Pixies, sprites, satyrs, dryads, and other fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection these creatures feel safe from the threat of encroaching civilization and the malicious spread of evil.
A unicorn roams its domain constantly moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods. A unicorn has deep blue, violet, or gold eyes. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Unicorns speak Sylvan, Fae, Elvish, and Common. Unicorns attacked primarily by impaling foes on their horns although they could also use their hooves as weapons.
Unicorns dwelt deep within their forests. They shunned most creatures only conferring with fey such as pixies, fairies, dryads, elves, and sprites. They usually showed themselves only in defense of their forests. They scratched glyphs into the bark of trees in the areas under their protection. Unicorns mated for life. This unicorn had blue skin and violet eyes. It had a gold unicorn horn. The horn was two feet long.
A black pegasus mount. The winged horses known as pegasi soar through the skies. They are a vision of grace and majesty. When they touch down on solid ground they linger only for a moment drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds. Pegasi are highly prized as swift and reliable steeds. Being faster and less temperamental than griffons, hippogriffs, and wyverns.
However, these wild and shy creatures are as intelligent as humanoids. So they can't be traditionally broken and tamed. Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer. The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so it forges a life-long bond with its new companion. Pegasi, at first glance, resembled mere horses with large bird-like wings. Despite this, they had other avian features as well. Their forelegs had fur. Their lower legs were feathered instead of furred. Their manes and tails were also of feathers.
Being wild and shy magical creatures, pegasi were not easily tamed and ridden. A pegasus would serve as an aerial steed only to a good-natured humanoid. In any case they will strongly be opposed to wearing a saddle. The most common way they were trained was after being raised from birth. Though sometimes a grown pegasus might be tamed with a friendly attitude to the tamer. Making a worthy steed and mount indeed. This pegasus was trained since birth and wears a black saddle as a mount. Once tamed, a pegasus formed a bond with their rider obeying their commands. If the rider became evil after it tamed a pegasus the pegasus rejected them. A typical Pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi can speak and understand Elvish and Common. Pegasus usually have white hides and white wings. This one had a black hide and black wings.
A sea unicorn. A sea unicorn is a unicorn hippocampus. When traveling underwater they used a sea unicorn or unicorn hippocampus mount to swim underwater. They had the body of a horse, a scaly fish's tail, and fins. Instead of a usual horse’s hooves or a mane. Their front sides were covered with small scales with larger scales at the rear. Their skin was colored with ivory, blue, or green shades. Hippocampi could breathe either salty or fresh water through their gills. They could even breathe normal air for a short period of time with their lungs. They were also proficient in swimming and deep diving moving very swiftly. Being wild and desiring to keep their free spirit hippocampi were not easily tamed, but they could be trained to carry and fight with a rider as a mount.
Being good creatures and skilled judges of character they would more commonly serve good causes and refuse to assist any creature they considered evil or hostile. They were excellent racers and good mounts. They served as a favored steed for sea elves. They were the allies and companions of merfolk, nymphs, sirens, & tritons. They are the enemy of weresharks. They could even be the special mount of an aquatic paladin. Hippocampi lived in pods made up of three stallions and around twenty mares. In each pod, a stallion is designated as leader through custom and rituals. Each stallions had its own harem that are compound with mare that had chosen to join it and remain in it for life generally.
They would often ally with tritons, sea elves, nymphs, & merfolk which in return would keep the hippocampi's eggs in their castle. In case of great danger or crisis, several pods could gather to join their effort against a common threat. A gathering of this sort could be a compound of thousands of hippocampus. Hippocampi were generally known to speak their own language as well as Aquan. Though like any intelligent creature they were capable of learning others if properly trained. Among aquatic mounts, they were considered to be one of the most prized.
As a fighter. They had a griffin mount and a hippogriff mount.
A gold and brown griffin or gryphon mount. A griffon is a ferocious avian carnivore with the muscular body of a lion. It has the head, forelegs, and wings of an eagle. An adult griffon was about 10 feet long, with a wingspan of 25 feet, & weighed about 1,500 lbs. Griffons were known to be somewhat intelligent creatures though they had a penchant for aggression.
Young griffons were generally not combative. Griffons typically made their nests in homes in high rocky places like cliffs as well as open caverns set in hills and mountain regions. They did this so that their young could be safe from those who would seek to steal them and use them as mounts. When acquainted with humans, they were usually stabled in airy, door-less stone halls vaguely resembling their lairs. When tamed and raised at a young age they could become very loyal and fierce mounts. Because of this they were highly sought after.
A black and white hippogriff mount. A hippogriff is a legendary animal that has the head, wings, & fore legs of an eagle. It has the body, tail, and hindquarters of a horse. Hippogriffs had the body of a horse. With the wings and head of an eagle. Their forelegs ended in sharp talons similar to those found in birds of prey, while their hind legs had hooves. The average hippogriff was 9 feet long, with a wingspan of 20 feet, and weighed about 1,000 lbs. Their hides would be colored russet, golden tan, or come in a variety of browns with differently shaded feathers. Their beaks were either ivory or golden yellow.
Hippogriffs were capable of expressing more complex emotions as well as feeling grief and crying. Hippogriffs were reclusive in behavior, seldom traveling far from their nest. Hippogriffs were extremely territorial and would attack any intruders in their realm defending their mate or young until death. They attacked by diving and attacking with their claws, hooves, & beak. Though regarded as clumsy attackers, flocks of hippogriffs could attack in concert. They could kill large prey such as deer, elk, bison, & moose. They were even capable of carrying it away in their talons.
Being omnivores, they did not always have to resort to such tactics. They had an omnivorous diet and would hunt humanoids as often as any other meal. Hippogriffs were frequently preyed upon by drakes, dragons, and wyverns. Hippogriffs were highly prized as aerial steeds. They live in temperate to tropical hills in areas where it is particularly flat and barren allowing them quick and easy access to the skies. Because they were not as intelligent as griffons. A friendly attitude from the hippogriff to the rider or tamer was not required. But they still require a specialized saddle and appropriate training.
As a magic user. A battle dragon, a crested felldrake, a guard drake, & a wyvern.
A Battle Dragon. Battle dragons were fierce and brave dragons who took immense joy in fighting glorious battles. The scales of battle dragons changed in appearance depending on the dragon's activities. If at rest, they had a dull brown color. They became bright golden when the dragon was flying, allowing sunlight to reflect from them. Other variants existed with green-tinted scales and ruby and golden tips. They also displayed sharp horns that protruded from the back of their heads and from several extremities. Battle dragons' wings were large and brilliantly patterned.
From a very young age, battle dragons were trained to take pleasure in the art of fighting. They could be found alone or in families as they raised their young. Clutches of young battle dragons were also commonly found. Many communities forged long-standing alliances with battle dragon families for mutual assistance and protection. So that several generations of riders could count on generations of the same line of dragon allies. Fearless and optimistic, battle dragons found great pleasure in simple armed conflict. They were capable of finding positive sides in any situation. No matter how grim, an ability that made them great inspiring forces and morale boosters within an army. It was also common for battle dragons to serve as mounts for humanoid combatants.
When in combat, battle dragons fought fiercely while also providing support and encouragement to their allies. They could sing chants that inspired courage in their armies much like bards. Battle dragons could enter a furious battle rage, dealing devastating damage to their enemies.
A Guard Drake. An adult winged drake. Guard drakes were large reptiles that were created by a magical ritual involving dragon scales. They were loyal allies to their masters and could be quickly trained to follow simple commands. Guard drakes resembled the type of dragon they were created from in appearance except stunted and wingless with a squat and muscular build. These creatures were territorial and obedient. They could be trained to perform tasks typically associated with watchdogs, guard dogs, & attack dogs.
In combat, the main weapons employed by a guard drake were its bite, claws, and strong tail. It also shared some of the traits of the original dragon. Such as a natural resistance to acid if created from black dragon scales. Lightning and thunder, coming from blue dragon scales. Poison, if coming from a purple dragon. Fire, lava, & magma if coming from a red dragon. Snow, ice, & frost if coming from a white dragon. This drake was created with mechanical prosthetic wings. This guard drake was a chimera of several dragon scales.
Fell Drake. They were a type of fell drake often employed as guards by elves. Crested fell drakes were wingless draconic creatures with muscular hindlegs and a bright crest on the head. Like all fell drakes, crested fell drakes were good at heart, fierce, and loyal enough to defend their masters to the death. Crested fell drakes often lived alongside elves and acted as guards of settlements or border patrols. Their loyalty meant they were excellent pets and protectors. Wild clutches of crested fell drakes were sometimes dominated by a rage drake. The fell drakes traced their origin to the dragon god Bahamut who created them to protect elves after a group of elven mages helped the Platinum Dragon turn back a demonic invasion. Fell drakes were carnivorous creatures that preferred to live in temperate plains, hills, or forests.
Their snaky bodies also made them well-suited for underground expeditions that elves were averse to. On their own in the wild fell drakes congregated in clutches of 3-5 individuals. They are occasionally known to live alongside other fell drake subspecies or in groups dominated by a single rage drake. Though a bit difficult to manage, some humanoids besides elves such as humans, goblinoids, & kobolds were known to have domesticated fell drakes and trained them to act as mounts, pets, guard dogs, attack dogs, & hunting dogs. This fell drake was a chimera of a rage drake, a horned fell drake, a crested fell drake, & a spitting fell drake.
A red wyvern. A young adult wyvern. Wyverns were used as mounts by various races and cultures. These creatures were typically found in areas that were favored by dragons such as jungles, deserts, tundra, forests, mountains, or large caverns. Wyverns were fluent speakers of draconic. Giant kin of oni, trolls, orcs, goliaths, & giants kept griffons, perytons, drakes, & wyverns as hunting birds akin to what humans and elves did with hawks, falcons, and other birds of prey. These tamed wild creatures could also be often encountered patrolling the giant kin’s garden together with other tamed predators like owlbears. Dragons, griffons, drakes, and wyverns had a fierce rivalry over hippogriff and griffin meat. Manticores, chimeras, griffons, perytons, and wyverns were territorial rivals.
Wyverns can be both solitary and pack animals. They did not have a strong odor. Although their lairs often could be tracked by following the smell of their recent kills. When fighting these creatures would dive down from above. Grabbing prey with their wings acting as hands and hind leg claws. They then attempted to sting them to death. They were also known to slash at creatures with their claws mid-flight. Their tails were so long that opponents were typically struck by a wyvern's tail before their legs. Their sleek and strong wings and hind legs proved very useful for an attack. These creatures varied in size. With a length from 15 to 35 feet, a wingspan of 20 to 50 feet, & weighing around 1 to 2 tons. They were covered in red scales.
They typically had gold, scarlet, or orange eyes. Their jaws were filled with long and sharp teeth and fangs. Unlike true dragons, wyverns only had a pair of hind legs instead of a set four. Though they used their wings like a pair of arms and hands. Their wingspan could get over 50 feet in length. Their tails were often quite long. Comprising almost half of their bodies yet very mobile. These barbed tails ended in a thick cartilage knot with a stinger protruding out of it not unlike that of a scorpion. Telltale sounds that these creatures produced included loud hisses similar to serpents and throated growls similar to the vocalizations of alligators or crocodiles.
As an artificer. Clockwork Steed. This clockwork steed is a winged mechanical horse and winged unicorn as a winged alicorn. Gleaming gears whir and buzz in an orchestra of motion whenever this red eyed steed moves. These tireless constructs were designed by engineers as a replacement for normal horses. They can gallop ceaselessly for hours or even days if required. In addition to their endurance, clockwork steeds pack a powerful physical punch because blows from their hooves can send smaller creatures flying. Though many riders enjoy the unquestioning way that clockwork steeds accept commands from their riders, others find these steeds’ lack of personality frustrating.
Unlike normal horses, a clockwork steed lacks the ability to create a bond with its rider. Clockwork chargers are constructed to wreak greater mechanized terror on the battlefield. A clockwork charger has the advanced template and is specially equipped for enhancing mounted charges or making such charges even without a rider by way of its pivoted lance. A clockwork charger has a pivoted latch large enough to support a lance and allows even those who are not proficient with a lance to use it as if they were. Furthermore, the clockwork charger is proficient with any lance equipped in the pivot.
As an alchemist. A Clockwork Dragon. Made from gleaming metal and countless complex cogs and gears this draconic creature has the presence of a dangerous killing machine. The teeth and claws of a clockwork dragon are made of adamantine, mithril, & orichalcum and have the qualities of a weapon made from that material. It has greater flight capability thanks to its spell infused mithral, adamantium, & orichalcium parts. The magic wielding engineers of ancient times created marvelous clockwork creations. Like the clockwork solider, clockwork hound, clockwork spy, clockwork assassin, clockwork steed, & clockwork guardian, but few equaled the formidable power of the clockwork dragon.
The construction of clockwork dragons was based on a similar design to that of the clockwork leviathan. The engineers used the leviathan as a basic chassis, borrowing the same technology to fully waterproof the creature, then further modified the clockwork monstrosity to specialize it for defense and brutal attacks. Most of the time, clockwork dragons are built to represent metallic dragons, chromatic, gem, or Asian dragons. Preserved illustrations unearthed from archaeological sites show even primal and imperial dragons influenced some designs. It is rumored that an improved version of the clockwork dragon’s design possessed a semblance of sentience having the ability to alter their programming mid mission.
Other variants of clockwork dragons wield breath weapons that deal alternate forms of energy damage. The greatest example of these variants is said to be capable of blasting a line of force from its fanged mouth. Some even claim to have spotted a similar creature. That is likely a product of parallel design. A robotic creation outfitted with enhanced flight, keen senses, lasers, and self-propelled explosive devices. The engineers who first crafted these creations made use of some of the rarest elements available. This included the various sky metals and in the creation of the clockwork dragons the engineers discovered many new uses for those metals.
Clockwork dragons must be wound up to perform. Though a full winding lasts much longer for these creations than other clockwork creatures they eventually use up their power and go dormant. Most clockwork dragons remain in this dormant state awaiting a fresh winding. As constructs the creatures have no true society, but many clockwork dragons were deployed with a contingent of clockwork servants to attend to their winding and repairs. Some clockwork dragons were also built with tiny compartments in their bodies that housed a dozen clockwork spies, clockwork assassins, & clockwork soldiers. A squad they could deploy during their missions so they could provide their creators with a full report of the particular action in which they were involved. Most of the time, these tiny clockwork constructs cling to the dragon while it is in action, scurrying over its metallic scales as the beast pursues its quarry.
This clockwork dragon has many upgrades and is highly customizable. It is an infiltrator. These clockwork dragons are more subtle and nimble than those of other clockwork dragons. An infiltrator clockwork dragon can rearrange its movable parts into very serpentine and compact shapes. Furthermore, its parts are coated with a black noise-dampening resin. It has active camouflage to blend in with its environment like a chameleon and reflect light as adaptive camouflage. Finally, it’s infused with magic allowing it to become invisible. The infiltrator clockwork dragon’s invisibility is a supernatural ability. It is a destroyer. These clockwork dragons are used as highly mobile and powerful siege engines. It acts as a mobile battering ram, mobile ballista, mobile trebuchet, mobile catapult, mobile siege tower, mobile mortar, mobile artillery cannon, & mobile missile launcher.
It can light up oil in its body and has a fire breath attack that deals fire damage and explosive damage. It has a flaming tar breath. Instead of breathing fire it can spray a 30-foot cone of flaming tar. Creatures in the area of effect take fire damage and are entangled in a thick layer of flaming tar. It also has an acid breath. Equipped with an internal fountain of caustic liquid, this type of clockwork dragon has a breath attack with a 60-foot line of acid. It has rust breath. This rust breath does not breathe fire. Instead, the creature breathes out a fine mist of an alchemical solvent that instantly rusts exposed metals. This rust breath rusts anything in a 60-foot line.
These clockwork dragons are made of resistant materials immune to rusting of any form. It has a sleeping gas breath. This clockwork dragon’s breath weapon can be used with tanks of sleep gas. When the clockwork breathes out this gas in a 30-foot cone, creatures within the cone fall asleep for several hours. Clockwork dragons with this breath weapon tend to have the infiltrator modification. These clockwork dragons excel at missions that require stealth and precision rather than brute force.
Familiars:
Regular Familiars:
Bat
Ferret
Lizard
Owl
Hawk
Fish
Octopus
Small nurse shark
Magical Familiars:
As a gun witch:
Talking black shadow cat. It can teleport using shadow jumps. It is covered in hellfire. It leaves black ashen tracks everywhere it goes. It can be commanded to summon its tiny fire powers to explode damaging everything around it and cause enemies fire and explosive damage.
Talking black shadow raven
A palm sized spider that can mend any fabric based thing with arachne grade spider silk if it is told to by its owner
Enchanted sentient spectacles that have way better passive and active perception than they do. Whispers in their ear when it's seen something they haven't.
As an Alchemist:
As an artificer they have an iron golem. The iron golem assists them in combat. These constructs were made entirely out of iron. These constructs were bipedal and have a humanoid shape but were stylized to suit their creator. Though they were typically built to resemble some armor their features were comparatively smoother than stone golems.
It was 12 feet and weighed five tons. Iron golems are dutifully obedient to those who created them. When left in a room with no activity they stand still going into a dormant state. Like any golem these constructs possess an immunity to magic and can’t be harmed by normal weapons. However their bodies were vulnerable to rust. The strength of these constructs are three times that of any flesh golem. Much like stone golems these constructs rely on brute strength when fighting. However, unlike stone golems, an iron golem was known to wield swords, even enchanted ones that were part of its construction. Iron golems were used to guard locations or valuable items.
Clockwork Toy Clay Golem. It was elegant and used as an art piece. Appearing as a merely beautiful figurine before being commanded by their master to move or act.
Clockwork Songbird. This gilded mechanical bird produces melodious songs from its complex clockwork voice box. The inner workings of a clockwork songbird are made of intricately interlocked components. With the most complex machinery located in the creature’s voice box. Marvels of machinery and musicality the clockwork songbirds are prized for the beautiful melodies they produce. Which can vary based on the songbird’s construction.
These clockwork creatures often inhabit the homes and gardens of nobility where they fill opulent manors and wide-open gardens alike with their lilting songs. Both children and adults delight in clockwork songbirds. With the former seeing these mechanical creatures as amusing toys and the latter as party novelties. A clockwork songbird’s intricate mechanical voice box allows it to sing a number of songs each of which provides a distinct effect. The clockwork songbird sings a hopeful song that though somewhat piping and thin rings true across the battlefield and instills a sense of duty in the hearts of the songbird’s allies. The gentle crooning lullaby of a clockwork songbird can cause enemies to become drowsy and sleep. The clockwork songbird can whistle a lilting melody that causes allies to feel light on their feet.
Clockwork Hobgoblin. Fashioned after a tinkerer goblin, fire goblin, & urban evolved hobgoblin. Assists them as a clockwork engineer and inventor.
Clockwork Mechanical Gnome. Fashioned after a deep gnome, rock gnome, & forest gnome. Assists them as clockwork engineer and inventor.
Clockwork Spider. Tiny, fast, & strong for its size a clockwork spider is a must-have for any engineer worth their salt. From walking up walls to getting keys. Clockwork spiders are delicate arachnoid constructs built for espionage. They are designed to gather delicate information from people and places important enough to be warded against conventional stealth and scrying. Spiders can record and perfectly recreate whatever sounds they hear for a short time making them ideal for capturing the secrets of powerful enemies. Clockwork spiders were used to great effect in the dark political games of kingdoms and empires before spreading to the black markets. Spiders are impossible to replicate by any but the most brilliant artificers making them a near priceless boon to any guild spy or scheming noble.
Clockwork Hound. Clockwork hounds are designed to guard areas and track prey. This black, mechanical hunting dog keeps its nose to the ground sniffing. Gleaming teeth fill its metal mouth. Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, prey animals, and other unfortunates. Their infused spirits are those of hunting hounds and their animating magic allows them to follow a scent with supernatural speed and accuracy. Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gear forged possible.
Certainly the earliest hounds were built for work and war. Most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards. Two emerald, ruby, sapphire, or amethyst crystal eyes stare out from this artificial hound’s brass, silver, bronze, gold, iron, steel, & titanium forged body. This clockwork hound is the size of a large dog. It is fashioned after a pitbull, a rottweiler, a German Shepard, an Alaskan Malamute, & a Shiba Inu.
The chest cavity of a clockwork hound can be opened to expose a storage area that can hold up to 30 pounds of items. If a contained item is a magical item. Then the hound gains the benefits of the item as though it were wearing them. Clockwork hounds are artificial approximations of canine companions that operate much like their living counterparts but never die of natural causes. They can work in packs or alone in accordance with the instructions imparted by their operators. Whether their operators are alive or dead is of little consequence to these constructs which proceed based on the last instructions provided. Like clockwork soldiers, clockwork hounds have long activity cycles due to the lessened winding requirements of their lighter frames. Their chest cavities are used to store goods and for reinforcement.
They are used primarily for delivery missions, but work equally well as retrievers. They’re occasionally used for sentry duty. They are also used for defense and are most often seen in the company of similarly tasked constructs such as clockwork soldiers, clockwork spies, clockwork assassins, & clockwork guardians. A clockwork hound stands 2 and 1/2 feet tall at its shoulders and weighs 300 pounds. A clockwork hound doesn’t require air, food, drink, or sleep.
As a sorcerer/sorceress:
Triz. Lawful evil Imp. Imps are vicious manipulative fiends that are among the weakest beings in the demon hierarchy. They are considered minor demons whose job was to assist and corrupt mortals their masters wanted groomed to the side of evil. They are hired by non demonic humanoids by summoning. Though imps could take the form of various animals. Their natural forms were two feet tall humanoids that weighed eight pounds. This imp was dark red. It flew through the air with its leathery bat-like wings. The mind of an imp is both insidious and deceitful.
They delight in corrupting mortals through trickery and temptation. Imps are masters of flattery coercing others into acts of lawful evil through flattery and endearment due to lacking the intimidating presence of other demons and devils. Regardless of the fawning facade they have, imps were ultimately at the service of the devil lords and viewed their humanoid masters as tools. At the same time their obedience to their devil leaders was rooted in pragmatism rather than genuine loyalty. Even if they are always in service to another, whether devil or mortal. They were still independent creatures with ambitions larger than their small size and sycophantic demeanor. Their true wish like most devils is to advance beyond their current station and obtain a position of power.
In hell imps often served as errand runners, spies, couriers, or emissaries. Imps performed many roles in the hands of mortals often as advisors, scouts, assistants, confidants, and familiars. They typically served under lawful spellcasters like wizards or warlocks or anyone seeking magical power. Mortals judged worthy of an imp received them when they tried to find a familiar. Based on the misconception that imps were weak and dutiful servants. Imps relied on their charisma, persuasion, & available resources to hasten the corruption of their targets. Imps fostered a lust for power in the hearts of their summoners by increasing their magical abilities either through helping them acquire new spells or magical items. By spying and knowledge given to them by other devils imps obtain a large sum of arcane knowledge about esoteric subject matters.
Chaotic evil Will o wisp. A will-o'-wisp that has taken an interest in the spellcaster and follows them of its own free will. It is mischievous and occasionally floats off for hours at a time before returning. It often zaps party members at inopportune times and lingers after fights to consume the souls of the fallen. That aside, it is still supportive of the caster and readily provides backup as a distraction during truly dire combat. It occasionally acts as a guide when the spellcaster is lost though it will sometimes play tricks on the caster in the same way. Will boost the caster's elemental attacks.
Applejack is a neutral good Mustavel. Mustevals looked like 2 feet tall humanoid mice. They were agile and rarely stayed still. This musteval had the ability to speak with other animals. Mustevals were small agile creatures capable of climbing and burrowing. They also have keen sight, smell, & hearing. They use their cunning and small size to fight evil. Often acting as spies and messengers for more powerful celestials.
A foot tall brass metal golem capable of following simple instructions. It makes a happy whistling sound when it completes a task. It often watches its master with great curiosity and will try to mimic them.
As a warlock:
Thellesia/Trazeth a neutral evil succubus/incubus. A nonbinary genderfluid or bigender pansexual succubi/incubi. They have a male masculine form, a feminine female form, & an androgynous nonbinary form. Succubi/incubi are the iconic depiction of lust. Feared for their typically evil nature and ability to steal one's soul. Succubi are fiends who wield subtle illusions and enchantments to tempt their victims into forfeiting their eternal souls. These lascivious dark-winged fiends can be found in service to devils and demons. High ranking devils, arch demons, demon lords, & demon generals use these fiends to tempt mortals to perform evil acts.
Others keep succubi and incubi as advisers and consorts. Succubi often live up to their reputation acting as seductive females or males to lure males and or females into relinquishing some of their life-force. Particularly adept at controlling others in the peak of their strength. They're often employed albeit reluctantly by others to act as crowd control or to tame certain creatures. Most of them share the nature of their reputation. They are flirtatious. They avoid fighting where possible instead choosing seduction or fleeing. Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another.
The gender-neutral term for Succubi and Incubi is usually either foocubus or concubus. Succubi/incubi in their true forms have an appearance similar to that of humans, but are horned, clawed, tailed, & winged. They are typically slender, well toned, and are very rarely overly muscular. Due to their shape shifting changeling abilities they can tweak their appearances or even change them completely to suit their needs. A succubus is a demon temptress who lures you in by seducing you. They kiss you and have sex with you until you die after they steal your life force. They existed to seduce and tempt mortals and ultimately slay them and take their life energy back to hell.
The more virtuous the victim, the more rewarding it is for the succubus. When they reproduce with a mortal, the child is a cambion. When uncovered in her true form, a succubus appeared as a stunningly beautiful woman of statuesque build and perfect figure. With flawless skin and red or raven-black hair. Incubi, meanwhile, appeared as perfect male members of whatever race they were working with. Succubi/incubi they also had clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. Their eyes were red. Small horns, claws, and a tail might also be seen. Succubi stood on average around 6 feet tall and weighed 125 pounds. Demonic succubi were by far the most attractive of the demons.
However, succubi often used their shapeshifting changeling ability to assume a humanoid form and could maintain it as a disguise for as long as they liked. Thus mortals rarely saw succubi and incubi in their true forms but they were always attractive to an observer. Lovers, not fighters, succubi fled all conflict if they could. Using their claws only as a last resort if revealed in their fiendish form. Rather, they focused on dodging blows and running for safety. Nevertheless, they were rarely taken by surprise. Instead, they preferred subterfuge and seduction.
Such as turning their enemies against each other, making them into loyal servants, or trying to get individuals alone. A preferred tactic was to disguise themselves and feign friendship. Or pretend to be a damsel in distress especially if encountered in a dungeon. Then find a moment to be alone with a potential victim where they could use their life-draining kiss or steal their soul with sex. Succubi and incubi were lustful creatures. A fiendish succubus or incubus desired a corrupted soul like nothing else feeling utter emptiness until they claimed one.
Their deadly kiss was an echo of this emptiness. Demonic succubi lived to seduce and tempt mortal beings of the earth and in the end slay them and carry their life-forces back with them. For the destruction of mortals increased the power of Hell. They seemed to have fed on this life-force themselves. Many succubi and incubi were engaged almost constantly working to corrupt mortals, usually via promises of sex and other pleasures. Demonic succubi and incubi typically targeted men, women, & beyond of energy and passion. The fiery spirits of humans meant they were easier prey, so succubi did not often concern themselves with demi humans. They were content to take things slow and work subtly.
Devilish succubi and incubi were adept at winning hearts and breaking hearts. But they also made for cunning and made skilled spies and assassins. They served higher-ranked devils as scouts and advisors, as emissaries to key mortals, and of course as concubines. They tempted mortals into sin on behalf of demon lords/ladies, arch demons, demon generals, & devils. Fiendish succubi and incubi commonly used their ethereal form to slip through walls to reach a mortal's bedside and linger there as they slept.
Here, they filled their victim's dreams with debauched scenes and whispered of forbidden pleasures. Tempting them to indulge in dark desires, appetites, and taboos. The more the succubus and incubus did this in their dreams, the more vulnerable their victim became to temptation in the waking world. Eventually, the succubus and incubus entered the mortal realm directly. In a pleasing form previously seen only in the dreams. They then befriended or seduced their victim, so they could influence them directly. They would then indulge all their desires so they would perform evil deeds of their own free will. When the victim was utterly corrupted, such as by committing three betrayals of thought, word, and deed, their soul was in the grip of the succubus and incubus without need of contract or pledge.
For a more virtuous victim, this corruption might take longer, but their downfall was all the more rewarding for the succubus. Finally, the succubus slew their victim with a kiss and sex and the corrupted soul went down to the lower planes as their prize. The succubus actually avoided charming the victim if they could help it, as the mortal would not be responsible for their actions and not truly corrupted. Thus, charming was mostly used for self-defense. Similarly, their lethal kiss was only used as a final assault or a parting shot before they escaped. Preferring to work alone, demonic succubi and incubi operated as lone wolves and rarely gathered in numbers.
Demonic succubi and incubi were independent of devil society. Going where they liked and doing as they willed and answering to none. The greater demons and arch demons tolerated them and even accepted their independence. For they served the devils in their own unique way. In turn, succubi and incubi could dominate lesser demons and imps through a mixture of threats and wits. They occasionally worked with imps who became their summons. Succubi and incubi were known to serve demon lords as advisors and consorts. Some squads of incubi and succubi engaged in espionage, sabotage, assassination, & infiltration. Some succubi and incubi were free agents working their own grand plots. This succubus and incubus in particular hopes to seduce the hero/heroine Lysander/Luciana while assisting them as a summon for their devil patron as a warlock.
Afdani is a female chaotic good red (Bloodlines of Dispater, Glasya, Mammon, Maphistopheles, & Zariel ancestry) Winged Abyssal Tiefling. She is a warlock, witch, & sorceress. She is descended from fiends of demons and devils who had bred with humans. Tieflings are known for their cunning and personal allure. This made them excellent deceivers and inspiring leaders when prejudices were laid aside. Although their findish ancestors could be many generations removed the taint lingered. Unlike half demons, tieflings were not predisposed to evil alignments. They were varied in alignment as much as full humans.
Tieflings tend to have an unsettling air about them. Most people are uncomfortable around them whether or not they are aware of their demon ancestry or not. While some looked like normal humans, most retained physical traits from their fiendish ancestors. Most common features being horns, prehensile tails, & pointed teeth. She has red horns. She has golden eyes. She has black hair which she dyed some to be purple. She has red skin. In her human form she has human-like tanned skin that has reddish hues and undertones. She has better reflexes than her human kin. This and their natural propensity for hiding and trickery helped give them a reputation for thievery and mischief.
The physical appearance of a tiefling depends on the exact ancestry that spawned them. A bloodline might have remained dormant for generations. She besides the horns and tail, as a demonic tiefling, also has a forked tongue and scales on parts of her red skin. Tieflings have a number of abilities gifted to them by their demonic heritage. Tieflings are alluring and intelligent creatures with a seductive aura. Most tieflings were aware from an early age that they were different from others around them. They were given to strange urges and desires because of their demonic ancestry. Most tieflings now are raised with the love a normal human child might expect to receive.
This shaped most of the race from bitter people who expect eventual rejection from people they meet. Because of their fiendish heritage many were distrusting and self-reliant. Tieflings are proud and secretive by nature and possess a dark demeanor. This makes them social outcasts. Members of other races find that once they demonstrate trust and friendship would be reciprocated in full. Once the bond was forged it was never broken. She as a tiefling is a talented warrior. In melee combat she is agile and nimble. She likes weapons that combine sharpness with speed. She uses hand crossbows, daggers, rapiers, longswords, & short swords. She, like most of her kind, is ambidextrous and favors a two handed fighting style.
She doesn’t use shields. As a magic user she is a warlock, spellcaster, and conjurer. As a winged tiefling she has a pair of black demonic wings. She had an odor of sulfur and brimstone. Tieflings like other races that were a result of breeding two or more others gathered together to make a community and have a culture to call their own. They find refuge in the human federation of magical human kingdoms and indigenous magical human nations. Some tieflings are proud of their demon heritage. They were fascinated by the dark and sinister events that touched the world but weren’t evil enough to cause them.
They chose to use this knowledge of evil and their demonic abilities to stop these dark schemes. Some wished to escape the shadows that lurked over them by constantly doing good to make up the evil that begot them. She, like many tieflings, is carnivorous and eats meat and sometimes drinks blood. In many ways tieflings were similar to humans physically. Tieflings on average were as tall as humans and were from 5’6 to 6 feet tall and weighed from 140 to 200 pounds. She is 5’8 and weighs 140 pounds.
She sleeps with her eyes open. Her eyes roll backward. She snores in ancient incantations. Her tail acts in the same manner as a cat's would. When drunk instead of tripping over herself or slurring her words she gazes into nothing and whispers infernal phrases. She smells with her forked tongue. When she speaks small goats of smoke emerge with each word. Her tongue is that of a serpent giving their voice a hissing sound. She cannot blink or shed tears. She has an innate dislike of precise and/or complex geometric symbols. She loves to collect forbidden lore and knowledge. She has two large horns each of which has a red crystal carved into them. Small heatless flames flicker across her skin when she is angry. Her yellow eyes burn with the fires of her demonic ancestry. The echo of her voice returns in Infernal. She is followed by a loyal imp servant. When laughing nearby fires sputter, spark, and release sulfur smelling smoke. She grew up among another race.
She grew up among the magical humans, Indigenous magical humans, & homo magi. They are her true family. Her trinket is a rose made out of steel engraved with a name written in infernal. She thinks the world should revolve around her. She flaunts her heritage at the most unfortunate of times. She would sell her soul for the one she loves. Her family was often away serving a family of an ancient warlock. She now serves their descendant Lysander/Luciana Norwood.
Drovia a lawful good gold winged Scourge and Protector Aasimar. She is of noble background. She is an acolyte. She is a cleric and paladin. She has celestial ancestry. She is half human half god. Aasimar have the mark of their celestial ancestor through many different physical features. Many often varied from person to person. Nearly all aasimar are uncommonly beautiful. They were often significantly taller than humans too. Most aasimar have pupil-less pale white, gray, & golden eyes and silver hair. She has golden eyes and silver hair. She has feathers mixed in her hair. Many aasimar have light covering of feathers on their shoulders where angel wings might sprout. Like tieflings, aasimar bloodlines could sometimes run dormant for generations, often reappearing after being hidden for some time.
Most aasimar grew up cautious around others. Like tieflings were misunderstood sometimes, though never to the hateful extent many of fiendish or demonic bloodlines were. Even those raised by understanding parents couldn’t escape the curiosity or even fear their unique nature sometimes provoked. Many aasimar even suffered bigotry and prejudice. Something that deeply hurt the heart and soul of the aasimar in question since most had empathy for others. Though many aasimar are good in nature thanks to their celestial or divine ancestors. Not all are just, as not all tieflings are evil. Aasimar are a wise and charismatic race. They possess strong insights and a powerful allure. Which most races can’t compare. They are also quite perceptive. Noticing things others don’t.
They, like tieflings, are not rare and have true cities and societies of their own where they can find others of their kind. Because of their ties to good gods and celestial beings most aasimar are drawn to the religious path of clerics and paladins. Most aasimar spellcasters call upon divine magic as opposed to arcane magic. Many become paladins in the service of good. The philosophy of lawful good paladins resonate strongly with aasimar. She is lawful good. She is a scourge race aasimar and protector race aasimar. She is a cleric and paladin.
Like other half breeds, aasimar did not feel as a whole beholden to one god or pantheon. Aasimar because of their human ancestry felt a strong draw to their kin. They also felt a strong bond with other half breeds. Many enjoyed the company of half elves and half orcs. They also god along well with good aligned tieflings. Whom the celestial descended race was instinctively wary of. Elemental genasi however they found alien even by their own standards. As a protector aasimar she is tasked by the powers of greater good to protect the good, weak, & innocent of the realms.
When she was a preteen she was given a divine missive along with guidance to smite evil and defend those who can’t fight on their own. Protector aasimar were often more learned and judicious than others. She has a pair of ethereal celestial wings and a pair of corporeal angelic wings on her back. As a scourge aasimar she divine heritage has an intense drive to purge evil from the realms. She is an exceptionally healthy and robust person. They are imbued with powerful divine energy to help them carry out their natural drive to smite evil. The energy coursing through their body radiates outward making them easily identifiable. She wears a mask to hide away her otherworldly appearance except in combat.
She always knows the direction and distance to the nearest places of worship. Any stringed instrument she plays is instantly tuned to perfection. When in her wingless human form two vertical lines go down her back near her shoulder blades. As an aasimar related to a being related to the sun the golden iris of her golden eyes look like an actual sun revolving. When in love a faintly colored glow hangs in the air around her and reaches out toward the object of her affection nearby. Light reflects off them in a way as if they are standing in a column of heavenly light. Her touch can relieve the pain of the sick and elderly for a week. People who sleep near her feel they rest more peacefully than they ever have. She shines slightly when in combat. Religious people seem drawn to her. Impurities in water clean up when she touches it.
As a mage:
Tess Foxlight a neutral good fey flame Sprite. Sprites are the warrior relatives of pixies. They are fierce defenders of good wherever they are. They are firm judges of other creature’s hearts, souls, & intentions. Sprites resemble tiny elven fey with insect-like wings. They are about 2 feet tall. Sprites are flighty and found most creatures to be too serious. However they despised evil. Because of their attitude and zealous nature against evil. Sprites are considered harsh by other fey. Unlike pixies they didn’t care to engage in fun activities or adorn themselves. They are quick to ally with good natured creatures. They are quick to come to their aid even at unexpected times.
They are excellent judges of character. They can always sense another creature’s real nature and emotions. Like other fey Tess possesses innate magical powers. They can become invisible at will. They can detect good or evil from 40 yards away. She is an excellent brewer of toxins, poisons, & antidotes. They favored a potent sleep potion they coated their arrows with as an archer. They usually harvested the ingredients for toxins and poisons in forests. Even going into dangerous places to find them. They were not above stealing from hag’s gardens if necessary. Sprites kept an eye on other small pixie, sprite, or fairy fey to protect them.
They also kept an eye on fey to know who to invite to their gatherings. She associates with druids and rangers. She opposes the will of evil fey and pledges to thwart evil arch fae at every turn. Unlike pixies she rarely indulges in fun and merriment. They are firm warriors, protectors, & judges. She protected Lysander/Luciana from dark fay. Sprites make their homes in meadows and glades deep within forests. They are omnivorous creatures. Unlike their kin. They are mainly active during the day. Sprite villages can also be found in the trunks of trees. They allowed no trespassers. They are quick to judge the moral character of invaders. As a flame sprite she is temperamental and loves fire. She uses a small dog as a battle mount.
Ysret a chaotic good Pixie. Pixies resemble tiny elves. They are from one feet to two feet in height. Pixies have silver moth-like wings. They prefer to wear brightly colored clothing. Pixies are mischievous spirits that enjoy playing pranks on people. Such pranks are leading travelers astray. Pixies are well known pranksters but some delight in more helpful magic. In combat pixies wield appropriately sized swords and bows.
Their arrows are drugged in a potion that causes memory loss. Pixie villages each have different clans and families. Community loyalty is important to them. Although pixies carried no treasure with them. They are known to have tiny hoards in their homes to impress visitors. She keeps coins, gemstones, & other treasures to impress Lysander/Luciana. She is active at night. Like other pixies she is a vegetarian eating fruits, vegetables, & nectar. Pixies live in temperate forests making their villages in deep forest caves. One legend says pixies stole from the secret of making honey from the Fairy Queen Titania and sold it to the bee species.
Chaotic good Fairy. A particularly spiteful fae fairy that has run away from home. She latched onto them because it liked the color of their eyes. Occasionally changes their hair color and eye color in the middle of the night. It refuses to be told what to cast or when.
As a wizard:
Neutral good red pseudo dragon. Pseudodragons typically had bodies about one foot long, with a two-foot tail and weighed about seven pounds. They could communicate telepathically in common or draconic. They also communicated through the vocalization of animal noises. While pseudodragons could bite their main weapon was a stinging, poisonous tail. They had chameleon-like abilities, though their color was usually a brownish red.
Pseudodragons inhabited temperate forests in the wild, but they could often be found as familiars in nearly any environment. Their general attitude was similar to that of a small cat but with a cunning intelligence. Pseudodragons loved to hunt vermin and small animals for food. They were wary of evil beings, but were willing to serve as a companion to another being if treated well and respected.
Chaotic good violet fairy dragon. A micro-dragon. If it curls up it fits into the palm of their hand. They found it in their copper, bronze, silver, gold, & platinum coin pouch one day clutching a single gold piece and it refuses to let go.
As an artificer:
Clockwork Spy. Particularly guileful crafters may construct miniature clockwork spies that can record sound. Rumors tell of even more advanced technologies that allow visual recording. While magical wonders such as spells can allow the user to scry information or to see where one isn't normally physically able. Clockwork spies provide an edge in that their memories are concrete and incorruptible enabling them to make flawless recordings of events not subject to the regular perversions of human memories. This tiny steel creature has eight small gemstone eyes, a spherical body, and several spider-like legs of grinding metal. These spindly and discreet mechanical arachnids are ideal for surveillance and reconnaissance missions.
They can be vital tools in political intrigues or illicit consortium tactics. Their retractable insectile wings make the swift creatures even craftier foes than most would anticipate. As they are less combat-oriented than many other clockworks. If a clockwork spy is caught in the act of recording its target. Escape is usually the most practical course of action for it. A clockwork spy can record nearby sounds archiving all sound within a 20-foot spread onto small gemstone crystals embedded in its body. The clockwork spy can record up to 1 hour of sound per crystal it possesses.
Clockwork spies must be given commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes. It can differentiate between specific individuals. A spy can be ordered to start recording sound as soon as a humanoid comes in range. It can be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound it can cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
Clockwork Automaton. Created not by a god, not by magic, but by pure science and technology an automaton is a construct designed to emulate life. Gears and cogs turn within their carapaces. Thinking, processing, & learning. Depending on the creator an automaton may have a very life-like face with optical sensors. Automatons can be modeled after any of the races. Usually human or elf is the standard choice. However, if the creator wants a strong servant they may be modeled after a troll, half troll, goliath, oni, giant, orc, or a half-orc. If they want a nimble spy the automaton may be modeled after a fairy, pixie, imp, halfling, or hobgoblin.
An automaton is given a name that their creator see’s fit. Whether it is the name of a relative or important person in history or mythology. Or alternatively, an automaton could not be given a name at all but a serial number. Distinguishing them from the others by number and type. Emulating life can only get you so far in society. Because of this, if an automaton is left to roam freely they can find it very hard to integrate into society. An automaton left to their own devices is not a common thing however. More often than not, an automaton is built for a purpose. If this is the case, they will not steer from this purpose. It is what they were made for it is what they will do until they are given a new purpose.
Some arrogant scientists create automatons to flaunt their intellectual prowess. These automatons are the kind that are most life-like created for the spectacle, rather than anything of much worth. This automaton was made life-like by Lysander/Luciana to make it easier for humanoids to be around it. But not too life-like with an uncanny valley. Made somewhat cartoonish on purpose, so as to not be creepy. Automatons with the purpose of dazzling and amazing crowds are often seen as just that, a clever trick of an even cleverer man. And thus, is the life of an automaton, either loved or hated without cause and without care. Seen as either a spectacle or an atrocity.
A wonderful creation of art and science, or an unsettling attempt at something not quite real. At times when an automaton's creator dies they must find a new purpose. A lone automaton will wander the streets until it finds someone who will take them in or work with what they can do. Some automatons are gifted with the ability to understand and perform acts of arcane magic. Some are given new skills and abilities to explore. Others are captured as slaves, forced to work, or forced to fight. Learning nothing new and living a life as empty as before.
These are in fact, the best case scenarios since more often than not an automaton left to roam alone without a master will succumb to the violence of fear and ignorance. Destroyed before they can become more than what they were made for. As stated before, every automaton is created by a person or even a team of people. Usually the body and general appearance of the automaton is based on the race of the creator(s). This is not the case if the automaton is made for a specific purpose of course.
If an automaton was designed for infiltration or assassination they will sport an agile and athletic body. Akin to that of an elf, human, draenei, or halfling. Alternatively, an automaton made with protection, defense or offense as the main priority have thick-built muscular bodies, modeled in the way of orcs, trolls, giants, oni, & goliaths.. In rare cases, automatons are constructed for personal purposes. Such as a friend, companion or even an intimate partner and these automatons are crafted to embody the most appealing physical appearance of either gender of any race desired. This automaton was created by Lysander/Luciana to be a secretary, bodyguard, friend, companion, servant, assistant, & spy. More often than not, automatons built for intimate relations are the most frowned upon. Most often, automatons have a thin outer layer of metal sheets that hide the inner-workings of the machine.
Designed to imitate skin as well as protecting the automaton's insides. This outer layer or metal skin will emulate that of a male, female body or nonbinary body shaped to the creators wishes. The metal sheets are not connected in places like the abdominal section of the torso or shoulder but slide over each other to allow joint movement. These sheets can be made from any range of metals from mithril, iron, steel, bronze, titanium, copper, gold, brass, silver, & adamantine. The head and face of the automatons are surrounded by the same material, but do not compare as well to real-life faces as the bodies do. The faces of many automatons struggle to show emotion.
This is mirrored by the automatons inability to feel emotion. When a primitive automaton is made with a specific purpose their hands will be crafted to only do those things. This automaton was created to mirror an advanced android and so was built with thoughts and emotions using magic using the same magic to make a homunculus. This automaton has moving eyebrows and cheeks. The eyes are emotive. The chin, cheeks, upper lips, & lower lip move to simulate speech. Clockwork automatons are as diverse as all the races of the land and sea. They represent the full gambit of alignments. But each and every construct is unified under one common concept and that is immortality.
While not fitting the true definition of an immortal creature a clockwork automaton never ages. With careful preparation a clockwork automaton could conceivably live forever. The conversion process is shrouded in mystery. Once all the information is gathered, the result is a body that is constructed out of screws, gears, springs, and assorted similar parts. It is tailored to the specific tastes of the target creature. In a final arcane act the machine is then given life through a complex ritual where the soul of the base creature is permanently bonded to the new body. Leaving their mortal remains to decay naturally. This clockwork automaton was bonded with the soul of a sprite, dark pixie, dryad, & dark fairy.
This clockwork automaton is near sentient. Its body was based on a void elf, dark elf, moon elf, star elf, night elf, & drow. She, like a homunculus, was created in an alchemical experiment. Perhaps a powerful magic user created her simply to prove that they could. Regardless of why she was created, unlike others she is certain of the reason behind her creation. For one reason or another she has been left to her own devices. She has the freedom to choose her own destiny. She is a product of science and an affront to nature. As such, certain powerful beings take notice of her unnatural existence. Celestials, fey, infernals see her as special. When encountering her they may treat her differently than normal. Celestials will likely treat her as a curiosity and perhaps take pity on her. Fey will almost always greet her with hostility. Infernals will be especially intrigued in creating contracts with her or becoming her patron. Her creator created her as a companion. Her creator is like a parent to her. It seems that thoughts and emotions were seen as necessary when she was created.
After bonding the dead spirits of a dark pixie, dark fairy, dryad, & sprite to the automaton she was given near sentience. She is similar to an android with advanced artificial intelligence. She feels all things were created for a reason and have their place in the world. She is endlessly curious in regards to the world around her, especially when it comes to other living creatures. She feels that the world is meant to be studied and morality only stands in the way. She has interests in most scholarly fields. Her creator's penchant for study was instilled in her and she has taken up their work. She as an autonomous being with near sentience with thoughts and emotions has interests for the pleasures of life. She is filled with envy towards those naturally born. She endlessly craves the family that she can never have.
She has learned of a land far from where she was created. She is obsessed with reaching this distant land. Her obsession with finding her purpose leaves little room for anything else in her life. She doesn't know who or what she is and as such am always seeking guidance. She is emotionally unstable. Swiftly alternating from emotion to emotion. She is angered and saddened extremely easily. This must be a defect in her creation. Death fascinates her. If those born of natural means are unsure of their final destination. She must wonder what death has in store for her. She may be born of unnatural means, but she is no less a person than anyone else. That she is feared and misunderstood only goes to show that the world has room to be changed for the better.
Mechanical Familiar. They have a mechanical familiar. They drew the blueprint for a small mechanical creature. They then had it built by gnome, draenei, goblin, & dwarf artificers. It has a built-in net launcher that launches a reinforced steel weave net for capturing animals, creatures, beasts, & monsters. The net is electrified to stun and electrocute targets. It has a built in harpoon gun with a burning or cryogenic harpoon to burn and freeze enemies. It has a built-in enhanced grappling hook and zipline. It can become mechanical wings to help users glide short distances or fly long distances. They can fly or glide after turning into a wearable backpack with deployable metal artificial wings and parachutes. It can swim by turning into a mechanical fish with propellers and fins. It can walk by turning into a mechanical cat or dog. It can dig or borrow by turning into a mechanical badger. It can defend itself by turning into a mechanical turtle, hedgehog, or armadillo.
The golem is modeled off a creature. This tiny metallic creature is shaped like an avian, fish, cat, dog, or tiny dragon with cogs, gears, screws, and belts whirring beneath its shining, articulated plates. With its ability to generate electric shocks a clockwork familiar can be useful in combat. Yet it more often finds more use in the workshop where its methodical thought processes and innate knowledge of mechanical systems allow it to offer valuable advice. In addition, each clockwork familiar has a unique relationship with a particular type of magic item established at creation. When items of the chosen sort are slotted into the familiars usually via a locking compartment. Though some familiars simply drink potions and their metal stomachs become new receptacles.
The familiars gain the ability to drain the magic back out of the items and turn it toward a different preset purpose such as healing themselves or creating a specific spell effect. Each clockwork familiar possesses the ability to carry magic items in its body. This specific item type is chosen at the time of the construct’s creation, and cannot be changed. This clockwork familiar has a potion, a scroll, & a wand. While the creature cannot activate or use the item it gains certain constant abilities from the resonant magic fields. It can drain the item’s magic in order to gain additional magical effects. It is smaller and lighter than most golems. It is kept aloft by intricate wings. When it comes to familiars most magic users satisfy themselves with mundane creatures such as birds, cats, snakes, etc.
Those with the power to bind greater assistants like warlocks often call forth helpers from otherworldly planes turning minor fiends like imps, homunculi, or minor celestials like mustavels to their will as familiars. Yet for artificers and those who fuse magic with machinery the best familiar is the one the caster creates themselves breathing life into a clockwork mechanism of their own design. Clockwork familiars can take a variety of forms depending on the whim of the creator. Most popular are tiny metal dragons, metal birds (especially owls and ravens), metal cats, metal dogs, & spiders that run on clicking needlelike legs. Though practically any shape and material can be animated in this fashion. Clockwork familiars can be constructed from a wide variety of materials.
The most common being steel, mithril, iron, adamantine, copper, bronze, & titanium. Though their bodies are often expertly crafted contraptions of gears, cogs, screws, even circuitry. A clockwork familiar is not simply a robotic wind-up toy nor is its consciousness the result of elaborate programming. Instead, each construct is more like a vehicle for the tiny spirit that lives inside its heart. On their own, these flickers of consciousness pulled from the fundamental animating energy of the planes would have no real ability to affect their surroundings. Only through the specially attuned constructs created by magic users do they gain the ability to truly live. Perhaps gratitude for this service that initially binds clockwork familiars to their creators.
Once called into being and installed in its new vessel a clockwork familiar’s animating spirit controls its mechanical manipulators through tiny bursts of gas, magic, steam, electricity. As a result, most such constructs have conductive metal parts and thus an instinctive fear of water, rust, & corrosion. Unable to heal naturally, clockwork familiars know that if their systems fail they may never again be granted the chance to interact with the world. As a result, most clockwork familiars tend to be slightly paranoid and demanding when it comes to getting their masters to keep them in good repair. It’s not uncommon to find a clockwork familiar left to its own devices busily scouring rust from its shell, performing maintenance on itself, or attempting to improve the resilience of its basic functions.
As created creatures clockwork familiars have little society of their own and tend to take on mannerisms and speech patterns similar to their master. Most feel an instinctive affection for their masters. Though as intelligent beings it’s not unheard of for the little automatons to have existential crises if their masters mistreat or ignore them. Clockwork familiars are often fascinated by other constructed creatures and may attempt to befriend or study them. To better understand how their systems work. Though they rarely adopt religion on their own familiars with religious masters may go through the motions of worship as a way of honoring their place in the great chain of creation.
Left to themselves, clockwork familiars tend to be more interested in the systems and logic by which the natural world and planes operate than in particular entities including deities. While clockwork familiars have little desire for treasure themselves they understand its value in trading. They may snatch up worthwhile items either on behalf of their master. Or if they’re concerned about being provided for as emergency funds with which to purchase information or repairs. Or as fuel for their magic-draining abilities. It has a leather pouch on its belly where it keeps various trinkets and valuables. Obsessively steals trinkets and valuables if left unattended. Clockwork familiars value knowledge above all things though they tend to focus on logic, mathematics, organizational systems, and new ways of seeing and interpreting the world rather than simple facts. In a clockwork familiar’s eyes an almanac is just useless clutter, but a textbook on geometry or chemistry is worth more than a pile of gold.
As intelligent creatures clockwork familiars have an ambiguous relationship with the lives of servitude they’re inevitably born into. For some, the philosophical quandaries are small and easily managed as their creators treat them well, ask their opinion, share their supply or cache of valuable knowledge, and may even come to love them. For others, whose masters see them as slaves at best and irritatingly imperfect projects at worst only fear for their continued existence keeps the constructs in line. Many fall somewhere in the middle and are interested in all the world has to offer even down to the mundanity of fetching and polishing and thus are content to experience life on their masters’ terms. Clockwork constructs are the technological cousins of golems constructed with a combination of magic and precise technologies dependent upon the internal churning and turning of thousands of intricate springs, cogs, screws, and gears.
There are those who would scoff at the work of clockwork engineers whose constructs seem at best merely imitations of the creations brought to life by practitioners of the purely arcane arts. However, those canny enough to realize the potential of clockwork engines know their true power to be both exotic and potent. In worlds where clockworks are common these creatures can rival even the most powerful of golems for raw power. Massive giants and goliaths comprising countless nuts and bolts have torn entire empires asunder. Time and time again clockwork creatures have proven themselves a formidable presence in the face of more traditional rivals. Those who have borne witness to the feats of these creatures know to hold their tongues before questioning the constructs' power.
Clockwork creatures function by combining magical energies and clockwork mechanisms. The myriad metal parts that go into the construction of a clockwork creation require absolute precision in order to function properly. So they must be built by only the steadiest of hands. Amateurish attempts at clockwork construction typically result in nonfunctional units or misfires. Many an engineering lab has been burned to the ground by novices seeking to learn the basics of clockworks and the elements that power them. Clockwork creations as their names suggest it must be wound up before they animate. The creator of a clockwork crafts a unique key for each creation. This key is typically inserted into the clockwork's back and turned clockwise to wind it. Turning the key counterclockwise has the effect of winding the machine down.
Though only a willing or completely helpless machine will allow itself to be unwound in this way. Meaning either its creator or someone its creator has specifically designated can normally do so. Larger clockworks tend to have larger keys and particularly huge keys require more than one set of hands to turn. Rather than seek assistance from other engineers, eccentric or hermetic inventors often rely upon other clockwork creations to help them turn keys or aid in the creation of more monumental constructs. Other times, engineers give copies of keys to their most trusted clockworks which can be programmed to wind allies and even themselves as the situation requires.
Much like golems and animated objects, clockwork creatures can be given any number of commands. A perpetually turning script in their core records those orders and programs the rest of the machine. Only one who possesses a key to the clockwork can program it but any commands given to the construct last until the clockwork is reprogrammed or destroyed. An individual clockwork's potential is only limited by its creator's innovation and aptitude. Unlike many golems, which are trapped in bodies resembling lumbering and fallible cages. Clockwork constructs can be repeatedly reworked and reengineered. Their gears can be oiled, springs can be replaced, and pistons can be fine-tuned.
The ever adjustable framework of these mechanical beasts allows for extreme variation from creation to creation. Since clockwork creations are mostly mechanical and are at the mercy of their creator's adeptness with the technology they are prone to the follies of human error. Loose bolts, improper programming, or lack of maintenance are all cause for malfunctions. Errors that can range from minute energy leaks to deadly explosions. The most common cause of malfunction however, is not imparted by the creator, but by the clockwork's destroyer. Creatures attacking the machine gradually unhinge screws and twist cogs with each landed blow. Giving the clockwork a greater chance of backfire. Many combat clockworks are thus accompanied by clockwork servants.
Servitor clockworks that quickly and readily fix their mechanical allies in the heat of battle. In the earlier days of clockwork technology, many practical hindrances prevented rapid maturation of the devices. Clockwork machines were powered by inefficient, costly resources. However, the advent of arcane enchantment not only has allowed for greater precision in the crafting of gears and other key components, but has also opened up a wide new range of possibilities for defensive systems and offensive weapons.
Early attempts to combine clockwork with steam power or other non magical forms of energy tended to overcomplicate the already delicate machinery and have long since been abandoned as a result. Whispers abound of an even more unusual category of clockwork that has solved this problem and has merged the complexities of power with the adaptability of magical energies. Such exotic and unusual clockworks made out of brass, copper, iron, silver, gold, steel, & titanium are ones like this that are powered by steam, gas, oil, & electricity as well as magic.
True neutral Homunculus. This vaguely humanoid creature is about the size of a cat but looks more like a toothy winged devil. A homunculus cannot speak but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to them everything it sees and hears. The homunculus was upgraded as an improved homunculus. A homunculus is a miniature servant created by a spellcaster from their own blood. They are weak combatants but make effective spies, messengers, & scouts.
A homunculus’s creator determines its precise features. Some are more refined looking but most creators don’t bother to improve the creature’s appearance beyond the minimum necessary for functioning. This homunculus looks refined. A homunculus is shaped from a mixture of clay, ash, mandrake root, spring water, & one pint of the creator’s own blood. After the body is sculpted it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom similar to an alchemist’s laboratory. If the creator is personally constructing the creature’s body the building and ritual can be performed together.
The person whose blood is used to form a homunculus’s body becomes its master. It is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it as a minion for the one who provided the blood. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators sharing the same alignment and basic nature. A homunculus never willingly travels more than a mile from its master though it can be removed forcibly. If this occurs the creature does everything in its power to return to this range as it cannot communicate with its master beyond this distance. An attack that destroys a homunculus deals damage to its master. If the creature’s master is slain the homunculus goes insane and generally claims the immediate surroundings as its domain mindlessly attacking any who intrude upon its lair.
On rare occasions a homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master’s legacy or even the reincarnated spirit of the master themselves. This homunculus was upgraded and made into an improved homunculi. It has acid breath. By distilling brimstone and aqua regia a crafter can bestow upon the homunculus the ability to spit a 15-foot-line of acid. This is a breath weapon that deals acid damage, toxic damage, & corrosive damage.
It has extra eyes. By adding silver shavings to the homunculus a crafter can imbue it with additional eyes granting it the all-around vision ability and increased perception. It has the ability to use spells. By incorporating 10 potions of the same spell in the homunculus’s creation a crafter can imbue the homunculus with the power to use that spell. It can spit poison. By adding gold and realgar to the homunculus a crafter can give it the ability to spit its poison as a ranged attack that deals poison damage. The ability has a range of 15 feet. It has a toughened hide. By adding diamond dust and cold iron to the homunculus a crafter can increase its natural armor. It has a voice. By adding dew of lunary and platinum to the homunculus a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master’s.
Mechanical Golem. The mechanical golem is quadrupedal. It has extra storage for equipment and tools. It has extra storage for armor, shields, & weapons. It can carry users over long distances. With its size it can act as a mount. It has a saddle for more comfortable riding. The golem takes on a quadrupedal design. It is larger and more sturdy. It is more suitable to launch into the fray or carry its creator. This golem is highly customizable and has many upgrades. The golem defies all expectations. Its design is fueled by their own rampant creativity. A little less robust and stable. It is far more extensible to their visionary plans. It has an aether, ether, & nether powered heart. It has brutal armaments.
They increased the effectiveness of their golem’s natural weapons allowing it to strike with lethal strikes. It has secondary weapons of crossbows. It fires steel and titanium crossbow bolts. It has a primary weapon of a ballista capable of firing large ballista bolts made out of mithril, orichcalcium, and adamantium. It has secondary weapons of four 5.56 mm medium machine guns, two 12.7mm magical heavy machine guns, & a magical 7.76 mm quadruple barreled Gatling gun. The golem becomes akin to a mobile turret. It has a flamethrower armament. They install a flamethrower armament to their golem. It is capable of reproducing powerful magical flames. It has a primary weapon of a built in launcher weapon. Taking the frame of a grenade launcher, missile turret, rocket launcher, or other launching device. It launches magical explosives, magical missiles, magical rockets, & magical grenades. It has an arcane barrage armament. They installed a mounted armament to their golem.
Taking whatever form is most appropriate and charged with arcane power. It is an arcane and esoteric armor piercing, anti armor, anti-material, & anti tank magical electro magnetic cannon. It has a defender protocol. It has a built-in protocol response to defend its master. It has grappling appendages They installed an additional pair of grappling appendages into the golem. It has systematic strength. It has an iron fortress. They extended their golem’s shielding and stationary stability. It counts as cover to hide behind in combat to give covering fire or suppressive fire. Additionally, it cannot be moved against its will while in contact with the ground. It has an expanded frame allowing it to get bigger. They enlarged their golem, increasing its size category by one if possible.
It is a transforming golem. They installed clever multifunctional components allowing their golem to reduce its size. Their golem can collapse its size back down to one size smaller. It has a powered charge allowing it to charge into enemies to stagger them, act as a breach and clear to infiltrate locked doors, or act as a battering ram siege weapon to siege castles. It has a thundering stomp. The golem can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. They built an improved frame and power source for their golem. It has fine-tuned dexterity. They crafted improved gears and joints into their golem. It has systematic strength. They built an improved frame and power source for their golem. It has a structural constitution.
They have reinforced their Golem with layers of protection and redundant systems. It has a cloaking device. They installed an arcane cloaking device into their golem. It can not be seen and is only detectable with true sight. It has a magical essence. They infused a fragment of magical essence into their golem allowing it to attune to one magical item. It has a multi attack protocol. It has warfare routines. They advanced the control routines for their golem allowing it to fight more effectively and be a military grade weapon. It has overdrive. They build in a special mode allowing their golem to go beyond its limitations overcharging their golem with magical energy. It has titan slayer mode. They built into their golem one oversized weapon. This weapon modification is an improved version of any natural weapon the golem has. They upgraded the magical cannon into a magical railgun. It can destroy a mech, an airship, an ironclad warship, or a castle.
Summons:
To assist them in battle as a draconic summoner.
Lawful neutral young metallic steel dragon.
Chaotic good young metallic copper dragon
Lawful good adult metallic gold dragon
Lawful good adult metallic silver dragon
Lawful good ancient metallic bronze dragon
Chaotic good ancient metallic brass dragon
Lawful neutral ancient green gem emerald dragon
Chaotic neutral wyrmling gem crystal dragon
Neutral adult purple gem amethyst dragon
Lawful neutral adult blue gem sapphire dragon
Chaotic neutral young gem topaz dragon
Neutral evil young adult black gem obsidian dragon
Lawful good, neutral good, & chaotic good East Asian, South Asian, & Southeast Asian ancient dragons.
Pets:
Magical Pets:
A neutral good phoenix. A phoenix was a powerful elemental bird that embodied the wild and unpredictable nature of fire. Phoenixes were enormous birds with brightly colored orange, scarlet, and golden feathers. They have golden beaks and claws with ebony talons. Their talons had the consistency of diamonds. Their eyes were a glowing ruby color. Phoenix bodies were capable of becoming almost immaterial. Only composed of flame taking solid shape. For that reason they were capable of passing through extremely narrow passages. They were also capable of engulfing opponents within their fiery bodies. Phoenixes were reclusive creatures that did not seek out contact with other creatures.
As reclusive creatures, they tended to avoid contact with others. They did not seek out conflict with other creatures either. But if disturbed, provoked, or properly motivated they showed relentless fury and destructive power. Phoenixes had a fierce hatred toward undead, zombies, & ghouls and attacked them on sight. Their bodies were capable of withstanding incredibly severe cold and heat. They could make themselves ethereal, allowing them to travel either ethereally or by astral projection. In combat phoenixes were fierce adversaries with no fear of a fight to the death, especially since their rebirth was assured. Though their physical attacks were quite fast and powerful.
They often preferred to use their large array of innate magical effects. Phoenixes were extremely effective at destroying buildings and structures. If a phoenix was slain in combat its body exploded in a violent detonation that destroyed the phoenix and most of its surroundings. In addition to being capable of speaking with all species of bird, phoenixes communicated with other creatures through empathy and telepathy. They had extremely long lifespans estimated to be between 1,000 and 12,000 years. Their resurrection process consisted entirely of self-immolation and rebirth. Female phoenixes reproduced by laying eggs normally. They laid one egg per year but roughly only one in every 100 eggs ever hatched.
The phoenix is a large flame wreathed bird. Known for its unique ability to immolate itself only to be reborn again from its ashes. It is revered in some cultures as a deity. A phoenix measures between 10 to 15 feet long from beak to tail. Its wingspan can reach over 40 feet. The phoenix is known for its whistling, piercing call which can startle opponents. It is practically impossible to surprise it in combat. It fights with its long, sharp beak and diamond-hard talons.
Phoenixes will attack with their natural weapons if necessary, but much prefer to burn things up with their spell-like abilities. They would rather incapacitate a fire-oriented creature than kill it. Against water elementals though they will fight to the death. Otherwise, they prefer strategy. They are also somewhat pyromaniacs and love the huge displays of flame they make while flying. They will live near human settlement if it's similar enough to a desert environment. Phoenixes are mortal enemies of water elementals.
Fire salamander lizard.
Celestial dog.
Kitsune. A nine tailed fox demon. A known trickster. Fox form has gold, citrine, & scarlet fur. Fox form has red eyes. Humanoid form also has nine tails. Humanoid form has gold and silver fur. Humanoid form has purple eyes.
King Cerberus (Evolved three headed Hellhound). Bathed in hellfire. Smells of sulfur and brimstone. Hellhounds resembled monstrous dogs with powerful physiques. They stand 5 ft high at the shoulder. They weigh 150 pounds. Hellhounds speak and understand Infernal and fiendish. Hellhounds are efficient hunters. A favorite pack tactic is to surround prey quietly. Then attack with one or two mated pair hounds. Then driving it toward the rest with their fiery hellfire breath. If the prey doesn’t run the pack closes in. Hellhounds track fleeing prey relentlessly. Hellhounds are smarter than mundane beasts. They are good at following orders. Hellhounds hunt in packs feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite, claws, and fiery hellfire breath. Demonstrating a relentless determination as they pursue that prey to the bitter end.
When hellhounds feed the flesh they consume stokes the infernal fires that burn within them. When a hellhound dies that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers. Leaving nothing behind but scorched tufts of black fur. Monstrous fire-breathing fiends that take the form of powerful dogs. Hellhounds are most commonly seen in service to demons, devils, & fire giants that use them as pets, guard dogs, attack dogs, & hunting dogs. They are ferocious pack hunters that act as faithful companions and dangerous pets across the multiverse, otherworldly planes, & the nine hells. Their fearsome forms were covered in short ruby red and charcoal black fur. Their eyes glowed red. The markings on their bodies as well were the color of soot. Their canines and claws were the color of coal.
They reeked of brimstone and sulfurous smoke. They were bathed in hellfire. The dietary needs of hellhounds were similar to those of ordinary canines and they would consume anything that appeared edible. The flesh they consumed fed the fires within them. They only occasionally brought food back to their dens for later consumption preferring to eat at the site of the hunt. It was practically impossible to avoid detection from a hellhound. As their vision was sharp enough that they spotted those in hiding or invisible half of the time. Their excellent olfactory senses made them capable trackers and their hearing made them incredibly difficult to sneak up on. They were also known to have a keen sense of hearing.
Hellhounds were very stealthy creatures and unlike ordinary dogs they did not howl when hunting. Instead they quietly stalk their prey and surround them in a ring. One or two hellhounds would immediately use their scorching hellfire breath to drive their quarry into the waiting fiery canines of the other pack members unafraid of harming their other infernal companions. Cunning and efficient they targeted the weakest of prey. Slowly surrounding those that refused to retreat. Hellhounds were capable of breathing out a stream of scorching hellfire from their mouths. Hellhounds being intelligent beasts could be trained and commanded by various entities across the planes. Cerberus are the size of racehorses. This cerberus was outfitted with infernal hellfire chainmail plate armor. Cerberus are the kings and queens of regular hellhounds. This King Cerberus is thirty foot tall.
Dire wolf. Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are gray or black. They are the size of a horse. They are about 9 feet long and weigh 800 pounds. Dire wolves were far more aggressive than normal wolves. Attacking and killing anything they could catch. They could be found alone as lone wolves or in packs numbering three to five. They had keen senses including a sharp sense of smell allowing them to track their prey by scent. They could also move stealthily on the hunt. Dire wolves fought in packs. Fighting efficiently and surrounding their prey. Then flanking it to gain an advantage.
Worg. A worg is an apex predator that delights in hunting and devouring creatures weaker than itself. It is cunning and malevolent. Worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. More intelligent than their smaller cousins, worgs speak their own language. Worgs speak Worg, Goblin, Troll, Orcish, & Common. A worg was a type of magical beast that resembled a normal wolf but was larger, intelligent, had a fiendish countenance, & glowing gold eyes. They had gray or black fur. They stood on average 3 feet high at the shoulder and were 5 feet long. They weighed around 300 pounds.
In any number, worgs employed similar tactics to wolves. They also had the benefit of stealth, keen senses, and the ability to scent and track prey. Despite their higher intelligence, worgs tended to act like regular wolves. They often hunted in packs, but sometimes hunted alone. Lone worgs tended to hunt creatures smaller than themselves, while mated pairs and packs hunted large game. They preferred large, herbivorous animals, usually the young, sick, or weak. But they weren't afraid to take on humanoids, especially when other prey was scarce. They would stalk humanoid prey for a number of hours or even days. Choosing the best time of day and terrain for the attack. When they did, they employed hit-and-run guerilla tactics to exhaust a victim until finally the whole pack went in for the kill. If they outnumbered a victim or were especially impatient, they might try to corner the prey, then attack. Mated pairs or packs work together to bring down large game.
While lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent. Then each wolf attacks in turn. Biting and retreating until the creature is exhausted. At which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent. The worgs attempt to pin it. They attacked with their teeth and claws. Like a wolf they could bite their prey and try to bear them down to the ground.
Worgs are oversized intelligent wolves often found dwelling amid goblins, goblinoids, hobgoblins, or other giant kin races. Worgs hunt in packs running down and surrounding their prey like common wolves. But their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy. Pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins, goblinoids, & goblinoids often allow hobgoblins to ride on their backs as goblin riders. Worgs were used by goblinoids, oni, trolls, goliaths, orcs, & giants as pets, mounts, guard dogs, hunting dogs, & attack dogs.
Glacier Wolf (Evolved Winter Wolf). They are ferocious and powerful winter wolves. They are sought after by the mightiest of frost giants as guard dogs, hunting dogs, and attack dogs. Glacier wolves often lead packs of winter wolves. They have intellect far above that of the average beast. Winter wolves typically hunt in packs. Their size, cunning, freezing bite, cryogenic claws, & formidable ice breath allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent. Each wolf attacked in turn to exhaust it. If they’re in a hurry white wolves try to pin their foes.
A winter wolf grows about 8 feet long and stands about 5 feet at the shoulder. It weighs about 450 pounds. They are immune to frost, water, ice, snow, & frost attacks yet weak to fire, magma, & lava attacks. They can speak and understand common, goblinoid, and giant language. They have silver fur and sapphire eyes. They were the guardians, companions, & allies of arctic beings such as ice dragons, yeti, & frost giants.
Berserker Wolf: These are massive wolves that tend to form large packs to hunt prey. They are known for their black fur. That is often stained by the blood of their prey. For when they smell blood it drives them into a berserker rage that only ends with either the prey's death or their own. The claws of a wolf are usually far from the most dangerous part of the animal. These beasts can have claws as long and thick as daggers. Barbarians sometimes keep berserker wolves as hunting companions as they can be trained to discern friend from foe in their berserker rages.
Giant Wolf. Used by giant kin such as trolls, orcs, goliaths, oni, & giants as attack dogs, pets, hunting dogs, guard dogs, & mounts. They are an extremely cunning species of savagely fierce, cruel, and violent pack animals that are known famously for their unnaturally large size as well being found roaming within large tracts of wilderness. Giant wolves have been known to grow to an unnaturally large size. With some pups growing larger than even a pony and some juveniles even as large as a horse.
When hunting, these Giant Wolves have adapted to become skilled, cunning and patient hunters that would naturally hunt in large packs. They encircle their intended prey and when the timing is right they pounce from all directions. Using their overwhelming numbers these Wolves would target the weakest point within the animals defenses or prey upon the most helpless one within the group. They would hunt the weak, sick, injured, or old. As a result of their mutual instinct to pick upon the helpless and weak by tactics such as overwhelming and encirclement.
There has always been a strong bond and a deep respect between the Giant Kin and the Giant Wolf. In this mutual exchange the giant kin is rewarded with a fast and agile mount while the wolf is usually rewarded with a regular supply of food. Giant kin ride on Giant Wolves in the same way that other races ride upon horses, unicorns, pegasi, griffins, alicorns, hippogriffs, & dragons which eventually lead to the creation of
Giant Kin Wolf Rider. Giant wolves are to dire wolves and worgs what dire wolves are to regular gray wolves. Measuring nearly 30 feet in length these colossal lupines are the genuine kings and queens of the forest. They are looked up to by their smaller kin as a divine figure. Giant wolf packs include dozens of grey wolves, dire wolves, worgs, & even winter wolves. Some werewolf clans even run with giant wolves. Tribal humanoids also pay their respects to giant wolves through prayer and reverence. Lands guarded by a giant wolf are usually seen as “off-limits” by outsiders.
Dinosaur Summons and Flying and Aquatic Reptile Summons:
Achelousaurus, Achillobator, Acrocanthosaurus, Adasaurus, Agujaceratops, Albalophosaurus, Albertaceratops, Albertosaurus, Allosaurus, Anatotitan, Anhanguera, Ankylosaurus, Apatosaurus, Archaeoceratops, Argentinosaurus, Arrhinoceratops, Atrociraptor, Austroraptor, Bactrosaurus, Bahariasaurus, Balaur, Baryonyx, Brachiosaurus, Bravoceratops, Brontosaurus, Buitreraptor, Camarasaurus, Carcharodontosaurus, Carnotaurus, Cearadactylus, Ceratosaurus, Changyuraptor, Coahuilaceratops, Compsognathus, Coronosaurus, Corythosaurus, Cryolophosaurus, Cryptovolans, Ctenochasma, Dakotaraptor, Deinocheirus, Deinonychus, Diabloceratops, Dilophosaurus (No these animals did not spit acid or have frills. They probably hunted the same way raptors do), Dimorphodon, Dracorex, Dreadnoughtus, Dromaeosaurus, Dsungaripterus, Edmontosaurus, Einosaurus,
Gallimimus, Geosternbergia, Germanodactylus, Giganotosaurus, Graciliraptor, Gryposaurus, Hadrosaurus, Herrerasaurus, Hypacrosaurus, Iguanodon, Judiceratops, Kentrosaurus, Lambeosaurus, Leptoceratops, Linheraptor, Luanchuanraptor, Maaradactylus, Maiasaura, Mamenchisaurus, Mapusaurus, Megalosaurus, Mercuriceratops, Medusaceratops, Microraptor, Mosasaurus, Nanuqsaurus, Nasutoceratops, Neuquenraptor,
Ojoceratops, Olorotitan, Ornithomimosaurs, Oviraptor, Pachycephalosaurus, Pachyrhinosaurus, Pamparaptor, Parasaurolophus, Plesiosaurus, Prosaurolophus, Protoceratops, Protohadros, Pteranodon, Pyroraptor, Oxalaia Quilombensis, Quetzalcoatlus, Regaliceratops, Rubeosaurus, Sarcosuchus, Saurolophus, Scaphognathus, Secernosaurus, Shanag, Shantungosaurus, Sinoceratops, Sordes, Spinosaurus. Stegosaurus. Styracosaurus, Suchomimus, Tarbosaurus, Therizinosaurus, Titanosaurs, Triceratops, Tropeognathus, Turangisaurus, Tyrannosaurus, Tyrannotitan,
Utahraptor, Valdosaurus, Variraptor, Velafrons, Velociraptor, Venenosaurus, Veterupristisaurus, Vitakridrinda, Vulcanodon, Walgettosuchus, Wannanosaurus, Wulagasaurus, Xenoceratops, Xenotarsosaurus, Xixianykus, Xuanhanosaurus, Yandusaurus, Yangchuanosaurus, Yimenosaurus, Yinlong, Yixianosaurus, Yuanmousaurs, Yueosaurus, Zalmoxes, Zhenyuanlong, Zephyrosaurus, Zhanghenglong, Zhejiangosaurus, Zhuchengceratops, Zhuchengtyrannus, Zizhongosaurus, Zuniceratops.
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