chapter xvii appendix b - the eye

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225 CHAPTER SEVENTEEN: APPENDIX B 225 MASTER ATLAS XVI CHAPTER XVII A A A PPENDIX PPENDIX PPENDIX PPENDIX PPENDIX B B B B B MINERALS, GEMS & METALS LANGUAGES VOCABULARY

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225

CHAPTER SEVENTEEN: APPENDIX B

225MASTER ATLAS

XVI

CHAPTER XVII

AAAAAPPENDIXPPENDIXPPENDIXPPENDIXPPENDIX B B B B B

MINERALS, GEMS

& METALS

LANGUAGES

VOCABULARY

226

CHAPTER SEVENTEEN: APPENDIX B

MASTER ATLAS

XVI

MINERALS, GEMS,METALS

1•MINERAL FORMATIONMinerals are solid mixtures of chemicals. Miner-

als in turn combine to form rocks. For instance, gran-ite rock can be made up of the minerals quartz, feld-spar, mica, and even the gem tourmaline.

Minerals are formed in three basic ways:Sedimenary: The softest and often youngest minerals,

these are created by evaporation as sediments on seabottoms or riverbeds are exposed and dry.

Igneous: The smallest group, these minerals are formedfrom cooled magma and lava. They include magnetite,granite, and the rock pumice.

Metamorphic: heat and pressure deep in the earth formthese (the hardest) minerals, which include thegemstones.

2•SPECIFIC STONESMost of the following minerals in this section are

architectural or sculptural materials, too common and/or fragile to be used as jewelry but useful and lovely formore massive applications.Cavarite: Metamorphic rock, deep grey-green or blue-green

in color, used by the Earthwardens in all their most importantstructures. It is incredibly hard and resists weathering betterthan any other stone. Only the hardest steel tools can domore than scratch it. The source of Cavarite has never beenlocated.

Granite: Dense, igneous rock used in construction and outdoorsculpture. Granite can be polished to a high luster, and mosthas an elegant dark grey or black color with inclusions ofsimilar color.

Ky’taal: A translucent white marble, workable but resilient.It is found almost exclusively in the Mur Fostisyr region ofnorthwest Jaiman.

Limestone: Yellow-grey, sedimentary rock created fromfossilized remains of tiny creatures or from mineral deposits;it is a soft stone frequently used in construction.

Marble: This decorative, dense limestone is formed in manyvarieties. The finest, ungrained white marble is known asPentallic, used chiefly for sculpture because of its regularity.Red, green and blue varieties with fine veins are valuedprimarily for architectural uses such as building facings andfloor tiles. Travertine is a pale brown color, laced with myriadsmall wormholes (actually air bubbles) also favored forbuilding use. Pentallic is white with a translucent appearance.

Porphyry: A smooth purplish rock, sometimes with veins,used as facings on special buildings and for sculpture.

Orhan Marble: While not really from the Great Moon, thisbeautiful blue-white stone has innate properties whichsuggest an almost ‘heavenly’ origin. “Evil” beings or creatureswhich serve the Unlife must make a RR vs a -th lvlattack (depending on how much and how pure the marbleis) when passing through a doorway of Orhan Marble. Evenif they succeed, if they do so by less than (and have noother identity-cloaking devices/spells) the marble will glowbright blue. Orhan Marble was used long ago in the

construction of certain good places of power, but the materialis rare and hard to work. In small quantities it is not veryuseful.

Sandstone: Another popular building material, sandstone issedimentary, created by compressed layers of sand. Whileeasy to carve, it resists erosion relatively well.

Slate: Grey, green or deep blue metamorphic rock easlity splitinto flat smooth plates; often used in roofing.

3•GEMSAmong the most precious of objects in any pre-

industrial society are gems and jewels. Below is a list-ing of gemstones a PC might encounter (if he islucky). A few of the gems described below are in-trinsically enchanted and their properties are indi-cated.

GENERAL DESCRIPTION NOTESMost minerals gems are either crystalline, occur-

ring as single stones, each with a definite structurethat is regularly repeated throughout crystals of thesame sort; or massive, occurring as continuous massesof that mineral, having no regular structure that isreadily discernible.

Crystalline stones are generally smaller, more valu-able, and often faceted—a process by which they areflaked or ground into a series of flat faces that to-gether usually form one of several customary cuts, inthe shape of symmetrical but irregular polyhedra.

Both crystalline and massive stones may be smoothcut, which is the act of forming them into regularshapes with flat surfaces suitable for engraving (suchas often found in signet rings). They may be madeinto cabochons, which are oval or round dome-likeshapes with one flat side for mounting on varioussurfaces. They may also be carved into beads, figu-rines, or other shapes, or simply polished in the natu-ral shape of the stone. Massive stones are sometimesfound large enough to be shaped like one would woodor architectural stone; sections may be sawn off andused decoratively as slabs; or, they may be carved intojars, bowls, and other functional shapes.

Inclusions are any of the specks of material,bubbles, tiny flaws, impurities and the like which af-fect the appearance of a stone by their presence. Cat’s-eye stones, found among many mineral families, arecaused by certain patterns of inclusions which, whena stone is shaped properly, present an appearance likethe slit-shaped pupil of a cat’s eye. Star gems haveanalogous patterns creating the illusion of a pale, six-rayed star. Both cat’s-eyes and stars must usually becut into cabochons to display these effects.

GEM VALUESAs noted above, gems listed below fall into two

basic types: crystalline and massive. This is to someextent also how the gems break down into catego-ries of value. Obviously, a cut ten-tal diamond hasvalue on a completely different scale than a jade beadnecklace weighing a pound.

Therefore, values are given for the more rare gems(usually crystalline) per tal, a weight measurementof about one th of an ounce (similar to about -

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XVI Terran karats).

GM Note: to help you get a ‘feel’ for the weights weare discussing, get five quarters. Together they weighalmost exactly an ounce (ten tali). One quarterweighs about two tali.In addition, this should not be a strictly sliding

scale, as larger gems would be relatively much morevaluable. In some of the most treasured gems, thevalue may actually double for every additional tal.(e.g., a one-tal diamond would be worth , a -tal gem , -tal , -tal , etc. Itis probably only this steep of a progression for a hand-ful of gems: adamant, diamond, emerald, for instance.

The value of a given stone will depend on its size,color, relative freedom from flaws, and the skill withwhich it has been polished and/or cut. Values givenassume the gem has been cut and polished.Common: Common gems (including massive stonesand some more plentiful crystalline forms) are val-ued per ounce. Unlike rare gems, common gem val-ues do not increase exponentially with the size ofthe gem. While this is also generally the value of afinished item, the value of the workmanship becomesrelatively more important, multiplying the worth ofthe object from to to even times.

GEM NOTES & MAGICIn italics after some gem descriptions are notes re-

garding their intrinsic magical powers (if any), ortheir potential usefulness as a receptacle for enchant-ing. Some gems are more receptive to certain realmsand types of enchantment than others. If a realm butno specific power is mentioned this means the gemhas no intrinsic powers but is well adapted for use inmagical items of that realm, such as a spell pointenhancer.

GEM DESCRIPTIONSAdamant (+ sp/tal): A clear white stone similar in many

ways to the diamond, but even harder and more brilliant. Itis exceptionally rare and of course difficult to facet.

Alexandrite ( sp/tal): Alexandrite is an unique variety ofchrysoberyl (see below). In daylight, an alexandrite isbrilliant green with a vague bluish tint; in the light of aflame it appears red with a hint of blue. It is normally faceted.

Amber ( sp/tal; varies): Amber is the hardened resin ofancient giant conifers. It is normally pale-gold to deep-goldcolor, but also appears as murky, near-black “bog amber.”The most transparent golden pieces are more valuable, andthe rarest and most precious of these have bits of plants, oreven whole insects, preserved within. More valuable still(-x) in the markets of Sel-kai is blue or green amber, foundin the forests of Khûm-kaan (and of course blue or greenamber with an imbedded insect is most prized). Amber iscarved into beads and cabochons, and sometimes larger, moreintricate shapes. It is very brittle, somewhat flammable, andrelatively soft.

Amethyst ( sp/tal): Amethyst is the pale to deep purple formof transparent crystalline quartz. Amethyst of real value iscompletely clear; such stones are faceted. Pale stones, orthose with many inclusions, are often polished and used asbeads. Mentalism. Enhances mental clarity; improves memory.

Aquamarine ( sp/tal): The Aquamarine is a transparentcrystalline stone of a pale blue-green; like the emerald, it is

a type of beryl, but it shows fewer flaws than an emerald ofequal size. It is normally faceted. A favorite of the LinæriElves. Mentalism.

Aventurine: ( sp/ounce) Blue-green, opaque, with goldflecks; usually polished into cabochons. Channeling. Bringsjoy; cures anxiety. Used in items repelling Fear.

Azurite ( sp/ounce) Azurite is a form of copper ore, anopaque massive stone of a deep pure blue color, generallyuniform but sometimes slightly mottled. It is polished andcut into beads, cabochons, and similar shapes; a stone ofuniform color is more valuable.

Banded Agate ( bp/tal) This is the translucent-to-opaque,multi-layered variety of massive quartz. The layers mayinclude brown, black or white (onyx), pale blue(chalcedony), red-orange (carnelian), and many others, eachin a thin layer.

Beryl: A name given to a variety of gemstones, includingaquamarines, emeralds and heliodors (a golden hued beryl).Value varies with color.

Bloodstone: ( gp/ounce) A soft, sandy stone dark red incolor. It can stop a wound bleeding up to hits per round inseconds by just placing the stone over it. Each oz stone willonly work once before the virtue is spent, however.

Bluestone: ( gp/ounce) Similar to Azurite in appearancebut enchanted. Protecting against evil Essence, a talisman of aBluestone (of one ounce or more; though more than ounceadds no more protection) worn around the neck adds + toRRs vs all Essence spells (including spells the wearer may wantcast on him).

Carnelian: ( sp/ounce) Red-orange in hue, another formof massive quartz. Enhances creativity and prosperity. Sometimesused in counting-beads. Mentalism.

Chalcedony ( sp/ounce): This is a translucent-to-opaque,blue-white to pale blue or blue-gray form of massive quartz.It occurs in evenly colored and in banded forms.

Chrysoberyl ( bp/tal): Chrysoberyl is a transparent, greenish-yellow to green, crystalline stone. Clear stones are faceted;the cat’s-eyes are cut as cabochons. A favorite gem of theErlini.

Citrine ( bp/tal): This is transparent form of crystallinequartz, ranging from pale yellow to amber in color. Manystones are polished and made into beads, or carved into smallcups, figurines, and other shapes; clear specimens are faceted.

Coral (- sp/tal): Coral is the skeleton of tropical marinepolyp colonies; jewelry-quality coral is exceptionallycompact, solid and free of pores. The chief “red” varietyalso occurs in shades ranging from pure white to very darkred; black and blue varieties also exist. All forms are polishedand carved into beads, cabochons, or figurines.

Diamond (- sp/tal): Diamond is a transparent,crystalline stone, the hardest substance known in natureaside from Adamant. The most valued color is a clear bluish-white, but other less valued color varieties are known, amongthem yellow and pink. The gem is always faceted.

Eissa’s Tears † ( sp/tal): Clear, pale blue gems, Eissa’sTears are said to warn and protect against death. Indeed, ifblessed by a Sister of Eissa, they have mystical powers. Aminimum of one carat is required, though a larger stone (ormore than one stone per person) does not enhance itsqualities. Channeling; must have ‘Bless V’ cast by a sister ofEissa; detects servants of the Unlife within ´ by giving off abluish glow, and add + to RRs vs Absolutions cast by evilbeings (if the wearer’s RR fails, the gem shatters).

Emerald (- sp/tal): This is a deep bright green varietyof beryl, transparent and crystalline. Usually it is faceted,

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XVIthough an occasional stone with numerous inclusions willbe made into a cabochon. A large, comparatively flawlessstone will be more valuable than a diamond of similarqualities—and much more rare. It is favored by Linæri.

Fluorite (1-10 sp/ounce): Pale green or purple in color, it hasa cloudy-translucent appearance, and can be made into beadsor cabochons. Technologically advanced smiths know offluorite’s usefulness in making alloys.

Garnet (10 sp/tal): Garnet is a transparent crystalline stone;in addition to the usual orangish-to purplish-red or red-brown, garnets also occur in black, violet, and even greencolor varieties. The violet form is most valuable. Smallcrystals, the most frequently occurring form, are sometimesdrilled and strung into necklaces; larger stones are faceted.

Jacinth (500 sp/tal): The jacinth is the orange to fiery red-orange variety of the hard, transparent crystalline mineralcorundum (ruby and sapphire are also corundum). It isfaceted, except in the case of rare translucent cat’s-eye andstar jacinths. Essence. Often used in PP multipliers.

Jade (4-20 sp/ounce): Jade is a translucent-to-opaque, massivestone with an oily luster. It occurs in several color varieties:shades of green, including a near-transparent bright greenand the rare spinach-green jade with golden glints; white,waxy-looking white jade; and the uncommon yellow, blue,red, black and lavender varieties. It has been carved intobeads, cabochons, pendants, vases, buttons, figurines, bottles,weapons, and a myriad of other forms, for it is hard anddense, and carves well. Promotes tranquility. A favorite ofAnimists and Herbalists.

Jet (10 sp/ounce): Glossy black, opaque and massive, jet isactually a very hard, dense, compacted form of coal. It isusually faceted, or simply polished, for beads and pendants;it is sometimes carved into figurines and other shapes.

Lapis Lazuli (1 sp/ounce): Lapis lazuli is a dense, opaque andmassive stone of a medium to deep blue color, sometimesflecked with golden specks. It is carved into cabochons, beadsor figurines, and is used in slabs for tables, boxes, etc., andfor inlay work.

Malachite (1 sp/ounce): This is an opaque massive stone,striated in bands of lighter and darker green. It is carvedinto beads, figurines, cabochons, and the like, and is alsosawn into slabs that are used as inlays or veneers.

Moonstone (5 sp/ounce): Moonstone is a white, translucent,massive stone that shows a distinctive white or blue-whiteplay of light, resembling moonlight; there are also greenish,gray, and even red-brown varieties. It is always carved intobeads, cabochons, and similar shallow, rounded forms tobring out this effect.

Moonstone [magical variety] (20 sp/ounce): As muchnovelties as talismans, moonstones are carved in flatcabochons, normally set in a hoop-shaped rim and wornaround the neck. They must then be aligned, either to Orhanor Charón. To align to Orhan, white wine is poured overthe stone, and it is left out on a cloudless night when Orhanis full. Thereafter, it will match the phases of Orhan. Toalign to Charón, the same process is employed, but usinganimal blood (it need not be human) instead of wine.Charón-aligned Moonstones will glow red on the Night ofthe Third Moon. Channeling

Obsidian (1 bp/ounce): This is a volcanic natural glass, opaqueto semi-opaque, that occurs in black, gray, and red-brownvarieties, as well as “snowflake obsidian,” which is black withwhitish specks. It is carved into figures and ornaments, andan obsidian blade can be flaked to a sharpness not attainableby any metal edge—exceeded only by the much stronger(and more expensive) laen. Channeling

Onyx (5 sp/ounce): Onyx is a porous and opaque form ofmassive quartz, occurring in black or white or a black-and-white layered variety. It is made into beads and cabochons;smooth-cut for signets and the like; and carved into bowlsand figurines.

Opal (10-20 sp/tal): This is a translucent, massive stone,usually pale blue-white but displaying an array of red, yellow,green, and violet highlights when light is reflected from itssurface. Many varieties exist; a mosaic of small colored areasof play is the mark of a “harlequin opal;” the near-transparency and a moonstone-like appearance distinguisha “water opal;” near-opacity, paleness and limited play ofcolor indicate the common “milky opal;” and there areseveral others (see black opal and fire opal). It is made intocabochons and other low, rounded shapes to best displaythe play of colors. It is a soft and somewhat brittle stone.Heated opals may lose part or all of their opalescent colorplay, and thus much of their beauty and value. Essence

Opal, Black (10-25 sp/tal): Black opal is that variety of opalin which the body color is smoke black, deep green, anddark blue, forming an almost opaque background in whichits opalescent color play is displayed. It otherwise has theproperties of the other forms of opal. Favored by the Dyari.Essence

Opal, Fire (10 sp/tal): This is an orange to orange-red form ofopal, ranging from transparent to transparent with mottledtranslucence. It does not always have the intricate color playof other opals; when play is present, the stone is morevaluable. If transparent, it is often faceted; usually it is madeinto cabochons otherwise. Essence. Frequently used in fire-related items.

Pearl (1-2 sp; pink, blue 2-5 sp; Black 5-10+ sp/tal): The pearlis the end product of layers of secretion with which certainmollusks surround bits of foreign matter in their shells. Whenthe secretion hardens, it takes on a unique luster whichoriginates in its dispersion of light just below its surface. Itoccurs in many shapes: round, teardrop, “button” (flat onone side), and the myriad irregular forms. As well as thetraditional “pearly white,” these stones come in less commoncolor varieties in a range from yellow and pale rose to therare, lustrous deep black. They are mounted in all sorts ofjewelry settings (mountings often use half-pearls), and, beingeasily drilled, are strung in various ways—by graduated sizesor in a uniform string; in single, multiple, or even braidedstrands. Fresh-water mollusks sometimes yield pearls, butthese are usually of much poorer quality than pearls from asalt-water mollusk. Pearls are quite vulnerable to acid, fire,and electrical attacks, to crushing blows, and other physicaltrauma. They may be damaged by sudden changes intemperature, and are alleged to deteriorate if left untouchedby human skin for great lengths of time, although sea waterwill supposedly negate any such deterioration. Mentalism.

Peridot (5 sp/tal): A transparent, crystalline stone, usually aclear yellow-green, although it can vary from near emerald-green to almost an olive green. The better stones are faceted;flawed or cloudy stones are polished for beads or made intocabochons, as are the occasional cat’s-eye peridots.

Piezoquartz † (1-20 gp/ounce): This special variety of quartzis usually clear or pale blue and has the ability to acquireand store powerful electrical charges. The Lords of Essæncewere no doubt the first to discover the properties of thesegems, but for them the limited power available made themmore of a novelty. The cultures who were truly able to exploitthese gems were the Taranians and the Jinteni ???, who builtvehicles and tools powered by piezoquartz jewels. With theexception of a rare variety of tourmaline, piezoquartz jewelswere usually fairly massive (8 oz—2 lbs) and faceted as

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XVIspheres. These gems are extremely rare, but of course muchof their value is based on their power which few understandhow to tap.

Purple Sapphire (10 sp/tal): Purple Sapphire is a variety ofthe hard, transparent, crystalline mineral corundum with acolor closely resembling that of amethyst. It is normallyfaceted, except for the rare cat’s-eye and star forms.

Quartz: (1 sp/tal) This mineral is actually the most commonin the planet’s crust. Crystalline quartz is the more rare,transparent variety. Purple quartz is amethyst, yellow quartzis citrine. Mentalism. Cures mental illness, anxiety.

Rhodochrosite (1 sp/ounce): This is an opaque stone rangingin color from pale pink to medium red. It occurs mostly in amassive, banded form, and occasionally in single-coloredopaque crystals. It is made into beads, vases and the like. Itis a somewhat soft stone. Mentalism. Strengthens self-identity;used in defense against mental attacks.

Rose Quartz (1 sp/tal) Pinkish translucent quartz, can be madeinto beads or cabochons. Channeling. Inner peace, healthyskin. Used in some healing items.

Ruby (50 sp/tal): The ruby is a moderate-to-deep red,transparent variety of the hard crystalline mineral corundum(sapphire and jacinth are also corundum). The finest rubiesare absolutely clear and uniformly of that deep red colorcalled “pigeon’s blood;” lesser stones may vary from a palerred to a somewhat garnet-like red tinged with a purplish-brown. It is usually faceted, but cloudy specimens may bemade into cabochons, as may the rare cat’s-eye. Essence

Sapphire (10 sp/tal): This name is traditionally reserved forthe moderate-to-deep blue gem, one of the hardestsubstances in existence; “sapphire” is also sometimes usedto refer to other color varieties of corundum, such as the“orange sapphire” or jacinth. The sapphire is usually faceted,but there are the occasional cat’s-eye sapphires; see also blacksapphire. Among the color varieties of corundum that arenot given other names, and are therefore called “(color)sapphires,” are pinkish, chartreuse, clear/white, and brown;and each color of corundum occurs in cat’s-eye and star formsas well. Channeling

Sapphire, Black (50-70 sp/tal): The black sapphire is a blue-black form of the sapphire, so dark as to approachtranslucence. It is usually faceted. Dark Channeling

Sardonyx (5 sp/ounce): This is a form of massive quartzconsisting bands of the translucent to opaque “sard” (seecarnelian) and opaque white onyx. It is carved into beads,cabochons, figures, seals, and other shapes.

Topaz (5 sp/tal): Topaz is a transparent, crystalline stone,normally yellow to golden yellow-brown in color; colorless,pink, and blue varieties are also known. Because it cleaveseasily, it is often difficult to cut well; it is generally faceted,but cloudy specimens may be cut as cabochons or pendants.Essence

Tourmaline: (1 sp/tal): Greenish-black crystals often foundwith beryls. Some tourmalines have have the ability to bevery effective piezoelectrical capacitors, and are valuedbecause of their relatively small size-to-power ratio.

Turquoise (1 sp/ounce): Turquoise is a translucent-to-opaquemassive stone, blue to greenish blue in color; it frequentlyoccurs with brownish veining. The most valuable is sky-blue, translucent, and without veining; the least valuable(and most common) is green-blue, opaque and heavily-veined. It is usually cut into cabochons, or beads andpendants; large pieces may be cut into figurines, and pebblesof a size may be polished and strung together.

Zircon (5 bp/tal): This is a transparent, crystalline stone; inaddition to the usual pale blue-green and orange-red varieties(these two being the most valued), the stone also comes inbrownish-yellow, reddish-brown, green and purple varieties.It is brittle and difficult to cut, and is traditionally finishedas small faceted stones.

4•USEFUL/PRECIOUS METALSThe following rare metals are (with the exception

of metals used for money such as gold and silver) usu-ally traded as ingots weighing 4 oz, 8 oz, one pound,five pounds. Normally the buyers are smiths,metalcrafters, and jewellers, rather than the averageconsumer.

The more-or-less standard gold piece weight is one-half ounce; values below are listed in sp per ounce.Beryllium (30 sp): A pale grey metal, usually with a dull lustre,

it is used in jewelry and some weapons. It is favored by theLoari and found in Kuluku baws.

Braizium: (10 – 50 sp) A bronze-colored metal occurringnaturally in certain mountains near vulcanism and inunderground caverns. It requires high temperatures to work,but can be buffed to a bright shine and does not oxidize orotherwise corrode over time. This quality makes thesubstance ideal for structures exposed to the elements.Braizium does not hold an edge well, nor does it resist suddenstresses without cracking-thus it is not used to make weapons.

Bronze (.2 sp): An alloy of copper and tin, bronze is used forcoinage, tools and implements, and cast sculpture.

Gold (20 sp): Most precious of the ‘common’ metals, golddoes not corrode, and has a yellow luster which cannot bematched. Very soft in its pure state, it is usually alloyed withother metals; used for coinage, jewelry and decorative work.

Iridium (40 sp): Usually used in making alloys (often withplatinum), iridium is a white metal.

Platinum (40 sp): A hard, silvery-grey metal, platinum is usedfor coinage in some areas, but primarily used in jewelry. Itusually has a dull lustre.

Silver (2 sp): A gleaming, pale grey metal used for coinageand jewelry, it has the disadvantage of corroding whenexposed to air. Very malleable, it is usually alloyed.

Titanium (50 sp): A rare element used mainly to makeexceptionally hard steel alloys.

SPECIAL WEAPON ALLOYSThese correspond (roughly) to alloys described in

Rolemaster. The number in brackets is the intrinsicbonus given to a blade fashioned of this material be-cause of its hardness and ability to hold an edge. Thebreakage factor is in addition to the weapon’s baseBF.Steel (Low Steel) [+5]: A non-magical alloy of iron and

carbon.High Steel [+10]: A non-magical alloy of iron, carbon and

other elements. Does not rust; BF +30.Tethium (White Alloy) [+15]: Developed by Tethior, a non-

magical alloy of iron, carbon, zinc and titanium. Pale greywith a soft sheen, it does not corrode; BF +50.

Krelin (Black Alloy) [+20]: Developed by Krelij, a non-magical alloy of iron, carbon, and other materials. It has adark grey appearance and a dull luster; BF +50.

Enclatine (Enchanted Iron) [+5]: Magically infused iron; BF+50.

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XVIQuevite (Enchanted Steel I) [+10]: Magically infused steel

of lesser quality; BF +100.Tayn (Enchanted Steel II) [+15]: Magically infused high-

quality steel; BF +150.Keron [+20]: A black alloy; BF +200.Laen (True Glass [+25]: Enchanted glass of superior hardness.

Becomes soft only in extreme cold; hardens with heat. Theedge is as sharp as a sliver of normal glass but laen possessesa superior tensile strength; BF +200. (When it does break itshatters into a spray of deadly shards).

Eog (enchanted True Steel) [+30]: An alloy including therare material eog; BF +300.

MAGICAL MATERIALS & ALLOYSThe description of these inherently magical ma-

terials is provided more for general information thanfor trade purposes. It is unlikely that PCs will electto become miners or traders in magical ores. Rarelywill they encounter these items in ingot form, butfor reference their value in silver per ounce of re-fined material is given.Arinyark (200 sp): A metallic element which absorbs and

retains raw Essence radiations. Working like a battery orcapacitor, it constantly absorbs ambient Essence and can be‘tapped’ like a Flow of Essence and thus utilized. It does notwork in the same manner as a Spell Adder, however, andcannot store specific spells. It is bluish-green and can bepolished to a dull luster. The absorptive qualities can be aneffective defense as well: a full suit of armor with Arinyarklamination will add 50 to the wearer’s RR (or subtract 50from an elemental spell attack roll).

Electrium: (10,000 sp)This alloy is made by mixing gold,silver, and iron at high temperatures while flooding themolten metals with Essænce. The resulting alloy is malleableand ductile with a color similar to electrum (gold and silvermixed without the iron and the Essænce treatment). Spellsfrom all three realms of magic can be embedded more easilyinto electrium than most other materials. (Imbed I can becast as a I st level spell, Imbed 11 as a 2nd level spell, ImbedIII as 3rd level, etc.)

Essicrysta: (10,000 sp – priceless) The ancient Lords ofEssænce alone knew the secrets of making essicrysta. Andonly a few individuals living in the Third Era are able to useremnants of the material forged in the past to make newitems of their own devising. Essicrysta is a clear, crystallinesubstance that glows faintly and is always warm to the touch.Detect Life spells register pieces of it as living, and Presencespells report such as beings with presences! Essicrysta canconvert Essænce (as power points) into mass, or mass intoEssænce (which it then stores) when connected magicallyto the proper control device. It is a key component to theircronagenic suspended animation devices.

Eog [Black] (5000 sp): Can inhibit or even nullify all non-Dark Essence in the same way White Eog inhibits EvilEssence. For general properties see Grey Eog, below.

Eog [Grey or ‘common’] (2000 sp): An extremely hard metal,it is brittle in its pure form, but when combined with certainother elements the resulting alloy can be used to makesuperior weapons and armor. It is enchanted, and ‘common’Eog has a dull silvery luster. An addition, certain pure typesof Eog have the power to locally inhibit the Flows of Essence(see black and white types).

Eog [White] (5000 sp): Can limit the powers of Dark Essence(e.g., Essence originating from the Unlife or dark gods ortheir minions). Eog’s inhibiting power varies with the

amount and proximity, but a small chamber lined with WhiteEog panels 1˝ thick would prevent all but the most powerfulEvil magicians from casting a spell. Note that, while aMagician inside this chamber would have trouble castingspells, his Power Points are not actually drained.

Ithloss (up to 2000 sp; but cannot be worked by any knownmeans, so few are interested buyers): A strong but light andsomewhat flexible metal, it is an enchanted alloy createdby the Lords of Essence, the secret to which has been lost.Armor made of this material is of almost unequalled valuebecause of the superior protective properties and itsunencumbering lightness. Ithloss armor also provides thewearer a +20 DB versus Elemental spell attacks. Inappearance it is a light golden color.

Keron (200 sp): A black, very shiny alloy. The substance isstrong but flexible and holds a keen edge. When polished ithas such a high luster that it looks wet or oiled. It does notcorrode, and should be treated as enchanted.

Kregora (20,000 sp): An extremely rare, golden alloy, Kregorais by far the most powerful of the anti-Essence materials.Even powerful magical items are temporarily rendereddormant when surrounded by a Kregora-lined receptacle.Kregora’s damping qualities are equally effective against allrealms of Essænce (i.e., Essence, Mentalism andChanneling). Unlike Eog, Kregora will sap a spell user’sPower Points, the rate of drain corresponding to the amountof Kregora. Fortunately for spell users, Kregora is rare beyonddescription and costly (almost) beyond price.

Laen (1000-10,000 sp): An extremely hard volcanic glasswhich can be forged into very keen-edged, almostindestructible, weapons. Laen can also be tinted, and (varyrarely) is naturally colored. It should be consideredenchanted. Laen is also very unusual in that it becomes morepliable as its temperature is lowered. Because of this, unique,magical cold forges must be used to work laen into tools andweapons.

Rularon (1000 sp): A metal, dull silver in color, which insufficient quantities has the ability to inhibit spells ofMentalism. A full helm plated with Rularon, for instance,would most likely completely protect the wearer from mentalattacks (and prevent him from casting any Mentalism spellsor having any sort of mental contact with anyone). It is avery soft and malleable material, and of course, enchanted.

Shaalk (100 sp): An enchanted material, very lightweight,pliable and resilient. Thinner sheets resemble the finestwhite paper but are glossier and almost indestructible. Whenexposed to extreme heat it melts, but normal fires do notharm it. Shaalk lockpicks and similar tools can have a +20bonus.

Star Iron (up to 5000 sp; but cannot be worked by any knownmeans, so few are interested buyers): Actually an alloy forgedusing metal gathered from certain meteorites. It is extremelystrong once worked, and invariably has a dull, dark greyappearance. The recipe has been lost with the First Era. StarIron is believed to have other, more arcane powers, but thenature of these is uncertain.

Taurith: (5000 sp) This is a is a silver-blue metal found neardeposits of arinyark. Although it behaves like most metals,molten at high temperatures and solid at cool ones, it losessome its most valuable properties permanently whensoftened or melted by heat. These characteristics include:the strength to withstand extreme torque without bendingor cracking, the molecular structure permitting it to takeand retain a very sharp cutting edge, and the extreme easewith which it can be embedded with Essence spells (notMentalism or Channeling; see electrium). Therefore, taurith

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XVIis usually worked cold-a proceeding requiring considerableskill on the part of the alchemist. Taurith marred by heatingcan be detected by its lack of surface sheen; it cannot bepolished to a high gloss.

Trystrium: (5000 sp) A metal, greenish silver in color, usuallyfound in small nodules (1/4˝ to 1˝ diameter) among the rootsof irnwood trees. Trystrium is a strong, flexible substanceand holds a keen edge (only laen, eog or taurith surpasses itssharpness). Additionally, it can be embedded withChanneling spells or runes with particular ease. Only thedifficulty experienced in collecting a sufficient quantitymakes it little used.

Vaanum (10,000 sp): A strange, extremely rare silver-whitemetal which is believed to exist only on Charón. Bladesmade of the material have a keen edge, and have the strangeinnate property of being Of Slaying any living creature theydeliver a critical to. This perilous feature is believed to bedue to the alien nature of the material, and the malevolentorigins of Charón.

Xenium (1000 sp): Blue-silver in hue, this alloy is createdfrom titanium, arinyark and other—more dangerous—materials, which together nullify the force of gravity. It isused primarily on the undersides of skyships. The exactmanner in which this is accomplished, and how Xenium issuccessfully employed to balance a ship’s mass against gravity,are factors which are extremely difficult to calculate. Theprice given is the ‘street’ value; obviously the alchemistswho created Eidolon and who make the skyships were ableto make such vast quantities that the relative cost wasconsiderably less.

1•LANGUAGESFollowing is a listing of some the languages of

Kulthea, with an emphasis on Emerian and Jaimanitongues.

LIVING TONGUESArlak: The language of the amazon people of Sarnak;it is remotely derived from Old Emer.Chíra: The chirping tongue of the avian speciesHírazi.Danari: Spoken by the people of Danarchis, it is re-lated to Old Emer, and the closest living tongue tothat ancient language.Dyar: (Dark Elvish) Originally a dialect of HighElvish, this tongue has changed over the years andnow has only limited resemblances to its parent lan-guage.Erlin: (‘Speech of the Forest’; Wood Elvish) Whilenot as ethereal as Iylar, the Erlin language has a mu-sical quality. It is more accessible to mortal tongues,and is often a ‘common’ language between cultures.There are many dialects, including Muri-Erlin,Jaimani-Erlin, and others.Itanian: Actually a dialect of Old Emer, this languageis very similar to the ancient tongue, but has a largevocabulary of its own.Iylar: (High Elvish) High Elvish is a beautiful andancient tongue, lyrical and mystical, used primarilyby the Linæri for poetry and song. Men cannot speakit properly.

Kuluk: The ‘personal’ language of the Kuluku, a gut-tural tongue with varied inflections and highly de-pendent of facial expression.Kayvis: Language of the Ky'taari of the Mur Fostisyr.Loariki: written and spoken language of the Loari.A very old tongue, it is rarely taught to anyone out-side their race or even spoken even in the presenceof others. It has an extensive vocabulary which al-lows great precision — perfect for histories and tech-nical texts. It is often used by Loari scribes.Lugro: The language of the evil Lugrôki warrior-race.Mavaun: A tongue shared by the Lankan andPochanti peoples —though each has a very differentdialect. While no Lankan would admit it, Mavaun isactually the invention of the Pochanti and wasadopted by the Lankani as knowledge of the morecomplex Thanorian was lost. The written languageis heiroglyphic and known only by the aristocracyand priesthood in Lankanok.Miir: The language of the Miirian states; descendedfrom Old Emer.Muri-Elven: a dialect of pure Erlin, it is spoken inKelestia and NE Eme —including the isles of VogMur and by some in Sel-kai. The vocabulary andwritten forms are very similar, but the spoken ver-sion can vary considerablyRhaya: (‘The Tongue’) The predominant languageof Jaiman, though there are seven very distinct dia-lects.Shay: The ‘common’ tongue of Emer, it has manydialects.Shulur: (Aquatic Elvish)† A sonar-like language ofhigh-pitched sounds; no other race can speak thistongue except mer-people and dolphins.Syrkan: Language of the Syrkakar of NW Jaiman; itis derived from Haidic and Umli roots but has itsown unique characterT’loc-loc: the unique clucking tongue of the peoplebearing the same name located in Silaar, it is noth-ing like any other language in Emer.Taal: The tongue of the Talath of NW Emer, it iscomplex and beautiful—and similar to the languageof the Myri of Jaiman.Trolack: What you might expect. It is rather limitedin vocabulary and sophistication.Uluka: A singsong, birdlike tongue the Kuluku usefor long-distance signalling.

DEAD TONGUES

GM Note: the learning opportunities for theselanguages would be very limited.

Enris-Sokal: While technically dead, it is very muchalive on the Loremaster island of Karilôn and in thehalls of the Nomikos Library and other scholarly in-stitutions (many very old tomes are written in Enris-Sokal). Originally the language of the Terinians (anintellectual Elven society in southern Palia duringthe early Second Era, not to be confused with the

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XVITaranians), it was carried across the seas by studentsof history who studied there. It is a very concisetongue (both written and spoken) with a large vo-cabulary and complex structure. Learning it is diffi-cult (assuming you can even find a teacher).Iruaric: The language of the Lords of Essence. In its‘true’ form, it was partially telepathic and powerful.It can be learned in an innocuous form by other races.Because true Iruaric is related to the Primal Essænce,the extent of its true power can only be guessed at.Kugor: Language of the Dragonlords (and othermighty drakes); not commonly spoken or even knownof by most peoples. It was used in many ancient texts,however. Interestingly, it has similarities to Uscuracand Xytos.Old Emer: From c. TE 1200 to c. 1800 the entirecontinent of Emer was united under one Emperorand enjoyed a renaissance of culture. The peoplespoke one language (called Emerian at the time).Now little is left of this civilization except ruins anda handful of isolated kingdoms, whose people speakvarying corruptions (most unrecognizable) of OldEmerian. Old Emer was brought to the continent bythe People of Aldraon (the first Emperor and is un-related to Shay, the current common tongue.

MAGICAL TONGUESMany of these are languages known as part of the

process of becoming a spell-user, and utilized as partof learning and casting spells. Others are more ar-cane (and dangerous).

GM Note: the learning opportunities for theselanguages would be very limited, and in some caseswould be prohibited unless the student was of thecorrect profession. The GM may wish to consultRolemaster Companion I pp 2-4 for hints on the useof magical languages.

Aludos:* The language of enruning (Essence).Enruth:† Tongue of plants and growing things; alsoof repelling Undead (Channeling).Krônyt:* The language of Symbols and Glyphs(Channeling).Kuskarûk: An arcane language utilized almost en-tirely by Dark Magicians and Sorcerers (used in thesummoning of Demons).Logos:† (‘The Word’) The tongue of word-thoughts(Mentalism).Sylmaria: Speech of the Flows. Almost musical innature, it allows control of the Flows of Essænce. Thislanguage is very difficult to learn. Its teaching isclosely guarded by Loremasters and Navigators.Uscurac: “Common” Language of the Essence, usedby Mages and Sorcerers in their spells.

Var Arnak: Language of the High Priests of the Unlife.A word in Var Arnak can kill.

Xytos:† Language of Power-words (Essænce).

* Denotes Written only

† Denotes Spoken Only

4•VOCABULARYFollowing is some selected vocabulary from the

Elven tongues Erlin and Loari, as well as Ky'taari,Iruaric and Kugor.

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XVIERLIN

ale guddavenue thalawake nemawaken nemraisbay helbay yuilblack burnblade sarenblue ornbreak kurabreaker (waves) sulembridge cisurbroken kurimburn lumburning luimcanal lenovcliff kaicloud kindagcove lewcoven dorthdark (night) ordakdawn cordeath vogdeathless oevaagdepth surthdweller eduumdwelling edoseagle resiveast esoveat krineater kruineye lonfall daartfire burfires buirfool gorlforever yenorfrost krikgate turicglass kremgold orvgrand kyrgreat hall tyrlgreen vorugrey bursguardian throkhall tylhaven ciburhead faalheather haftheavens ordaghidden gedalhill wodehollow baashound zurtice wirsiron enclaisland dalovislands daloivislet dallajewel grefkeep throglagoon rellake lyrymist vurlmoneyless oedum

narrows shurthpart; piece linpassing veurdpirate yynpit murtenplaza nadekpoint ienprivateer yonrain udamsecret vurdshore rassilver (1) domsilver (2) selsky ordyeslow derumsmoke burthspire karnspires kirnsteep galebstorm kulagstraight water percestrait peracsword sarentwin mathawatch murwatching lemirawater usiv (arc. usuv)waterfall usiiv-daartwaters usiva (arc. usuiv)west emerwild vurtwind purllwinds perll (arc. puirl)wolf zartwoods nadum

Erlin to Englishbaas hollowbuir firesbur fireburn blackburs greyburth smokecibur havencisur bridgecor dawndaart falldalla isletdaloiv islandsdalov islandderum slowdom silver (1)dorth covenedos dwellingeduum dwelleremer westencla ironesov eastfaal headgaleb steepgedal hiddengorl foolgref jewelgudd alehaft heatherhel bayien point

kai cliffkarn spirekindag cloudkirn spireskrem glasskrik frostkrin eatkruin eaterkulag stormkura breakkurim brokenkyr grandlemira watchinglenov canallew covelin part; piecelon eyeluim burninglum burnlyry lakematha twinmur watchmurten pitnadek plazanadum woodsnem awakenemrais awakenoedum moneylessoevaag deathlessordag heavensordak dark (night)ordye skyorn blueorv goldperac straitperce straight waterperll (arc. puirl) windspurll windras shorerel lagoonresiv eaglesaren bladesaren swordsel silver (2)shurth narrowssulem breaker (waves)surth depththal avenuethrog keepthrok guardianturic gatetyl halltyrl great halludam rainusiiv-daart waterfallusiv (arc. usuv) waterusiva (arc. usuiv) watersveurd passingvog deathvoru greenvurd secretvurl mistvurt wildwirs icewode hillyenor foreveryon privateeryuil bay

yyn piratezart wolfzurt hound

Note: plurals of indigenouswords tend to be formed bythe addition of a secondvowel after the last vowel inthe singular word; usually itis an i. Lone u’s are mostoften indicative of asingular. Compound wordssuch as breakwater orwaterfall are commonlyseparated by dashes, withany ending vowels droppedin both component words.The language has fourdistinct secondary vowels: a,e, i, and y, and one primary:u.One further note: the termarc. that follows certainwords is an abbreviation for‘archaic’, and it indicatesthe older and less commonterm for a presently-usedword. More powerful oreducated folk tend to usethe older forms in everydayspeech.

IRUARICEnglish to Iruaric(modifier ‘to’; er) is(plural) i(of) taapart lennassassin khângbarren; empty hulkanenbeautiful iylablade dagblind xygborn thalbroken tairkenbuild loabuilder loarcavern trogcircle; ring rethclaw raaxcloud hulumcold rakcold; chilling kiskaacrystal iæn/laencult; sect Jerakdark dyardead shondeath shindread lyxdwell/home azelder dænenchanted vulenchanter vuulendless malvinEssænce viireternity; forever lanfemale/feminine murfire; flame shúfirst andforbidden farok

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XVIforever lairgather folgiant hogift jaiglass kemmgreen seremgrower erlinguardian throkhalf ta-haven thenheart emerhill mûnhistory gaalek; gaalenakhhome manisland nuuliyx twist; turn(ing)lake lakland -ialonely loornlord K’lore Pnlost laakhmaker lavanmale/masculine syrmaster kortmind xumist ranmountain thosocean usuivpast naeplace (n) -ispower rapower virsea teseasecret ahrensee arulseer arulisseparated lennshackle dirshadow kul; torgshallow domsing linasinger linærsong linsoul ryksky hírspirit lostar kygarstone aekstupid rôktall; high larnthirsty aertiny tykiltower naktravel phœnugly lugvision herwater aruswet shuluwild pukworld theaIruaric to Englishaek stoneaer thirstyahren secretand firstarul see

arulis seerarus wateraz dwell/homedæn elderdag bladedir shackledom shallowdyar darkemer hearterlin growerfarok forbiddenfol gathergaalek; gaalenakh historyher visionhír skyho gianthulkanen barren; emptyhulum cloudiæn/laen crystal-ia land-is place (n)iyla beautifuljai giftJerak cult; sectK’ lordkemm glasskhâng assassinkiskaa cold; chillingkort masterkul; torg shadowkygar starlaakh lostlair foreverlak lakelan eternity; foreverlarn tall; highlavan makerlenn apart; separatedlin songlina singlinær singerlo spiritloa buildloar builderloorn lonelylug uglylyx dreadmalvin endlessman homemûn hillmur female/femininenae pastnak towernuul islandphœn travelPn lorepuk wildra powerraax clawrak coldran mistreth circle; ringrôk stupidryk soulserem greenshin deathshon deadshú fire; flame

shulu wetsyr male/masculineta- halftairken brokentesea seathal bornthea worldthen haventhos mountainthrok guardiantrog caverntwist; turn(ing) iyxtykil tinyusuiv oceanviir Essæncevir powervul enchantedvuul enchanterxu mindxyg blind

Notes: Some forms utilizethe apostrophetic syllablebreaks, while later formssmoothed the words forhuman tongues. Someleeway is necessary tointerpret the Iruaric tocommon references. Forinstance, the names of theElvish races are actuallysimplistic references to theirstereotypical aptitudes orappearance. The High Elvesare known as Iylari orliterally ‘beauties’, becauseof their looks. Sometimesan ‘r’ is added before thepluralizing ‘i’; this isbelieved to be an indicationof increase; instead of morethan one, it indicates manymore — often applied to arace of beings.

KY'TAARIThe language of the Ky'taariis soft and lyrical, with manywhisperings like the soundof wind through the pines.Overall, the tongue is veryonomatopoetic, the wordsimitating the things theydescribe.English to Ky'taariale kelarmor chakaarrow Jakbirth kariiinblack norblade ashaanblanket falithblind omokblizzard kronofblood thunblue lunboat farynbook tanaarbow trin

burn urkcastle kritaalcave norokchasm yorncheerful tarinchild laanchill larncity tykaarcloud fulcold krakcommon tandarkness (not night) kurday (daylight) arlirdeath aynondread runakedge ynkaenter ninever oievil anjaeye klynfair (beautiful) arinfafl jirikfire narfish nyfanfly ikaforge korthfreeze krykgiacier arkoynglitter kyrangold araangood/pure thirgreen kalihair finhand rinheal janhidden nakhigh (supreme) ahill vitanholy ariahome itaalhusband atanice (clear) kyice (cloudy) kuice (treacherous) koninitiate (monk) tarniron chortjewel taynking ataarnlamp kaalinlanguage starlibrary tashishenlight (glow) aianlook nyklord taarnman tamonk tamaakmonth rifmoon (generic) tirilmountain vintaarnnight dakurpain ankapaper frolpeople taariplain, field kalashpriestess ryaanrain katikred thiriver fath

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XVIroad talrobe thonrun iralshadow norinsharp akishshield fonshort kunsight rilsilver itilskate shikski sharsky lirsmall koysnow (wet) krofsnow (dry) krilifsnow (falling) kiroyfsong liraanspring lanaarstar ilaarsteel torlstone taalstrong atursun artall arntemple arnaarthree kayntown tykatree tonaktwilight yialuniform (monk’s) kejvalley lainvision sirilwalk faynarwarm rishwater (still) kaldarwater (moving) fathweak ilwheat shirwhip jrokwife aranwine orykwoman ana

Ky'taari to Englisha high (supreme)akish sharpalan light (glow)ana womananja evilanka painar sunaraan goldaran wifearia holyarin fair (beautiful)arkoyn giacierarlir day (daylight)arn tallarnaar templeashaan bladeataarn kingatan husbandatur strongaynon deathchaka armorchort irondakur night

falith blanketfaryn boatfath riverfath water (moving)faynar walkfin hairfon shieldfrol paperful cloudika flyil weakilaar stariral runitaal homeitil silverjak arrowjan healjirik fafljrok whipkaalin lampkalash plain, fieldkaldar water (still)kali greenkariiin birthkatik rainkayn threekej uniform (monk’s)kel alekiroyf snow (falling)klyn eyekon ice (treacherous)korth forgekoy smallkrak coldkrilif snow (dry)kritaal castlekrof snow (wet)kronof blizzardkryk freezeku ice (cloudy)kun shortkur darkness (not night)ky ice (clear)kyran glitterlaan childlain valleylanaar springlarn chilllir skyliraan songlun bluenak hiddennar firenin enternor blacknorin shadownorok cavenyfan fishnyk lookoi everomok blindoryk winerif monthril sightrin handrish warmrunak dreadryaan priestess

shar skishik skateshir wheatsiril visionstar languageta mantaal stonetaari peopletaarn lordtal roadtamaak monktan commontanaar booktarin cheerfultarn initiate (monk)tashishen librarytayn jewelthi redthir good/purethon robethun bloodtiril moon (generic)tonak treetorl steeltrin bowtyka towntykaar cityurk burnvintaarn mountainvitan hillyial twilightynka edgeyorn chasm

A few notes on pronuncia-tion:

“A” at the beginning of anyword is said ‘ay’. Forexample, the Ky'taari wordfor pain is pronounced“aynka”. A double “a” is saidin the same manner, with aslight break to accent it.‘Lord’is said ta-arn (thebreak is very subtle andshould not sound likegagging).

“Y”, when beginning a wordor flanked by consonants, isalways said like ‘eye.’ Theword for town is said teyeka.When next to an “n”however, it is a soft ‘ya’sound. ‘Boat’ in Ky'taari ispronounced far-yin.

“0” and “I” are said short asin bomb and tin.

“U” is always pronounced inthe long form. The word fordark is said koor.

To pluralize a noun, theletter “i” is used as a suffix;hence lamp (kaalin)becomes lamps (kaalini,pronounced ka’alinee).

LOARIKIEnglish to Loarikiair ayroalchemist jeramianancestor proghaarchaeology aeoyoliaarmor hyplonAutumn thinoporoblacksmith sidhirdanblind tiphloablood emaboat varkaboat plionboy aghobracelet vrachioliburn engavmacaptain pliarchoschemist pharzakacloak sakakicold krioxcompass pixidhacraftsman vurgacruel sklœrdark skotinordoctor yiatrisdreadful tromeraEast Dhurengine mikaniengineer vikaniraFall Iuniofamily ikoyeniafarmer yeorghianfever piretafire photiafish pisaraglass votirgold krisgoldsmith krisirdhangrape stamilguard phrurinhall ethusahall dhiadromohorrible tromerahouse kœniaink melaniakiron sidherjeweller kosimatisjudge dhikatisknife makieralady kirialibrary nomikoslift asanserlight phoslord kiriemagic uscuramerchant embræriannarrow stenosnoble House evynikœnianoble evyniocean okanopaper charkispassage perasmapassenger epivatispoison ditirionpriest nosokomaproud iperianospure katharos

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XVIring dhatasail panisailor naftissculpture glirtissculptor ghlirtiansea talasasilver -hirdhansky ayrosky steamshipayroatmoplionSmith hirdhanspell taiphaesSpring Anikisteamship atmoplionstorm ubrimostrong kinatosSummer kalorisword gladensword (curved) sarentext kimenothirsty dipsasmenvine klimawine ghlikiwine kræsiwarrior hokiterWinter chimonaskwise sojoswriter singrasyacht talasika

Loariki to Englishaeoyolia archaeologyagho boyAniki Springasanser liftatmoplion steamshipayro airayro skyayroatmoplionsky steamshipcharkis paperchimonask Winterdhata ringdhiadromo halldhikatis judgeDhur Eastdipsasmen thirstyditirion poisonema bloodembrærian merchantengavma burnepivatis passengerethusa hallevyni nobleevynikœnia noble Houseghliki wineghlirtian sculptorgladen swordglirtis sculpturehirdhan Smith-hirdhan silverhokiter warriorhyplon armorikoyenia familyiperianos proudIunio Falljeramian alchemistkalori Summerkatharos pure

kimeno textkinatos strongkiria ladykirie lordklima vinekœnia housekosimatis jewellerkræsi winekriox coldkris goldkrisirdhan goldsmithmakiera knifemelaniak inkmikani enginenaftis sailornomikos librarynosokoma priestokano oceanpani sailperasma passagepharzaka chemistphos lightphotia firephrurin guardpireta feverpisara fishpixidha compasspliarchos captainplion boatprogha ancestorsakaki cloaksaren sword (curved)sidher ironsidhirdan blacksmithsingras writersklœr cruelskotinor darksojos wisestamil grapestenos narrowtaiphaes spelltalasa seatalasika yachtthinoporo Autumntiphloa blindtromera dreadfultromera horribleubrimo stormuscura magicvarka boatvikanira engineervotir glassvrachioli braceletvurga craftsmanyeorghian farmeryiatris doctorNote: plural is -a to-æ

KUGOREnglish to Kugorall powerful (pl) folmurianall powerful folmuurianallies chagally chaagancient buanvil lesh

archive cuivaarmor-cloth paakearmor-clothes pakebane of hope chaurkabattle bulchyybay biarbear dryynbears drynbirthplace saerbirthplaces sarblack ulyablade daagblades dagblessed place goaakblessed places goakblood hurmblue irbow amriigbows amrigburn hiigburns higcastle aalkcave aayiigcaves ayigcircle awgclan AWclaw aaxclaws axcloud uoncoast kaelcoast vraakcoasts vrakcold (extreme) raathcold demon raathmaurcold fire demonraathmauriigcolds rathcool raavcove kraawcoves krawcrystalline eancult awgdeath gaakdeaths gakdemon maaurdemons maurdesert vaalgdeserts valgdragon kuugordragon’s breath stoyigdragon’s fire stoyiigdragonhelms soeyaeddragons kugordrake ssoeidrakes ssoidreaded one gaathdreaded ones gathelite hoerkelites horkember; fire riigembers rigempire drusessence uscuraceye kyefather of the sky kodurfire drake stoyyfire drakes stoyfire shaangfireball siig

fireballs sigfish (sing.) luubfish lubflame chiigflames; fire chigforest chawforest horlforge (noun) choothforge (verb) chortforges (noun) chothforges (verb) choortghost khomulgift of glass laengift womuulgifted folk womawgifts womulglass rúangolden utumgreat bregreat spine h-ingreat spine under the sun h-in-tagreen prykagroup of assassins gaagurgroups of assassins gagurgrowth Churkguardian yaalcguardians yalchammer tarmenhate garthated one gaarkhated one garkheat liigheats lighelm aedhiding faawhidings fawhigh; exalted folmhill karnhills brodhistory androsholy Y-home haarghome womhomes harghope pronaahopes pronaice jatarinterpreter druulisle argisle molacisles aargkeepers urdukeepings drurkiller aarpkillers arpland tuuriaklands turiakleaping fire truliikleaping fire trulikleg tanuurlegs tanurlibrary olaslight pirilord kangalord oranlords kanglost ord

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XVImagic uscuracmaker leermakers lerman/male ulmany bakmaster muulmaster of arms bygmasters mulmasters of arms byygmayor kaagmayors kagmind shryyminds shrymonastery orcmoving fire tiigmoving fires tigmultiple bagmystic fawshrynever-ending glen lochanorth stone eogof ac-offspring (sing) dusduuroffspring dusdurone of the sky kodulorder rytoutcast iirmoutcasts irmoverlord oranirpain iirspains irspeople aanplace afire viigplace of battle bulchyadesplaces afire vigplague baemicplagues bamicplain desdiisplain sytonplains desdispoint urulpoison guugpoisons gugpriest traequeen shekrain lyygrains lygrainy lygarred sulthonriver amsroad taniisroads tanisrunner tanuukrunners tanuksalvation deraamiissalvations deramiisscarlet; red draklaseer drulshadow daathshadows dathship progasilver cowisilver voriigsilvers vorigsinging mail ainsingular baagskies awdusky awduusmith arxdu

snow Kuurfsnows kurfsoft ithlossson of the sky kodsong aensouth harnstar kygaarstars kygarstone orgstruggle cunaaciswamp naagsweet simotalisman shryaactalismen shryactext olyasthe first andosthe N’the one baakthe one of the sky kodaakthief gaatuthieves gatuthought demiikthoughts demiktraitor banuuktraitors banuktrees horltribe awvale nywall algwander suurkwarrior buulgwarriors bulgwarship boerkwarships borkwatch yenorwater aactoswaters dawasswing bowaawings bowawoman/female iiswomb saerswombs sarsword olias

Kugor to Englishaactos wateraalk castleaan peopleaarg islesaarp killeraax clawaayiig caveac- ofaed helmaen songain singing mailalg wallamrig bowsamriig bowams riverandos the firstandros historyarg islearp killersarxdu smithaw tribeAW clanawdu skies

awduu skyawg circleawg cultax clawsayig cavesbaag singularbaak the onebaemic plaguebag multiplebak manybamic plaguesbanuk traitorsbanuuk traitorbiar bayboerk warshipbork warshipsbowa wingsbowaa wingbre greatbrod hillsbu ancientbulchyades place of battlebulchyy battlebulg warriorsbuulg warriorbyg master of armsbyyg masters of armschaag allychag allieschaurka bane of hopechaw forestchig flames; firechiig flamechoort forges (verb)chooth forge (noun)chort forge (verb)choth forges (noun)Churk growthcowi silvercuiva archivecunaaci struggledaag bladedaath shadowdag bladesdath shadowsdawass watersdemiik thoughtdemik thoughtsderaamiis salvationderamiis salvationsdesdiis plaindesdis plainsdrakla scarlet; reddrul seerdrur keepingsdrus empiredruul interpreterdryn bearsdryyn beardusdur offspringdusduur offspring (sing)ean crystallineeog north stonefaaw hidingfaw hidingsfawshry mysticfolm high; exaltedfolmurian all powerful (pl)

folmuurian all powerfulgaagur group of assassinsgaak deathgaark hated onegaath dreaded onegaatu thiefgagur groups of assassinsgak deathsgark hated onegart hategath dreaded onesgatu thievesgoaak blessed placegoak blessed placesgug poisonsguug poisonh-in great spineh-in-ta great spine under thesunhaarg homeharg homesharn southhig burnshiig burnhoerk elitehork eliteshorl treeshorl foresthurm bloodiirm outcastiirs painiis woman/femaleir blueirm outcastsirs painsithloss softjatar icekaag mayorkael coastkag mayorskang lordskanga lordkarn hillkhomul ghostkod son of the skykodaak the one of the skykodul one of the skykodur father of the skykraaw covekraw coveskugor dragonskurf snowskuugor dragonKuurf snowkye eyekygaar starkygar starslaen gift of glassleer makerler makerslesh anvillig heatsliig heatlocha never-ending glenlub fishluub fish (sing.)lyg rainslygar rainy

238

CHAPTER SEVENTEEN: APPENDIX B

MASTER ATLAS

XVIlyyg rainmaaur demonmaur demonsmolac islemul mastersmuul masterN’ thenaag swampny valeolas libraryolias wordolyas textoran lordoranir overlordorc monasteryord lostorg stonepaake armor-clothpake armor-clothespiri lightproga shipprona hopespronaa hopepryka green

raath cold (extreme)raathmaur cold demonraathmauriigcold fire demonraav coolrath coldsrig embersriig ember; firerúan glassryt ordersaer birthplacesaers wombsar birthplacessars wombsshaang fireshek queenshry mindsshryaac talismanshryac talismenshryy mindsig fireballssiig fireballsimo sweetsoeyaed dragonhelmsssoei drake

ssoi drakesstoy fire drakesstoyig dragon’s breathstoyiig dragon’s firestoyy fire drakesulthon redsuurk wandersyton plaintaniis roadtanis roadstanuk runnerstanur legstanuuk runnertanuur legtarmen hammertig moving firestiig moving firetrae priesttruliik leaping firetrulik leaping fireturiak landstuuriak landul man/male

ulya blackuon cloudurdu keepersurul pointuscurac magicuscurac essenceutum goldenvaalg desertvalg desertsvig places afireviig place afirevorig silversvoriig silvervraak coastvrak coastswom homewomaw gifted folkwomul giftswomuul giftY- holyyaalc guardianyalc guardiansyenor watch

Appendices 239

2•SPECIAL WEAPONS & CRITICALS

SPECIAL & FANTASY WEAPONS CHARTRANGE MOD (in feet) ARMOR MODIFICATIONS

Weapon Type Wt. Len. F 10 25 50 100 150 Table Used 20-17 16-13 12-9 8-5 4-1 SpecialBaw† 1HS 4-5 2-3´ 5 — — — — — Handaxe +15 +15 +10 +10 +10 Can be used as an ice axe.Chakram† TH 1 1´ dia. 4 +10 0 -10 -20 -30 Dagger -10 -15 0 +10 +15 Throwing ring with sharp

outer edge. (A.k.a. Quoit).Chegain† TH 1.5 2´ 4 0 0 0 -5 -10 Scimitar -10 0 0 0 +5 Bladed boomerang. Returns

to trained user (need glove).Cabis 1HS 2-3 1.5-2.5´ 4 0 0 -10 -25 — Handaxe –10 –10 –10 –10 –10 Basically a throwing weapon.Dag 1HS 5-6 3-4´ 6 — — — — — Falchion +10 +10 +10 +10 +10 A very large bladed weapon.Gé† TH 4-6 4-5´ 8 as Bola Bola (2x Dam) +10 +10 +10 +10 +10 Treat any criticals as both K

and G. If fumbled, roll a “DG”on thrower.

Ikasha† TH 2 1´ dia. 5 +15 +5 0 -30 -75 Main Gauche -10 -5 0 0 +10 Ky'taari throwing weapon.Irgaak*† 2H 5-6 5-6´ 3 — — — — — 2-H Sword +15 +15 +15 +15 +15 Roll criticals twice applg all

results.Kalta 1H 1.5 6˝ 4 — — -15 -40 -80 Lt Cbw (1/2dam) -20 -15 -10 0 +5 Loari Dart Pistol. Fire 2x/rnd

(missile & melee). Can bepoisoned. 10 dart clip.

Kynac*† 1HS 1.5 1´ 2 0 0 0 –25 –40 Rapier –5 –5 0 0 0 A great throwing dagger.Long Knife 1HS 1-2 1.5-2´ 2 0 -10 -25 — — Main Gauche 0 0 0 0 +5Long Kynac*† 1HS 2 2´ 3 –20 –20 –20 –50 — Rapier +15 +15 +15 +15 +15 A great long dagger.Net TH 2-3 4-6´ 5 0 — — — — Grapple +5 +5 +5 +5 +5 Max result is Large.Saren*† 1HS 3 3.5´ 3 — — — — — Falchion +5 +5 +15 +15 +20 Loari sword; resembles

Terran katana.Shangkana† 1HC 2-3 2.5-3´ 7 — — — — — Morning Star –5 –5 –5 –5 –5 2 rods 18 ̋long linked by

short chain.Shuriken† TH 3-8oz 4-6˝ 5 0 0 -20 -30 — Dagger +5 +5 +10 +10 +10 Throwing stars.Trident PA 4-6 5-8´ 5 0 0 -20 -30 — Spear +5 +5 +5 +10 +10Typh† 1HC 4-5 3-4´ 6 0 0 –10 — — Flail –10 –10 –10 –10 –10 If fumbled, roll a “DK” on

thrower.Yarkbalka*† 1HS 4-5 3-4´ 6 — — — — — 2-H Sword –10 –10 –10 –10 –10 I fumbled, roll a “CS” on

thrower.

* Weapon must be fashioned of special and/or enchanted materials to be effective.† User must have special training to be able to use weapon at full effectivenessType: 2H = Two-Handed Weapon; 1HS = One-Handed Slashing Weapon; 1HC = One-Handed concussion Weapon:; MIS = Missile Weapon (not usable in melee);PA = Pole Arm; TH = Thrown Weapon (not usable in melee).Wt: Weight of weapon in pounds.Len.: Length of weapon in feet.F: Fumble Range (a fumble occurs if unmodified attack roll is less than or equal ro this number).RANGE MOD: Modifications apply to use as missile at ranges less than or equal to the given distance (only one modifier applies). (— means not allowed.)Table Used: The AL&CL attack table used to resolve attack.ARMOR MOD: Modifications to the attack roll based upon the armor of the defender.Special: Varies for each weapon.

240 World Atlas & Encyclopædia Kulthea

1211

109

87

65

43

21

FF

FF

FF

FF

FF

FF

01-0

2U

M

FF

FF

FF

FF

FF

FF

03-1

0F

FF

FF

FF

FF

FF

F11

-20

00

00

00

00

00

20

21-3

00

00

00

00

00

24

131

-35

30

00

00

00

24

4A3

36-4

03

30

04

00

04A

5A6A

5A41

-45

5A3

30

4A4

00

5A6A

7A6A

46-5

05A

5A3

35A

4A4

06A

7A8B

8A51

-55

7A5A

5A3

5A5A

4A4

6A8B

9B9B

56-6

07A

7A7A

5A7A

5A5A

5A7A

9B10

B10

B61

-65

7A7A

8B7A

7A7A

7A7A

9B11

B12

C11

B66

-70

7A7A

8B8B

7A7A

9B8B

11B

12B

14C

13C

71-7

5

8A8B

10B

10B

9B9B

11B

10B

13B

14C

16C

15C

76-8

09B

8B10

B11

B9B

10B

12B

12C

15C

16C

18C

17C

81-8

511

B10

B11

B12

B11

B12

B13

B14

C16

C17

C19

D18

C86

-90

13B

12B

13B

14B

13B

12B

14B

15C

16C

17C

19D

20D

91-9

5

13B

14B

14B

15C

13C

14C

15C

17C

17D

18D

20D

21D

96-1

0015

B16

C16

C17

C15

C16

C16

C17

D18

D19

D21

E22

D10

1-10

515

C16

C18

C19

D15

C16

C17

C18

D19

D20

D22

E23

E10

6-11

016

C17

C18

D20

D17

C18

C18

D19

D20

D21

E23

E24

E11

1-11

5

16C

17C

18D

20D

18D

19D

20D

21D

21D

22E

24E

25E

116-

120

16C

18C

19D

21D

18D

19D

20D

21E

22E

23E

25E

26E

121-

125

17C

18D

19D

21E

19D

20D

21D

23E

24E

25E

27E

28E

126-

130

18D

19D

20D

22E

20D

21E

23E

24E

26E

27E

29E

30E

131-

135

19D

19D

21E

23E

22E

23E

25E

26E

27E

28E

30E

31F

136-

140

20D

21E

22E

24E

24E

25E

27E

28E

28E

29E

31F

32F

141-

145

22E

23E

24E

25E

26E

27E

28E

29E

30E

31F

32F

33F

146-

150

28F

29F

30F

31F

32G

33G

34G

35G

36G

37G

38G

39G

100

UM

2019

1817

1615

1413

UM

01-0

2F

FF

FF

FF

F

03-1

0F

FF

FF

FF

F11

-20

FF

FF

FF

FF

21-3

01

00

00

00

031

-35

31

00

10

00

36-4

03

31

03

10

041

-45

5A3

31

33

20

46-5

05A

5A3

35A

32

251

-55

7A5A

5A3

5A5A

4A2

56-6

07A

7A5A

5A7A

5A5A

4A61

-65

9B7A

7A5A

7A7A

6A5A

66-7

09B

9B7A

7A9B

7A7A

7A71

-75

11B

9B9B

7A9B

9B8B

8B

76-8

011

B11

B9B

9B11

B9B

8B8B

81-8

513

B11

B11

B9B

11B

11B

10B

10B

86-9

013

C13

B11

B11

B13

B11

B12

B12

B91

-95

13C

13C

13B

11B

13C

13B

14C

14C

96-1

0015

C13

C13

C13

B13

C13

C14

C15

C10

1-10

515

C15

C13

C13

C15

C13

C15

C15

C10

6-11

016

D15

C15

C13

C15

C15

C15

C16

D11

1-11

516

D16

D16

D15

C16

D15

C16

D16

D

116-

120

16D

16D

17D

16D

16D

16D

16D

17D

121-

125

17D

17D

18D

17D

16D

16D

17D

17D

126-

130

17D

17D

18D

18D

17D

17D

18D

18D

131-

135

18D

18D

19E

19E

18D

18D

19E

20E

136-

140

18D

19E

19E

20E

18D

19E

20E

22E

141-

145

19E

19E

21E

22E

19E

20E

21E

22E

146-

150

19E

20E

21E

22E

20E

21E

22E

23E

UM

100

25E

26F

27F

28F

26F

27F

28F

29F

NE

TH

ER

BO

LT

AT

TA

CK

TA

BL

E

Ran

ge:

0'—

10'

:+

3511

'—

50'

:0

51'

— 1

00'

:-2

510

1'—

200

':

-40

201'

— 3

00'

:-5

530

1'—

up

:-7

5

(For

A, B

, C, D

, E u

se D

isru

pti

on c

riti

cals

)U

seU

seR

esu

ltD

isru

ptio

nSt

ress

FE

AG

EB

UM

= U

nm

odif

ied

Rol

l

Appendices 241 N

ET

HE

R B

AL

L A

TT

AC

K T

AB

LE

Ran

ge:0'

— 10'

:+

3511'

— 50'

:0

51'—

100':

-25101'

— 200'

:-40

201'—

300':

-55301'

— u

p:

-75

2019

1817

1615

1413

UM

01-04F

FF

FF

FF

F

05-080

00

00

00

009-12

00

00

00

00

13-160

00

10

00

117-20

00

13

00

13

21-240

13

4A0

13

4A25-28

13

4A5A

13

4A5A

29-323

4A5A

6A3

4A5A

6A33-36

4A5A

6A7A

4A5A

6A7A

37-405A

6A7A

8A5A

6A7A

8A41-44

6A7A

8A9A

6A7A

8A9B

45-486A

8A9A

10B7A

8A9B

10B49-52

7A9A

10A11B

8A9A

10B11B

53-567A

9A11B

12B9A

10A11B

12B57-60

8A10A

12B13B

10A11A

12B13B

61-648A

10B13B

14B11A

12B13B

14B65-68

9A11B

14B15B

12B12B

14B15C

69-729B

11B15B

16C12B

13B15C

16C73-76

10B12B

16C17C

13B13B

16C17C

77-8010B

12B16C

17C13B

14B17C

18C81-84

11B13C

17C18C

14B14C

18C19C

85-8811B

13C17C

18C14C

15C18C

19C89-92

12C14C

18C18C

15C15C

19C20C

93-9512C

14C18C

18C15C

15C19C

20C

UM

96-9714D

16D20D

20D16D

16D20D

21DU

M98-99

16E18E

21E22E

18E18E

22E23E

UM

10018F

20F22F

24F20F

20F24F

25F

1211

109

87

65

43

21

FF

FF

FF

FF

FF

FF

01-04U

M

00

00

00

00

00

11

05-080

00

10

00

10

03

409-12

00

13

00

13

01

5A6A

13-160

13

4A0

13

5A1

37A

8A17-20

13

4A5A

13

4A7A

24A

8A10A

21-243

45A

6A3

4A7A

8A4A

5A10A

12A25-28

44A

6A7A

4A5A

6A10A

5A6A

12A13A

29-324A

4A7A

8A5A

6A7A

12B6A

7A13A

14B33-36

5A5A

8A9B

6A7A

8A13B

7A8A

14B15B

37-406A

5A9B

10B7A

8A9B

14B8A

9A15B

16B41-44

6A6A

10B11B

8A9B

10B15B

9A10B

16B17B

45-487A

7B11B

12B9B

10B11B

16B10B

11B17B

18C49-52

7A8B

12B13B

10B11B

12B17C

11B12B

18C19C

53-568B

9B13B

14C11B

12B13B

18C12B

13B19C

20C57-60

8B10B

14C15C

12B13B

14C19C

13B14B

20C21C

61-649B

11B15C

16C13B

14C15C

20C14B

15C21C

22C65-68

9B12C

16C17C

14C15C

16C21C

15C16C

21C23C

69-7210B

13C17C

18C15C

16C17C

22C16C

17C22C

24D73-76

11C14C

18C19C

15C17C

18C23D

17C18C

23D25D

77-8012C

15C19C

20D17C

18C20D

24D18C

19C23D

26D81-84

13C16C

20D21D

18C18D

22D25D

19C21C

25D27D

85-8814C

17C21D

22D18D

20D24D

26D21C

23D26D

28D89-92

15C18C

23D24D

21D21D

26D27D

23C25D

27D29D

93-95

16D19D

24E25E

22E22E

27E28E

24E27E

28E30E

96-97U

M18E

21E26F

27F24F

24F29F

30F26F

29F30F

32F98-99

UM

23F28G

29G30G

26G26G

31G32G

28G31G

32G34G

100U

M

(For A, B

, C, D

, E u

se Disru

ption

criticals)U

seU

seR

es ult

Disru

ptionStress

FE

AG

EB

UM

= U

nm

odified Roll

242 World Atlas & Encyclopædia Kulthea

A B C D E

8 6 - 9 0

Tiny bubbles. + hits.

+ hit.

Foe loses initiative for nextrnd. Scary.

Foe is spun about and losesinitiative for next rnd. + hits.

Unbalancing blast causes foeto lose initiative for rnds. +

hits.

Burns force foe to parry rnd.+ hits.

Distracted foe must parry for rnds. + hits.

Burn stuns foe for rnd. +

hits.

Crackling blast stuns foe for rnds. + hits.

Powerful blow. Foe is stunnedand unable to parry for rnd.+ hits.

Hammer blast shatters foe’sshield arm; he is stunned andunable to parry for rnds. +

hits.

Blow to back; foe is stunnedand unable to parry for rndand fights at - due to burns.+ hits.

Blow to mid-section; foe isstunned and unable to parryfor rnd and fights at -. +

hits.

Weak strike to abdomen. Foeis stunned for rnds andunable to parry next rnd. +

hits.

Ripping back strike breaksribs and snaps cartilage. Foe isstunned and unable to parryfor rnd and fights at -. +

hits.

Brutal blast knocks foe down.Stunned for rnds. Foe fightsat -. + hits.

Crushing strike breaks hip.Foe fights at - and isstunned for rnds. + hits.

Strike contacts head and neck.If foe has helm, he is knockedout; if not, he dies in rnds.+ hits.

Head strike. If foe has helm,he is knocked out; if not, hedies in rnds due to shockand fractures. + hits.

Fizzle out. + hits.

+ hits.

Spin foe. Loses initiative for rnd. + hits.

Unbalancing blast forces foe toparry for rnd. + hits.

Minor burns. Foe must parryfor rnd at -. + hits.

Disconcerted foe must parryfor rnd and loses initiative for rnds. + hits

Staggering blast stuns foe for rnd and inflicts hit/rnd. +

hits.

Unbalancing blast causes foe totake hits per rnd. Stunned for rnd. + hits.

Back blast spins foe; he takes hits per rnd. All small metalitems on foe’s back are melted.+ hits.

Blow delivers hits per rnd.Stunned and unable to parry rnd. Fights at -. + hits.

Strike shatters weaponshoulder. Stunned for rnds. hits per rnd if metal armor isworn. + hits.

Back strike. Stunned andunable to parry for rnd. Fightsat -. + hits.

Strike to side. Stunned rndsand unable to parry next rnd. hits per rnd. + hits.

Blow to feet topples foe. Foe isdown and out for rnds andtakes hits per rnd. + hits.

Horizontal strike fractures ribsand burns skin. Stunned for rnds. Fights at -. hits perrnd due to burns. + hits.

Calf strike burns muscle.Stunned for rnds. Fights at-. + hits.

Temple strike. If foe has helm,he is sent into a permanentcoma; if not, he dies. + hits.

Wedge-shaped strike severswindpipe. Foe dies in rnds.+ hits.

Blast withers body below neck.Foe is paralyzed permanentlyfrom neck down. + hits. Add+ to your next roll.

+ hit.

+ hits.

Unbalancing blast. Foe mustparry for rnd. + hits.

Unbalancing blast forces foe toparry for rnd. + hits.

Crackling blast causes foe toparry for rnd at -. + hits.

Blast forces foe to parry for rnd. hit/rnd. + hits.

Sizzling blast stuns foe for rnd.+ hits. Add + to your next roll.

Hard blow stuns foe for rnd.+ hits. Add + to your next roll.

Foe is thrown back feet andmust parry for rnds. + hits.

Leg strike; any metal greaves aredestroyed; foe is stunned for rnds. + hits.

Chest strike breaks both arms;foe is stunned and down for rnds. Fights at -.

Snap breaks both arms; foe isstunned and down for rnds.Fights at -.

Back blow. Foe is stunned for rnds and is unable to parry nextrnd. Foe fights at - due to nervedamage.

Strike knocks foe down. Foe isout for rnds and fights at -

due to internal bleeding. + hits.

Blistering blast sears skin. Foe isstunned for rnds, fights at -25,and takes hits per rnd. + hits.

Blast breaks thigh. Foe fights at- and is stunned for rnds.+ hits.

Strike twists and breaks hip. Foetakes hits per rnd and fights at-. + hits.

Foe's feet are engulfed. Foe isstunned and unable to parry for rnds. hits per rnd. Fights at -.+ hits.

Sizzling strike blasts throughboth eyes and into brain, killingfoe.

+ hits.

Stunned for rnd. + hits.

Foe is stunned for rnd. + hits.

Zap stuns foe for rnd. + hits.

Strong blast reels foe. Stunned for rnd. + hits.

Strike leg. Stunned for rnds.Fights at - if no foot covering.+ hits.

Powerful blast. Stunned andunable to parry for rnd; drops allheld objects. + hits.

Forceful blast stuns foe for rnd.Stunned and unable to parry for rnds. hits per rnd. + hits.

Blast floors foe; out for rnds. hits per rnd and fights at -. +

hits.

Precision strike knocks foe down;fights at - and drops heldobjects. + hits.

Direct hit. Surgical strike blowshead into particles of matter whichscatter into the wind.

Blast to shield arm stuns foe for rnd. If foe has a shield, it is broken;otherwise foe’s shoulder breaks.

Numbing blast. Arms are uselessdue to nerve damage. Fights at -.

Awesome chest blast stuns foe for rnds and knocks him down.Fights at -. + hits.

Side strike rifles through organs.Foe dies after painful rounds ofinactivity. + hits.

Heat wave. backbone is melted andfoe dies of massive shock in rnds.+ hits.

Shock pulses through foe’s nervoussystem. Foe dies in rnds. + hits.

Foe's body is a pulped, smokingruin. Add + to your next roll.

Unfortunate foe is reduced to amolten puddle. Fetch a mop.

+ hits.

+ hits.

Unbalancing blast. Foe must parryfor rnd. + hits.

Irritating burns force foe to parryfor rnd. + hits.

Glancing blast. Foe must parry for rnd at -. hit per rnd. + hits.

Explosion stuns foe for rnd. hitsper rnd. + hits.

Foe is spun about. hits per rnd.Stunned for rnd. + hits.

Foe is forced back feet. Stunnedfor rnds. hits per rnd. Add + toyour next roll.

Hot strike. Foe stunned and unableto parry for rnd. Fights at -. +

hits.

Blast to shield arm. If no shield,arms are useless due to nervedamage, stunned and unable toparry for rnds, + hits;otherwise, + hits.

Impact ruptures eardrums and killsfoe if he has no helm; else he is outfor hours.

Focused blow takes foe down; outfor rnds. + hits. Add + to yournext roll.

Quick strike breaks shield arm.Stunned for rnds. + hits.

Blast breaks weapon arm. Foefights at -. Stunned rnds. +

hits.

Foe attempts to deflect blast withhands. Poor fool is down for rndsand takes hits per rnd. + hits.

Blast squeezes abdomen. Foe diesin rnds. + hits.

Red-hot fragments of jaw driveinto foe’s brain. Foe dies in rnds.+ hits.

Foe receives a lungful of plasma.Foe dies in rnd. + hits.

Foe's lungs and heart burn andimplode. + hits. Add + to yournext roll.

9 6 - 9 9

1 0 0

9 1 - 9 5

8 1 - 8 5

7 6 - 8 0

7 1 - 7 5

6 7 - 7 0

6 6

5 6 - 6 0

6 1 - 6 5

5 1 - 5 5

4 6 - 5 0

1 1 - 1 5

1 6 - 2 0

2 1 - 3 5

3 6 - 4 5

0 1 - 0 5

0 6 - 1 0

PLASMA CRITICAL STRIKE TABLE

Appendices 243

A B C D EOnly a drop. + hits..

+ hit.

Foes loses initiative for rnd.+ hits.

Nearby splash gives foe +hits, foe loses rnd ofinitiative.

Blast unbalances foe. He loses rnd of initiative. + hits.

Foe must parry for rnd. +hits.

Light burns cause foe to parryfor rnd. + hits and hit perrnd.

Sizzling but weak blast stunsfoe for rnd. + hits.

Foe is unbalanced and forcedto parry for the next rnds.

Chest strike. If foe has metalarmor, stunned rnds; if not,stunned for rnds. + hits.

Blast stuns all within of foefor rnd. Foe drops all he isholding. Fights at -. + hits.

Back strike. Foe is stunnedand unable to parry for rnd.+ hits.

Blast stuns foe for rnds. Foefights at - for rnds. + hits.

Strike to foe’s upper cheststuns him for rnds and hecannot parry for rnd. +hits.

Back blast stuns foe for rnds.He is unable to parry for rnds. + hits.

Foe knocked down. If foe hasmetal armor legging, he losesuse of legs due to nerve dam-age; if not, + hits and stun-ned/unable to parry for rnds.

Hip strike. If foe has hiparmor, + hits and stunnedfor rnds; if not, stunned for rnds and at - due to shockand nerve damage .

Neck strike. If foe has neckarmor, stunned for rnds; ifnot, stunned rnds and +hits. If no head covering,splash into ear drives insane.

Blast to head. + hits. Ifhelmed, foe is knocked out &takes + per rnd; if not, foedrops into coma for month,- to Appearance.

Try again. + hits.

+ hits.

Foe loses initiative for next rnd.+ hits. Foe is spun about.

Foe loses rnd of initiative andtakes + hits.

Foe must parry next rnd. +hits.

Blow unbalances foe. + hitsand hit per rnd.

Foe loses rnds of initiative. +hits and hit per rnd.

Foe is stunned for rnd. + hitsand hits per rnd.

Foe is stunned for rnds. Foe’sclothing is destroyed.

Leg strike. Foe is stunned andunable to parry for rnd. Fightsat -. + hits,

Foe is stunned rnds. + hits.If foe is wearing organic armor,it is useless and he fights at-.

Back strike. Foe is stunned for rnds, cannot parry for rnd,and fights at -. + hits.

Shield arm strike. If foe has ashield, he is stunned for rnds;if not, arm is useless and he isstunned and unable to parry for additional rnds. + hits.

Arm strike burns foe. Stunnedfor rnd and takes hits perrnd. All cloth on weapon arm isburnt off and he drops all he isholding. + hits.

Back blast. Foe is stunned andunable to parry for rnds.Muscles destroyed. Foe fights at-. + hits.

Leg strike. Any organic leggingis dissolved causing hits perrnd. Foe is stunned for rnds.+ hits.

Head strike. Foe is blinded andfights at -. If foe has organichelm, it is destroyed. If nohelm, hits per rnd and loses% of hair.

Neck strike destroys foe’sthroat. + hits. hits per rndand he is inactive for rndsbefore dying.

Blow to back of neck paralyzesfoe from shoulders down. +hits. Foe is very mad.

+ hit.

+ hits.

Foe is unbalanced and mustparry next rnd. + hits.

Foe is unbalanced and mustparry next rnd. + hits.

Light burns. Foe must parry for rnd. + hits and hit per rnd.

Foe must parry for rnds. + hitsand hits per rnd.

Foe is unbalanced and mustparry for rnds. + hits. Add +to your next action.

Blast stuns foe for rnds. +hits. If foe has leg armor, hit perrnd; if not, hits per rnd.

Blast stuns foe for rnds. + hitsand all foe’s clothing and leatherare destroyed.

Upper leg strike. Foe is stunnedand unable to parry for rnd. +hits and foe fights at -.

Chest strike, if foe has non-magical, metal armor, it becomesfused and arms unusable; if not,knock out for days. + hits.

Back blast stuns foe for rndsand he cannot parry for rnd.Fights at -. + hits.

Strike to shield arm. If foe hasmetal shield, he is stunned for rnds and takes + hits; if not,+ hits and foe is knocked downand arm is useless.

If foe has chest armor, he isstunned for rnds, takes hitsper rnd, and fights at -. If not,foe is knocked out for days dueto shock. + hits.

Blast to thighs. If foe has legarmor, hits per rnd and fights at-; if not, massive leg damage(muscle/tissue) and fights at -.

Lower leg burns, foe loses footbut wound is sealed. Stunned andunable to parry for rnds. hitper rnd. Fights at -. + hits.

Upper leg burns. Foe loses use ofleg due to tissue loss. Stunnedand unable to parry for rnds. hits/rnd. Fights at -. + hits.

Chest strike destroys foe’s heartand lungs. If foe has metal armor,it is fused to his chest and he diesin rnds; if not, foe diesinstantly.

Foe’s head is no longer availablefor use. Acid smoke surroundsthe body. + to friendlywitnesses for rnds.

+ hits.

+ hits.

Foe is unbalanced and must parrynext rnd. + hits.

Foe is unbalanced and must parrynext rnd. + hits.

Minor burns. Foe must parry for rnds. + hits and hit per rnd.

Blast stuns foe for rnd and fightsat - for rnds. + hits.

Foe is spun about. + hits. Foefights at - for rnds.

Blast stuns foe for rnds. If foe hashelm, he take + hits and hits perrnd. If not, he takes + hits and hits per rnd.

Strike to foe's shield arm. If foe hasno shield or metal armor, he isknocked out for day. + hits.

+ hits. If foe has abdomenarmor, he takes hits per rnd; ifnot, hits per rnd.

Neck blast knocks foe out. Foecannot speak for months andtakes hits per rnd. + hits.

Back blast Foe is down for rndand hits per rnd. Fights at -.+ hits.

Strike to weapon arm. Arm isuseless and foe is stunned for rnds. + hits.

Foe loses the hand on his weapon’sarm. Foe is stunned and unable toparry for rnds and takes hits perrnd. Severe Burns. + hits.

Lower back strike stuns foe for rnds and adds hits per rnd. +hits. Nerve and shock damage.

If foe has abdomen armor, it isdestroyed, foe is out, knockeddown, and takes hits per rnd. Ifnot, foe dies in rnds due toorgan loss.

If foe has full helm, his eyes aredestroyed and he is in a coma for days. If not, foe dies in rnds dueto massive brain damage. + hits.

Chest strike knocks foe back .Massive nerve damage, foe dies offatal shock in rnds. + hits.

Acid vaporizes foe’s midsection.Destroys foe’s clothing, armor & allhe was carrying. Foe is cut in halfand dies. Add + to your next roll.

+ hits.

Foe loses initiative for rnd. + hits.

Foe feels burns. If foe has armor, heloses rnd of initiative; if not, heloses rnds. + hits.

Foe is unbalanced and must parrynext rnd. + hits.

Foe reels from blast. + hits and foeis stunned for rnd.

Foe reels back feet. + hits andfoe is stunned for rnds.

Foe is staggered. + hits and hitsper rnd. If foe has non-magical non-metal weapon, it is destroyed.

Impact and acid stuns foe for rnds.Foe takes hits per rnd.

Strike to foe’s weapon arm. Foedrops weapon. Foe fights at - andtakes hits per rnd.

Leg strike, foe is knocked down.Stunned for rnds. Cannot parry for rnd. + hits.

Head strike. If foe has helm, it isdestroyed and foe is in a coma for months; if not, foe’s brain liquefiesand he dies. + to your next roll.

Back strike. Foe is stunned andunable to parry for rnds. Minorshock. Fights at -. + hits.

Shoulder strike shatters foes weaponarm, muscles and cartilage damage.Arm is useless, foe is stunned for rnd and takes hits per rnd

Chest strike knocks out foe due toshock, blood loss, and nerve damage.Foe take hits per rnd. + hits.

Foe inhales acid and he loses throatand lungs. Foe dies in rnds. +hits.

Foe’s lower body turns to mush. Foedies in rnds due to loss. + hits.

Side strike melts foe’s lower bodyand internal organs. Foe dies in rnds. + hits.

Chest strike destroys both of foe’slungs. Blast throws foe back . Foedies in gasping rnds. + hits.

All that remains of foe is a puddle offlesh. + to your next roll. Ugh.

0 1 - 0 5

0 6 - 1 0

1 1 - 1 5

1 6 - 2 0

2 1 - 3 5

3 6 - 4 5

4 6 - 5 0

5 1 - 5 5

5 6 - 6 0

6 1 - 6 5

6 6

6 7 - 7 0

7 1 - 7 5

7 6 - 8 0

8 1 - 8 5

8 6 - 9 0

9 1 - 9 5

9 6 - 9 9

1 0 0

ACID CRITICAL STRIKE TABLE

244 World Atlas & Encyclopædia Kulthea

A B C D E

+ hit.

You gain initiative next rnd. + hit.

Foe reels backward from hip strikeand must parry next rnd. + hits.

Thigh strike. Foe must parry nextrnd. Add + to your next action. +

hits.

Back wound. Foe is spun aroundand must parry next rnd at -. +

hits.

Chest wound. Foe is stunned nextrnd. + hits.

Leg wound. Foe is stunned nextrnd and fights at -. + hits.

Strike foe’s arm. Foe is stunnedand unable to parry next rnd. Foefights at -. + hits.

Leg wound. Foe is stunned for rnds. Add + to your next action.+ hits.

Shoulder strike. % change. Foe isstunned for rnds. Add + toyour next action. + hits.

Leg wound. % change. Foe isstunned and unable to parry for rnds and fights at -. + hits.

Shield arm strike. % change. Foeis stunned and unable to parry for rnds and fights at -. + hits.

Stomach strike. % change. Foe isstunned and unable to parry for rnds and fights at -. + hits.

Bruise to kidneys. % change. Foeis stunned and unable to parry for rnds and fights at -. You onlyneeded half a rnd. + hits.

Side wound. % change. Foe isstunned and unable to parry for rnds and fights at -. You onlyneeded half a rnd. + hits.

Back wound. % change. Foe isstruck in the back and is broughtto his knees for long rnds. +

hits.

Head strike. % change. Foe’sbrain is frazzled and is unable tocope with any action for the next rnds. + hits.

+ hit.

You gain initiative next rnd.+ hit.

Chest strike. % change.Your attack stings your foeand he must parry next rnd.+ hits.

Leg strike. % change. Foemust parry next rnd. Add +

to your next action. + hits.

Arm strike. % change. Foemust parry next rnd at -. +

hits.

Leg bender. % change. Foeis stunned for rnds. Add +

to your next action. + hits.

Neck strike. % change. Foeis stunned next rnd and fightsat -. + hits.

Thigh strike. % change.Foe is stunned and unable toparry next rnd. Foe fights at-. + hits.

Shield arm strike. %change. Foe is stunned for twornds and fights at -. + hits.

Side wound. % change.Foe is stunned for rnds. Add+ to your next action. +

hits.

Nail foe’s back. % change.Foe is stunned and unable toparry for rnds and fights at -. + hits.

Head strike. % change. Foeis stunned and unable to parryfor rnds and fights at -. +

hits.

Zap to the Head. %change. Foe is stunned andunable to parry for rnds andfights at -. + hits.

Throat burns. % change.Foe is stunned and unable toparry for rnds and fights at-. You only needed half arnd. + hits.

+ hit.

You gain initiative next rnd. +

hit.

Your foe is unsure of what’sgoing on and must parry nextrnd. + hits.

Blast leaves foe’s chest smoking.Foe must parry next rnd. Add+ to your next action. + hits.

Leg wound. % change. Foe isspun around and must parrynext rnd at -. + hits.

Minor arm wound. %change. Foe is stunned nextrnd. + hits.

Weapon arm strike. %change. Foe is stunned rnds.Add + to your next action.+ hits.

Strike foe’s neck. % change.Foe is stunned and unable toparry next rnd. Foe fights at-. + hits.

Leg wound. % change. Foe isstunned for rnds and fights at-. + hits.

Shield arm strike. % change.Foe is stunned for rnds. Add+ to your next action. +

hits.

Side wound. % change. Foeis stunned and unable to parryfor rnds and fights at -. +

hits.

Back of head strike. %change. Foe is stunned andunable to parry for rnds andfights at -. + hits.

Hip strike. % change. Foe isstunned and unable to parry for rnds and fights at -. +

hits.

Bruise to cheek. % change.Foe is stunned and unable toparry for rnds and fights at-. You only needed half arnd. + hits.

Eye wound. % change. Foeis blinded and is at - for rnds. Stunned for rnds. +

hits.

+ hit.

You gain initiative next rnd. +

hit.

Thigh wound. Your attack stingsyour foe and he must parry nextrnd. + hits.

Back strike knocks foe down. Foemust parry next rnd. Add + toyour next action. + hits.

Chest strike. Foe must parry nextrnd at -. + hits.

Thigh wound. Foe is stunned. +

hits.

Forearm strike. % change. Foeis stunned next rnd and fights at-. + hits.

Thigh strike. % change. Foe isstunned for rnds. Add + toyour next action. + hits.

Neck strike. % change. Foe isstunned for two rnds and fightsat -. + hits.

Leg wound. % change. Foe isstunned for rnds. Add + toyour next action. + hits.

Shield arm strike. % change.Foe is stunned and unable toparry for rnds and fights at -.+ hits.

Side wound. % change. Foe isstunned and unable to parry for rnds and fights at -. + hits.

Hit on back of head. %change. Foe is stunned andunable to parry for rnds andfights at -. + hits.

Chest wound. % change. Foeis stunned and unable to parryfor rnds and fights at -. Youonly needed half a rnd. + hits.

Neck wound. % change. Foeis stunned and unable to parryfor rnds and fights at -. Youonly needed half a rnd. + hits.

Head strike. % change. Foe’sears are blasted, staggers and fallsprone for long rnds. + hits.

+ hit.

You gain initiative next rnd. + hit.

Foe reels backward and must parrynext rnd. + hits.

Chest strike. Foe must parry nextrnd. Add + to your next action. +

hits.

Thigh wound. Foe is spun aroundand must parry next rnd at -. +

hits.

Back wound. Foe is stunned nextrnd. + hits.

Chest wound. Foe is stunned nextrnd and fights at -. + hits.

Strike foe’s leg. Foe is stunned andunable to parry next rnd. Foe fightsat -. + hits.

Forearm wound. Foe is stunned for rnds and fights at -. + hits.

Chest strike. Foe’s lungs are filledwith smoke and he is overcome andstunned for rnds and fights at -.+ hits.

Shoulder wound. Foe is stunned andunable to parry for rnds and fightsat -. + hits.

Lower leg strike. % change. Foe isstunned and unable to parry for rnds and fights at -. + hits.

Weapon arm strike. % change.Foe is stunned and unable to parryfor rnds and fights at -. + hits.

Back wound. % change. Foe isstunned and unable to parry for rnds and fights at -. You onlyneeded half a rnd. + hits.

Leg wound. % change. Foe isstunned and unable to parry for rnds and fights at -. You onlyneeded half a rnd. + hits.

Arm wound. % change. Foe’sarms are struck numb and may notbe used for agonizing rnds. +

hits.

Chest strike. % change. Foe’sheart stops momentarily. It takes rnds before foe can do anything dueto chest pains. + hits.

Head strike. % change. Foe’s eyesroll into back of his head. Foeawakens after rnds and needs to re-orient (very hard). + hits.

0 6 - 1 0

1 1 - 1 5

1 6 - 2 0

3 6 - 4 5

2 1 - 3 5

4 6 - 5 0

5 1 - 5 5

5 6 - 6 0

6 1 - 6 5

6 6

6 7 - 7 0

7 1 - 7 5

7 6 - 8 0

8 1 - 8 5

9 1 - 9 5

8 6 - 9 0

9 6 - 9 9

1 0 0

0 1 - 0 5

PHYSICAL ALTERATION CRITICAL STRIKE TABLE

Appendices 245

A B C D E

Stunned for rnd.

Stunned for rnds. Milddepression. - to all actionsfor minutes.

Stunned for rnds. Milddepression. - to all actionsfor minutes.

Disoriented. Milddepression. - to allactions for minutes.

Disoriented. Moderatedepression. - to all actionsfor minutes.

Disoriented. Moderatedepression. - to all actionsfor hour.

Disoriented. Moderatedepression. - to allactions for hours.

Foe goes into seriouswithdrawal from life due toan extremely low self-esteem catatonia.

Disoriented. Severedepression. - to allactions for hours.

Disoriented. Severedepression. - to actionsfor hrs starting next rnd.

Severe depression. - to allactions for hours. Muchsadness here.

Foe is now manic-depressive for week.

Foe is now manic-depressive. Permanent. Lifewill continue to have itsups and downs.

Mental shock. Roll random Trauma.Permanent.

Suicidal depression.Permanent. % chance/day of a suicidal action.

Catatonic depression.Permanent. Foe wrapshimself in a huddle anddenies existence.

Stunned for rnd.

Stunned for rnds. Milddepression. - to all actionsfor minutes.

Stunned for rnds. Milddepression. - to all actionsfor minutes.

Disoriented. Mild depres-sion. - to all actions for minutes.

Disoriented. Moderatedepression. - to all actionsfor minutes.

Disoriented. Moderatedepression. - to all actionsfor hour.

Disoriented. Moderatedepression. - to all actionsfor hours.

Disoriented. Severedepression. - to all actionsfor hours.

Foe’s mind goes elsewhereon an extended vacation.Coma.

Disoriented. Severedepression. - to all actionsfor hours.

Severe depression. - to allactions for week. Bummer.

Foe is now manic-depressivefor week.

Foe is now manic-depressive.Permanent. Life is now aroller-coaster.

Jolting. Roll randomTraumas. Permanent.

Suicidal depression.Permanent. % chance/dayof outright suicide.

Catatonic. Permanent. Foeopts out.

Severe depression. Too muchfor foe to handle. Coma.

Stunned for rnds.

Stunned rnds. Mild depres-sion. - to actions for min.

Stunned for rnds. Milddepression. - to all actions for minutes.

Disoriented. Mild depression. - to all actions for minutes.

Disoriented. Moderatedepression. - to all actions for hour.

Disoriented. Moderatedepression. - to all actions for hours.

Disoriented. Moderatedepression. - to all actions for hours.

Disoriented. Severe depression.- to all actions for hours.

Disoriented. Severe depression.- to all actions for week.

Severe depression. - to allactions for month. Sad.

Foe's mind finds refuge in finalsurcease of everlasting Death.

Foe is now manic-depressive for months and is at - to allactions.

Foe is now manic-depressive.Suicidal. Permanent. %/daychance of suicide. Pitiful.

Mental Trauma. Roll RandomInsanities. Permanent. Time forthe looney bin.

Brain Fry. Roll RandomInsanities. Foe is at a - for allactions. Unconscious.

Catatonic depression.Permanent. Foe curls up toawait Death.

Foe decides on a strategicwithdrawal from reality. Coma.

Foe stops moving and slowlysits down, closing his eyes.Death.

Foe whimpers once as he falls tothe floor. Death.

Stunned for rnds.

Stunned for rnds. Milddepression. - to all actions for minutes.

Stunned for rnds. Milddepression. - to all actions for minutes.

Disoriented. Mild depression.- to all actions for minutes.

Disoriented. Moderatedepression. - to all actionsfor hour.

Disoriented. Moderatedepression. - to all actionsfor hour.

Disoriented. Moderatedepression. - to all actionsfor hours.

Disoriented. Severe depres-sion. - to all actions for hours.

Disoriented. Severe depres-sion. - to all actions for hours.

The shock was too great tohandle and foe’s mindcollapses. Coma. Death if nohelm.

Severe depression. - to allactions for week. Enjoy theride.

Foe is now manic-depressivefor month. Lucky.

Foe is now manic-depressive.Permanent. It could have beenworse.

Jolting. Roll randomInsanities. Permanent. Ugly.

Suicidal depression.Permanent. %/day ofsuicide. Foe is now uncon-scious.

Catatonic depression.Permanent. Foe attempts toget off the Merry-Go-Roundof life.

Foe hides in the Darkestcorner of his mind. Coma.

Foe feels life is no longerworth living and gives up.Death.

DEPRESSION CRITICAL STRIKE TABLE

9 1 - 9 5

8 6 - 9 0

Stunned for rnd.

Stunned for rnds. Milddepression. - to allactions for minute.

Stunned for rnds. Milddepression. - to allactions for minute.

Disoriented. Milddepression. - to allactions for minutes.

Disoriented. Moderatedepression. - to allactions for minutes.

Disoriented. Moderatedepression. - to allactions for minutes.

Foe falls unconscious.Suicidal depression. %chance/day of a highlysuicidal act.

Disoriented. Moderatedepression. - to allactions for hour.

Disoriented. Severedepression. - to allactions for hours.

Disoriented. Severedepression. - to allactions for hours.

Severe depression. - toall actions for hours.

Foe is manic-depressivefor week.

Foe is manic-depressive.Permanent. Not a prettysight.

Mental shock. Roll random Trauma.Permanent.

Suicidal depression.Permanent. % chance/day of a suicidal action.1 0 0

9 6 - 9 9

8 1 - 8 5

7 6 - 8 0

7 1 - 7 5

6 7 - 7 0

6 6

6 1 - 6 5

5 6 - 6 0

5 1 - 5 5

4 6 - 5 0

3 6 - 4 5

2 1 - 3 5

1 6 - 2 0

1 1 - 1 5

0 6 - 1 0

0 1 - 0 5

246 World Atlas & Encyclopædia Kulthea

A B C D EAgony! + hits. Badlysprained back. - to allmaneuvers.

+ hits. Pulled ligaments.- to all physicalmaneuvers.

Sprained muscle - to allphysical maneuvers fornext hours.

None

None

None

None

None

None

None

None

None

None

None

None

None

None

Beneficial Stress. + add tohit total (i.e., bodydevelopment). Enjoy.

Very Beneficial Stress. +add to hit total (i.e., bodydevelopment). You haveinitiative.

Oh Pain! + hits. - on allactions. - to temp CO stat.

Throbbing pain. + hits.- on all actions. - totemp CO stat.

+ hits. Ligament andtendon damage. - to allmaneuvers.

+ hits. - to all physicalmaneuvers. Ouch!

+ hits. - to all physicalmaneuvers.

Pulled a muscle. - to allphysical maneuvers for hours.

None

None

None

None

None

None

None

None

None

None

None

None

Beneficial Stress. + totemp CO stat (may notraise stat above potential).

Racking Pain! + hits. -to all actions. - to temp COstat.

Debilitating Pain. + hits.- to temp CO stat. - oneverything. Uh Oh.

+ hits. - to all actions -to temp CO stat. Nobodyforced you.

Terrible Agony. + hits.- to all actions. - to tempCO stat.

+ hits. - to all actions.- to temp CO stat.

+ hits. - to all actions dueto stinging pain.

Bad Sprain. + hits. Pain.- to physical actions.

+ hits. That smarts. You areat a - to physical maneuvers.

Sprain for the next hours.- to all physical maneuvers.

None

None

None

None

None

None

None

None

None

None

Totally Paralyzed. + hits.- to actions after paralyza-tion is healed. - to temp COstat.

Crippling Pain from tornmuscle tissue. - from tempCO stat. - to all actions.

+ big hits. - to everything.- off temp CO stat.

Prickly Torment + hits. -to all actions. - to temp COstat.

+ hits. - to all action. - totemp CO stat. You did it toyourself .

+ hits. - to all action. - totemp CO stat. Retirement ain’tall bad.

Pain lances through yourbody. + hits damage. - totemp CO stat. - to allmaneuvers.

+ hits. - to temp CO stat.- to all actions. Not good.

+ hits. Screaming musclesleave you -. - to temp COstat.

+ hits. Splitting pain in backbestows - to all actions.

+ hits. Good Job. You are at- on all physical maneuvers.

Dull Ache in joints. + hits.You are at - to all physicalmaneuvers.

+ hits. Smooth move. - to allphysical maneuvers.

None

None

None

None

None

None

+ hits. You are at - to allactions and die in rnds. - totemp CO stat, - to potentialCO stat.

Incapacitating Agony. + hits.Paralyzed (no action). - totemp CO stat, - to potentialCO stat.

Crippling Pain. + hits. - offtemp CO stat. - off potentialCO stat. - to all actions.

Excruciating Pain. + hits. -off temp CO stat. - offpotential CO stat. - to allactions.

+ very real hits. - to allactions. - to temp CO stat. -to potential CO stat. Agony.

+ hits. - point off temp COstat. - off potential CO stat.You are at - to do anything.

+ hits. You are at -. - toyour temp CO stat. Time toretire, think about it.

+ hits. - to temp CO stat.Sprained muscles, - toactivity.

Lacerating Agony. + hits.- on all actions. - to tempCO stat.

+ hits. - to temp CO stat.- to all actions. ScourgingPain.

Now that really hurt. + hits.- to Temp CO stat. - to allactions.

+ hits. - to all actions - totemp CO stat. Much Pain.

Gripping Pangs. + hits. - toactions. - to temp CO stat.

+ hits. Throbbing Pain gives - to all actions. Not Pretty.

Sprained muscles and tendons.+ hits. - to all actions.

+ hits. - to all physicalmaneuvers.

Sore Muscles. + hit. - to allactions.

None

None

STRESS CRITICAL STRIKE TABLE

1 0 0

9 6 - 9 9

9 1 - 9 5

8 6 - 9 0

8 1 - 8 5

7 6 - 8 0

7 1 - 7 5

6 7 - 7 0

6 6

6 1 - 6 5

5 6 - 6 0

5 1 - 5 5

4 6 - 5 0

3 6 - 4 5

2 1 - 3 5

1 6 - 2 0

1 1 - 1 5

0 6 - 1 0

0 1 - 0 5

Appendices 247

A B C D ENone

None

None

None

Stunned for rnd.

Stunned for rnd.

Stunned for rnds.

Stunned for rnds. Parryat half.

Stunned for rnds.Cannot parry.

Stunned for rnds.Cannot parry. - for minutes.

Stunned for rnds.Cannot parry or changefacing. - for hours.

Stunned for rnds.Cannot parry. - for hour.

Stunned for rnds.Cannot parry. - for hour.

Stunned for rnds.Cannot parry or changefacing. - for hours.

Stunned for rnds.Cannot parry or changefacing. - for hours.

Stunned for rnds.Cannot parry or changefacing. - for hours.

Stunned for rndsCannot parry or changefacing. Disoriented. - for hours.

Stunned for rnds.Cannot parry or changefacing. Disoriented. -for hours.

Stunned for rnds.Cannot parry or changefacing. Disoriented. - for hours.

None

None

None

Stunned for rnd.

Stunned for rnd.

Stunned for rnds. Parry athalf.

Stunned for rnds.

Stunned for rnds. Cannotparry.

Stunned for rnds. Cannotparry. - for minutes.

Stunned for rnds. - for hour.

Stunned for rnds.Cannot parry or changefacing.

Stunned for rnds. Cannotparry. - for hours.

Stunned for rnds.Cannot parry or changefacing. - for hours.

Stunned for rnds.Cannot parry or changefacing. - for hours.

Stunned for rnds.Cannot parry or changefacing. Disoriented. - for hours.

Stunned for rnds.Cannot parry or changefacing. Disoriented. - for hours.

Stunned for rnds.Cannot parry or changefacing. Disoriented. - for days.

Stunned for rnds.Cannot parry or changefacing. Disoriented. - for days.

Stunned for rnds.Immobilized rnds. - for days.

None

None

Stunned for rnd.

Stunned for rnd.

Stunned for rnds. Parry athalf.

Stunned for rnds.

Stunned for rnds. Cannotparry. - for hour.

Stunned for rnds. Cannotparry. - for hour.

Stunned for rnds. - for hour.

Stunned for rnds. Cannotparry. - for hour.

Foe slams himself to theFloor for hits. Coma.

Stunned for rnds. Cannotparry or change facing. -for hours.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for hours.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for hrs.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds.Immobilized rnds.Disoriented. + Hit.

When foe awakes he ismindless drooling idiot. +hits. Coma.

None

Stunned for rnd.

Stunned for rnd.

Stunned for rnds.

Stunned for rnds. Parry athalf.

Stunned for rnds. Cannotparry. - for hour.

Stunned for rnds. Cannotparry. - for hour.

Stunned for rnds. Cannotparry. - for hour.

Stunned for rnds. Cannotparry. - for hour.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for hours.

Foe snaps rigid and slowlyfalls, the air whistling audiblyfrom his lips. Coma. Death ifno helm.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for hours.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds.Immobilized rnds. - for week. + hits.

Random brain damage. +hits. Coma.

Foe stops and remains in lastliving position. Pity. Death.

rnd of stun.

Stunned for rnds.

Stunned for rnds. Parry athalf.

Stunned for rnds. Cannotparry. - for hour.

Stunned for rnds. - for hour.

Stunned for rnds. Cannotparry. - for hour.

Stunned rnds. Cannot parryor change facing. - for hr.

Stunned rnds. Cannot parryor change facing. - for hrs.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Foe collapses like card house ina stiff breeze. Death.

Stunned for rnds. Cannotparry or change facing.Disoriented. - for days.

Stunned for rnds. Immobi-lized for rnds. Disoriented.- for week.

Stunned for rnds. Immobi-lized for rnds. Disoriented.- for week.

Foe spins about clutching hishead and falls. + Hits. - for week. Unconscious.

One last howl punctuates foe’scollapse. + Hits. - for week.Unconscious.

Roll random phobias. + hits.Coma.

Foe crumples in an untidy heap.Death.

Foe’s eyes glaze as he launcheshimself backwards. Death.

1 0 0

9 6 - 9 9

9 1 - 9 5

0 6 - 1 0

1 1 - 1 5

1 6 - 2 0

2 1 - 3 5

3 6 - 4 5

4 6 - 5 0

5 1 - 5 5

5 6 - 6 0

6 1 - 6 5

6 6

6 7 - 7 0

7 1 - 7 5

7 6 - 8 0

8 1 - 8 5

8 6 - 9 0

0 1 - 0 5

SHOCK CRITICAL STRIKE TABLE

248

CHAPTER SIXTEEN: APPENDICES

MASTER ATLAS

XVI

CHAPTER XVIII

IIIIINDEXNDEXNDEXNDEXNDEX

A

Abarquan Islands 105Adamant 227Adolescent Skill Develop-

ment 75Aenor 32Aenor of Quaal 32Agara-Klysus 31Agate 227Agoth 13Agyra 86Ahnasan 97Ahren-Lyax 97Ahrenlaakh 94Ahrenreth 13Ahrenthrôk 97Ahrentorg 86Airbarge 28, 37Akalatan 32, 153, 202A’kesh 18Aldari 21, 64Aldaron 21, 30Alexandrite 227Alien Races 63Alizon of Saral 40Alliance

21, 22, 25, 27, 30, 33, 40, 43Alloys 81, 229Alnorau Plain 86Althan 12Althan Installation 100Althans 108Althoi 207Aludos 232Amber 227Amethyst 227Amoatul 102Anarchy 81Andaras 151Andraax 14, 20, 38, 174

Antimatter Age 81Anzeti 46Apparition 186Apprenticeship Skill

Development 76Aquamarine 227Aquitar 97Ar-talisen 94Arajaku 87Aranmor 94Arcane Power 134Archprelate of Enov Turic

35Ardan 30Ardan City 34, 97Ardania 34, 42, 96Aregos 26Arej XI 26Arelios 104Arg Arul 88Arg Usc-urac 89Argos Nolgara 40Arinyark 230Aritorg Mountains 30Ark of Worlds 25Arlak 231Arlandia 90Arnak 17Artha 96Arûl Desert 97Arulis Kygari 26Aryen 11Asamis Arg 18, 35Ash, Forest of 97Ash Gate 32Ash Lairs 84, 121Ash Pass Tower 119Ashenoq 98Astronomy 81Atlas 78Autumn 11

Avatars 15Aventurine 227Azurite 227

B

Background Options 76Baentar 31Bæris 147Baku-jagum 104Barbuluk 41, 92Barellis 95Barrin Qaterris 36Barrow-wight 186Bartuche 89Barzu-chaa 90Battle of Uggoth Plain 31Bay of Izar 110Belgor 94Bentara 114Beryl 227Beryllium 229Beyris Dalan, Duke 26Bildamur 114Black Dragonsteeth 106Black Ice Realm 104Black Plain 85Black Squirrel 182Bloodstone 227Blue Forest 26Bluestone 227Boag-kha’al 104Bodlea 95Boko-ta 100Bokorean United Kingdoms

99Bola Wastes 103Bone Eaters 208Book of Gates 24Boren Alsec 36Botha 105

Breathless 207Brighthead City 104Bronze 229Bronze Age 80Burdok-Rhu 100Burning Abyss 19Buryen 11Butterfly Scepter of Khôm

30

C

Calendar 10Calermia 102Calwen 114Cardinal Belock 32Carnelian 227Casting Spells 134Castle Sykara 35Catheod 114Cavarite 226Cave Worm 184Caves of the Drakes’

Birthplace 87Caves of Ulgon 96Cay 145Centaurs 14, 46, 85Cestos 86Chaal-chu 88Chalcedony 227Changramai Monastery 97Channel Lighthouse 99Channeling Notes 136Channeling Power 137Chaos 158Character Creation 75Charón 149Chart: Giant Races 66Chart: Humanoid Races 65Chart: Immortals 66Chíra 231

249

CHAPTER SIXTEEN: APPENDICES

249MASTER ATLAS

XVIDijarka 108Dimensional Rifts 130Dír 26Dír, Forest of 94Dír, Shards of 94Doomstraits Isle 90Dragon Helms 16Dragonfly 177Dragonlords 157, 170Dragons 183Drakiis 104Dreaded Secret 97Dream Isles 90Droloi 46Drug Availability 219Dryads 14Dúranaki 20, 46Dusdurbulgaur 28Duskwalkers 13, 108Dwarves 47Dyar 231Dyari 60

E

Early Bronze Age 80Early Renaissance Age 80Early Space Age 80Earth-Demon 42Earthwarden 90Earthwarden Ruins 102Earthwarden Tower 99Earthwardens 14, 226Eastern Hemisphere 108Ebon City 104Eidolon 27, 98Eissa 144Eissa’s Tears 227Ekeris 105, 108Electrium 230Electronic Age 80Elemental Demons 200Elementals 195Elengora 114Elfost 104Elgata 35Eloian 114Elor Once Dark 30Elven Peoples 59Elvenquay 29Emer 5Emerald 227Emerian Empire 23Empire of a Thousand

Dawns 26Empire of a Thousand

Dawns. 14Empire of the Black Sun 27Enclatine 229Enik Foor 36Enris-Sokal 231Enruth 232Eog 230

Grey 230White 230

Equinox 10Eritari 56Erlin 231

Erlini 60Essænce 12Essænce Barriers 128Essænce Discharges 130Essænce Draining 130Essænce Lord 42Essænce Lords 108Essicrysta 230Evil 156Evil Essence 157Eye of Agoth 30. See Heart

of AgothEyes of Utha 13, 38

F

Faaw Shryaac 20, 22Faggor Hämol 27Falias 99Falkenna 115Fall 11Fauns 14, 60Fen-Jorl 115Feoerin 115Feoras 115Fey Folk 14Fire Years 27Firephantom 186First Zanarian Purge 23Fisherfolk 82Flow Storm 213Flow-storm Effects 130Flow-storm Isles 88Flow-storms 12, 129Fluorite 228Foci 128Folenn 106Forest of Ash 97Forests 214Fossil Industrial Age 80Frelik 32, 36Frost King 102FTL 80Fusion Age 80Fustir-Gost 48

G

Gaalt 102Galeb-vorlui 31Garden of Songs 38Garks 48Garnet 228Gartyl 179Gathgaatu 106Gaurkon Island 84Gem Descriptions 227Gem Values 226Gems 226Gendael 86Gethæna 96Gethanen 98Gethyra 88Ghost 186Ghost Wolf 186Ghoul 186Giant Races Chart 66Giants, Greater 57

Giants, Lesser 57Gireg Jaan 36Glaar 207Glorithas 115Go-tjiin-kai 203Goath 108Goblins 52Gods 140Gogor 191Golaar 115Gold 229Golden Dragon

17, 32, 38, 106. Seealso Kydak Dûm

Golden Eye 17, 32Golems 196Good & Evil 156Gorma’al Basin 87Gosti Hyr 26Govon 103Granite 226Grass Sea 84Gravitic Age 81Great Barrier 42Great Consolidation 29Great Drakes 16Great Ice barrier 92Great Reef 99Greater Giants 57Green beach of Na-kor-Ru

87Grekka Spider 177Grennhill 90Grey Eog 230Grotto Path 97Gryphon College 18, 94Guardian Mind 26Guardians 190Gufu Rainforest 90Guguth 207Guides of Vurn-kye 164Gunpowder 81Guynar the Pirate-Prince

32Gyshon Vurg 28

H

Haalkitaine 5, 94Haalkitaine Fire 19Haerogim 115Haid 48Halek of Helyssa 32Half-Elves 56Hard Winter 32Harig Forest 113Heart of Agoth

30, 37, 41, 42Heastra 5Hemafly 177Herald of Night 35Heralds of Night 171Herb Availability 219Herders 82High Sentinels: 191Hírazi 14, 48, 85, 86History 12Holy Places 137

Chronagenic hibernation13

Chrysoberyl 227Church of Zanar 23Citadel of the N. Eye 107Citadel of the S. Eye 108Citrine 227City of the Dead

29, 33, 97Clan 81Climate 248, 209, 225Clocks 11Cloudlords of Tanara 24Cly 102Clycallah 29, 102Clythul Mountains 91Codex Akalatan 37Cold forges 230Collar of the Great King 26Conclave of Orhan 141Coral 227Coral Road 87Coral Road Entry 94, 102,

106Coral Roads 14, 84Corpse Candle 186Corpse Lantern 186Crab 178Cronagenic 230Cult of Hrassk 29Cult of Stars 25, 36Cypharia 164

D

Daath Leerssoi 17Dænkú 13Dænkú Ahrenreth 13, 169Dænok City 100Dagger-Ridge Bay 85Däkothal 104Dalov Dom 105Dalov Griev 91Dalov Ram 106Danarchis 94Danari 231Dancers of Inis 154Danris 103Dareu Elchai 85Dark Gods

14, 24, 149, 150, 157Dark Master 90Darugh 179Daruni Olkanin 164Dawnwater’s Edge 14Days of the Week 11Death 138Death-Watchers 203Deep Gates 122Democracy 81Demons 198Demons of the Essænce 198Demons of the Void 205Dhuria 26, 106Dia Khovaria 39, 91Diamond 227Diaskar 106Dictatorship 81

250

CHAPTER SIXTEEN: APPENDICES

MASTER ATLAS

XVIHondorun 115Hrange 104H’taan 177Hui 49Hukoo 102Hukoo-voo 102Humanoid Races Chart 65Humpback Mountains 85Hunter-gatherers 82Hurricane Island 93Hutsua Kang 27Hybrid Spell Users 133Hydra 184Hynuria 107

I

I-chaal 30I-lat Norg 32Iæn Shiin 26, 34Ice Citadel 102Ice Grottoes 84Ice Skeleton 186Ice-bridge 40Ice-causeway 108Icebergs 40Ieldran 115Ikeya 96Ilmaris Terisonen 14Iloura 145Ilourians 49Ilred Faslurin 28Imarij Sea-tunnel 87Immortal Races 59Immortals 66Inis 151Iorak 146Irina 29Irisa 29Iron Age 80Iron Wind 26Iruaric 232Isaria 108Isle of Fire 22, 97, 114Isle of Ghosts 86Isle of Jade 98Isle of Jewels 91Isle of the Turning 92Isle of Twilight 105Isles of Green Light 26Isra 101Itanian 231Itanian Warlocks 34Itanis 96Ithloss 230Iylar 231Iyxia 98Iyxian Shallows 99Izar 97Izaran Crest 111

J

Jaaderi 49Jacinth 228Jad Hurok 30Jade 228Jade, Isle of 98

Jaiman 93Jameri 49Ja’miil Targ 94JAN 29Jan, the 89Janak 208Janaten River 112Jantanen 116Jaynor 148Jaysek 145Jaysten Tyrallion 162Jengada United Nations 29Jenkyna 26, 28, 43Jerak Agothu, 98Jerak Ahrenreth

20, 34, 169Jeral 108Jeraniis 108Jerel 32Jerel of Plasidar 32Jerrin III, Emperor of

Rhakhaan 36Jerrin Talus Malvion

Faslurin III 33Jet 228Jhordi 49Jhoridia 89Jiax Alizon 37Jineri 50Jinteni 64Jinteni Ruins 105Jo-tjiin-kai 203Joru Desert 88Jorun of Yarmuth 40Jyka Brust 26Jytan 102

K

Kadæna 13, 169Kadru 89Kæden 28, 189Kah’hai’ree 87Kai-tjiin 202Kaitaine 24, 97Kaitaine Fire. 39Kakuda 105Kalanda-nor Plateau 90Kalen 34Kalen Avanir 30, 34Kalitaal 86Kalon 32Kalorn Drin 106Karilôn 14, 88Kayvis 231Kelestia 101Kelp Sea 87Kenezan 97Keniv Kirian 32Kerian 116Keron 230Kerovan States 88Kesh’ta’kai 151Kestal Drang 92Ketalnor 90Ketharia 106Khajir Goak 104Khal-tjiin-kai 203

Khirn-Rhu 105Khofea Monastery 32, 100Khomal 100Khortus 30Khur Fiefdoms 90Khurtûm 25, 31Kier 32Kier Ianis 35Kieron 145Kijara 114Kindagyen 11King of Helyssa 37King of U-Lyshak 37Kinsai 50Kirin T’thaan 14Kith 180Klysus 152, 202Kodorian 26Komaren Cluster 95Koren Maas 36Koumesh 100Kregora 230Krelek 100Krelij 16Krelin 229Krônyt 232Krylites 33, 63K’ta’kuli 28K’ta’viiri 12, 61K’thaalhír 108Kugor 232Kuluk 231Kuluku 27, 29, 50Kuor 143Kuriis-Kinn lands 87Kushua 104Kuskarûk 232K’ya Agarian 32Kyayen 11Kydak Dum 106Kydak Dûm 17, 38, 42Kyjariis 108Kykaia Cape 92Kykor Ku 90, 106Kykynan 92Ky’taal 226Ky’taari 56, 86Kytan-Kûr 108

L

Laakia 102Laan 50Black Dragons 42Laen 230Laia 147Languages 231Lankanôk 95Lapis 228Laslinur 116Late Bronze Age 80Late Renaissance 80Late Stone Age 80L’chye Herónath 30Learning Spells 132Leathes Castle 33Lesser Giants 57Leste Kii Lormas: 194

Lethys 94Lich 186Life, Death, and Beyond

138Life Eaters 208Lifegiving 138Limestone 226Linæri 59Lindiis Lakes 85Lingering Pain 24Liras 34Loari 60Loariki 231Local Gods 154Logos 232Lon Lemira 14Londelear 116Lonweriet 116Lord of Ardania 30Lord of Encla Turic 18Lord of Shadows 28Lords of Orhan 12, 141Lords of the Blue Forest 26Loremaster Reckoning 11Loremasters 160Lorgalis of Ulor 35Lorgalis the White 17Lorudier 116Loss of the Northern Eye 38Lothaas Valley 100Lugro 231Lugrôki 50Lu’nak 93Luor’ka’tai 90Lydians 51Lypanax 88Lys 96

M

Maelstrom of Quodoris 98Magalang 101Magang 102Magician 29Majay 102Makers of the Shadow

Drakes 17Malachite 228Malqanar 97Marble 226Maris Kodorian 32Marquess of Nolgara 32Maryen 11Master of Malice 15, 19Masters of Emer 94Materials 230Mavaun 231Mazatlak Pillar City

38, 85, 86Mazzara Delta 85Medicinal Herbs 215Medieval Age 80Melyen 11Mermaids 51Mermen 51, 87Merund 116Messengers of Al-athuul 32Messengers of Ulkya 35

251

CHAPTER SIXTEEN: APPENDICES

251MASTER ATLAS

XVIMiddle Stone Age 80Miir 231Mirataar 88Mixed economies 82Mnekora 85Molecutronic Age 80Monarchy 81Months 10Moonstone 228Moralis 152Morbek Highlands 111Morloch 21Mortal Races 45Mount Urgokh 91Mountains of Gold 111Muadani 52Muarga 42Mulira 84Mummy 186Mur Fostisyr 26, 93Muri-Elven 231Murlogi 52Mutrial 116Myri 52, 54Mythenis 92

N

Naal 96Nadai-koru peninsula 87Naem 117Naiads 14Námar-Tol 97Nameless One

18, 30, 33, 38, 173Nandaar Darian 22Nanuur 107Nanworun 117Narash 104Navigator Guild Alliance

17Navigator Guilds 164Navigators 163Navigators 17, 164Near Planes 206Near Planes of the Void 205Neela 147Nekuria 104Nemogûk 90Neng 194Nestakah 89Nexus Complex 99Nexus Island 98Night of the Third Moon

149Nivean Atolls 87N’koru 32, 194Noakara 105Nomari 47Nomikos 16Nomikos Library 94Nonasa City 102Nontataku 87Norek 34North Plains 107Northern Eye 32, 107Northern Frontier 29Northern Vault 38

Norund River 112Nuyan Khôm 97Nymphs 14, 148

O

Oan Lyak 36Obsidian 228Oceanids 14Ochu 52, 86Ohtah 90Ohtah-Nor 100Old Emer 232Old Stone Age 79Older Ones 207Olgivana Centaurus 36Oligarchy 81Omiar Akalataru 37Omir 153Ondoval

20, 23, 27, 38, 43, 172Onel Hills 103Onyx 228Opal 228Oran Jatar 16Orbaal jen Zamain 17Orbis 101Ordainer 91Ordainers 203Order and Chaos 158Order of the Cloak 32Order of the Eye 30, 34Order of the Silver Sword

34Ordia 108Ordyen 11Orenoki 102Orenoki Peninsula 86Orgiana 151Orgiana’s Fingers 178Orhan Alliances 141Orhan Marble 226Orhayen 11Oriana 144Orlak–Shar 194Ormulu 86Orona Islands 100Orv Cibur: 98Osaran 35Otah Rhi 100Otrane 117Outer Planes 206Outer Void 207Ovir 181Ozyrin 108

P

Pahtôm 96Palace of Gold 34Pale Men 27, 52Palia 26, 105Pathmasters of Hulgan 165Pearl 228Peridot 228Pfurgh 180Phaon 144P’har Ahnekar, 31

Phar-Ahnekar 42Phoenix Crown 32, 36Phoenix Pendant 34Piezoquartz 228Pillar of the Gods

12, 88, 90, 108Planes of the Known Void

206Planes of the Void 205Plantlife 214Plasidar 94Platinum 229Pochantos 95Poisons 219Political Structures 81Porel 168Porphyry 226Port of Izar 117Portals 12Præten 95Pre-industrial Age 80Precipitation Table 212Pretender Frelik 36Priests Arnak 17Printing 81Procreators 202Prophet of Valri 38Prophet of Valris 35Punkari 26, 42, 56Purlyen 11Purple Sapphire 229Pyramid of Separation 37

Q

Qassah 100Quaidu 52Quarnak 180Quartz 229Quellbourne 28, 94Quellburn 28Quen 147Quevite 230Quintars 11Quodoris 98Quon 97Q’venna 31

R

Raathvaalg 106Ran Tairi 14, 106Randae Terisonen 161Randæ Terisonen 34Rasha-ai 52Raven Queen 33, 41, 102Raven Queen of Gaalt 27Razii City 86Realm 118Realms of Power 133Reandor 97Reann 143Red Dawn Pass 100Redsky Marches 85Religion and Death 138Renaissance Age 80Republic 81Rhakhaan 93

Rhaya 231Rhiani 53Rhiani Plains 96Rhodochrosite 229Rhôn 99Rose Quartz 229Ruby 229Rudane 117Rulaash 97Rularon 230Rylec Qaterris 36

S

Sa’kain 12Salamander 178Samli 102Sandstone 226Sapphire 229Saralis 93Sardiskandor 41, 92Sardonyx 229Sarnak 95, 117Sarnak City 118Saurkur 64Scalû 152Schrek 21, 27Scorpion Ridge 111Screaming Eel 179Sea Drake pendant 35Sea-drake Crown 35Sea-drake Helm 27Sea-drake Pendant 27Seasons 10Second Zanarian Purge 23Secret Circle 13Seismic Activity 83Sel-kai 23, 97Sel-kai City 98Selas Vey 29, 33Seldjaal 92Selia Rendanaar 33Sendar 18, 37Sendil 18, 37Sentinels 190Seremia 102Shaal 145Shaalk 230Shadow 186Shadowstone

13, 24, 28, 32Shanarak 198Shar-Ak 194Shar-Ti 194Shards 26, 191Shards of Dír 94Sharin 119Shark Bay 87Shaskan 180Shay 53, 231Shimmering Bay 86Shinh Archipelago 95Shoneb Empire 89Shulur 231Shuluri 60Shulushú 179Silver 229Silver Dawn 17, 43

252

CHAPTER SIXTEEN: APPENDICES

MASTER ATLAS

XVISingular Demons 203Sirens of Sorak 17, 32Six Crowns 17Six Pales 206Skeletons 186Skystone City 28Slash & burn agriculturists

82Slate 226Slicathu 208Slyak 208Slyk 119Solev Kirik 178Solstice 10Somurund 119Sotar-ki 108Soulslayer 104Soulslayers 31, 202Soulsword 13, 28Southern Eye 38, 108Special Professions 134Spectre 187Spell Manifestations 134Spells 132Spider Goddess 29Spineshark 179Spiral of Marek 105Spirits of Orhan 15, 146Spring 11Srill 180Ssoei Womiis 18Ssoei Womuu 18Ssoiayig Saer 16, 87Star Crown Empire 27, 103Star Iron 230Steam Power 81Steel 229Steel Rain 17, 32Steep green coves 31Stone Age 79Stonetooth Mountains 85Storm Hawk 182Storm Wizard 21, 34Stroane 95Subsistence Patterns 82Sucathu 208Sul-zuah 89Sularin 32, 94Sulfean Kuldir 166Sulini 57Summer 11Summoning Demons 200Sunset Island 100Sylmaria 232Sylphs 14Synshari 53Syrkakang 26Syrkakar 26, 54, 231Syrkan 231Syton Kyr 106

T

Ta-Lairi 56Taal 231tal 226Talæn 95Talakyron 100

Talaraine 147Talasfurin 100Talath 27, 54Tallis Moth 178Tameki 181Tanai 55Tanara 93Tarania 14, 39, 87Tartu 179, 208Tashok Jungle 103Taurith 230Tayn 230Tazarah-Bushuy 100Technology Levels 80Technology Terms 79Telegris City 100Temperature Table 210Temple of Meditation 37Tenryk 104Terenis 22Teris 146Tetaum 88, 90Tethior 16, 91Tethium 229Thalan 44, 64Thalassia 90, 106Thematic Demons 201Theocracy 82Thesians 55Thesmoq 94Thuul 88Thynar 89Tia Bat 182Time 11Tirok Isles 114Titanium 229Titans 15, 62T’kaal Arain 31, 32T’loc-loc 49, 231To-to-knar 28Ton-Bor 120Topaz 229Torakh Gul 104Tourmaline 229Tovaynak 28Tower Isle 91Tree City 93Tresh 207T’revor Arain 32Tribe 82Trogli 55Trogli Warrens 91Trolack 231Trolls 58T’sai Steppe 85Turquoise 229T’vaar Dekdarion 36, 40Twilight, Isle of 105Twy Syrkakang 26Tyrinia 94

U

U-Lyshak 93Ubenmas 86Ugaar-Shú 90Ugus Fost 26Ugus Syr 26

Uj Desert 96Uka Closk 26Ulaed 119Ulak-shy 86Ulgon, Caves of 96Ulor 94Uluka 231Ulya Shek 26Umli 48, 56Unakai 99Undead 185Underearth 84Undersea 84Unicorn 181United Orhan Church 25Unlife 17Unlife Origins 157Ur Jujuy 99Uronthis Kalthul 36Urulan 26, 94Uscurac 232Usivyen 11Utha 13Uthula 180

V

Vaalg Stoyy 18Vaanum 231Vajaar 96Vajaar-Komari 37Valris 143Vampire 187Vancu 104Vandara Plain 101Vania 22Var Arnak 232Varin 11Varkakonia 100Varnost 98Vasai Republic 107Vashaan Domain 43, 99Vashtak 90, 91Vault of Crowns 35Verya 101V’gliin 169Vingaard 92V’jarin 108Vlech 208Vœrken Mire 98Vog Ien 100Vog Mur 23, 97Voorg 182Voriig Kye 17, 21Vorloi 57Vornia 95Votania 15, 95Vour 97Vulcanism 83Vulm Shryac 106Vult 148Vulth Horde 32, 33Vulth-torgu 32, 106Vurkanan Tyes 160

W

Wailing Marsh 113

Wall of Darkness 38Warders 190Wars of Dominion 20, 169Waulok Ice Cluster 92Weather 248, 209, 225Weather Events 211Weeks 11Whispering Palace 86White Eog 230White Mage 22White Swan 32, 33, 42White Wood 97Wight 187Will of the Wisp 187Wind & Weather Chart

213Winter 11Wojok 108Wôrim 14, 29, 64Wôrim Ruins 104Wraith 187Wrangôr 90Wuliris 29, 93Wyvern Isle 85Wyverns 184

X

Xa’iayn 90Xenium 231Xooba 42, 96Xou’oune 104Xytos 232

Y

Y-tarmen 34Yandar Vit 41Yarkbalkas 34Yarlis City 86Yarmór 119Years With No Days 19Yellow Death 24Y’kin 56Y’nari 56Yuar Noak 104Yugokh 100Yultûm 37

Z

Zæn 98Zagul 26Zania 154Zinvar 95Zircon 229Zjedrahir 56Zojikiri 104Zombie 187Zor 18Zor Wastes 33, 93Zori 50Z’taar 151