The Processing Plant

The Processing Plant
Overview & Aesthetic
The Steamfort Processing Plant is a vertical nightmare of industrial efficiency. It is a gargantuan tower where raw Aether-crystals from the mines are crushed, refined, and converted into usable energy. The interior is dominated by massive, multi-story grinding gears, high-speed conveyor belts, and glowing chemical vats. The air is dangerously hot, vibrating with the constant roar of the machinery, and filled with a fine, irritating dust that tastes like copper.
History & Lore
As the demand for Aether grew, the Syndicate built the Processing Plant to maximize output. It was designed to run 24/7 with minimal human intervention, using a complex system of automated constructs and gravity-based sorting. However, the plant is prone to "vents"—controlled releases of superheated gas and magical residue—that make it a lethal environment for anyone caught in the wrong place at the wrong time.
Points of Interest
- The Crushing Floor: The lowest level, where house-sized metal rollers pulverize the raw ore.
- The Centrifuge Spire: A central pillar where refined Aether-slurry is spun at high speeds to separate impurities.
- The Vane-Control Hub: A high-altitude control room that oversees the entire automation process. It is the only place in the plant where the temperature is comfortable.
- The Chemical Vats: Massive, open pools of glowing green acid used to etch the crystals. Falling into a vat is instant death for most.
Local Factions & NPCs
- Overseer Vorkas: The cold, calculating executive who manages the plant's efficiency quotas.
- The Maintenance Golems: Heavy-duty clockwork constructs that treat anything organic on the assembly lines as "impurities" to be removed.
- "Iron-Tooth" Garm: A Syndicate enforcer who uses the plant's hazardous environment to "dispose" of problematic individuals.
Environmental Hazards / Mechanics
- The Furnace Vents: On initiative count 20 every 3 rounds, the main furnaces vent. Everyone not behind total cover takes 4d6 fire damage.
- Moving Belts: The conveyor belts move characters 20 feet at the end of their turn. Moving against the belt is difficult terrain.
- Aether-Dust: Being in the plant for more than 10 minutes without a respirator causes "Mana-Blight" (disadvantage on Strength and Dexterity saving throws).