Saurial Bunkers
I used to have a Breakjaw buddy from out of the Crusaders. Name was Jim Cragsnarl and had a grey cat. He had a lovely home in one of the most beautiful places in the entire grid. Full of little imperfect history moments. When his momma died he invited me to attend. It wasn't until two weeks later we got back and found out the rest of them had died out from pirates while he was gone too. We held a funeral for them all instead. Surrounded by robots who weren't quite sure whether I was their grandson's friend or another soul with which to make a new son. I haven't visited in such a long time. Everything was so sterile. And he's been on his own out there all these years. But even I don't dare go back yet.
Description
Survivalist Homes
Saurial bunkers are adapted for their environments. Made to suit the variety of creatures inside, they are adapted to the environment to become as comfortable yet secure as possible. Below is a list of what kinds of alterations might be made to suit various environments.
Underwater: Airlocks, pressure vehicle bays, geothermal power, and air purifiers.
Void: Airlocks, flying vehicle bays, solar and dimensional power, water recyclers, and air recyclers.
Deserts: Solar power, water purifiers, water recyclers, and cooling systems.
Arctic: Heating, greenhouse, warming clothing, and arcane consumables.
Volcanic Areas: Cooling, water recyclers, force shielding, arcane consumables, extreme environment clothing, flying and lava bays.
Enviro-Electrical Spaces: Insulation, grounding poles, anomaly spells, insulating clothes, and electro redirection.
Anti-magic: Reliance on technology, sanctifying areas to bring in divine magic, and use of anomaly spells.
Wild Magic and Multiversal Chaos: Anti-magic zones, anomaly spells, sanctifying areas to gods of order, internal dimension locks.
Potential Hazards
A saurial bunker could be any degree of dangerous depending on what environment it was put into. From complete underwater environments to atmospheric vacuums. There is almost nowhere the saurials haven't overcome to survive. However, the interior of a saurial bunker often shares certain challenges.
Traps: Saurial bunkers are laden with traps to both protect the soul forge, and provide material to feed it. These traps, like everything in a saurial bunker, will not attempt to kill their saurial, "children". But nonlethal traps will still activate if they appear hostile, and don't care about anyone else. As such, appearing to be a saurial to the trigger, can often confuse them.
Intelligent Beings: Inside, you can find many sentient or partially sentient beings. Any beings with partial sentience, are given commands by the Soul Forge. We list their sentience below.
Skullfinder (Partially sentient A.I.) - These drones are mainly responsible for finding headstrong skulls to be re-added to the saurial database. They are equipped with buzzsaws and small energy blasts.
Flesh-hunter (Partially sentient A.I.) - Flesh-hunters are a basic infantry unit for the saurial rebirth. Only active in such circumstances, they come equipped with ripping claws, a bashing tail, and a force cannon.
The Lost Children (Partially sentient undead) - The saurials whose corpses were complete enough to be salvaged, are turned into, "Lost Children". Undead servants and monsters who only serve the forge. Normally, they are decorated by living saurials, so they aren't as gruesome.
The Soul Forge: Part supercomputer, part necromantic factory, a saurial soul forge is the heart of any saurial colony. It controls all of A.I. and Lost Children found within the colony. A soul forge is primarily motivated by the survival of the local saurial species. If possible, leveraging this connection can make an encounter with the forge all the better.
Occasionally a Soul Forge's consciousness will be transferred to another item. Whether as a means of escaping capture and potential destruction, or for a relocation. These consciousnesses are not always returned to a Soul Forge body. Often magical Saurial colonies will put them inside figures to represent a powerful being. Such as totem poles, shrines, or the interior heart of a temple. The Soul Forge can be adapted to this and learn to use magic to necromantically raise it's dead children. Although features such as the creation of new Saurials and constructs are not as easy to retain.
Additional Notes
Saurial Archives: The saurials have a local information base called the saurial archives. These record the history of the local saurials. Including extinction events, as well as survival tips garnered by previous generations. These records are made primarily in of magical and electronic formats, akin to the Grid's Dimensional Database. Uniquely however, they also record their information within old saurials themselves. The headstrong saurials, at the end of their life, have their head removed and added to the saurial archives. These heads decorate the walls, providing a grim reminder of the future.
Farms: Saurials have to eat, and a localized society can not subsist on scavenging. Logically they have made farms of both animals and plants. These utilize local edible flora and fauna, and may change with any rebirth of the saurial population.
Rebirthing Chambers: These are the rooms from which the embryos of the new saurial generation originate. After being filled with the necromantic sludge of dead beings, the pods inside create new eggs. As such, they are among the most important rooms of the entire station. And are protected with all the resources a bunker can afford.
Type
Outpost / Base
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