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Author Topic: Life in Entar: The Flesh & Bones  (Read 12154 times)
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« on: November 05, 2007, 09:37:49 PM »

The Lands of Entar

WARNING: The map is really big.



Credit to Ephedel and Zivilyn for the Concept, Ephedel for Detailing, and Tsudenkai for Illustration
« Last Edit: February 04, 2008, 02:16:18 PM by Zeshin » Logged

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« Reply #1 on: November 05, 2007, 09:38:54 PM »

Entar History: Intro


We begin at the most momentous event in Eldanar's history, the cataclysmic Divine War in which the balance between Good and Evil was shattered and the forces of darkness held their supreme attack against the free nations.

Under leadership of the gods of darkness, the evil forces wrought ruin and destruction across Eldanar. With desperate pleas from the free people of the world, the remaining gods of light and neutrality entered the conflict on their side. An army of divine forces was assembled to meet and resist the final onslaught and complete conquest of Eldanar. The battles which raged ended in the utter ruination of entire regions, even the gods seemed weakened as their essence within the earth itself was destroyed. Eldanar's single mass of land had split apart into multiple continents, the oceans rushing in to fill the gaping chasms. One year after the last battle, both forces were utterly weakened to the point of defeat. Conquest was no longer desirable and the battling ceased; both sides retreated.

The most battle torn lands were now in "the East" of Eldanar. This was where the major civilizations of the humans, dwarves, and elves existed at the beginning of the Divine War. These lands in the East were now so abominable that what remained of the free nations there were forced to depart. A vision from the gods was stirred in the hearts of every surviving person of a beautiful, untouched land in the West. Search parties in ships sailed across Eldanar to find this land. After a year of searching, when hope was fast fading, an elven ship came upon it in the West, and they cried out, "Ela i Entar! Behold our New Land!" And so the free nations transversed to the West.

However, they found that another people had discovered Entar before them, the mysterious fae. The fae, having always lived apart from the other races, were enigmatic. Most were completely out of the knowledge of other races, but they were not wholey forsaken. They had also fought for freedom in the Divine War, and their homeland was defiled by evil. However, they managed to flee before the splitting of the lands, and discover Entar. The fae, seeing that they were also refugees from the War, were moved with compassion and conceded to the humans, elves, and dwarves abiding on Entar.

The people--united by a common purpose--began the process of rebuilding their lives and customs on their newly found sanctuary. However, the hospitable fae did not remain for long, and soon moved to the west of the continent, keeping their distance as they had always done. Others followed their lead. "Barbarian"' humans who deserted the eastern human settlements and moved to the deserts far southwest and 'wild' elves who became companions to the fae. Also, unbeknownst to all, other entities also had settled on Entar such as the dragons, carving their dwelling high in the mountains. The enduring (major) societies were Loriath, the high elven kingdom in the north; the future human empire of Andúnë along the east; Khalar, the dwarven clans, settled inside the heart of the mountains inbetween.


Entar History: The First Age


The Age of Wonders.

In the years following the Divine War, the gods blessed Entar. Advancements were made in technology and magic. Wonderous crafts were forged. Legends were born. Fables were woven. This was the most wonderous time ever chronicled on Entar.

During this time of good fortunes, people were still wary of the threat of darkness in the East. Magnificent fortressed cities, ship havens, and towers were built on the eastern shores, which became known as the Shield. Whole populations sprang around these. Armies were constantly alert and prepared for battle. Yet none ever came. Ships were reguarly sent across the ocean to survey for any kind of activity, but no news ever returned.

As centuries came and went, the people of Entar prospered. New generations saw the guard on the East a futile waste of time, and slowly armies dwindled, ships and fortifications dismantled. With the Shield slumbering, the Enemy at last had its chance.

The Sundering

The skies became blotted, and fear numbed the hearts of all, immediately regretting their shortsightedness. Darkness was making its move. It assailed Loriath, the northern land of the high elves, with hordes of terrible creatures and wicked men, the most famous of these the orcs and goblinoids. The elves met the onslaught valiantly, but began to cripple under the dark powers. The nations of the south came to their aid. Battles raged on for months.

During the defence of one of the last strongholds in the north, Aldaron, in the guise of an elven lord, challenged the Dark One himself, and he came. Maedhros issued forth from the bowels of the earth. And so the two clashed. The two fought for hour on hour, neither willing to accept defeat. But the battle eventually fell to Aldaron, and he flung the Dark One back into the Abyss, and its Gate was sealed, banishing the Dark One from the Mortal Plane. The elven lord, weary and wounded, disappeared into the setting sun, not to be seen again in that age of this world. His blade, Luinár, shattered during the battle, and the shards of it were forever kept as a heirloom among the elven people.

With the creation of the Gate, the afterglow of the massive arcane energies used seeped into the surrounding land, causing unspeakable havoc. The Dark One's hordes were thrown into chaos at his defeat, and many of the forces of Good that remained became trapped, unable to escape. The land that once had been known as Loritah quaked and twisted, finally giving away and collapsing. The sea roared in, swallowing the land and with it both good and evil legions.

Today the body of water is called the Blood Red Sea. It is said that there is a red tinge, blood from the many thousands that were killed. In the center of the sea, where the sealed Gate to the Abyss stands, is a tumultuous storm of tidal fury and chaotic energies. This terrible scar, known as the Maelstrom, would never cease its furious spinning. It would remain a constant reminder of the terrible catastrophe... and the utopian era that had been lost forever.

The remaining lands of Loriath were tainted and completely wasted, becoming uninhabitable. Somehow, against all odds, a few mortals managed to survive the ordeal. Tortured and twisted by the powers unleashed, the horrible mutations lurk what is now known as the Wastes. The last event of the First Age was the erection of the Great Northern Wall, that stretches from sea to sea, to protect from and keep out the evil of the Wastes.
Thus ended the glory of the First Age.


Entar History: The Second Age


The Age of Turmoil.

(The following is a note from Zivilyn):  The Second Age history was taken down to be completely rewritten. So much development had been done since it was originally conceived that things were not adding up. To sum up the Morgianan Wars in a nutshell:

After the Andúnë Civil War and the murder of the Mad King, Darvius, the former Mad King's advisor, established a mageocracy in the province of Valanthia. Valanthia then suceeded from the former Empire along with a number of territories including Valgard, Xak Tsirioth, and Tarsis. It was soon learned that Darvius had been in contact with the Dark Elves, whom had breached the Great Northern Wall under the nose of the Watch because of its dwindling numbers, and was dabbling in the dark arts. He was responsible for the demention of the Mad King. Few noticed or cared for this as the realm was in turmoil, and had anyone besides, Andúnë was too crippled to take any action. Thus Darvius slowly amassed an alliance of Human, Drow and Orc (even some Katta, Dracons, and Minotaurs in small numbers) from the Southlands and built the Black Citadel nearby where Narim now stands.

Saving you the details of the conflict that followed, it took the belated union of all the nations old and new to turn the tide. Finally the war was taken to the heart of Valanthia, and they laid siege upon the Black Citadel, but Darvius still had tricks up his sleeve. Over a year later, the siege was just as bloody and deadlocked the day it had started, and the armies of Entar were becoming weary. When things could not appear more bleak, a tear appeared  in the sky above the Black Citadel; Darvius was trying to release Maedhros from his extraplanar prison. Then a group Dwarves apppeared upon the backs of Dragons (dragons had not participated in mortal affairs since the Divine War and this later resulted in the founding of the Dragon Riders), and the dragons breathed fire upon the walls of the Black Citadel so they melted and flowed like candlewax, and the armies poured in through the breaches. In the ensuing chaos, Darvius was killed and the tear dissipated. The damage had still been done, however. Maedhros could now touch the world once more, although he could not take avatar form. But in the unfathomable humor of the gods, this was fated, and ultimately a good thing.

The turmoil of the Second Age was infact caused by Maedhros' irrevocable banishment from the Mortal Plane. Aldaron knew this and counterbalanced in the only way he could: departing for the seven hundred years that Maedhros could not touch the world. The divine balance that holds Eldanar together was still upset to a lesser degree, throwing things out of wack for mortals. This was corrected at the end of the Morgianan Wars. And hence the theme of balance found throughout Hidden Realms.


Entar History: The Third Age


The Age of Prosperity.

The threat of Morgiana was finally eradicated. For the first time since the First Age, the free nations of Entar stood united. The leaders of the collective nations met and deliberated on what was to be done. It was soon realized that the pure land their ancestors discovered in the First Age was lost, and there was no going back. Evil was now and forever a presence, and in order to avoid constant warfare, a balance must be maintained between each end of the sprectrum, light and dark.

The Union Treaty was drafted and eventually signed into action by all the nations gathered there. It promoted the balance of good and evil, along with a declaration peace; setting aside differences and avoiding war at all costs.

And so the lands have returned to their respective ways of life. Valgard, former province of Andúnë now turned sovereign Republic, has embraced the policy of balance wholeheartedly. Its capital, Elenion, has become known as the City of the Gods, as the old architecture has radically transformed into elaborate buildings and temples honoring every deity. It includes the Great Library, the largest library on Entar, that holds information on every topic imaginable as well as archaic records chronicling the various stages of civilization. Mages, recognizing the new oppurtunity for the sharing of the arcane, have created Anfalas, the Tower of Sorcery in the forests of Valgard. The Dragon Riders has become a venerable organization--of all races--established in the Dragon Vale. They are recognized as the diplomats and enforcers of balance in this new age.

Thus begins the Age of Prosperity. A time of restored prosperity for all, a time of renewed alliances, trade, and study. Knowledge, technologies, arts, and magics, lost in the tumultous years following the end of the First Age, are beginning to resurface, as well as the Quest of Eternity that all people inevitably face: finding a way to make their mark upon the world.
It has been two hundred years since the end of Morgianan Wars, eight hundred since the Sundering, and over twelve hundred since the Divine War. It is this land that you are thrust in to, to find fame, glory, and above all, adventure.



Credit to Zivilyn
« Last Edit: January 05, 2009, 03:16:12 PM by Alastor » Logged

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« Reply #2 on: November 05, 2007, 09:39:14 PM »

The Gods of Eldanar


The gods' existence has never been in dispute on Eldanar, their presence is everywhere, and all races worship the same gods. Most pay at least lip service to the gods at some point in their lives or another, while others become among the most devout of worshippers.

Gods of Good

Aldaron: Strength, Benevolence, Truth, Justice / Lawful Good / Male

Aldaron is the patron of those who fight for honor and strive for order and justice. He guides all who protect the innocent and seek to lead others in truth and goodness. Strength and physical prowness are attributes greatly prized by worshippers of Aldaron.

Kailthis: Unity, Discipline, Loyalty / Lawful Good / Male

Info in development.

Faelyn: Dawn, Birth, Mercy, Renewal / Neutral Good / Female

Faelyn is a goddess of new beginnings, and even individuals who worship other gods still offer a prayer to her at the start of a journey of endeavor. It is she who also offers support and compassion to those who are in pain, oppression or great need.

Selune: Love, Beauty, Art / Chaotic Good / Female

Selune is the goddess of love, beauty, and art. She is said to be the most beautiful of all the gods and no deity or mortal can withstand her charms when they are put to full effect. She appears as a woman of unparallel beauty, with ringlets of luxurious red hair cascading to her waist.

Neutral Gods

Livana: Nature, Animals, Plants / True Neutral / Female

Livana's influence encompasses all manner of plants and creatures. She is patron to those who dwell in and travel through wilderness areas, particularly forests, thus her worshipers include wanderers, explorers, settlers, sages and adventurers. She is also the deity of those who farm, hunt, fish and otherwise make their living off the land.

Talos: Luck, Battle, War / Chaotic Neutral / Male

The Lord of Battle is known as the two-faced god. He is random in his favors, yet his chaotic nature favors all sides equally. He may be on an army's side on one day, and against them the next. Such is the nature of war as embodied by Talos.

Xanthe: Intellect, Knowledge, Magic / Lawful Neutral / Male

Xanthe is the god of magic god of knowledge, intellect and all magic. He is the patron of learned men, seekers after knowledge and practitioners of the mystic arts, thus his worshippers include sages, bards, all types of spell casters, inventors and teachers. He is said to have taught the first spellcasters of Eldanar, and to have enabled many of the races to use magic.

Daidlin: Art, Dreams, Inspiration, Revelry / True Neutral / Male

The God of culture and festivities.

Hirin:  Death / True Neutral / Male

Hirin is the god of death.  He oversees the realm of the dead and maintains the veil that separates the dead from the living.  He is the patron of practitioners of the necromantic arts.  He takes no sides and does not judge the dead or the living.  It is said that he cannot be reasoned with and is unyeilding in his dedication to keeping the souls of the dead from returning to the land of the living.  Those souls that do elude his grasp, will walk the Lands of Entar as ghosts forever, as Hirin will not bother himself to seek them out.

Gods of Evil

Jherad: Disaster, Destruction, Vengeance / Chaotic Evil / Male

Jherad the Destroyer is the dark side of nature, the uncaring and destructive force that lies waiting to strike at any time. When a natural disaster occurs it is often blamed on Jherad.

Maedhros: Evil, Shadow, Control/ Neutral Evil / Male

Though considerably weakened after being banished from the Mortal Plane and wrested his lordship over death, Maedhros is still powerful. He is worshiped by those who hate the light and cling to darkness, thus he is particularly popular among thieves and assassins.

Valdriel: Hate, Envy, Treachery, Deceit / Lawful Evil / Female

Hate is the nature of Valdriel, of pains hidden but not forgotten, and envy carefully nurtured away from the light, hidden from others. She and Maedhros are companions and known to work together.

Gormion: Corruption, Disease, Undeath / Chaotic Evil / Male

Gormion is rot and disease embodied. He's the one that spreads taint and corruption, and even the greenest bush wanes and withers at his gruesome touch. He is the father of undeath and the patron of all things decaying. He is the guardian of all things sick and twisted.



Credit to Zivilyn
« Last Edit: January 18, 2009, 11:55:51 PM by Librarian » Logged

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« Reply #3 on: November 05, 2007, 09:39:38 PM »

Magic in Entar


This deposition has been written to explain the basics of magic in Eldanar. It is not a guide on how to use magic, but rather an explanation of the different kinds of magic which exist in our world.

Every living being of this world is surrounded by magic. This energy is both inside of each individual and surrounds every creature. It is invisible to the naked eye, and is ever-flowing; of its own nature, it moves, albeit slowly. It is the universal energy that binds everything together. This energy can be manipulated by people and entities to form effects, or magic.

When manipulating energy it is important from which source the energy is drawn. Within Eldanar, there are essentially three sources for energy to power your spell: from your surroundings, from another (divine) being or force, or from yourself. Because the availability of energy differs from source to source, and because the type also differs, each source has far-going consequences for the magic that is practiced with them.

Each of the three sources delivers a distinct set of qualities and drawbacks to the style of magic that is associated with them. For example, a beginning mage might experience a problem casting a water spell in a desert if he were employing sorcery, because that relies on drawing the energies from around the sorcerer, while a priest could easily access the proper energy by praying for it. What source a style of magic uses is vital to what it can and cannot do.

The main three disciplines of magic are Sorcery, Faith, and Mind. Many specializations exist within each category, to be found in the treatises on the subject.

Additionally, you can check out other people's interpretation and uses of magic over at the member's library.


SORCERY

The type of magic practiced most widely in the world of Eldanar is called "sorcery". Sorcerers are people who make grand gestures, utter ancient-sounding words, and suddenly cause things to happen - they conform to the stereotype magician of many fantasy novels. The definition of a sorcerer is: A spellweaver who employs energy from his surroundings to empower a weaving using senses and intuition and who shapes his magic through gesture, voice and force of will.

Sorcery draws the energies used in a weaving from the sorcerer's surroundings. Sorcerers must learn to identify the flow of energy, to become in tune with it and to grasp it; Some mages see the energy they handle as ropes, some as light, some as colours, scent, or music. This does not make any difference for the actual power mages can wield, it is just a way for the mind to grasp the concept of energy.



FAITH

Faith mages get their source from a greater being or natural force. The average faith user is a priest or cleric who gains his energy from a deity; however, other sources are possible. Most well-known of these is the druid, who gains his energy from nature itself; however, any greater being or force will do.

These spellweavers are limited in their usage of energy in that they rely upon their chosen deity or force for it. This means that they must appease the deity with their actions, or they won't get any. If the faith user instead serves a force, he can only get energy if he has been living according to a strict code. For example, druids cannot ever harm nature, and may never take more nourishment from natural sources than they need to survive. Only if the druid follows this way can he access nature's energies; if he purposefully harms nature or takes more from it than he really needs, he may find his link with nature severed.



MIND

Of the three disciplines, mind magic, which is also known by "psionics" or "mentalism", is the one least encountered (or should one say the least detected?). Drawing on the personal energies of the caster and the creatures that are within reach, weavings of this energy are made with the mind and at times the voice of the caster. This kind of magic is by nature very subtle. One cannot afford to spend huge quantities of this energy without grave consequences. Extended use or briefer, more numerous, and more strenuous uses will quickly lead to exhaustion. Because it is a subtle art, with limited effects, it is best augmented with other skills to reach its full potential.

Unlike the preceding disciplines, psions or mentalists are unique in that before they can be taught to use mind magic, they must be born with the ability. This ability is alloted at a definite level of strength. Upon reaching this level, they cannot surpass it. It is common for many practitioners to not know what they do, only that they can do it, and it is often confused with sorcery or faith magic. Institutions teaching and refining the skills of mind magic are very few, thus this art is truely arcane.



Credit to Zivilyn
« Last Edit: November 17, 2007, 12:36:25 AM by Librarian » Logged

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« Reply #4 on: November 05, 2007, 09:39:52 PM »

Entar Currency and Denominations


Coins are a marvelous invention, their value lying in their ability to function as an accepted medium of exchange, a measure of value, or a means of payment. Coins make the world go around, grease the wheels of commerce, and can make even the hardiest of warriors look the other way. We kill for it, give it away, worship it, and place those that have it in high esteem. But everyone has a different standard for it.


"Despite the endless storm that rages beyond the mountains and the mists that shield our souls, the life of the mortal realm proceeds much as it always has. And the lifeblood of this mortal realm has and always will be commerce. Is there nothing so pure as trade? Nothing so wondrous as seeing a handful of copper galleons turn into chest of gold crowns? The act of creating and acquiring wealth is as music to my soul. This humble treatise has been composed mainly to share a fortunate man's understanding of the way of things. Of prosperity. Of trade. Of wealth. Of commerce. Of the very economic structure of our society."
-- Halden the Grey, Highly renowned and influential merchant


A Guide to Entarian Coinage

All coinage within known Entar has a given value which remains consistent, despite any varying appearances the coin may have from Region to Region.  This value is based off of coin weight, and is thus minted with the appropriate value.  The following information is mentioned to give the players of HR an understanding of the monetary worth of a coin.  For information on a coins appearance and regional name, refer to the monies as mentioned within the different regions.

The common coin types within Entar are noted as the following...

The Copper coin: The Copper coin is the most common currency and is likewise the least valuable.

The Silver coin: The Silver coin is a less common but still widely used coin.  Ten (10) Copper coins are the equivalent of one (1) Silver coin.

The Gold coin: The Gold coin is less commonly used, but is often kept in favor of reducing the weight several Copper or Silver coins might impose upon a person.  Twenty (20) Silver coins are the equivalent of one (1) Gold coin.

The Platinum coin: The Platinum coin is the least commonly used and most revered coin minted within the different nations.  A highly prized precious metal, many commoners go their entire lives without dealing with this form of currency.  Forty (40) Gold coins are the equivalent of one (1) Platinum coin.

The less commonly seen coin type within Entar is noted as the following...

The Mithril Darâl - This Mithril minted coin is more a legendary piece of artwork than a currency.  One-Hundred (100) Gold coins are the equivalent of one (1) Mithril Darâl.

Andúnë

Sprawled along the western coast with easy access to nearly every port and town, the Andúnë Empire is the chief kingdom of free commerce and trade in the Realm, and thus its currency is nearly universally accepted throughout Entar.

Platinum Shield - A platinum coin, highly prized across Andúnë. The front depicts the ancient shield of Andúnë, while the back has a dazzling sunset over a bustling harbor.

Gold Crown - This gold coin is so called due to the image of the crown of Andúnë on one side and a stylizied lion on the reverse, the symbol of the current ruling family. It is the mainstay of commerce in Andúnë, along with the Silver Lance.

Silver Lance - This popular coin depicts a proud knight on horseback bearing a lance with a laurel wreath, the symbol of honor and tradition, on the front.

Copper Galleon - A common copper coin. Stamped on one side is the insignia of the Royal Navy--the maintainers of law and order on the open sea--and a three-masted galleon on the reverse.



Elentári

Elven currency is rarely seen outise of the lands of the elder folk. Elves typically prefer to trade specialty goods with their neighbors. However, elves do make the following coins.

Platinum Orna (Tree) - The orna is slightly oval-shaped, and bears the image of a beautiful tree. Naturally, this coin is highly prized, as it is minted from platinum.

Gold Olwa (Branch) - The olwa is similar in size and shape to the orna, and depicts the branches of an ash.

Silver Lasse (Leaf) - Smaller than the gold olwa, but with the same oval shape as all elven currency. The silver lasse is engraved with a wonderfully detailed maple leaf.

Copper Ered (Seed) - Seed of Copper, or ered (seed). The small copper ered bears the picture of an acorn on either side.


Khalar

The Dwarven kingdom is the largest supplier of raw ore and refined metals, and dwarven coins are not overly uncommon in some of the larger trading cities. Platinum is not used as a measure of monatary value in Khalar.

Mithril Darâl - A darâl is a highly decorative mithril coin, etched with runes and crusted with small gems on both sides. A darâl is more like a small work of art than a coin. The dwarves pride themselves in being the only ones capable of mining and successfully refining this rare, glimmering-blue ore. Thus this highly valued coin is very hard to get due to its limited supply and its highly prized value. It is even rumoured the strange metal has has certain properties that in some cases are said to enhance some magics and in others to hinder or destroy some magics.

Gold Khâd - Engraved on the gold khâd is an intricately detailed warhammer and on the opposite side is an equally detailed battleaxe. The khâd, as well as the other coins (excluding the mithril darâl) are hexagonal-shaped.

Silver Zahil - The hexagonal zahil is a silver coin engraved with an anvil one one side and a hammer on the reverse.

Copper Felâr - This copper Dwarven coin is fairly uncommon, at least on the surface, as dwarves don't tend to make long trading trips for goods bought with copper. Nevertheless, it sees use at home, and some are found in human lands, it bears a pickaxe and a snow-capped mountain.


Valgard

Throughout Valgard's history, its inhabitants have always been close with the dragons, whom reside in the neighboring Dragon Vale. The kingdom symbol of Valgard reflects this. Is it any wonder that its money system would be based upon a dragon?

Platinum Dragon – The esteemed Platinum Dragon is Valgard’s most prized piece of currency.  Ovular in shape and one and one quarter inch in diameter, the front bears a single line representing the slit of a dragon eye.

Gold Claw – The Gold Claw is constructed as a simple circle with a splayed Dragon’s Claw covering one side, similar in size to the Platinum Dragon.

Silver Wing – The Silver Wing presents an abnormal square shape in appearance, roughly three-quarters the size of a Platinum Dragon.  A pair of wings bisected by a sword is the emblem of this particular coin.

Copper Scale – The Copper Scale is minted in a rectangular shape with rounded corners, and is slightly smaller still then the Silver Wing.  A series of smaller shapes very similar to the coins architecture flows from left to right, giving the copper the appearance of bearing small scales.


Currency of the Underdark

In the year one hundred and fifty-seven following the establishment of the Pact of the Underdark the first gathering of representatives from the seven cities of the Drow Nation took place in the land that is known as the Vanwar Barrows. During this meeting many of the issues that revolved around the unity of the Drow People of the Wastes were discussed; however only one matter was ever resolved. It was decided that a new precept would be added to the Pact of the Underdark: “Even though there shall never be a throne of the Underdark or an heir to claim it, the Drow shall forever remain a great Nation, bound by land, faith, tongue, blood and wealth. These signets shall mark their riches until the last day of this world.” Thus it was decided that there would be one and only one form of currency in the Underdark, composed of three monetary units carved from fine metals and precious stones. With the exception of the Oloth’vir, the denominations used in the Underdark lack any value as currency beyond the limits of the Drow territory; however they’re highly coveted by collectors since they’re exceedingly rare in the lands of Entar.   

Obsidian Ore’Velve: Made of the obsidian extracted from the Mines of the Island of Yanaar, the Ore’Velve is the lowest denomination of the currency system of the Underdark. Not unlike the other coins the Ore’velve is round-shaped, and it is marked with a religious signet, in this case the Black Dagger.

Bloodstone Olth’Tharael: The Olth’Tharael is unique in Entar for it is made of a crystalline gem that the Drow refer to as ‘Bloodstone’ (Rubies or Garnets in the rest of Entar); the monetary value that the Drow give to this stone is much lower than that which is given to it in Entar, however this is mostly because the gem is highly abundant in the western tunnels and caverns of the Underdark. The Olth’Tharael is marked with the signet of the Scale, and it is equivalent to twenty Ore’Velve.

Golden Oloth’Vir: This is the only coin that has any value beyond the limits of the Underdark, and it’s usually the most used by the merchants of Endlion and Ghath. The Oloth’Vir is made entirely of pure gold and it’s marked with the signet of the eclipse. Its equivalent is of five Olth’Tharael.

Adamantium Arz’Swandral: This coin was minted two centuries after the first Gathering of the cities of the Underdark as the consequence of a dispute between the heads of the city of Dashith and the three cities of the eastern block (Nev-Mizzet, Naxrammar and Endlion). Although the authorities of the six remaining cities openly refused to the existence of this fourth denomination, in the end they were forced to accept it due to its growing popularity amongst the higher classes of the Drow society. The Arz’Swandral is made entirely of the rare metal Adamantium, forged in the depths of the fiery pits of Dashith by the city’s greatest Wizards and Blacksmiths; it is round in shape, coloured silver with dark blue hues, and it carries a fourth signet that is not religious in nature: the signet of the sceptre. It is widely believed that the heads of Dashith ordered the minting of this coin as proof of their superiority in regards to other cities like Shar’oloth; however, over the years the Arz’Swandral has lost its monetary value and instead it’s now used as a way to calculate the price of Adamantium and Adamantium-made items based on the coin’s weight. Thus, if a single Arz’Swandral weighs a hundred mg and its equivalent is of two hundred Oloth’Vir, one Kg of Adamantium is most likely to be worth two thousand gold pieces. This coin is now exceedingly rare, even in the Underdark.
 



Credit to Zivilyn and Malygos (Currency of the Underdark), and Pertinax for Valgard's currency and the guide to understanding the currency
« Last Edit: February 28, 2008, 07:24:41 PM by Davin Ragal » Logged

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« Reply #5 on: November 05, 2007, 09:40:09 PM »

Entar Pricing Guide


The following is a list of average wages, prices, and rents found throughout Entar. Please note the following list is a guideline, not a rule. Prices will of course vary due to location, changes in inflation, and other factors.

Wages and Salaries
A labourer's weekly wage- 18 Silver
A soldier or mercenary's hazard pay for a single mission- 2 Gold, 5 Silver
A craftsman's, land owner's, simple clergyman's, or simple merchant's weekly income- 3 Gold
A wealthy merchant or clergyman's weekly income- 6 Gold
A nobleman's weekly income- 15 Gold

Room and Board
A night at a flophouse- 3 Copper
A night at a decent tavern- 1 Silver
A month's rent on a filthy tenement- 6 Silver
A rural home (farmhouse, cottage)- 2 Gold per month to rent, 30 Gold to purchase
An urban home (nice apartment, house)- 5 Gold per month to rent, 75 Gold to purchase
A sprawling rural estate- 7 Platinum per month to rent, 105 Platinum to purchase, 5 Gold a month for maintenance and servants
An opulent urban mansion- 10 Platinum per month to rent, 150 Platinum to purchase, 5 Gold a month for maintenance and servants

Food
A common drink at a tavern- 1 Copper
A cheap meal at a tavern- 3 Copper
A week's worth of rations able to withstand travel- 1 Silver
A meal at a fine restaurant- 1 Silver per person
Feeding a family of four for a week- 10 Silver
A serving of an expensive drink or delicacy- 3 Silver per person
A feast of delicious food feeding 100 people- 10 Gold


Armor and Attire
Peasant's Clothes- 4 Copper
Middle-class worthy clothes- 1 Silver, 4 Copper
Upper-class worthy clothes- 4 Silver
Lousy armor (home-made, in disrepair, cheap materials)- 1 Silver, 4 Copper
Decent armor (good leather armor, chain mail)- 10 Silver
Fine armor (decorative, unusual)- 10 Gold
Fancy armor (enchanted armor, mithril)- 2 Platinum, usually per enchantment

Weapons
Cheap weapons (home-made weapons, daggers, walking staves)- 3 Copper
Weapons fit for hunting (spears and bows)- 7 Copper
Battle-worthy weapons (crossbows, most swords)- 5 Silver
Fine weapons (decorative, unusual, special materials)- 5 Gold
Fancy weapons (enchanted weapons, mithril)- 1 Platinum, usually per enchantment
A quivers worth of arrows- 5 Copper

Animals and Their Equipment
Cheap horse (pony or sickly horse)- 1 Gold, plus 4 Copper a week for stabling and feed
Good horse (solid workhorse, warhorse)- 1 Gold, 5 Silver, plus 6 Copper a week for stabling and feed
Trained dogs (hunting dogs, warhounds)- 1 Gold, plus 2 Copper a week for food
Trained birds (songbirds, hunting falcons)- 10 Silver, plus 1 Copper a week for food
Cart (transports small quantities of goods, pulled by a horse)- 10 Silver
Wagon or carriage (transports passengers, large quantities of goods, pulled by two to four horses)- 3 Gold
Decent Barding (horse armor)- 1 Gold

Other Items
A wagon-load of common goods (commercial products, common raw materials)- 10 Gold
Folk cures, fake potions, or weak medicine- 6 Copper
Good medicine, medical supplies, low-powered potions- 1 Silver, 4 Copper
Highly effective medicine, effective potions- 1 Gold
Items useful for magic (magic-receptive wands and staves, spellbooks, icons for faith magic, alchemical tools)- 1 Gold



Credit to Two-Moons, adjustments by Pertinax
« Last Edit: February 28, 2008, 06:48:30 PM by Davin Ragal » Logged

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« Reply #6 on: November 05, 2007, 09:40:39 PM »

Entar Calendar and Time Keeping


There are 10 days to a week, 28 days to the month, and 12 months to the year. Annual, universal holidays occur around the equnioxes and solistices of each year, such as the Feast of All Souls Salvation (autumn equinox) and Yule (winter solstice).

While months have names*

Winter

  • Snowreap
  • Coldeve
  • Wintersebb

Spring

  • Morningthaw
  • Solclaim
  • Seedsow

Summer

  • Leafdawning
  • Verdantine
  • Thistledown

Autumn

  • Harvestgain
  • Leafcull
  • Frostfell

* These are seldom used except in official documents and by officials. For most people, using the season is good enough.

Days are referred to by "tides". Tides have approximately 6 hours each, comprising the 24 hour cycle of a day. An hour is known as a mark. Though a time is sometimes said as "Eventide in the fifth mark", clocks are a rarity and only owned by the wealthy and nobility, and so the measurement of time is not precise enough for common folk to keep at a regular base. In some towns and larger holdings a bell may be rung at each mark.

Morntide: Dawn to Midday

Noontide: Midday to Dusk

Eventide: Dusk to Midnight

Nighttide: Midnight to Dawn

The ten days in an Entarian week are named as such, many as tribute days to the Gods:

1st Day: Araday
2nd Day: Hinday
3rd Day: Lunos
4th Day: Xanday
5th Day: Velden
6th Day: Faedyl
7th Day: Kaiday
8th Day: Mecdon
9th Day: Seday
10th Day: Setrende



Credit to Zivilyn
« Last Edit: May 10, 2008, 05:32:48 AM by Davin Ragal » Logged

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« Reply #7 on: November 05, 2007, 09:40:59 PM »

Travel Times


How long will it take you to get there?


On foot a person could walk 16-32 km (10-20 miles) in a day. A highly trained and extraordinarily fit person on foot, walking a high quality paved road with a level grade could go as far as 96km (60 miles) in a 24 hour period.

A rider on horseback on an extended trip can be expected to cover 55 km (34 miles) every 24 hours in mixed weather. Harder riding could bring as much as 100 km (62 miles) every 24 hours. Relay riders among common message routes could cover as much as 321km (200 miles) in a 24 hour period due to the shorter bursts of much harder riding (think Pony Express.. and they did it, too).

A pack train (horse, oxen or mule) on an extended trip seems to average 22 km (14 miles) every 24 hours, horses average slightly faster (32km/day, 20 miles/day), while oxen are the slowest (16km/Day, 10 miles/day). It seems that in the medieval era assorted delays (poor tracks, tolls, brigands, tolls, bribes, tolls, detours, tolls, and weather, to name but a few) accounted for a significant proportion of the slow pace. Long-distance trade uses carts and pack animals but was monstrously slow, often leading to trading villages popping up along commonly used trade routes.

A cargo ship (either sail, or a sail-equipped galley) on an extended trip seems to have averaged 35km (21 miles, 18 nm) every 24 hours. For comparison, 'standard' voyage times during favorable weather of from 160 to 260 km (99-160 miles, 86-139nm) every 24 hours. The fastest ships of the time could, under the best of conditions, sail as much as 420 km (261 miles, 226nm) a day.

River barge traffic seems to average 12 km (7.5 miles) every 24 hours. Ponderously slow, to be sure, but a lot more efficient in terms of weight moved.



Credit to Zivilyn
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« Reply #8 on: November 05, 2007, 09:41:14 PM »

Horse Information


Horses, on a whole, were a major part of the economy. They were both beasts of war, royalty, and work. They connected the social classes. When RPing your character's horse, there are certain things that are just incorrect.

Do not:
*Insult another man/woman’s horse without expecting a fight.
  Horses were considered paramount in status. I’d prefer an insult to my mother than an insult to my horse.
*Kill another person’s horse - unless during war.
  Why not kill the rider instead and take the horse? No need for excess equine bloodshed, no?
*Have your character ride for miles and miles and expect his or her horse to be in tip-top shape by the time your character reaches his or her destination.
  Pretty self-explanatory, is it not?

Also, pony’s are just as sturdy (if not more so) as horses. Don’t be afraid to use those little buggers, especially for a long haul.

There are also horse mannerisms (personalities). If you have a big warhorse (most likely a warm blood Destrider), don’t expect that horse to have the same temperament as your sturdy work pony.

Oh, and my favorite: don’t run around with a stallion and expect him to be complacent. Stallions are hotheaded, lusty beasts. Just a word of caution.  Geldings (neutered male horses) are far more preferable. Mares can also be testy, but they are actually proven to be better in war.


Lasses, when riding a horse, you must realize they did not make saddles for women (unless you’re going to trollop around in a sidesaddle, which I do not recommend). The seat of the saddle was made wide for the men’s, em, larger bottoms. The pommel is going to be further up (so as to avoid painful jostling). This is all well and good, but for us ladies, these saddles are not going to do us the least bit of good.

You could go for the natural effect and ride bareback, but I wouldn’t. To remedy this problem, your character could order her own saddle be made (but she’d better have a lot of money to spare), or, she could just do what Lyadan did: buy a man’s saddle and cut it down to size.


There were Horse Guilds that trained horses for war. And let's be honest...not all horses are suitable for war ~thinks of her own four-legged friend and smirks~.

There were three breeds that outlasted the others. The destrier (strength), the palfrey (comfort) and the courser (speed).

War horses used specialized tack, especially when it came to the bridles and bits. The destrier required firmness...to respond in the intensity of battle. Bits used on destriers had long cheeks or shanks and high ports since these would provide greater leverage on the curb which exerted pressure on the horse's mouth. The reins were covered with metal plates to protect them from being cut by an opponent's sword. Wouldn't that be embarrassing?

The destrier was sometimes shod with sharp nail heads protruding so that he could trample foot-soldiers in his path. The destrier was a very potent weapon, and yet his descendants (smaller draft horses) are the mild mannered and docile work horses used today.


*A horse is adapted to eating the poorest-quality forage.  It can thrive on grasses that a cow would starve to death on.
*The first evidence of humans riding a horse (using a wooden bit) is 6,000 years old. Which near 500 years before the first evidence of the wheel.
*A horse's eyesight is about 20/33 or worse than the standard human vision of 20/20.  He can see almost 360 degrees around him with only a 3 degree blind spot at his tail.  The horse's depth and color perception is worse than humans but his night vision is much better.  Horse aren't color blind but do have less acute perception of color than humans.


Colours of a horse:

The pure colours referred to horses are bay (mahogany, blood, seal), chestnut/sorrel (dark, liver, red, black chestnut), albino, palomino (dun, cremello, 'buckskin'), black and dark blue dun (greyish). Some horses are of mixed colours, that is grey (light) type or of roan, or parti-coloured, that is piebald or striped type. Other than that there are a large number of combinations of colour signs such as iron and white-face, and variations between horsehair and body hair.

In terms of tails and manes, often times, if you have a bay, his mane and tail are more commonly going to be black.

Whites: There are variations on a white horse (which I was always taught as 'grey'). There's a dapple grey, Appaloosa (which is a breed), silver dapple or plain albino.

Grullo: A smokey colour, often has 'leg stripes' that are black.

Palomino: A silvery colour with a gold touch. There is a variation in the dun (which has a black line from its mane to its tail called a dorsal stripe).

Paints: Black/white, chestnut/white, bay/white.

Breeds that hold certain colours: Fresian (black), Pinto (paint), Lipizzaner (white), Thoroughbred (like my horse, who is a chestnut), Andalusians (more commonly grey or black)


Horse Markings:

Facial Markings (white on bay/black/chestnut/palomino): star (center of forehead), snip (tiny, between nostrils), stripe (thin, between eyes to nose), blaze (large, between eyes to nose), bald (a white face), lip (beneath nostrils, on upper lip), muzzle (whole nose).

Leg Markings: Sock (hoof to mid-leg), stocking (hoof, past knee and into thigh), pastern (hoof to fetlock - the bone that extends in a curve), coronet (just above the hoof - very small).


Tack terms:

Saddle ~ self explanatory, I would hope. In the medieval period, all saddles would be the same - that is, there was no difference between a Hunt-Seat, Dressage, etc. Except for fancy royal saddles that were used for show.
  -Saddle pads (usually one, soft pad that cushioned against leather chaffing)
  -Stirrups (I assume you understand this part....)
 
Bridle ~ Again, not so difficult. Most travelers/warriors and the like kept a halter beneath their bridles, so when they bedded down, their equine companion did not have to suffer that piece of iron in its mouth. A halter in much more flexible.
  -Noseband (buckled. Oftentimes decorated)
  -Browband (oftentimes decorated)
  -Crownpiece (behind ears)
  -Cheekpiece (buckled)
 
Reins
  -Double reins look lovely. Most often used with a three-ring bit.
  -Double reins usually mean a double bit, but not always.

Bits ~ Metal. Fitted in the horse's mouth, attached to the reins on either side of the horse's mouth.
  -Three-ring ~ Fancy, used on show/royal horses
   *Egg-butt ~ Not so common
  -Snaffle ~ Practical. Good for warhorses.
  -Curb
  -Gag

Chestplate ~ Often decorated with emblems and the sort. it connects to the saddle and girth. It keeps the saddle from slipping back, and makes for a pretty ornament.

Harnesses ~
  - The Martingal ~ controls the height of the horse's head. It's modern.
  - Chambons (sham-boe) can also be used. They connect to the bit and the saddle to create an arch in the horse's neck.
 

Girth ~ attaches saddle to horse by use of buckles. It is wise to loosen the girth when not riding, because wearing a girth is much like sporting a corset - uncomfortable.


Riding Apparel:

Not too difficult methinks. Sturdy boots with a small heel makes riding much easier. In the old days, there were no such things as 'removable spurs.' A thicker piece of leather was applied to the back of the boot, where one's heel would rest, and a permanent spur was set there. Since almost every-person rode, it was the prudent thing to do.

Some men would wear what we call half-chaps, which cover the bottom half of the leg and end just beneath the knee. It protects one's calf from painful saddle sores (which can become very sore).

Leather gloves make rein-rubs less frequent and painful.

Long cloaks were often worn while riding and splayed out on the horse's rump as well to protect and warm it (not to mention it looked quite pretty).



Credit to Lyadan
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« Reply #9 on: November 05, 2007, 09:41:50 PM »

Ships of Entar


Before I begin discussing what sorts of ships rule these coastal waters, I'd best explain a brief background. The ships in this world only need to be able to navigate coastal waters, for the most part. There are no cross-ocean boats, because all that came from the other continent were dismantled and used for building materials. All except one in M?riel. It is on display for all those who wish to see it.

In any case, though. There are two main types of ship on those waters: wind-powered, and oar-powered. Wind-powered are the most obvious, since they have sails. There are two types of sails, triangular and square. Triangular can catch wind from almost any direction. You'll want to watch ships with those sails... they can easily out-run and out-maneuver you if you're not careful. Oar-powered ships generally are owned by countries and are pirate hunters. With fifty crew being the minimum number required to sail a small war ship, it has more men on it than a fleet of most pirates. When one of these ladies hit the water, pirates run with their tail tucked between their legs. The fact that it doesn't rely on wind means that, since most pirate vessels operate on sail alone, the oar-powered ships that also use a sail can move twice as quickly as those pirates ladies.

There are three classes of ships: merchant, war, and pirates. War ships can be anything from troop transport to pirate hunters, while merchant ships are generally well known for being under-crewed. Pirate vessels... those vary greatly from captain to captain.

The Merchant Ships

Merchants almost always use the same type of boat: the cog. It is a large, flat bottomed boat (which makes it highly unusual) that is extremely buoyant. It has a pointed stern and bow, but her middle bulges out, like an egg that's pointed on both ends. It's this... bulge in the middle that allows them to store so much cargo. There's a deck atop the bottom of the boat, allowing the cargo to be shielded from the rain. A small crew and officers' quarters are generally below deck, and there are 'castles' both at the stern and the bow of the ship.

The 'castle' isn't so much a castle as it is a small tower. It is where the one or two mages are kept for the ship. They generally know things such as how to summon lightening, create water disturbances, and shoot fireballs. These mages are the Entar version of cannon, because gunpowder is no where to be found in this realm. Bowmen might also be found here, but only when there's something special aboard.

These ships are generally out to see for short periods of time, only from port to port, going the shortest distance possible to make the best time. Some cogs have been re-done to carry passengers instead of cargo. These cogs are distinguished by the double sails they use. All cogs use triangular sails, and most only have one mast.

Recently a new type of ship has been developed by the dwarves specifically for merchant use. The ships are known as Fluyts. Fluyts were invented by the dwarves around 5 years ago, then widely copied throughout the coastal areas of Entar. Fluys are cargo vessels specifically designed to be cheap to operate and able to get in and our of poor anchorages. This vessel can be sailed with a tiny crew (12 to 15 is not uncommon). Despite its large cargo capacity, the fluyt possesses a draft so shallow that it can enter rivers, coves, and small harbors inaccessible to larger craft.

These slow and unmaneuverable vessels make poor warships and horrible pirate vessels.

The War Ships

Narrow and sleek, these ships are normally highly decorated, featuring many symbols all over the wood that was used to build them. The most common symbol is on the bow of the ship, and it generally tends to be an image of a salt water nymph, and this stems from the belief that since salt water nymphs are the daughters of Baldor, the water elemental god, he will thus protect the ship, which bears one of his daughters' likenesses. The images were painted all over the fleet of ships that brought the earliest elves, humans, and dwarves to their new world, and many ships paint the exact likeness of the nymph on the last remaining ship of the fleet, in M?riel.

However, aside from the nymphs painted on these ships, there are several features that make all of them similar. These ships have a single square sail, but it is used rarely(only when the wind is blowing the direction that they need to go in), and it is removed before a battle begins, the mast and sail being lashed down, the sail going into the hold. This is so that the sail cannot be damaged by any mages the enemy might have aboard. Also, these ships are oar-powered, which means that they have massive crews. The smallest of these ships need a minimum of fifty men to man the oars and man her.

They are named according to how many banks of oars they have (the more banks, the faster they can go. Banks are oars on top of oars, manned by between one and four men). Currently, the highest they can go is two banks. This means that if two ships are the same size, the ship with more banks can go faster than the ship with fewer banks. It also increases maneuverability if there is a good man ordering those rowing. It takes years of practice to learn how to control every oarsman in the ship.

Several new types of ships have been developed recently for military use by the dwarves. These ships are very different from the traditional military war-ships, and are also relatively rare out on the waters.

The first type of ship is called a Brigantine. The brigantine is a two-masted vessel sporting a fore-and-aft mainsail and square-rigged foremast. The brigantine possesses some unique sailing qualities, and a skilled master can maneuver her with great ease and elegance.
The brigantine is a medium-sized ship with fairly potent weapon and crew capacity. They ?have teeth,? as the expression goes, but they are often worth the effort it takes to capture them. Pirates have made many a successful cruise in a captured brigantine.

The second type of ship is called a Frigate. Square-rigged frigates are excellent ships of war, fairly handy to maneuver and faster than most square-rigged ships when close-hauled. A frigate is extraordinarily useful for patrols and independent cruises. Frigates are a very new invention, only just created by the dwarves for exclusive use by the Royal Navy of Andune. With their well-drilled and professional crews, frigates are dangerous opponents at any time. Most pirates and buccaneers disappear over the horizon whenever a frigate approaches.
There are also three variations of the sloop model that are used for military purposes.

The sloop is a Dwarven designed small, fore-and-aft rigged vessel equipped with one or two square sails before the mast. The vessel became very popular in the waters of Entar when Lawrence Robinson, a famous pirate, first used one. It is extremely fast and exceptionally maneuverable - better than almost any other ship in light winds (In strong winds, though, a sloop can be considerably slower than a large ship). Under oars, the sloop can move directly into the wind. A sloop has a shallow draft, allowing it to sail over shoals with no risk.

Despite its modest size and cargo capacity, a sloop?s maneuverability is so great that many buccaneers prefer it to larger, more powerful craft. Indeed, the Andune Royal Navy has built a number of sloops for its own use as pirate hunters.
The sloop of war and royal sloop are larger variations of this vessel.

The sloop of war is a dwarves-designed fore-and-aft-rigged vessel equipped with one or two square sails before the mast. Essentially a slightly larger version of the sloop, the sloop of war is extremely fast and exceptionally maneuverable - better than almost any other ship in light winds. Under oars it can move directly into the wind. A sloop of war has a shallow draft, allowing it to sail over shoals with no risk.? Like its smaller cousin the sloop, the sloop of war makes an excellent pirate vessel. The Royal Navy deploys these vessels as escort ships and pirate hunters.

The Royal sloop is the third and final variation of the sloop. The is a larger and much tougher version of the sloop and the sloop of war. Like its smaller cousins, the royal sloop is fast and maneuverable, especially in light winds. It too is equipped with oars, allowing some movement directly into the wind.

The royal sloop is a military upgrade of the standard sloop design. It is significantly larger and has the potential to carry much more weaponry. The royal sloop makes an extremely powerful light pirate vessel. However, royal sloops are produced only for military use; if a pirate wants to get one, he?ll have to take it from the Royal Navy.

The Royal Navy charges a registration fee for the use of the brigantine, sloop, and sloop of war. If you cannot pay the fee, or are denied registration, you cannot legally sail a ship of that particular type. No one other than the Royal Navy is ever allowed to use the Frigate or Royal Sloop, unless they steal it from the Navy. Something that only three have ever tried. All three were killed in the attempt.

The Pirate Vessels

Pirate ships come in all shapes and sizes really, but I can tell you somewhat of a generalization about these ships. They are generally much smaller than the ships they take on, and their lines tend to be very sleek. They are narrow ships which hoist only one triangular sail. They might have oars, but it is very uncommon, because it means that the captain sailing that ship has bested a pirate-hunter. That in itself is quite a feat, and is rarely, if ever heard of happening. Pirates who have managed it, after all, tend to keep quiet about it. Pirate hunters are a picky lot, and they will band together to hunt if needed.

The ships are generally very quick and highly maneuverable, which are two large requirements for them to be successful. If they weren't, they wouldn't still be sailing. The crew is generally no larger than thirty, but it takes at least fifteen to make a crew worth worrying over. A cook, a sail maker, a carpenter, and a mage are all normal requirements within the crew. The mage is essentially the pirates' form of cannon, but only one will be aboard a ship. After all, war mages are highly uncommon, and even fewer are willing to be on a ship.

Over the years, two new types of Pirate ships have been developed. They are readily available in Narim, and sometimes even in Tarsis, although it is much harder to obtain one in Tarsis than Narim.

The first type is known as a pinnace. Until the advent of the sloop, pinnaces were the primary small craft of the Entar waters. Like a sloop, a pinnace is very fast, very maneuverable, and has a shallow draft that permits sailing in shoal waters. the fore-and-aft rigged pinnace carries oars, allowing it to move directly into the wind.

Pinnaces have made extremely successful pirate craft in the Entar waters, especially Daltina Bay. Though small in size and unable to stand much pounding in battle, the pinnace?s speed and maneuverability (particularly in light winds) allows them to sail rings around stronger opponents, and their shallow draft lets them sail into places where the larger ships dare not follow. At this point, pinnaces can be acquired cheaply in both Narim and Tarsis, due to the consensus opinion among most sailors that sloops are better overall ships in every way.

The second type is known as a mail runner. Mail runners are small, fast and maneuverable ships, built along the same general lines as the pinnace, but larger, and better-armed. Like the pinnace, the mail runner has a shallow draft, permitting it to operate safely in shoal waters. The fore-and-aft rigged mail runner carries oars, allowing it to move directly into the wind.

Mail runners can be very credible pirate vessels in the right hands. They are often employed as pirate hunters. Mail runners can only be obtained in Narim. They were designed specifically for pirate use, and were never produced for the Royal Navy.


Ship Customs

Hold on there, child. You don't really think that that's all there is, do you? You know naught about crew! About manning a ship! Do you even know what the Captain's really there for? I thought not. You know nothing about keeping up a ship, or about finding a true crew. Bah. You're greener than the barnacles on the royal navy! There are customs aboard a ship; duties that everyone abides by. You should learn those before you run off to do something foolish.

Flags

The flags on a ship are very important. There are many, many types of flags as well. There are country flags... generally these flags contain symbols and names of the countries. Also, when you get into pirate flags... Each pirate has their own flag see. An example, eh? Tsura. Tsura Vordana uses a blood red flag with a black flower in the center. When she hoists that flag, everyone knows who it is. Some captains are like that... known, I mean.

Of course, if a pure black flag is raised in addition to the captain's flag, it means that the ship plans to attack. The second ship then has a choice... they can strike their colors (lower them until they're only hoisted half-way) or they can raise a bright red flag in response. Striking the colors means that the ship surrenders. Normal ocean law states that the crew will not be harmed then. Raising the red flag means that she intends to fight back. Most often, there is a second black flag raised, which means that the attacking ship will grant no quarter(mercy) if the victim doesn't strike their colors before they're hit.

Common ship tactics include the simple ramming and boarding of the victim. Flags are looted first, and the captain's head is often removed from their body and placed in their flag until the flag is stained with their blood completely. Then the head is thrown overboard and the flag is kept by the winning captain as proof of their victory. These flags are highly prized.

Crews

A carpenter is the first person someone should be worried about. These highly skilled men and women can make repairs (or at least direct repairs) to a ship while she's out to sea. That's what makes them so important. For sailing ships, a sail maker is vital as well. Sometimes, the same person can do these jobs. The carpenter is also in charge of careening the ship.

Careening is one of the most dangerous things that a crew will ever have to do. It involves intentionally running the ship aground, tilting her to one side, scraping off each and every barnacle, and then switching her sides and scraping the barnacles off of that side. It has to be done, because otherwise the ship would rot under the barnacles (they also reduce speed and maneuverability). Carpenters are the most important crew member, although some mages have been specially trained in spells that will burn off the barnacles but not burn the ship. Repairs to the hull must be made at this time. Due to the fact that a crew is a sitting duck while careening, each captain has a careenage (a sheltered place to careen) where they feel the safest.

Cooks are also important, as well as coopers. Occasionally, these two will be the same person. That is a very valuable combination, and a powerful trading token.

Quartermasters are another important addition, and often, they are just as powerful as? the captain. Quartermasters are in charge of determining punishment (when needed), rationing food and grog. The captain is in charge of determining whether punishment is needed and the attacks of the other ships.

Coopers specific job is to store the food in sturdy barrels, which helps avoid leakage, and helps prevent spoilage. Coopers are highly coveted on the high seas due to the fact that their talents often help save both money and men.

Sail makers are just about the only person other than the carpenter that is an absolute must on a ship. Sail makers, as their name suggests, can make sail repairs while the ship is still out at sea. They are also adept at setting the sails up in a way that makes it very hard for enemy attacks to damage them. This is known as sailing with ?reefed? sails. Their talents often prove essential when out on the water, for very rarely will a ship voyage go so well that no damage is done to a ship?s sails.

Surgeons, although very rare, are also important for a crew. Without a surgeon the crew must rely on either the carpenter or the cook to take care of injured sailors, something that I doubt very many would like to do. However, despite the demand for them, surgeons are very rare, so most ships are forced to do without them.

The navigator is the final crew member. Navigators map out the fastest method for the crew to get from where they are to where they are going. A good navigator will also avoid any dangerous spots, and avoid areas where storms are common.

Grog and the Food

Very little stays good on the high seas, and so, the crews of these ships get used to very small and very bad meals. Many ships store only hard crackers and dried meat for their crews. Only the nicer ships that have very short runs get the better food. Grog, the most famous drink of the oceans, is a mixed drink. Rum is the most common on the ocean, and it is on many ships for the crew. The crew, in addition to their food rations, gets water rations, but more often than not, the water goes bad and becomes bitter and stale. Rum is mixed with it to cover the taste (in about a 1 ounce of rum to every 6-8 ounces of water). More complex grog recipes call for lime or lemon as well, but most ships only serve the mixture of alcohol and water.

Weaponry

Mages are the most popular form of weaponry on ships; due to that, they are very fiercely fought over. There is only one academy in Entar that trains mages specifically for ocean-life, and it is in M?riel. It trains mages to act not only as weapons, but often as surgeons as well. They learn simple charms to call winds, ways of treating broken bones and large wounds, and, of course, their offensive spells. The most common offensive spell is a fire ball, created by heating the air around their hands with energy until it lights afire and then throwing at their target. This ball of fire can also be held for a few moments, allowing any archers that might be aboard to dip the tips of their arrows in it, catching them on fire as well. Water spells are forbidden, as mages who dabble in that tend to more often sink the ship they?re on than the enemy ship.

Archers are another popular form of defense, although only merchants are really foolish enough to use them. Archers are only useful in very large numbers, and since there generally are only two or three of them aboard a ship? They tend not to be as useful in a real fight. Their arrows often cannot reach the enemy ship until it?s time to be bracing for impact, although during a fight on their ships they have been known to turn the tide of a fight.

Ships themselves don?t carry much by way of non-living weaponry, and catapults aren?t worth the effort and trouble they give, although recently the Royal Navy has developed a new model of catapult that allows for much easier reload and firing. They are in high demand, and at the moment are nearly impossible to acquire.



Credit to Myghin, Update Credit to Vyse Kagirinai
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« Reply #10 on: November 05, 2007, 09:43:05 PM »

Medieval Jobs


Stuck on what to use for an occupation for your character? That's understandable. The following is a partial list of the possible occupations someone in a medieval fantasy setting might have. This list is in no way complete and players are certainly not required to choose one from this list, but if you are hesitant to use one of the common non-professions that most people use (Mercenary, Traveler, Hunter, etc.), you may find this list helpful.

Well-paying Professions in Entar:

Almoners: ensured the poor received alms.

Atilliator: skilled castle worker who made crossbows.

Baliff: in charge of allotting jobs to the peasants, building repair, and repair of tools used by the peasants.

Barber: someone who cut hair. Also served as dentists, surgeons and blood-letters.

Blacksmith: forged and sharpened tools and weapons, beat out dents in armor, made hinges for doors, and window grills. Also referred to as Smiths.

Bottler: in charge of the buttery or bottlery.

Butler: cared for the cellar and was in charge of large butts and little butts (bottles) of wine and beer. Under him a staff of people might consist of brewers, tapsters, cellarers, dispensers, cupbearers and dapifer.

Carder: someone who brushed cloth during its manufacture.

Carpenter: built flooring, roofing, siege engines, furniture, paneling for rooms, and scaffolding for building.

Carters: workmen who brought wood and stone to the site of a castle under construction.

Castellan: resident owner or person in charge of a castle (custodian).

Chamberlain: responsible for the great chamber and for the personal finances of the castellan.

Chaplain: provided spiritual welfare for laborers and the castle garrison. The duties might also include supervising building operations, clerk, and keeping accounts. He also tended to the chapel.

Clerk: a person who checked material costs, wages, and kept accounts.
Constable: a person who took care (the governor or warden) of a castle in the absence of the owner. This was sometimes bestowed upon a great baron as an honor and some royal castles had hereditary constables.

Cook: roasted, broiled, and baked food in the fireplaces and ovens.
Cottars: the lowest of the peasantry. Worked as swine-herds, prison guards, and did odd jobs.

Ditcher: worker who dug moats, vaults, foundations and mines.

Dyer: someone who dyed cloth in huge heated vats during its manufacture.

Ewerer: worker who brought and heated water for the nobles.

Falconer: highly skilled expert responsible for the care and training of hawks for the sport of falconry.

Fuller: worker who shrinks & thickens cloth fibers through wetting & beating the material.
Glaziers: a person who cut and shaped glass.

Hayward: someone who tended the hedges.

Herald: knight's assistant and an expert advisor on heraldry.

Keeper of the Wardrobe: in charge of the tailors and laundress.

Knight: a professional soldier. This was achieved only after long and arduous training which began in infancy.

Laird: minor baron or small landlord.

Marshal: officer in charge of a household's horses, carts, wagons, and containers. His staff included farriers, grooms, carters, smiths and clerks. He also oversaw the transporting of goods.

Master Mason: responsible for the designing and overseeing the building of a structure.

Messengers: servants of the lord who carried receipts, letters, and commodities.

Miner: skilled professional who dug tunnels for the purpose of undermining a castle.

Minstrels: part of the castle staff who provided entertainment in the form of singing and playing musical instruments.

Porter: took care of the doors (janitor), particularly the main entrance. Responsible for the guardrooms. The person also insured that no one entered or left the castle without permission. Also known as the door-ward.

Reeve: supervised the work on lord's property. He checked that everyone began and stopped work on time, and insured nothing was stolen. Senior officer of a borough.

Sapper: an unskilled person who dug a mine or approach tunnel.

Scullions: responsible for washing and cleaning in the kitchen.

Shearmen: a person who trimmed the cloth during its manufacture.

Shoemaker: a craftsman who made shoes.

Spinster: a name given to a woman who earned her living spinning yarn. Later this was expanded and any unmarried woman was called a spinster.

Steward: took care of the estate and domestic administration. Supervised the household and events in the great hall. Also referred to as a Seneschal.

Squire: attained at the age of 14 while training as a knight. He would be assigned to a knight to carry and care for the weapons and horse.

Watchmen: an official at the castle responsible for security. Assisted by lookouts (the garrison).

Weaver: someone who cleaned and compacted cloth, in association with the Walker and Fuller.

Woodworkers: tradesmen called Board-hewers who worked in the forest, producing joists and beams.


Haphazard Professions (no steady income):

Artist: Pretty self explanatory. Unless he or she works for a wealthy family, income is not going to be stable. This includes playwrights, authors, painters, etc.

Bard: A professional poet and singer who composes and sings verses in honor of the heroic achievements of princes and brave men. Don't expect a big paycheck.

Jack/Jill-of-all-trades: Be specific. But this encompasses swordsmanship, navigator, bard, healer, midwife, trader (although that is rare), artisan, hunter, etc.

Messenger: Usually the Messenger was a lesser diplomat of sorts and spent his time in service to a king or local lord. When news or a response to an inquiry needed to be delivered to a rival ruling house it was the job of the Messenger to undertake the duty.

Navigator: The Navigator usually worked closely with a Cartographer. His sole job was steering vessels on a safe and even path to new destinations. Mainly they kept their bearings and charted their courses by using reference points in the skies by means of planets or stars. As they held steady positions in relation to the earth, it was often easy for a trained Navigator to practice his trade.  Navigators also worked on the ground, guiding armies, troops, diplomats and messengers through various features of terrain.



Credit to Lyadan
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« Reply #11 on: November 05, 2007, 09:43:25 PM »

Material Substances of Entar


As with all lists in the Library, with the exception of races, this list is not complete.  Other material substances can and do exist within Entar.

Note that the term "Ancients" here does not refer to a particular race, but rather the people of this world who lived long ago. Probably long before the Sundering.

Material Name:
Eris (common). Llorin (Elven)

Frequency:
Very Rare.

Description:
A crystaline substance, usually light blue in color.

Attributes:
When infused with magical energy, it repels gravity equal to the amount of magic it is infused with.

Uses:
It is said that the ancients knew how to find large quantities of this material and used it to construct flying vessels similar to naval vessels except that they flew through the skies rather than across the oceans. They placed Eris at key points (beneath supports) of these vessels and then infused the Eris with magic through a variety of techniques, causing the material to repel gravity enough to lift the vessel into the air. They then relied upon wind power to move the ships across the skies via sails. Of course, none of this technology exists any longer. But that does not mean it could not be found or recreated.

Currently it is used as jewelry. Most people are unaware that it has any other properties.

Location:
Eris is found underground in veins.



Material Name:
Tazo (common). Bretta (Elven).

Frequency:
Very Rare.

Description:
Tazo is a metal with a yellowish golden color. It is often mistaken for gold, but it is harder and has a much higher melting point.

Attributes:
Tazo naturally absorbs little bits of magical energy from the environment and stores them. Not much, however, in its natural state. It can be detected by those magically sensitive as it has a slight dweomer.

Uses:
When patterned correctly using runes and various arcane techniques, Tazo can be used to store quite a bit of magic. The ancients used them as batteries and had techniques of using them to infuse Eris with magical force. Today, mages use Tazo in the construction of various artifacts, particularly those use to store spells or energy.

Location:
Tazo is found underground in veins. Dwarves are known to mine it and use it.



Material Name:
Fvaro (common). N'kriss (Elven).

Frequency:
Extremely Rare.

Description:
Black and shiny in color, but not translucent. It is a stone that comes in a variety of twisty shapes. Fvaro is formed when lightning strikes the earth and the stars are in a particular alignment, and intense magic is present.

Attributes:
Fvaro has a dweomer and is magical. When evoked, it will glow with a bright light.

Uses:
Sometimes used by mages for illumination.

Location:
Found outdoors usually in highly magical areas, particularly in faerie rings where there has been a lightning storm recently.



Material Name:
Maronium (common). Glaris (Elven).

Frequency:
Moderately Rare.

Description:
Blue metal.

Attributes:
Ignites when it is lit on fire and stays burning even underwater. Does not require oxygen to burn.

Uses:
Makes particularly nasty flaming arrows as they stay lit inside the target's body. Wood Elves are known to employ them. Dwarves consider it largely useless since it can't be used in forging, but they collect it as waste ore when mining, and are more than willing to trade it for other metals.

Location:
Sometimes found as "pebbles" in streams. More commonly found underground in veins.



Material Name:
Daafiss (common). M'ndor (Elven)

Frequency:
Uncommon.

Description:
A yellowish colored glassy substance. It originates from tree sap like amber.

Attributes:
Unlike normal amber, Daafiss can be melted. When in its liquid state it is very easy to manipulate, much like glass.

Uses:
Elves have learned how to make glass from this substance. In particular, they have techniques that allow them to clear away the impurities and add other reagents to create very clear glass of any color or shape. Additionally, Daafiss is very tough (much like plexiglass) and does not shatter easily. Because of this, very beautiful stained glass composites are made in Elven cities or dwelling using Daafiss.

Location:
Typically located in petrified forests, or in forests where fire has occurred recently.



Material Name:
Wouire (common). Siguoe (Elven)

Frequency:
Rare.

Description:
A green substance that is incredibly hard, but brittle and heavy.

Attributes:
Wouire has hardness that Surpasses that of Mithril. Unfortuantely, it is very heavy and brittle.

Uses:
Wouire is primarily used to give weight and extreme hardness to mithril weapons, although some use it in small amounts in the making of steel weapns. Because of its weight, it is usually used in two-handed swords and large axes, as it gives them a hard edge and sufficient weight to smash through armour, but because of the mithril, the weapon is lighter than normal weapons of that size.

Location:
Wouire is a by product of the proccess used to extract mithril and can be extracted from the slag via the use of hydrochloric acid, which eats away everything but the wouire.

Credit for Wouire goes to an anonymous member.



Material Name:
Mithril (Human, Dwarven and Elven).

Frequency:
Incredibly Rare

Description:
Light silver in color.

Attributes:
Lighter than steel, but stronger than steel, Mithril is a fantastic metal for creating armor. Unfortunately it is also incredibly difficult to work with due to its high melting point and hardness. Very few Humans and Elves know how to work with it (and even fewer to obtain it). Mithril products almost always originate from Dwarven techniques. And Dwarves seldom ever trade in it as they practicaly revere the stuff. Mithril has no innate magical properties other than being incredibly hard and light.

Uses:
Armor and weapons are the primary uses it is put to, although the Dwarves also use it for crowns and jewelry, almost always owned by Dwarven nobility. Only Kings could possibly afford a crown made of Mithril. It is more valuable than almost any other metal. Mithril blades have been known to cut through steel armor and easily notch steel blades. Mithril armor easily repels steel weapons unless they are magically enhanced. Like steel (and almost all metals) Mithril may be patterned for magical enchantment using rune lore. Dwarves often do this with Mithril because it is so valuable, and therefore Mithril weapons and armor, in addition to being very tough by nature, are also often magically enchanted in some way. Not always, but often.

Location:
Mithril is only found deep underground. Only Dwarves and perhaps Drow are aware of locations where veins of it exist, and they keep this a close secret.



Material Name:
Adamantium (Human). Khormiq (Dwarven). Ahddis (Elven).

Frequency:
Incredibly Rare.

Description:
A dull silver metal in its natural state.

Attributes:
Long considered "unbreakable" the metal Adamantium is stronger even than Mithril. However it is also almost impossible to work with. Its melting point is unknown as no one has ever managed to melt this stuff. In order to forge it, the substance must be manipulated magically and "transformed" by morphing it into a liquid. This requires an intense magical source. In mass, it weighs more than steel (roughly 1.5 times the weight of steel). Substances made from Adamantium are nearly impossible to break.

Uses:
Armor, weapons, devices and jewelry. Due to the difficulty in forging it, Adamantium objects are nearly impossible to come across, however they do exist in very small quantities. Humans, Dwarves and Elves have all been known to have developed Adamantium objects. But it is usually wizards of these races that manipulate it and use it to create something. And when this occurs, they usually work in conjunction with a Smithy of exceptional skill to aid them. Vast magical resources are required to convert adamantium temporarily into a liquid, and it does not remain in this state for long. Therefore it must be molded immediately, for once it sets it cannot be altered.

Location:
Nuggets of Adamantium are very rarely discovered in streams above ground, but for the most part it exists deep underground. To this day, the only known Adamantium veins can be found deep in the mines of the Drow City of Dashith.



Material Name:
Tellacore (Human). Zyben (Dwarven). Psyrisis (Elven).

Frequency:
Very Rare.

Description:
Deep green translucent smooth crystal.

Attributes:
Magically enhances telekinesis by enabling those psionically active individuals to use it as a "mental fulcrum."

Uses:
When held by a telekinetic (and this requires some practice), it allows the telekinetic to lift three times the mass they normally could using their telekinesis. This is a "lever" or "fulcrum" technique. The stone allows the telekinetic to use it as a brace in order to increase lift. This does require concentration, and therefore limits the number of individual objects they can lift at any one time. But it also increases the lifting capacity.

Location:
Over the centuries, the substance crystalizes from the brain tissue of dead telekinetics who have used Tellacore during their lifetimes. Therefore it can usually be found in the graves of dead telekinetics who lay in graveyards or buried in the ground.



Material Name:
Pyris (Human). Graelgin (Dwarven). Velorium (Elven).

Frequency:
Rare.

Description:
Black in color, but very hard and cold.

Attributes:
Pyris naturally absorbs heat energy from the environment. Not at a high enough rate to make it useful in making things cold, but at a constant rate depending upon the amount of thermal energy surrounding it. The hotter the environment is, the faster and the more thermal energy it will absorb. If you place it within a fire, it will not put the fire out, but will absorb a certain amount of thermal energy from the fire at a very fast rate.

When submerged in water (or water is poured over it) Pyris naturally releases all of its stored thremal energy, again at a constant rate depending on how much is stored in the stone.

Uses:
Pyris is often used by travellers who possess it and know of it to boil water for cooking. A fist-sized chunk of Pyris that has been sitting in a fire for an hour or so has enough thermal energy inside of it to boil a good sized pot of water. Alchemists are known to use it as a reagent in certain potions (typically those involving heat resistance). Enchanters have been known to use it as an ingredient in the formation of alloys to create magical armor (such as shields) that are extremely resistant to fire damage.

Location:
Pyris is usually found on the tops of mountains where many forest fires have occurred over the centuries and magical energy has existed. Exactly how it forms is unknown as this has never been witnessed. Some believe that it originates from Faerie poo that has been repeatedly burned, but most wizards think this is foolishness.



Material Name:
Horus (Human). Keeruel (Dwarven). Lokar (Elven).

Frequency:
Very Rare.

Description:
Deep gray in color, it may be formed from either basalt, granite or marble.

Attributes:
Horus is infused with necromantic magical energy due to prolonged exposure to weakened areas of the ethereal realm. This causes Horus to "bleed" ectoplasmic energy and attracts spirits, usually (but not always) of a malovelent nature. Horus typically exudes a dweomer of magical evil that can be detected by those sensitive to arcane energy (such as by a detect magic spell). Those who are the servants of a God (priests and priestesses) may sense it as being evil. And normal people will simply get the willies (mild fear) being near it.

Uses:
Necromancers use Horus to aid them in summoning spirits. Evil individuals (such as vampires) may use Horus around their homes to increase the fear factor exuded by their domicile. Alchemists may grind it up and use it as a reagent in certain spells (typically those involving death magic).

Location:
Horus forms most often in ancient temples, usually to dark gods, and particuarly where necromantic magic is used.



Material Name:
Unicorn Horn (Alicorn).

Frequency:
Very Rare (only slightly more common than unicorns). This is because unicorn horns are usually around long after a unicorn is dead. Therefore they tend to build up after a while. But since unicorns are rare to begin with, the cost of unicorn horn (even a small piece of it) is the same as a piece of mithril.

Description:
As you can imagine, it looks like a unicorn horn, although just as it is with ivory, the horn may be carved. In its natural state, unicorn horn is white or off-white and formed of a long spiral with a circular base that ends at a point.

Attributes:
Unicorns are highly magical creatures, and as such have magical abilities, all related to healing and cleansing. The unicorn?s horn (called an alicorn), is able to completely purify and remove all impurities from any water or liquid upon contact. It can also be used to heal wounds, although this hurts the subject and severely exhausts the unicorn. The unicorn can also cleanse poisons from the body, although it does not use this ability freely. If sawed off, the alicorn can be used for all of the above abilities or crushed into a magical powder, making it a highly sough after item on the black market. Normal vendors do not allow the selling and purchasing of alicorn, as most think it wrong. Also to note, the unicorn is immune to anything related to darkness (be it spell or potion) and all poisons.

Uses:
Neutral and evil Mages and alchemists covet 'corn horn as a power source. No white (good) mage worth the name would ever dream of using a Alicorn since a unicorn may have been murdered to obtain it. And evil mages often find the magic of a unicorn horn is dangerous for them to use because of its innately good nature (although they may (rarely) use it anyway). As a result, it is frequently neutral mages who are willing to use it because they can overlook the death of the unicorn and aren't bothered by the intense "good" nature of the magic. It is still, however, wild and hard to control. The usual purpose for which an alicorn is put to is healing, purification and resistance to evil-based magic.

Location:
Typically located on the central forehead of a unicorn. Sometimes you might find it in a treasure trove of a dragon. Very rarely it might be encountered on a dead unicorn skeleton lying in a brier patch deep in a wild forest. These skeletons, however, are typically protected by the spirits of the forest, and dryads and nyads in the area will usually attack anyone trying to disturb a unicorn's grave.



Material Name:
Bludstone (human). Fezqew (Elven). Rachaar (Dwarven). Eelor (Drow).

Frequency:
Very Rare.

Description:
Dark amber in color, usually traced through with veins of black.

Attributes:
Converts the blood of magic using intelligent life-forms into magical energy.

Uses:
Bludstone will not transform the blood of animals into magic - only the blood of intelligent life that is capable of using magic. It is often used as a catalyst in blood-magic based alchemy. It is frequently used to create blood runes. And it is often used in sacrificial rites by evil individuals. The magic garnered from bludstone is evil in nature, and is often employed in necromantic arts.

Location:
No one is sure of how this substance forms, but it is usually found buried in clay beneath the ground where massive battles have occurred and many people have perished. Battlefields where magic was used during a major conflict are good candidates for the possible location of bludstone.



Material Name:
Ironwood (Human). Prothayl (Elven).

Frequency:
Uncommon.

Description:
Ironwood comes from Ironwood trees. As indicated by its name, this wood is as hard as iron. It can be shaped by cutting it with magical impliments, or by using steel tools, or by using diamonds.

Attributes:
Very hard wood.

Uses:
Makes great staves, clubs, supports for buildings, etc.

Location:
In forests.



Material Name:
Agualithe (Human). Azal (Elven).

Frequency:
Extremely Rare.

Description:
Smooth blue crystal with greenish highlights.

Attributes:
It is a natural dimensional sink that holds an amount of water equal to one thousand times its own mass. Thus a one pound chunk of Agualithe contains one thousand pounds of water, but weighs no more than a pound itself. It absorbs this water magically over time when it is submerged. The process of absorption is slow, usually requiring the stone to be submerged for several days before it is completely full.

Uses:
The trick is learning how to get water to come out of an agualithe. Oddly enough, the answer is sound. When sung to at a certain high frequency (which varies for each agualithe) the stone will open its dimensional interface and let the water pour forth. When the singing stops, so does the water. Thus, agualithe is inherently useful for storing water when travelling. Wood Elves and High Elves know of this stone and how to use it.

Location:
Agualithe is usually found at the bottom of deep lakes. Although finding it is usually very difficult, and not more than a few dozen of these stones have ever been known to exist in the hands of mortals on the surface.



Credit to Tellorin
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« Reply #12 on: November 05, 2007, 09:43:57 PM »

Weapons of Entar

There are a variety of weapons throughout the land, but different lands use different weapons, and different styles demand different kinds of weapons.  Here is an incomplete list of weapons and the countries that commonly use them.  This list is in no way complete and weapons that are not listed here can and do exist in Entar.

Swords are a common weapon throughout many different lands.  But there is a vast variety of types and styles.  Here are a few suggestions, although there are many, many more variants around.

Weapon: Arming Sword
Type: Single Handed Heavy Sword
Land: Andune
Description: A heavy, crucifix shaped sword with a long blade.  Wielded in one hand, and commonly used as a weapon by Knights and Men-At-Arms.  Sometimes known as a Knightly Sword or a Broadsword.

Weapon: Falchion
Type: Single Edged Sword
Land: All over
Description: A very heavy weapon, the edge of one side is curved and sharpened while the other side is blunt.  Often used by people who prefer to fight at a distance as a back up weapon, since it takes little skill to employ it?s crushing weight and power.

Weapon: Gladius
Type: Military Sword
Land: Valgard
Description: Short, wide-bladed sword used mainly for thrusting from a mass of similarly equipped troops.  One on one, it isn?t the most effective weapon.

Weapon: Flamberge
Type: Wavy Bladed Sword
Land: Valgard
Description: A sword modified so that it?s blade forms a set of waves, often used on either a rapier or longsword.  The waves make it more difficult to parry than a normal blade.

Weapon: Rapier
Type: Light Courtly Weapon
Land: Elentari
Description: A light sword with a long, thin blade and a complicated handguard.  Often carried by courtiers.  They are a thrusting weapon, and sometimes the edges are not even sharpened.

Weapon: Estoc
Type: Armor Piercing Sword
Land: Andune
Description: A heavy bladed weapon with only a point, often held like a lance.  It?s sharp point is meant to pierce even the heaviest armor.  It is also sometimes called a Tuck.

Weapon: Saber
Type: Cavalry Sword
Land: Elentari
Description: A long, curved blade with a heavy handguard.  Light Cavalry often use them as a back up weapon after a lance or spear has been broken.

Weapon: Claymore
Type: Large Sword
Land: Valgard
Description: A large two-handed sword with both edges sharpened, they are powerful but difficult to wield.  They are smaller and lighter than many other two-handed weapons, though, making them fearsome in the hands of a strong warrior.

Weapon: Zweihander
Type: Giant Sword
Land: Andune
Description: A massive two-handed sword with both edges sharpened, they are powerful but difficult to wield.  They are sometimes six feet in length, giving them extrodinary killing power but making them very difficult to fight with, and slow.

Weapon: Spadone
Type: Long Sword
Land: Andune
Description: The typical longsword.  Long and heavy enough for some major damage, but light enough to be able to engage in duels without fear that the weapon would be too slow to respond.

Weapon: Butterfly Sword
Type: Heavy Weapon
Land: Southlands (Orc Tribes)
Description: A very heavy, thick bladed weapon with strong Handguards, often with a small hook to catch other enemies blades.  They are as long as the forearm for easy concealment, and often wielded in pairs.

Weapon: Jian
Type: Straight Sword
Land: Southlands
Description: A long sword with both edges sharpened, the blade is fairly flexible allowing some unusual swordplay.

Weapon: Katana
Type: Samurai Blade
Land: Nijon
Description: The sword of the Nijon Samurai, a heavy two-handed sword with a curved blade.  Often of higher quality than other kinds of sword.

Weapon: Katar
Type: Punching Dagger
Land: Haldarc Dessert
Description: These daggers are head so that they become an extension of the fist, making them useful for punching through even heavy armor.

Weapon: Scimitar
Type: Curved Sword
Land: Haldarc Dessert
Description: A long, single edged curved blade.  Often used from horseback.



Axes are a weapon where a blade is tied on at 90 degrees to the haft, or handle.  They are often large, dangerous weapons, more powerful than a sword, and often wielded two handed.

Weapon: Battle Axe
Type: War Weapon
Land: All over, commonly by Dwarfs
Description: A single, heavy blade with a spike on top of both the haft and behind the axe head.  The blades are about 120 degrees of a circle in shape.

Weapon: Valaska
Type: Tool Turned Weapon
Land: All over
Description: A light axe often used as a tool rather than a weapon, although often pressed into that function.  They provide a small axe, hammer and walking stick in one.

Weapon: Hatchet
Type: Tool Turned Weapon
Land: All over
Description: A woodsman axe, made to cut and shape wood rather than as a weapon.  Still, more than sufficient to do a lot of damage.

Weapon: Ono
Type: Tool Turned Weapon
Land: Nijon
Description: A four foot long, heavy bladed axe.  They are uncommon, but valued for there power.


Polearms are a weapon with a long handle.  Often, they are simply extended versions of other weapons, such as axes and warhammers.  There primary function is to provide power to get through armour.

Weapon: Spear
Type: Hunting Weapon
Land: All Over
Description: A long shaft with a pointed head mounted on the top, spears are one of the oldest weapons around.  The head may be made of just about anything that will take a cutting edge.

Weapon: Quatterstaff
Type: Big Stick
Land: All Over
Description: A long piece of wood, sometimes reinforced with steel.  It is a common weapon among the peasantry and, with practice and skill, can decimate even the best armed and armored swordsman.

Weapon: Glaive
Type: Single Egded Weapon
Land: Andune
Description: A heavy, curved blade is attatched by a socket mount to the top of a six foot or longer pole.  The blade has only a single edge

Weapon: Voulge
Type: Nasty Weapon
Land: Haraldric Desert
Description: A Heavy, meat cleaver looking blade is attatched to a long handle.  The blade?s weight makes cutting with this weapon very, very powerful.

Weapon: Naginata
Type: Over Sized Sword
Land: Nijon
Description: Essentially a katana-style blade but with an extraordinarily long shaft.  They are very well balanced, allowing for spinning attacks.

Crushing Weapons weapons designed purely to smash and crush there way through armor.  They are very effective against an armored foe as they will buckle and crush the various plates of the armour.  Even if the armour is not destroyed, the blows are still quite effective.

Weapon: Warhammer
Type: Not a tool
Land: All Over
Description: A long handled hammer with a spike on the back.  Often wielded with one hand while the other carried a shied or holds the reigns.

Weapon: Maul
Type: Even Bigger Hammer
Land: All Over
Description: An even larger hammer sometimes with a wedge-shaped head.  Wielded in two hands, they are either a large block of metal or stone.

Weapon: Mace
Type: Curshing Weapon
Land: Andune
Description: Essentially a heavy club, maces come in a variety of styles and types.  They range from wooden clubs studded with flint to heavy metal weapons with spiked heads.

Weapon: Morning Star
Type: Spikey Crushing Weapon
Land: Andune
Description: A heavy metal shaft is attached to a round head, studded with inch long spikes to give it a great deal of penetrative power.  They are often put together as cheap and easy weapons.



Bows and Crossbows  are weapons meant for firing arrows and bolts at high velocity, making them an ideal long range weapon.

Weapon: Longbow
Type: Death from Way Over there
Land: Elentari
Description: A six foot long bow, fired sideways across the chest.  The draw of such a powerful weapon means that holding the weapon to aim is difficult, so drawing and aiming must be achieved at once, requiring a great deal of training and dedication.

Weapon: Composite Bow
Type: Long Range Weapon
Land: Andune
Description: A mixture of various materials allow for greater strenght and flexibility than just one, making this a powerful long ranged weapon.

Weapon: Yumi
Type: Nijon Bow
Land: Nijon
Description: A variation of a composite bow, using bamboo, wood and leather.

Weapon: Repeating Crossbow
Type: Fast Firing Weapon
Land: Andune
Description: A crossbow with a magazine.  Pulling a lever resets and reloads the weapon, making it more versatile than a normal crossbow.  However, they are less accurate and powerful than a normal crossbow.

Weapon: Arbalest
Type: Steel Crossbow
Land: Andune
Description: A very powerful crossbow, the arms of the weapon were made of steel.  This made there penetrative power awesome, but made firing them slow.



Credit to Delasoul
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« Reply #13 on: November 17, 2007, 12:28:18 AM »

More Weapons of Entar

Alfred has added a few more weapons to the list.  As always, a weapon does not need to appear on this list to exist in Entar.

Polearms:

Name: Lochaber Axe
Type: Nasty long weappon that pulls you off your horse, before spliting you open.
Land: All over.
Description: An axe mounted on a shepherds crook. The hook on one side is used to pull mounted men off their horses and the axe part is used to kill them.

Slings:

Name: Sling
Type: Hey, where did that stone come from?
Land: All over.
Description: Two braided strings, each 60 cm long, are attached to a central piece of cloth. The cloth is usually sewn in a diamond shape to hold the ammunition. The sling is then whiped around in an overhend bowling action once before being let go. The stone can then travel up to 200 metres, depending on the length of the sling. The longer the sling, the further the shot goes.

Siege Engines:

Name: Battering Ram
Type: Close range wall destroyer
Land: All over
Description: A large log, usually protected by a covering, that is used to destroy walls or doors by pounding them into rubble/splinters.

Name: Ballista
Type: Giant bow like thingy.
Land: All over, but particularly by the Yangurrans.
Description: Two torsion spings (made of twisted animal sinews) attached to a piece of wood. A piece of wood is inserted into each spring, and then attached together with a bowstring. When the bowstring is pulled back and released, large bolts or small (20 kg) stones are propelled at high speed. This is one of the most accurate siege engines built.

Name: The cheiroballista, commonly known as the scorpion.
Type: A small version of the ballista.
Land: Yangurra and Andune.
Description: A smaller version of a ballista, except that the torsion springs are steel and encased in bronze to shelter them from the weather. This small siege engine can fire a bolt at 50 m/s, making it lethal. It is commonly used against foot soldiers or in ship vs ship warfare. A crossbow is more common, although both of these have similar firing times and range, because it is smaller and more compact.

Name: Onager, but also known as the mangonel.
Type: Medium range artillery.
Land: All over.
Description: A machine powered by a single torsion spring that launches heavy projectiles via a sling.

Name: Trebuchet
Type: Long range artillery
Land: All over
Description: A gravity powered siege engine that has an incredibly long range.

Name: Siege Tower
Type: Why is that tower moving?
Land: All over
Description: A large wooden tower with wheels that is used to place men onto castle walls.

Name: Polybolos
Type: Um, should that ballista be firing that many bolts?
Land: Republic of Valgard, Andune and Yangurra.
Description: A repeating ballista, often produced in a similar size to a cheiroballista. It can fire 11 bolts a minute, but has to sacrifice range to do this.



Credit to Alfred
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« Reply #14 on: November 17, 2007, 12:28:59 AM »

Gems


Gems in Entar:

Amber
Amethyst
Aquamarine
Azurite
Cat's Eye
Coral
Diamond
Emerald
Garnet
Jade
Jet
Lapis Lazuli
Malachite
Moonstone
Obsidian
Opal
Pearl
Peridot
Rose Quartz
Ruby
Sapphire
Tiger Eye
Topaz
Tourmaline
Turquoise

How to use:
   There are two ways to harness the power of these gems; you either must be a Mage, or you must buy an already charged gem.  If a non-magical being buys an already charmed gem, they must be very careful for the gem can lose its energy at any point in time and the power only last for so long.  The power also weakens with each use.  Most of the stones have different uses and therefore require different amounts of energy and magics.  Each Mage's own powers can shine through with each stone, depending on their creativity and how they wish to use each gem.  All stones, however, must be touching the skin of the wielder, either tied around their neck or tightly grasped within their hands.

The Gems:

Amber:
•   Description: Amber, an organic gem that is generally warm to the touch, is created through the fossilization of tree resin. It is usually found in shades of yellow, red or brown. When touched by a hot metal, amber releases a sweet, resinous odor.
•   Metaphysical Powers: Amber helps remove energy blocks (such as magical blocks against the wielder) and strengthens the physical body. It also induces a state of confusion including, but not limited to: light-headedness, disorientation, etc. At this time, the wielder of the gem is able to either take advantage of the person's state and go for the striking blow, or "capture" them.  Along with this gem, water powers are bestowed, though the exact use varies by wielder. For example, some maybe be able to speak with ocean dwellers, or cause water to fall from the clouds above.
•   Location: Amber is found near the Blood Red Sea and the Azrae Ocean.
•   Source of Power: Xanthe.

Amethyst:
•   Description: Amethyst varies in color from pale lavender to a deep purple with red highlights, though Amethyst will fade if it is left in the sun for long periods of time. Although amethysts are generally abundant and rather inexpensive, the larger ones of higher quality are much more valuable.  The origin of amethyst's powers is unknown, but through time, tales have been told that these gems were used by Empaths to channel their powers.
•   Metaphysical Powers: Also known as the stone of peace and strength, when it is used, one is calmed instantly. A warm feeling is spread throughout the body, like a 'guardian angel' is watching over them.  A sense of hope and protection is instilled within them.
•   Location: Amethyst is found just south of Khur, seeping down near the Haldarac Desert and Andúnë.
•   Source of Power: Unknown.

Aquamarine:
•   Description: Aquamarine comes from the large Beryl family of gems. This gem, pertaining to its name, is a pale bluish-green color, also known as "sea green".  These gems are large – about the size of a human child's fist.  Its structure is hexagonal, meaning that this gem has four axes, three of which are of equal length.
•   Metaphysical Powers: Aquamarine, when used correctly, can create a barrier around its wielder, blocking magical (but not physical) attacks. The length of this barrier varies upon the power of its wielder.
•   Location: Aquamarine is found just north of the Haldarac Desert.
•   Source of Power: Aldaron.

Azurite:
•   Description: Azurite is one of the rougher gems, its surface more rocky than smooth. The stone is generally an azure blue color, hence its name. Its structure is monoclinic, meaning that this gem has three axes, each of them unequal in length. Two of the axes intersect at an angle. These gems are always large, about the size of a human male's palm.
•   Metaphysical Powers: Azurite is usually found in the hands of a painter. Azurite stimulates creativity in every style, whether with arts or battle. The gem helps develop insight.
•   Location: Azurite is most often found in the mines of Khalar and of the Zurgas Mountains.
•   Source of Power:  Selune.


Cat's Eye:
•   Description: Cat's eye is a soft honey brown color, though there has been mention of this gem being seen in yellow, brown, or even green shades. The stone is called 'cat's eye' because when light hits it at a certain angle, it causes a shadow effect – the outside of the stone turns a deep brown, while the center appears to become light yellow – making it look like a cat’s eye.
•   Metaphysical Powers: This gem adds to the wielder's agility, allowing the wielder to add speed to their movements.  Unfortunately, it is only a small amount of extra quickness.
•   Location: Cat's Eye is found in the Wastes.
•   Source of Power:  Talos.

Coral:
•   Description: Coral, an adjective often used to describe the color of a lady's dress, comes in many different shades. These colors include pink, red, white, and black. Dark red coral is referred to as 'oxblood' while light pink coral is called 'angelskin'.  Coral, besides being a dress shade, can also be used in jewelry or other fashion adornments.
•   Metaphysical Powers: Coral's powers change depending on the wielder. Its true power is unknown, though scholars have formulated many different ideas over time. Some say that this gem, in the hands of a pure soul, is able to cast light so brightly that the eyesight of others ceases to be.  Others say that this gem, in the hands of the darkest of souls, will pull the darkness all around their victim, cloaking them in despair as they are battered.
•   Location: The Azrae Ocean.
•   Source of Power: The source of power for this gem is unknown because its uses are too widespread.

Diamond
•   Description: The diamond is one of the most well known gems in Entar. Usually thought of as completely colorless, the diamond actually comes in an abundance of colors, each different from the other. This gem can indeed be colorless, or it could be yellow, brown, orange, blue, green, pink, black, red, and even purple.  The most common diamonds are yellow, but the most sought-after ones are colorless or the richly colored. Diamonds are incredibly hard – in fact, they are one of the hardest natural resources to be found, second only to adamantium. A diamond can only be cut with another diamond, though they can be chipped by sharp girdles. Also, diamonds are sensitive to heat if they are placed within it for too long. The heat will eventually cause the diamond to lose its original form.
•   Metaphysical Powers: With the use of a diamond, a bright light (much like with the use of coral) comes down to envelope the area and damage unholy things. The extent of damage depends on the power of the wielder. The stronger they are, the more damage they can cause.
•   Location: Diamonds are located in Anfalas and Elenion.
•   Source of Power: Aldaron.

Emerald:
•   Description: Emeralds are a deep green color, like that of a forest. These gems are extremely fragile and must be handled with care. Many of these gems have fractures that merchants try to hide with oils and such, but these fractures only prove the gem's sensitivity. Though many of these gems are slightly cracked, they are rather expensive. These gems are small, about the size of a small stone.
•   Metaphysical Powers: This gem is known to help kindle one's memories. If used correctly, one can remember far into their past. The drawback is that the wielder cannot control where in time their memory will come from. However, this stone can be used on another to "remember" any of their memories that they wish to keep hidden.
•   Location: Emeralds can be found deep within the Impregnable Forest.
•   Source of Power: Daidlin.

Garnet:
•   Description: Garnets vary in color, though most of those would recognize it in its dark brown and purplish form, it comes in mostly all others except for blue. Garnets are an overlooked gem, its beauty not standing out and therefore it is hardly found sold by merchants.
•   Metaphysical Powers: Garnet is an energy boast, in a sense. Exhaustion, a fatigue usually felt after battles, can be vanquished with the help of this gem.  Its power surges through the wielder, adding that extra bounce in their step or the extra 'oomph' in their punch. Garnet can also improve strength, a simple punch increasing in intensity. Though, this gem has been known to instill anger into its wielder against whomever they are fighting.
•   Location:  This gem is found in Khur.
•   Source of Power:  Valdriel.

Jade:
•   Description: Jade comes in a wide range of colors. It can be found, not only green, but in white, yellow, red, orange, violet, and black. Jade pieces are usually large when first found, but craftsmen grind them into smaller pieces to accent women’s jewelry or carve them into beautiful objects to be placed one's house.
•   Metaphysical Powers: The gem of protection, jade produces a barrier against both magical and physical attacks. Also, if worn, the risk of illness is lowered. With the gem placed in a home, it may be activated to protect the place in a time of need.
•   Location: Jade is located in Nijon.
•   Source of Power: Aldaron.

Jet:
•   Description: Jet is created through the fossilization of wood. It is a very smooth gem, generally found in dark shades, usually black.  This gem, for all the power it holds, is very small – it’s about the size of a human man’s thumbprint.
•   Metaphysical Powers: Jet's power is the opposite of diamond. Instead of a bright light, a dark cloud envelopes the area, damaging all that is good and holy. The cloud has been described as a suffocating smoke, or a poison that enters through the lungs set on a path to kill. Though the cloud is not known to kill, it has been known to cause great illnesses and injuries.
•   Location: The gem is found in Andúnë.
•   Source of Power: Maedhros.

Lapis Lazuli:
•   Description: Lapis lazuli, when found, looks much like a large rock. These gems are usually sawed down and polished before they are sold, but if one was to find it in rock form, the power is much stronger. The color of this gem is usually blue, but it has also been found in a violet form. The size of this gem is about the size of a man's fist before being sent to a merchant. After being sawed down and polished, they are about the size of a child's fist.
•   Metaphysical Powers: Lapis lazuli is the gem of wisdom. Place the gem upon the cover of a book, and the contents of the book is sucked into the gem, though the book has not been changed in anyway.  Then, place the gem against your temple and the knowledge from the text is pushed into your own mind. However, if wielded with dark magic, books have gone blank, their pages bare.
•   Location: This gem is found in Orlig Bluff.
•   Source of Power: Xanthe.

Malachite:
•   Description: Malachite ranges from a dark emerald green to a light, pastel green. This gem is usually small, able to fit into its wielders hand comfortably. The gem has different patterns on its surface. Sometimes it has stripes down its length, sometimes there are swirled bull's-eyes. These variations make this one of the most confusing gems because it never looks the same.
•   Metaphysical Powers: Malachite is the stone of comfort. Healers have used the stone on soon-to-be mothers while they lay in pain, birthing their children. This gem also covers up emotions, like bringing a hysterical girl back into the mind-set of a calm child.
•   Location: This gem is found in Stillwater.
•   Source of Power: Faelyn.

Moonstone:
•   Description: Moonstones come in many different colors. Some are colorless, while others are a yellowish gray, and some are even a translucent blue. Moonstones are one of the highest favored gems simply because of the old wives’ tales linked to them.  Mothers used to set moonstones next to their children’s beds before they slept, claming that this simple gem would ward off the evils of the night and keep their tiny frames safe for another night.
•   Metaphysical Powers: Moonstone is, in fact, an ancient holy power. Its power, while not entirely amazing, is the power to spot out those of an unholy nature. The gem simply lights up when it is near one of an evil mind.
•   Location: Found in Elenion.
•   Source of Power: Aldaron.

Obsidian:
•   Description: Normally found in the form of an arrowhead, obsidian is often black and sometimes grey. This gem is hardly ever smoothed down and is usually kept rough. It is used as a weapon most of the time, though some women do prefer to tie it around their necks as ornaments. Obsidian is rare and extremely hard to buy in the markets.
•   Metaphysical Powers: Obsidian is one of the more deadly gems. Deep within its core lies a deadly poison, and when this poison is released, there is not much one can do without the help of a special healer. The healers must be trained in the extracting of poison from the victim. For the poison to enter the victim's body, they must be stabbed with the sharp end of the arrowhead, directly to their heart.
•   Location: Obsidian is produced in the Wastes.
•   Source of Power: Maedhros.

Opal:
•   Description: Opal can be found in a range of colors. They can range from being colorless to being white, black, gray, red, blue, yellow, or orange. This gem is very fragile – it becomes scratched and cracked easily. In heat, it deforms. The opal, despite its fragile nature, is a very beautiful gem – when light is reflected off its smooth form, it projects a rainbow onto other surfaces.
•   Metaphysical Powers: Opals are used by many healers to cease the pain in their patient. Opals push pain out of the wielder's patient of choice. It causes the patient to feel a tingling heat throughout the body.  Healers call this heat the "Healing Heat."
•   Location: Found in Míriel.
•   Source of Power: Faelyn.

Pearl:
•   Description: Pearls, commonly seen on bracelets and necklaces gracing the skin of ladies, are known to be white, black, and softer shades of purple and blue. While most people assume that pearls are only shaped as small, little balls, they have also been known to resemble teeth. Pearls are always small.
•   Metaphysical Powers: Pearls are usually draped around a woman's neck, giving her an air of nobility and beauty. Pearls have been seen around ladies' necks for centuries, and yet the reasons why – besides making a woman look elegant – have always been hidden. Pearls are protection gems – hands that wish to do harm are pushed away from the lady's body in a harmful manner. Unfortunately though, the pearls have no effect for the women wearing them if they do not know of the power in the pearls or how to properly wield it.
•   Location: Found in and around Azrae Ocean.
•   Source of Power: Aldaron.

Peridot:
•   Description: Peridot is seen as more of a crystal than a gem. It is usually found in shades of green, yellow-green, and on the rare occasion, brown. The gem is translucent, adding to the idea of it being more of a crystal than a gem. This gem is usually very tiny, about the size of a man's thumb or a child's button nose. It’s always smooth and soft to the touch. This gem is very durable – drop it and not a scratch will mar its surface.
•   Metaphysical Powers: Peridot's power retains to nature. With the help of this gem, the wielder can force the plants around him to grow faster. Though some will say this is a useless power, it all depends on how you look at it. A starving child lost in the woods could use the gem to make berry bushes provide plenty of nourishment for him.
•   Location: Found in Elentári Woodland.
•   Source of Power: Livana.

Rose Quartz:
•   Description: Rose quartzes are generally a soft pink, like the color of a light blush upon a maiden's features. This gem is usually translucent. Much like jade, rose quartzes are also used to accent women by being made into jewelry. It is usually crafted into the form of a heart.
•   Metaphysical Powers: Rose quartzes are the love gem, promoting love and forgiveness. This gem helps to clear stored anger, resentment, jealously and fear. It has a calming affect, replacing negativity with harmony.
•   Location: This gem is located in Nijon, near the ocean.
•   Source of Power: Selune.

Ruby:
•   Description: Ruby, another gem's name used to describe the color of one's clothes, is a purplish red. This gem is small, the size of a child's palm. Very rarely is this gem larger than a child's fist.  This is another gem used often in the ways of decorating ladies with their beauty.
•   Metaphysical Powers: Ruby's control is over fire, another elemental type power. Their control over fire ranges by wielder, but they always must be near the warmth of a flame. Their powers can be anything from being able to hold flames within their hands, throwing them, or spreading them within an area.
•   Location: Found in the Zurgas Mountains.
•   Source of Power: Talos.

Sapphire:
•   Description: Sapphires come in a range of blues. From the darkest to the lightest, this gem has a monopoly on everything blue. This gem also has a huge size range – no two are exactly alike.  This gem, like the peridot, is called a crystal as well because of its translucent appearance.  When the light captures it, it causes the sapphire to cast a beautiful blue reflection.
•   Metaphysical Powers: Sapphire's power retains to ice, and thus this gem can only be used in cold, rainy (or snowy) weather. It takes the moisture from the air and freezes it, allowing the wielder to use the resulting ice as a weapon. The ice can take on many different forms, ranging from an ice dagger, to an ice spear.
•   Location: Found in the Azrae Ocean.
•   Source of Power: Jherad.


Tiger Eye:
•   Description: Tiger Eye has a yellowish brown exterior, but when the light hits its surface the center can turn grey, green, or blue, much like that of an eye (or cat's eye). This gem, however, is always large, and has been made into sculptures for homes. It’s usually shaped into the form of a tiger. When it is sold, however, it can be found in smaller pieces very easily.
•   Metaphysical Powers: The energy of a tiger, some say, envelopes the body through gem and all of the rules of combat are thrown out. The wielder becomes like an animal themselves, using hands like claws, teeth like jaws, and their whole body like a weapon. He seems to not feel the pain his component is inflicting on him until after the battle and the gem's powers have faded.  Tiger Eye is a double-edged sword, easily able to hurt the wielder as well as their opponent.
•   Location: Found in the Quegan Jungle.
•   Source of Power: Livana.

Topaz:
•   Description: In topaz's raw form, its color can be yellow, brown, pink, or red. But if it has been heated, its color closely resembles that of an aquamarine. Topaz is always found in large quantities and is usually made smaller before being sold off in a market. Topaz is incredibly durable, though it may not look like it. It does not become scratched easily, though it isn’t an uncommon occurrence.
•   Metaphysical Powers: Topazes can be used as concentrated energy. The gem feeds off of energy, sucking it out of the wielder and then thrusting it at the enemy. The result of the energy thrust ranges by how much energy is within the gem. With enough, the power will throw the opponent against a wall, a few feet back. With little energy, the gem may do no more than just knocking the opponent off-balance.
•   Location: Found in Khur.
•   Source of Power: Talos.

Tourmaline:
•   Description: A single color for tourmaline is unimaginable. The vast array of colors this gem can be found in is so broad that they cannot all be named. The colors, however, are always light in shade and translucent. The gem is much like sapphire and is often used as jewelry. The gem is also often found very small.
•   Metaphysical Powers: Tourmaline has the power of a chameleon. The gem allows the wielder to blend in with things around them, creating a camouflage. Without a proper search, the wielder could easily be overlooked. This power is highly dangerous, however. The wielder could become attached to the power and learn to crave being hidden. They do not realize how much of their own powers the gem steals away from them. If the wielder isn’t careful, they could die an early death.
•   Location: Found in Tarsis.
•   Source of Power: Valdriel.

Turquoise:
•   Description: Turquoise is a lovely shade of blue, or bluish-green, depending on how the light hits the gem. The gem is widely used in jewelry and is often found around the necks of children.  Turquoise is relatively cheap, and therefore can be seen upon many women and in many houses. This gem is usually tied to a thin piece of leather.
•   Metaphysical Powers: Turquoise’s power is not something many people get very excited about because it is so common. The power from this gem is telepathy, the ability to speak with one's mind. The power is very limited – for example, the wielder is only able to converse only with others who are wearing a turquoise. Though it doesn’t take much power to hear another’s voice in one’s mind, it does cost the wielder mentally to reach out and touch another’s mind.
•   Location: Found in Anorien.
•   Source of Power: Xanthe.



Credit: Jade Cyredanea, with help from Ataleu and Zyrphath.
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