Mind of Hotep in The Magitech Chronicles | World Anvil

Mind of Hotep

The Mind of Hotep

    Aspect: Water   Divinity: 6   Known Primals: Marid, Ursine   Known Guardian: Unknown   Defining Ability: Greater Purify   Common Materials: Frost Sapphires, Primal Water   Eldimagus Catalyzations: +1 accuracy, +1 resistance, +2 frost damage, +3 water resistance       The Mind of Hotep could be the largest water Catalyst in our galaxy. It's definitely the largest in our sector. Technically the Mind is one of seven, but all seven tend to get lumped into the same name. Each Catalyst corresponds to a chakra of the dead god Hotep.   The peaceful water god Hotep was, apparently, murdered by Virkonna because she suspected he was going to use or manipulate her brother. She was given the information by her sister Nefarius, which given the name, why are we trusting that sister? Maybe the name meant something different back then.   Anyway, my trip to Hotep sucked. There is a continual blizzard raging across the god's body, which is caused by the Blade of Virkonna impaling Hotep. Wind and water in the frigid corner of space where Hotep died makes for fun times.   We crashed on the surface, and so far as I know the Remora is still there, if you can find a way to repair her drive. Be mindful of the natives, though. They come in two categories. The first are in charge, the Marid. They are largely pacifists, but have no trouble fighting if attacked. The Marid are the water equivalent of the Djinn, Ifrit, or Shayatin, and have powerful shamans in great numbers.   The Ursine are a much more warlike people, who are, wait for it...bear people. In armor. With spellrifles and grenades. I can't recommend picking a fight with them, and if you can flee do so unless. you greatly outnumber them. Ursine can take a lot of punishment, and dish it out in equal measure.   If they're backed by shaman expect heals, wards, and possibly an ice elemental defending the village. There could also be a water gate. If so, and someone has water magic, you can use these gates to transport to any other gate on Hotep.   We did not have water magic. It went poorly.        

Known Primals

  Marid are water. They are infused with it, and it courses through their veins, as surely as blood does in a human. They are fluid and adaptable, and known for their defensive combat style. Marid often prefer becoming shamans though they can be found in every path.   Marid Paladins are common, and are generally protect the shamans, who protect everyone else.   Ursine stand at about three meters, and are comprised of dense muscle, more muscle, fur, teeth, and more muscle. They favor short ranged weapons like shotguns, axes, or any other spellweapon they can get their claws on. They are honorable, but quick to take offense. They absolutely love duels.      

Known Guardian

  Unknown, which I found strange. I am positive a guardian exists, yet none presented themselves despite hundreds of supplicants going to the mind daily.        

Defining Ability

    Greater Purify   Effect: Cure anything that can be cured   Uses: Thrice per day. When was the last time you got to use thrice in a sentence?   Description: The caster wills a target's physical and mental illnesses, aches, pains, viruses, sicknesses, afflictions, curses, hexes, diseases, ailments, or chronic conditions to be cured, and they are. Poof. Gone. No roll needed.   This is similar to the spell purify, but far more powerful and does not require a roll. Abilities that say they can't normally be removed by purify usually can be removed by Greater Purify. If something can't, then a god is directly involved.      

Common Materials

    Frost Sapphire   Effect: +1 resistance, +1 AP / MP   Cost: 1,000 credits per squarecut gem   Description: Frost sapphires are used in construction to increase an item's magical resistance. They are highly sought after for everything from starships to spellarmor. Weapons made with it gain either armor penetration or magic penetration, which negates resistance.     Primal Water   Effect: Restores up to rating x 5 pool, or serves as a base for a batch of rating in potions.   Cost: 1,000 credits a liter   Description: Primal water is liquid magic, and is used throughout the sector for spirits, as any spirits created will not cause a hangover. Quite the opposite. The imbiber will wake up feeling refreshed, relaxed, and better than ever. Nearly all magical potions have primal water as a base, and it is in high demand through the sector. The most common sources is the cosmic monsoon around Sanctuary.

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