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Khir Khiran Weapons & Devices

The world of Khir Khira, rife with several races of intelligent beings. Of them, they have their distinctive weapons, equipments, and devices which they have crafted for their own uses. This section describes my observations of several of the Human made items...

Devices, and Oddities of Khir Khira...

1. Varaeus Shard: Thus far, I have not seen this remarkable item anywhere other than Khir Khira... It was found naturally several years ago, and was also found to be reproduced if the exact magical and non-magical conditions were perfect. This item is produced and found, in all different sizes, spherical in shape, and crackling with an interior source of energy. These devices are self charging, and have amazing magical properties, which can be exploited in several ways. One use is to channel energy.. There are several ways in which these can be set up to perform. Another is to cause motion. And yet another is to provide energy. These all recharge, over a very short span of time, and are quite useful in most devices. To the commoner, or in layman's terms, this item might simply be called an 'Energy Gatherer'. While a boon to Khir Khira, it can also be a bane, because of the unstable nature. Such a device must -always- be properly insulated when used in equipment, for they tend to explode when jarred abruptly. And depending on the size of the shard, they explode quite powerfully.

2. Scout Ship Engine: I came across the schematic of the engine of a standard scout ship. This contraption is by no means simple, composed of many small moving magical and non- magical components. It is obvious that the power is generated through the use of several Varaeus Shards. Otherwise, I believe the schematic to be fairly comprehensive, and self explanatory.

3. The Portal Ripper is a more recently established piece of Khir Khiran technology. While the scientific placement of the Channeller, emmitter, and Shard are essential to the proper functioning of the device, the catalyst is most noteably the magic of the Varaeus Shard. This device, when paired with two others of its kind, is capable, when properly focused, of rending a portal between two worlds in the very fabric of space.

Within the portal, a ship travels at extreme rates of speed, even while appearing to all aboard the ship to be moving at a crawl. I have heard rumors of a privateer using the magnified beams from the rippers as a weapon, in a situation of desperation, but thus far, I haven't met the one in question.

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Tis far more dangerous to travel by air, sometimes, than by land. For this reason, the cannon is essential defense any airship should carry.

Ship Mounted Weaponry...

1. The Standard Khir Khiran Cannon is not much different in appearance to a standard sea going ship's cannons. But they are vastly different in operation. The cannon balls, firstly, are of modified design from the old and archaic black balls. Khir Khiran cannonballs are steel, attached to a heavy pack of primer explosive. They are loaded through the top, and set against the firing hammer. Upon contact, this explodes, hurling the projectile at high speeds, towards its target.

2. The Khir Khiran Autocannon is an improvement on the original model, created by Zareth Talkusan after his exposure to Elementian technology. Tech shells, which replace the standard cannon ball, are loaded into closed tubes, which move these into firing position by way of gripped tracks at the bottom of the tubes, as the firing lever is pulled. When the lever is pulled, the new shell is dropped in place, a cover flips in place, protecting the other shells from the explosion, and the shell is fired at the target.

3. The Khir Khiran Magi Cannon is the first weapon which uses a Varaeus Shard for a power source. Upon firing, the Shard discharges a bolt through the buffer, which serves to magnify the blast. The final blast passes through the defensive energy field, which is lowered for mere seconds to allow for firing. It would be bad luck for the airship captain to have these fields fail; the unstable nature of the shard would bring about a cataclysmic explosion, should it take a hit in battle. The magnitude of the explosion may be enough to destroy adjacent ships as well. This weapon has a high firing rate, and inflicts grievious damage. A magi cannon, however, can fire but 50 times before requiring five hours to fully recharge.

4. Modified Magi Cannon: The cannon created by the mage, Overon, and mounted on the bow of the Crimson Storm, is one of these. With twice the power, and the same refire rate, as well as the ability to fire it from the bridge, this is a powerful weapon, and not to be taken lightly.

5. Ballistae are huge airship mounted crossbows. Once fired, they launch a large shaft of steel towards their target, a metal head at the end. These ballistae must be manned, and can be swivelled to direct their fire at moving targets. Smaller and mid sized versions of these exist. They are good to use against dragons, Skreamers, and other small, airborne creatures.

6. Battering Ram: Nothing like the sound of pained cries and splintering wood. In many shapes and sizes, they are customized for their ship. The ram aboard the Crimson Storm looks much like a plow, covered with jagged metal shards.

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The way the world of Khir Khira stands, in this day and age, the traveller is truly an easy prey for brigands or marauders. It is a foolish man who goes about, unarmed. Following, are a list of such armaments from the human perspective which I have encountered.

1. The Standard Issue Khir Khiran Pistol is, quite bluntly, an average flint lock pistol. It requires gun powder, and small black shot balls, to fire. This weapon has seen much action through out the history of Khir Khira, but is now beginning to be replaced by the modified pistol.

2. The Modified Pistol is quite different from the standard pistol. It no longer requires the addition of gun powder, as it uses prepared projectiles known formally as 'bullets'. The pistol opens up to hold 6 shots at a time in a rotating chamber. This pistol, invented by Zareth Talkusan as a modification of the original, is rapidly catching on.

3. The Khir Khiran Auto Pistol is yet a further modification of the pistol, which uses a Varaeus Shard to spin the chambers, while the trigger is held, rapidly firing them. Six shots isn't very much, when spent in less than a second, however. As such, it is dubious as to whether this weapon will be of any value in service.

4. The Khir Khiran Rifle is yet another weapon found in the Khir Khiran arsenal. Far more accurate than the pistol weapons (and more damaging), and nearly as accurate as the magi- rifle, it is quite useful at a distance. The weapon is bottom loaded with clips, containing 4 shots each.

5. Bakaam Tadaam.. what can be said about him, but he botches more inventions than he has succeeded upon. But despite that, perhaps being the nephew of Zareth Talkusan rubs off, at times. For such seems the case behind the genius invention of the half magical, half technology Beam Gun. This weapon uses a miniature version of the Varaeus Shard to empower it in a focused beam of light, which, quite literally, can burn an efficient hole in a lineup of 10 orcs. The one weakness of the weapon is that it can hold only 20 shots. Once those are depleted, the shard must recharge for 1 full hour.

6. Magi Pistol: Commissioned by the nobility of Khir Khira, an anonymous inventor created this gem of technology. This weapon, using a Varaeus Shard, is quite deadly. It spews out rapid fire energy projectiles, which can end the life of a man rather quickly; although beings with thicker hide have more efficient, though still limited, protection. A standard magi pistol holds enough energy for 1,000 shots. Once depleted, the cell takes about an hour to recharge completely.

7. The Khir Khiran Magi Rifle is a recent development on the magi pistol. The rifle is far more accurate, and the charges vastly more powerful. The only drawbacks are the lowered rate of fire (nearly half that of the pistol), and that the crystal holds only 400 charges before taking an hour to recharge.

8. The Tri-Dart is another successful invention of Bakaam Tadaam. This particular weapon is again partially magic, and partially tech in nature, although a more even split; the darts are magical, and the weapon is almost purely tech. 10 darts are loaded into a clip. 3 clips are loaded into slots on the top of the weapon. Mechanisms within the weapon pull the cartridges through, while the wielder pulls 1 of 3 triggers (or 2 or 3 at once) to fire the corresponding dart. The darts fire either to the center, or 45 degrees to the right or left, depending upon where the cartridge is loaded. As a dart is fired, it is 'marked' by a mechanism within the weapon. Each marking is unique to the particular weapon, and it 'links' the dart and the weapon to one another. Once a dart is in flight, or has reached the target, the wielder may press the activation rune for the corresponding dart, upon the back of the weapon. The darts usually are, as follows:

~ Poison: Once activated, a powerful poison is injected into the victim; usually lethal.
~ Sleep: Once activated, the dart unleashes a powerful sedative. Usually powerful enough to take down a normal human. May require more if target is larger.
~ Explosive: When activated, the dart detonates in a furious (and most deadly) explosion.
~ Truth Serum: This dart, a most interesting creation, unleashes a powerful truth serum upon activation. The victim is aware of what is happening, but cannot tell a lie. Every time such a falsehood is attempted, the truth is simply blurted out instead. It usually lasts about 20 minutes.
~ Confusion: This dart affects the mind. It sends the victim into a confused haze, in which they experience hallucinatons, heightened fears, and nightmarish visions. It usually lasts for about 15 minutes.
~ Barbed: Feel like inflicting a great deal of pain? Then this is your weapon of choice. Upon activation, 4 prongs spring out of all sides of the dart and lock in place. These are extremely difficult and painful to remove.
~ Heat: An inhuman dart, these become white hot within seconds, cauterizing themselves within the wound, and burning from within for several hours.
~ Cold: The opposite of heat darts, these become absolute zero in seconds, freezing a man from within. In some cases, these are enough to create statues of ice. In most, though, the heart simply ceases to beat. Of course, the more darts lodged in a victim, the higher the chances of an absolute freeze.

The versatility of this weapon makes it a favorite in the ranks of the Khir Khiran Elite Division.

9. The Khir Khiran Personal Cannon is powerful, and small enough to be carried by footsoldiers. The projectile is aerodynamically created to fly true to its target. It packs a Varaeus Shard in the core, which detonates upon impact with its target. The blast radius is immense; about as great as the Improved High Explosive. And, like the IHE, the Cannon Projectile leaves behind a trace of radiation. The weapon itself uses a small Shard in firing, and another in the projectile to aid in flight. It loads from the top, and rests up against the person's shoulder. The range is adjustable, but accuracy is poor. In fact, the greatest drawback of the weapon is it's weight, and the effect that has on the accuracy. AND the weight of the projectiles.

10. The Khir Khiran Firebomb is hot napalm in a can. Dangerous to all in the area, and even in most cases to the wielder, it is nonetheless a favorite weapon in the air armada, to clean out a room. The weapon has a three second fuse, activated by a counter-clockwise turn of the top of the device. After the fuse runs out, a small surge is sent to the packed explosive in the center, and, simultaneously, to the small charges lining the canister. This disintigrates the casing, and flings burning liquid fire about the area. This adheres to the victims, continuing to burn for long periods after detonation. A larger version of this bomb exists to be dropped from the payload of an airship, as an anti-personell weapon, or for removing pesky goblin villages or encampments. A moderate sized version exists to be equipped on the wings of Drakes. The canister color is red.

11. Another weapon, often used by agents of Khir Khira, is the Gas Canister. These are created especially to detonate when sufficient force is applied, the outer hull disintigrating, and the secondary charge scattering the gas instantaneously in a large radius. There are three types of gas:

~ Pepper Gas: Much like pepper sprays of the modern day, this gas will disable a target, reducing them to a coughing, choking heap. The eyes, mouth, and nose burn as it takes effect. The effects are, of course, temporary. The canister color is green.
~ Smoke: A smoke bomb can be used for a few reasons. To conceal one from the eyes of the enemy with a thick smokescreen, is usually the primary use. When colored, and dropped from a Drake, though, they can be used to mark an area of importance. The canister color is white.
~ Sleep Gas: This gas canister can be used to take a person alive, for questioning. Or it can be used for a quick escape. The gas appears blueish, and almost instantly induces relaxation, and a deep sleep almost always ensues. The canister color is blue.

All of the above canisters can be fitted to the wing of a Drake, for one purpose or another.

12. The Khir Khiran High Explosive canister bomb contains a core of tightly packed gunpowder. A counter clockwise turn of the top will activate the 3 second fuse. The explosion is powerful, but only with a blast radius of 10 feet. The canister color is black, and there is, of course, a larger, airship deployed version. However, the most recent creation is not to be trifled with.. which I will relate.

13. The Improved Khir Khiran High Explosive canister bomb, contained in a black canister with a white skull etched in the side, is truly devastating. Encorporating a Varaeus Shard in its design, it is as deadly to carry, as it is to use. The design is insulated as all weapons using the Shard. Two small gunpowder charges sit against the Shard to either side. A counter clockwise twist of the top activates the 15 second fuse. It may seem like quite a bit of time for an explosive device to be used offensively.. but believe me when I say that the wielder will need every second to get beyond the blast radius in time, which is rarely possible. The weapon is best to be launched from the deck of an airship, drake, etc., at a target below. The blast itself; the sudden release of all energy contained within the Shard; is near nuclear.. or perhaps a miniature nuclear explosion, in itself. Such a weapon should most certainly only be used in times when there is no other alternative. Not only does this weapon destroy, it leaves in its wake an amount of radiation which can be harmful to living beings. I've heard talk of the development of an airship launched weapon of even greater proportions. If such is true, then perhaps not even the will of the Circle can save mankind on our world...

14. The Khir Khiran Electrosword is rare, and difficult to manufacture. The blade must be forged with several small, heat resistant wires, woven into the metal. A Varaeus Shard is then insulated into the hilt. To either side, on the hilt, are the controlling buttons. The activation switch will tap the shard briefly, sending a charge through the wires, aiding to the damage capacity of the sword. The charge usually lasts a quarter of an hour.. or until the deactivation switch is pressed. This switch releases the charge into the air. The overcharge switch is dangerous to use, but could be quite a valuable addition to ones arsenal in a seemingly no-win situation. The Shard channels all remaining energy into the blade. Depending on the energy left, the destructive power of the blade is vastly magnified. The Shard will carry 10 charges before it must take an hour to recharge.

15. The Khir Khiran Energy Whip is yet another weapon which uses a Varaeus Shard. This weapon, on first glance, appears to be an ordinary cylinder of metal. Upon pressing the button on the end of the device, however, a miniscule cord of seemingly unbreakable material, springs from the cylinder, a small lead counterweight attached to the end. Simultaneously, the Varaeus Shard discharges a charge down the highly conductive length of the wire, making it seem as though the whip is made up of nothing but energy. At a second press of the button, the weapon loses it's charge, and retracts neatly into the handle. The Shard in this weapon holds around 10 charges, each lasting 15 minutes. It takes one hour to recharge. When charged, the whip can cut through almost anything.

16. The Khir Khiran Stunner, another invention of Bakaam Tadaam, which actually works. It uses an air chamber, in the 3' long cylinder, to naturally draw in air, closing briefly before firing, and using the magic in the Varaeus Shard, to compress the air. The cord fires, the material similar to that in the energy whip. A barbed spear head on the end embeds itself shallowly into the target. A charge then flows down the length into the target. This jolt is usually enough to stun the target. If not, unless the barbed head is torn out, or separated from the cylinder, more charges may be administered. This weapon holds around 10 charges, with the same 1 hour recharge time frame.

17. Sev Arien's Personal Fighting Knives: Sev Arien, a reknowned privateer in the world of Khir Khira. His ship is customized to his liking. And as are his weapons. The only reason I look at these is to show just how diverse, and unique the various denizens of Khir Khira can be. They are an entirely custom design; designed mostly for pain, efficiency, and intimidation. He fights with two of them.

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Khir Khira isn't only a world of bloodshed and brutality. Amongst the skilled inventors of the land, interesting items and tools have emerged.. Allow me to relate...

Other oddities from Khir Khira...

1. Khir Khiran Grappling Beam: A remarkable creation, which uses yet another property of the Varaeus Shard, this piece of equipment can be attached to the wrist, belt, or nearly anyplace else on oneself. Once fired, a small cord flies to the target, usually activating upon contact with any surface. A beam shoots down the length, adhering the cord to the surface until the cord is broken, or the device deactivated.

2. Khir Khiran Drill: Taking manual labor down one step further, this drill uses the same property of the Varaeus Shard which spins the auto pistol chambers, to spin the drill bit. The life of the shard is about half an hour of constant use, with a one hour recharge time afterwards.

3. Khir Khiran MiniSaw: Another item concealed in a small cylinder. When the catch is released, a small circular saw blade snaps out into place and locks. The saw is powered by the Varaeus Shard. Again, this tool has a half hour life, and a one hour recharge time.

4. Pain Killer Serum: A non-magical serum carried by most soldiers. It completely numbs the body, and is basically the medieval version of Tylenol. It doesn't heal wounds. It is red in color.

5. Heal/Pain Killer Serum: A modification of the pain killer serum, this too is non-magical. Unlike the pain killer, though, this actually causes the body to heal itself somewhat, and, although limited in its healing capability, is a valuable addition to the Khir Khiran Armada. It is orange-red in color.

6. Magi/Psi Serum: Purple in color, this non-magical serum helps to restore energy in an individual, lost to magical or psionic drain.

7. Invigoration Serum: Brown in color, this non-magical serum throws its user into a berserker rage temporarily (generally lasting 15 minutes). In this rage, the user never tires, hits harder and faster, and will continue to fight, even if a mortal wound is struck, until the effects wear off. Upon wearing off, as the body spent so much energy in increasing its supply of adrenalin, the user collapses into a fatigued state. The body is depleted of fuel, and the individual must eat something to recover. Ashley Traid, of Elementia, and Zareth Talkusan of Khir Khira, invented the concentrated food pill to counteract this effect.

8. Anti-Intoxication Serum: Green in color, this non-magical serum eliminates alcohol from the blood stream within minutes. Although primarily used for alcohol, it has been known to have some effect against other toxins.

9. Communication Crystal: A small magical crystal used for communication, every member of the Armada carries one. The user pictures who they wish to speak to, holding the crystal in their hand. They speak into it, and the receiver hears the message in their mind.

10. Concentrated Food Pill: Invented by Ashley Traid and Zareth Talkusan, this pill restores the much needed nutrients to the body, lost through heavy exertion, or is just a nice way to start the day. It is no larger than a fingernail.

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Gleaned from the Journals of Rannis (Ranarak Tarandis)

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