Trust me as a fellow Continental I too feel the pain of the Imperial system, but constantly keeping in mind that feet are no feet IC is just awkward so yes.
Trust me as a fellow Continental I too feel the pain of the Imperial system, but constantly keeping in mind that feet are no feet IC is just awkward so yes.
Using 1 pound = 0.5 kg seems to be the most common convention for weights, with 1 pound = 0.45 kg a close second and closer to the actual imperial <-> metric conversion.
OK since there seems to be some contention on the point I'm going to default to 'if it isn't (entirely) broke don't fix it'. At the end of the day I do not want the thread filled with discussions on weight and measure conversion.
Using 1 pound = 0.5 kg seems to be the most common convention for weights, with 1 pound = 0.45 kg a close second and closer to the actual imperial <-> metric conversion.
On the other hand I will probably use this as mental short-hand for myself alone since firing up a online converter for everything awkward and takes me out of the writing headspace.
For which fact I am enormously grateful. It's hard enough to visualize relatively simple things in feet and pounds. If I had to do that for magi-tech devices...
The matter of time is not one to hurry along, for any flaw in the system you conceive now could lead to countless frustrations and inefficiencies going forward. It is easy to imagine full centuries of work being lost in tiny droplets over a thousand thousand projects, and so you converse with Malarys as to how time was kept in the Freehold, with Anu about the clocks of Sarnor, even with the Tinker fey who know not time, though they are more concerned with the grinding of gears than the splintering of moments. Clocktowers to show the hour to all passing by they are certainly eager to design, but it is you who must decide the markings upon it.
It is Anu who comes up with the notion of dividing the day into ten hours and each of those into a hundred minutes, as for his part he sees no difference between day and night and places no great worth on the complex dance of he heavens. "What need have I to know which light will be ascendant in the sky when I am measuring the reduction of potions deep beneath the earth?" he says. "Divide it all by ten as you do numbers and it will spare you much trouble."
There is s certain elegance to the suggestion, but in the end it is Lya who unexpectedly speaks out against the idea. The rhythms of magic are not divided neatly by tens. Four and twenty hours is a day, each hour in sixty further divided, and that into ten split to give the time of the most ephemeral spells cast by the merest novice. So does magic divide itself and so you shall set your clocks. The first hour will be marked by the time the sun is at its zenith and all other times will follow, with no more placing one's fingers against the horizon to judge the height of the sun.
Rather than count on clockwork for your first timepieces you decide to also trust magic to their making, quickly sketching out a design based upon that most versatile of cantrips that almost seems to hold a seed of wishcraft at its core.
A constant effect Prestidigitation-based clock will be be used to create magical timepieces, measuring the passage of time based on the Cantrip's ability to color an object once every six seconds. Each timepiece will cost 200 IM to enchant, with further costs determined by its size and upgrades.
The magical timepiece will consist of a circular disk of Hardened quartz, upon which numbers and colors will be highlighted using Prestidigitation as follows:
With the passage of each six second increment, a 1/10th "slice" of the inner half radius of the clock will turn from red to black. Each time this circle darkens fully, one minute will have passed, which automatically causes the circle to turn red once again.
Minutes will be shown on the middle radius of the timepiece. The passage of each minute, or one darkening of the inner radius, will cause a 1/60th segment of the ring portion of the timepiece to change from black to gold. Each time the minute ring becomes fully gold, one hour will have passed, which automatically causes it to darken once more.
The outer ring of the timepiece will consist of 24 segments, each colored red with a white border. The passage of each hour, or one gilding of the middle ring, will cause a segment's border to turn red and its color to turn black, with the exception of a number representing the hour of the day which will remain white. Segments will be numbered 1 through 24, starting and finishing at the timepiece's apex.
Additional enchantments can be included to further refine these timepieces:
For 10 IM, Continual Flame-based back lighting can be added so that the timepiece's face is clearly legible regardless of ambient lighting.
For 180 IM, a Ghost Sound-based chime, with specific types of chime and desired volume decided upon prior to the enchantment being completed, can be added to signal the passage of specific increments of time, such as one hour, three hours, twelve hours, etc.
As to the matter of how time will be measured over the breadth and length of your realm from east to west you briefly consider standardizing local time as the Valyrians had done. A faint clinking, not unlike the clock you had set upon your desk, heralds the arrival of another visitor from distant lands with which you may take counsel. Eyes of mirrored glass look back at you from a face of arcane brass, not Warforged such as Anu plans to forge anew, but the souls of dead courtiers from the east poured into new forms that they may help guide the expedition to the east, though their counsel is welcome in other, smaller, things.
The Yi Tish functionary explains that the empire has endured millennia with a singular hour to which all must look. And so it is that all places must look towards the Sorcerer's Deep's zenith to measure the turning of the days just as the Yi Tish look towards Yin, something Jyng To Lin finds great favor in, with the implication that following the Golden Empire will surely benefit your 'fledgling realm'.
Imperial Time Fixed Regardless of Longitude
Making no remark upon the pride, for it is not without merit from a realm that has endured untied for so long even through the all the tumult of the world, you instead ask him about another easterner who has caught your eye of late—the robed man who had struck down a giant before finally being bested by Clegane.
Jyng explains that such mystics were uncommon even in his day, at least in the imperial court. These monks are ascetics seeking perfection of the body and soul upon the path of martial excellence and inner peace. Though they are not sorcerers, some of their feats can indeed seem magical for they supposedly focus and refine their 'Qi', what the Valyrians would call the 'animus,' to resonate in time with their conscious desires. As to what a student of such a path might be doing so far from the land of his birth, Jyng admits confusion with a faint click of his mechanical shoulders. "Perhaps he seeks new wisdom in foreign lands, or perhaps he is an exile," the ancient functionary concludes.
As Jyng withdraws you look through the Inquisitorial dossiers for the monk's companions. They are not as comprehensive as you might have liked them. The four had arrived with Oberyn Martell, with whom they seem aligned in some tenuous manner. They had apparently faced forth lingering devils from the Yronwood affair and some sort of unliving warrior in the Prince's Pass. Doran had wished to hire them but they had moved onward to Sorcerer's Deep.
For at least one of them the reason is obvious—Denys Trainer, though now alchemist, had been a squire at the Trident where his father fell in service of your House. Ser Criston Storm seems like the sort of ambitious knight unbound by kin who would naturally gravitate to your service regardless. But for the last of their companions you have precious few answers. Ceria Storm, a sorceress with a skill at staying in the shadows and an inclination to look for answers there. If she is indeed as skillful as the Red Viper claims it is odd that she did not present herself to the Scholarum to take advantages of all the benefits she is entitled to.
What do you do?
[] Approach the Misfits
-[] Write in
[] Set some of your companions to seeking out more information first
-[] Write in
[] Write in
OOC: The Inquisition rolls were thoroughly mediocre.
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x AG-Engine Block - The core block of a AG-Engine.
3
Engine Operator - Monitors and operates an AG-Engine. - 2 per shift
Air Supply System
Provides purified, fresh air and removes stale air.
3
7,140
9
2,380
Volume (m³): 10
Weight (t): 1
Air Generation: 100
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
2x Purification Ring - Removes poisons and contaminations from everything passing through it.
1x Decanter (Air) - Produces 5 gallons of air per second.
1x Anti-Decanter (Air) - Removes 5 gallons of air per second.
3
Air System Engineer - Operates and maintains a air system and the piping. - 2 per shift
Armament: Alchemical Launcher (Quad)
Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultanously.
10
16,350
1
1,635
Volume (m³): 12
Weight (t): 6
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Targeting Optics - An enchanted farseer, that allows to target a weapon.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
4x Launcher - A hollow tube that can fire items by using Launch Item.
1
Launcher Gunner - Aims and fires a Launcher. - 1 per shift
Launcher Loader - Lugs around the ammo for a Alchemical Launcher. - 2 per shift
Armament: Steam Cannon
Using superheated water, this cannon shoots super-sonic steel projectiles. (Rangeincrement: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit)
10
11,150
1
1,115
Volume (m³): 30
Weight (t): 10
Heat Usage (HU): 2
Water Usage (m³ per shot): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Targeting Optics - An enchanted farseer, that allows to target a weapon.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
1x Environmental Protection - Using a Endure Elements to ease the strain on crewmembers working under hot or cold conditions.
1
Steam Cannon Gunner - Aims a steam cannon. - 1 per shift
Steam Cannon Loader - Lugs around ammunition for a Steam Cannon. - 2 per shift
Armament: Steam Projector
Point defense weapon that fires a stream of super-heated water at anyone coming to close to the vessel. (60 ft line; 4d6 blunt and 4d6 fire; DC 15 Ref for half; if failed, DC 15 Fort against prone)
8
8,920
1
1,115
Volume (m³): 10
Weight (t): 5
Heat Usage (HU): 1
Water Usage (m³ per shot): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Targeting Optics - An enchanted farseer, that allows to target a weapon.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
1x Environmental Protection - Using a Endure Elements to ease the strain on crewmembers working under hot or cold conditions.
1
Steam Projector Gunner - Aims and fires a Steam Projector. - 1 per shift
Steam Projector Spotter - Aids the gunner of a Steam Projector to find targets. - 1 per shift
Boarding Crew
An unattached crewmember taken along for boarding purposes.
20
1
Boarder - A warrior specialized in boarding combat. - 1 per shift
Bridge: Command Chair
Where the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
1
5,090
15
5,090
Volume (m³): 10
Weight (t): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Command Chair - The control unit of the whole vessel. Usually where you will find the captain.
3
Helmsman - Controls the vessel when the captain is not doing so. - 1 per shift
Bridge: Illusory Display, Advanced
This improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
1
5,915
5
5,915
Weight (t): 0.8
Volume (m³): 8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Illusory Display, Advanced - By incorporating Mirror Sight, this display allows to fille the bridge with an accurate view of the outside world, as if the the entire vessel was translucent. Requires a mirrored hull.
3
Display Operator - Operates an Illusory Display - 1 per shift
Bridge: Navigation Station
Using a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
1
2,290
9
2,290
Volume (m³): 8
Weight (t): 0.8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Wayfinder - Used for navigation and to get maps of the surroundings.
3
Navigator - Plots courses and makes sure that the vessel stays on them. - 1 per shift
Bridge: Observation Post, Advanced
Unlike the simple version of this section, this uses Mirror Sight to not only observe the immediate surroundings of the vessel (provided it has a mirrored hull), but also to see through mirrors carried by crewmembers or aerial scouts.
1
3,215
5
3,215
Volume (m³): 8
Weight (t): 0.8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Remote Viewer, Advanded - Allows to view remote locations through a mirror.
3
Observer - Operates an Observation Post. - 1 per shift
Bridge: Weather Station
Allows the operator to observe, predict and alter the weather within 6 miles around the vessel.
1
6,057
13
6,057
Weight (t): 0.8
Volume (m³): 8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Weather Control Unit - Allows to observe, predict and alter the weather.
3
Weatherman - Operates an Weather Station. - 1 per shift
Brig
Housing prisoners.
2
180
1
90
Volume (m³): 60
Weight (t): 6
Prisoner Space: 10
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Brig Guard - Guards the brig. - 1 per shift
Cargo Crane
Allows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
Cargo Hold
Enough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
Contains a warded Interplanar Whispering Brazier for long-range communication.
1
1,710
2,500
13
1,710
2,500
Volume (m³): 10
Weight (t): 1
1x Whispering Brazier (Interplanar) - Allows communication to any other Whispering Brazier on the same plane and to other interplanar Braziers across planes.
1x Divination Warding - Using a permanent Private Sanctum to secure an area against prying eyes.
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Whisperer - Sends and receives messages with a Whispering Brazier. - 1 per shift
Crew Quarter (Bunk)
Enough space for a bunk and some personal items.
259
Weight (t): 0.5
Volume (m³): 5
Crew Space (Bunk): 1
Crew Quarter (Large)
Bed, closet, writing desk and enough space to store some personal stuff.
3
270
1
90
Volume (m³): 20
Weight (t): 2
Crew Space (Large): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
Crew Quarter (Regular)
A small room with a bed, a locker and a small desk.
26
2,340
1
90
Volume (m³): 10
Weight (t): 1
Crew Space (Regular): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
Everflame Generator
Using an Everflame enchantment, this section heats water for use in steam armaments.
1x Everflame Steam Generator - Using the same principle as the Everflame Smelter, this component can heat large amounts of water to extreme temperatures.
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Generator Operator - Monitors and maintains a steam generator. They also perform repairs on steam related infrastructure of the vessel. - 5 per shift
Hangar - Fighter
Enough space to store a Wyvern-Class fighter or similarly sized vehicle, maintenance tools, ammo and the launch bay. Weight includes the vehicle itself.
2
180
1
90
Volume (m³): 81.25
Weight (t): 48.13
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Pilot - Flies the fighter. - 1 per shift
Mechanic - Does maintenance on the Fighter. - 2 per shift
Hangar - Fighter with Launchbay
Enough space to store a Wyvern-Class fighter or similarly sized vehicle, maintenance tools, ammo and the launch bay. Weight includes the vehicle itself.
2
980
1
490
Volume (m³): 91.25
Weight (t): 53.13
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Mechanic - Does maintenance on the fighter. - 2 per shift
Pilot - Flies the fighter. - 1 per shift
Mess Hall
Includes eating space and a small kitchen to prepare meals.
4
1,160
1
290
Volume (m³): 200
Weight (t): 20
Dining Space: 100
1x Purification Ring - Removes poisons and contaminations from everything passing through it.
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
2
Cook - Prepares food for crew and passengers - 5 per shift
Passenger Quarter (Bunk)
Enough space for a bunk and some personal items.
40
Weight (t): 0.5
Volume (m³): 5
Passenger Space (Bunk): 1
Passenger Quarter (Large)
Bed, closet, writing desk and enough space to store some personal stuff.
5
450
1
90
Volume (m³): 20
Weight (t): 2
Passenger Space (Large): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Passenger Quarter (Lavish)
A small bedroom and a sitting room for an important passenger. Includes a personal servant around the clock.
2
180
1
90
Volume (m³): 50
Weight (t): 5
Passenger Space (Lavish): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Servant - Waits on important guests. - 1 per shift
Passenger Quarter (Regular)
A small room with a bed, a locker and a small desk.
20
Passenger Space (Regular): 1
Weight (t): 1
Volume (m³): 10
Sickbay
Room for healers to work and sick crewmembers and passengers to stay.
1
90
1
90
Volume (m³): 120
Weight (t): 12
Sickbay Space: 20
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Healer - Takes care of sick people. - 2 per shift
Water Storage
Stores one cubic meter of water for later use.
600
Weight (t): 1.1
Volume (m³): 1.1
Water Storage (m³): 1
Water Supply System
Provides purified, fresh water and disposes of waster water.
1
2,380
9
2,380
Volume (m³): 10
Weight (t): 1
Water Generation (m³ per minute): 1.14
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
2x Purification Ring - Removes poisons and contaminations from everything passing through it.
1x Decanter (Water) - Produces 5 gallons of water per second.
1x Anti-Decanter (Water) - Removes 5 gallons of water per second.
3
Water System Engineer - Operates and maintains a water system and the piping. - 2 per shift
Cost:
Section Enchantment - 80,947 IM
Armor Enchantment - 17,640 IM
Planeshift Enchantment - 3,807.76 IM
Total Enchantment - 102,394.76 IM
(This is the sum we need to invest crafting time for.)
Section Ritual - 25,500 IM
Armor Ritual - 2,000 IM
Total Ritual - 27,500 IM
(These are rituals and Permanency, so no need to invest crafting time.)
Materials
Steel - 8,841.92 tons
Lead - 898.15 tons
Mercury - 6,144 tons
Mythral - 0.06 tons
(All metric, all the time!)