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【Distant Worlds】遥远世界

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happykj:
【施工中,有啥建议或勘误的可以说一声,包括关于排版之类的】
【才发现imgbb图床在墙内贼糊,我改换freeimg,imgbb的我额外折叠在下面,以防freeimg死了】
【如果freeimg的图片死了,可以喊我一声回来换一下】
【freeimg的图片死了,寻找图床中】
【本来打算给《再探神话怪物》也换一下,结果美杜莎的图片被审核卡了】


劇透 -   :

劇透 -   :
【做好的会扔进目录】
目录

引言(Introduction)

第一章:太阳系(The Solar System)

太阳,燃烧之母(Sun The Burning Mother)

阿巴隆,骏马(Aballon the Horse)

卡斯卓韦,绿星(Castrovel the Green)

格拉里昂,牢笼(Golarion the Cage)

阿基顿,红星(Akiton the Red)

威瑟斯,环线(Verces the Line)

流放之地,消失者(The Diaspora the Lost Ones)

伊奥克斯,死星(Eox the Dead)

崔亚修斯,流浪者(Triaxus the Wanderer)

利亚瓦拉,梦想家(Liavara the Dreamer)

happykj:
引言(Introduction)

我们并不孤单。

格拉里昂最伟大的贤者和施法者很早就明白这一事实,认识到除了他们居住的世界之外还有更多的世界。 每个学者都知道,恶魔、天使和更奇异的事物就存在于物质位面(Material Plane)的壁垒之外,甚至弱小的施法者也会召唤其他领域的居民来执行他们的命令。 然而物质位面本身却保留着那些行走于位面的人做梦也想不到的奇观,它奇异的种族和美景并非被次元或位面壁垒隔开,而是被广阔无垠的空间隔开。

Pathfinder的战役设定主要聚焦于格拉里昂的世界,而本书是对该行星太阳系的介绍,概述了围绕那颗明亮的黄色恒星(也即格拉里昂的太阳)旋转的许多世界。 请注意,本书的目的不是创造科幻版本的《Pathfinder RPG》规则,也不是为格拉里昂的每个姐妹行星呈现一个全新的战役设定。 相反,本书旨在帮助格拉里昂的角色使用现有的规则去访问其它世界。 尽管这里介绍的一些文明可能从未听说过格拉里昂,只将其视为夜空中缓慢移动的一个点,但这本书主要关注的是它们可能如何影响来自格拉里昂的冒险者。

毫无疑问:这些世界确实影响着格拉里昂。 尽管普通农民或城市商人可能对几个星座之外的天文学一无所知,但世界之间的接触却一直在发生。 从在钮梅瑞亚(Numeria)形成银山(Silver Mount)的坠毁宇宙飞船,到奥斯里昂法老(Osirian pharaoh)对阿克腾(Aucturn)和暗幕(Dark Tapestry)的痴迷(或许还有从中获得的指引),到精灵的神秘避难处“索维瑞安”(Sovyrian),再到芒吉莽原(Mwangi Expanse)的丛林中的红星传送门(the Doorway to the Red Star)。 格拉里昂与它的兄弟姐妹们通过危险的魔法通道以及那些穿过这些通道的奇异生物紧密相连。 太阳系的其他部分不断地对格拉里昂施加其联系和影响,如果假装否认这一点的话,就会让这个星球陷入危险的脆弱之中。

劇透 -   : Introduction
We are not alone.

The greatest sages and spellcasters of Golarion have long understood this fact, recognizing that there are more worlds than simply the one on which they reside. Every scholar knows that devils, angels, and stranger things lie just beyond the walls of the Material Plane, and even weak spellcasters call on the denizens of other realms to do their bidding. Yet the Material Plane itself retains wonders undreamed of by those who walk the planes, its strange races and vistas separated not by dimensions or planar walls, but by vast gulfs of empty space.

The Pathfinder campaign setting focuses primarily on the world of Golarion, and this book is an introduction to that planet’s solar system, an overview of the many worlds revolving around the brilliant yellow star that is Golarion’s sun. Note that the aim of this book is not to create a science fiction version of the Pathfinder RPG rules or to present a whole new campaign setting for each of Golarion’s sister planets. Rather, this book is designed to help characters from Golarion visit other worlds using the existing rules. Though some of the civilizations presented here may never have heard of Golarion, seeing it only as a slowly moving dot in the night sky, this book is concerned with them primarily in the context of how they might affect adventurers from Golarion.

And make no mistake: these worlds do affect Golarion. Though the average peasant or city merchant might know nothing of astronomy beyond a few constellations, contact between the worlds happens all the time. From the crashed spaceship that forms the Silver Mount in Numeria, to the Osirian pharaohs’ obsession with (and perhaps guidance from) Aucturn and the Dark Tapestry, to the elves’ mysterious refuge of Sovyrian and the Doorway to the Red Star in the jungles of the Mwangi Expanse, Golarion is stitched to its siblings by dangerous magical pathways, as well as by those bizarre creatures that come through them. The rest of the solar system constantly exerts its ties and influence on Golarion, and to pretend otherwise is to leave the planet dangerously vulnerable.
如何使用本书(How to Use This Book)

本指南分为三章。 第一章是太阳系世界的通用地名志,按照它们与太阳的接近程度排列。 第二章重点关注了一般的星际冒险问题,最后一章则包含一系列新的外星怪物。

地名志中的每个条目都以一个数据栏开始,用格拉里昂作为对比,记录了该世界的直径(diameter)、质量(mass)、重力(gravity)和大气(atmosphere)——×100 的直径意味着“是格拉里昂的 100 倍大”,×1/10 的直径意味着“ 大小是格拉里昂的十分之一”,以此类推。 虽然前两个对比只是为了给出规模上的概念,但行星的重力和大气可以对访问另一个世界的生物产生重要的游戏影响,这将在第 2 章中讨论。轨道(orbit)条目以格拉里昂的一天为单位,给出了行星一年的长度(一次围绕太阳的完整公转)。 此外,每颗行星都有它的主要名称、以及它在格拉里昂神话中最常见的称谓(例如“骏马the Horse”)、还有学术著作中与之相关的符文(rune)。

从那里开始,每个条目都概述了该世界的环境和最重要的文化、为冒险者提供了有关特定挑战或陷阱的注释、广泛的地点列表、以及(除了太阳)该世界的地图。 应该指出的是,这些地图很粗糙,由行星学者拼凑而成,只显示了地名志(gazetteer)中专门讨论的那些地区和定居点——它们绝不是全面的或按比例绘制的,因此可能适合作为给玩家的资料(player handouts)。

最后,由于任何星际战役中最困难的部分可能就是要怎么诱使小队离开他们的家园世界,因此每个条目的结尾都有几个冒险引子,旨在帮助将这些格拉里昂的小队吸引到相关世界,并在他们到达后让他们保持兴趣。

劇透 -   : How to Use This Book

This guide is broken into three chapters. The first is a general gazetteer of the worlds in the solar system, presented in order of their proximity to the sun. The next focuses on general interplanetary adventuring concerns, and the last hosts a collection of new alien monsters.

Each entry in the gazetteer starts with a stat block noting the world’s diameter, mass, gravity, and atmosphere as compared to Golarion’s—a diameter of ×100 means “100 times as large as Golarion’s,” a diameter of ×1/10 means “a tenth the size of Golarion’s,” and so on. While the first two comparisons are meant only to give a sense of scale, a planet’s gravity and atmosphere can impose important ingame effects on creatures visiting another world, and are discussed in Chapter 2. An orbit entry gives the length of a planetary year (one complete revolution around the sun) as measured in Golarion’s days. In addition, each planet has its primary name, its most common appellation in Golarion’s mythology (such as “the Horse”), and the rune associated with it in scholarly writings.

From there, each entry presents an overview of the world’s environment and most significant cultures, notes for adventurers on particular challenges or pitfalls, an extensive list of locations, and (except for the sun) a map of the world. It should be noted that these maps are rough, cobbled together by planetary scholars, and show only those regions and settlements specifically discussed in the gazetteer—they are by no means comprehensive or to scale, and thus may be useful as player handouts.

Finally, because the hardest part of any interplanetary campaign may be tempting the party to leave their homeworld, each entry ends with several adventure hooks designed to help draw a Golarion-based party to the world in question and keep them entertained once they arrive.
神祇(The Gods)

虽然《Pathfinder战役设定:内海世界指南》(Inner Sea World Guide)和《Pathfinder RPG 核心规则书》中呈现的神祇当然可以将他们的力量扩展到物质位面的单个世界或太阳系之外,但他们的宗教组织可能并没有那么无所不在,并且名称和习俗在外星种族对神祇的崇拜中可能有很大的差异。 例如,大多数世界都有关于一个强大、邪恶的大魔鬼(arch-devil)的概念,但他们可能并不称其为“阿斯摩蒂斯”(Asmodeus)。 同样,格拉里昂的许多神祇都特别关注格拉里昂,对其他世界的关注可能就很少; 例如,对洛瓦古格(Rovagug)的关押最上心的神祇知道格拉里昂是监禁它的关键,无论是在物理的方面还是形而上学(metaphysical)的方面,因此格拉里昂也是最需要监视的星球。 像艾奥梅黛(Iomedae)、凯登·凯连(Cayden Cailean)和诺格巴(Norgorber)这样的新晋神祇在其他世界几乎不为人知,他们的神职(portfolios)基本上会由年长或低等的神祇所看管,而法莱斯玛(Pharasma)几乎在任何地方都被知晓,因为所有的灵魂最终都会来到她的骨园(Boneyard)。 尽管那 20 位“核心神祇”可能是位面宇宙(planar cosmology)中最突出的神祇,但他们远非仅存的神祇。

无论他们在祷告中祈求的名字是什么,无论他们的特征和神职组合看起来多么奇怪,在其他星球上的所有神术施法者都可以获得与格拉里昂上相同的力量。 关于这些能力最终是由谁授予的,不同名字但同一位神祇、又或者是某些奇怪的神祇组合、还是至高天领主(empyreal lords)和魔鬼大公(archdevils)之类的次等存在,抑或是某个专注于外星种族的全新神祇,这是一些神学家一生都在争论的问题。

劇透 -   : The Gods

While the gods presented in Pathfinder Campaign Setting: Inner Sea World Guide and the Pathfinder RPG Core Rulebook can certainly extend their power beyond a single world or solar system on the Material Plane, their organized religions may not be as omnipresent, and the names and practices by which alien races worship the gods can vary considerably. Most worlds, for instance, have a concept of a powerful, evil arch-devil, yet they may not know him by the name Asmodeus. Similarly, many of Golarion’s gods are particularly focused on that world, and may pay others little heed; the gods most concerned with caging Rovagug, for instance, know that Golarion is the physical and metaphysical key to his imprisonment, and thus the planet that requires the most watching. Newly ascended gods like Iomedae, Cayden Cailean, and Norgorber are virtually unknown on other worlds, their portfolios presumably seen to by older or lesser gods, while Pharasma is recognized nearly everywhere, as all spirits eventually make their way to her Boneyard. And though the 20 “core gods” may be the most prominent in the planar cosmology, they are far from the only deities in existence.

Whatever names they exhort in their prayers and however odd their characterizations and combinations of portfolios might seem, all divine casters on other planets have access to the same powers as those on Golarion. Whether these abilities are ultimately granted by the same gods under different names, strange combinations of deities, lesser entities like empyreal lords and archdevils, or altogether new gods focused on alien races is a question that some theologians spend whole lifetimes debating.
位面(The Planes)

由于所有行星都存在于物质位面,因此它们与伟大彼岸(Great Beyond)的距离都是等距的。 这意味着他们所有人都平等地容易受到异界生物(outsiders)的掠夺,并且不同世界的魔法使用者也平等地能够前往其他位面或者联系这些位面(尽管当地的魔法传统可能有很大差异)。 从理论上讲,魔法使用者应该能够从一个星球上传送到像轴心城(Axis)之类的位面,然后再跳回物质位面并抵达另一个星球,从而巧妙地避免了太空旅行的需要。 然而在实践中,魔法通常不会这样运作——如果施法者与他希望到达的地方没有相关的直接焦点(direct focus),他很可能会回到他最了解的星球。 毕竟,物质位面大部分都是真空(empty space),而那些在没有仔细准备的情况下在世界之间跳跃的施法者通常最终会在黑暗中窒息,他们的尖叫声和语言法术成分的徒劳尝试会被寂静的虚空所吞没。

精类的第一世界(The fey First World)以及阴影位面(Plane of Shadow)都与物质位面相连,但有些不同。 由于两者实际上都存在于物质位面的“后面”并对应于物质位面的真实坐标(real points),因此可以利用它们独特且易变的属性来加速世界之间的旅行。 然而即便如此,这样的捷径也是一个危险而困难的游戏,因为阴影位面对物质位面的模仿程度足够高,以至于该位面上的旅行者仍然需要一种方法来穿越阴影版本的太空,而那些想要通过第一世界不断变化的地貌从一个星球走到另一个星球的人,可能会冒着风险在错误的地点退出并发现自己陷入真空的冰冷中或在恒星燃烧的中心被焚毁。

虽然来自不同星球的生物对彼此来说似乎充满异域情调,但它们的差异主要在于凡人的区别。 大多数外来者和位面的其他居民都习惯了无限和无穷变化的概念,因此认为格拉里昂和它的姐妹世界之间几乎没有什么区别,并与所有凡人都保持着类似的关系,无论他们的来历是什么。

劇透 -   : The Planes

As all planets exist on the Material Plane, all of them are equidistant from the planes of the Great Beyond. That means that all of them are equally susceptible to the predations of outsiders, and that magic-users on different worlds are equally able to travel to other planes or contact them (though local magical traditions may vary considerably). In theory, a magic-user should be able to shift to a plane like Axis from one planet, only to hop back to the Material Plane and arrive on a different planet, thus neatly avoiding the need for space travel. In practice, however, magic doesn’t usually work this way—without a direct focus related to the point at which the spellcaster wishes to arrive, he’s liable to return to the planet he knows best. After all, most of the Material Plane is empty space, and spellcasters who make a point of hopping between worlds without careful preparation usually end up asphyxiating in the darkness, the silent void swallowing their screams and futile attempts at verbal spell components.

The fey First World and the Plane of Shadow, being coterminous with the Material Plane, are somewhat different. Since both effectively exist “behind” the Material Plane and correspond to real points on it, it’s possible to use their unique and mutable properties to accelerate travel between the worlds. Yet even then, such shortcuts are a risky and difficult game, as the Shadow Plane mimics the Material enough that travelers on that plane would still need a way to cross the shadowy version of space’s void, and those who think to walk from planet to planet by way of the First World’s shifting landscape run the risk of exiting at the wrong point and finding themselves in vacuum’s cold grasp, or incinerated in the burning heart of a star.

While creatures from different planets may seem exotic to each other, their differences are primarily mortal distinctions. Most outsiders and other residents of the planes are used to the concepts of infinity and infinite variation, and thus see little difference between Golarion and its sister worlds, maintaining similar relations with all mortals, regardless of their origin.

他们看起来像我们!(They Look Like Us!)

某些格拉里昂的居民有幸(或不幸)接触到了来自太阳系其他地方的生物,他们常常惊讶地发现许多最著名的种族都是类人生物。 这种震惊是可以理解的——当仅格拉里昂就拥有数百万种不同的生物,并且所有生物都独特地适应其环境时,为什么完全不同的世界的智慧种族主要是类人生物?

那些沉浸在自己偏见中的学者常常认为这是因为人形生物在本质上是完美的,但即使是对其他生物的适应能力(以及类人生物在生理学中的众多弱点)进行最粗略的调查也能揭示这种傲慢的愚蠢。 其他人则认为众神本身倾向于类人形态,而那些旨在进步的种族往往是按照众神的形象被创造的。 那些神学倾向较少的人往往提出最简单的理论:在遥远过去的某个时候,许多种族拥有一个能够播种多个世界的共同祖先。 虽然最后一个解释可能是最实际的,但种族自豪感通常使其不受欢迎。

无论真相如何,迄今为止,科学和众神都对这个问题保持沉默。 也许将来有人会找到答案,但目前,大多数星际探险家和外交官只是欣赏这样一个事实:格拉里昂太阳周围的许多文明种族之间,相似多于差异。

劇透 -   : They Look Like Us!

Those residents of Golarion blessed (or cursed) to come into contact with creatures from elsewhere in the solar system are often surprised to find that many of the most prominent races are humanoid. This shock is understandable—when Golarion alone boasts millions of different creatures, all uniquely adapted to their environments, why would the intelligent races on entirely different worlds be predominantly humanoid?

Those scholars steeped in their own prejudice often presume it’s because the humanoid form is inherently perfect, but even the most cursory survey of other creatures’ adaptations (and the numerous weak points in humanoid physiology) reveals the folly of such hubris. Others posit that the gods themselves tend toward humanoid form, and that those races meant to advance tend to be made in the gods’ images. Those of a less theological bent often propose the simplest theory: that sometime in the distant past, many of the races shared a common ancestor capable of seeding multiple worlds. While this last explanation may be the most practical, racial pride generally makes it unpopular.

Whatever the truth, both science and the gods have so far remained quiet on the subject. Perhaps in time someone will discover an answer, but for now, most interplanetary explorers and diplomats are simply appreciative of the fact that many of the civilized races around Golarion’s sun are more similar than they are different.

happykj:
太阳系(The Solar System )
劇透 -   :
“星星并不沉默。 在辽阔的天空大教堂中,它们用一千个世界的声音歌唱着,这一千个文化在我们的注视下生存、呼吸和消亡。 有着火焰的世界,有着灰烬的世界,有着石头的世界,有着闪亮气体的世界。 世界中的世界。 它们都回响着自己的歌曲、哀歌和挽歌,而人类的耳朵听不见这些声音。

“数千年来,我们几乎没有被他们意识到。 然而总有一天,大门会打开,我们将无法再假装我们是孤单的。 当星辰中的种族来问候我们的时候,会带着鲜花还是收割者的镰刀? 我们无从得知。 所以我们等待。

“星星在呼唤我们。 我们敢倾听吗?”

—格里奥戈里克·塔拉斯庇(Greogorik Taraspi),
泽庇斯特二世(Xerbystes II)宫廷的首席占星术顾问

劇透 -   : The Solar System

“The stars are not silent. Within the vast cathedral of the heavens, they sing with the voices of a thousand worlds, a thousand cultures that live, breathe, and die even as we watch. There are worlds of fire and worlds of ash, worlds of stone and worlds of brilliant gas. Worlds within worlds. All of them reverberate with their own songs, dirges and elegies unheard by human ears.

“For millennia, we have escaped all but the barest fraction of their awareness. Yet a time will come when the gates will open and we can no longer pretend that we are alone. When the races of the stars greet us, will it be with flowers or the harvester’s scythe? We cannot know. And so we wait.

“The stars are calling us. Do we dare listen?”

—Greogorik Taraspi,
Chief Astrological Advisor to the court of Xerbystes II

happykj:
太阳(The Sun)

劇透 -   :
燃烧之母(The Burning Mother)
直径:×100;质量:×300,000;重力:×28
大气:无;轨道:无
格拉里昂的太阳是一个巨大得几乎难以想象且不宜居的地方。 超过一百万个格拉里昂大小的世界也填不满这颗燃烧的恒星,而且它最冷的部分也仍然比汽化钢铁所需的温度高出一倍以上。 然而,尽管环境恶劣,太阳仍然是有机生命(organic life)的家园。 在其炽热的深处,大量海豚般的火元素自发地诞生,它们在火海中翻滚、潜入。 在更深处,热量和压力变得如此之大,以至于燃烧的气体变成等离子体,这些奇异的能量中有一部分获得了自己的生命。 由此产生的“电浆泥怪plasma oozes”(Pathfinder RPG Bestiary 3 220)是一个闪闪发光的实体,体型从一头陆地大象到一座酷热山脉不等,这些无心智的巨怪在燃烧的混沌中无尽地滑行。

并非所有太阳居民都是它的原住民。 由于太阳内部产生了大量的能量,存在的结构会经常坍塌,形成通往火元素位面(Plane of Fire)的临时传送门。 从火蜥蜴(salamanders)到火巨灵(efreet)的生物经常穿过这些门户,并且由于太阳的巨大尺寸,帝国之间可以在不碰到另一方的情况下兴起又衰落。 当然,如此广阔且缺乏地标就意味着除了孤独和太阳耀斑的美感之外,这里也没有什么可以让智慧生物感兴趣的事物。

劇透 -   : The Sun
The Burning Mother
Diameter: ×100; Mass: ×300,000; Gravity: ×28
Atmosphere: None; Orbit: None

Golarion’s sun is an almost incomprehensibly huge and inhospitable place. More than a million worlds the size of Golarion could fit inside the burning star without filling it up, and its coolest sections are still more than twice the temperature necessary to vaporize steel. Yet despite the harshness of its environs, the sun is still host to organic life. Within its fiery depths, massive dolphinlike fire elementals are spontaneously born, rolling and diving in the seas of flame. Deeper down, where the heat and pressure grow so great that the combusting gases change into plasma, some of this strange energy takes on a life of its own. The resulting plasma oozes (Pathfinder RPG Bestiary 3 220) are shimmering entities ranging in size from that of terrestrial elephants to blistering mountains, and the mindless giants slither endlessly through the flaming murk.

Not all residents of the sun are native to it. Because of the massive amounts of energy being created within the sun, the fabric of existence regularly gives way, creating temporary portals to the Plane of Fire. Creatures from salamanders to efreet often pass through these portals, and thanks to the sun’s tremendous size, whole empires can rise and fall without encountering each other. Of course, this vastness and lack of landmarks means that there’s also little here to interest intelligent beings beyond solitude and the aesthetic beauty of solar f lares.
冒险(Adventuring)

除了最强大的冒险者之外,所有人都应该避开太阳。 面对恒星的核火,诸如”抵抗能量伤害“(resist energy)、”防护能量伤害“(protection from energy)和”行星适应“(planetary adaptation)之类的法术都是无用的——只有完全免疫火焰才能让生物在巨大的热量中生存(参见Pathfinder RPG《进阶玩家指南》中的”火焰之躯fiery body“等法术) 。 任何不免疫火焰的生物或物品都会立即被彻底烧毁至分子层面——只有诸如祈愿术(wish)或完全复生术 (true resurrection)之类的法术才能带回这些受害者。

然而,火焰只是太阳的危险之一。 旅行者还必须面对这样一个事实:虽然太阳依照密度有许多个层面,但它没有真正的表面可供站立。 因此,只有能够通过魔法来飞行的生物才能在其中航行,而所有其他生物都会被直接拖进火焰。太阳缺乏大气层,没有东西可供呼吸。 而且它的质量远远大于格拉里昂,以至于它的重力简直是毁灭性(crushing)的——虽然不定型体(amorphous)的生物可能不必担心,但普通的生命形式会发现自己的血液停止流动,肺部太弱而无法充气,并且身体会像破裂的潜艇一样内爆。 然而,由于人们对太阳和火元素位面之间的魔法联系知之甚少,该领域的本地生物似乎不会受到任何这些额外影响,并且往往可以在太阳的毁灭性等离子体中游泳和潜入,就像在海洋里的海洋动物一样轻松。

来自格拉里昂的生物若能安全抵达太阳,通常是利用了强大的魔法,例如用”祈愿术“制造一种临时的魔法潜水钟,它类似于”力场魔方“(cubes of force)但免疫火焰和毁灭性的伤害,或者将自己变化成火元素位面的本地生物,从而获得这些生物的免疫。

劇透 -   : Adventuring

The sun should be avoided by all but the most powerful adventurers. In the face of the star’s nuclear fires, spells such as resist energy, protection from energy, and planetary adaptation are useless—only complete immunity to fire allows a creature to survive the immense heat (see spells such as fiery body in the Pathfinder RPG Advanced Player’s Guide). Any creatures or items not immune to fire are instantly and utterly consumed down to the molecular level—only spells such as wish or true resurrection can bring back such victims.

Flame, however, is only one of the sun’s dangers. Travelers must also contend with the fact that while the sun has various layers organized by density, it has no true surface to stand on. As such, only creatures with the ability to fly via magic can navigate its wastes, with all others drawn straight down into the flames. Lacking an atmosphere, the sun offers nothing to breathe. And it has so much more mass than Golarion that its gravity is literally crushing—while amorphous creatures may not have to worry, mundane life forms find that blood ceases to flow, lungs are too weak to inflate, and bodies implode like breached submarines. Because of poorly understood magical connections between the sun and the Plane of Fire, however, creatures native to that realm do not seem to suffer from any of these additional effects, and can often swim and dive in the sun’s crushing plasma as easily as marine animals in a terrestrial sea.

Creatures from Golarion who manage to visit the sun safely typically use powerful magic such as wish to create temporary magic diving bells similar to cubes of force but immune to fire and crushing damage, or transform themselves into creatures native to the Plane of Fire and thus gain those creatures’ immunities.
地名志(Gazetteer)

太阳只有少数的地点有固定位置,甚至这些地点也经常在强大的对流作用下移动和漂移。

燃烧群岛 The Burning Archipelago:虽然像火蜥蜴和火巨灵这样的生物可以在太阳中生存,但这并不意味着一直被对流和太阳耀斑抛来抛去很舒服。 为此,过去的居民创建了一系列魔法泡沫城市,称为燃烧群岛。 半透明的球体可以抵御太阳的大部分热量和压力,其中矗立着巨大的大都市,在那里,无法免疫太阳之怒的生物通常只需要很少的魔法就能生存。 每个城市都通过魔法系绳与其他城市相连,使球体之间的距离保持在几百英里之内。

寂静私室 The Silent Sanctum:很少有人理解隐居法师”埃齐亚Eziah“(绝对中立 男性人类 16级法师)的动机。 埃齐亚是不老的,而且对格拉里昂的琐碎政治早已不满,他利用自己的才能,在他能想到的最美丽、最险恶的地方为自己创造了一个家。 埃齐亚独自在他的多层塔楼中研究的事情远远超出了大多数凡人的眼界。

沉睡之海 The Sleeping Sea:也被称为“黑暗之地”(the Dark Place),这个巨大且静止的太阳黑子是太阳为数不多的可靠地标之一。 尽管仍然能够蒸发大多数生物,但这个相对寒冷的地方仍然受到鲸类火元素群体的宗教敬畏,它们定期在这里聚会讨论重要问题。

星之心 Starheart:与物质位面的许多恒星一样,太阳的核心包含一个通往正能量位面(Positive Energy Plane)的传送门。 精心防护的乔帝怪(jyoti)守卫着门户,抵御少数没有被大门本身焚烧的敌人。

劇透 -   : Gazetteer

The sun has few set locations, and even those often move and drift on great convection currents.

The Burning Archipelago: Though creatures like salamanders and efreet can survive within the sun, that doesn’t mean it’s comfortable to be constantly tossed about by convection and solar flares. To this end, past residents created the collection of magical bubble cities known as the Burning Archipelago. Here, inside translucent globes that shield against much of the sun’s heat and pressure, stand great metropolises where creatures not immune to the sun’s fury can often survive with only minimal magic. Each city is connected to the others via magical tethers, keeping the globes within a few hundred miles of each other.

The Silent Sanctum: Few understand the motives of the reclusive wizard Eziah (N male human wizard 16). Ageless and long since dissatisfied with the petty politics of Golarion, Eziah turned his talents to creating a home for himself in the most beautiful and forbidding place he could think of. Alone within his many-storied tower, Eziah studies matters far beyond the ken of most mortals.

The Sleeping Sea: Also known as “the Dark Place,” this immense and stationary sunspot is one of the sun’s few reliable landmarks. Though still more than capable of vaporizing most creatures, the relative cold spot is held in religious awe by the pods of cetacean fire elementals who meet here periodically to discuss matters of importance.

Starheart: As with many stars on the Material Plane, the sun’s core contains a portal to the Positive Energy Plane. Carefully shielded jyoti guard the gateway, protecting it from those few enemies not incinerated by the gate itself.
冒险引子(Adventure Hooks)

以下是一些把小队带上太阳的冒险引子。

• 燃烧群岛的一座泡沫城市已经挣脱并漂流而去,PC们必须找到它并查出是什么造成了破坏。

• 一名法师正在制造一种武器,可以创造出通往太阳表面的临时传送门——如果他成功了,他很可能不仅会蒸发他的敌人,还会蒸发他星球上的大片地区。 只有法师埃齐亚知道如何找到他。

劇透 -   : Adventure Hooks
Below are some adventure hooks to draw parties to the sun.

•    One of the bubble cities of the Burning Archipelago has broken free and drifted away, and the PCs must locate it and discover what caused the disruption.

•    A wizard is building a weapon that creates temporaryportals to the sun’s surface—if he succeeds, he may well vaporize not just his enemies, but huge swaths of his planet. Only the wizard Eziah knows how to find him.

happykj:
阿巴隆(Aballon)

劇透 -   :
骏马(The Horse)
直径:×1/3;质量:×1/20;重力:×1/3
大气:微量;轨道:90天

劇透 -   :
名为阿巴隆的岩石世界是距离太阳最近的行星,由于它在天空中奔行的速度,因此也通常被称为“骏马”。 与格拉里昂相比,阿巴隆是一个相对较小的世界,主要由铁和其他致密重金属构成,包裹在岩石和硅酸盐粉尘的地壳中。 虽然色彩和怪异岩层在这里并非不存在,但阿巴隆的大部分表面都是单调的沙漠和边缘锋利的山丘,全都被无数的陨石撞击得坑坑洼洼、伤痕累累,其中一些陨石造成的坑洞边缘周围形成了数英里高的山脉。 由于没有大气层可言——它试图留住的那一点点会定期地被太阳风吹走和补充——这颗星球没有任何东西可以帮助它调节温度,因此在阳光的照射下温度可能达到 800 华氏度,而在阴影下则降至零下 300 度,导致了荒地被烘烤的同时,又有大量的冰存在于深坑和遮蔽的极地山谷中。

由于其恶劣的环境,除了少数顽强的生命形式之外,阿巴隆对所有生物都充满敌意。 然而,虽然进化论和生物学可能在阿巴隆只留下了粗略的影响,但其他智能生物却发现了它的巨大用途。 即使是这颗星球上最古老的居民也不记得被称为“初始者”(First Ones)的神秘智慧生物是什么时候到来的,是在何时驾驶着巨大的飞船着陆到这里,并将伺服驱动的肢体(servodriven limbs)放在被漂成白色或烧成黑色的沙子上。 不过,他们来到这里的原因显而易见:拥有丰富的免费太阳能和丰富的金属储备,阿巴隆的小沙漠世界对于那些有能力开采其财富的人来说是一个星球级的聚宝盆。 初始者们满怀热情,他们创造了巨大的城市尖塔,并为庞大的机械仆役大军赋予了生命,从迟钝的推土机,到比最有天赋的人类还要聪明许多倍的组织智能(organizational intelligences)。

然后,经过几个世纪的收获之后,初始者们离开了。 在他们之后,一个庞大的机械智能社会突然发现自己被释放了,不再有指引或明显的目的。 它们有些关机了。 其余的则发疯了,或者在一场“精金挖掘爪”与“闪耀之等离子切割机”的战争中相互攻击。 当混乱结束、尘埃落定后,机械们终于接受了它们缺乏伪神领导力(pseudo-divine leadership)的事实,并开始探索自由的含义是什么。

自从初始者离开以来,已经过去了数千个升级的世代,他们的存在如今只不过是阿巴隆机械小孩们的传说和崇拜对象。 初始者的大城市被视为禁忌,很少有机械公民敢于面对社会的谴责以及那些在闪亮的钢铁墙壁内等待着的未知危险。 相反,这些机械建造了自己的城市、或者以游牧部落的形式漫游、或者变回一种既野性又开明的动物性存在。 由于太阳提供源源不断的动力,阿巴隆数以百万计的机械面临的问题不是如何生存,而是为什么生存。

由于缺乏具体的目的——或者更确切地说,有一系列令人眼花缭乱的潜在选择——使得阿巴隆的机械居民经历了如同其它生物生态系统一样多样化的进化。 拥有不同功能的机械具有截然不同的形态,从星球深处矿井中的巨大挖掘机,到嗡嗡作响的蜻蜓般的捕食者,后者会“吞食”其他机械以淘汰种族中较弱的设计。 四四方方、官僚主义的大脑机器人指挥着老鼠大小的信使机械舰队,而精致、水母般的机械师和优化工程师则在不断进行维修和更换的大型工厂中工作。 尽管许多机械能够根据情况自行修复和进行有限的修改,但迄今为止最受欢迎的设计是简单的节肢动物形式,使得这颗星球主要有着银色金属蜘蛛和螃蟹。

阿巴隆上的各种机械飞地(enclaves)分为两大思想流派——相当于在这个机械世界相互竞争的宗教。 一方被称为“等待派”(Those Who Wait),包含那些相信初始者最终会回来引导它们的机械。 这些狂热者继续着它们古老的任务,也就是收获并储存材料和能源,它们努力改进自己的的设计,希望成为更好的仆人。 另一方则是“成为派”(Those Who Become),它们相信创造者不是它们的主人,而是父母,它们的命运就是离开阿巴隆并播种另一个世界,实际地成为“初始者”本身。 派系之间的冲突有时会很激烈,并且为了特别重要的资源也发生过战争。

劇透 -   : Aballon
The Horse
Diameter: ×1/3; Mass: ×1/20; Gravity: ×1/3
Atmosphere: Trace amounts; Orbit: 90 days


The rocky world called Aballon is the closest planet to the sun, and often referred to as “the Horse” for the speed with which it races across the sky. A relatively tiny world compared to Golarion, Aballon is composed primarily of iron and other dense, heavy metals encased in a crust of rock and silicate dust. While splashes of color and weird rock formations are not unknown, most of Aballon’s surface is drab desert and sharp-edged hills, all pockmarked and scarred by countless meteorite impacts, some of which created craters with miles-high mountain ranges surrounding their rims. With no atmosphere to speak of—those little bits it attempts to hold on to are regularly blasted away and replenished by the solar wind—the planet has nothing to help it regulate temperature, so conditions can reach 800 degrees Fahrenheit in the full brunt of the sun and drop below –300 degrees in the shadow, resulting in baking badlands matched by large quantities of ice in deep craters and sheltered polar valleys.

As a result of its harsh environment, Aballon is inimical to all but a few resilient forms of biological life. Yet while evolution and biology may have given Aballon only a cursory glance, other intelligences have found great use for it. Not even the planet’s oldest residents remember when the mysterious intelligences known as the First Ones arrived, touching down in their immense ships and setting servodriven limbs to sands bleached white or burned black. Why they came, however, is obvious: with its abundance of free energy in the form of sunlight and its rich cache of metals, the little desert world of Aballon is a planetary cornucopia for those equipped to harvest its wealth. This the First Ones set to with a passion, creating great city-spires and giving life to vast armies of servitor machines, ranging from dull earth-movers to organizational intelligences many times smarter than the most gifted humans.

And then, after apparent centuries of harvest, the First Ones left. In their wake, a vast society of mechanical intelligences suddenly found themselves turned loose, without guidance or obvious purpose. Some shut down. Others went insane, or turned on each other in wars of adamantine excavation claws and brilliant plasma cutters. When the chaos was over and the dust settled, the machines finally accepted their lack of pseudo-divine leadership, and set about discovering what it meant to be free.

Thousands of upgraded generations have passed since the departure of the First Ones, who exist today as little more than legends and objects of worship for the machinechildren of Aballon. The great cities of the First Ones are treated as taboo, and few mechanized citizens ever brave the censure of their societies and the unknown dangers that wait inside those shining steel walls. Instead, the machines craft their own cities, roam in nomadic bands, or revert to an animalistic existence that is at once feral and enlightened. With the sun providing an endless supply of power, the question for Aballon’s millions of machines is not how to survive, but why.

This lack of a concrete purpose—or rather, the dizzying array of potential options—has driven Aballon’s mechanical residents through an evolutionary flowering as diverse as any biological ecosystem. Machines performing different functions take wildly different forms, from huge excavators in the planet’s deep mines to buzzing dragonflylike predators that “feed” on other machines in order to cull weaker designs from the race. Boxy and bureaucratic brain bots direct fleets of mouse-sized messenger automatons, and delicate, jellyfish-like mechanics and optimization engineers staff the vast factories that continually make repairs and replacements. Though many of the machines are capable of making their own repairs and limited modifications as situations warrant, by far the most popular design is a simple arthropod form, making the planet primarily a place of silvery metal spiders and crab-things.

The various machine enclaves on Aballon are divided into two major schools of thought—the machine equivalent of competing religions. One side, called Those Who Wait, encompasses those machines who believe that the First Ones will eventually return to guide them. These zealots continue their ancient tasks of harvesting and stockpiling materials and energy, struggling to improve their designs in the hope of becoming better servitors. The other faction, Those Who Become, believe that their progenitors were not masters but parents, and that it is instead their destiny to leave Aballon and seed another world, in effect becoming First Ones themselves. Conflict between the groups can sometimes be fierce, and wars have been fought over particularly important resources.
冒险(Adventuring)

有机生物在阿巴隆面临着许多挑战。 虽然冰井(Ice Wells)的半冰冻小丛林通常温度足够适中,能让人类和类似的种族在没有魔法的情况下生存,但除非有着最强大的魔法,否则地表的温度对于所有人来说都太极端了,而且大气层的缺乏也带来了更大的问题。 冰井中可以找到食物和水,但供应总是有限,而且吃过那里的植物和动物的人会注意到,它们尝起来有金属和沙子的味道。

总的来说,阿巴隆的机械对外来者是中立的,尽管它们有时难以捉摸的动机可能会让它们成为危险的互动对象。 一些类似野兽的机型倾向于狩猎和吞噬新的有机体来获取它们所包含的材料和能量,而更复杂的机型可能会寻求对话。 由于机体(robots)没有灵魂,所以它们只能使用自己的先进科学和奥术魔法,并且它们对神术施法特别着迷。 对于大多数阿巴隆机械(Aballonians)来说,让非机械体踏入初始者之城的想法是令人厌恶的,任何访客如果提出初始者可能是有机体而非机械体,那么他可能会发现自己因异端邪说而被处以私刑。

阿巴隆的自转速度比格拉里昂快,因此昼夜长度大约是格拉里昂的一半。 缺乏大气层还意味着地表上的声音经常被抑制(就像是永久的“沉默术silence“),因此这颗星球的大多数居民通过手语或者基于波动的机械感应(mechanical, wave-based telepathy)来进行交流。

劇透 -   : Adventuring

Biological organisms face many challenges on Aballon. While the tiny, half-frozen jungles of the Ice Wells are often temperate enough for humans and similar races to survive in without magic, the temperatures on the surface are too extreme for all but the most powerful magics, and the lack of atmosphere poses an even greater problem. Food and water can be found in the Ice Wells, but always in limited supply, and those who’ve eaten of the plants and animals there note that their flesh tastes of metal and sand.

Collectively, the machines of Aballon are neutral toward outsiders, though their sometimes inscrutable motivations can make them dangerous to interact with. Some of the beastlike models are inclined to hunt and devour new  organisms for the materials and energy they contain, while more sophisticated models may seek conversation. As the robots do not possess souls, they have access only to their advanced science and arcane magic, and are particularly fascinated by divine casting. The idea of a non-machine setting foot in the cities of the First Ones is anathema to most Aballonians, and any visitor who suggests that the First Ones might have been biological entities rather than machines is likely to find himself lynched for his heresy.

Aballon rotates faster than Golarion, resulting in days and nights that are roughly half as long. The lack of atmosphere also means that sound is frequently muffled on the surface (as if by a permanent silence spell), and thus most of the planet’s residents communicate through sign language or mechanical, wave-based telepathy.
地名志(Gazetteer)

以下是阿巴隆上几个值得注意的地点。

自动矩阵 The Automatrix:虽然阿巴隆各地的众多工厂和铸造厂都有能力生产新机械并为它们赋予智能,但自动矩阵可能是第一家此类制造工厂,也是迄今为止最大的。 在这里,机械技术人员不断地劳动以生产下一波机械,它们从同事判断为有缺陷或磨损的机型中回收材料。 抛物线锻炉将太阳光线聚焦成精确的聚光灯,其威力甚至能够熔化最坚固的合金,而白痴天才设计师机器人(idiot-savant designer-bots)不断地提出新想法,它们的相对疯狂被认为是技术飞跃的关键,即使它们的许多产物都必须立即回收。 尽管存在差异,”等待派“和”成为派“都在自动矩阵中一起工作,双方都确信机械进化是其使命最终成功的关键。

初始者之城 Cities of the First Ones:虽然被遗弃了数千年,但初始者九座参差不齐的尖塔城市仍然屹立不倒。 每个废弃的大都市向上延伸多于向外延伸,狭窄的街道蜿蜒在参差不齐的针状塔楼以及奇异的圆顶和拱门之间,其中一些是透明的,另一些则完全没有窗户或入口。 这些建筑在过去可能发挥过什么作用尚不清楚,而这方面的任何研究都因那些”等待派“的战士阶层而变得困难,这些机械将对城市的绝对保护视为神圣的使命。 尽管如此,那些”成为派“的成员偶尔也会突破它们的防御,在城市中搜寻古人的秘密,并且没人知道有什么知识或魔法——或者幽魂和安全系统——可能还留在他们的墙内。

纪元,奋斗之城 Epoch, the Striving:阿巴隆的机械有许多可以称为城市的聚集地,但”纪元“——也称为“奋斗之城”——是它们之中最令人印象深刻的。 这里在事实上是”成为派“的首都,这座城市拥有四四方方的建筑和呈完美网格的街道,周围环绕着巨大的电路场。 在这些电路场中,数以千计的机械努力地让太阳能电池和处理器的互连晶格保持连接且不受损坏,它们都朝着一个共同的目标努力:创造一个新神。 那些维护”纪元“的机械坚信,通过维护星球上最大的神经网络,它们可以诞生一个新的存在,这个存在将远远超越它们,如同它们超越那些近乎无心智的前辈。 事实上,它们可能已经成功了,因为”纪元“——这座城市以它为命名——在智力和智慧方面无疑接近神性。 对于”成为派“来说不幸的是,它们的创造物很久以前就停止对它们正常说话,除了以奇怪的谜语和公案的形式,这些谜语和公案带有预言的味道,但事实证明它们有限的机器逻辑无法将其解读。 尽管如此,它们仍然维护着”纪元“那个有城市大小的大脑,不断地扩展和完善,希望它们的神子(godchild)有一天能够屈尊地说白话,或者有能够破译其神秘信息的人出现。

审判之地 The Fields of Judgment:这片岩石平原上躺着数千台生锈、慢慢恶化的机械残骸。 除了最勇敢或最鲁莽的阿巴隆机械(Aballonians)之外,其余者都会避开审判之地,审判之地覆盖了一个大约 50 英里宽的圆圈,所有机械在这个圆圈内都会灭亡。 在其边缘,审判之地可通过安静而高音调的响声辨别出来,但当机械向中心移动时,一些看不见的力量会导致各种传感器和部件开始自发故障,直到机械最终关闭。 到目前为止,还没有机械到达过中心,当地传说认为,如果有谁能到达中心,将会发现审判之地的神秘来源,并学会利用其奇妙而可怕的力量。 作为结果,一些需要回收的机械反而向审判之地发起探索,希望成为所谓的“天选者”(Chosen Entity)。

马喉 Horsethroat:马喉是最大的冰井(Ice Wells)之一,它是具有生物的陨石坑中唯一一个拥有知觉生命(sentient life)的陨石坑——而且是一整个城镇的生命。

在格拉里昂的十年之前,居住在沙漠中的人类游牧者”阿巴西·纳斯夫 Abasi Nasf“(中立善良 男性人类 6级游侠)在前往奥斯里昂的宏伟首都索西斯(Sothis)时昏了过去。 当他醒来时,发现自己冷得可怕,并且躺在一个奇异且潮湿的坑洞里,周围有着陌生的植物和一些基本的补给品。 在圆坑里的冰湖中心,矗立着一个高大、矩形的发光能量体,约有门的大小,从那里不断吹出一股新鲜空气,并充满了坑洞直至顶部。 尽管他立即尝试穿过传送门,但阿巴西发现传送门对他的尝试无动于衷。 最终,他开始在新的家园里生存,学习周围的奇异植物以及小鸟和啮齿动物的生活方式。

此后的几年里,已有近 50 人穿过这个无法移动的发光传送门,但没有人知道自己是如何到达的。 许多新居民都是来自格拉里昂的种族——人类、精灵、半身人等等——但也有一些来自其他世界,比如卡斯卓韦(Castrovel)和阿基顿(Akiton)。 在阿巴西的指导下,人们学会了用可以传输能量的巨大冰藤来建造房屋,并饲养和放牧当地的动物群。 在居民中,“卡森·梅尼亚斯 Casson Menias”(绝对中立 男性人类 10级法师),一个相对较早被传送门送来的人,只有他拥有的魔法力量能够登上坑洞的陡峭墙壁并冒险进入地表的炽烈阳光或冰冻寒冷。 正是通过他的调查和对星星的了解,居民们推测他们在阿巴隆上,因此将他们这个黑暗且摇摇欲坠的小镇命名为”马喉“。 尽管马喉的大多数居民已经接受了他们奇怪的放逐,但关于其本质的理论却比比皆是。 更虔诚的人相信这个坑洞是一种神圣方舟,它的居民注定会在他们罪恶的家园世界被熊熊燃烧的毁灭中幸存下来。 其他人则认为这是邪恶的外星智能生物进行的心理实验,这群偏执狂中有一些人窃窃私语说卡森本人可能是捕捉者的代理人和观察者——只有他与星球表面的机械生物建立了联系,这一事实加剧了这种怀疑。

冰井 The Ice Wells:虽然阿巴隆上强烈的阳光可以产生足以熔化铅的温度,但几乎不存在的大气层意味着热量传递很差,而阴影区域接收到的热量很少。 其结果是这颗星球上最奇怪的自然现象之一:所谓的”冰井“。 冰井遍布在阿巴隆的表面,它们是足够深的陨石坑和裂缝,深度足以让底部总是被遮蔽,并含有大量持续冻结的水。 尽管令人惊讶,但水的存在并不是最有趣的部分——更重要的是,水的存在使冰井成为阿巴隆上少数几个充满生命的地方之一。 在这里,扎根于冰中的植物状生物将注入了金属的长长触手伸向高处,有时会伸到数百英尺高,直到它们触及阳光的边缘,此时它们会展开巨大的叶子,以惊人的效率吸收太阳光线。 这种能量被转化为热量和电力,传输到植物的根部并融化周围的冰,产生出温暖、富含氧气的蒸汽以及小水池,供植物和其他有进取心的生物(enterprising organisms)饮用。

由于很少有生物能够在冰井之间进行地表旅行的时候,从极端的温度和匮乏的大气层中生存下来——翼手龙般的锐翼(sharpwings)是其中最常见的——因此每个冰井都有自己独立的生态系统,在许多冰井中有无数的生物在冰藤的半金属森林中狩猎和玩耍, 它们的体型大多数都很小,但有些大得惊人。 并非全部含有冰水的陨石坑都被生命占据,但新的陨石坑一直在通过锐翼的粪便以及被称为挖掘鼠(diggers)的鼹鼠状生物所挖掘的蜿蜒隧道来播种,挖掘鼠使得一些冰井被广阔的洞穴网络连接起来。

午夜壕沟 The Midnight Trenches:在太阳系的所有世界中,阿巴隆含有最高浓度的稀有金属,尤其是像精金这样的天金,正是在这个庞大的矿井网络中,巨大而强力的机械费力地挖掘这些金属。 在统称为“午夜壕沟”的竖井和钻孔内,大批机械挖掘工和爆破工在黑暗中生存和死亡,它们从地表引下的能量电缆中汲取能量,以狂热的热情努力推进各自派系的目标。

玻璃海 Sea of Glass:在很久以前的某个时刻,一场大规模的地质事件——无论是交战的机械引起的人工爆炸、还是奇怪聚焦的太阳耀斑、又或者其他什么——让这个地区沐浴在地狱般的高温中,将硅酸盐沙烧成一片斑驳的玻璃。 这片有数百英里宽的光滑大海翻滚起伏,就像被时间冻结的液态海洋一样,其波浪汹涌且澎湃。 在其最平坦的区域,蜘蛛腿机械像水虫一样快速地掠过玻璃,它们的体型从微观大小到堡垒般巨大。 在波浪因为陨石撞击而悬垂或散落成杂乱碎片的地方,像空眼鬣蜥(vacant-eyed iguanas)这样的水晶生物会在这里筑巢,它们沐浴在赋予生命的阳光下,或者捕猎较小的机械并吞噬它们垂死挣扎时的放电。 当地智能机械中有传言称,在玻璃海的正中心,一座高耸且纯净闪亮的水晶宫殿屹立在周围的玻璃中,但迄今为止,没有人在冒险进入其刀锋般的墙壁后回来。

太阳盆地 Sun Basin:这个如镜面般明亮的坑洞是阿巴隆上最复杂的太阳能收集器。 这个巨大坑洞的宽度超过 5 英里,并且完全被太阳能电池板覆盖,这些太阳能电池板吸收太阳光线并将其转化为纯粹的电能和奥术能量。 该地区的许多机械从连接太阳能板的电缆网中小心翼翼地汲取能量,但到目前为止,还没有机械能够直接从中央导管(Central Conduit)汲取能量,中央导管是位于盆地中心的巨大能量喷泉 。 当地传说声称,某一天会有一台机械——或者可能是一个具有强大魔法力量的生物——将能够利用整个巨大能量流来实现伟大的目标,但到目前为止,任何尝试者都会直接焚毁。 事实上,即使接近导管也是一项危险的尝试,因为从中央建筑拔地而起的金属塔经常以巨大闪电束的形式来释放多余的能量。

劇透 -   : Gazetteer

Below are a few locations of note on Aballon.

The Automatrix: While numerous factories and foundries across Aballon are capable of producing new machines and imbuing them with intelligence, the Automatrix is perhaps the first such manufacturing plant, and by far the largest. Here mechanical technicians labor constantly to produce the next wave of beings, recycling materials from models judged defective or worn out by their peers. Parabolic forges focus the sun’s rays into pinpoint spotlights capable of melting even the strongest alloys, while idiot-savant designer-bots constantly churn out new ideas, their relative insanity believed to be the key to making leaps forward in technology, even if many of their resulting progeny have to be immediately recycled. Despite their differences, both Those Who Wait and Those Who Become work together at the Automatrix, each side certain that mechanical evolution carries the key to eventual success in its mission.

Cities of the First Ones: Abandoned for millennia, the nine jagged spire-cities of the First Ones still stand. Each derelict metropolis stretches up more than out, and narrow streets wind between jagged, needlelike towers and strange domes and arches, some of which are transparent, others totally bereft of windows or entrances. What functions these structures may have served in the past is unclear, and any research into the matter is made difficult by the warrior castes of Those Who Wait, the machines who see absolute protection of the cities as a divine mandate. Still, members of Those Who Become occasionally slip through their defenses, scouring the cities for the secrets of the ancients, and there’s no telling what knowledge or magic—or ghosts and security systems—may remain inside their walls.

Epoch, the Striving: The machines of Aballon have many aggregations that might be called cities, but Epoch—also known as “the Striving”—is their most impressive. Here, in the de facto capital of Those Who Become, a city of boxy structures and perfectly gridded streets is surrounded by huge circuit fields. In these fields, thousands of machines labor to keep the interconnected lattice of solar cells and processors connected and free of damage, all working toward a common goal: the creation of a new god. Those who maintain Epoch are devoted to the idea that by maintaining the largest neural network on the planet, they can give birth to a new entity that is as far beyond them as they are beyond their near-mindless predecessors. In truth, they may have succeeded, for Epoch—the entity that the city is named after—is certainly near godhood in its intelligence and wisdom. Unfortunately for Those Who Become, their creation long ago stopped speaking to them except in strange riddles and koans that smack of prophecy but prove indecipherable to their limited machine-logic. Still, they maintain Epoch’s city-sized brain, constantly expanding and perfecting it in the hope that their godchild will one day deign to speak plain, or that someone capable of deciphering its cryptic messages will come along.

The Fields of Judgment: This stretch of rocky plain is covered in the rusty, slowly deteriorating corpses of thousands of machines. Avoided by all but the bravest or most foolhardy Aballonians, the Fields of Judgment cover a circle roughly 50 miles wide, inside which all machines perish. At its edges, the fields are discernible by a quiet, high-pitched ringing, but as a machine moves toward the center, some invisible force causes various sensors and parts to begin spontaneously malfunctioning, until eventually the machine shuts down. So far, no machine has ever made it to the center, and local legend holds that anyone who can will discover the mysterious source of the fields and learn to harness its wonderful and terrible powers. As a result, some machines due for recycling instead launch quests into the fields in the hope of being the so-called Chosen Entity.

Horsethroat: One of the biggest of the Ice Wells, Horsethroat stands alone as the only one of the biologically infested craters to boast sentient life—an entire town of it.

Ten Golarion years ago, the desert-dwelling human nomad Abasi Nasf (NG male human ranger 6) was headed into Osirion’s grand capital of Sothis when he blacked out. When he awoke, he was dreadfully cold, lying in a strange, steamy crater surrounded by unfamiliar plants and a few basic supplies. In the center of the circular crater’s lake of ice stood a tall, door-sized rectangle of glowing energy, from which blew a constant stream of fresh air that filled the crater all the way to its top. Though he immediately attempted to pass through the portal, Abasi found it impervious to his attempts. Eventually he set about the business of surviving in his new home, learning the ways of the strange plants and small bird- and rodentlike creatures around him.

Over the years since, almost 50 people have passed through the immovable glowing portal, none of them sure how they arrived. Many of the new residents are of races from Golarion—humans, elves, halflings, and the like— but several come from other worlds, such as Castrovel and Akiton. Under Abasi’s guidance, the people have learned to build homes from the great energy-transmitting ice vines and to raise and herd the resident fauna. Of the residents, only Casson Menias (N male human wizard 10), a relatively early delivery from the portal, has the magical power to ascend the steep walls of the crater and venture out into the blazing sun or freezing cold of the surface. It was through his investigations and knowledge of the stars that the residents surmised they were on Aballon, and hence named their dark, ramshackle town Horsethroat. Though most residents of Horsethroat have made peace with their strange marooning, theories about its nature abound. The more pious believe the crater to be a sort of divine ark, its residents destined to survive the flaming destruction of their sinful homeworlds. Others believe it to be a psychological experiment by sinister, alien intelligences, and some of these paranoiacs whisper that Casson himself may be their captors’ agent and observer—a suspicion reinforced by the fact that only he has established communication with the mechanical beings on the planet’s surface.

The Ice Wells: While the intense sunlight on Aballon can create temperatures hot enough to melt lead, the almost nonexistent atmosphere means that heat transfers poorly, and shaded regions receive very little of it. The result is one of the strangest natural phenomena on the planet: the so-called Ice Wells. Found all over Aballon’s surface, the Ice Wells are impact craters and fissures deep enough that the bottoms are always shaded, and contain large amounts of constantly frozen water. Though surprising, the presence of the water is not the most interesting part— more importantly, its presence makes the Ice Wells one of the few places on Aballon rife with biological life. Here, plantlike organisms rooted in the ice stretch long, metalinfused tentacles up sometimes hundreds of feet until they reach the edge of the sunlight, at which point they unfurl massive leaves that soak up the sun’s rays with surprising efficiency. This energy is translated into heat and electricity that travels down into the plants’ roots and melts the ice directly around them, creating warm, oxygen-rich steam and small pools of fresh water from which the plants—and other enterprising organisms—can drink.

As very few creatures can survive the extreme temperatures and lack of atmosphere during surface travel between Ice Wells—the pterodactyl-like sharpwings being the most common—each Ice Well is its own self-contained ecosystem, and in many, a myriad of creatures, most tiny but some surprisingly large, hunt and play within the partially metallic forests of ice vines. Not all craters with frozen water have been colonized by life, but new ones are seeded all the time by the droppings of the sharpwings and the meandering tunneling of the molelike creatures called diggers, whose burrows connect some of the Ice Wells in vast warrens.

The Midnight Trenches: Aballon contains the highest concentration of rare metals—especially skymetals like adamantine—of any world in the solar system, and it’s in this vast mine network that they are laboriously excavated by enormous, terribly powerful machines. Within the shafts and bore holes known collectively as the Midnight Trenches, whole legions of robotic diggers and demolitionists live and die in darkness, drinking from energy cables run down from the surface as they strive in zealous fervor to further their factions’ goals.

Sea of Glass: At some point long in the past, a massive geological event—whether an artificial explosion caused by warring machines, a weirdly focused solar flare, or something else—bathed this region in hellish heat, burning the silicate sand into a single sheet of mottled glass. Hundreds of miles wide, this smooth sea rolls and undulates much like a liquid ocean that’s been frozen in time, its waves cresting and crashing. Across its f lattest reaches, spider-legged machines ranging in size from the microscopic to behemoths as large as fortresses skim rapidly across the glass like water bugs. Where the waves overhang or lie in jumbled shards as the result of meteorite strikes, crystalline creatures like vacant-eyed iguanas make their nests, basking in the sun’s life-giving rays or hunting the smaller machines and consuming the electrical discharge of their death throes. Rumors among the local intelligent machines hold that in the sea’s exact center, a towering palace of pure, shining crystal rises from the surrounding glass, but so far no one who’s ventured inside its knife-edged walls has ever returned.

Sun Basin: This mirror-bright crater is the most sophisticated solar energy collector on Aballon. More than 5 miles across, the enormous crater has been completely blanketed with solar panels that absorb the sun’s rays and translate it into pure electrical and arcane power. Many of the machines in the region sip carefully from the web of cables that tie the panels together, but so far no machine in memory has been able to drink directly from the Central Conduit, the great fountain of energy housed at the center of the basin. Local legend has it that one day a machine—or perhaps a biological creature of great magical power—will be able to harness the entirety of the massive energy flow toward great ends, but so far anyone who’s attempted it has been immediately incinerated. Indeed, even approaching the conduit is a dangerous endeavor, as the metal towers springing up from the central building frequently discharge excess energy in the form of massive lightning bolts.
冒险引子(Adventure Hooks)

以下是一些把小队带去阿巴隆冒险的引子。

• PC们醒来后发现自己身处马喉。 该镇要求新来者帮忙找到几名半身人居民,这些人在试图通过废弃的挖掘鼠隧道来进入另一个冰井时失踪。

• “成为派”的流氓分子(rogue elements)联系PC们并要求他们潜入其中一座被禁入的初始者之城。

• PC们受“纪元”的机械管理员邀请去见“纪元”,结果却揭开了一个伟大的预言。

• PC们被机械俘获,并面临两个选择,要么死亡,要么冒险进入审判之地以揭开该地区奇异力量的来源。

劇透 -   : Adventure Hooks

Below are some hooks to get parties adventuring on Aballon.
•    The PCs wake to f ind themselves in Horsethroat. The town asks the newcomers to help locate several of their halfling residents, who went missing while attempting to access another Ice Well via abandoned digger tunnels.
•    Rogue elements of Those Who Become contact the PCs and ask them to infiltrate one of the forbidden cities of the First Ones.
•    The PCs are invited to an audience with Epoch by its machine caretakers, only to uncover a great prophecy.
•    The PCs are captured by machines and are given the choice of death or venturing into the Fields of Judgment to uncover the source of the region’s strange powers.

劇透 -   :

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