From: Lineage 2741 of the Zaf Amra
Type: Essence & Material Refinement Device
Description:
A modular handheld tool shaped like a stylized chalice crossed with an alchemical siphon, crafted from obsidian glass and copper veinwork. It houses a small crystalline boiler that vaporizes sand, minerals, or even residual mana into extractable essence vials. When powered, faint chants of Zaf-Khet resonate through its filigreed handle, producing a serene blue glow.
Function & Effects:
- Essence Extraction: Converts raw material (sand, crystal, or elemental remains) into purified magical essence or liquid mana.
- Material Refinement: Enhances crafting efficiency by 25% when used in steam or alchemical forge contexts.
- Overpressure Mode (1/day): Releases a focused blast of heated air and sand, functioning as an emergency cutting torch or defensive deterrent.
- Safety Feature: Automatically cools after use, exhaling mist infused with lotus and quartz scent—considered a ritual cleansing breath.
Lore:
The Extractor’s original blueprint dates to the artisans of Khet-Vara, who sought to merge the meditative craft of Zephara’s sands with the precise innovation of steam metallurgy. Zarisa’s version incorporates rare dune-glass grown from ley-reactive storms, symbolizing harmony between raw chaos and refined stillness.
Among the forges of Khet-Vara, it is said that the first Steam-Glass Extractor was not built, but grown—its glass body coaxed from molten dunes during a sacred alignment of sand, steam, and starlight. The Amratian artisan-monks of the Serene Forge believed that to refine matter was to refine the soul; thus, every extractor bore an imprint of its creator’s spiritual tone. Each device “sang” in Zaf-Khet—the sacred language of balance and resonance—its harmonic pattern reflecting the inner composure of the one who wielded it.
In the Age of the Sand Engines, these instruments were granted only to those who had mastered both the meditative arts of Zephara and the industrial science of the Forge Guilds. They were not merely tools, but companions to creation, breathing in chaos and exhaling serenity. Zarisa’s personal Extractor 772 is said to hum in rhythm with her pulse; its internal glass veins glow blue when her mind is calm and flash gold when her thoughts waver. It was used to refine ley-infused quartz into the components that powered the earliest Aether-Sand Resonators—linking her lineage directly to the shaping of modern Amratian geomancy.
Though it appears delicate, the Extractor endures extreme conditions, having once withstood the heart of a sandstorm without cracking. Legends claim that its mist—the lotus-and-quartz exhalation after every use—purifies not only the air but the artisan’s thoughts, carrying away excess emotion like vapor rising from tranquil waters. Among Amratian smiths, it is said: “To forge with a still mind is to teach the metal to remember peace.”
Tier One Values and Attributes
Tier: 1 (Uncommon Relic-Tool)
Slot: Handheld Apparatus / Off-Hand Utility (does not occupy primary weapon or focus slot)
Weight: 3 lb Durability: 30/30 Power Source: Internal Steam-Crystal Core (self-recharging via ambient heat)
Attunement Requirement: Proficiency or familiarity with Zaf-Khet chants, Sandcraft, or Alchemical Engineering
Core Stats and Bonuses
• +2 Crafting or Forging checks when used in conjunction with steam, sand, or crystal materials
• +1 Alchemy or Material Manipulation checks when processing raw elemental residues
• +1 to Concentration or Meditative Focus rolls during long refinement sessions
• Provides 20% faster cooldown for adjacent steam-based devices within 5 ft when idle
Skills Gained / Enhanced
• Sandcraft Mastery (Minor): Enables manipulation of powdered or crystalline substrates for precise extraction and stabilization.
• Essence Distillation: Allows conversion of defeated elemental remains, crushed ores, or ley-active dust into bottled essence usable for enchantments.
• Alchemical Synergy: Grants the user intuitive understanding of thermal balance; reduces risk of volatile reaction by 15%.
• Harmonic Engineering: Through resonance tuning, improves calibration of devices linked to ley or steam systems.
Passive Magics
- Resonant Hum of Zephara: The device produces soft Zaf-Khet vibrations that calm the wielder’s nervous system. All nearby allies gain +1 morale bonus to concentration or resolve checks while the Extractor is active.
- Glassheart Equilibrium: The crystalline chamber realigns ambient mana into orderly flow, passively reducing magical interference within a 10-ft radius by 10%.
- Steam-Spirit Communion: When near forges, boilers, or geothermal vents, the Extractor self-recharges and softly glows, signaling ley stability and offering minor heat protection (resistance 1 to fire/steam).
- Mist of Serenity: Upon cooldown, releases perfumed vapor that purges lingering corruption or contamination from nearby crafting materials (10% chance to purify flawed reagents).
Activatable Magics
- Essence Extraction (At-Will, Concentration up to 1 minute): Draws latent magical energy from sand, crystal, bone, or elemental residue, converting it into 1 vial of Pure Essence or Mana Condensate per activation.
- Material Refinement (3/day): When paired with an active forge or alchemical crucible, enhances the success of all associated crafting rolls by 25% for 10 minutes.
- Overpressure Mode (1/day): The user channels excess steam through the obsidian nozzle, creating a 10-ft cone of heated sand and vapor. Deals 2d6 heat damage (non-lethal against armored targets) and forces a Strength or Fortitude save vs. knockback.
- Harmony Recalibration (1/week): A meditative full-minute ritual that resets all connected workshop devices to optimal ley alignment, preventing malfunctions for 24 hours.
Tags:
Apparatus, Steam-Powered, Essence Refinement, Alchemical Device, Sandcraft Engineering, Heat & Vapor, Serenity-Aligned Tool, Desert Industry, Artisan Focus, Magical Extractor, Spiritual Mechanism, Amratian Heritage, Zaf-Khet Resonance, Apparatus, Alchemical Tool, Steam Refinery, Essence Collector, Sandcraft Device, Industrial Harmony, Magical Extractor, Amratian Artisan Tech
Essence:
The Steam-Glass Extractor 772 of the Serene Forge is both tool and teacher—embodying the balance between chaos and stillness that defines Amratian craftsmanship. In skilled hands, it transforms raw dust into the purest essence and toil into meditation; in the wrong hands, it hums with a discordant tone, whispering that harmony cannot be forced—it must be refined.
Shops and Commerce Context in Saṃsāra for the Steam-Glass Extractor 772 of the Serene Forge
In the Amratian dominion, devices such as this are rare cross-disciplinary instruments, half-tool and half-relic. Their sale or barter depends on a balance between technical certification, spiritual alignment, and guild reputation.
1. Sanctum-Forge Guild Halls (Khet-Vara, Ironheart Reach, Sandhaven)
These guild halls serve as the central authority for steam-engineers and alchemic metallurgists. Extractors sold here are licensed models, inspected for harmonic stability and purity of quartz channels. Each is accompanied by a personal blessing from a guild priest of Zephara.
Typical Cost: 550–600 gold gilds for an approved, standard-use model.
Commerce Style: Purchase requires demonstration of forging or sandcraft skill; a buyer must recite the Breath of Balance mantra in Zaf-Khet to verify attunement.
Cultural Note: Guildmasters treat the sale as a rite of passage—ownership signifies entry into the order of true Steam-Artisans.
2. Lotus Crucible Emporium (Vara-Sul Capital Markets)
This upper-tier alchemical and refinement shop specializes in hybrid tools that merge magic and industry. Extractors appear here as “display relics,” with gold-thread inscriptions and gem-studded vents.
Typical Cost: 700–800 gold gilds (collector or noble rate).
Commerce Style: Bidding or commission only. Buyers must sign a usage contract guaranteeing the item will not be weaponized.
Cultural Note: Each sale is accompanied by a crystal lotus token granting the purchaser one consultation with an artisan-monk of Zephara—proof that elegance and discipline still govern creation.
3. Sand-Spindle Bazaar (Desert Frontier Markets)
A vast open market where desert scavengers, traveling engineers, and spiritual forgers exchange relic parts. Here, Extractors are usually repaired or repurposed models scavenged from fallen caravans or collapsed forges.
Typical Cost: 350–500 gold gilds depending on condition and steam-core integrity.
Commerce Style: Bargaining, exchange, or repair-credit; forged models risk instability and are sometimes traded for essence vials or sand-cores.
Cultural Note: Transactions are informal yet reverent; traders whisper a short Zaf-Khet phrase “Heshra kha’mar—let the sands refine you” before closing a deal.
4. Temple of the Serene Forge (Amratian Sandshrines)
Within the Sandshrines, the Extractor is treated as a sacred relic rather than a commodity. Ownership can only be earned through service—completing the “Trial of Still Flame” (balancing forge pressure while chanting).
Typical Cost: Non-monetary; symbolic tithe of 40 days of work in the temple or one forged offering for the shrine.
Commerce Style: Spiritual exchange; a mentor monk personally tunes the device to the acolyte’s pulse.
Cultural Note: These sanctified versions glow with a deeper blue and often bear the monk’s sigil in etched glass, recognized across the Amratian domains.
5. Black-Steam Market (Under-Channels of Dreamtide)
Illegal but coveted among rogue artificers and element smugglers, black-market Extractors often use stolen or corrupted glass cores.
Typical Cost: 450–900 gold gilds depending on purity and stealth enchantments.
Commerce Style: Silent trade via encoded resonance tokens; the buyer must decipher a rhythmic pattern emitted from the seller’s device.
Cultural Note: Such versions often lack the cleansing mist function, instead exhaling a harsh metallic vapor that leaves faint scorch marks—an aesthetic prized by certain industrial extremists.
Across Saṃsāra, the Steam-Glass Extractor 772 of the Serene Forge occupies a liminal niche—at once a tool of industry, a relic of faith, and a status emblem. Whether exchanged under the lanterns of Khet-Vara’s guildhalls or in the whispering corridors of Dreamtide’s under-markets, its worth transcends gold: it is the price of equilibrium between creation’s heat and the calm of the mind that shapes it.
Roleplay Usage of the Steam-Glass Extractor 772 of the Serene Forge in Different Environments
This device—half artisan’s chalice, half weaponized siphon—was never intended purely for combat, yet in the practiced hands of an Amratian engineer or Sandwhisperer, it becomes an instrument of both survival and balance. Its defensive and offensive applications vary dramatically depending on its surroundings and the wielder’s composure.
Desert and Wasteland Environments
Defensive Use:
The Extractor draws heat and wind currents into itself, releasing controlled bursts of cooling vapor to obscure the user’s outline. The mist, shimmering with tiny quartz motes, creates illusory mirages that distort enemy vision and dampen incoming fire or heat-based attacks. When threatened, the wielder can overcharge it to form a temporary sand-glass barrier—a swirling screen of grit and steam that absorbs low-caliber projectile impacts.
Offensive Use:
By overloading the internal steam crystal, the wielder can unleash Overpressure Mode to blast a cone of scalding vapor and razored sand. The attack is not purely destructive; it’s disruptive—shattering footing, eroding armor joints, and blinding targets momentarily with shimmering dust. Skilled users time this with wind gusts, blending heat shimmer and desert mirage to vanish and reposition.
Roleplay Angle:
Amratians often see combat as a trial of composure. In these moments, the Extractor’s hum deepens into a chant of Zephara, guiding the wielder to act with precision and calm amidst chaos—using the storm, not fighting it.
Urban or Industrial Settings
Defensive Use:
Within foundries or steam-powered workshops, the Extractor regulates pressure surges and explosive leaks. It can absorb runaway steam energy or reroute volatile alchemical exhaust into harmless mist, protecting allies and structures alike. In urban combat, its steam-conversion core creates localized fog that disrupts gunfire lines of sight and confuses targeting optics.
Offensive Use:
When cornered, an engineer can turn refinery dust and grit into makeshift ammunition. A single pulse through the Extractor converts nearby debris into superheated microglass particles, launching a Steam-Burst Lance capable of slicing through pipes or lightly armored constructs. Against clockwork enemies or automata, the heat destabilizes joints and melts wiring.
Roleplay Angle:
In these dense, metallic environments, the wielder’s calm is tested against noise and chaos. Proper use of the Extractor marks one not as a brawler but a guardian of balance within the machine. The player may narrate using the hum of the device to “listen” for faulty machinery or the heartbeat of nearby gears—a spiritual-mechanical empathy unique to Amratians.
Subterranean and Cavern Environments
Defensive Use:
Underground, where the air is thick and pressure unstable, the Extractor becomes a literal life-saver. It siphons stale or toxic gases and converts them into breathable mist or usable steam, providing short-term shelter during collapses. Its resonance stabilizes weak cave structures by reinforcing the surrounding air currents with rhythmic vibrations.
Offensive Use:
By channeling ley energy from subterranean quartz veins, the wielder can convert condensed moisture into a Steam Lance, a precision burst that cuts stone or armor alike. Against cave-dwelling beasts or corrupted constructs, this weaponization of balance creates both a defensive perimeter and a cleansing wave of heat and light.
Roleplay Angle:
Using the Extractor here mirrors the ancient Amratian metaphor—“as the sands support the mountain.” The wielder feels the pressure of the world above and channels it through calm breath and the rhythmic motion of the device. Overuse may cause the wielder to become temporarily entranced by the rhythmic hum, risking disorientation as their spirit “flows” with the machinery.
Aquatic or Coastal Environments
Defensive Use:
Though not designed for water, the Extractor’s quartz channels can process saltwater vapor, producing protective steam veils that obscure movement from predators or enemies. It also prevents corrosion on nearby gear by diffusing desalinated vapor through its vents.
Offensive Use:
When overcharged in damp air, the Extractor releases a condensed sonic pulse as steam pressure meets cool mist—a Resonant Detonation that stuns aquatic or amphibious foes. The sound alone echoes through hulls and caverns, disrupting sonar or magical detection.
Roleplay Angle:
In these environments, the wielder must maintain emotional equilibrium—steam pressure surges dangerously in moist air if agitation rises. The Extractor thus becomes a meditation aid, demanding calm even in the heart of the storm. Successful use turns chaos into art—waves into rhythm.
Defensive and Offensive Summary
Defensive Strengths:
- Generates mist and heat mirages for concealment and distraction.
- Absorbs and redistributes environmental heat or pressure.
- Stabilizes unstable areas or mechanical systems.
- Purifies air, essence, and terrain through calm, harmonic emission.
Offensive Strengths:
- Emits targeted steam bursts and microglass projectiles.
- Converts environmental materials into improvised energy attacks.
- Disorients enemies through vibration, heat shimmer, or resonance.
- Symbolically weaponizes equilibrium—the hotter the battle, the calmer its wielder becomes.
Roleplay Essence:
The Steam-Glass Extractor 772 of the Serene Forge is not wielded through anger or aggression, but through discipline. To an Amratian avatar, battle is simply another form of forging—each motion a hammer blow shaping the soul. In every environment, the wielder’s tone, breath, and serenity determine the device’s precision. To lose calm is to lose control; to breathe evenly is to command the world’s balance itself.

Perception of Activation:
User’s Perspective:
When the Steam-Glass Extractor 772 of the Serene Forge awakens in the user’s hand, the sensation begins with a soft tremor running up through the palm—like a living pulse of tempered glass. The obsidian handle grows pleasantly warm, then breathes out a cool sigh as the crystalline boiler ignites with a deep, tranquil hum. Through the fingertips, the user feels the micro-vibrations of the flowing sand and vaporizing minerals—a rhythmic, hypnotic cadence mirroring their own heartbeat. The faint chants of Zaf-Khet resonate not as sound but as thought echoes, words forming and dissolving in the mind: a language of motion and calm that transcends understanding.
A ring of blue-white steam curls upward, smelling faintly of lotus and quartz dust, its moisture touching the skin like the breath of desert dawn. The Mind’s Eye perceives shifting light sigils within the orb, spinning harmoniously like celestial gears—each glyph a momentary glimpse of equilibrium. For the user, it feels as though time has slowed; the tool’s hum aligns their internal rhythm with the world’s ley-currents, a quiet unity of purpose and craft.
Observer’s Perspective:
To onlookers, the activation manifests as an ethereal display of serene brilliance. The device’s glass veins glow with liquid azure light, and the sand within the orb begins to levitate in graceful spirals. Each particle emits a faint chime when it strikes another, forming a chorus of crystalline whispers that resonate through nearby stone and metal. Observers often describe feeling their own breath involuntarily match the extractor’s rhythm—as if the air itself had joined its meditation. The steam escaping its vents does not hiss; it sighs, carrying a pulse of calm across the immediate area, dimming nearby sounds and even softening torchlight.
Positives:
- Induces tranquility and focus in both user and allies within a short radius, calming nerves and enhancing precision.
- Restores inner clarity, aligning physical and magical rhythm; reduces the risk of miscasting or material burnout.
- The resonant light discourages aggression in lesser creatures, evoking awe or submission through its sacred aura.
- The tool’s hum harmonizes with the environment, stabilizing local magic and improving ley-line navigation.
Negatives:
- Prolonged exposure can lull the wielder into over-calmness, dulling urgency and slowing reaction to immediate threats.
- The serene hum draws curious or unstable magical entities that feed on resonance or emotional equilibrium.
- When emotions conflict with the Extractor’s meditative current—anger, fear, or grief—the device emits discordant tones that may fracture nearby glass, destabilize mana fields, or induce vertigo in the user.
- Those untrained in Amratian focus techniques may feel drained or dissociated after activation, as if part of their consciousness had followed the resonance too deeply into stillness.
From the outside, it appears a miracle of refinement; from within, it feels like standing at the edge of creation—breathing in the first calm breath after chaos, with the faintest awareness that serenity, like glass, is always one heartbeat away from breaking.
Recipe Title: “Forging of the Steam-Glass Extractor — The Rite of the Serene Forge”
This sacred alchemical process unites steam, sand, and song. The re-creation of the Extractor is as much meditation as metallurgy—each step aligning the craftsman’s rhythm with the hum of Zephara’s sands.
Materials Needed
- Obsidian Glass Core (1 unit):
Harvested from ley-reactive dunes during the twilight calm. Must contain natural imperfections for resonance tuning. - Refined Copper Vein Filaments (4 spools):
Drawn from heat-tempered copper ore, treated in lotus oil to conduct steam energy without corruption. - Desert Quartz Orb (1):
Transparent sphere grown in magically balanced conditions; sand channels pre-inscribed with Khet-Glyph spirals representing equilibrium and renewal. - Condensed Mana Sand (3 handfuls):
Fine grains gathered from storm-swept dunes where magic pools after lightning strikes. Acts as both catalyst and resonant agent. - Essence Vials (3):
Crafted from dune-glass or void crystal, able to hold liquid mana without reaction. - Steam Crystal Boiler (1 small core):
Reclaimed from ancient steam engines or fabricated using copper lattice infusion; serves as the Extractor’s “heart.” - Zaf-Khet Inscription Ink (small vial):
Prepared from lapis powder, lotus extract, and the saliva of a sand serpent—used to etch the sacred phrases that harmonize the Extractor’s hum. - Lotus-Quartz Fragrance (drops):
Optional but traditional, added during final cooling as an offering to Zephara for serenity.
Tools Required
- Steam-Forge Crucible — capable of regulating pressure between 300–500 psi for precise vaporization.
- Artisan’s Engraver of Khet-Glyphs — delicate stylus for inscribing Zaf-Khet calligraphy into glass.
- Ley-Balancer Compass — for monitoring environmental magic flow during tuning.
- Cooling Bell of Still Air — glass dome used to let the device breathe and solidify in tranquil silence.
- Aether Siphon or Mana Funnel — to channel essence from sand into the quartz orb.
- Polishing Cloths of Reed and Silver Thread — ensure no impurity dulls the surface, symbolic of spiritual clarity.
Skill Requirements
- Steamcraft Mastery (Rank 3+): for managing heat and pressure regulation safely.
- Alchemy & Essence Handling (Rank 2+): required to stabilize sand-to-essence conversion.
- Geomantic Attunement (Rank 2+): to align the Extractor’s hum with surrounding ley-lines.
- Zaf-Khet Linguistics (Rank 1+): to correctly inscribe resonance phrases without tonal corruption.
- Meditative Focus or Mind’s Eye Awareness: non-mechanical requirement ensuring emotional calm during forging; anger fractures the quartz.
Crafting Steps
- Preparation of the Forge Chamber:
Align the crucible on a ley-balanced platform. Chant the opening Zaf-Khet phrase “Sul Zephara tem Zaf-Amra” (Harmony through Stillness) to steady magic flow. - Melting of the Obsidian Core:
Heat to soft translucence while introducing copper filaments slowly, tracing them through molten glass like veins. Maintain a steady rhythm—one breath per insertion—to keep the material resonant with the crafter’s heartbeat. - Embedding the Quartz Orb:
While still malleable, seat the Desert Quartz Orb within the molten frame. The surrounding sand-glass must swirl naturally into the orb’s grooves, forming internal hourglass channels. - Infusion of Condensed Mana Sand:
Using the Aether Siphon, inject the mana sand along the internal paths of the orb until faint blue light forms a rotating spiral. The light must pulse in time with the forge’s hiss—any irregular flicker indicates imbalance. - Installation of the Steam Crystal Boiler:
Anchor the core into the lower assembly. Engage the Steam-Forge at half pressure until a faint hum arises. If the hum matches the crafter’s breath frequency, the Extractor is considered spiritually “awake.” - Khet-Glyph Inscription:
Once cooled to safe handling temperature, use the engraving stylus to etch the glyphs of Balance (Khet), Flow (Sul), and Breath (Zaf) along the copper veins. Speak each glyph aloud as it is cut to bind sound and form. - Calibration & Testing:
Place the nearly finished Extractor under the Cooling Bell of Still Air. Allow it to resonate for one hour while monitoring with the Ley-Balancer Compass. When the internal sand flows smoothly without stagnation, the device has achieved equilibrium. - Final Offering and Awakening:
Drip three drops of Lotus-Quartz Fragrance onto the handle while chanting the Closing Breath Hymn of Zephara. Inhale the emitted mist—its scent will align your soul to the extractor’s calm. Once the mist clears, the Steam-Glass Extractor will release a single sigh of blue vapor, marking its completion.
Completion Result
A newly forged Steam-Glass Extractor capable of essence extraction, refinement, and defensive steam emission. Each unit bears slight tonal variations based on its maker’s emotional state and chant rhythm—no two ever hum alike.
Failure Risks:
Impatience, irregular breathing, or emotional disturbance can cause the sand channels to seize, creating unstable resonance. Such failed extractors emit discordant hums and risk rupturing when overheated, a fate Amratians consider symbolic of inner imbalance rather than mere mechanical flaw.
Breath that Sang Through Glass
(translated and retold from the fractured stone tablets of the Deep Dune Library, believed to have been adapted from an even older oral hymn of pre-Sandhaven origin)
In the age when the dunes were yet restless and the sun had no patience, the people of the River and the Sand quarreled much about the nature of purity. The River-folk said, “The clean water flows, and thus it cleanses.” But the Sand-folk said, “The still dust settles, and thus it endures.”
Between them stood a silent artisan named Thareen of the Quiet Forge, whose heart was not content with words. Thareen had seen both sides of the world — the gleaming river of life and the shimmering sands of stillness — and she said to herself, “If both flow and stillness are truth, then there must be a breath that binds them.”
She sought this breath. For seven years she worked beneath the dunes, forging glass from desert lightning. For seven more, she sat beside the River Khet, heating the same glass in the waters’ reflection until it wept with inner light. And after the fourteenth year, she held in her hands a strange vessel — neither cup nor pipe, neither forge tool nor instrument. It was the first Steam-Glass Extractor, though no one then called it by that name.
Thareen believed she had made a heart for the desert itself. When she poured sand into its hollow, it sang — not loudly, but in a whisper like the sound of a sigh remembered from another life. When she poured water instead, it breathed steam like a prayer rising. She wrote of it in her secret notes (now long lost to wind and scholars’ guessing):
“The sand speaks to the flame; the flame breathes into the water; the water cools the sand. Thus serenity is made not of stillness, but of circles.”
Her neighbors called her mad. The River-priests said, “You trap the divine breath — it is not yours to shape!” The Sand-priests said, “You stir what must rest — it will bring storms!” But Thareen smiled and continued to listen to her little device, which hummed softly whenever she exhaled near it.
Then came the Great Withering Year, when the dunes cracked and the river turned thick with salt. Crops failed, and both peoples cursed the other. Thareen took her creation to the center of the dry basin and whispered into it: “If you are born of balance, then breathe it now.” She turned the rings of copper and glass against one another, and the device glowed blue as riverlight and gold as dune-fire. The ground trembled — but not in anger. A great sigh swept over the desert, cooling the air and pulling mist from the empty riverbed.
When the people awoke the next morning, dew had gathered on the dead reeds. The sand had hardened into smooth paths leading back to the wells. And the river — not fully reborn, but humming faintly with trickles of life — flowed once again.
But Thareen was gone. In her workshop they found only a faint scent of lotus and a cooled trace of glass dust, humming faintly as though she had become part of her own invention. Some claimed she ascended into the breath she forged. Others said the desert took her as its heart, her soul forever resonating through the dunes.
The Extractor, they say, remains beneath the Great Khet’s western reach, still pulsing once per dawn when the wind and sun strike in harmony. Scholars of Amratian craft say its hum guides the rhythm of all future forges; priests say it is Zephara’s sigh made eternal; and wanderers, when lost, sometimes hear a faint blue tone under their feet and follow it home.
Moral of the Story: Balance is not found in choosing between silence and song, stillness and motion — it is found in learning to breathe with both. The forge that hums too loud shatters its glass; the silence that holds too long forgets to make steam.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) — Steam-Glass Extractor 772 of the Serene Forge
Artifact (Alchemy/Occult Engineering)
• Tier: 1
• Skill Bonuses: +15% Mechanical Repair, +10% Science (Chemistry or Physics), +10% Occult when analyzing ley or elemental residue.
• Passives: While attuned, wielder gains +1 CON and advantage on rolls to resist heat or dehydration. Produces 1 unit of “Purified Essence” per session when used under proper conditions.
• Activations:
– Essence Extraction: Spend 5 MP; extract 1D4 charges of usable magical essence from sand, ash, or remains.
– Overpressure Mode: Once per day, spend 8 MP to release a burst of steam causing 1D6 damage in 3 m radius and forcing POW vs POW to avoid blindness.
– Serene Breath: When activated during meditation, restores 1 SAN to user or ally who succeeds a Hard POW roll.
• Slot: Handheld Artifact (occupies 1 hand).
• Drawback: Prolonged use (over 3 consecutive days) causes 1 SAN loss from “resonance fatigue.”
• Tags: Artifact, Steam, Essence Refinement, Heat, Desert Ritual, Mental Focus.
Blades in the Dark — Steam-Glass Extractor 772 of the Serene Forge
Fine Alchemical Tool (Rare)
• Tier: 1 + Quality 1 bonus.
• Effect: Counts as a fine tool for Tinker, Craft, or Attune rolls involving steam, sand, or essence manipulation.
• Passives: Generates a faint aura of calm; take +1D to resist stress while crafting or performing focus rituals.
• Activations:
– Essence Extraction: 1 Stress → produce 1 unit of refined essence; risky use may attract spirits.
– Overpressure Release: 2 Stress → create a momentary cloud of blinding vapor; all nearby gain +1D to Prowl or Finesse for escape.
– Resonant Hum: Spend downtime action; reduces Heat by 1 in districts tied to elemental crafts.
• Complication: On critical failure, echoes invite unwanted whispering spirits from nearby ley-lines.
• Tags: Alchemical, Steam, Resonance, Essence, Tool, Calm.
Dungeons & Dragons (5e) — Steam-Glass Extractor 772 of the Serene Forge
Wondrous Item, uncommon (attunement required)
• Tier: 1
• Stats: While holding, gain +1 Intelligence (max 20).
• Skills Gained: Advantage on Arcana and Investigation checks involving magical materials or ley energy.
• Passive Magic: Steam Equilibrium — resistance to fire and heat damage. Crafting sessions take 25% less time.
• Activatable Magics:
1. Essence Extraction (3/day): Transform raw elemental matter into a usable essence vial worth 10 gp or 1 casting component.
2. Overpressure Blast (1/day): 15-ft cone, Dex save DC 13; 2d6 fire + 1d6 bludgeoning damage, targets Blinded until end of next turn on fail.
3. Serene Mist (1/short rest): Creates 10-ft radius aura of tranquil steam; allies gain +2 to Con saves vs exhaustion and advantage on Concentration checks for 1 minute.
• Slot: Held (two hands optional for steady use).
• Tags: Wondrous Item, Steamcraft, Alchemy, Fire, Water, Utility, Serenity.
Knave (2e) — Steam-Glass Extractor 772 of the Serene Forge
Slot: Hand
• Armor & Item Slots: 1 slot occupied.
• Stats: +1 INT, +1 WIS while carried.
• Skills Gained: Identify magical substance (once per day auto-success on INT test).
• Passives: Resist Heat effects and gain advantage on rolls to craft or repair steam gear.
• Activations:
– Essence Draw: Convert one unit of raw material into 1 usable essence (once per scene).
– Overpressure Vent: Spend 1 Stamina → Emit cone (10 ft) causing 2 damage and forcing DEX save or Blind for 1 round.
– Meditative Hum: Spend 10 minutes → remove one fatigue or restore 1 WIS damage.
• Drawback: Each day of use requires a Quiet Hour of focus or lose the WIS bonus until rested.
• Tags: Alchemy, Steam, Fire, Serenity, Essence, Handheld Apparatus.
Fate Core — Steam-Glass Extractor 772 of the Serene Forge
Aspect: “The Breath that Balances Flame and Stillness”
• Tier: 1 (Uncommon Artifact)
• Invokes: To calm volatile energies, refine alchemical compounds, or stabilize a ley-field.
• Compels: To hesitate in moments of conflict, requiring balance before decisive action.
• Skills Affected: +2 to Crafts or Lore rolls when analyzing magical materials or tuning ley energies.
• Passive Magics:
– Steam Equilibrium: Once per scene, negate a mild heat or fire consequence.
– Serene Focus: +2 bonus to Overcome actions to resist stress, confusion, or panic in a heated environment.
• Activatable Magics:
– Essence Extraction (1/session): Create a temporary Aspect “Purified Essence” with one free invoke usable for crafting, repair, or ritual magic.
– Overpressure Release (1/session): Flash of scalding mist; make an Attack roll using Crafts against Physique; deals 2-shift stress and creates the situational Aspect “Obscuring Steam.”
• Tags: Alchemical Tool, Steamcraft, Resonance Device, Serene Engineering, Desert Tech.
Numenera / Cypher System — Steam-Glass Extractor 772 of the Serene Forge
Level: 3 Artifact
Form: Handheld obsidian-glass siphon with copper inlays and humming sand core.
• Effect: Converts natural materials (sand, stone, organic residue) into magical essence or fuel. Each activation consumes 1 Intellect point.
• Passive Abilities: User gains +1 Armor vs. environmental heat and +1 on crafting or understanding ancient machinery.
• Active Abilities:
– Essence Extraction: Roll Intellect-based task (Difficulty 3). Success produces 1 essence unit that restores 1d6 points to Effort or Power Pools when later consumed.
– Overpressure Mode (once/day): Creates a cone of heated air, dealing 3 points of ambient damage (ignores Armor) to targets in immediate range.
– Serene Breath: As an action, the device releases calming vapor that grants +1 to Intellect defense tasks for one hour to the user and nearby allies.
• Depletion: 1 in 1d10 (burns out when resonance balance fails).
• Tags: Artifact, Heat-Regulator, Steam-Device, Essence Extractor, Serenity Utility.
Pathfinder (2e) — Steam-Glass Extractor 772 of the Serene Forge
Item Level: 5 (Uncommon Magical Alchemical Tool)
• Bulk: 1; Hands: 1
• Usage: Held; Activation: Command, Interact, or Cast a Spell (Focus action).
• Traits: Alchemical, Evocation, Magical, Steam, Fire, Water.
• Passive Magic: Grants +1 item bonus to Crafting, Alchemy, or Engineering Lore checks. User gains resistance 2 to fire damage.
• Active Magic:
– Essence Extraction (3/day): Transform a handful of raw elemental material into 1 vial of Purified Essence; functions as a crafting reagent worth 10 gp.
– Overpressure Vent (1/day): 15-ft cone, 4d6 fire damage (basic Reflex DC 18). On failure, creatures are dazzled for 1 round.
– Steam Balance (1/hour): Create a 10-ft aura for 1 minute; allies gain +1 circumstance bonus to Will saves and Crafting checks.
• Slot: Held item (hand slot).
• Tags: Tool, Steamcraft, Heat, Refinement, Serenity, Amratian Device.
Savage Worlds (Adventure Edition) — Steam-Glass Extractor 772 of the Serene Forge
Gear Type: Arcane Device / Alchemical Apparatus
• Tier: 1 (Uncommon)
• Weight: 3 lbs
• Skill Bonuses: +1 to Repair, +2 to Weird Science or Knowledge (Arcana) when analyzing or refining magical matter.
• Passive Abilities: Provides +2 bonus to Vigor rolls against heat or exhaustion.
• Activatable Abilities:
– Essence Extraction: Spend 1 Power Point; converts 1 lb of mineral or elemental residue into “Essence Charge.” Each charge provides +1 Power Point or counts as 10 gp reagent for crafting.
– Overpressure Discharge (1/day): Cone Template; targets must make Agility roll or take 2d6 Fire damage and be Shaken.
– Serene Vent: Spend a turn releasing cooling mist; all allies within Small Burst Template recover 1 Fatigue or +1 to Spirit rolls for 5 rounds.
• Drawback: On Critical Failure during use, the Extractor vents uncontrolled heat, inflicting 1d4 damage to wielder and temporarily disabling itself.
• Tags: Arcane Tool, Alchemy, Steamtech, Fire/Water Device, Focus Item, Serenity Field.
Shadowrun (6E) — Steam-Glass Extractor 772 of the Serene Forge
Category: Alchemical Gear / Arcane Utility Device
• Availability: 10R • Cost: 12,000¥ • Rating: 4 • Slots: 1 (handheld)
• Tier: 1 Prototype, Amratian Origin
• Stats: Device Rating 4; Structure 6; Armor 2
• Skills Gained: +2 to Arcana or Engineering (whichever applies) when analyzing magical or elemental materials.
• Passive Functions:
– Essence Distiller: Generates 1 unit of refined reagent per hour when supplied with raw sand, crystal dust, or residual mana.
– Thermal Regulator: User gains +2 dice to resist Heat or Environmental Fatigue tests.
• Activatable Functions:
– Overpressure Pulse (Complex Action, 1/Scene): Emits a 5m cone of superheated vapor (DV 5P, Fire, AP–1). Targets must roll Body + Willpower to resist damage; those failing by 3+ are temporarily blinded.
– Serene Hum (Simple Action): Creates a 10m calm aura, granting +1 dice pool to all Composure or Concentration tests for 3 rounds.
• Drawbacks: Emits a low-frequency hum detectable by sensors and certain spirits (Perception Threshold 2).
• Tags: Arcane Device, Alchemy, Steamtech, Essence Extraction, Serenity Field, Desert Engineering.
Starfinder — Steam-Glass Extractor 772 of the Serene Forge
Level: 5 Price: 3,000 credits Bulk: 1 Hands: 1
• Item Type: Hybrid Item (magitech / alchemical)
• Usage: 1 charge per activation; capacity 10; recharges via solar heat or ley-energy.
• Passive Abilities:
– User gains a +1 circumstance bonus to Engineering, Mysticism, and Physical Science checks related to energy, steam, or magical materials.
– Automatically regulates ambient heat; grants environmental protection up to 120°F without suit penalty.
• Active Abilities:
– Essence Extraction (3/day): Transform raw matter into 1 vial of “essence compound,” a reagent that can substitute for a 1st-level spellcasting component or battery charge.
– Overpressure Burst (1/day): 15-ft cone; 4d6 fire damage (Reflex DC 16 half); those failing the save are dazzled for 1 round.
– Serene Mist (1/hour): Creates a 10-ft radius calming field that negates shaken or off-target conditions for 1 minute.
• Slot: Held item (one hand).
• Tags: Hybrid, Steamcraft, Refinement, Essence Conversion, Magitech Utility.
Traveller (Mongoose 2E) — Steam-Glass Extractor 772 of the Serene Forge
Type: Scientific/Archaeotech Device
• Tech Level (TL): 13 equivalent (High-Magic Translation)
• Mass: 1 kg • Cost: Cr16,000
• Effect: Advanced analyzer and condenser used in alchemical or elemental studies.
• Skill Interaction: Grants DM+2 to Science (Physical Sciences or Magic Engineering) and Mechanic checks involving material purification or power regulation.
• Passive Abilities:
– Provides personal environmental regulation against high temperatures (up to 60°C).
– Converts sand or dust into a usable energy cell (1 per 6 hours).
• Active Abilities:
– Essence Extraction: Roll Science (Magic) 8+ to produce 1 unit of “Refined Essence,” usable as a +1 DM to any crafting or ritual attempt.
– Overpressure Vent: As a defensive measure, emits scalding steam; damage 1D6, Short range, ignores standard armor.
– Meditative Resonance: Grants user +1 DM to END or INT checks for concentration tasks for 1 hour.
• Drawbacks: Overuse may cause overheating (END 8+ check or take 1D3 fatigue).
• Tags: Archaeotech, Essence Device, Thermal Regulator, Portable Forge Tool.
Warhammer (Fantasy Roleplay 4E) — Steam-Glass Extractor 772 of the Serene Forge
Rarity: Rare • Encumbrance: 1 • Availability: Restricted
• Craftsmanship: Superior (Amratian Artifice)
• Tier: 1 Arcane Device (Sacred Forge Relic)
• Stats:
– Provides +10 to Trade (Engineering), Lore (Magic), or Crafting when used near heat or ley-active materials.
– Grants +1 Armour Point vs. fire damage.
• Passive Magics:
– Steam Balance: User gains +10 to Cool Tests to resist fear, stress, or corruption in crafting or research scenes.
– Essence Purification: When used for 10 minutes, produces 1 dram of “Pure Essence,” worth 5 GC to artificers.
• Activatable Magics:
– Overpressure Burst (1/day): 10-yard cone; 6 Damage (Fire) + SL bonus; may ignite flammable terrain.
– Serene Vapour: Creates calming fog within 3 yards for 1 minute, granting +20 to Channelling (Lore: Amratian) and Stealth tests.
• Misfire Risk: Fumbles cause glass rupture—roll Endurance or take 1 Wound ignoring Toughness Bonus.
• Tags: Arcane Tool, Steamcraft, Fire/Water Harmony, Essence Refiner, High Artisan Relic.
