Lore
- In the early agricultural settlements of the island nation of Banpo, seasonal harvests of sweet orchard fruits often rotted rapidly under the heavy, humid clouds and frequent rainstorms that rolled across the coast. Sun-drying on open stone slabs proved unreliable, frequently ruined by mold spores, rain bursts, or scavenging insects. A hedge-witch trained in northern trance traditions adapted the principles of seiðr to manipulate the life-moisture within harvested plants. By entering a quiet trance, she learned to divine the precise moisture pathways running through sliced fruits, drawing out the water without scorching the flesh or losing the natural sugars. The lattice rack she constructed allowed orchard keepers to cure entire baskets of plums, figs, and berries into durable travel rations within hours, completely independent of solar exposure. Replicas of this rack spread quickly among farmsteads, market foragers, and adventuring parties who needed preserved provisions that would not decay during long sea voyages or subterranean delves.
Description
- The item is a folding, four-tiered tray frame constructed from strips of steam-bent rowan wood bound together by twisted copper wire. Each tier features a woven screen made from split ashwood fibers interwoven with fine silver threads that trace spiraling rune scripts. At the apex of the central supporting rod sits an intact, coin-sized Tier 1 magic crystal anchored in a hardened socket of amber resin. When folded for travel, the apparatus collapses into a compact bundle that easily straps to an adventurer’s backpack or utility pack. When unfolded and activated, the lattice glows with a faint, warm golden-violet light, and the surrounding air takes on a gentle, dry warmth accompanied by the rich, caramelized aroma of baked apples, toasted nuts, and wild honey. Droplets of ambient water beaded on the fruit are drawn upward in thin, fragrant wisps of vapor that dissipate harmlessly into the air, leaving the fruit slices perfectly leathery, sweet, and dry.
Detailed Stats
- Item Tier: Tier 1
- Item Rarity: Common
- Item Resilience: 10
- Item Health Points: Avatar maximum hit points plus 10
- Armor Check: 0
- Weight: 2 pounds
- Operational Lifespan Check: When an activated magic is completed, roll 1d20; on a roll of 1, the internal crystal shatters into crystal shards of equivalent weight.
- Attunement Requirement: Held attunement is instantaneous upon grasping; otherwise requires a simple attunement duration of 1 minute.
- Commercial Valuation: Suggested trade benchmark is 12 silver, subject to localized seller discretion, regional fruit availability, and merchant haggling.
Specific Slot
- Back Slot (Strapped to Backpack Exterior or Worn in Hands as an Unfolded Frame)
Passive Magic
- Ripeness Divination: While touching or holding the rack, the avatar enters a low-level seiðr awareness that reveals the exact sugar content, water retention, and decay threshold of any wild or cultivated fruit within 10 feet. Rotten cores, hidden insect larvae, and bitter fungal blights glow with a dull brownish hue in the user’s peripheral vision, ensuring only healthy produce is gathered and prepared.
- Ambient Spore Ward: While the rack is unfolded and in operation, a gentle thermal barrier prevents mold spores, wild yeasts, and airborne rot bacteria from settling on anything placed on its trays, protecting food items from spoilage even when used in damp bogs or humid coastal camps.
- Vermin Repellent Aura: The soft, rhythmic vibration of the rack’s frame emits an imperceptible harmonic pulse that deters mundane insects, ants, flies, and small rodents from approaching within 5 feet of the curing produce.
Activable Magic
- Vapor-Cure Desiccation: The avatar places up to 10 pounds of sliced fruit across the four mesh tiers, spends one full action speaking a short rhythmic verse, and enters a steady concentration trance for one minute. The rack generates an accelerated current of arid, warm planar air that divines and extracts water from the fruit slices. In 60 seconds, the produce is fully cured into long-lasting dried fruit that preserves full nutritional value and flavor, converting perishable orchard pickings into 10 days of travel rations that resist rot indefinitely if kept in a dry container.
- Sweetness Concentration: By expending one full action and chanting a two-word harmonic incantation over a batch of curing fruits, the user directs the thermal flow to gently caramelize the natural fruit sugars without burning the outer skin. Fruits treated in this manner become intensely sweet and dense, doubling their caloric efficiency and providing a mild morale boost to anyone consuming them as part of a meal during downtime.
- Flesh-Desiccating Burst: When an aggressive oozing creature, slime beast, or water-saturated fungus lunges within 5 feet in combat, the avatar can expend an action to angle the unfolded frame directly toward the attacker and shout an abrupt command word. The rack discharges an instantaneous, focused cone of parching thermal energy. The target creature suffers a sudden loss of surface moisture, drying out its outer membrane and inflicting immediate Tier 1 tier-dice damage while causing the creature’s outer layer to stiffen and crack.
- Emergency Tinder Flash: The user concentrates for two actions while holding damp moss, wet bark, or sodden forest tinder against the bottom tray. The rack draws out every trace of moisture within 12 seconds, turning wet wilderness debris into bone-dry, easily ignited kindling suitable for lighting campfires in pouring rain.
Tags
- agriculture, ashwood, dehydrator, foraging, fruit, nutrition, preservation, rations, rowan, seiðr, utility, woodcraft, amber, copper, curing, desiccation, pantry, provisions, runes, shelf, solar, survival, tray
Commercial Venues, Trade Outlets, and Pricing for the Sun-Trance Dehydrating Rack
- Agrarian Cooperatives and Orchard Supply Barns:
- These practical, family-run establishments operate in farming settlements, orchard valleys, and perimeter market villages across island nations such as Banpo, Badarian, and Fauresmith.
- The merchants are local agrarian artisans and cooperators who stock harvesting tools, grafting knives, seed sacks, and fruit-pressing equipment. They value the rack for field preservation, using working models under sheltered porches to cure seasonal harvests of figs, berries, and plums without losing stock to coastal dampness.
- Buying Here: A buyer will find newly strung or well-maintained racks hanging from overhead ceiling beams alongside grain sieves. The standard purchase price sits firmly around 12 to 14 silver coins. If the purchasing avatar holds a recognized membership in an agricultural or foraging faction, the 10% discount per character tier applies, reducing the cost to roughly 11 silver coins for a Tier 1 character.
- Selling Here: Local barn keepers readily buy surplus racks from travelers before high-harvest cycles. The proprietor examines the rowan wood frame and the condition of the silver runic threading with their Mind’s Eye. Standard merchant haggling will lower the offer by 10% per seller tier from its appraisal value, paying out approximately 9 to 10 silver coins deposited directly to the character’s World Bank ledger.
- Expedition Outfitting Posts and Wilderness Provisions Stores:
- Situated along major roadways connecting central capital cities to outlying frontiers, near naval wharf staging docks, and at the gates of frontier garrisons.
- These shops cater to scouts, wilderness explorers, and adventuring parties preparing for extended treks across uninhabited island terrain or deep cave descents where fresh food rots quickly.
- Buying Here: The rack is marketed as a vital survival asset for generating compact, lightweight rations on the move. Due to remote shipping costs across state boundaries and high demand from venturing crews, the seller’s market drives the asking price up to 15 to 18 silver coins. If paid in physical currency, merchants insist on standard silver or electrum coins to avoid non-metal conversion fees.
- Selling Here: Outpost factors purchase used racks to replenish rental gear kits for contract scouts. An avatar selling a functional unit can expect an offer of 8 to 9 silver coins, logged into the station’s manifest for local tax authorities.
- Apothecary Pantries and Herbalist Workrooms:
- Found along the cobblestone side streets of major walled cities, often clustered near medicinal gardens or close to municipal alchemy laboratories.
- Run by herbalists, potion brewers, and alchemical crafters, these aromatic shops utilize the rack’s low-temperature desiccation function to cure sensitive medicinal roots, fungal caps, and delicate flower petals without burning away their volatile alchemical juices.
- Buying Here: Apothecaries occasionally sell custom-carved frames fitted with tighter fiber mesh for curing miniature berries and herbs. The refined craftsmanship commands a price of 14 to 16 silver coins.
- Selling Here: If an avatar brings in a rack that shows no sap fouling or scorched mesh, the herbalist will gladly offer 9 to 11 silver coins in trade or store credit toward alchemical draughts, provided the Tier 1 crystal shows no internal stress fractures.
- Underground Fences and Unregulated Dockside Smugglers:
- Located in damp harbor cellars, secluded sea caves, or tucked away behind unlicensed taverns along international trading wharfs.
- These illicit dealers trade in salvage taken from sunken coastal cutters, plundered farmsteads, and equipment abandoned by lost parties in wild zones.
- Buying Here: Black-market operators do not offer guild courtesies or official tax discounts. A buyer seeking an unmarked piece of preservation gear must pay 20 to 24 silver coins (or 2 gold coins) in physical precious metal coin, as these dealers refuse transactions routed through the World Bank.
- Selling Here: Fences buy the racks because long-voyage smugglers require durable, lightweight tools to dry trail food without producing conspicuous campfire smoke. A seller can expect 10 to 12 silver coins in raw coin with no names recorded in tax ledgers.
- Municipal Bazaars and Curio Pawnshops:
- Located within central urban trade plazas, general flea markets, and pawn establishments near town gates.
- These eclectic shops deal in estate clearances, secondhand trade tools, and surplus goods brought in by travelers seeking immediate coin for transport fees.
- Buying Here: Racks found here vary widely in cosmetic condition, often mixed in with mundane wicker baskets and cooking pots. Depending on the shopkeeper’s familiarity with Seiðr craft, the price can fluctuate anywhere between 10 and 15 silver coins.
- Selling Here: Pawnbrokers drive a steep bargain, factoring in monthly municipal property taxes. A seller will typically be offered 6 to 8 silver coins, transferred to their bank account once terms are reached.
Operational Combat and Roleplay Applications of the Sun-Trance Dehydrating Rack
- Humid Rain Forests and Tropical Marshlands:
- Environmental Context: Dense jungle canopies and coastal swamps are rife with perpetual dampness, aggressive mold spores, flesh-rotting mists, and moisture-dependent ambushers.
- Defensive Roleplay: When traveling through sodden groves where ambient spores quickly foul provisions and saturate bedrolls, the avatar keeps the rack unfolded on their pack to maintain the Ambient Spore Ward. When resting at camp, the soft vibration of the Vermin Repellent Aura keeps venomous swamp centipedes, biting midges, and soldier ants from infesting the party’s bedding and food sacks. If a torrential downpour extinguishes torches and soaks campfire materials, the user activates the Emergency Tinder Flash, desiccating damp peat or dripping fern barks in twelve seconds to produce dry, immediate firewood and prevent hypothermia or night attacks.
- Offensive Roleplay: Confronted by creeping slime molds, gelatinous oozes, or bog leeches in murky water, the avatar thrusts the rack forward using the Flesh-Desiccating Burst. The focused beam of dry thermal energy strips water directly out of the creature’s gelatinous cellular walls, causing its viscous bulk to crust over, seize up, and suffer Tier 1 tier-dice damage while buying time for frontline allies to strike.
- Volcanic Cinder Barrens and Geothermal Caldrons:
- Environmental Context: Magma flats and volcanic hills are defined by sudden steam vents, caustic ash winds, and extreme heat waves that leave adventurers dehydrated and vulnerable.
- Defensive Roleplay: While navigating parched badlands, the avatar uses the Ripeness Divination passive to identify resilient wild desert fruits, moisture-bearing cacti, and root nodes buried under volcanic dust, ensuring the party gathers only safe, water-rich flora without ingesting toxic alkaline sap. If hot cinder embers settle into packs, the user channels the rack’s heat-regulating lattice to safely redistribute the thermal charge, preventing dried provisions and canvas gear from flashing into open flame.
- Offensive Roleplay: In combat against subterranean burrowers or fire-breathing lizards, the avatar uses the unfolded rowan frame as a wide parrying barrier to deflect sweeping claws. By utilizing the Vapor-Cure Desiccation in reverse, the user rapidly dehydrates and shatters brittle volcanic shale or dried sulfur deposits resting on the rack, casting a cloud of hot, blinding mineral dust directly into the eyes and nostrils of lunging beasts to disrupt their scenting and vision.
- Subterranean Caverns and Dark Cave Megacities:
- Environmental Context: Endless limestone corridors and deep underground tunnel complexes feature dripping condensation, toxic fungal colonies, and moisture-loving cave predators hunting in darkness.
- Defensive Roleplay: Deep underground, fresh rations rot within days due to pervasive dampness and necro-spores. The avatar continuously converts gathered subterranean cave mushrooms and pale blind-cricket clusters into dry, durable trail jerky using Vapor-Cure Desiccation, preserving vital party sustenance without needing smoky cookfires that reveal the party’s position. When giant subterranean slugs or parasitic mold beasts drop from the ceiling, the user presents the rack to create a localized barrier that repels moisture-dependent fungal growths.
- Offensive Roleplay: Engaging fungal horrors, spore-zombies, or water-bloated subterranean abominations in close quarters, the avatar triggers the Flesh-Desiccating Burst. The violent extraction of water shrinks the monster’s fibrous caps and splits their rubbery stems, rupturing fungal spore sacs harmlessly away from the party and leaving the enemy brittle and vulnerable to physical crushing attacks.
- High-Altitude Skies, Cloud Cities, and Zeppelins:
- Environmental Context: Skyward settlements, open airship decks, and balloon baskets are subject to biting freezing fog, howling altitude gales, and driving sleet that coats equipment in slick rime.
- Defensive Roleplay: As an airship navigates dense cloud banks that deposit freezing moisture on flight gear, the avatar holds the rack aloft. The thermal dissipation from the Ambient Spore Ward keeps ice from accumulating on essential rope rigging, wing canvas, and personal packs. When crew morale plunges due to cold rations and freezing winds, the user spends an action utilizing the Sweetness Concentration ability on preserved fruit strips, generating hot, caramelized treats that boost the stamina and spirits of the watchmen.
- Offensive Roleplay: During sky-skiff boarding battles, enemy raiders often deploy sticky resin ropes or wet entanglement netting to bind defenders. The avatar snaps open the four tiers of the rack, pressing the heating lattice against the tangled bindings to flash-dry the sap or fibrous ropes into brittle, ash-like threads, allowing allies to instantly tear free. In close melee across narrow balloon catwalks, the wide, four-tiered frame functions as a lightweight buckler to shove enemy boarders backward into the open wind slipstream.
- Urban Diplomatic Halls, Monarchy Palaces, and Guild Quarters:
- Environmental Context: Walled capitals and courtly estates operate on high political intrigue, strict social etiquette, and intense competition between merchant cartels and royal houses.
- Defensive Roleplay: At high-society banquets where poisoners utilize subtle water-borne tinctures or moisture-activated sleep powders concealed in decorative fresh fruit displays, the avatar relies on Ripeness Divination. A single glance across the dining tables reveals chemical adulteration, venomous juices, and artificial fermentations as distinct dull-brown auras, quietly warning allies against consuming tainted dishes before diplomatic summits commence.
- Offensive Roleplay: In competitive guildhall negotiations or trade disputes with rival merchants, the avatar utilizes Sweetness Concentration during culinary exhibitions to produce impossibly rich, perfectly cured fruit delicacies that far surpass ordinary estate offerings. This display of culinary craft and arcane refinement wins the favor of attending monarchs, guild stewards, and foreign ambassadors, securing lucrative trade charters, public acclaim, and high-paying outfitting quests while outmaneuvering aristocratic rivals.

Perception of Activation:
User’s Perspective
- Sight: The silver rune threads woven throughout each of the four tiers ignite with a warm, golden-violet illumination that pulses in rhythm with the user’s heartbeat. Thin, translucent ribbons of moisture-vapor curl upward from the fruit slices resting on the mesh, shimmering like heat mirages over sun-baked stone. In the user’s field of view, the microscopic cell walls of the curing produce glow with an amber matrix, revealing internal fluid channels as they smoothly contract without bursting.
- Hearing: A gentle, rhythmic whirring vibration echoes through the wooden frame, reminiscent of summer cicadas buzzing in high grass or the soft hum of dry winds moving across a mountain gorge. Tiny, microscopic snaps occur as water molecules break free from fruit skins, creating a faint, continuous sound like dry pine needles settling onto hard earth.
- Smell: A rich, enveloping aroma immediately fills the user’s nostrils, combining the sweet scent of caramelized orchard sugars, stewed figs, and dried apricots with undertones of warm rowan bark, toasted cedar resin, and sun-warmed linen.
- Taste: A concentrated, sugary sweetness coats the user’s tongue, leaving a dry, pleasant aftertaste of roasted honey and dried plum skin, accompanied by a clean, warm sensation on the palate that banishes bitter tastes.
- Touch: The wooden uprights feel dry and pleasantly heated to the touch, akin to stones left basking in midday sunlight. A localized current of arid, warm air gently brushes the user’s hands and face, instantly evaporating sweat from the brow while leaving the fingers feeling smooth, clean, and entirely non-sticky.
- Extra-Sensory Perceptions:
- Mind’s Eye Produce Metrics: The user’s consciousness receives a clear, quantitative reading displaying the precise moisture percentage, sugar density, caloric efficiency, and preservation longevity of all organic items resting upon the tiers.
- Vegetative Life-Pulse Sense: The user feels an ethereal psychic link with the severed plant tissues, sensing the exact moment when the lingering biological moisture gives way to long-term stasis, signaling that decay has been permanently arrested.
- Arcane Hearth Resonance: A tranquil, grounding sensation flows from the amber-mounted Tier 1 crystal through the user’s energetic conduits, invoking a comforting psychic aura of kitchen hearths, long winters survived, and harvest abundance.
Observer’s Perspective
- Sight: Observers witness the folding wooden frame produce a steady, golden-amber halo that bathes the surrounding table or ground in soft light. A miniature column of fragrant, shimmering vapor rises gracefully from the four mesh trays, dissipating into nothingness near the ceiling without forming clouds or moisture rings on surrounding furniture.
- Hearing: Nearby companions hear a quiet, soothing drone that sounds like a spinning wheel turning at low speed, accompanied by the dry, rustling hiss of parched desert air flowing through reeds.
- Smell: Anyone within fifteen feet is greeted by the mouthwatering aroma of toasted fruit sugars, sun-cured dates, and sweet mountain woods, cutting through the smells of campfire smoke, damp gear, and trail sweat.
- Taste: Those standing close to the vapor column notice a faint, pleasant hint of dried apple blossoms and warm honey clinging to their breath.
- Touch: Observers near the rack feel a warm, dry breeze radiating from the frame, lowering the ambient humidity in the immediate campsite and providing a comforting, dry hearth warmth.
- Extra-Sensory Perceptions:
- Weave Calming Aura: Spellcasters and creatures sensitive to magical flows perceive a distinct smoothing of ambient turbulence within a five-foot radius, as chaotic elemental moisture is brought into neat, orderly alignment by the Seiðr runework.
- True Sight Golden Weave: Observers using True Sight see thin, spectral golden threads connecting each fruit slice back to the central crystal, forming a delicate geometric lattice that extracts water vapor along precise spiritual lines.
Positives
- Rapid Food Preservation: Transforms up to ten pounds of perishable, water-heavy fruits or gathered mushrooms into featherweight, durable travel rations in sixty seconds without relying on open flame, smoke, or solar exposure.
- Spore and Vermin Exclusion: The active thermal and harmonic aura completely prevents mold infestation, wild yeast spoiling, and insect swarms from tainting food supplies in tropical, damp, or subterranean environments.
- Morale and Nutrition Enhancement: Caramelizes natural sugars during desiccation, producing high-calorie, intensely flavorful provisions that lift party morale and provide reliable field sustenance during grueling campaigns.
- Emergency Utility in Wet Terrain: Acts as an immediate wilderness desiccation focus, capable of curing damp firewood, wet moss tinder, or waterlogged clothing scraps in seconds to maintain campfires in downpours.
Negatives
- Operational Vulnerability: Each completion of an activated drying or burst function requires a 1d20 check, carrying a permanent 5% risk on a roll of 1 that the central crystal shatters into useless shards, disabling all magical functions until replaced.
- Action Economy Cost: Operating or aiming the rack in hostile territory consumes primary actions, limiting the user’s ability to attack, maneuver, or prepare defensive reactions during combat rounds.
- Strong Scent Marker: The sweet, potent smell of toasted sugars and caramelized fruit carries up to sixty feet on outdoor breezes, potentially attracting hungry apex predators, feral beasts, or nearby raider patrols to an otherwise concealed campsite.
- Bulk and Packing Constraints: Although foldable, the four-tiered lattice occupies substantial space on a backpack exterior or utility sling, presenting an easy target for striking blows that can unattune or damage the item if attacked directly.
Crafting Recipe: Lattice of the Sun-Trance Dehydrator
Materials Needed
- 1 set of seasoned rowan wood battens (four 10-inch crossbars and eight 12-inch folding scissor-struts, split straight along the grain without knots)
- 1 central rowan wood upright spindle rod (14 inches in length, smoothed and bore-slotted to support the central tier mounts)
- 1 intact Tier 1 magic crystal (coin-sized and coin-weight, functioning as the primary power storage and desiccation catalyst)
- 4 disks of split ashwood fiber mesh (woven into 8-by-8-inch square lattice screens to serve as tier racks)
- 12 feet of annealed copper binding wire (used for hinge pins, structural corner joins, and secondary heat conduction)
- 6 feet of drawn fine silver wire (purity grade suitable for weaving rune-traced energy channels throughout the mesh)
- 2 ounces of raw pine or mountain amber resin (for seating the apex crystal and waterproofing exterior wooden joints)
- 1 sacrificial magical consumable: 1 mundane preservation salt packet or minor curing draught (consumed during the process to transfer its moisture-banishing enchantment into the crystal matrix)
- 2 fluid ounces of distilled solar-heated dew or elemental fire-warmed spring water (harvested via a fluid collector)
Tools Required
- 1 set of woodworking gouges and fine drawknives (for shaving uniform scissor struts and channeling wire paths)
- 1 hand-drill with micro-auger bits (for drilling hinge pin holes and boring the apex crystal cup)
- 1 jeweler’s wire mandrel and pliers set (for twisting and tensioning copper hinge links and silver runic inlays)
- 1 Fluid Collector (for measuring, drawing, and injecting distilled elemental fluid reagents)
- 1 small ceramic resin-melting pot and oil spirit lamp (for melting and refining amber resin seals)
- 1 weaver’s threading needle and comb (for integrating fine silver wire conduits through the split ashwood fiber mesh)
Skill Requirements
- Woodworking / Joinery: Level 3 or higher (ensures balanced folding tolerances, durable scissor hinges, and warp-resistant struts under prolonged heat)
- Arcane Crafting / Runework: Level 2 or higher (required to weave the unbroken silver Seiðr moisture-channeling runes into the ashwood mesh tiers)
- Culinary Crafting / Preservation Arts: Level 1 or higher (necessary to properly align the thermal flow for gentle desiccation that preserves sugars without scorching organic plant matter)
Crafting Steps
- Shaping the Rowan Framework: Shave and plane the rowan wood battens and scissor-struts to uniform dimensions using the drawknife. Drill matched hinge holes through the intersection points of the folding struts to permit a smooth, balanced scissor-fold action.
- Fashioning the Central Spindle: Turn the central 14-inch rowan rod until smooth. Carve four equidistant tier-rest notches along the shaft to anchor the folding frame tiers. At the upper terminus, hollow out a smooth, coin-sized socket cup to receive the amber resin base and Tier 1 magic crystal.
- Weaving the Silver Seiðr Mesh: Take the four split ashwood fiber mesh squares. Using the weaver’s threading needle, weave fine silver wire continuously through the fiber grid in spiraling Seiðr runes, terminating each thread run at the corner edge for connection to the frame struts. Ensure the wire lays flush with the mesh to prevent snags when loading produce.
- Assembling the Folding Frame: Interlock the folding scissor-struts using lengths of annealed copper binding wire looped through the drilled hinge points. Secure each of the four woven mesh tiers to their corresponding horizontal frame crossbars, wrapping the copper wire tightly around the ends to anchor the structural joints and connect the mesh silver wires into a continuous circuit.
- Mounting the Apex Socket: Place the raw amber resin into the ceramic melting pot over the oil lamp. Once liquified, pour a measured base layer into the carved socket cup at the top of the central spindle rod, seating the lower copper ground pins into the hot resin.
- Preparing the Consumable Reagent: In a separate crucible, gently heat the sacrificial preservation salt or curing draught with the two ounces of distilled solar-heated dew. Draw the active mixture into the Fluid Collector. Carefully inject the warm alchemical fluid into the exposed fiber grain surrounding the apex cup, allowing the cellular structure of the rowan wood to absorb the moisture-repelling enchantment.
- Seating the Crystal Catalyst: While the amber resin is still warm and tacky, press the Tier 1 magic crystal firmly into the socket cup. Verify that the silver and copper grounding conduits make direct, tight contact with the stone. Apply a refined perimeter bead of melted amber around the crystal’s base to lock it into place against physical vibration.
- Aligning the Folding Action: Fold and unfold the four-tiered lattice repeatedly to ensure no wires pinch or bind. Adjust the copper hinge loops with the jeweler’s pliers until the rack snaps smoothly between a flat, packed travel profile and a stable, self-standing four-tiered drying tower.
- Chanting the Seiðr Binding Ritual: Unfold the complete rack on a flat surface and enter a quiet, focused Seiðr trance lasting at least ten uninterrupted minutes. Direct your thoughts through the rowan wood upright into the crystal, chanting the harmonic cadence of the sun-trance. Visualize the transfer of the consumed curing agent’s latent magic into the crystal matrix. The ritual concludes as the woven silver threads flare with a soft, warm golden-violet light and the four mesh tiers emit a faint aroma of dried apples and warm cedar, signifying full functional attunement and operational readiness.
Fourfold Wooden Sieve and Sweet Berries of Mud-Mother
Now it is written down in the rough scratches of the dry bone-scrolls, in the days when the great gas-belly VaporSphere did roll through the black vault like a swollen bladder, that the soil of the island Banpo was exceedingly thick with weeping water. In that turning of the great wheel, the world-goddess Gaialilith had only newly set the wild cats to speak with the desert runners, and the sky had not yet learned to keep its rain inside its belly for more than two hours together. The trees of the orchard-slopes were fat with round purple plums, and the thickets were heavy with golden ground-figs that wept sweet juice upon the moss.
Yet the people of the river-settlement did wail and beat their breasts upon the threshing floors. For whenever the hand of the picker did gather twenty baskets of the sweet flesh, the cloud-shadows fell, the wet mists rose up out of the warm salt-shoals, and the green rot-fuzz did crawl across the skins of the fruit before two nights had finished. If a house-father laid his figs upon the flat river-stones to catch the face of the star Helios, a great squall of black rain would rush down from the high hills and wash the sugar into the mud, leaving only sour skins that gave the belly-gripe to the children.
In those days there dwelt upon the ridge above the cane-marshes an old woman named Astrid of the Crooked Thumb. She was a dweller in the silent places, who had come across the salt-sea in an ash-wood skiff before the memory of the village elders had begun to be carved on the pillar-stones. Astrid did not dig the ditches for the village headman, nor did she weave coarse sacking for the fish-merchants. Instead, she sat in the open wind, looking with the inner skull-sight that the northern speech named Seiðr. In this seeing, she did watch the invisible strings that hold the water inside the leaf and the salt inside the earth.
Now the headman of the valley was a man of heavy weight named Torvald the Ox-Shouldered. Torvald had six wives, forty fighting-spears, and an orchard that covered three round hills where the sweet blood-figs grew as large as a calf’s hoof. On a certain Transmuday in the month of Lathandus, when the star Helios stood high and hot at the eleventh hour, Torvald looked upon his storehouses and beheld forty wicker hampers of fresh-plucked figs, all glistening with juice.
“Behold,” said Torvald to his spearsmen and his sons, “the high boat of the king’s tax-takers comes from the central city in six days’ time. If these forty hampers are turned to rotten jelly by the fog, the king’s men will take twelve of my young bullocks and two of my fishing-barges to pay the silver-rent. Go down to the river-bank, build seven great fires of driftwood, and smoke the figs upon willow hurdles until they are dry like leather!”
Then his sons and his bondmen did kindle seven great pits of resinous pine and wet marsh-willow. They laid the tender blood-figs upon wicker racks above the flames. But alas, the craft of the ox-shouldered men was rude and full of haste. The black smoke of the pitch covered the sweet skin of the figs with bitter soot, and the sudden licking of the fire caused the fruit-skins to burst with a popping sound, spilling all the rich syrup into the coals where it burned like horse-hair. When the sun went down at seventeen of the clock, the forty hampers were nothing but burned charcoal lumps that tasted of bitter tar, while the damp air of the evening settled over the remnants and turned the mess into a grey soup.
Torvald the Ox-Shouldered fell into a monstrous fury. He broke his ash-spear across his knee and swore by the horns of the great moon-beasts that he would pull down the huts of all the wicker-weavers in the valley if they did not teach him how to hold the summer sugar against the rot.
It chanced that a little maid who carried sour milk to Astrid’s cabin heard the weeping of the orchard-girls. She ran up the rocky goat-path where the rowan trees grew thin and twisted between the volcanic stones, finding the old woman seated upon a flat slab of pumice, binding slender rods of red wood with loops of soft copper string.
“Grandmother of the Ridge,” gasped the milk-child, “the Ox-Shouldered Chieftain has roasted all his sweet fruit into black cinder-heaps, and now the great mist is crawling from the bay! Tomorrow the cloud-eater will swallow the sun, and the king’s ship will come to strip the cattle from our pens because the fruit has died!”
Astrid did not open her outer eyes, for she was watching a spider spin its snare between two stalks of wild barley. “The bull bellows because he has only horns and hooves to touch the world,” said the old woman, and her teeth clicked like river-pebbles in a sack. “Bring hither four shallow baskets of the blood-figs that remain upon the branches, those which have not felt the grease of the smoke-pits. And do not run so fast that you crack their skins, for a broken skin is an open gate to the worm.”
The maiden ran to the highest terrace of the orchard, where the pickers had abandoned twelve hampers in their despair. She brought down four shallow crates of the purple fruit, carrying them upon her head through the creeping evening fog.
Astrid rose from her stool. In her hands she held an apparatus of curious assembly. It was framed from the wood of the mountain rowan, which had been bent into four flat square trays by the steam of boiling sap. Between the bars of wood she had stretched a fine web of split ash-splints, through which ran thin threads of hammered silver wire, twined in loops like the tracks of water-striders upon a still pond. At the top of the central post sat a round stone the color of pale violet smoke, held within a cup of dried pine-amber that smelled of summer bees.
“Set the fruit upon the four floors,” commanded Astrid.
The child laid the sliced figs upon the four tiers, dividing them so that no fruit pressed upon its neighbor. The fog was now rolling over the eaves of the cabin, cold, wet, and smelling of rotten kelp.
Astrid took the wooden frame between her knees. She placed her right palm upon the violet stone and closed her eyes until only the white corners could be seen. Then she began to breathe in a rhythm of three short draws and one long whistling breath through her nostrils, chanting a song of the ancient northern tongue that sounded like dry leaves scraping over a gravel beach.
In her trance, she did not perceive the darkness of the room, nor the dripping thatch, nor the frightened child shivering in the corner. Through the Seiðr seeing, she beheld the slices of fruit as small hills of red earth, through which countless tiny river-veins of water were flowing toward the sky. Outside the fruit, she saw the cold fog as a grey, creeping beast with ten thousand damp hands, trying to crawl into the warm river-veins to plant the seeds of mould.
“Turn back, daughter of the salt-water,” whispered the woman through the conduit of her thought. “The harvest belongs to the belly of man, not to the moss of the swamp.”
She blew her breath across the violet stone. The silver wires woven through the four tiers began to glow with a pale, amber-violet shimmer, like the belly of a fire-beetle in the grass. A soft, rushing sound arose from the ash-wood slats, like the sound of a steady wind blowing through a field of dry oats.
The child cried out in wonder, for she saw that no smoke came forth from the wood, nor did any coal glow red. Yet the air within the frame became exceedingly dry and warm, like the breath that rises from the stones of a bake-oven when the fire has been drawn out. The water inside the figs did not boil or tear the skins. Instead, thin, white ribbons of odorless mist rose up from the fruit like spun silk, rising through the four floors of the frame and vanishing into the roof-thatch without wetting the reeds.
All through the hours of the night, while the big world VaporSphere hid the face of the stars and the island shivered under the wet sea-damp, the old woman turned the wooden frame upon its copper hinges, singing the counting-verses of the dry-loom. The smell of the hut changed from the stench of marsh-mud to a glorious, rich perfume of toasted honey, dried nectar, and sun-baked rowan-berries.
When the star Helios broke through the eastern haze at six of the morning, Astrid struck the top of the post with the knuckle of her thumb.
The violet stone ceased its humming. The amber glow died away from the silver threads.
The child stepped forward and looked upon the four trays. The soft, wet, dripping figs had become flat, wrinkled, and brown as the leather of an old hunting-boot. Yet when she touched them, they were not hard like stones, but soft and pliable as oil-cloth. Astrid took a slice and broke it; within, the flesh was dark red, translucent like amber resin, and when the child placed a piece upon her tongue, the sugar was so thick and intense that it seemed as though three summers of sunshine had been packed into a single bite.
“Take the four trays to the longhouse of the Ox-Shouldered,” said Astrid, wiping the dried sweat from her chin. “Tell him that the mountain does not fight the water with fire; it drinks the water with the wind.”
When Torvald the Chieftain beheld the four tiers of dried fruit, he took a piece between his thick fingers, suspicious of witchery. But when he chewed, his eyes opened wide, and he shouted with a great voice that shook the drying-poles of the yard.
“This is not the food of cattle-keepers!” he cried. “This is the dried honey-loaf of the great sea-kings! One skin of this fruit will sustain a rower for five days upon the open salt, and it does not rot though the bilge-water sloshes at his ankles!”
When the great ship of the tax-takers arrived from the central capital on the third day of the following week, Torvald presented them not with wet hampers of rotting fruit or charred heaps of ash, but with sixteen small sacks of dried sugar-figs from the fourfold frame. The royal collectors marveled at the lightness of the cargo, tasted of the sweetness, and gave to Torvald a golden receipt that cleared his island state of all debts and fees for two full turns of the season, granting him also an honorary badge from the Guild of Victuallers.
Torvald brought to the hovel on the ridge four jars of cold-pressed oil, six sacks of fine barley meal, and an armband of pure electrum. But Astrid of the Crooked Thumb had already folded the four tiers of rowan wood into a flat bundle, strapped the frame to the shoulders of her goat-hair cloak, and departed into the high hills where the wild cherries grow, seeking only the dry wind and the quiet stones where the water-threads may be unspun in peace.
Moral of the Story: He who uses violent flame to conquer creeping moisture will only burn that which he desires to keep; but he who understands the subtle paths of the weave can draw away the water with patience, preserving the sweetness of the harvest through the darkest seasons of mist.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Sun-Woven Desiccator
- Classification: Enchanted Artifact / Folk Magic Focus
- Appraisal Sanity Loss: 0 Sanity points
- Activation Sanity Cost: 0 (1 Sanity point if channeled against living, water-dependent entities)
- Magic Point Cost: 1 Magic Point per curing cycle; 3 Magic Points for offensive moisture extraction
- Physical Description: A collapsible four-tiered wooden rack of bent ash and rowan, joined with twisted copper wire. Fine silver threads trace spiraling runic patterns through the mesh. An amber-set pale quartz crystal rests at the apex. When functioning, it produces a gentle, dry heat and an aroma of baked honey and dried fruit.
Artifact Mechanics and Operational Syntax:
- Field Curing (Standard Operation): By spending 1 Magic Point and five minutes of quiet focus, an investigator can cure up to 10 pounds of gathered fruit, meat strips, or wild herbs placed on the racks. The item draws out all moisture into an odorless, dry vapor without burning or spoiling the food. This creates non-perishable travel rations that never succumb to rot, wild mold, or dampness.
- Toxin and Taint Identification: Handling produce while in contact with the rack allows the user to test Spot Hidden or Natural World with a Bonus die to detect agricultural blights, rot, chemical adulterations, or venomous secretions.
- Desiccating Burst: When threatened by an aqueous, gelatinous, or slime-based horror at close quarters, the investigator may expend 3 Magic Points and 1 Sanity point to direct the unfolded frame toward the entity. The user rolls Power (POW) or Fighting (Brawl). On a regular success, the sudden localized desiccation inflicts 1d6 damage, bypassing non-magical kinetic resistance as the creature’s outer skin dries and ruptures. A fumble causes the apex stone to fracture, rendering the device inert.
Blades in the Dark
Name: The Sparkwright Desiccation Lattice
- Item Load: 1 Load (Stored flat against a pack or carried on a gear strap)
- Quality Rating: Tier I Arcane / Field Utility Instrument
- Stress Cost: 0 to 1 Stress
- Harm / Resistance Interaction: Can be spent or sacrificed to mitigate consequences regarding starvation, mold corruption, or slime contamination.
System Mechanics and Operational Syntax:
- Provisions Curing (Downtime / Free Utility): The operative deploys the four-tiered lattice over gathered food or botanical reagents. Operating the device requires no stress and converts perishable, moist flora into dry, shelf-stable travel rations in minutes. Provisions cured by the rack resist rot and sewer dampness indefinitely.
- Botanical Refining (1 Stress): When preparing raw alchemical ingredients, wild roots, or narcotic fungi, the scoundrel may spend 1 Stress to rapidly extract excess moisture without scorching the active chemical properties. This grants +1 Effect to an upcoming Tinker or Alchemical roll using those ingredients.
- Slime / Ooze Countermeasure: When confronting supernatural slime hazards, creeping mold, or sewer horrors, the operative may spend 1 Stress to deploy the device as an offensive parry or trap. This grants +1d to an Action Roll (such as Skirmish or Wreck) to flash-dry the creature’s outer membrane, forcing it to retreat or leaving it vulnerable to physical blows.
Dungeons & Dragons (5th Edition, 2024 Revision)
Name: Rack of the Sun-Trance
- Item Type: Wondrous Item
- Item Rarity: Common
- Attunement: Requires Attunement
- Weight: 2 lbs.
Item Traits and Operational Mechanics:
- Accelerated Desiccation: As an action while holding or deploying the rack, you speak a command word to initiate a curing cycle lasting 1 minute. You can place up to 10 pounds of fresh fruit, mushrooms, or edible plants across its four tiers. At the end of the minute, the food is completely cured into durable trail rations that do not rot, mold, or attract insects for up to 30 days. This food provides enough daily sustenance for up to five Medium creatures.
- Blight Detection (Passive): While holding the folded or unfolded rack, you have Advantage on Intelligence (Nature) and Wisdom (Survival) checks made to identify poisonous, spoiled, or blighted plants and fruits within 10 feet of you.
- Desiccating Flash (Recharge 6): When an ooze, plant, or water-elemental creature within 5 feet of you makes a melee attack against you, you can use your Reaction to angle the active lattice toward the attacker. The creature must succeed on a Constitution saving throw (DC 13) or take 2d6 necrotic damage from instantaneous fluid loss, and its speed is reduced by 10 feet until the start of its next turn. On a successful save, the creature takes half damage with no reduction to speed.
Knave (Second Edition)
Name: Rowan-Framed Fruit Sieve
- Item Slots: 1 Slot (Carried strapped to an exploration pack)
- Item Type: Utility Focus / Arcane Tool
- Durability: 3 / 3
Item Traits and Operational Mechanics:
- Ration Preserver: Once per exploration turn (10 minutes), the carrier can unfold the rack and dry up to 10 pounds of forage, gathered mushrooms, or wild fruits. The resulting dry cakes count as 3 full days of travel rations that will not rot in wet dungeons or damp packs.
- Spore and Rot Ward: While strapped openly to an exploration pack, food and dry rations carried in the bearer’s inventory cannot be spoiled by environmental dampness, sewer water, or ambient fungal spores.
- Parching Shock: In melee, the bearer may sacrifice 1 point of Durability from the frame to discharge a sudden burst of arid planar heat at an adjacent fungal, slime, or water-based foe. The enemy must make a Constitution save. On a failure, the creature takes 1d8 damage as its outer moisture flashes away into steam, and it cannot take reactions until the next round. If Durability drops to 0, the copper wire unravels and the apex crystal shatters, destroying the item.
Fate (Fate Condensed)
Name: Sun-Trance Desiccation Screen
- Aspect: Pristine Rations from the Planar Hearth
- Item Type: Personal Survival Focus (Extras / Stunt-Granting Focus)
- Cost: 1 Refresh (as an Extra)
Stunts and Mechanical Rules:
- Instantaneous Orchard Curing: Because you carry the Sun-Trance Desiccation Screen, you can deploy its four folding tiers to transform freshly harvested fruits, gathered forest mushrooms, or damp forage into durable, rot-proof travel provisions within minutes. When curing food during quiet narrative moments or scenes between conflicts, no roll is required. In survival scenes where supply depletion, prolonged travel, or harsh wilderness travel threatens the group, you gain a +2 bonus to Create an Advantage or Overcome using Survival or Crafts to establish situational aspects such as Bountiful Cured Provisions or Rot-Proof Iron Rations.
- Parching Shockwave: Once per scene, when confronting an ooze, fungal creature, water elemental, or damp swamp monstrosity, you may spend a Fate Point to unleash a concussive wave of arid planar heat from the frame’s lattice. You defend against or attack an adjacent target using Crafts instead of Athletics or Fight. If used as an attack that succeeds, the sudden extraction of cellular fluid inflicts physical stress and forces the target to take the situational aspect Brittle and Dehydrated with one free invoke.
Cypher System & Numenera (Cypher System Rulebook / Numenera Discovery)
Name: Solar-Weft Desiccation Tier
- Level: 2 (Target Number: 6)
- Item Form: Artifact (Collapsible four-tiered folding frame of treated hardwood and conductive silver filigree, capped with an amber-mounted crystalline transducer)
- Depletion: 1 in 1d20 (Check upon triggering the combat parching burst)
Artifact Traits and Mechanical Rules:
- Effect (Passive – Spore Repulsion): While the artifact is secured to a pack or resting in camp, an invisible harmonic heat field surrounds the user’s gear within immediate distance. The user gains an asset on all defense tasks against airborne fungal blights, biological food spoilage, rot rot infestations, and ambient moisture corruption.
- Effect (Active – Accelerated Dehydration): An action spent unfolding the lattice and speaking an operational cadence over up to 10 pounds of sliced fruit or moist plant matter extracts all moisture in one minute. The food is reduced to lightweight, nutrient-dense dry cakes that resist spoilage indefinitely. Consuming these concentrated provisions eases all endurance and long-march recovery tasks by one step for the next 28 hours.
- Desiccating Flash (Active – Tactical Defense): By spending 1 point from your Intellect Pool, you present the open lattice toward an adjacent biological target with an aqueous, plant, or slime composition and release a burst of planar dryness. The creature takes 4 points of ambient damage that ignores armor, and its physical movement is hindered by one step on its next turn. Check for Depletion immediately after this effect concludes.
Pathfinder (Pathfinder Second Edition, Remaster Core)
Name: Dehydrating Screen of the Sun-Trance
- Item Traits: Uncommon, Consumable, Magical, Wood
- Item Level: 1
- Price: 12 gp
- Usage: held in 2 hands; Bulk: 1
Description: Assembled from four tiers of steam-bent rowan battens and laced with fine silver wire that runs through an ash-splint mesh, this folding frame features an amber-hued quartz crystal at the top of its central spindle.
Activated Abilities:
- Cure Provisions [two-actions] (Concentrate, Manipulate); Effect: You activate the runic threads while loading up to 1 Bulk of fresh fruit, flora, or edible fungi onto the four tiers. Over the course of 1 minute, the frame circulates a dry, fragrant thermal current that safely removes moisture without burning. The produce is converted into 10 days of preserved rations that are immune to non-magical rot, fungal mold, and decay for up to 30 days.
- Discern Blight [one-action] (Concentrate); Effect: You peer through the lattice at a patch of fruit or vegetable growth within 15 feet. You gain a +1 item bonus to your next Nature or Survival check to identify whether the plants are spoiled, poisoned, diseased, or safe for consumption.
- Parching Discharge [reaction] (Concentrate, Manipulate); Trigger: A creature with the aquatic, fungus, ooze, or plant trait within your reach targets you with a melee Strike; Effect: You angle the unfolded rack to discharge a sudden flare of arid planar heat. The triggering creature takes 1d6 vitality or fire damage (DC 15 basic Reflex save) from rapid fluid evaporation, and if it fails the save, it takes a -10-foot status penalty to its Speeds until the end of its current turn.
Savage Worlds (Savage Worlds Adventure Edition – SWADE)
Name: Sun-Trance Fruit Rack
- Item Type: Arcane Survival Device
- Weight: 2 lbs
- Minimum Arcane Rank: Novice
- Power Points: 5 (Recharges at a rate of 1 point per hour)
Device Mechanics and Trapping Rules:
- Arcane Trapping (Dry Planar Heat): The device functions through steady currents of warm, arid air accompanied by the scent of baked fruit, toasted wood, and honeyed amber, preserving plant tissues without combustion.
- Forager’s Boon (Passive): While the folded rack is carried on an adventurer’s pack, the character gains a +1 bonus to Survival rolls when foraging for food or verifying whether wilderness flora and water-laden fruits are edible or poisonous.
- Preserve Harvest (1 Power Point): As an action, the user loads the trays with up to 10 pounds of gathered fruit, tubers, or edible mushrooms. Within one minute of operation, the harvest is dried into iron rations. This provides enough food to sustain up to five people for two days, and the rations remain impervious to natural decay, mold, and vermin infestation for one month.
- Dehydrating Burst (2 Power Points): The user presents the unfolded lattice and spends an action to unleash a five-foot cone of desiccating planar heat. Targets caught within the cone must make an Agility roll (-2 if the target is made primarily of water, plant matter, or ooze). A failed roll inflicts 2d6 non-lethal damage from violent dehydration and leaves the victim Distracted; on a Raise, the target is both Distracted and Vulnerable.
Shadowrun (Sixth World)
Name: Hermetic Desiccation Screen
- Item Type: Enchanted Sustained Utility Focus
- Force Rating: Force 1
- Karma Binding Cost: 2 Karma
- Item Availability: 2 (Legal)
- Cost: 1,200 nuyen
- Physical Description: A collapsible four-tiered wooden frame of heat-treated ash and rowan battens, wired with fine conductive silver-alloy circuitry running across fine mesh trays. A small, refined quartz crystal node set in hardened amber serves as the magical power battery at the apex rod.
Game Mechanics and System Syntax:
- Accelerated Produce Dehydration (Major Action): When the bound character spends a Major Action to initiate a curing cycle over harvested fruits, wild flora, or alchemical organic reagents placed across the screens, the device generates an envelope of dry, heated mana. The process extracts all free cellular water within two minutes without scorching cell walls. Provisions cured in this manner are reduced to lightweight, non-perishable travel rations that are immune to mold, wild yeasts, and rot. When evaluating food spoilage during long runs in the Barrens or wilderness, these rations ignore ambient dampness.
- Toxin and Adulteration Scan (Minor Action): Handling organic goods placed on the trays grants the user a +1 dice pool bonus to Biotech + Intuition or Outdoors + Intuition tests made to identify natural toxins, bioweapon contaminants, spoilage bacteria, or chemical adulterants within food or plant materials.
- Aqueous Desiccation Discharge (Reaction): When attacked in close combat by an ooze, paracritter with an aquatic nature, or fungal bio-threat, the runner may spend 2 Minor Actions to discharge a cone of arid thermal mana from the unfolded rack. The user makes an immediate Sorcery + Magic test opposed by the target’s Body. For each net hit, the target suffers 1 box of Stun damage from rapid dehydration, and the creature’s movement is halved until the end of the next combat round.
Starfinder (Second Edition)
Name: Solar-Weft Field Dehydrator
- Item Level: 1
- Price: 95 credits
- Bulk: 1
- Hands: 2
- Item Traits: Consumable, Magical, Tech, Transmutation, Utility
Description: Constructed from folding composite struts reinforced with copper-alloy wiring and fine mesh surfaces, this four-tier survival rack utilizes an amber-mounted crystalline core to run an accelerated desiccation cycle via warm, dry atmospheric ionization.
Activated Abilities:
- Preserve Flora [two-actions] (Concentrate, Manipulate); Effect: You unfold the four tiers and load up to 1 Bulk of fresh fruit, native plants, or edible space-lichen onto the mesh. Over the course of 1 minute, the unit vents a steady stream of dry, ionized heat. The organic matter is fully converted into 10 days of durable field rations that resist planetary dampness, alien mold spores, and bacterial decay for up to 60 days.
- Scan Edibility [one-action] (Concentrate); Effect: You align the crystal apex toward unclassified alien vegetation within 10 feet. You gain a +1 item bonus to your next Life Science or Survival check made to assess whether the target flora is nutritious, poisonous, blighted, or chemically unstable.
- Desiccating Vent [reaction] (Manipulate); Trigger: A creature with the aquatic, fungus, or ooze trait enters an adjacent space or makes a melee Strike against you; Effect: You present the active lattice to discharge a sudden flare of arid thermal energy. The triggering creature takes 1d6 vitality damage (DC 15 basic Reflex save) from explosive surface moisture loss, and on a failed save, it takes a -10-foot circumstance penalty to its Speeds until the end of its next turn.
Traveller (Mongoose Traveller 2nd Edition)
Name: Model-7 Compact Botanical Desiccator
- Tech Level: TL 11 (Specialized Survey / Field Survival Equipment)
- Mass: 1.0 kg
- Power: Internal micro-cell battery (supports 30 desiccation cycles per charge; recharges via standard shipboard power grid in 1 hour)
- Cost: Cr 350
Item Rules and Technical Syntax:
- Preservation Cycle: The apparatus deploys four collapsible composite mesh trays wired with conductive micro-heating elements that generate a controlled, arid thermal convective current. Loading up to 4 kg of raw alien fruit, forage, or fungal specimens into the trays and engaging the cycle extracts 99% of free water in 60 seconds without destroying vitamins or volatile sugars. The result is sterile, long-shelf-life survival rations that resist fungal infection, rot, and high-humidity decomposition during extended exploratory expeditions.
- Pathogen & Toxin Screen: The sensor cup at the apex runs a real-time chemical diagnostic on items placed on the trays. A traveler operating the unit receives a DM of +1 on all Survival or Science (Life Sciences) checks made to detect toxic alkaloids, parasites, or corrosive fluids in wild food sources.
- Hydrophilic Hazard Deterrent: If deployed against an aggressive alien fauna that relies on an amoebic, slime, or water-dependent physiology, the traveler may expend one combat action to activate the emergency thermal purge. The traveler makes an Electronics (Sensors) or Athletics check with a DM of +0. A successful check drives the organism back 2 meters and inflicts 1d6 damage from rapid cellular desiccation.
Warhammer 40,000 (Wrath & Glory)
Name: Purified Sieve of the Emperor’s Bounty
- Tier: 1
- Value: 2 (Common / Survival)
- Keywords: IMPERIUM, ASTRA MILITARUM, UTILITY
- Rarity: Common
- Weight: 1.0 kg
Item Traits and System Syntax:
- Sanctified Preservation of Field Rations: Common among Imperial Guard scouts, frontier colonists, and pilgrims traversing damp death worlds, this four-tiered collapsible ashwood rack features a consecrated focusing crystal and silvered prayer-etched wires. Expending a Simple Action to load wild fruits, tubers, or edible swamp lichens into the sieve and reciting the Litany of Sustenance extracts all moisture in a fragrant, dry haze over one minute. The food is reduced to hardened ration wafers immune to decay, swamp mold, and rot, providing sustenance for up to five troopers for three days without relying on standard corpse-starch supply drops.
- Detection of the Blighted Harvest: While holding or operating the sieve, the bearer gains a +1 bonus die to Survival and Scholar tests made to detect Nurgle-born rot, xenos fungal blights, biological poisons, or chemical contaminants in agricultural stores.
- Scourge the Foul Slime: When confronted at close quarters by an ooze, warp-slime, or spore-spawn monstrosity, the bearer may spend their Combat Action and 1 point of Glory to direct the open lattice at the creature. The target suffers 1d6+2 Mortal Wounds from instantaneous cellular fluid evaporation, and its movement speed is reduced by half until the start of the bearer’s next turn as its outer skin crusts over and ruptures.
