TEXT: Terry Kevin Amthor
  ES
  Rolemaster®
  Rolemaster®
  A
  Book
  For
  ®
  Produced under license from Iron Crown Enterprises
  • THIRD EDITION •
  
  Shadow World Atlas & Encyclopædia Kulthea
  1
  THE
  MASTER
  SHADOW WORLD
  ATLAS
  AND
    ENCYCLOPÆDIA
  KULTHEA
  THIRD EDITION
  
  2
  Shadow World Atlas & Encyclopædia Kulthea
  About the Book
  This Shadow World book was composed and laid out in
  PageMaker® on a trusty Powerbook  and Power Mac ,
  both enhanced with snappy G processors.
  The text was set in Adobe® Minion, Minion Condensed
  and Minion Expert typefaces. Headers were set in Adobe
  Caslon Antique. Sidebars are in a variety of specialized faces
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  nal face designed by Robert Slimbach and derived from type
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  This book was digitally printed on an Océ  and a
  Canon  on archival quality acid-free paper.
  Made on a Mac  
  Written & Designed by
  Terry Kevin Amthor
  Proofreaders: Wyatt ‘Typo Killer’ Lavigne & Karla “Robo” McArthur, Mat-
  thew ‘Vroomfogle’ Hanson, Jay A. Howell.
  Original Muri-Elven and Dragon vocabulary: Peter C. Fenlon
  Color Maps: David & Elissa Martin
  D Renders & Photo-illustrations: TKA
  Other Illustrations: Gail McIntosh, Ellisa Mitchell, David Dorman
  ICE Contact: Pete Fenlon
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  Additional Material: Pete Fenlon, Tod Foley, Jessica Ney
  Special Contributions: Eric ‘Blpoints’ Jeffrey, Alex Borg
  Copyright © , ,  by Terry Kevin Amthor and Iron Crown Enterprises, Inc. No reproduction* or transmissions
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  Shadow World Atlas & Encyclopædia Kulthea
  3
  PART I: INTRODUCTION ................................................5
  1•Abbreviations.............................................................................. 6
  2•Keys to System Codes ................................................................. 6
  3•Key to the Beast Table Entries .................................................... 6
  4•General System Conv. Notes .................................................... 11
  PART II: THE HEAVENS..................................................15
  1•Constellations ........................................................................... 16
  2•The Kulthean Solar System ...................................................... 16
  3•The Kulthean Moons................................................................ 16
  4•Celestial Events ......................................................................... 18
  PART III: WEATHER & CLIMATE ..................................19
  1•Climate Overview ..................................................................... 20
  2•Seas ............................................................................................ 20
  3•Atmosphere & Weather ............................................................ 22
  PART IV: THE LANDS .....................................................25
  1•About the Maps ........................................................................ 26
  2•Key to the Text .......................................................................... 26
  3•Special Features ........................................................................ 28
  4•The Eastern Hemisphere .......................................................... 29
  5•Mulira ....................................................................................... 30
  6•Agyra ......................................................................................... 32
  7•Thuul......................................................................................... 34
  8•Mythenis ................................................................................... 37
  9•Jaiman ....................................................................................... 38
  10•Emer ........................................................................................ 40
  11•Iyxia ......................................................................................... 43
  12•Falias ....................................................................................... 44
  13•Kelestia .................................................................................... 46
  14•Gaalt ........................................................................................ 47
  15•Govon...................................................................................... 48
  16•Murlis ...................................................................................... 49
  17•Palia ......................................................................................... 50
  18•Folenn ..................................................................................... 51
  19•North Polar Region ................................................................ 51
  20•South Polar Region................................................................. 52
  PART V: MINERALS, GEMS, METALS ...........................53
  1•Mineral Formation ................................................................... 54
  2•Specific Stones .......................................................................... 54
  3•Gems ......................................................................................... 54
  4•Useful/Precious Metals............................................................. 57
  PART VI: PLANTLIFE ......................................................59
  1•Vegetation Overview ................................................................ 60
  2•Medicinal Herbs ....................................................................... 60
  3•Dangerous Plants...................................................................... 65
  4•Unusual & Enchanted plants ................................................... 68
  5•Poisons & Venoms .................................................................... 70
  PART VII: CREATURES ....................................................73
  1•Land & Air Arthropods ............................................................ 74
  2•Aquatic Beasts ........................................................................... 76
  3•Reptiles & Amphibians............................................................. 78
  4•Herbivorous Land Mammals ................................................... 80
  5•Carnivorous Land Mammals ................................................... 82
  6•Flying Beasts ............................................................................. 84
  7•Dragons..................................................................................... 86
  PART VIII: THE UNDEAD...............................................91
  PART VI: ARTIFICIAL BEINGS .......................................95
  1•Kæden ....................................................................................... 96
  2•Sentinels .................................................................................... 97
  3•Gogor ........................................................................................ 98
  4•Shards........................................................................................ 98
  5•Neng ........................................................................................ 101
  6•Elementals............................................................................... 102
  7•Golems .................................................................................... 103
  PART X: DEMONS OF THE ESSÆNCE........................105
  1•About Demons ....................................................................... 106
  2•Elemental Demons ................................................................. 106
  3•Thematic Demons .................................................................. 107
  4•Singular Demons .................................................................... 110
  PART XI: DEMONS OF THE VOID ..............................111
  1•The Void: an Overview ........................................................... 112
  2•The Planes of the Known Void .............................................. 112
  3•The Outer Planes .................................................................... 114
  4•The Outer Void ....................................................................... 115
  PART XI: PEOPLES .........................................................119
  1•Mortal Races ........................................................................... 120
  2•Immortal Races ...................................................................... 128
  3•Alien Races.............................................................................. 131
  PART XIII: GODS ...........................................................138
  1•Interpretation ......................................................................... 138
  2•Involvement ............................................................................ 138
  3•Lords of Orhan ....................................................................... 138
  4•Greater Spirits of Orhan ........................................................ 142
  5•Nymphs................................................................................... 144
  6•Children of Gods .................................................................... 144
  7•The Dark Gods ....................................................................... 144
  8•Dark Spirits ............................................................................. 147
  9•Local Gods .............................................................................. 148
  PART XIV: GOOD & EVIL, ORDER & CHAOS ...........149
  1•Good and Evil ......................................................................... 149
  2•Unlife Origins ......................................................................... 149
  3•Manifestations ........................................................................ 149
  4•Other ‘evil’ Forces ................................................................... 150
  5•Evil Essænce ............................................................................ 150
  6•Order And Chaos ................................................................... 150
  PART XV: ESSÆNCE & SPELLS ....................................151
  1•Essænce Barriers ..................................................................... 153
  2•Foci .......................................................................................... 153
  3•Flow-storms ............................................................................ 153
  4•Spells & Spell Lists .................................................................. 156
  5•Channeling Notes ................................................................... 159
  PART XVII: HISTORY ....................................................161
  1•The Kulthean Calendar .......................................................... 162
  2•About Time ............................................................................. 162
  3•A Timeline of History ............................................................ 164
  PART XVIII: POWERS OF NOTE .................................189
  1•Powers overview ..................................................................... 190
  2•Loremasters............................................................................. 190
  3•Navigators ............................................................................... 191
  4•The Jerak Ahrenreth ............................................................... 194
  5•Dragonlords ............................................................................ 195
  6•Heralds of Night ..................................................................... 196
  7•Individuals of Note................................................................. 196
  PART XX: APPENDICES ................................................199
  1•Languages ............................................................................... 199
  4•Vocabulary .............................................................................. 200
  2•Special Weapons & Criticals .................................................. 207
  4•Index ....................................................................................... 216
  CONTENTS
  
  4
  Shadow World Atlas & Encyclopædia Kulthea
  “If you appeal to me as a friend I’ll never forgive you; Menzies tried that. I
  didn’t mind it so much from him; he isn’t a friend.”
  T J  G B,
   Another Country
     J M
  
  Part I: Introduction
  5
  W
  • PART I •
  INTRODUCTION
  TERMS & ABBREVIATIONS
  We cleared the summit and it was as Kirin had said: ahead of us lay a wide vale, filled with
  the green of growing things. Sunlight warmed us and shimmered across a long lake ahead.
  But scattered across the valley were dark patches which raced across the rolling hills,
  sliding like ethereal snakes. They were seemingly merely shadows cast by clouds under the sun,
  but they gave me a feeling of menace; of malignant purpose. Even as I pondered this, one of the
  dark patches rose up the hillside and covered us. The sun went out, and suddenly the air held a
  chill. I have never been so afraid before or since.
  We were in the presence of the Unlife.
  From the Visions of Andraax
  Nomikos Library, Jaiman
  
  6
  Shadow World Atlas & Encyclopædia Kulthea
  1•ABBREVIATIONS
  The most commonly used abbreviations are listed here
  alphabetically according to subcategories. Note: All page ref-
  erences are to RM.
  Game Systems and Supplements
  AL/CL ............ Arms Law & Claw Law
  C&T I-III ....... Creatures and Treasures I thru III
  ChL/CpL ........ Character Law & Campaign Law
  RMC I-V........ Rolemaster Companion volumes I thru V (etc)
  RM ................. Rolemaster
  SL ................... Spell Law
  SM ................. Space Master
  Character Stats
  Ag ............... Agility
  Ap ............... Appearance
  Co ............... Constitution
  Em .............. Empathy
  Ig................. Intelligence
  In ................ Intuition
  Me .............. Memory
  Pr ................ Presence
  Re................ Reasoning
  SD ............... Self Discipline
  St................. Strength
  Wi ............... Will (see RMC I)
  Game Terms
  AT ............... Armor Type
  bp ............... bronze piece(S)
  cp ................ copper piece(s)
  Crit ............. Critical strike
  D ................. Die or Dice
  D ........... Percentile Dice Result
  DB .............. Defensive Bonus
  FRP ............. Fantasy Role Playing
  GM ............. Gamemaster
  gp................ gold pieces(s)
  ip ................ iron piece(s)
  jp................. jade piece(s)
  Lvl............... Level (exp. or spell lvl)
  MA ............. Martial Arts
  Mod ............ Modier or Modification
  NPC............ Non-player Character
  OB .............. Offensive bonus
  PC ............... Player Character
  PP ............... Power Points
  R or Rad ..... Radius
  Rnd or Rd .. Round
  RR............... Resistance Roll
  Stat ............. Statistic or Characteristic
  tp ................ tin piece(s)
  2•KEYS TO SYSTEM CODES
  The Master Atlas is filled with useful information about
  the inhabitants of the Shadow World, but one must be fa-
  miliar with the coding system used in the charts and text
  blocks in order to fully use the material.
  TASK DIFFICULTY
  Within the Shadow World books, the GM will notice that
  references to levels of difficulty are often made. This is meant
  to represent the ease or difficulty that one encounters in try-
  ing to resolve a particular problem. In terms of Rolemaster,
  the degree of difficulty translates into a bonus or subtrac-
  tion applied to the dice roll when a character tries to over-
  come the problem in question. For instance, if a character is
  trying to pick a lock, it will be much harder for him if the
  mechanism is Sheer Folly to defeat as opposed to just Rou-
  tine. Note that it will often be the case that the GM will have
  to assign a difficulty factor to a given action. The difficulty
  levels and their coincident modifiers are listed here for con-
  venience.
  Routine ......................................... +
  Easy ...............................................+
  Light ............................................. +
  Medium ......................................... ±
  Hard............................................... -
  Very Hard ...................................... -
  Extremely Hard ............................. -
  Sheer Folly ..................................... -
  Absurd ...........................................-
  Insane .......................................... -
  Difficulty levels are very flexible and handy tools for the
  GM who wants to run a game with a great deal of variety
  and flavor. The modifier applies to the resolution dice roll
  for the action and is cumulative with skill bonuses, stat bo-
  nuses, and any other miscellaneous modifiers that the GM
  deems applicable to the situation. Generally, a maneuver ei-
  ther requires a modified roll of over  to be successful, or
  the maneuver’s success is checked against the appropriate
  maneuver table found in Rolemaster.
  3•KEY TO THE BEAST
  TABLE ENTRIES
  Later sections contain descriptions for a variety of crea-
  tures and guidelines for handling them during play. Before
  attempting to use the statistics provided for each creature,
  the GM should familiarize himself with the  codes used in
  the creature tables and descriptions.
  The statistics given in this book describe typical or aver-
  age creatures. Many statistics for a given creature (animal or
  monster) are actually given for a family of related creatures.
  Individual species of such a family may be smaller, larger,
  faster, etc. In some cases, a percentage chance of special prop-
  erties (e.g., poison, flight, etc.) is given. This information is
  provided to aid in play and may not be accurate with re-
  spect to the GMs specific world system. All statistics should
  be altered to better fit the GM’s view of his own world
  scheme, if that is necessary.
  
  Part I: Introduction
  7
  These stats are of course abstracted to fit into an FRP
  environment and to speed play. Additional codes provide a
  GM with guidelines for generating creatures that vary the
  average in terms of level, hits, bonuses, etc. These additional
  statistics can of course be ignored if the GM chooses.
  These entries assume several different environments of
  activity for creatures: on land, in the water, and flying in the
  air. Some creatures which can operate in several environ-
  ments will have several sets of statistics describing their ca-
  pabilities in the various environments. In these cases, the set
  of statistics for the creature’s primary environment is given
  first.
  The following sections break down the various statisti-
  cal categories of the creature descriptions, and explain the
  codes used throughout.
  Level: The number given here is the level of an average crea-
  ture of the given type; it is primarily used for determining
  the creature’s hits, attacks, experience points and Resistance
  Rolls. If the GM desires, he may use the Level Chart below
  to vary the exact level of the creature. Roll dlOO
  (open-ended) and cross-index with the letter (Level Code)
  given in the statistics. The result is added to the average
  level to give the creature’s actual level. If a negative level is
  obtained, use level . Creatures with lower than average
  levels can be considered to be the “young” of their type,
  while those with higher than average levels can be the “lead-
  ers” or “venerable adults.”
   LEVEL CHART
  Level Code from  the Statistics
  Roll
  A
  B
  C
  D
  E
  F
  G
  H
  <01
  Young helpless creature (e.g., baby)
  -3
  01-10
  -1
  -2
  -3
  -4
  -5
  -6
  -10
  -2
  11-15
  0
  -1
  -2
  -3
  -4
  -5
  -8
  -2
  16-20
  0
  0
  -1
  -2
  -3
  -4
  -6
  -1
  21-25
  0
  0
  0
  -1
  -2
  -3
  -4
  -1
  26-35
  0
  0
  0
  0
  -1
  -2
  -2
  -1
  36-45
  0
  0
  0
  0
  0
  -1
  -1
  0
  46-55
  0
  0
  0
  0
  0
  0
  0
  0
  56-65
  0
  0
  0
  0
  0
  +1
  +1
  0
  66-75
  0
  0
  0
  0
  +1
  +2
  +2
  +1
  76-80
  0
  0
  0
  +1
  +2
  +3
  +4
  +1
  .81-85
  0
  0
  +1
  +2
  +3
  +4
  +6
  +1
  86-90
  0
  +1
  +1
  +3
  +4
  +5
  +8
  +2
  91-100
  +1
  +1
  +2
  +4
  +5
  +6
  +10
  +2
  101-140
  +1
  +1
  +2
  +5
  +6
  +7
  +11
  +3
  141-170
  +1
  +2
  +3
  +6
  +7
  +8
  +12
  +3
  171-190
  +1
  +2
  +4
  +7
  +8
  +9
  +13
  +3
  191-200
  +2
  +3
  +5
  +8
  +9
  +10
  +14
  +3
  201-250
  +2
  +4
  +6
  +9
  +10
  +11
  +15
  +3
  251-300
  +3
  +5
  +7
  +10
  +11
  +12
  +16
  +4
  >
  +
  +
  +
  +
  +
  +
  +
  +
  Movement Stats
  These movement statistics assume average quickness and
  encumbrance for the particular creature, and may be ad-
  justed as necessary for special cases.
  A creature’s actual movement rate is determined by its
  Base Rate as modified by its pace (up to its Max Pace) and
  possibly a maneuver roll using its Movement and Maneuver
  Bonus (MM Bonus). To determine a creature’s movement
  rate for a given round, the GM should first decide on the
  creature’s pace and then the base movement rate can be
  multiplied by the movement rate multiplier given in the Pace
  Chart below.
  A creature’s pace also determines how many exhaustion
  points it uses each round. A creature’s exhaustion points is
  dependent upon its Constitution; the process for determin-
  ing exhaustion points is given in the Combat Stats section
  when Constitution is discussed.
  Size: This is the size of the given type of creature: “T”=Tiny,
  “S”=Small, “M”=Medium, “L=Large, and “H”=Huge. This
  is merely an approximation of the creature’s size with Me-
  dium being approximately man-sized.
   PACE CHART
  Movement
  Normal
  Rate/Pace
  Maneuver
  Exhaustion
  Code
  Pace
  Multiplier
  Difficulty
  Pt. Cost
  Walk
  Walk
  1x
  None
  1/60 rnd
  Jog
  Fast Walk / Jog
  1.5x
  None
  1/30 rnd
  Run
  Run
  2x
  None
  1/12 rnd
  Spt
  Sprint / Fast Run
  3x
  Easy
  2/md
  FSpt
  Fast Sprint
  4x
  Light
  6/md
  Dash
  Dash
  5x
  Medium
  50/md
  Var
  Varies due to armor
  —
  —
  —
  Base Movement: A creature’s base movement rate is the dis-
  tance the creature may normally move each round at a 
  walking” pace. Base Rates less than F are given as F (usu-
  ally Tiny creatures).
  Max Pace: The pace given in the statistics is the maximum
  allowed pace for the given animal.
  MM Bonus: The MM Bonus is used if the Gamemaster re-
  quires a maneuver roll to move at paces greater than a walk.
  The GM should first total the maneuver roll and the MM
  Bonus; and then he should obtain a result from the Mov-
  ing Maneuver Table provided in Arms Law by cross-in-
  dexing this total and the normal maneuver difficulty for
  the given pace (see Pace Chart above for suggested diffi-
  culties). The result is the percentage of the creature’s move-
  ment rate which is actually covered.
  Distance Moved =
  Base Rate x Pace Multiplier x (Maneuver Roll Result/100)
  MS/AQ: A creature’s speed is given in terms of “Movement
  Speed / Attack Quickness”. Movement Speed helps deter-
  mines a creature’s “Base Defensive Bonus,” while Attack
  Quickness determines a creature’s “first strike points.” Both
  factors can be used to determine a creature’s Defensive
  Bonus (DB) in various tactical situations. The DBs given
  in this product already include the base DB, but they do
  not include any modifications for Charge/Lunge or Flee/
  Evade maneuvers.
  
  8
  Shadow World Atlas & Encyclopædia Kulthea
   SPEED CHART
  DB Modifications
  (MS)
  (MS)
  (AQ)
  (AQ)
  Base
  Flee
  Charge Initiative
  Code
  Rate
  DB
  Evade
  Lunge
  Mod
  IN
  Inching
  -25
  0
  0
  -16
  CR
  Creeping
  -20
  0
  0
  -12
  VS
  Very Slow
  -10
  0
  0
  -8
  SL
  Slow
  0
  0
  0
  -4
  MD
  Medium
  10
  5
  -5
  +0
  MF
  Moderately Fast
  20
  10
  -10
  +4
  FA
  Fast
  30
  15
  -15
  +8
  VF
  Very Fast
  40
  20
  -20
  +12
  BF
  Blindingly Fast
  50
  25
  -20
  +16
  COMBAT STATS
  Crits: This statistic indicates how critical strikes inflicted on
  the given type of creature are resolved. In some cases more
  than one of these codes apply—consult the Critical Codes
  Chart below.
   CRITICAL CODES CHART
  Critical
  Code
  Code
  Effect
  Use normal critical procedure.
  I
  Decrease critical severity by one (A is modified
  by -20, ‘B’ becomes an A, ‘C’ becomes a ‘B’,etc.).
  II
  Decrease critical severity by two (A is modified
  by -50, ‘B’ is modified by -20 on the ‘A’ column, ‘C’
  becomes an A, etc.).
  LA
  Use Large Creature Critical Strike Table.
  SL
  Use Super Large Creature Critical Strike Table.
  @
  Stun results do not affect creature.
  #
  Stun results and ‘hits/rnd’ do not affect creature.
  Base Hits: A creature’s Hits is the number of concussion hits
  that an average creature of the given type can absorb before
  falling unconscious. If the GM wishes he may use the Consti-
  tution Bonus Chart in Rolemaster to vary the exact number
  of hits that the creature can take. Note: If no letter accompa-
  nies the Hits stat there is no variation in hits or the GM may
  wish to vary hits slightly to reflect individual creatures.
  AT␣(Armor Type): The number is the equivalent
  Rolemaster␣armor type (see later in this section for a list-
  ing of the  Rolemaster Armor Types).
  DB␣(Defensive Bonus): Note that defensive bonuses include
  stat bonuses, shield bonuses, bonuses for equipment (e.g.,
  armor bonuses), and bonuses from continuous spells that
  are always applicable. A “+” after the DB indicates that other
  bonuses may apply in certain circumstances (e.g., usually
  spells such as Deflections, Bladeturn, and Displacement).
  Sh (Shield): An “N” indicates that a shield is not normally
  used, while a “Y” indicates that a shield is normally used
  and is already included in the character’s DB. Shield refer-
  ences also include quality bonuses in addition to the nor-
  mal + for a shield (e.g., “Y” means “yes, a + shield”).
  Gr␣(Greaves): “A” and “L” are used to indicate arm and leg
  greaves respectively; “N” indicates no greaves.
  Attacks: These statistics indicate how a creature attacks us-
  ing the Rolemaster tables. Usually, a number of attacks are
  given for each creature separated by slashes (“/”). Each crea-
  ture usually initiates combat using one of these attacks as
  indicated. During later rounds, the same or other attacks
  may be used depending upon the situation or success of
  earlier attacks. Each attack is usually described by the fol-
  lowing statistics.
  ) Offensive Bonus: The first number is the Offensive Bonus
  for that attack.
  ) Attack Type: The letter codes which follow the first num-
  ber indicate the attack type.
  Non-Weapon: For most non-weapon weaponry attacks, the
  first letter indicates the size of the attack:
  S = Small
  M = Medium
  L = Large
  H = Huge
  The next two (or three) letters indicate the type of non-
  weapon weaponry attack:
  Ba = Bash/Ram/Butt/Knock Down/Slug
  Cr =Crush/Fall
  Bi=Bite
  Pi=Pincer/Beak
  Cl=Claw/Talon
  St=Stinger
  Gr=Grapple/Grasp/Envelop/Swallow
  Ti=Tiny
  Ho=Horn/Tusk
  Ts=Trample/Stomp
  Msw = Martial Arts Sweeps & Throws
  Br = Brawling
  Mst = Martial Arts Striking
  Weapon: Some attacks are treated as weapon attacks using
  the following code without an attack size prefix.
  we................. General weapon used based on availability
  ba ................. battle axe
  bo ................. bola
  bs ................. broadsword
  cl .................. club
  cp ................. composite bow
  da ................. dagger
  fa .................. falchion
  ha ................. handaxe
  hb ................. halbard
  hcb ............... heavy crossbow
  ja .................. javelin
  ky ................. kynac
  lb .................. long bow
  lcb ................ light crossbow
  lk .................. long kynac
  ln .................. long knife
  ma ................ mace
  ml ................. mounted lance
  pa ................. pole arm
  qs ................. quarterstaff
  ro .................. rock(med./large crush)
  rp ................. rapier
  sb ................. short or horse bow
  sc .................. scimitar
  sl................... sling
  sp ................. spear
  ss .................. short sword
  th .................. two hand sword
  ts .................. throwing star
  wh ................ war hammer
  wm ............... war mattock
  wp ................ whip
  
  Part I: Introduction
  9
  Special Attacks:-Some attacks, such as dragon breath, are
  treated as elemental spell attacks and use the following code
  without an attack size prefix:
  FBolt = Fire Bolt
  CBall = Cold Ball
  IBolt = Ice Bolt
  FBall = Fire Ball
  LBolt = Lightning Bolt
  CCone = Cold Cone
  SBolt = Shock Bolt
  FCone = Fire Cone
  WBolt = Water Bolt
  GCone = Poison Gas Cone (varying effects)
  Unless stated otherwise, “Cones” are breath weapons that
  cover a cone-shaped area which originates from the creature’s
  mouth and extends for a length and base dimension speci-
  fied in the creature’s description. When resolving “cone” at-
  tacks, use the specified “Ball” attack table from Spell Law.
  Cones from flying beasts can be treated exactly as “Balls”
  against targets on the ground.
  Fire Breath (‘FBr’), Shock Breath (‘SBr’), and Lightning
  Breath (‘LBr’) indicate a “Bolt” attack of the given type, or a
  cone attack with half of the given OB. Ice Breath (‘IBr’) and
  Water Breath (‘WBr’) may usually only be used as bolts,
  unless specificied otherwise. Gas Breath (‘GBr’) and Cold
  Breath (‘CBr’) may usually only be used as cones.
  Other “Bolt,” “Ball” and “Cone”’ attacks are common,
  being variations on the themes presented here. For instance,
  Earth Balls would use the Cold Ball table with impact criti-
  cals, Lightning Cones would use the Fire Ball table with elec-
  tricity criticals, etc.
  A GM should feel free to use his best judgement for spe-
  cial elemental attack types. For instance, a Lightning Ball,
  could use the Fire Ball attack table with electricity crits, and
  have all criticals increased by one severity level when resolved
  against metal armor types.
  ) Additional Information: Finally, the last element in the
  attack code gives additional information concerning the
  attack pattern, number of attacks, damage, etc. Codes in
  parentheses or brackets indicate special attributes of that
  particular attack, while the other codes indicate the
  creature’s overall attack pattern. What follows is a sum-
  mary of these suffix codes.
  Nothing: If no code outside parentheses or brackets is given
  after the attack type, that attack is one of the options avail-
  able for the creature to use if it is appropriate for the situ-
  ation (as determined by the GM).
  Number: This number is the percentage chance of this par-
  ticular attack being used. All of these numbers for a
  creature’s attacks will add up to , so that one roll can be
  made to determine which attack is used.
  § — If the attack given on the left has obtained a non-Tiny
  critical, this attack occurs in the same round of combat as
  the attack which obtained that critical.
  † — If the attack given on the left has obtained a non-Tiny
  critical, this attack will occur during the next round of com-
  bat.
  (#) — If this number (#) of creatures attack as a group, this
  attack may be used. For example, () indicates that if 
  of these creatures attack as a group they may use the given
  attack.
  (#x) — This number (#) indicated how many times this at-
  tack may be made in a given round. That is, (x) is two
  attacks per round, (x) is three attacks per round, etc.
  (#D) — This number (#) indicates by how much to increase
  the concussion hit damage normally delivered by this at-
  tack. Just multiply the normal hits given by the number.
  That is, (D) is double damage, (D) is triple damage, etc.
  (Critical) — If this attack inflicts a critical, the given critical
  type (note it is in parenthesis) is used instead of the nor-
  mal critical. The critical codes are:
  S = Slash
  ST = Martial Arts Strikes
  P = Puncture
  SW = Martial Arts Sweeps & Throws
  K = Krush
  LP = Large Creature (Physical)
  U = Unbalance
  SLP = Super Large Creature (Physical)
  G = Grappling
  LS = Large Creature (Spells)
  T = Tiny Animals
  SLS = Super Large Creature (Spells)
  H = Heat
  E = Electricity
  C = Cold
  I = Impact
  B = Brawling
  [Critical] — If the attack inflicts a critical, the given critical
  type  (note it is in square brackets) is used in addition to
  the normal critical. The critical codes are as given above.
  “All” or “Both” attacks indicate that all of the other listed
  attacks may be made in the same round.
  “Poison” indicates that the attack involves the injection/in-
  sinuation of a toxin into the target, as detailed in the
  creature’s descriptive text.
  “Special” attacks are usually detailed in the Combat Section
  of the text for that particular type of creature.
  “Spell” indicates that the attack involves a spell or spell ef-
  fect, as detailed in the creature’s descriptive text.
  Varying Offensive Bonuses due to Level Differences: A
  creature’s Offensive Bonuses can vary if its level differs from
  the creature type’s average level. Multiply the difference
  between the actual level of the creature and the average
  level for its type by five. This product is then added to (or
  subtracted from) the creature’s Offensive Bonuses to ob-
  tain the creature’s actual Offensive Bonuses.
  Actual Offensive Bonus = Offensive Bonus (Lvl Difference x 5)
  ENCOUNTER STATS
  # Enc: This is the size range of a typical pack of the creatures
  when encountered in or near their lair. A pack will often
  contain a wide range of levels/ages (including some young).
  Often, only a patrol comprised of fewer members will be
  encountered away from the lair. A GM should vary the
  number encountered based upon the game situation and
  location of the encounter. If no range is given, one such
  creature is normally encountered, or the GM must deter-
  mine the number based upon the situation in his game.
  Outlook: This code is meant to be a general measure of the
  creature’s outlook, attitude, demeanor, and/or reaction/
  behavior pattern. If no code is given, such creatures ex-
  hibit a variety of behaviors. Here is a listing of the various
  outlook codes.
  
  10
  Shadow World Atlas & Encyclopædia Kulthea
  Aggres. = Aggressive and will attack if provoked or hungry.
  Aloof = Ignores other creatures unless interfered with, or attacked.
  Altru. = Altruistic, has an unselfish regard for the interests of others, often
  to the extent of risking his own safety.
  Bellig. = Belligerent, often attacks without provocation.
  Berserk = Attacks closest living creature until it is destroyed.
  Carefree = Does not believe that danger or misfortune exists for it.
  Cruel = Not only hostile, but delights in death, pain, and suffering.
  Domin. = Desires power, attempts to control or dominate other creatures.
  Good = Opposed to “evil” (e.g., those who are cruel, hostile, belligerent,
  etc.); supportive of those who are also good.
  Greedy = Will attack or attempt to steal from other creatures if the risk
  does not seem too high.
  Hostile =  Normally attacks other creatures on sight.
  Hungry = If hungry, will attack anything edible; otherwise Normal.
  Inquis. = Inquisitive and curious; will approach and examine unusual situ-
  ations.
  Jumpy = Normally bolts at any sign of other creatures.
  Normal = Watches and is wary of other creatures; will sometimes attack if
  hungry.
  Passive = Ignores the presence of other creatures unless threatened.
  Playful = Mischievous, but playful; will attempt to play with or play pranks
  on other creatures.
  Protect = Protective of a thing, place, other creature, etc.
  Timid = Skittish around other creatures, runs at the slightest hint of dan-
  ger.
  IQ: This is a measure of the monster’s reasoning and memory
  ability. The statistic is not normally given for animals since
  their actions are often based upon instinct, or very low or-
  der intelligence. The IQ codes are given in general catego-
  ries which approximate human equivalents.
  To convert from the coded categories to an equivalent
  Reasoning and/or Memory stat score, use the following In-
  telligence Chart.
  INTELLIGENCE CHART
  Re/Me
  Re/Me
  IQ Code
  Stat
  IQ Code
  Stat
  NO=none
  Instincts
  AV=average
  35-65
  VL=very low
  1-5
  AA=above avg
  50-77
  LO=low
  3-12
  SU=superior
  60-86
  LI=little
  7-25
  HI=high
  80-98
  IN=inferior
  13-40
  VH=very high
  94-99
  MD=mediocre
  23-50
  EX=exceptional
  100-102
  ROLEMASTER SKILL LISTING
  Rolemaster is a skill based system. Each character and
  NPC is described not only by his vital statistics (such as
  Strength, Constitution, etc.) but also by the skill bonuses
  which he has earned. These values usually run between -
   (i.e., a percentage scale), but powerful characters or char-
  acters who have intensely developed a skill may have values
  over .
  If no skill bonus is given for a character, it indicates that
  he/she has no skill ranks for that skill. It is entirely possible,
  however, that the character’s stat, level, and/or profession
  bonuses would still give that character a bonus for that skill.
  Certain skills are not specifically described in Rolemaster
  because they are seldom used in a normal campaign (e.g.,
  administration, crafting, architecture, etc.). These skills are
  merely used to give an idea of character skills developed
  outside of an adventuring environment.
   SKILL TABLE
  Primary Skills
  Abbr
  Name
  Stat Mod(s)
  Type
  none
  Melee
  ST/ST/AG
  hand to hand attack
  none
  Missile
  AG/AG/ST
  bows, slings, etc.
  DB
  Defensive Bonus
  QU
  DB derived from
  shields, magic,
  adrenal def., etc
  Climb
  Climbing
  AG
  Primary Skill
  Swim
  Swimming
  AG
  Primary Skill
  Ride
  Riding
  EM/AG
  Primary Skill
  DTraps
  Disarm Traps
  IN/AG
  Primary Skill
  PLock
  Pick Locks
  IN/RE/AG
  Primary Skill
  S&H
  Stalking&Hiding
  AG/SD
  Primary Skill
  Perc
  Perception
  IN/IN/RE
  Primary Skill
  Rune
  Read Runes
  EM/IN
  Primary Skill
  S&W
  Staves&Wands
  EM/IN
  Primary Skill
  Chan
  Channeling
  IN
  Primary Skill
  DSp
  Directed Spells
  AG
  Primary Skill
  Amb
  Ambush
  none
  Primary Skill
  Li
  Linguistics
  none
  Primary Skill
  AMov
  Adrenal Moves
  PR/SD
  Primary Skill, 5 kinds
  ADef
  Adrenal Defense
  none
  Primary Skill
  MAst
  Martial Arts Strikes
  ST/ST/AG
  Primary Skill
  MAsw
  M.A. Sweeps&Thr.
  AG/AG/ST
  Primary Skill
  BDev
  Body Development
  CO
  Primary Skill
  Secondary Skills
  Abbr
  Name
  Stat Mod(s)
  Type
  Acro
  Acrobatics
  AG/QU
  Secondary Skill
  Act
  Acting
  PR/EM
  Secondary Skill
  Admin
  Administration
  RE/PR
  Develop as Meditation
  AnimH
  Animal Healing
  EM/RE
  Secondary Skill
  AnimT
  Animal Training
  EM/PR
  Develop as Herding
  Appr
  Appraisal
  RE/ME
  Develop as Music
  Arch
  Architecture
  RE/EM
  Dvlp as Mathematics
  AthG
  Athletic Games
  ST/AG/QU
  As Acro. (Fghtrs at 1/4)
  Cave
  Caving
  SD/RE
  Secondary Skill
  Chem
  Chemistry
  RE/ME
  Develop as Cookery
  Cont
  Contortions
  AG/SD
  Secondary Skill
  Cook
  Cookery
  IN/RE
  Secondary Skill
  Craf
  Crafting
  AG/SD
  Develop as Fletching
  Dance
  Dance
  AG/IN
  Secondary Skill
  Dipl
  Diplomacy
  RE/EM
  Develop as Falsification
  Div
  Diving
  SD/AG
  Secondary Skill
  Fals
  FalsiWcation
  SD/RE
  Secondary Skill
  FAid
  First Aid
  SD/EM
  Secondary Skill
  Flet
  Fletching
  AG/SD
  Secondary Skill
  For
  Foraging
  IN/ME
  Secondary Skill
  Fren
  Frenzy
  EM/SD
  Secondary Skill
  Gamb
  Gambling
  ME/PR
  Secondary Skill
  Herd
  Herding
  EM/PR
  Secondary Skill
  Lead
  Leadership
  PR/RE
  As Acting (Fighters 1/3)
  LWork
  Leather Working
  AG/RE
  Secondary Skill
  Math
  Mathematics
  RE/ME
  Secondary Skill
  Med
  Meditation
  PR/SD
  Secondary Skill
  Mus
  Music
  AG/EM
  Secondary Skill
  Nav
  Navigation
  RE/IN
  Secondary Skill
  PSp
  Public Speaking
  EM/PR
  Secondary Skill
  RMas
  Rope Mastery
  ME/AG
  Secondary Skill
  Row
  Rowing
  SD/St
  Secondary Skill
  Sail
  Sailing
  EM/IN
  Secondary Skill
  Sed
  Seduction
  EM/PR
  Secondary Skill
  Sig
  Signaling
  ME/SD
  Secondary Skill
  
  Part I: Introduction
  11
  Sing
  Singing
  PR/IN
  Secondary Skill
  Ski
  Skiing
  AG/SD
  Secondary Skill
  Smith
  Smithing
  ST/AG
  Secondary Skill
  SpMas
  Spell Mastery
  varies
  Secondary Skill
  Star
  Stargazing
  IN/ME
  Secondary Skill
  Stone
  Stonecarving
  SD/AG
  Secondary Skill
  S&T
  Strategy&Tactics
  IN/RE
  As Frenzy (Fighters 1/3)
  Subd
  Subduing
  AG/QU
  Secondary Skill
  Track
  Tracking
  IN/RE
  Secondary Skill
  Trad
  Trading
  RE/EM
  Secondary Skill
  TrapB
  Trap-building
  RE/EM
  Secondary Skill
  Trick
  Trickery
  PR/QU
  Secondary Skill
  Tumb
  Tumbling
  AG/SD
  Secondary Skill
  Wea
  Weather Watching
  IN/EM
  Secondary Skill
  Wood
  Woodcarving
  AG/EM
  Secondary Skill
  NOTE: Costs for “Primary Skills” are given in Section .
  of Ch&CaL; and costs for “Secondary Skills” are given in
  Section . of Ch&CaL.
  4•GENERAL SYSTEM
  CONVERSION NOTES
  Although Shadow World is designed primarily for use
  with Rolemaster, it can be converted for use with most ma-
  jor fantasy role playing systems. Below is a method for such
  conversion, using the Rolemaster Stats as a base.
  Rolemaster uses the percentile (D) terms as a foun-
  dation, since conversion to D, D, and D can be
  achieved with relative ease. (See below for a handy conver-
  sion chart.) Characteristics (stats) are also detailed in one
  particular manner; again, simplicity and consistency have
  been emphasized, and conversion to your game system
  should be relatively painless.
  When using this supplement with your FRP campaign,
  be careful to note the character statistics before beginning
  play. Should any adjustments need to be made, you may wish
  to consider the following guidelines. The material provided
  is in terms of percentages and is intended to give the reader
  a relatively clear picture of the strengths and weaknesses of
  the individuals and creatures discussed. Most FRP systems
  will relate to the data, and conversion should be simple; re-
  member, however, that there are dozens of role playing rules
  and the changeover from the statistics given here may be
  troublesome.
  CONVERTING HITS AND BONUSES
  • When converting percentile values to a - system a simple
  rule is: for every + on a D scale you get a + on a D.
  • The concussion hit numbers found in this module repre-
  sent general pain and system shock. They include bruises
  and small cuts rather than wounds. Critical strike damage
  is used to describe serious wounds and fatal blows. The hit
  figures shown here are less important than those used in
  game systems where death occurs as a result of exceeding
  one’s available hits. Should you use a game system that
  employs no specific critical strike results, such as Dungeons
  and Dragons®, simply double the number of hits your char-
  acters take or halve the hit values found here.
  CONVERTING STATISTICS
  All the statistics and numerical information used in this
  atlas are expressed on a closed or open-ended scale with a -
   base. They are designed for use with percentile dice
  (D). Use the chart below to derive appropriate bonuses
  or to convert the - numbers to figures suitable for non-
  percentile systems.
  The Conversion Process
  Ten stats are used to describe each character detailed in
  Rolemaster. Should you use a character development sys-
  tem with different characteristics and/or an alternative num-
  ber of stats, simply follow these steps:
  ) Assign the appropriate stat from your FRP system to the
  value given beside the analogous characteristic listed in the
  module. If your rules use fewer stats, you may wish to av-
  erage the values for those combinations of factors which
  contribute to a characteristic found in your system (e.g.,
  dexterity = an average of quickness + agility). Should your
  guidelines utilize more stats to describe part of a charac-
  ter, you may wish to use the value provided for more than
  one “corresponding” characteristic (e.g., you might use the
  value assigned to constitution for both endurance and
  durability). The following is a chart listing some examples
  of equivalent stat terms:
  STRENGTH: power, might, force, stamina, endurance, con-
  dition, physique, etc. Note that the vast majority of sys-
  tems include strength as an attribute.
  AGILITY: dexterity, deftness, manual skill, adroitness, ma-
  neuverability, stealth, dodging ability, litheness, etc.
  QUICKNESS: dexterity, speed, reaction ability, readiness, etc.
  CONSTITUTION: health, stamina, endurance, physical re-
  sistance, physique, damage resistance, etc.
  SELF DISCIPLINE: will, alignment, faith, mental strength
  or power, concentration, self control, determination, zeal,
  etc.
  EMPATHY: emotional capacity, alignment, wisdom, manna,
  magical prowess, bardic voice, etc.
  REASONING: intelligence, learning ability, study ability,
  analysis rating, mental quickness, logic, deductive capac-
  ity, wit, judgement, I.Q., etc.
  MEMORY: intelligence, wisdom, information capacity, men-
  tal capacity, recall, retention, recognition, etc.
  INTUITION: wisdom, luck, talent, reactive ability (mental),
  guessing, ability, psychic ability, insight, clairvoyance, in-
  spiration, perception, prescience, etc.
  PRESENCE: appearance, level-headedness, panic resistance,
  morale, psychic ability, self control, vanity, perceived power,
  mental discipline, bardic voice, charisma, etc.
  ) Convert the statistical value of the assigned characteris-
  tics to numbers appropriate for your game. If your FRP
  system uses percentage values, no change should be neces-
  sary. If not, use the conversion table.
  
  12
  Shadow World Atlas & Encyclopædia Kulthea
  CONVERTING COMBAT ABILITIES
  All combat values are based on Arms Law/Claw Law. The
  following guidelines will also aid conversion.
  ) Strength and Quickness bonuses have been determined
  according to the Stat Conversion Table below. Note the stats
  you are using and compute these bonuses using the rules
  under your system;
  ) Combat adds based on level included here are: +/level
  for Fighters and Rogues, +/level for Thieves and Warrior
  Monks, and + /level for Bards, Monks and Rangers. Sim-
  ply take the level of the character, note his character class
  (or equivalent under your system), and compute any of-
  fensive bonuses (due to level) appropriate for your game.
  Note that the bonuses other than those mentioned under
  Armor Type are “offensive” adds.
  ) If your system is based on Skill Levels (or other skill in-
  crements), use the offensive bonus as given. You may have
  to convert the add to a non-percentile value.
  ) Armor Types given are based on the following breakdown:
  Armor
  Covering
  Type
  Description
  1
  Skin (or light/normal clothing)
  2
  Robes
  3
  Light Hide (as part of body, not armor)
  4
  Heavy Hide (as part of body, not armor)
  5
  Leather Jerkin (pliable leather)
  6
  Leather Coat
  7
  Reinforced Leather Coat
  8
  Reinforced Full-Length Leather Coat
  9
  Leather Breastplate
  10
  Leather Breastplate and Greaves
  11
  Half-Hide Plate (as part of body, not armor)
  12
  Full-Hide Plate (as part of body, not armor)
  13
  Chain Shirt
  14
  Chain Shirt and Greaves
  15
  Full Chain
  16
  Chain Hauberk
  17
  Metal Breastplate
  18
  Metal Breastplate and Greaves
  19
  Half Plate
  20
  Full Plate
  Simply look at the armor description and substitute the
  appropriate armor type/class from your FRP system;
  ) Defensive bonuses are based on the NPC’s quickness bo-
  nus as computed in the Stat Conversion Table. Where the
  defensive bonus is in parentheses, the value also includes
  the added capability of a shield (an extra  for non-magic
  normal shields, plus any value for magical enhancement).
  In such a case, simply note that there is or is not a shield,
  and if there is, what type.
  CONVERTING SPELLS
  Spell references provided here are in the form of “lists,”
  groupings of related spells. Each list has a common theme
  and normally will have a different but related spell at each
  level. For instance, knowledge of “Fire Law” to tenth level
  would result in the acquisition of  similar fire-based spells,
  one of each level from one to ten. Whether the spell user
  could effectively cast these spells would be up to the GM,
  the system, and the caster’s level or degree of skill. FRP sys-
  tems using rules which provide for the learning and devel-
  opment of spells through “colleges” or along specialized lines
  employ concepts similar to those used in this atlas.
  Many systems, however, dictate that player characters or
  NPCs undertake to learn but one spell at a time, often with
  no requirement that its subject matter/effect relate to a par-
  ticular background or pattern. Converting the NPC spell lists
  to individual spell counterparts will be more difficult, but
  can be achieved with relative ease using the following guide-
  lines:
  ) Look at the NPC’s spell lists and note the various names
  for the groupings. Each name will indicate what type of
  spell specialization the NPC has followed (e.g., the “Fire
  Law” list indicates a preference for fire-oriented spells);
  ) Note the NPC’s level and determine the number of spells
  or spell groupings he/she would have under your game
  system. Also consider the level of power of accessible spells
  the NPC would have (e.g., a th level magician under your
  rules might have a maximum of  spells—two rd level
  spells, three nd level spells, and three st level spells).
  ) Select spells from your system appropriate for a spell user
  of the NPC’s level and profession, keeping in mind that
  the preferences indicated in the module should be followed
  where possible.
  A NOTE ON LEVELS
  When using certain “level-systems,” a GM may find that
  the levels provided make characters too powerful for his
  world system. If this is the case, multiply the levels given by
  . or . depending upon your situation. This would reduce
  a th level character to a th level or th level character
  respectively. Remember to reduce appropriate bonuses ac-
  cordingly.
  SKILL BONUSES
  General skill bonuses can be obtained by taking the level
  of the character and calculating the appropriate bonus un-
  der the system being used. An NPC’s bonus, as noted above,
  will be based on a compilation of level, his weapon and/or
  other items, the relevant stats, and skill levels. The normal
  bonus derived from skill development has been computed
  as follows:
  ) where the skill level is zero the bonus is -, a reflection of
  basic unfamiliarity;
  ) a bonus of + is awarded for skill level one (a + jump);
  ) for each skill level between one and ten an additional +
  bonus is applied (e.g., skill level nine yields +);
  ) for skill levels eleven through twenty the additional bo-
  nus is + (e.g., skill level nineteen yields +);
  ) for skill twenty-one through thirty an additional bonus
  of + per level is awarded (e.g., skill level twenty eight yields
  +); and
  
  Part I: Introduction
  13
  ) a bonus of +/ is given for each skill level above thirtieth
  level (e.g., skill level thirty-four yields +).
  STAT CONVERSION TABLE
  1-100
  D100
  D20
  3-18
  2-12
  Stat
  Bonus
  Stat
  Stat
  Stat
  102+
  +35
  +7
  20+
  17+
  101
  +30
  +6
  19
  15-16
  100
  +25
  +5
  18
  13-14
  98-99
  +20
  +4
  17
  12
  95-97
  +15
  +3
  16
  —
  90-94
  +10
  +2
  15
  11
  85-89
  +5
  +1
  14
  10
  75-84
  +5
  +1
  13
  9
  60-74
  0
  0
  12
  8
  40-59
  0
  0
  10-11
  7
  25-39
  0
  0
  9
  6
  15-24
  -5
  -1
  8
  5
  10-14
  -5
  -1
  7
  4
  5-9
  -10
  -2
  6
  3
  3-4
  -15
  -3
  5
  —
  2
  -20
  -4
  4
  2
  1
  -25
  -4
  4
  2
  A NOTE ON STATS ABOVE 102
  Rolemaster provides bonuses and PP/level’s for stats up
  to . Due to the special powerful nature of the characters
  presented in the Shadow World (e.g., Lords of Essænce, Gods,
  Dragonlords, etc.), stats are often included that exceed .
  The chart below provides the bonus and PP/level values that
  were used to calculate the capabilities and bonuses for the
  characters in the Shadow World. Round down if a fraction
  results (e.g., for a stat of , the normal PP/lvl is . rounded
  down to ).
  PP/level
  Stat
  Bonus
  Normal
  ‘God’
  100
  25
  3
  3
  101
  30
  3
  3
  102
  35
  4
  4
  103
  40
  4
  5
  104
  45
  5
  6
  105
  50
  5
  7
  106
  55
  6
  8
  107
  60
  6
  9
  108
  65
  7
  10
  109
  70
  7
  11
  110
  75
  8
  12
  110+
  +5/stat pt.
  +.5/stat pt.
  +1/stat pt.
  CONVERTING RM2 TO RMSS
  There are few actual system differences between Role-
  master Second Edition and the Rolemaster Standard System.
  Conversion information can be found in the RMSS GM Law
  book.
  Emerian Empire Ruins
  
  14
  Shadow World Atlas & Encyclopædia Kulthea
  Eidolon City at night
  
  Part Two:  The Heavens
  15
  A
  • PART II •
  THE HEAVENS
  After dinner, Jad and I decided to go out and enjoy the Ormian evening. We made
  our way out of the dining room of our quarters, Jad taking an open bottle of
  Chardonnay and a pair of glasses on the way.  After wandering along a loggia and into
  one of the many gardens, we decided to sit on a stone bench near an arbor. It was a fine
  night: cool but not yet cold, with a gentle wind and a clear sky above. Orhan was new
  of course on the first night of the month, so the stars were bright overhead. Music and
  voices from the surrounding residential complex were but a faint murmur around us.
  “Present your glass, cousin!” Jad said, waving the bottle. After he filled both
  goblets, he raised his. “To us!”
  I felt that familiar ache in my chest. “To us, my friend.”
  We drank in silence for a time, staring at the stars. Jad refilled our glasses. “I’ve
  been studying constellations in my spare time.” He ventured.
  “Really? What do you see?” I moved next to him so I could follow Jad’s point-
  ing finger; our shoulders touched.
  “Well, there is Teris’ shield, and there’s the Twins: Kieron and Jaysek, and Cay
  with his spear, and that cluster is Baeris’ Tears.”
  “You have learned a lot.”
  “Kyan Kim taught me some of them.”
  “Oh.” I felt my throat constrict. I was dizzy from the wine... perhaps we should go
  inside, I thought...
  Kalen Avanir
  From his journals
  
  16
  Shadow World Atlas & Encyclopædia Kulthea
  1•CONSTELLATIONS
  The night sky—when not dominated by bright Orhan—
  is thick with stars. Many cultures have perceived patterns in
  the groupings and even imagined that they delineate im-
  ages of the gods or other beings. Because of the variable night
  sky depending on location and season, different civilizations
  give many different names to these perceived patterns; too
  many to mention all here. The GM may wish to design some
  simple charts and assign patterns if they have bearing on a
  particular campaign or group. However it is worth noting
  that many of the Elven races of the northern Hemisphere
  have named constellations after the various Lords of Orhan.
  2•THE KULTHEAN
  SOLAR SYSTEM
  Kulthea’s diameter is approximately , miles, mak-
  ing its circumference about , miles. Though it is the
  seventh planet of fifteen, its orbit (averaging  million miles
  from the sun) places it well within the normal limits for a
  viable carbon-based life form ecosphere about a G-type star.
  The planets in four of the first five orbits are very small.
  (Some might be errant asteroids from the belt which circles
  in the fourth orbit). The sixth planet is sizable, with a ,
  mile diameter, but the surface is hidden beneath a dense
  cloudcover and is probably uninhabitable. The eighth planet
  is also of reasonable size (about , miles in diameter),
  but its thin atmosphere is too rarified to support humanoid
  life. The remaining planets are gas giants—numbers nine
  and twelve in particular have elaborate ring systems—out
  to number fifteen, Vuul, which is a rock world slightly smaller
  than Kulthea.
  Most of the nearby planets are visible in the Kulthean
  night sky at various times. As with the constella-
  tions of stars, diverse Shadow World cultures have
  their own names for these glimmering celestial
  bodies.
  3•THE KULTHEAN
  MOONS
  The world holds in orbit five moons: one is very
  large and close, presenting an easily discernible disk.
  The other four moons are relatively small and more
  distant, with less visible disks. (The smallest is in
  fact a satellite of the largest moon, not of the world
  itself.) Orbiting nearly on the equator five times
  per year, the largest moon has regular and notice-
  able phases and profound effects on the tides of
  the world. The others have less tidal effect, but in
  conjunction the five act to create very strong and
  varying ocean currents and weather systems.
  Anyone with a modicum of knowledge of phys-
  ics observing this planetary system would quickly
  find themselves chagrined to discover that it obeys
  no normal laws. Indeed, the gravitational power of
  Orhan and Kulthea should have long ago ripped
  Charón from it’s inexplicable orbit and torn it to
  The Planets
  Following is a list of the fifteen planets and their names (in
  Iruaric, as known to the Loremasters).
  Name
  Diameter
  Type
  Ds. fr Sun*
  Year†
  . Kuluth
  ,
  Rock
  
  d
  . Rhogan
  ,
  Rock
  
  d
  . Thasia
  ,
  Rock
  
  d
  . (Asteroid Belt)
  —
  (Rock)
  
  (d)
  . Ithaneus
  ,
  Rock
  
  d
  . Nemeris
  ,
  Rock
  
  d
  . Kulthea
  ,
  Rock
  
  d
  . Liis
  ,
  Rock
  
  d
  . Ombari
  ,
  Gas
  
  .y
  . Shiron
  ,
  Gas
  
  y
  . Xio
  ,
  Gas
  ,
  y
  . Atalan
  ,
  Gas
  ,
  y
  . Deisa
  ,
  Gas
  ,
  y
  . Ianoris
  ,
  Gas
  ,
  y
  . Vuul
  ,
  Rock
  ,
  y
  * in millions of miles
  † year: given in Kulthean days (d) or years (y)
  rubble. Orhan itself is far too close and large to the mother
  planet to have a stable orbit, much less retain an atmosphere,
  and yet it does. It is no wonder that the Terran Empire has a
  permanent space platform here to observe these inexplicable
  goings-on.
  ORHAN
  By far the largest of the Kulthean moons, Orhan also has
  a unique characteristic: it has an atmosphere. Just over ,
  miles in diameter, it has a very slow rotation ( days; the
  same as its orbital period around the world). It is also quite
  massive; Orhan’s gravity is % of Kulthea’s. The atmosphere
  is remarkably similar to that of the Shadow World, and it is
  possible that the world was terraformed long ago. The dis-
  tribution of continents and oceans is uncertain, as the moon
  is invariably shrouded in thick clouds. Orhan also shows only
  one face to Kulthea; the other remains forever hidden.
  The Great Moon (as it is sometimes called) orbits nearly
  on the ecliptic at a distance of , miles. There are pow-
  erful Flows of Essænce between Kulthea and her largest sat-
  ellite.
  Orhan has phases as it orbits Kulthea, each full cycle re-
  quiring seventy days. The moon is so large and bright that it
  is quite visible, even in daylight. Such an overwhelming fea-
  ture in the sky inevitably influenced Kulthea’s civilizations,
  and virtually every society’s calendar is based upon the sev-
  enty-day cycle. On the first of the month, Orhan is new; it is
  full on the th day of each month/season.
  Note: For more on this topic, see the Kulthean Calendar
  later in this book.
  Orhan is the home of the Lords of Orhan, superhuman,
  non-corporeal beings who have limited interaction with the
  inhabitants of the Shadow World. This moon is a paradise
  bathed in a soft golden radiance during the day and a breath-
  
  Part Two:  The Heavens
  17
  taking violet twilight at night. Beautiful nymphs serve the
  Lords of Orhan; Fauns and Elves tend farms and maintain
  the palatial homes of the Lords. These structures—like all
  those on the Great Moon—are fashioned of beautiful and
  rare materials: the most subtly veined polished marble, lus-
  trous porphyry, even semiprecious stones and crystal are
  used as building materials here. Why beings with no need of
  a physical body require a home is unclear; though appar-
  ently the Lords enjoy assuming physical form.
  Impossible cliffs overlook misty waterfalls, and sinuous
  rivers wind through garden-like landscapes. Orhan is a place
  of beauty unlike any other—untouched and unspoiled by
  the Unlife.
  VARIN
  The second largest of the Five Moons, Varin is consider-
  ably smaller than Orhan: just over  miles in diameter.
  Nevertheless, it orbits closely enough—, miles away—
  Varin has a discernible disc. It also orbits on the ecliptic, but
  at a considerably faster pace than Orhan: a period of ten
  days. This provides a secondary calendar subdivision for
  Shadow World inhabitants. This moon has a strange, mottled
  yellow appearance, a result of constant volcanic turbulence.
  Varin is tortured by the strong gravitational forces at work
  in this satellite system.
  CHARÓN
  Charón circles Kulthea at , miles (note that it is
  inside the orbit of Orhan but outside that of Varin) and is
  quite small:  miles in diameter. It is a featureless ice-cov-
  ered rock ball with a silvery grey appearance, barely large
  enough to show a disk to the naked eye. Because of this, for
  all but cultures with telescope technology, the ‘phases’ of
  Charón are estimations at best. It is also known as the Third
  Moon, not because of its distance from Kulthea but because
  it is third in size.
  The third moon of Kulthea is known as Charón, and is
  considered an evil presence by nearly every culture on the
  planet. One of the strange things about Charón is its unique
  polar orbit (meaning that it circles Kulthea by passing over
  the poles rather than roughly on the equatorial plane, like
  the other moons).  This is quite an unusual situation and
  suggests that Charón was not always a satellite of Kulthea. It
  may have once been a large, stray asteroid caught in the
  Shadow World’s gravity well, or some body from outside
  the system. It takes about  days to make this orbit, but has
  many disturbing perturbations.
  The Night of the Third Moon
  Because of the polar orbit, Charón emerges slowly from
  the south, every night rising higher and becoming more full,
  until one night every  days Charón is full and at Zenith
  in a given location (the full moon occurs in different places
  at different times, of course, and the latitudes further from
  the equator are fortunately spared this horrible event).  It
  shines much more brightly, and with a reddish glow.  There
  is no mistaking the Night of the Third Moon.
  Dark cults worship Charón.  They consider the zenith to
  be a time of particular importance, a time when servants of
  the Unlife are able to leave their home on Charón and come
  to the Shadow World.
  Charón Perigee
  This is when Charón swings closest to Kulthea—an event
  which has no relation to the Darkside Zenith of the ‘Night
  of the Third Moon’ because of Charón’s strange ‘wobbling’
  as it rolls around Kulthea.  Charón Perigee occurs every 
  days, a little further in its orbit every time it circles Kulthea.
  But this distance is significantly closer. At zenith the Third
  Moon approaches as close as , miles, swinging near
  the orbit of Varin.  At apogee it arcs out as far as ,
  miles.
  It should be noted that every . years in certain locales
  near the equator there is a correspondence of perigee and
  zenith in which Charón hangs huge and red over the night
  sky.  It is a time to fear.
  The Caverns
  Charón is considered an evil presence by most Kulth-
  eans, who believe that the orb is a haven of strange, other-
  worldly beings and presences. Once again, superstition is
  not without a basis in fact, for Charón is indeed a gate-world
  which hovers on the boundary between dimensions. In par-
  ticular Charón has portals to the Pales: beneath the shining
  icy surface the moon is heated from within by volcanic forces,
  creating a (barely) livable environment. Here are myriad
  caves and tunnels which link to the twisting passages of the
  Fourth Pale. Even more significantly, Charón is home to most
  of the Dark Gods. Each has a cavern domain inside the moon,
  and once these linked to the Ash Lairs on Kulthea; these were
  all supposedly sealed after the Wars of Dominion. The sur-
  face of Charón is a frozen waste; there is no atmosphere,
  and the exterior is encased in a solid coating of ice which
  Kulthean Astrologers think to be as much as hundreds of
  feet thick.
  Even though Charón has a massive core, it only has
  enough  gravity to barely maintain a small hold on objects.
  Thus, the caverns and warrens have the added disorienta-
  tion of there being almost no perceptible ‘up’ or ‘down’. Any
  poor unfortunates who are transported suddenly to Charón
  will find themselves in a totally alien world.
  MIKORI
  With a diameter just shy of  miles and a distant orbit
  (, miles), Mikori is the least visible of the Kulthean
  moons. It can barely be made out as a gleaming mote in the
  night sky, brighter than most stars and planets, but no match
  for the other moons.
  TLILOK
  As noted elsewhere, Tlilok is actually a satellite of Orhan,
  rather than Kulthea itself. Only about  miles in diameter,
  it is not a significant feature, though it can be seen against
  the backdrop of Orhan on clear nights. It is pocked with
  craters and is a multi-hued grey color. This moon may have
  originated as an errant asteroid captured by the powerful
  gravity wells of Orhan and Kulthea. It has no atmosphere.
  
  18
  Shadow World Atlas & Encyclopædia Kulthea
  4•CELESTIAL EVENTS
  The following is an overview of common occurrences
  involving Kulthea and other spacial bodies.
  Eclipses
  Because Orhan is so large and orbits more-or-less on the
  ecliptic, solar eclipses (when Orhan passes between Kulthea
  and the sun) are relatively common affairs, occurring every
  few years in a given locale. And while they lack the spectacle
  of a Terran solar eclipse (where the moon centers on our
  sun and reveals a glowing ‘corona’) they cause a deeper dark-
  ness over a large area of the planet. The Loremasters, Navi-
  gators, and most cultures of Tech Level  and above can pre-
  dict eclipses with accuracy. A total eclipse can last over an
  hour and cause temperature drops of more than °, wreak-
  ing havoc with weather patterns.
  Lunar eclipses (in which Kulthea passes between Orhan
  and the sun) are also fairly commonplace, causing a large
  portion of the Great Moon to darken with a reddish hue.
  While the educated understand the astronomy behind this
  event, the more ignorant often believe that it is an attack by
  the Dark Gods upon Orhan and pray for the victory of their
  gods. To the relief of some (and disappointment of others),
  of course the blight inevitably is thrown off and Orhan shines
  brightly again.
  Comets
  Kulthea is visited by many comets at regular intervals;
  the Loremasters have recorded the appearance of hundreds
  over the millennia. By far the most famous and dreaded is
  Sa’kain, a massive ball of ice and dust which returns every
   years. This comet is also imbued with powerful Essænce,
  for almost every visit is a harbinger of terrible flow-storms
  and other magical disruptions all across Kulthea.
  Sa’kain last visited Kulthea in  TEI, so is not expected
  to return until around , but it is not the only comet in
  the sky.
  Meteor Storms
  Kulthea’s orbit takes it through a number of dust clouds,
  creating spectacular night-time displays as these tiny pebbles
  are caught in the planet’s gravity and pulled to a fiery death.
  Isolated areas of the planet are also frequently target to lo-
  calized storms, where an errant asteroid breaks up and the
  fragments rain down on the earth. Fortunately there have
  not been any large meteor impacts in recent history.
  
  Part Three: Weather & Climate
  19
  W
  • PART III •
  WEATHER & CLIMATE
  We awoke with the first blush of dawn, our blankets and the grass
  all around covered with a heavy dew. The morning was cooler than the
  previous few, and I dared hope for a break in the suffocating heat of
  the last few days. It was amazing how hot it was this time of year,
  but then we were far nearer to the equator than we were used to. I
  hoped to make good time south to the town of Qye today and rest
  there before venturing up the Cloud Pass and over the Grey Moun-
  tains into Tai-emer and the land of Ardania.
  I was eager to be out of the land of Stroane, but I had a feeling
  that Ardania would be no more welcoming. And the weather there is
  said to be not only hot but arid much of the year.
  Kalen Avanir
  From his Travel Journals
  
  20
  Shadow World Atlas & Encyclopædia Kulthea
  1•CLIMATE OVERVIEW
  Following is general climate information to aid the GM
  in establishing weather and climate in various parts of the
  Shadow World. Additionally, these terms are used in con-
  junction with the flora and fauna described later to guide
  the GM in accurately placing wildlife.
  CLIMATE TYPES
  The following general terms will be used to provide
  guidelines in reference to the location of plants and animals
  described later in the book.
  Temperature
  Hot: Usually in equatorial regions and in association with
  Semiarid or Arid, indicates very high temperatures by day
  and cool to cold nights. Low humidity and sparse vegeta-
  tion allows for temperature extremes. Little seasonal varia-
  tion.
  Tropical: Warm-to-hot, humid days and warm nights, dense
  vegetation moderates temperatures from day to night. Usu-
  ally in equatorial areas; often near coasts. Little seasonal
  variation.
  Temperate: Mid-latitude, lower altitudes and sometimes
  coastal proximity allow for hot, humid summer and cool
  winter with occasional freezing. Distinct seasonal varia-
  tion.
  Cool Temperate: Mid-latitude inland and/or higher altitudes
  mean cooler summers and winters, the latter often with
  long periods below freezing. Distinct seasonal variation.
  Cold: Brief, cool summers and long winters with tempera-
  tures rarely breaking the freezing mark. Moderate seasonal
  variation.
  Frozen: Found only in polar regions and very high altitudes.
  Temperature never rises above freezing; ground is perma-
  frost. Little seasonal variation.
  Precipitation
  Rainy: One or two dry months; wet the rest of the year with
  frequent downpours. Mild seasonal variation.
  Humid: Moderate precipitation year-round, frequent fogs
  in highlands and coastal areas. Moderate seasonal varia-
  tion.
  Seasonal: Common for Temperate & Cool Temperate climes.
  Moderate precipitation during spring and fall; less during
  other months. Fairly distinct seasonal variation.
  Wet & Dry: Heavy precipitation during rainy season; little
  or no precipitation the rest of the year. Distinct seasonal
  variation.
  Semiarid: Usually hot or cold areas. Light precipitation one
  season; little or no precipitation the rest of the year. Dis-
  tinct seasonal variation.
  Arid: Very hot or cold areas. Light to negligible precipita-
  tion with rapid evaporation and ground absorption. Little
  seasonal variation.
  Special
  Essænce: In proximity to powerful Essænce flows or foci.
  Freshwater: Lakes, rivers, ponds, etc. Generally shallow wa-
  ter where sunlight penetrates.
  Glacier: Either on or near a present glacial mass; necessarily
  the location is high altitude or near the poles. The climate
  is cold or frozen.
  High Altitude: Extreme altitude, above the tree line; snow
  and ice never melts.
  Nocturnal: Functions almost exclusively at night or in dark-
  ness.
  Ruins: In proximity to ancient remnants of civilization, long
  abandoned. Includes barrows, cities, castles, etc.
  Saltwater: Usually large bodies of water such as oceans. Usu-
  ally habitat is either sunlit shallows or dark, high-pressure
  depths but not both.
  Swamp: Shallow wetlands with fairly stagnant water and/or
  spongy water-soaked earth; depending on temperature may
  be marsh, moor, fen, bog, or bayou.
  Underground: Any cave or cavern where sunlight never
  reaches.
  Volcanic: Proximity to active volcanoes, volcanic thermal
  vents, possibly volcano-heated geysers.
  2•SEAS
  Even as there are a few dominant continental masses in
  the world, there are but a handful of unbroken expanses of
  ocean. Early seismic activity has so convoluted the surface
  of the planet that there are few stretches of water wider than
  one thousand miles unbroken by a formidable island or se-
  ries of islands. Also common are atoll chains, strings of sheer
  black volcanic rock isles, uninhabitable, but presenting for-
  midable navigational barriers. Many a ship has been wrecked
  upon these dark crags, either because the hazard remained
  undetected in the night or the ship was unable to veer away
  in time—for the currents of the world’s seas are often swift
  and ever-changing. Cruel they have been called; it cannot
  be denied that they are fickle.
  While much of the ocean is shallow (less than half a mile
  in depth) with wide continental shelves, there are several
  very deep trenches, some knifing more than ten miles into
  the depths of the planet.
  The primary seas of the western hemisphere bear the
  following names: Malvin Tesea (Endless Sea), Fárok Tesea
  (Forbidden Sea), Dom Usuiv (Shallow Ocean), Tairken Usuiv
  (Broken Ocean), Thrôk Tesea (Guardian Sea), Kemm Usuiv
  (Glass Ocean), Hulkanen Arûs (Barren Waters), Loorn Tesea
  (Lonely Sea), and Kiskaa Arûs (Chilling Waters). Interestingly,
  though the original Iruaric names have been lost to nearly
  all but Loremasters, the ocean names in local tongues corre-
  spond in translation in almost every case.
  Tides
  The mighty Orhan dictates the tides of Kulthea, causing
  a high tide every . hours, and two low tides per day be-
  tween those times. There are two high tides per day because
  the pull of the Shadow World’s largest moon drags the seas
  towards it. The weaker centrifugal force (created by the two
  spheres whirling about their mutual center of gravity) causes
  
  Part Three: Weather & Climate
  21
  the oceans to ‘bulge away’ from the Great Moon. The sepa-
  ration of tides is slightly more than half of the Kulthean day
  because of Orhan’s orbit (in the same direction) around the
  Shadow World.
  In addition to Orhan, there are a number of factors (the
  other moons, the sun, and even the other planets) which
  can affect the severity of the tides and create minor tidal
  shifts. In some areas the difference between high and low
  tides can be more than  feet, given the right conditions.
  Greater Depths
  One of the most enduring mysteries of the Shadow World
  is the nature of the Greater Depths — and what may lurk
  there. Legends tell of monstrous creatures which make their
  homes in the darkest reaches of the sea bottom, yet sojourn
  to the surface to wreak havoc with the fragile ships and
  coastal homes of men. Indeed this is the natural home of
  the mighty kraken, great whales, and sea serpents.
  OCEAN HAZARDS
  Aside from the numerous sea creatures which roam the
  waters of Kulthea, there are inanimate terrors of which the
  ocean traveller must beware. Any one can spell death just as
  certainly as the tentacles of a kraken.
  Reefs & Shoals
  The most common ocean hazards—especially near coast-
  lines—are hidden reefs, sandbars and shoals. Countless ships
  have been lost on these concealed perils. A Navigator can
  safely direct a ship past reefs (for a fee, of course). Failing
  the guidance of a Navigator, only intimate knowledge of the
  area, ideally combined with accurate, detailed charts, offers
  a measure of safety. Sandbars are more tricky in that they
  are constantly shifting; it is fortunate that they are usually
  only located very near sandy shores.
  Whirlpools
  The extreme and complex tides of Kulthea, conspiring
  with the thermal water changes and wind patterns, create
  numerous and variable whirlpools across the planet. These
  are among the most terrifying obstacles a seagoing Naviga-
  tor must be particularly wary of. While some whirlpools are
  temporary phenomena lasting hours or days, a few great
  maelstroms are a permanent menace to the sea lanes. These
  seemingly immortal terrors are marked on maps, for once a
  ship is caught in a great maelstrom, such a trap is virtually
  impossible for even the most powerful Navigators to thwart.
  Icebergs
  One might assume that the threat of icebergs is limited
  to the polar regions, but the unusual currents of the seas
  bring cold water flows to the very equator. With those ‘riv-
  ers’ come glacial fragments of the polar caps. Icebergs can
  be as large as a mile or more across;  to % of their mass
  is hidden beneath the water’s surface. The larger frozen men-
  aces can endure for several weeks before melting.
  There are iceberg seasons where they are particularly
  prevalent, but seagoing ships are never entirely safe from
  these floating hazards.
  
  22
  Shadow World Atlas & Encyclopædia Kulthea
  3•ATMOSPHERE & WEATHER
  A turbulent sea of air covering the planet, the atmosphere
  is subject to many forces. Weather is variable—and often
  violent.
  THE WEATHER
  Kulthea’s axial tilt is approximately  degrees, causing
  definite seasonal weather changes. Additionally, wind and
  air currents often lead to a variety of divergent local weather
  patterns. In general, weather is surprisingly mild, with hab-
  itable regions extending to quite near the poles. The equa-
  torial regions, while sometimes quite hot, are bearable to
  most humanoid races.
  Like everything else on the Shadow World, weather
  changes can occur abruptly and dramatically. Shifting wind
  and water currents can cause sudden mutations in prevail-
  ing conditions. While the planet has discernible seasons and
  consistent temperature ranges in a given area, there are pe-
  riods when norms are abandoned and completely aberrant
  weather occurs.
  Storms
  The strange forces which have shaped the Shadow World
  continue to influence her day-to-day environment. Weather
  prediction, even through the means of powerful magics, is
  far from a certain thing. Certain areas are prone to very se-
  vere weather, however, and have consistently remained so
  for millennia. It is believed that they are at or near old Es-
  sænce Foci, thus attracting the more violent meteorological
  effects.
  Essænce Influence
  The Flows of Essænce have a role in the way weather pat-
  terns form on Kulthea. Just as mountain ranges and coast-
  lines affect frontal movement, so do the Flows. A strong band
  of Essænce can act just like a
  sheer, mountainous ridge
  against a weather pattern. Jet-
  streams often travel along Es-
  sænce Flows. More on the ef-
  fects of Essænce Flows is ex-
  plained later in this book.
  MAGNETO-
  SPHERE
  Like virtually all celestial
  bodies, Kulthea has a magnetic
  field. These gigantic ‘belts’ are
  generated from the core of the
  world, which acts like a huge
  magnet. The magnetosphere is
  critical to life on the planet,
  protecting the inhabitants
  from various types of solar ra-
  diation. It also has the side ef-
  fect of creating beautiful dis-
  plays of coruscating lights near
  the poles: a curtain of lumi-
  nous gases drifting through the night sky.
  Unlike many worlds, however, the magnetosphere of the
  Shadow World is in a state of flux. It appears to be affected
  by—and indeed a part of—the Flows of Essænce. The bands
  of magnetic force, which should flow in a fairly uniform arcs
  in a N-S direction over the planet, are often warped as much
  as ° along their route.
  The magnetic poles themselves move about, as far as °
  from the geographic pole (the planetary axis) and as close
  as dead-on. Loremasters claim that the planet’s polarity has
  actually reversed, but not in the last several thousand years.
  The distortion of the magnetic bands may have played a
  role in the formation of so many odd races on Kulthea by
  allowing heavy doses of radiation to reach the planet sur-
  face at intervals, stimulating mutation. The magnetosphere
  and the Flows are somehow related, though which one domi-
  nates the other is not clear. In any case, this capricious na-
  ture of the magnetic field makes a compass or similar in-
  strument virtually useless.
  WEATHER EVENTS
  In addition to general weather patterns and normal fluc-
  tuations, there are certain seasonal or random events which
  deserve special mention.
  Dust & Sand Storms: Any temperate to hot and arid or semi-
  arid area can support this kind of dry windstorm. In addi-
  tion to blinding dust and deafening winds, sand can cause
  skin abrasions, and in severe instances, static electricity can
  deliver shock bolt strikes.
  These storms, accompanied by Essænce activity, can sum-
  mon Air, Light, and/or Earth Elementals all together—a truly
  terrifying event. Roll D for chance of encountering a
  storm: Winter/Summer/Autumn: -; Spring/Fall: -.
  Black Winds: Late Autumn/Early fall is storm season in the
  northern hemisphere, bringing the Puirl Buirn (Er. “Black
  STANDARD TEMPERATURE TABLE
  The following chart gives average temperature ranges (the low being just before sunrise, the high being
  usually at mid-afternoon). The GM should (a) note the size of the range, (b) roll the dice, and (c) use this as
  a guide for each given day.  Very low or high rolls may indicate a variation of as much as 20° beyond these
  norms. Temperature is in Fahrenheit; water freezes at +32°.
  Month/Day
  Hot
  Warm
  Temperate
  Cool
  Cold
  Frozen
  Winter
  1 – 35
  60 – 75
  45 – 65
  10 – 50
  0 – 35
  (-40) – 0
  (-60) – (-40)
  36 – 70
  55 – 70
  40 – 60
  0 – 45
  (-20) – 30
  (-50) – 0
  (-70) – (-50)
  Spring
   1 – 35
  65 – 85
  50 – 70
  25 – 65
  15 – 55
  (-35) – 10
  (-40) – (-20)
    36 – 70
  75 – 95
  60 – 90
  50 – 75
  20 – 60
  (-25) – 25
  (-30) – (-10)
  Summer
  1 – 35
  80 – 105
  70 – 95
  60 – 90
  40 – 80
  -10 – 50
  (-30) – 0
  36 – 70
  90 – 115
  80 – 105
  70 – 100
  40 – 80
  35 – 60
  (-20) – 20
  Autumn
  1 – 35
  75 – 100
  65 – 95
  55 – 85
  30 – 60
  20 – 50
  (-10) – 15
  36 – 70
  70 – 90
  60 – 85
  45 – 70
  20 – 55
  0 – 40
  (-20) – 0
  Fall
  1 – 35
  65 – 85
  55 – 75
  30 – 65
  10 – 45
  (-20) – 30
  (-40) – (-10)
  36 – 70
  60 – 85
  50 – 70
  20 – 55
  0 – 40
  (- 30) – 15
  (-50) – (-20)
  
  Part Three: Weather & Climate
  23
  STANDARD PRECIPITATION TABLE
  The following chart gives the monthly Precipitation means and
  probabilities for a variety of locales.  GM’s should note that the date
  ranges represent approximations.
  The pattern will be the same in the different hemispheres and
  temperature zones, but the local seasonal cycle may vary by as much
  as a month.
  The first figure represents the mean in inches; the second or
  parenthetical is the probability number. Roll the dice each day, any roll
  equal to or less than the probability number means that there will be
  precipitation that day; the lower the number, the heavier the
  precipitation during the given time.
   Computation of the type of precipitation is keyed to the area’s
  temperature on that day: snow: below 32°; sleet: 32° – 35°; rain:
  above 32°. If it rains during the summer and the temperature is 90° or
  above, there is a 40% of it being a thunderstorm, and if so a 10%
  chance of hail. In temperate areas near lakes or rivers, there is a 5%
  chance of there being fog on unusually cool (but above freezing)
  mornings.
  Rainy: hot or warm; one or two dry months; wet the rest of the year;
  frequent heavy rains.
  Humid and temperate: precipitation in all seasons; light to moderate
  precipitation spread over many days, although heavy downpours can
  occur on occasion; heavy fogs in highlands or along coasts, rivers and
  lakes.
  Wet and Dry: distinct and extreme wet and dry seasons, very heavy
  precipitation during the wet season; little or no precipitation during
  dry period.
  Dry: areas with cold or hot climates; modest precipitation concen-
  trated during warm-moderate temperature periods; dry the rest of
  the year.
  Arid: extremely cold or hot areas; light to negligible precipitation;
  rapid evaporation or ground absorption.
  Mnth/Day
  Rain
  Humid Tmprt
  Wet/Dry
  Dry
  Arid
  Winter
  1-35
  10.5 in
  2 in
  2 in
  1 in
  .25 in
  —
  (90)
  (20)
  (20)
  (10)
  (02)
  (01)
  36-70
  9 in
  2.5 in
  1.5 in
  .25 in
  .25 in
  —
  (85)
  (25)
  (15)
  (02)
  (02)
  (01)
  Spring
  1-35
  10.5 in
  3.5 in
  2 in
  .25 in
  .25 in
  —
  (90)
  (50)
  (20)
  (02)
  (02)
  (01)
  36-70
  8 in
  4.5 in
  2 in
  2.5 in
  .25 in
  .25 in
  (80)
  (80)
  (20)
  (20)
  (03)
  (02)
  Summer
  1-35
  4 in
  5.5 in
  2 in
  2 in
  .75 in
  .25 in
  (40)
  (85)
  (20)
  (20)
  (07)
  (03)
  36-70
  2.5 in
  4.5 in
  3 in
  3 in
  1.5 in
  —
  (25)
  (80)
  (30)
  (30)
  (15)
  (01)
  Autumn
  1-35
  2 in
  6.5 in
  2.5 in
  5 in
  1.5 in
  —
  (20)
  (95)
  (25)
  (50)
  (15)
  (01)
  36-70
  5 in
  6.5 in
  3.5 in
  11 in
  1 in
  —
  (50)
  (90)
  (35)
  (95)
  (10)
  (01)
  Fall
  1-35
  6 in
  3 in
  2.5 in
  12 in
  .25 in
  —
  (60)
  (40)
  (25)
  (99)
  (03)
  (01)
  36-70
  8 in
  2.5 in
  .25 in
  7 in
  .25 in
  —
  (80)
  (25)
  (25)
  (70)
  (02)
  (01)
  Winds”), severe storms and even hurricanes. Water spouts
  are also not unheard-of. Essænce activity in conjunction with
  the Black Winds brings Water and Air Elementals.
  Hurricanes: In the western hemisphere, only the Lonely Sea
  and the Forbidden Sea are large enough to support the for-
  mation of any sizeable storms, and the latter is too far north
  to allow for tropical depressions. Because of these factors,
  large, enduring disturbances of hurricane magnitude are
  rare. However, Coriolis winds and other environmental fac-
  tors often combine forces to create sudden, powerful coastal
  storms with little warning, especially just north and south
  of the equator.
  
  24
  Shadow World Atlas & Encyclopædia Kulthea
   Wind & Weather Chart
  The chart below illustrates the effects of wind on land and water surfaces. The dice rolls are open-ended. Generally, drop effects one step
  for inland regions. Roll daily, but keep in mind that weather generally changes as a continuum rather than abruptly. When possible, roll in
  advance a few days to be prepared for upcoming events.
  ROLL
  WIND SPD
  TYPE
  WAVE FORM /
  EFFECTS AT SEA
  EFFECTS ON LAND
  (mph)
  HEIGHT
  01-02
  under 1
  Still
  Glassy
  Sea like mirror; sailing ships becalmed.
  Calm; smoke rises vertically.
  03-05
  1-3
  Light air
  Calm, 0´
  Ripples with appearance of scales;
  Smoke drift indicates wind direction;
  no foam crests. Sailing ships sluggish.
  vanes do not move.
  06-15
  4-6
  Light
  Rippled, 0-1´
  Small wavelets; crests of glassy
  Wind felt on face; leaves rustle;
  breeze
  appearance, not breaking.
  vanes begin to move.
  16-30
  7-10
  Gentle
  Smooth, 1´
  Large wavelets, crests begin to
  Leaves, small twigs in constant
  breeze
  break; scattered whitecaps.
  motion, light flags extended.
  31-45
  11-16
  Moderate
  Slight, 2-4´
  Small waves, becoming longer;
  Dust, leaves, and loose paper raised
  breeze
  numerous whitecaps.
  up; small branches move.
  46-60
  17-21
  Strong
  Moderate, 4-8´
  Moderate waves, taking longer form;
  Small trees in leaf begin to sway.
  breeze
  many whitecaps, some spray.
  61-70
  22-27
  Strong
  Rough, 8-13´
  Larger waves forming; whitecaps
  Larger branches of trees in motion;
  wind
  everywhere; more spray.
  whistling heard in wires.
  71-75
  28-33
  Moderate
  Rough, 10-15´
  Sea heaps up; white foam from
  Whole trees in motion; resistance
  gale
  breaking waves begins to be blown
  felt in walking against wind.
  in streaks.
  76-85
  34-40
  Fresh
  Very rough,
  Moderately high waves of greater
  Twigs and small branches broken off
  gale
   13-20´
  length; edges of crests break into
   trees; progress generally impeded.
  spindrift,foam is blown in streaks.
  101-150
  41-47
  Strong
  High, 20-30´
  High waves; sea now rolls, dense
  Slight structural damage occurs;
  gale
  streaks of foam; spray may reduce
  tiles blown from roofs. Damage to small
  visibility.
  trees and plants
  85-89
  48-55
  Whole
  Very high,
  Very high waves with overhanging
   Large tree branches broken off; heavy
  gale
  30-40´
  crests; sea appears white as foam is
   rains. Flimsy structures damaged.
  blown in very dense streaks; rolling
  is heavy and visibility reduced.
  90-92
  56-63
  Storm
  40-50´
  Small ships capsize; visibility
  Wood structures badly damaged; heavy
  intermittent in spray and foam.
  downpours cause local flooding and
  reduce visibility for brief periods.
  93-95
  64-71
  Severe
  50-60´
  Exceptionally high waves; sea covered
  Seldom experienced on land; trees
  Storm
  with white foam patches; visibility
  broken or uprooted; considerable
  still more reduced.
  structural damage. Possible tornadoes
  96-100*
  --
  Flow Storm
  --
  --
  Roll on Flow Storm Table; roll again on
  this table for general weather.
  101-150
  74-90
  Hurricane
  Phenomenal,
  Air filled with foam; sea completely
  Very rarely experienced on land;
  60-70´
  white with driving spray, visibility
  Usually accompanied by widespread
  limited to a few feet.
  damage from wind, rain, flooding.
  151-195
  90-120
  Hurricane II
  70-80´
  All ships in great danger of
  Almost never experienced on land; wood
  capsize or wreck. Monstrous waves
  roofs torn off. Rain & hail destroy flora.
  and blinding spray
  196-200*
  --
  Flow Storm
  --
  --
  Roll on Flow Storm Table 2x; roll again on
  this table, adding 50, for general weather.
  201-250
  100-150
  Super
  80-100´
  Only advanced ship with expert
  Winds lift large objects and wreak havoc.
  Hurricane
  pilot has a chance. Spray is blinding
  Large hail, battering winds cause
  waterspouts, whirlpools.
  widespread damage. Many tornadoes.
  251-300+
  150-200
  The Perfect
  Over
  No craft could survive on surface.
  Unheard-of inland; coastal areas
  Storm
  100´
  Visbility nonexistent. Tsunamis.
  wiped out.  All structures obliterated.
  * Unmodified Roll.
  
  Part IV: Lands
  25
  O
  • PART IV •
  THE LANDS
  An Atlas of Kulthea
  Our ship swung around to the west just as the sun peeked over the waves behind us.
  By the fine amber light of the dawn I could see towering outcrops of rock; pillars
  rising straight out of the ocean depths. Beyond, upon a rocky peninsula, there rose
  clusters of gleaming structures turned to gold in the sun.
  “Behold!” Cried the Navigator Tar-esiir, “Artha, capital of Danarchis.”
  “‘Danarchis’?” I hated to admit it, but my geographic knowledge failed me; the
  name meant nothing.
  “Danarchis, lad!” Cried Tar-esiir, favoring me with a rare smile. “We have reached
  the north coast of Emer.”
  The Great Continent of Emer, vast and wealthy… and full of peril. We had arrived
  at last.
  Kalen Avanir
  From his Travel Journals
  
  26
  Shadow World Atlas & Encyclopædia Kulthea
  1•ABOUT THE MAPS
  The following pages provide an overview of the lands and
  inhabitants of western-hemisphere Kulthea, including major
  realms and places of interest. It is not meant to be all-inclusive
  or definitive. In many areas only major cities are shown, and the
  most predominant cultures mentioned. As those who possess the
  Emer Atlas books know, there are many cultures, powers and
  sites not mentioned in these maps.
  The intent is to provide the GM with a framework to build
  upon should the players venture beyond the lands which have
  already been described in fair detail, and to pinpoint the loca-
  tions of certain places which have been previously mentioned.
  Realms and Regions
  These are major political entities and/or relatively large areas
  of land. After the name of the region is a brief summary of the
  predominate climate, primary races who populate the region,
  and where appropriate, Cultures/governments. These are de-
  scribed using the standard Subsistence Pattern, Political Struc-
  ture and Technology Level terms found below.
  It should be stressed that a culture or government in a cer-
  tain area does not necessarily control all of that area. Many of
  the names are old region names and a mentioned government
  may only inhabit a small part of the region. The rest is likely to
  be wilderness or very sparsely settled. These maps may give the
  impression that most of the Shadow World is settled; this is cer-
  tainly not the case—at least at the present time. The vast major-
  ity of lands are wild and uninhabited. Even long-established
  mannish kingdoms such as Rhakhaan are largely untamed for-
  est or other uninhabited land.
  Places of Note
  This is a listing of locations of particular importance, such as
  cities, centers of learning or worship, important ruins, or forti-
  fied holdings.
  Scale
  The maps on the following pages are all at the same scale, one
  inch equals approximately  miles.
  2•KEY TO THE TEXT
  The following are terms used in the map text. (Climate terms
  have already been defined in Part III.)
  TECHNOLOGY TERMS
  The following technological periods are examples which re-
  flect a common course of development among most intelligent
  humanoid species and are particularly appropriate for Kulthea.
  Various societies on the Shadow World have technologies rang-
  ing from Old Stone Age through Iron Age and even beyond. For
  convenience, the various ‘levels’ are assigned numbers so they
  can be noted in the cultural descriptions throughout this book.
  The weapon references include a suggested range for subtrac-
  tions from the usual percentage OB. Note that some weapons
  such as bows or clubs made from specific materials already have
  their own set abilities and modifications are unnecessary. In ad-
  dition, certain crushing weapon designs work relatively well when
  compared to counterparts made from more advanced mediums.
  Comparatively speaking, they perform better than complex
  thrusting, throwing or edged weaponry made from analogous
  inferior material.
  One might wonder how a wide range of technological levels
  can exist in such close proximity, especially given the amount of
  trade on Kulthea. This situation is understandable, however, be-
  cause technical advancement depends on skill, knowledge and
  the proper facilities. For instance, the Lankani have neither the
  skill nor the equipment to make fine steel, even though they might
  know the formula. In another example, the making of the anti-
  gravity metal Xenium requires not only sophisticated equipment,
  but the formula is a closely guarded secret held by a few Alche-
  mists.
  Virtually all Kulthean societies fall into the Pre-Technology
  categories; the Technology categories are given primarily for ref-
  erence, the occasional aberration, or recovered tech artifacts.
  Pre-Technology Levels
  . Stone Age. Crude stone tools used; little or no cultural devel-
  opment. Fire, basic spoken language. Natural metals used late
  in this period.
  a) Old Stone Age (OSA). No metal used. Stone tool use con-
  fined to a variety of types of chopping and hand ax devices
  made from pebbles of varying sizes. Choppers are nothing
  more than pebbles with a rough but sharp edge, formed by
  flaking chips off the rock. The more sophisticated hand axes
  (- to -) are like large, hand-held stone blades or points.
  Wood is used, but weapons are generally clubs (-) or spears
  (- to -) made out of long sticks with fire tempered points.
  b) Middle Stone Age (MSA). Still no metal in use. Stone is
  worked by a variety of methods and there are some very ef-
  fective tools. Wood and bone tools become widespread; and
  by combining wood shafts with harder spear, ax, and knife
  points, some reasonable (- to -) weapons become avail-
  able. Combination maces (- to -) are relatively effective.
  Throwing spears (- to -) and atl-atl (spear-throwers) are
  used instead of bows.
  c) Late Stone Age (LSA). No true metalwork (e.g., smelting),
  although naturally occurring metal pieces might be used. Pot-
  tery appears in force. Highly specialized and sophisticated
  stone, bone, and combination tools (- to -) are widespread,
  and include farming implements and a wide variety of weap-
  ons. Various short bow types are in use. Mixed economies us-
  ing rotational agriculture require this technology as a minimum.
  . Bronze Age. Crude metalworking, agriculture, and simple art
  forms. Settled cultural groups. Basic written language. The
  wheel, oared galleys, herbal healing, crude spears and bronze
  swords. Stone used in important buildings.
  a) Early Bronze Age (EBA). Natural metals, mostly copper, are
  frequently used for certain implements such as knives or pots.
  Metalwork consists of trimming and shaping pieces and primi-
  tive smelting enables folk to create large metal objects. Bone,
  hardened wood, stone, and other mediums remain the tools
  of the common man.
  b) Late Bronze Age (LBA). True metal industries form with the
  advent of extensive smelting and the making of bronze tools
  out of tin and copper. Smithies abound and a vast variety of
  weapons (- to -) are in evidence, but metal objects are still
  confined to a relatively small segment of society and military
  units are small and often made up of the elite.
  . Iron Age. Refined weapon and tool-making, sophisticated ag-
  riculture. The beginnings of science and philosophy. Regional
  
  Part IV: Lands
  27
  governments. Keystone arch, water power, chemical medicine,
  scale armor.
  Sophisticated metalworking methods enable society to mas-
  ter alloys such as iron and create vast quantities of metal ob-
  jects. Smiths use hot, bellows-assisted forges to smelt metals
  heretofore unworkable. Hard iron (-), and later steel (+ to
  +), weapons are widespread and cheap, enabling large armies
  to be equipped properly.
  . Medieval Age. Steel alloys (swords, chain-mail), sailing ships.
  Art and language refined. Windmills. The pointed arch allows
  for greater unsupported spans.
  . Early Renaissance Age. Regional Governments become more
  sophisticated. Art is a powerful force. Rigged sailing ships, tele-
  scopes.
  . Late Renaissance/Pre-industrial Age. Superior metals, ad-
  vanced cultures with national governments. The beginnings of
  ‘technology’: printing press and first clocks developed. Balloons,
  medical experimentation. (Optionally: gunpowder)
  Technology Levels
  . Fossil Industrial Age. Steam power allows first automated
  machinery. Automobiles, prop aircraft, railroads, direct current
  electricity, vaccines and anesthetics used in medicine. The tele-
  graph.
  . Electronic Age. Transistors, then Silicon chips revolutionize
  technology. First computers, jet aircraft, nuclear bombs. Organ
  transplants, practical working prosthetics, antibiotics in use.
  . Early Space Age. Interplanetary exploration, superconductors,
  optical electronics, voice interaction with computers, artificially
  intelligent (sentient) computers, practical heavy energy weap-
  ons, antiviral drugs, cryogenics, cloning, human/computer in-
  terfaces (Cyber-space™).
  . Fusion Age. Clean energy, widespread interplanetary travel,
  advanced bioengineering (Alterant Replicants), small-scale ter-
  raforming. Practical hand-held energy weapons. Cancer de-
  feated.
  . Molecutronic Age. Truly organic computers, nanocircuitry,
  slow FTL (faster-than-light) vehicles span interstellar distances
  in decades.
  . Gravitic Age. Gravity fields understood and neutralized on a
  limited scale. Tachyon and inertial field physics in early stages.
  Energy screens developed. Planetary scale terraforming.
  . Antimatter Age. Control of fields, knowledge of hyperspace.
  Interstellar communication (Tachyon Beam Dictor), fast FTL
  vehicles, matter/antimatter harnessed, interstellar governments,
  powerful energy weapons. Personal shields. (Space Master™)
  Specific Developments
  In the unique world of Kulthea, the introduction of such fac-
  tors as the Essænce and artifacts of the ancient Lords make it
  diﬃcult to categorize technological advances into a simple, clear
  progression. Below, we offer some guidance and information.
  Water/Wind Power: The crudest form is the windmill or the
  waterwheel, both used to grind grain between large stones. Wa-
  ter power is more steady and reliable. Windmills are only usually
  used in coastal areas or plains where wind is relatively constant.
  More sophisticated machines such as pumps and conveyors came
  later.
  Steam Power: A few advanced societies have developed crude
  steam turbines—usually to operate mills, propel ships, or other
  simple machines.
  Printing: A handful of cultures have developed a crude method
  of printing—though probably nothing as advanced as a press
  with movable type. And the vast majority of societies with a writ-
  ten tongue are as yet satisﬁed with just that—writing it.
  Alloys: Many of the more advanced societies have developed so-
  phisticated smelting processes, allowing them to unlock the
  earth’s priceless metals from their surrounding ore.
  Gunpowder: The secret of this potentially devastating tool is far
  from being unlocked, by even the most advanced cultures on the
  Shadow World. The power of magic has stagnated any desire for
  a chemical explosive, and the mysteriously ﬂuctuating effects of
  the Essænce can have a transmuting effect on chemical reactions.
  Machines: A few of the most advanced groups have mastered the
  concept of gears and pulleys and have created complex mecha-
  nisms. While electricity is far from a reality, inspired inventors
  have harnessed water, wind, and even steam to drive machines.
  Medicine: The medical arts owe most of their sophistication to
  the devotion of religious Healers and those who follow the men-
  tal disciplines of Lay Healing. The latter, through intense study
  and mental energy, are able to perform feats of surgery compa-
  rable to the most advanced science of Space Master’s Terran
  Empire.
  Herbs also provide potent medicinal cures; these enchanted
  plants are capable of anything from relieving minor pain to re-
  viving those thought to be in an irreversible coma.
  Astronomy: Kultheans as a rule have an unusually well-devel-
  oped understanding of their place in the cosmos. In many cases
  this may be attributable to the wealth of knowledge—however
  fragmented—left behind by the Lords of Essænce. For instance,
  despite the fact that the globe cannot be circumnavigated (be-
  cause of the barriers of the Essænce), any goatherd knows that
  the world is a sphere, and that it whirls around the huge burning
  orb of the sun (along with a number of other spheres). Things
  begin to break down, however, when one inquires as to the num-
  ber of other planets and their names.
  POLITICAL STRUCTURES
  Typical political structures or governmental systems include
  the systems which follow.
  Anarchy. Actually, the absence of a working structure or govern-
  ment, generally leading to complete disorder and confusion.
  Clan. A large group of families or bands (family groups) which
  claim descent from a common ancestor and have strong blood
  ties. They are typically ruled by a chieftain or warlord, although
  a council of representatives (e.g., elders) may possess some or all
  of the real power and authority.
  Democracy. A society where the ultimate power is vested in the
  citizenry. Under this system, each citizen has an equal vote.
  Dictatorship. Absolute power, but not necessarily authority, is
  held by one person (the dictator).
  Feudal. A somewhat decentralized system based on various tiers
  of landholders (possessors or owners). Those with lesser hold-
  ings (vassals) derive their grants and security from those above
  and, in return, provide the greater landholder (lords) with goods
  (e.g., food) or services (e.g., troops). Such a system is often he-
  reditary.
  
  28
  Shadow World Atlas & Encyclopædia Kulthea
  Monarchy. Absolute power and authority is held by one over-
  lord, the monarch (e.g., king, queen, emperor, empress, etc.). Such
  a system is generally hereditary.
  Oligarchy. Power and authority rests in the hands of a small num-
  ber of individuals (oligarchs), who may form a coalition or elite
  upper class.
  Republic. Supreme power rests in one or more representative(s),
  governmental assemblies elected by the citizenry. Citizens may
  or may not have practical equality (i.e., an equal vote).
  Theocracy. A state where the ultimate political power and au-
  thority rests with those who hold supreme religious power and
  authority. The overlord is often considered a deity or divine rep-
  resentative.
  Tribe. A group of related clans or a large collection of people
  who maintain the same culture and consider themselves breth-
  ren. They are typically ruled by a council of elders (e.g., clan chief-
  tains) and/or a high chieftain or king.
  SUBSISTENCE PATTERNS
  Below are some terms used to describe the food gathering
  ways of various cultures.
  Hunter-gatherers. These groups rely on big game for food, have
  low population densities, and exist in a nomadic or semi-no-
  madic state. Extreme temperatures, rough terrain, and/or poor
  soil discourage any form of agriculture. Bands or tribes may have
  distinct hunting circuits and therefore establish vague territorial
  boundaries. Urbanization is virtually nil, although certain spe-
  cific sites may be sacred and the focus of periodic societal gath-
  erings. High protein meat diets are supplemented with nuts, fruits,
  berries, and occasionally fish. Wild grains are rarely used.
  The average group size is normally limited to - people.
  The territory is limited by the availability of water, wild foods,
  and game, and the overall proximity of these staples to each other.
  Population density varies from . to  people per square mile.
  Men normally do the hunting because the mobility require-
  ment conflicts with childbearing. Women usually gather supple-
  mental foodstuffs, an often arduous task that accounts for up to
  seventy percent of the group’s nutritional intake. As with most
  extremely mobile groups, few old or weak people survive for any
  length of time (e.g., they may perceive their presence as a burden
  and wander off to die). In addition, possessions are usually lim-
  ited to what one can comfortably carry.
  Slash and burn agriculturists. These folk rely on hardy yet primi-
  tive vegetables, mostly grains and tubers. Often poor soil, harsh
  climates, steep grades, or dense foliage prevent a society from
  exploiting the land any more efficiently. Farming revolves around
  the clearing of an area by slashing large foliage obstacles and
  burning off the remainder. Normally one crop is harvested per
  year, and the land is again cleared by burning. Since the soil is
  quickly exhausted, movement to new cultivated areas is frequent.
  Coarse grasses replace the cleared forest in the abandoned fields.
  The replenishment of the trees takes decades or centuries. Fish-
  ing and gathering may supplement the diet. The population den-
  sity varies from  to  people per square mile.
  Herders. Herding peoples survive by supplementing a modest
  agricultural base with meat and dairy products taken from goats,
  sheep, cattle, and the like. Generally, the relatively small parcels
  of fertile soil are reserved for cropland or gardens, while the less
  arable territory is given over to the herds. Although the fertile
  land is provided with adequate fertilizer and is depleted rather
  slowly, overgrazing can exhaust the limited foliage elsewhere.
  Therefore, large areas are needed for the herds, since some rota-
  tion of the grazing lands is required.
  Seasonal movements between lowland and highland pastures
  occur on occasion and serve to counter soil depletion and subse-
  quent erosion. Mobility can also conquer the problems of drought
  and famine, which can devastate the animal-based food supply.
  Unfortunately, it is harder to hide from disease, and a herding
  group can suddenly find itself without food, should their flocks
  contract a severe illness. The people’s proximity to their animals
  also makes them more susceptible to contagious disease. Herder
  population densities vary from  to  people per square mile.
  Fisherfolk. Fishermen may supplement their diet by gathering
  or gardening. Normally these folk live on islands, beside the coast,
  or along rich watercourses, and get most of their nutrition from
  fish, shellfish, sea mammals, and other related delicacies. Some
  of these societies are akin to hunters and gatherers, and move
  periodically, as a result of weather or the flow of food sources.
  Others live a more sedentary existence, usually in comfortable
  seaside spots. This sort of subsistence produces population den-
  sities between . and  people per square mile.
  Mixed economies. These groups emphasize rotational farming,
  often yielding large amounts of food, mostly grains and veg-
  etables. Modest amounts of meat, dairy products, and fish round
  out the diet. Such societies generally possess large tracts of ar-
  able soil, and devote their surplus land and harvests to providing
  for animals, or as storage for future use. Within these areas, popu-
  lation density varies from  to + people per square mile.
  3•SPECIAL FEATURES
  In addition to the normal land-based realms and regions, there
  are some other places which do not fit into the standard category.
  ISLES
  Islands are everywhere on Kulthea, in every shape and size, in
  long chains or resting alone in a wide sea. Some are even in mo-
  tion, floating domains sustained by exotic marine plants which
  are no more (or less) than great gas-filled balloons.
  Numerous chains of treacherous atolls also stretch across the
  seas, making navigation tricky for the skilled—and foolhardy for
  those without intimate knowledge of the sea-lanes. Among the
  most famous atoll chains are the jagged ebon fangs which march
  in long rows to guard the Navigators’ realm of Nexus. Hundreds of
  feet high, these craggy black spires rise straight out of the thunder-
  ing sea, blocking the way to the mist-veiled lands beyond.
  Some islands have no permanent home another way: even
  their relation with the Shadow World is tenuous. Linked with
  the Flows of Essænce, they are in no particular place at any given
  time, but can be nowhere — or several places at once. Only the
  Loremasters and the Navigators fully understand these places.
  VOLCANIC AND SEISMIC ACTIVITY
  Kulthea is a world rocked by frequent disturbances from
  within. The unstable tectonic plates grind against one another,
  vying for dominance; powerful lunar gravity tugs at the planet.
  These tectonic plates generally correspond to the continents, with
  plate boundaries running along coasts and mountian ranges.
  These are the most likely areas for seismic activity… though no-
  where is safe.
  
  Part IV: Lands
  29
  Volcanic action, while also more frequent in those regions, is
  also scattered all over the globe. A few very prominent volcanoes
  are noted on the map, but there are literally hundreds more in
  various states. The three basic states are:
  Active, with continuous lava flows, or at least liquid lava exposed
  within the crater. These volcanos are subject to intermittent
  lava flows and occasional blasts of steam and lava from the cone.
  Dormant, meaning that the crater has sealed over with hardened
  lava, but is still believed to have subsurface activity. Such can ‘blow’
  without warning and very violently, sending sprays of molten
  rock and plumes of smoke hundreds of feet into the air.
  Extinct, in which the volcano has sealed and all subsurface activ-
  ity has ceased. Either the magma has re-routed or has cooled
  and hardened. These volcanos will never be active again, and
  many have become the exterior of a crater lake or other inter-
  esting natural land form.
  Flow-storms can also trigger volcanic eruptions and earth-
  quakes. The force of the Essænce is enough to rend the earth itself.
  UNDEREARTH
  This is a generic name given to the underground areas on
  Kulthea. Some are much more than mere caverns: gigantic re-
  gions lurk deep beneath the surface of the planet, harboring civi-
  lizations long forgotten by surface dwellers. Legends tell of con-
  tinents sinking intact beneath the seas during the ancient con-
  flicts and covered by domes of lava. These places, now miles un-
  der the lands and oceans, are illuminated by strange ethereal lights
  and warmed by the earth itself.
  The Ash Lairs
  A vast subterranean and submarine network, the Ash Lairs
  are tunnels which connect to cavern complexes beneath virtu-
  ally all of the major continents. To some they are called the Deeps
  because of their great distance underground. They are also known
  as the Caverns of Fire.
  Encompassing vast magma grottoes, grand caverns, and end-
  less twisting tunnels of glassy obsidian, the Ash Lairs vary wildly
  in nature. They may be natural volcanic creations or constructed
  by the Lords of Essænce — or, most likely — a combination of
  both. Few know of their existence; no one knows their extent.
  The Ash Lairs are home to many fearsome creatures, includ-
  ing demons and subterranean monsters. There are many portals
  to the Pales here as well, allowing demons access to Kulthea.
  UNDER SEA
  Sea Elves and Mermen have undersea kingdoms throughout
  the temperate shallows of Kulthea. In addition to these realms,
  there are two very special ocean-related features.
  Ice Grottoes
  At the southern pole lie the Ice Grottoes: monstrous hollows
  formed of ice with floors of water at sea level, and others deep
  under the sea with foundations of rock or ice. These interlinked
  caves can span miles in grand unsupported vaults, and beneath
  these crystal roofs lie islands warmed by submarine steam vents.
  Many support lush jungles and forests with unique life. Light in
  the Ice Grottoes is a diffuse luminescence which filters through
  the thick crystalline roof.
  Coral Roads
  These beautiful, ancient submarine highways were constructed
  (or grown) in the Interregnum between the First and Second Eras
  by a mysterious group known only as the Earthwardens. Above-
  ground entries to the network are cleverly hidden in rocky coast-
  lines or lonely atolls. Over the millennia some of these entryways—
  and some tunnels themselves—have been flooded or sealed off by
  the naturally growing coral. The Coral Roads usually follow is-
  land chains and undersea ridges, always in shallow water. Inside,
  the roads are arched corridors made up of coral and shell; some
  areas are translucent to allow filtered sunlight to illuminate the
  tunnels by day. Phosphorescent corals provide a dim blue-green
  light at night. Periodically along the route and at junctions there
  are airlocks with doors made of huge bivalve shells. The floors are
  uniformly smooth and flat, like mother-of-pearl.
  It is believed that the Earthwardens built the Coral Roads as a
  secret, secure way to travel about the planet without being seen
  by powerful rivals—possibly surviving K’ta’viiri. It is also assumed
  that they used some sort of vehicles or beasts of burden to traverse
  the roads swiftly; perhaps precursors of the Tartu.
  There is no known existing complete map of the Coral Road
  system, and the few partial maps are closely guarded.
  4•THE EASTERN HEMISPHERE
  Here, for the first time, is a glimpse of what lies on the far
  side of Kulthea.
  Note: Unfortunately, a map of the Eastern hemisphere is not
  yet available. Hopefully one will be posted on the website in the
  near future.
  The most obvious formation is the cluster of crater-rings of
  mountains in the northwest region. These were formed by the
  impact/penetration of the super-massive object which struck the
  planet long ago. (The Pillar of the Gods on the opposite side of
  the globe marks the exit-point of the object.)  Other craters were
  caused by the impact of trailing material caught in the object’s
  wake, striking along a line as the planet rotated.
  One might think that such an object would have destroyed
  the planet or at least jarred it out of orbit. But the object (possi-
  bly a micro-black hole or neutron star) was moving so fast and
  was so small, that it penetrated Kulthea more like a hot needle
  than a cold hammer. It streaked through the core and out again
  in an instant, its gravitational power so briefly felt that the planet’s
  own inertia prevented it from breaking up. More damage to the
  world was probably done by the cloud of material at the event
  horizon and the long trail of debris it had accumulated. Much of
  that material is believed to have also dusted the Five Moons; and
  the two smallest moons may actually be captured debris from
  the object. This event may also be the reason for the Essænce.
  The Essænce Lords & Their Domains
  Few but the Loremasters and a handful of other scholars even
  know of the ancient race which originally populated this planet,
  and even they all believe the same version of the fall of the Althans:
  that almost all were slain in the final conflict and the Eyes of
  Utha were placed at the poles to somehow protect the planet from
  dangers and moderate the Essænce.
  This, however, is not entirely true. Many more followers of
  Kadæna survived than Utha and his Duskwalkers could hope to
  defeat, even with the Shadowstone lost. The Eyes were created as
  a prison, to trap the Kadænan Althans on Kulthea and in the
  eastern hemisphere where they were concentrated. The Dænku
  Ahrenreth was formed to monitor the Eyes and maintain a vigil
  against any K’ta’viiri (members of Kadæna’s extended royal fam-
  ily) who might escape or emerge in the West. But the watch has
  
  30
  Shadow World Atlas & Encyclopædia Kulthea
  A
  B
  F
  E
  C
  M U L I R A
  5•MULIRA
  The name Mulira is applied by most scholars to the great ‘H’
  shaped land mass, as well as the large area of land to the north
  (which is imprisoned in a glacier). The main continent hosts a
  wide variety of environments from cold tundra and wasteland
  to subtropics. Much of southern Mulira is lowland, excellent for
  farming. The earliest inhabitants of this region are racially Jineri
  (to the south) and Y’nar (in the colder north) in origin.
  Realms and Regions
  A. Gaurkon Island. [Cool Temperate–Cold/Seasonal–Semiarid]
  Quaidu, Lugroki, Trolls (Herders, Fisherfolk/Dictatorship/TL:)
  The inhabitants of this ring-shaped land are all under the fist
  of Ondoval. The mountains are riddled with tunnels and the
  peaks are dotted with lookout towers. At the center of this mas-
  sive natural fortification is the Ahrenreth citadel of Ahrentorg
  (Ir. “Shadowed Secret”).
  B. Grass Sea: [Cool Temperate–Cold/Seasonal–Semiarid] Y’nari
  (Hunter-gatherers/Clan/TL:)
  A vast steppe, largely uninhabited except for scattered groups
  of semi-nomadic Y’nari and their herds of Alpaca. The western
  and northern regions are well above sea level with sheer cliffs
  along the coast. The land descends towards the east, down to sea
  level by the time it meets the Black Plain.
  C. Redsky Marches: [Cold–Frozen/Semiarid] Anzeti (Fisherfolk/
  Clan/TL:)
  3 •
  G
  D
  H
  I
  J
  Barrier Sea
  Mulirian
  Sea
  1 •
  2 •
  4 •
  5 •
  7 •
  6 •
  Wyvern
  Bay
  Ghost
  Sea
  Deep
  Bay
  B
  B
  One inch = 550 miles
  failed, and a former member of that order may soon be respon-
  sible for releasing these Essænce Lords from their prison.
  Awakened from secret cronagenic (time suspension) vaults
  by the reappearance of the Shadowstone in   (brought
  back by Ondoval), the Essænce Lords have been building em-
  pires in the East for over a thousand years, and they are poised to
  make their escape. A handful of these K’ta’viiri, along with doz-
  ens of other Lords, have been fighting amongst themselves for
  supremacy, but also biding their time and massing their forces
  for the moment when they might escape from Kulthea and rule
  the stars once again. All of these realms are generally at Tech Level
  -, with the Lords themselves having some machines to TL ,
  but these are all items preserved from their former glory. Be-
  cause of their few numbers, their inability to cooperate with each
  other, and the limited resources, they have been unable to con-
  struct many new tools, vehicles or weapons even approaching
  their old levels.
  Ozyrin: The smallest of the domains, it is the realm of Kyjariis.
  Sotar-ki:Lord V’jarin rules this domain in the southeast
  Wojok: Located on a continent in the southwest, the Lord Dijarka
  has designs on Folenn across the Barrier.
  Goath: The brothers Jeral and Jeraniis share control of this em-
  pire in the central continent.
  Kytan-Kûr: Largest of the domains, it controls all the lands in-
  side the crater-ring in the northwest. The ruler is K’thaalhír.
  
  Part IV: Lands
  31
  L. Kalitaal: [Cold/Semiarid] Ky’taari (Fisherfolk/Clan/TL:)
  These islands are the only home of the Ky’taari people out-
  side of the Mur Fostisyr, in NW Jaiman. They are less settled
  here, and even with their resistance to cold they would not have
  survived without the help of the Umli of Ulak-shy.
  Places of Note
  . The Ahrentorg: (Ir. “Shadowed Secret”), one of the eight cita-
  dels of the Jerak Ahrenreth and as such a repository of a shard
  of the great crystal. It is also home of Ondoval, a K’ta’viir and
  former head of the Circle. His goal is the destruction of the
  Eyes of Utha; currently he has the captured northern Eye in a
  shielded vault deep under the Ahrentorg.
  . Whispering Palace: A sprawling ruin, a haunted castle com-
  plex covering several square miles along this island’s SE coast.
  It is believed that the ruins date to the very late Second Era. In
  design and materials they resemble those of the Jinteni of SW
  Emer. There are common design elements with the City of the
  Dead in the Uj desert.
  . Isle of Ghosts: This entire island was once a city, but all now
  lies in ruins. The architecture is similar to that of the Whisper-
  ing Palace and so is believed to be also Jinteni in origin—or
  possibly a culture with ties to lost Tarania.
  . Gendael: A trading center where furs, ores, fish, meat and other
  staples are exchanged for exotic spices and other items from
  more temperate lands. The road to Mazatlak is heavily trav-
  elled.
  . Mazatlak Pillar City: A regional trade center and capital of the
  Mazzara Delta kingdom.
  . Yarlis City: More of a large trade-town, Yarlis is still a focal
  point of the region.
  . Razii City: The heart of the Hírazi realm, where the clan chiefs
  reside with their nest-brothers.
  K
  L
  This region is mostly desolate tundra. There are a few Anzeti
  villages along the coast, especially in the Axe-notch Bight, which
  reaches to the feet of the snow-covered White Rock Mountains.
  D. Wyvern Isle: [Cool Temperate/Seasonal] Anzeti (Mixed econo-
  mies/TL: )
  This remote island, covered mostly by evergreen forests, is
  the retreat of the Loari Elven brothers Nyk and Dareu Elchai,
  lords of an ancient castle and (generally) benevolent rulers of
  several villages on the island.
  E. T’sai Steppe: [Cool Temperate–Cold/Semiarid] Y’nar (Herd-
  ers/Clan/TL:)
  Tundra in the north gives way to open grassland in the south-
  ern regions. Still, the soil is poor and precipitation minimal. The
  ancient Humpback Mountains in the northwest do little to shield
  the land from arctic winds.
  F. Mazzara Delta: [Cool Temperate/Seasonal] Y’nar (Mixed econo-
  mies/Monarchy/TL: )
  A vast delta/archipelago; this fragmented land and the shores
  to north and south are controlled by a Y’nari kingdom. At the
  head of this delta is the capital: Mazatlak Pillar City.
  G. Black Plain: [Cool Temperate–Cold/Seasonal–Semiarid] An-
  zeti, Haid (Hunter-gatherers, Herders/Clan/TL:-)
  Named for the glossy dark green grass which covers most of
  this lowland, the Plain is largely uninhabited except for settlements
  at the foothills of the three mountain ranges surrounding it.
  H. The Lindiis Lakes: [Cool Temperate/Seasonal] Jineri (Fisher-
  folk/Tribe/TL:)
  This lake is one of the largest freshwater bodies on the planet,
  and provides a rich fishing ground for the Jineri people living
  along the coast.
  I. Dagger-Ridge Bay: [Cool Temperate/Seasonal] Hírazi (Mixed
  economies/Clan/TL: -)
  The sheer Stonetooth Mountains which embrace the bay are
  riddled with caves. These are the eyries of a large clan of Hírazi:
  hundreds of winged men who jealously guard their domain.
  J. Mnekora: [Cool Temperate/Seasonal] Centauri (Herders-Mixed
  economies/Clan/TL:)
  Centaurs rule this island, and outsiders (with rare exception)
  are not welcome. The Centauri and Hírazi have formed an alli-
  ance to protect each other against an invasion of ‘mundane’ hu-
  mans.
  K. Ulak-shy [Frozen/Semiarid] Umli (Fisherfolk/Clan/TL:)
  Scattered settlements of the hardy snow people carve out a
  marginal existence, subsisting on fish, arctic birds and the occa-
  sional polar bear.
  
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  Shadow World Atlas & Encyclopædia Kulthea
  6•AGYRA
  A large area of land riddled with rivers, bays and lakes, Agyra
  is divided primarily by the Iron Mountains (which run along the
  southern coast of Cestos and Ormulu) and the great Roak Ridge,
  (separating the Alnorau Plain from the western lands, then con-
  tinuing south to form the eastern edge of the continent until it
  meets Thuul). Agyra’s lands are for the most part remarkably
  T H U U L
  A G Y R A
  5 •
  1 •
  6 •
  A
  Lonely Sea
  Green Sea
  7 •
  fertile, and its climate temperate. It has proven an ideal home-
  land for the Alliance.
  Realms and Regions
  A. Orenoki Peninsula: [Temperate/Humid] Jineri (Hunter-gath-
  erers/Tribe/TL:)
  Rocky coasts protect this largely uninhabited peninsula where
  thick coniferous forests blanket most of the land. They also con-
  B
  C
  E
  D
  F
  2 •
  3 •
  4 •
  9 •
  10 •
  8 •
  Sea of
  Fate
  Shark
  Bay
  Bay of
  Tides
  Kelp Sea
  G
  H
  Imarij
  Bay
  I
  Blue Ridge
  Bay
  F
  Eilak
  Bay
  
  Part IV: Lands
  33
  ceal many ancient Jinteni ruins. The few Jineri inhabitants shun
  the crumbling sites, believing them to be haunted.
  B. Ormulu: [Tropical–Temperate/Rainy–Humid] Ochu (Slash and
  burn agriculturists/Theocracy/TL:); Jineri (Hunter-gatherers/
  Tribe/TL:)
  The northern regions are temperate fertile lands with many
  small rivers, controlled mainly by a number of Ochu city-states.
  The south is a dense rainforest inhabited by Jineri tribes.
  C. Alnorau Plain: [Temperate/Seasonal] Ochu (Slash and burn
  agriculturists/Theocracy, Tribe/TL:-)
  The northern regions are mostly fertile river valleys. Ochu
  settlements which were previously in an almost constant state of
  war are now at peace under the wing of the Alliance (the Jenaar
  of the Alliance, with their Kal-chah guard, are considered mes-
  sengers of the gods by the Ochu priests). The southern penin-
  sula is impenetrable rainforest inland, with a few coastal settle-
  ments.
  D. Cestos: [Tropical/Rainy] Ochu (Fisherfolk/Clan/TL:)
  Dense inland rainforest is largely uninhabited; coastal settle-
  ments are for the most part along the Shimmering Bay to the
  northeast. Recently some of the Ochu have been recruited by the
  Alliance to mine rich diamond, iron and eog veins in the Smok-
  ing Hills to the northeast of the bay.
  E. Ubenmas: [Tropical/Humid] Ochu, Erlini, Jaaderi, Dyari
  (Mixed economies/Oligarchy/TL: -)
  This is the heart of the lands controlled by the Alliance. Great
  roads have been cut through the jungles and tracts of land cleared
  Note that even here there are still isolated tribes of Ochu
  people living in the rainforest.
  F. Nadai-koru peninsula: [Tropical/Rainy] Jaaderi (Fisherfolk/
  Theocracy/TL: -)
  This peninsula and the associated islands are also under the
  control of the Alliance, though they are left largely to their own
  devices. The Alliance easily subjugated the most useful tribes by
  having certain Jenaara Mystics appear in the form of Nadai gods,
  with their Kal-chaah guards as heavenly heralds. Now the na-
  tives gladly pay tribute… and sometimes their prayers for better
  weather or the end of a sickness are answered.
  G. Kuriis-Kinn lands: [Tropical/Rainy–Humid] Jineri (Fisherfolk/
  Monarchy, Tribe/TL:c-)
  From the southern portion of the Sullen Mountains, extend-
  ing southwest along a slender peninsula and islands beyond, this
  land is inhabited mainly by Jineri in scattered tribes. However, in
  the southern portion is a growing realm led by a powerful priest-
  king. The Kuriis people are constantly threatened by volcanoes
  scattered through the aptly-named mountains.
  H. Gorma’al Basin: [Tropical/Rainy] Jineri, Jaaderi (Fisherfolk/
  Tribe/TL: b-)
  This is a vast rainforest lowland straddling the Gora River. It
  is essentially controlled by the Alliance but many tribes are still
  independent and there is constant fighting between the Jineri
  and Jaaderi tribes.
  I. Kah’hai’ree [Temperate/Undersea] Mermen (Fisherfolk/Mon-
  archy/TL:c-)
  This Merman realm is—beyond rumor—unknown to the
  land-dwellers around, and the king is happy to keep it that way.
  The Mermen of Kah’hai’ree reside mainly in the shallows of the
  southwestern area of the Kelp Sea, which provides them not only
  food but concealment. And travellers by boat avoid this region
  in particular for fear that the kelp will trap their ships.
  Places of Note
  . Ssoiayig Saer (K. ‘Caves of the Drakes’ Birthplace’), the ancient
  secret breeding caves overlooking the Silver Scales Lake.
  . Nivean Atolls: Beneath lies a Coral Road.
  . Anakata: Second city of the Alliance, at the mouth of the
  Charayh River.
  . Nontataku: On the south side of this isthmus, Nontataku is an
  important trade city controlled by a Jaaderi warlord. Also of
  great importance is the Imarij Sea-tunnel, connecting the Kelp
  Sea with Shark Bay on the north.
  . Arajaku: Capital city of the Alliance, where the long Nedrael
  Estuary meets the Blue Ridge Bay. Arajaku is a fortified city
  with many tall, graceful towers and wide avenues within it’s
  crenellated walls.
  . Green beach of Na-kor-Ru: the adjacent forest is home to the
  Shards of Ubenmas. Alliance explorers inadvertently awakened
  the ancient menace there, and are currently taking measures to
  contain or control the shards.
  . Tarania: Beneath the Lonely Sea lies a vast submarine cavern:
  survivors of the Interregnum whose entire realm sank beneath
  the ocean during the Great Wars. Loremasters raise a skeptical
  eyebrow at the mere mention of the Nulakh (I. “Lost Isle”), but
  rumors of this place persist. In some cultures this legendary
  land is called Tarania. Tarania did once exist, a great island in
  the middle of the Lonely Sea. Its inhabitants were highly ad-
  vanced technologically—moreso than any since the Althans,
  and still far ahead of any civilization now. They built the
  Subshuttle system and had colonies in several other continents,
  but kept themselves apart from the Jinteni and Wôrim. These
  other two cultures were less technically advanced but possessed
  aptitudes for the Essænce which the Taranians did not.
  . Karilôn: Secret island home of the Loremasters (approximate
  location). Guarded by magical protections and vigilant sentries,
  Karilôn is a complex of libraries, residences and training areas.
  At the heart of it all is the ancient Tower of the Winds, a beau-
  tiful Earthwardens structure.
  . Mirataar: Formerly controlled by a Jaaderi warlord, this city-
  state is now governed by an Alliance administrator. Control-
  ling trade along the coast road to Tetaum, and between the Eliak
  Bay and Lonely Sea, it is an important access point.
  . Arg Arul (Kg. ‘Isle’s End’): The home of The female dragonlord
  Ulya Shek, and main port of her submarine fleet. She now has
  six ships which resemble great spinesharks. Her island is heavily
  fortified, and protected by human, dragon and   her demon/
  human fusions:  Dusdurbulgaur (K. “Warrior-demon off-
  spring”). She has also constructed a number of Portals linking
  Arg Arul to Essænce Lords installations where she and Jenkyna
  operate.
  
  34
  Shadow World Atlas & Encyclopædia Kulthea
  Lonely Sea
  7•THUUL
  This great ring of land was formed ages ago by some great
  cataclysm, changing forever the face of all Kulthea. In the very
  center is an isle known as Luor’ka’tai (I: “Pillar of the Gods”). It
  is a tapered column of black Laen and glass rising out of a rocky
  foundation ﬁve miles into the Kulthean sky. The exact origin and
  nature of the Pillar of the Gods is unknown. Some postulate the
  impact of a huge meteor, while those few with a more advanced
  knowledge of physics propose that a supermassive body (such as
  a tiny black hole) plunged through the planet at tremendous
  speed, extruding material from the core, creating the Pillar of
  the Gods.
  Powerful Essænce envelops the ring-shaped continent, and
  grows stronger in waves as one nears the center — much like
  ripples from a pebble dropped in a quiet pond. But these ripples
  are disturbances of pure energy, causing shifts in the very fabric
  of space and time as one passes the inner pair of guardian isles.
  The northwestern area of the Ring is arid desert, while the
  southwest is semi-arid. The eastern regions are tropical in the
  north to cool or temperate in the far south.
  The Guardian Sea on the interior of the continent is surpris-
  ingly turbulent; whirlpools are common violent storms are frequent.
  Realms and Regions
  A. Flowstorm Isles: [Tropical–Cold/Rainy–Semiarid]
  Much like the Isles of Bloody Sunsets (the name of the northern
  portion of this long chain), these are mainly atolls and tiny unin-
  habited islands. This chain is remarkable because it is the closest
  land to the western Barrier. A Coral Road runs beneath this chain.
  B. Chaal-chu: [Tropical/Rainy] Eritari, Thesians (Hunter-gather-
  ers/Tribe/TL:)
  In an (apparently) unique and frightening aberration, there
  are Half-elven Eritari tribes in Chaal-chu who are cannibalistic.
  They believe that feeding on their full-mortal cousins the Thesian
  tribes will extend their lives. This practice is encouraged by sha-
  man priests who lead the shockingly vicious attacks.
  T H U U L
  C
  D
  E
  G
  H
  F
  6
  J
  B
  7 •
  1 •
  5 •
  Barrier Sea
  Foam Sea
  A
  2 •
  3 •
  4 •
  Churning
  Bay
  Bay of
  Mirrors
  Shark
  Bay
  Kelp Sea
  Crab
  Bay
  I
  Lonely Sea
  Eilak
  Bay
  
  Part IV: Lands
  35
  C. Kerovan States: [Tropical/Humid] Thesians (Mixed economies/
  Feudal/TL:-)
  A dozen or so separate city-states and petty kingdoms, the
  various Kerovan groups have been almost constantly warring
  against each other—until they were absorbed into the
  merchantile empire known as the Alliance.
  D. Joru Desert: [Hot/Arid] Synshari (Hunter-gatherers/Anarchy/TL:)
  A true desert of rolling dunes, Joru is desolate except for the
  rare oasis.
  E. Gethyra: [Hot–Tropical/Wet & Dry–Arid] Muadani (Mixed
  economies/Monarchy/TL:)
  This land of desert broken by fertile river valleys is home to
  an ancient realm known also as the Kingdom of the Desert Jewel.
  The people are locally known as Gethryn. They have recently
  come under the sway of the Alliance.
  F. Lypanax: [Tropical–Temperate/Rainy–Seasonal] Jineri (Hunter-
  gatherers, Herders, Fisherfolk/Tribe/TL:)
  The entire northern region is impenetrable jungle, but the south
  is warm, temperate lands. Even this
  portion of the subcontinent is
  sparsely settled, however, due to its
  isolation from surrounding lands:
  rough coastal waters make naviga-
  tion difficult, and Essænce flows
  make even magical transport a
  tricky proposition. Just as well,
  because the Jineri of these lands
  are violent and warlike. They use
  blowguns with deadly poison
  against their rivals.
  G. The Jan: [Temperate–Cool Tem-
  perate/Humid–Wet & Dry] Haid
  subrace (Clan/TL:-)
  This area is inhabited by a
  people known as the Jan, or the
  Nomads of the Nine Nations.
  H. Shoneb Empire: [Tropical–
  Temperate/Humid–Seasona]
  Muadani, Shay (Mixed econo-
  mies/Monarchy/TL:)
  Once rivals of the Jan, they
  have now joined them as subjects
  of the Alliance.
  I. Sul-zuah: [Temperate/Undersea]
  Mermen (Fisherfolk/Monarchy/
  TL:c-)
  Another Merman Kingdom,
  this one more hostile to surface-
  dwellers than most. They would
  not hesitate to kill intruders to
  protect their privacy.
  J. Bartuche: [Cool Temperate/Sea-
  sonal] Talath, Y’nari, Erlini
  (Herders/Clan/TL:-)
  Scattered herders sparsely
  populate this land. There are also
  a few small Erlini tribes in the
  northern mixed forests.
  K. Nestakah: [Tropical/Rainy–
  Humid] Thesians (Hunter-gath-
  T H U U L
  Guardian Sea
  North Sea
  of Glass
  K
  Q
  S
  N
  L
   • 10
  8
  R
  9
  South Sea
  of Glass
  Dragon Sea
  Fire Bight
  Guardian Sea
  Foam Sea
  O
  P
  T
  U
  V
  11 •
  12
  13 •
  14 •
  15 •
  Bay of
  Swink
  erers/Theocracy, Tribe/TL:-)
  The dense rainforest has so far defied Alliance incursion, pro-
  tecting the Thesians and Jinteni ruins within.
  L. Jhoridia: [Tropical/Rainy–Humid] Jhordi (Mixed economies/
  Republic/TL:)
  The blue men with no speech are free of the domination of the
  Ordainer Morloch and are rebuilding their realm, but they may soon
  find themselves caught between the advancing Alliance and the im-
  perialist Vashaan Domain of Falias. The capital is Xarok-Taal.
  M. Kadru: [Hot–Tropical/Wet & Dry–Semiarid] Rasha-ai, Rhiani
  (Herders/Clan/TL:-)
  Kadru is the westernmost (and newest) province of the Vashaan
  Domain, though the original inhabitants of the central plains have
  yet to be subjugated. Currently there are Vashaan settlers along the
  east and southern coast and a few expeditions westward.
  N. Arg Uscurac: [Tropical/Rainy]
  These isles are unoccupied; frequent storms from the essænce
  discharges would make normal subsistence impossible.
  M
  N
  W
  
  36
  Shadow World Atlas & Encyclopædia Kulthea
  O. Thynar: [Tropical/Rainy] Thesians (Fisherfolk/Kingdom/TL: )
  The kingdom of Thynar extends south through the moutain
  gap. It is a protectorate province of the Vashaan Domain of Falias,
  and pays tribute in grains and valuable ores.
  P. Khur Fiefdoms: [Temperate/Seasonal] Shay (Feudal/TL:)
  A province of the Vashaan Domain, the fiefdoms are a string of
  feudal holdings. Once they were a more united kingdom, frequently
  at odds with Thynar, but Vashaan has put an end to hostilities.
  Q. Arlandia: [Tropical–Temperate/Rainy–Seasonal] Eritari (Fish-
  erfolk/Monarchy/TL:)
  In the forest between two rivers lies this small kingdom, long
  isolated and hidden. There are a few Earthwarden ruins here.
  R. Gufu Rainforest: [Tropical/Rainy] Thesians, others (Hunter-
  gatherers/Tribe/TL:-)
   A huge unbroken jungle blankets this entire region. There are
  scattered Thesian settlements, but even they are very sparse.  There
  are also some Forest Giant tribes, and at least one tribe of a hybrid
  race of the two: large, powerful men and women, strong yet agile.
  S. Xa’iayn: [Tropical/Humid] Kinsai (Mixed economies/Monar-
  chy/TL:)
  Most of this island is uninhabited except for a few scattered
  tribes of jungle garks and Forest Giants. But along the southwest
  coast is the small kingdom of Xa’iayn. Many of the Kinsai people
  here have rudimentary Mentalist powers but no training.
  T. Kalanda-nor Plateau: [Hot/Semiarid–Arid] Rasha-ai (Hunter-
  gatherers/Clan/TL:b)
  This great savannah is mostly scrub grass, mixed with a few
  stunted forests and more fertile grassland.
  U. Wrangôr: [Temperate/Seasonal] Lugroki, others (Slash and burn
  agriculturists/Dictatorship, Tribe/TL:)
  This is a realm of Lugrôki, and Lugrôk-hybrids, the result of
  centuries of captured slaves being interbred with the Lugrôk
  population. This has created a race smaller than the true ‘High
  Lugrôki’ but able to function during the day as well as at night.
  They are no less ugly, however. This program has been under the
  Dark Master, a shadowy dictator who, with his War Troll guard,
  resides in a citadel outside the port city of Vashtak.
  The ‘Dark Master’ of this realm is a Dyar Elf, a powerful Mys-
  tic who rules through terror and brute force—concepts which
  the Lugrôki understand all too well.
  V. Nemogûk: [Underground] Murlogi (Mixed economies/Dicta-
  torship/TL:)
  Beneath the southern portion of the Clythul Mountains is a
  sprawling Murlogi city. A few chambers are grand halls which
  must have been built by another race long ago, but most are the
  small warrens the goblin-folk prefer. This realm is under the con-
  trol of a Mountain Giant and his clan.
  W. Grennhill: [Temperate/Seasonal] Hill & Forest Giants (Hunter-
  gatherers/Clan/TL:c)
  A rocky island dotted with mixed forests, Grennhill has avoided
  Wrangôr’s eye thus far, partly because of the treacherous coastline.
  The Giants who live here are basically peaceful but wary of the
  ‘little people’ and would defend their land with deadly force.
  Places of Note
  . Dream Isles: Located in the center of the Kelp Sea, this is the
  home of the three Dreamlords. Iylari Elves with mystical pow-
  ers, the Dreamlords have hidden and protected the isles with
  powerful magical defenses. Even the Mermen are unaware of
  them beyond rumor.
  . Ketalnor: Trade port and last city before the Chaal-chu jungles.
  . Barzu-chaa: Ruins litter this island; apparently this was an im-
  portant city-state sometime in the Interregnum, though  the
  architecture and technical level (TL:-) does not match Jin-
  teni, Wôrim or Earthwarden type.
  . Tetaum: Capital of Gethyra.
  . Doomstraits Isle: Rocky island which is the home to Jaaderi
  pirates along the coasts and Forest Giants in the interior. The
  two groups leave each other alone.
  . Kykor Ku: Deserted except for dangerous jungle Garks and a
  Jinteni tomb complex (Similar to the City of the dead in Emer
  but much less extensive).
  .␣Thalassia: Deserted but for Tanaran ruins and a hidden
  subshuttle station.
  . Ugaar-Shú: this volcanic island is the site of the Ahrenraax (Ir.
  “Secret Claw”): One of the eight ‘secrets’ or citadels of the Jerak
  Ahrenreth, and home of Morloch the Ordainer. During most of
  the second and third millennia of this age, Morloch held sway
  over most of eastern Thuul. In recent years Morloch has allowed
  much of his dominion to fall under the sway of others; the rea-
  son for this apparent retreat is unclear to the Loremasters.
  . Ohtah: Active volcanoes, home of Fire Giants.
  . Pillar of the Gods: (Luor’ka’tai ) A pinnacle of extruded black
  laen and star iron reaching miles into the sky. Most current Kulth-
  ean inhabitants assume that it was the work of the gods. The Bay
  of the Gods immediately around the Pillar is always churning,
  full of treacherous whirlpools, watersouts and electrical disharges.
  Unstable Essænce flows and storms are more common here than
  anywhere else in the hemisphere. The Pillar was created by a black
  hole passing through the planet many ages ago. It entered through
  the far side, creating vast concentric craters, and exited here, ex-
  truding core material which hardened instantly.
  . Dalov Griev (E. “Isle of Jewels”): Secret Forge/Smithy of
  Tethior. This sprawling complex is home to the great alchemist
  and his retinue of apprentices and servants. It is guarded by
  magical defenses, mechanical traps and Changramai warriors.
  . Trogli Warrens: These creatures are the least of the Trogli race
  and barely qualify as humanoid, having little social structure be-
  yond basic family groups. However, they have multiplied under
  the central Clythul Mountains. They feed on underground crea-
  tures in the darkness, but in recent centuries have become
  emboldened enough to emerge in the darkness under the wan-
  ing sickle of Orhan to snatch surface creatures and people. They
  are also a threat to the Murlogi cavern city to the south.
  . Tower Isle: Earning its name, this island is a virtual pillar of
  stone rising several hundred feet above the crashing waters.  The
  summit is covered by deciduous forest, which conceals not only
  some ancient ruins but an observation outpost built by the Dia
  Khovaria, a research organization of the Terran Star Empire.
  (See Space Master). It was only with the removal of the North-
  ern Eye that the D.K. was able to send manned ships into the
  Kulthean atmosphere with any reasonable chance of landing
  safely; energy fields surrounding the planet make any passage
  through the magnetosphere problematical.
  . Vashtak: Port city, capital of Wrangôr. While this realm is mostly
  Lugrôki and hybrids, there are many races to be found in this bus-
  tling port. It is not a place for the weak or faint of heart however.
  
  Part IV: Lands
  37
  4 •
  MYTHENIS
  8•MYTHENIS
  A continent of contrasts, Mythenis lies in the far southwest
  of the hemisphere, a mountainous heartland sprouting numer-
  ous peninsulas and strings of islands. The shores along the north
  and center are amazingly temperate for the latitude, while the
  southern regions are blanketed with snow through most of the
  year. Mythenis is also subjected to considerable vulcanism; clouds
  of ash are common. Earthquakes too are chronic: the Mythenian
  mountain range is along a major fault line.
  Realms and Regions
  A. Kestal Drang: [Cold/Wet & Dry–Semiarid] Lydians (Mixed
  economies/Feudal/TL:)
  A nominal kingdom of loosely aligned states (who frequently
  bicker amongst themselves), this is the most advanced culture
  on the continent.
  B. Waulok Ice Cluster: [Frozen/Arid] Ice Giants.
  A barren waste where only enchanted beings could survive.
  C. Kykynan: [Cold/Semiarid] Haid (Hunter-gatherers/Tribe/TL:)
  The horsemen tribes of the Kykynan plains are often at war
  with one another, which is fortunate for the Elves of
  Sardiskandor; for they could not stand against the united Haid
  tribes who covet their fertile temperate valleys.
  D. Sardiskandor: [Cool Temperate/Seasonal] Erlini, Sulini (Fish-
  erfolk/Monarchy/TL:)
  2
  A
  C
  D
  E
  B
  Sea of Ice
  Sea of Ice
  Frost Bay
  3 •
  5 •
  1 •
  This kingdom, situated in the curving embrace of the Steam-
  ing Hills, enjoys an amazingly mild climate for its latitude. It owes
  this blessing to the sheltering hills and the nearby volcanoes.
  E. Barbuluk: [Underground] Goblins (Mixed economies, Special/
  Dictatorship/TL:-)
  This Goblin city was originally built by Dwarves, but in the
  Wars of Dominion they were overrun by dark armies breaking
  through from the Ash Lairs. Ruled by a Mountain Giant now,
  the Goblins have expanded the caverns under the mountains.
  Now they pose a second threat to the Elves of Sardiskandor.
  F. Vingaard: [Cold/Semiarid] Lydians, Umli (Hunter-gatherers/
  Clan/TL:b-c)
  A great tundra which is frozen much of the year, Vingaard
  supports a few migrant groups who travel across the bleak plain
  on great sleds pulled by snow hounds.
  G. Seldjaal: [Cold/Semiarid] Lydians, Hill Giants, and hybrids
  (Herders/Clan/TL:b-c)
  This forbidding landscape is home to a few hardy clans, in-
  cluding a race of imposing hybrid men with pale hair and skin
  and who wear polar bear furs.
  Places of Note
  . Isle of the Turning: Earthwarden ruins guard a Coral Road
  entrance and a Portal. The Kestali believe it is haunted.
  . Great Ice barrier:  Rocks and hardy coral frequently catch drift-
  ing icebergs; beneath lies a Coral Road.
  . Kykaia Cape: A trade port.
  . Hurricane Island: An essænce abberation causes a guarding
  wind to constantly blow around this strange land formation.
  There is an Earthwarden tower in the center.
  . Tree City: Capital of Sardiskandor.
  F
  G
  . Mount Urgokh. A very large active volcano, Urgokh periodi-
  cally spews fire and ash into the sky, but has yet to erupt with
  real violence. There are entrances to the Ash Lairs in caves
  nearby, some inhabited by renegade Lugrôki… and also deep
  in the caverns is trapped an Ordainer.
  Bay of Gales
  Foam Sea
  
  38
  Shadow World Atlas & Encyclopædia Kulthea
  9•JAIMAN
  While a small mass of land rather far north, Jaiman has had a
  powerful role in the world history. It is the home of many Lo-
  remasters and the center of several historic conﬂicts—a few of
  those tales are revealed in the sourcebook: Jaiman, Land of Twi-
  light.
  Jaiman is broken by mountain ranges, swift rivers, and a se-
  ries of great lakes. Much of northern Jaiman is sub-polar (except
  for the far northeast, which is warmed by extensive volcanic ac-
  tion), while the more southern areas enjoy cool temperate climes.
  NOTE: for more on Jaiman, See the book ‘Haalkitaine’ and the
  pdf file of the original book ‘Jaiman’, available from Eidolon
  Studio.
  Realms and Regions
  A. Mur Fostisyr: [Cold – Frozen:/Semiarid] Ky’taari (Mixed econo-
  mies/Monarchy/TL: ); Syrkakar (Mixed economies/Clan/TL:);
  Udahir (Hunter-gatherers/Monarchy/TL:-).
  This is a cluster of islands, home to the Ky’taari, Fustir, Udahir
  and Syrkakar peoples. In recent years the Syrkakar have more or
  less overrun the homes of the other races to dominate the Land
  of Blue Light.
  B. Lu’nak:[Cold/Wet & Dry] Haid, Jameri (Herders/Clan/TL:)
  This land is best known for its coniferous woods, including
  the beautiful Blue Forest… and the more sinister Forest of Dír.
  C. Wuliris:[Cool Temperate–Cold/Seasonal] Jameri, Haid (Herd-
  ers, Fisherfolk/Monarchy (under Rhakhaan)/TL:-)
  This bleak land is now under the control of the Rhakhaan
  Empire.
  D. Zor Wastes:[Cool Temperate – Cold/Wet & Dry – Semiarid]
  JAIMAN
  Forbidden Sea
  Barren Waters
  Bay
  of
  Ulor
  North Sea
  1 •
  A
  B
  C
  D
  8 •
  7 •
  5 •
  10 •
  G
  H
  E
  F
  I
  6 •
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  2 •
  3 •
  The kingdom of Zor was utterly destroyed in a cataclysm many
  centuries ago and the land continues to be a desolate waste where
  nothing will grow; nevertheless it is now claimed by Rhakhaan.
  It is believed that any who remain in the Waste too long or
  venture near the old capital ruins soon grow sick and die. [This
  is no longer true; the radiation has dissipated.]
  E. Saralis: [Cool Temperate–Cold/Seasonal] Jameri, Haid (Herd-
  ers, Fisherfolk/Anarchy, Feudal/TL:-)
  The old kingdom of Saralis is long gone, the Wyvern crown
  destroyed. Now the place is largely empty except for a few re-
  mote fortified homesteads and scattered holdings by petty lords.
  F. U-Lyshak:[Cool Temperate/Seasonal] Jameri (Mixed economies/
  Feudal/TL: ); Erlini (Mixed economies/Monarchy/TL:-)
  This southwestern quadrant of Jaiman was once the magical
  Sea-Drake Crown-realm of U-Lyshak, but was fragmented long
  ago. The western mainland region is now the fledgeling king-
  dom of Helyssa, the south is the Elven forest of Remiraith, and
  the north is ruled by many warlords who battle amongst them-
  selves.
  G. Rhakhaan: [Cool Temperate/Seasonal] Laan/Jameri (Feudal
  Monarchy/Mixed economies/TL:)
  Now the most powerful kingdom on Jaiman, Rhakhaan has
  expanded into lands formerly controlled by the other ‘crown
  realms’ and has truly become an empire.
  H. Tanara: [Cool Temperate – Cold/Seasonal] Dúranaki (Mixed
  economies/Oligarchy/TL: ); Myri (Herders/Clan/TL: ); Sulini
  (Fisherfolk/Clan/TL: )
  Formerly another of the six ‘Crown Realms,’ the Pegasus King-
  dom of Tanara is now essentially a free land under the nominal
  control of the reclusive Dúranaki, with the Myri and Sulini
  peoples maintaining a quiet, independent life in the lowland val-
  leys and coastal lands.
  11 •
  • 4
  12 •
  15 •
  J
  14 •
  13 •
  14 •
  K
  
  Part IV: Lands
  39
  I. Urulan: [Cool Temperate/Seasonal]Erlin, Punkari, Sulini
  (Hunter-gatherers, Fisherfolk/Anarchy, Clan/TL:-)
  Once the powerful Unicorn kingdom (one of the six ‘crown’
  realms), Urulan is now mostly wilderness with scattered Punkari
  and Erlin tribes inland and Sulini along the coasts.
  J. Sularin: [Cool Temperate/Seasonal]Erlin, Sulini (Mixed econo-
  mies/TL:)
  A small Elven kingdom located in a secret cluster of valleys
  on the eastern coast of Urulan, Sularin has escaped the notice of
  all invaders so far. The Erlin king has in his possession the Uni-
  corn Sword and pendant
  K. Belgor: [Cold/Wet & Dry] Jameri, Umli (Fisherfolk/Clan/TL:)
  The rugged terrain and icy climate of this island make it an
  inhospitable home. Despite this, a few villages of hardy fisher-
  men live here… beyond the reach of the Rhakhaan Empire.
  Places of Note
  . Ulor: Home of Lorgalis and the Ahrendiir (Ir. ‘Shackled Se-
  cret’), one of the eight citadels of the Jerak Ahrenreth. Lorgalis
  also controls the peninsulas north and south of the island, both
  populated by a mix of Quaidu, Jameri and Haid peoples.
  . Quellbourne: In addition to the ruins of the city of Quellburn
  there is the trade port of Kelfour’s Landing. (Quellbourne, Land
  of the Silver Mist)
  . The Forest of Dír: Home to several lats of the infamous Shards
  of Dír, and one of the I-lat Norg: Shar Tii.
  . Ja’miil Targ: This region is a lava field surrounded by glaciers
  and tundra. At the knees of one active volcano is the Uronthis
  Kalthul (Ir. Claw of the Dragon): the citadel of the Dragonlord
  Sulthon Ni’shaang.
  . Gryphon College: A school of magic and a sanctuary.
  . Haalkitaine: Capital of the Rhakhaan Empire, Haalkitaine is a
  fortified city in the foothills of the Grey Mountains.
  . Lethys: Second most important city in Rhakhaan; important
  trade center.
  . Plasidar: This island is home to Dyari pirate-lords and their
  minions.
  . Aranmor: A site of many ruins, this island is also home to an
  active volcano. Submarine vents cause the seas all around the
  island to steam and boil, making a visitation difficult. (Demons
  of the Burning Night)
  . Nomikos Library: The isle itself is called Ormian, the home
  of one of the most famous repositories of knowledge on Kulthea.
  There is also a small university on the grounds, all located on a
  high bluff. Below the library is a small port village.
  . Ar-talisen: Old capital of Urulan. Once a beautiful city of
  Orhan-marble towers, fountains and tree-lined courts, it is now
  in ruins… and haunted.
  . Tyrinia: City ruins, held by the Punkari. Location of a Bakuul
  Portal (see Artifacts & Lost Technology).
  . Tyrinia: Coral Road Entry
  . Coral Road Entry.
  . Ahrenlaakh: (Ir. “Lost Secret”) One of the eight ‘secrets’ of the
  Jerak Ahrenreth and home of the Ark of Worlds.
  The Map Room at the Imperial Library in Haalkitaine
  
  40
  Shadow World Atlas & Encyclopædia Kulthea
  10•EMER
  Lord of the western continents, Emer dominates the map. It
  is the legendary home of the Masters of Emer, an ancient pan-
  theon of godlike beings who dominated all of Emer, ruling from
  a great palace in the central island of Votania. The Masters are
  long gone from Emer though tales of the ethereal gods persist,
  and Votania remains a haunted place. Navigators will not take
  you there (fueling erroneous rumors that their headquarters is
  located on Votania).
  Climate on the vast continent is quite varied. Much of the
  southwest is arid, and while the northernmost regions are cool
  and temperate; the southeast is humid and tropical, and the cen-
  tral areas are temperate to subtropical.
  NOTE: for more on Emer, see the Eidolon Studio Books Emer
  Atlas I-IV.
  HÆSTRA
  E M E R
  UJ
  KHÛM-KAAN
  TAI-EMER
  RÆL
  THUUL
  Realms and Regions (West/Central)
  A. Thesmoq: [Tropical/Humid] Jineri(Fisherfolk/Feudal/TL: )
  Island nation, formerly a colony of the Emerian Empire.
  B. Danarchis: [Tropical/Humid] Laan (Mixed economies/Repub-
  lic-Monarchy/TL:-).
  A peaceful, seagoing people, the Danarchans are on friendly
  terms with most of their neighbors—except Præten.
  C. Præten: [Tropical/Humid] Shay (Mixed economies/Dictator-
  ship/TL:-)
  Præten is an expansionist realm of loosely allied city-states.
  They support pirates who raid neighboring relams.
  D. Barellis: [Tropical/Rainy] Jineri (Fisherfolk/Monarchy/TL:)
  A kingdom populated by a mixture of Jineri and immigrant
  Laan peoples.
  E. Shinh Archipelago: [Tropical/Rainy] Shay (Fisherfolk/varies).
  A stretch of islands populated
  by pirates and wild creatures.
  F. Komaren Cluster: [Tropical/Sea-
  sonal] varied (Mixed economies/
  Republic/TL:)
  An immigrant realm, Komaren
  is most notable because it is a ref-
  uge for the sherikaan. With their
  recent victory over the Vajaari
  forces, they have shown themselves
  as a force to be reckoned with.
  G. Talæn: [Tropical/Humid] Erlini
  (Fisherfolk/Monarchy/TL:)
  An enclave of Erlini Elves who
  maintian a simple lifestyle on this
  forested isle. They do not welcome
  visitors, they are marginally less
  hostile to those of their own race.
  H. Zinvar: [Temperate/Seasonal]
  This island was once a bustling
  trade-port but after a mysterious
  disaster the inhabitants all died or
  fled. It is now generally thought to
  be haunted.
  I. Bodlea: [Cool Temperate/Sea-
  sonal] Talath (Herders/Clan/TL:)
  The dales of this rolling land
  are interlinked villages. The inhab-
  itants are peaceful and friendly,
  but increasingly wary of strangers
  because of recent aggression from
  Stroane.
  J. Pochantos: [Hot–Tropical/Wet &
  Dry–Semiarid] Ochu (Mixed
  economies/Monarchy/TL:)
  This land has recently been
  conquered by the Lankani and is
  now part of their empire.
  K. Vornia: [Cool Temperate/Sea-
  sonal] Shay (Herders/Feudal/TL: -)
  No unified goverment here; in-
  dependent city-states and petty
  kingdoms dot the land.
  Forbidden
  Sea
  Sea of Gold
  Lonely Sea
  North Sea of Glass
  Bay of Uj
  Rælian Bay
  Bay of
  Izar
  Melurian Straits
  B
  C 2 •
  A
  F
  E
  L
  Q
  R
  S
  T
  U
  M
  N
  I
  G
  Spine of Emer
  7 •
  3 •
  1 •
  4 •
  5 •
  13 •
  16 •
  P
  14 •
  15 •
  J
  O
  K
  9 •
  10 •
  11 •
  12 •
  6 •
  8 •
  D
  H
  V
  17 •
  W
  X
  
  Part IV: Lands
  41
  L. Sarnak: [Cool Temperate/Seasonal] Laan/Shay (Mixed econo-
  mies/Republic/TL: -)
  Most notably, Sarnak is ruled by women. Men have no role in
  government or society.
  M. Votania: [Tropical/Rainy]
  Once the location of Aldain Castle, the capital of the Emer-
  ian Empire, Votania is now a deserted land, littered with ancient
  ruins. However, deep beneath the isle is the secret Ahrenthrôk,
  and far up on the summit is the guarded home of the Masters of
  Emer, Titans long aloof from affairs of lesser beings.
  N. Stroane: [Temperate/Seasonal] Shay (Mixed economies/Dicta-
  torship/TL:)
  An expanding country seeking to bring all of Hæstra under
  its control.
  O. Lankanôk: [Hot–Tropical/Wet & Dry–Arid] Jaaderi (Slash and
  burn agriculturists/Theocracy/TL:-)
  Under the serpent god Klysus, Lankanôk has grown powerful in
  recent years, and is a potential threat to her neighbors as the Lan-
  kani priests are ever seeking more sacrifices for the bloodthirsty god.
  P. Ardania: [Hot/Wet & Dry] Laan/mixed (Mixed economies/Dic-
  tatorship/TL:)
   This new kingdom seems intent on reviving the Emerian
  Empire. So far they have brought back many of the old customs…
  and some of the ancient artifacts.
  Q. Vajaar: [Tropical/Humid] Muadani (Mixed economies/Dicta-
  torship/TL: -)
  This realm recently made a bold attempt to conquer Komaren
  and other neighbors but suffered a humiliating defeat when her
  fleet was sabotaged. The government is now in confusion.
  R. Itanis: [Tropical/Humid] Kinsai (Mixed economies/Oligarchy/
  TL:)
  The ‘Warlocks’ of Itanis rule this small cluster of islands, using
  their power—and the might of their amazon guard—to protect them
  from raiders and aggressive neighbors such as the Vajaari. Itanian
  Truthsayers (they are actually Seers and Mentalists) are famous across
  Emer and beyond, sought by kings and wealthy merchants alike—
  those who can afford their services, that is.
  S. Rhiani Plains: [Hot/Semiarid] Rhiani (Herders/Clan/TL:)
  The horsemen of these plains struggle against a hostile envi-
  ronment to survive. While suspicious of strangers, they have a
  generous nature.
  T. Lys: [Tropical–Temperate/Humid–Seasona] Linæri Elves (Mixed
  economies/Oligarchy/TL:)
  A small refuge for the fair Elves, this land is guarded on the
  north by mountains and on other sides by rocky coasts. The
  Linæri also use their powerful magics to dissuade would-be in-
  vaders. While technically advanced, these Elves prefer a relatively
  simple life. One of the Bakuul Portals is located here, but the
  Elves keep it inactive and in a sealed chamber.
  U. Uj Desert: [Hot/Arid] Synshari (Hunter-gatherers/Anarchy/TL:)
  Amidst the rolling dunes of Uj are scattered Synshari family
  groups. While they visit the few remote oases which exist in the
  deep desert, they do not linger there. As with most of their race,
  the Synshari here are extremely xenophobic.
  V. Naal: [Temperate/Rainy] Shay (Hunter-gatherers/Anarchy/TL:-)
  A civilization and enviroment destroyed by war with Ansidus,
  Naal is sparsely populated. Further east are desolate moors and bogs.
  W. Caves of Ulgon: [underground] Trogli (Hunter-gatherers/Tribe/
  TL:); Krylites (Mixed economies/Oligarchy/TL:-)
  Stretching north beneath the length of the Spine of Emer and
  south under the Falias Seawall Mountains, the Caves of Ulgon
  are considered by some to be an upper portion of the Ash Lairs;
  there are undoubtedly links between them, but these caves are
  water-formed and generally not as deep as the Lairs. The north-
  ern regions are inhabited mainly by Trogli, while the southern
  portion is dominated by an insectile race called the Krylites, who
  possess an advanced technology but are few in number.
  X. Gethæna: [Hot/Semiarid (underground)] Special (Mixed econo-
  mies/Feudal/TL:-)
  Home of the immortal and malicious Ishru and their servants the
  Dain Sædhu, Gethæna is located far beneath the Emerian continent.
  It can only be reached through secret, enchanted passages. In form
  Gethæna is a gigantic cavern, its roof so high that the inhabitants are
  unaware that they are living underground. It is illuminated with an
  eerie bronze light, bright enough to allow flora to live and grow.
  GM Note: The Ishru lords of Gethæna are extremely powerful;
  the GM may wish to keep this place sealed and apart from the
  rest of the Shadow World.
  Places of Note (West/Central)
  . Artha: Capital of Danarchis.
  . Ikeya: Capital of Præten.
  . Xooba: Trade city within the Præten kingdom. More of an in-
  dependent city-stae, Xooba is a dangerous place, unofficially
  ruled by an oligarchy of pirate lords.
  . Pahtôm: A city of Lankanôk (formerly Dubach, Capital of
  Pochantos).
  . Changramai Monastery: An elite school for martial arts; train-
  ing center for the famous Changramai monk-bodyguards.
  . Forest of Ash: All the trees in this wood are dead, flash-burned
  by a burst of heat and radiation from a crashed spacecraft long
  ago. The forest is haunted by the undead crew and the ship’s com-
  puter, which has been magically given a malevolent sentience.
  . Kenezan: Capital of the Lankan Empire.
  . Isle of Fire: Religious center of the Church of Zanar.
  . Port of Izar: Independent city-state and trade center.
  . Aquitar: Capital of the Komaren Republic of Islands (aka the
  ‘Komaren Cluster’)
  . Kaitaine: Independent city-state and trade center.
  . White Wood: A Haunted forest made up of leafless, bleached-
  white trees. At the center is a natural portal to the First Pale.
  . Ahrenthrôk: (Ir. ‘Guardian Secret’) First and primary of the eight
  citadels of the Jerak Ahrenreth, it is the home of the Crystal.
  . Ardan City: Capital of the kingdom of Ardania.
  . City of the Dead: A vast necropolis believed to have been con-
  structed by the Jinteni. It holds many secrets, including vehicles
  powered by the ancient, magical Sun-gems.
  . Grotto Path: A tunnel running under the Spine of Emer, the
  Path is at sea level and large enough for most ships to traverse.
  It connects the Bay of Uj and the Rællian Bay and is an impor-
  tant trade route.
  . Tower of Vour: Also the Ahren-Lyax (Ir. ‘Dreaded Secret’),
  one of the eight citadels of the Jerak Ahrenreth. The plain be-
  neath the tower is a huge marsh, haunted by the hundreds who
  died there in a great battle long ago.
  
  42
  Shadow World Atlas & Encyclopædia Kulthea
  E M E R
  I Y X I A
  ORBIS
  V E R YA
  SILAAR
  ISRA
  Barren Waters
  Indigo Sea
  Briny Sea
  South Crystal Sea
  Circular
  Sea
  Emer Realms and Regions (East)
  A. Sel-kai: [Temperate/Seasonal] Mixed Races (Mixed economies/
  Monarchy/TL: -)
  A powerful city-state known across much of the hemisphere,
  Sel-kai is a trade center with few equals.
  B. Vog Mur: [Tropical/Humid] Shay, Erlin (Fisherfolk/Clan/TL:)
  A cluster of tiny islands off the NE coast of Emer, Vog Mur is
  notable mainly as the home of Voriig Kye, the Silver Dragon.
  C. Reandor: [Temperate/Seasonal] Laan, Shay (Mixed economies/
  Monarchy/TL:-)
  A small kingdom in the foothills of the Rust Mountains, Re-
  andor is a remnant of the Emerian Empire.
  D. Nuyan Khôm: [Temperate/Seasonal] Y’nari (Mixed economies/
  Feudal/TL:)
  The various lords of this realm are often fighting amongst
  themselves, and the unity of the realm varies with each succes-
  sive Hûtarn (Overlord).
  E. Námar-Tol: [Tropical–Temperate/Humid–Seasonal] Loari, Er-
  lini (Mixed economies/Republic/TL: +)
  Western
  Shallow Sea
  Eastern
  Shallow Sea
  Channel Sea
  C
  1 •
  D
  F
  5 •
  6 •
  B
  Crystal Sea
  11 •
  Circular
  Sea
  A
  E
  G
  • 7
  9 •
  10 •
  K
  H
  J
  L
  12 •
  2 •
  3 •
  4 •
  8 •
  M
  N
  Bay of
  Zalkali
  O
  The technically advanced inhabitants of this island cluster
  are among the few masters of air transport, mastering both the
  power of Arinyark and the more mundane properties of helium.
  Their technology may be necessary to fend off the aggressions of
  several neighboring realms.
  F. Arûl Desert: [Hot/Arid]
  This is essentially a great desolate plateau with scattered rock
  formations carved by the hot winds.
  G. Quon: [Tropical/Rainy] Kuluku (Hunter-gatherers/Tribe/TL:)
  This is one of the very few homes of the reclusive Kuluku
  people (though the Alliance now has a colony of this race which
  they are breeding as their elite Kal-chah warriors). Despite living
  a simple life in the deep rainforest, they possess some very un-
  usual tools and weapons—items which could only be created by
  a much more advanced culture. These include læn knives and
  baws, and throwing stars of a beryllium-like alloy which does
  not corrode or grow dull. The Kuluku remain a reclusive people,
  though recently they have resumed trade with a few select groups,
  using third-party mediators. There are many herbs and drugs
  found only in the rainforest which are coveted by many cultures,
  12 •
  12 •
  13 •
  I
  Bay of
  Songs
  Rællian
  Bay
  Black
  Bay
  
  Part IV: Lands
  43
  so the Kuluku can just about name their price. What they are
  doing with their new wealth remains a mystery.
  H. Rulaash: [Tropical/Rainy]
  This dense rainforest is uninhabited excepting the rich vari-
  ety of wildlife… and the shards who protect the perimeter of the
  Ahrenreth Secret (the Ahrenæk) in the mountain foothills.
  I. Ahnasan: [Tropical/Wet & Dry] Kinsai (Hunter-gatherers/Tribe/TL:)
  Ahnasan is the name given to the open grassland north of the
  Black Mountains. It is sparsely inhabited by the Kinsai tribes,
  who ride the great six-legged beasts known as kith and hunt herds
  of antelope and other beasts. They supplement their diet with
  wild grains and berries.
  J. Malqanar: [Tropical/Humid] Shuluri (Fisherfolk/Tribe/TL:)
  Shuluri are masters of the great Bay of Songs, living along the
  coast and in the warm shallows. The Malqani are among the more
  land-oriented aquatic Elves, and have trade ties to other cultures
  such as Námar-Tol, Sel-kai and Kaitaine. Blue pearls, as well as
  rare perfumes and dyes from creatures of the bay, are valued by
  many.
  K. Isle of Jade: [Tropical/Humid] Vorloi (Mixed economies/Tribal/TL:)
  Long ago in the Second Era this island was under the be-
  nevolent rule of a theocracy administered by a triumvirate: a
  Warrior, a Priestess and a Mystic, who served the mythical Jade
  Dragon (which was, in fact the creation of an awakened K’ta’viir
  woman who has since departed). The triumvirate was overthrown
  by the Green Brotherhood, a dark priesthood in the service of a
  shadowy group known as the Jerak Agothu. Today the island is
  fragmented, a dozen different tribes engaged in shifting alliances
  and endless skirmishes.
  Emer Places of Note (East)
  . Eidolon/Sel-kai City: Eidolon is a gleaming vision: a city which
  literally floats in the sky. This makes it not only a powerful sym-
  bol of the wealth of Sel-kai but an ideal port for the city-state’s
  fleet of flying merchant ships. Earthbound below is Sel-kai city,
  impressive in its own right for its size, varied population, and
  many bridges spanning the city’s trademark canals.
  . Vœrken Mire: A huge swamp, inhabited by Kæden, gas drag-
  ons and undead.
  . Ashenoq: The capital of the Nuyan-Khôm Kingdom.
  . Maelstrom of Quodoris: A huge whirlpool which is a perma-
  nent menace to sea travellers in the area.
  . Varnost: The Capital of Námar-Tol.
  . Orv Cibur: The principal trading port of Námar-Tol.
  . Lost City of Zæn: This is the home of the Jerak Agothu, wor-
  shippers of Agoth. Much of it was destroyed in the Wars of
  Dominion, but beneath the ruins remains a portal to the Void.
  Those mad enough to seek out Schrek’s origins would find clues
  here.
  . Ahrenæk: (Ir. ‘Secret of Stone’) One of the Eight Secrets of the
  Jerak Ahrenreth; also the great smithy and workshop complex
  of the Alchemist A’kesh Central Onar
  . Isle of Glass: Home of the Dragonlord Drûl Churk. The island
  is a garden with a wide variety of flora, all under the care of the
  Dragonlord and his Erlin servants. It is also well guarded.
  11•IYXIA
  Less a continent than a peculiar cluster of islands strung be-
  tween Emer and Palia, Iyxia nevertheless is worthy of mention
  for two related reasons
  In actuality, of course, the home of the Navigators is the isle
  of Nexus, east of Emer at the center of a unique trinary forma-
  tion of islands and atolls. Nourished by a swirling pinwheel of
  Essænce, the Navigators are able to propel themselves anywhere
  in a twinkling. This is the heart of Iyxia, less a continent than a
  strange collection of mountainous islands jutting from treach-
  erous waters. The climate of most of the Iyxian isles is temperate
  or subtropical.
  Realms and Regions
  L. Gethanen: [Temperate/Seasonal] Y’nar (Fisherfolk/Clan/TL:-)
  This large, verdant island would be a coveted possession, ex-
  cept that Gethanen is inaccessible even by Kulthean standards.
  It—like the other lands of Iyxia—is surrounded by treacherous
  reefs, atolls and rocky islands. All these hazards are made even
  more perilous by the many whirlpools and the swift, shifting
  currents. As a result it is a sparsely settled land, with scattered
  fishing villages along the coasts.
  M. Nexus Island: [Temperate/Seasonal] Kinsai, Sulini (Mixed
  economies/Oligarchy/TL:-)
  This island is home to the headquarters of the Navigators
  Guilds. The Nexus complex itself is located high in the central
  hills, while the lowlands and coasts are populated by a number
  of semi-autonomous towns and villages. They are all under the
  Navigators’ rule and are responsible for guarding the island pe-
  rimeter. In return they are granted many technological and magi-
  cal benefits.
  N. Iyxian Shallows: [Temperate/underwater] Shuluri, Mermen
  (Fisherfolk/Clan/TL:)
  Throughout the warm waters inside the great reef are scat-
  tered undersea villages of Mermen and Shuluri. The Sea Elves
  also have some settlements on the islands west of Unakai, but
  most prefer to live under the water.
  O. Unakai: [Temperate/Seasonal] Erlini (Fisherfolk/Monarchy/TL:-)
  Led by King Malæk, this bucolic Elven land is allied to the
  Silver Forest kingdom.
  Places of Note
  . Channel Lighthouse: Of Earthwarden construction. Beneath
  it is a Coral Road Entry.
  . The Nexus Complex: An array of towers surround one great
  central hall, connecting to it and each other via a web of bridges,
  all supported by flying buttresses. Each guild has its own tower
  of residence, and inside the central tower is a huge chamber
  containing a massive globe. Using this they are able to keep
  track of all Navigators everywhere
  . The Great Reef: This is a massive coral reef and shoal net-
  work with very few surface breaks. These openings are mapped
  by the residents of Nexus to allow them safe passage, but other
  sailors face almost certain destruction.
  . Old Earthwarden Tower: Beneath it is a Coral Road Entry.
  
  44
  Shadow World Atlas & Encyclopædia Kulthea
  12•FALIAS
  Lying to the south of Emer, Falias comprises a sizeable land
  mass, a large adjacent island further south, and a number of is-
  lands and island groupings in between.
  Protected from the chill southern winds along the west by a
  range of sheer mountains, much of Falias is temperate and even
  tropical, with much of the northern portion of the main conti-
  nent covered by lush rain-forest.
  Realms and Regions
  A. Vashaan Domain:[Temperate/Seasonal] Loari, Shay, Ochu
  (Mixed economies/Feudal Monarchy/TL:-)
   This is an ancient Oligarchy ruled by Essence-wielding Loari
  Elves, essentially a council of lords. While not as advanced at air
  travel as Sel-kai, they have very advanced seafaring vessels which
  they have used to conquer many lands to the south and west. They
  also possess other technologies, including powered balloon airships.
  B. Bokorean United Kingdoms: [Tropical–Temperate/Humid–
  Seasonal] Jaaderi (Mixed economies/Feudal Monarchy/TL:-)
  While not as technically advanced as the
  Vashaani, the Bokoreans have managed to
  hold their own against the Elven power.
  The natural barrier of the Farini Mountains
  and the treacherous currents between
  Falias and Emer have been invaluable of
  course, making eastern Thuul a more ap-
  pealing target for the Vashaanic explorer
  ships. Bokorea is a loose alliance of feudal
  lords under a relatively weak king. The
  lords are constantly bickering and there are
  frequent minor wars, but they unite against
  an outside foe.
  C. Ur Jujuy: [Tropical/Rainy] Thesians,
  Garks (Hunter-gatherers/Tribe/TL: c)
  This lush rainforest basin is sparsely
  populated, being home to widely scattered
  tribes. It also covers a plethora of ancient
  ruins from a mannish empire of the Sec-
  ond Era, the Vyans.
  D. Rhôn: [Temperate/Humid–Seasonal]
  Loari, Erlini, Eritari (Monarchy/TL:-)
  Rhôn was once more centralized and
  united, but the more remote Erlini and
  Eritari peoples have become more rustic
  and alienated from the city-states along the
  river which once ruled them.
  E. Koumesh: [Tropical–Temperate/Humid–
  Seasonal] Ochu (Slash and burn agricul-
  turists/Theocracy/TL:-)
  The rainforest thins south of the
  Vananda river to a mix of temperate forest
  and grasslands. This region has been gath-
  ered together under a charismatic dynasty
  aided by powerful shaman-priests. This is
  the Empire of the Black Sun. Note: this is
  unrelated to the ‘Black Dawn’ cult.
  F. Otah Rhi: [Temperate/Humid] Ochu
  (Fisherfolk/Tribe/TL: )
  F A L I A S
  Crystal Sea
  Churning Sea
  11 •
  A
  2 •
  G
  7 •
  B
  6 •
  F
  8 •
  C
  4 •
  D
  5 •
  13 •
  12 •
  10 •
  9 •
  3 •
  • 1
  H
  I
  J
  Ochu city-states vye for arable land along the southern coast
  and worship a variety of demanding gods under the direction of
  elite priests.
  G. Khomal: [Temperate/Seasonal:] Dyari, Y’kin, Lydians (Mixed
  economies/Oligarchy/TL: -)
  A name that is feared by those who inhabit nearby lands,
  Khomal is a guarded land ruled by an advanced Dyari elite and
  their mortal slaves.
  H. Tazarah-Bushuy: [Temperate/Seasonal] Hírazi, Mermen
  (Mixed economies/Clan/TL: -)
  Within the embrace of the Geldsfaal Mountains, the Bay of
  Sindarah is a shallow, calm body of water. Here the winged men
  in their eyries and the fish men in their coral atolls have allied in
  a confederation. Their skills and abilities complement each other
  and they have co-existed for many years in this way. Humans
  and Elves are not welcome here.
  I. Qassah: [Cool Temperate/Wet & Dry] Jineri, Shay (Mixed econo-
  mies/Feudal/TL: -)
  K
  E
  L
  14 •
  
  Part IV: Lands
  45
  Much of this land is actually wilderness or scattered villages,
  but along the Wythe River a group of Jineri and their trained
  knights have dominated the Shay farmers, and the dozen or so
  petty lords are in the process of coming together to create a king-
  dom.
  J. Krelek: [Cool Temperate/Wet & Dry] Centaurs (Herders/Clan/
  TL: )
  Besides the Centaurs of the lowlands there are a few scattered
  groups of Hill and Forest Giants in this region.
  K. Burdok-Rhu: [Underground] Dwarves (Mixed economies/Mon-
  archy/TL: )
  The Dwarves of Burdok have an extensive city here, and many
  open vales high in the mountains where they grow crops to
  supplement their diet. They trade with the Centaurs to the south
  but have kept themselves secret from the Qassah peoples to the
  north. To the east is a settlement of Mountain Giants.
  L. Yugokh: [Underground] Trogli(Mixed economies/Republic/TL:)
  More advanced and intelligent than most Trogli, these are
  ruled by an elected group. They have not lost their hatred for all
  races who live on the surface, however—or their taste for human
  flesh.
  Places of Note
  . Vog Ien: (Er. “Death’s Point”) An ancient, ruined tower stands
  on this rocky promontory, overlooking the impassable straights
  between Emer and Falias. Beneath the tower, however, is a pas-
  sage to a Coral Road leading across the straits then east to Onar.
  . Talakyron: Capital city of Vashaan homeland, it is marked by
  the grand Loari architecture style.
  . Lothaas Valley: High in the Farini Mountains is this cool-tem-
  perate vale. There are secret tunnels leading east and west from
  this valley, which is home to Jinteni ruins, access to a subshuttle
  station, and no less than three Portals.
  . Boko-ta: Capital of the Bokorean United Kingdoms, it is also a
  well-known trade center.
  . Telegris City: Part of the Vashaan Domain.
  . Dænok City: Capital of the Empire of the Black Sun.
  . Orona Islands: A string of atolls ans small isles, it is populated
  by a few Shuluri and Merman.
  . Red Dawn Pass: This one break in the Geldsfaal Mountains is
  deep and narrow, and guarded by a pair of ancient Earthwar-
  den towers—now inhabited by Hírazi.
  . Sunset Island: Holy place for the priests of the Empire of the
  Black Sun. It is also the site of some ancient ruins.
  . Talasfurin: At the mouth of the wide Kaeresh River stands
  this sprawling seaport, second only to Varkakonia in size and
  importance. Elves and half-elves of all kinds mingle here.
  . Varkakonia: At the confluence of three rivers, this city of
  bridges and canals is the capital or Rhôn, seat of the high king
  Sojokiras.
  . Althan Installation: Sealed, only partially functional. No
  cronagenic vaults, but there is some useful equipment if one
  can gain access.
  . Ohtah-Nor: A seaport of mainly Jineri fisherfolk and traders.
  . Khofea Monastery: A religious complex and library, Khofea
  was once under the potection of Rhôn but is now pretty much
  on its own. The monks follow Valris and other Orhan gods and
  are peaceful, but the increasing threat from raiders has forced
  them to build defenses.
  An observatory and an active Portal
  
  46
  Shadow World Atlas & Encyclopædia Kulthea
  13•KELESTIA
  Among the northernmost of the Inhabited Lands, Kelestia is
  known to the well-travelled as the Land of the Northern Lights.
  This is because Kelestia is particularly graced by shows of the
  luminous curtains of gas ignited by the planetary radiation belts.
  Only one place has more beautiful displays: the remote islands
  of the Mur Fostisyr northwest of Jaiman.
  Northernmost Kelestia is largely tundra, with limited agri-
  cultural capability except in more sheltered vales and the south-
  ern grassland ranges. The southern mass of the continent is quite
  lush, however, being primarily temperate in nature.
  Once northern Kelestia was more temperate, but the ravages
  of the Wars of Dominion took their toll.
  Realms and Regions
  A. Orbis: [Temperate/Seasonal] Y’nar (Herders/Clan/TL:)
  This is a rainy, windy land of rolling hills and moors, the land
  in many areas too poor or sodden or rocky for most agriculture.
  K E L E S T I A
  G A A L T
  Barren
  Waters
  Sea of Samli
  North Sea
  Sea of
  Serenity
  B. Isra: [Temperate/Seasonal] Lydians (Mixed economies/Feudal/
  TL:)
  Immigrants from Gaalt, the Isran Lydians have settled here
  in a loosely allied group of fortified holdings.
  C. Verya: [Temperate/Seasonal] Y’nari, Erlini (Hunter-gatherers,
  Herders/Clan/TL: c-)
  Across this region are isolated Y’nari towns, villages and home-
  steads, and in the heavily forested areas are a few reclusive Elven
  communities. They face the constant looming threat of Gaalt.
  D. Vandara Plain: [Cool Temperate/Wet & Dry] Haid, Shay,
  Quaidu (Herders/Tribe/TL:c-)
  The Y’nari were driven from this land long ago and never
  reclaimed it.  In the early part of the third Era, many Haid and
  Shay people migrated here from Jaiman and settled. Now the
  Raven Queen controls them through her armies of Pale Men.
  E. Magalang: [Cold/Semiarid] Quaidu, Anzeti (Hunter-gatherers,
  Herders/Tribe/TL: b-c)
  Briny Sea
  A
  9 •
  D
  6 •
  B
  3 •
  • 4
  • 5
  • 7
  E
  M
  • 2
  G
  H
  8 •
  1 •
  F
  I
  J
  K
  L
  10 •
  C
  C
  
  Part IV: Lands
  47
  The Magalang steppe is mostly desolate tundra and hardy
  grassland. Only a few nomadic communities even attempt to
  make a living here. The Raven Queen has claimed it, but the land
  has little to offer.
  F. Amoatul: [Cool Temperate–Cold/Seasonal–Semiarid] Anzeti
  (Herders/Clan/TL:).
  These hardy people have managed to avoid the brunt of the
  Raven Queen’s armies by retreating into high hidden vales and
  keeping a low provile. The lowlands are bleak tundra and of little
  value.
  Places of Note
  . Coral Road Entrance. This was the escape route used by the
  Y’nari who fled to Silaar long ago. It remains a hidden entrance.
  . Majay: Largest city in the Lydian states of Isra.
  . Jytan: Haidic trade city.
  . Magang. Capital city of Magalang.
  . Ice Citadel of the Frost King: Now in ruins, it was the home of
  one of the Master of Malice’s lieutenants in the Second Era.
  . Earthwarden Ruins. There is a hidden Coral Road entrance
  here.
  14•GAALT
  Gaalt, along with its sister-continents Palia and Murlis, is more
  of a grouping of substantial islands than a true continent. Swept
  by winds from the Endless Sea, the eastern shores of Gaalt are
  largely cold, barren places, with few large coastal communities.
  Some areas ﬁnd protection, however, and Gaalt supports many
  scattered populations. Much of Gaalt is cool and moist (inun-
  dated by eastern storms along the Barrier), with some temperate
  areas inland and a few pockets of subtropical climate in the south-
  ernmost regions.
  Realms and Regions
  G. Clycallah: [Cool Temperate/Seasonal–Wet & Dry] Laan (Mixed
  economies/Republic (TL:-)
  This little realm would have fallen long ago to Gaalt but for
  two things: the powerful Mages among the Laan, and their ma-
  chines. The Clycallah’s war machines (based on Wôrim technol-
  ogy) strike terror into even the Raven Queen’s elite forces, and
  they are powerful enough to defeat her Troll warriors.
  H. Samli: [Frozen/Arid] Umli (Fisherfolk/Clan/TL:c)
  This bleak land nevertheless supports a handful of Umli vil-
  lages. As if the climate were not forbidding enough, the Umli
  must deal with Frost Giants… and the Shards of Samli.
  I. Laakia: [Cool Temperate–Cold/Seasonal–Semiarid] Quaidu,
  Anzeti, Talath (Mixed economies/Monarchy/TL: -)
  The heart of the Raven Queen’s empire, most of Laakia is
  shielded somewhat from arctic weather by the great curve of the
  Whiterock Mountains. The north face, however, is a dark land
  where little light or warmth reaches. Passes are guarded by gran-
  ite fortresses and the land is dotted with villages and castles.
  J. Seremia: [Cool Temperate–Cold/Seasonal–Semiarid] Quaidu,
  Shay (Mixed economies/Feudal/TL:)
  Also part of the Raven Empire, the Shay population has been
  subjugated by Quaidu lords.
  K. Calermia: [Cool Temperate/Seasonal]Quaidu, Shay (Mixed
  economies/Monarchy/TL: )
  Also part of the Raven Empire, the Shay population has been
  subjugated by Quaidu lords.
  L. Hukoo: [Cool Temperate/Seasonal] Quaidu, Shay, Hui, Lydians
  (Mixed economies/Monarchy/TL:)
  Hukoo is in the process of being conquered by the Raven
  Empire. There is an appointed Quaidu Viceroy who rules from
  the captured city of Hukoo-voo. Forces of Pale Men are heading
  south, killing or capturing young men, seizing valuables, and sub-
  jugating the land.
  M. Orenoki: [Temperate/Seasonal] Hui, Talath (Mixed economies/
  Clan/TL:)
  The Talath villages in the northwest are bracing for the inevi-
  table invasion by the Raven Empire, but have little chance of stop-
  ping its spread. In some forested lands to the south there are also
  a number of Erlini tribes, and there are Hui settlements in the
  Hills.
  Places of Note
  . Citadel of the Raven Queen: The Dyar sorceress who calls her-
  self the Raven Queen has built a massive fortress on this rocky
  island. It is heavily guarded by her Quaidu forces, in addition
  to her elite Guarlu bodyguards. (More on the Raven Queen and
  her minions can be found in the Powers of Light & Dark book.)
  . Cly: Port city and capital of Clycallah.
  . Hukoo-voo: Capital of Hukoo, now controlled by the Raven
  Queen through a Quaidu lieutenant.
  . Nonasa City: A fortified, independent city-state, Nonasa is of
  course concerned about the approach of the Raven Empire
  forces. The wealthy merchant-barons who run the city have no
  desire to surrender, and while they might hold out against a
  siege for a long time, it would spell the end of their merchantile
  empires.
  
  48
  Shadow World Atlas & Encyclopædia Kulthea
  15•GOVON
  Much of Govon enjoys tropical or subtropical weather. Areas
  along the many rivers and lakes are dense with rain-forest and
  other deciduous growth, while some of the northern areas are
  given over to desert. The central basin, surrounding the Gefting
  Sea, is home to several states, successors to an ancient empire.
  Tenryk was formerly the center but now the land of Kerq (north
  and east of the sea) is the center of the new Star Crown Empire.
  G O V O N
  M U R L I S
  Black Sea
  (G’THAL)
  Sea
  of
  Fates
  Chilling Waters
  (Kiskaa Arus)
  Sea
  of
  Hues
  B
  A
  • 4
  1 •
  C
  E
  Q
  I
  J
  K
  L
  M
  O
  • 7
  • 10
  • 6
  • 2
  • 3
  • 5
  Ebon
  Bay
  • 8
  F
  G
  H
  D
  N
  Q
  P
  • 9
  • 11
  • 12
  GM Note: much of the Govon material is digested from the
  original ICE module Star Crown Empire.
  Realms and Regions
  A. Tashok Jungle: [Tropical/Rainy]
  This dense rainforest is uninhabited except for wild creatures.
  B. Danris: [Tropical –Temperate/Humid–Seasonal] Shay (Mixed
  economies/Feudal/TL:)
  R
  13
  Gefting Sea
  
  Part IV: Lands
  49
  Kiskaa Arûs (I: “Chilling Waters”) and the strange Spiral of Marek
  south of Falias.
  Realms and Regions
  J. Xou’oune: [Cool Temperate–Cold/Seasonal] Y’nari (Mixed econ-
  omies/Feudal/TL:)
  A number of city-states and villages compete for resources on
  this windswept island of rolling forested hills and boggy lowlands.
  K. Drakiis: [Cool Temperate–Cold/Wet & Dry–Semiarid] Haid,
  Lydians (Herders, Fisherfolk/Clan/TL:)
  Most of the land is sparsely inhabited plains, but the NE pen-
  insula is home to the Vancu, a brutal group of cannibals under
  the mastery of Soulslayer warlords, expanding their reach from
  Folenn. The captains of their foces wear Dragonskin Armor and
  carry a three-headed mace they call a war claw. Vancu cut the
  tongues out of their victims and tie them to their belts.
  L. Yuar Noak: [Cool Temperate/Seasonal] Lydians (Mixed econo-
  mies/Feudal Monarchy/TL:-)
  Largest and most powerful of the Murlis realms, Yuar Noak
  is under the control of an aggressive king and heirarchy of nobles.
  M. Khajir Goak: [Cold/Wet & Dry] Y’nari (Mixed economies/Feu-
  dal Monarchy/TL:-)
  Formerly part of Yuar Noak, the lords of this land have bro-
  ken away. However they fight amonst themselves and may be
  vulbnerable to being conquered once again.
  N. Torakh Gul: [Cool Temperate/Wet & Dry] Laan, Haid (Mixed
  economies/Monarchy/TL:)
  This large island is a land ruled by a Lich king and a hierarchy of
  his sorcerers underlings. These spell-casters and their families are all
  of Laan descent and form a sort of nobility, the Haid being serfs.
  O. Kushua: [Cool Temperate–Cold/Wet & Dry] Anzeti (Fisherfolk/
  Oligarchy/TL:)
  An inhospitable land with a short growing season, Kushua is
  nevertheless able to support scattered Anzeti villages, mostly along
  the northern coast.
  P. Narash: [Cold/Semiarid] Umli (Herders/Clan/TL:)
  Only the hardy Umli could care out a living on this tundra,
  criss-crossing the land on their dogsleds.
  Q. Black Ice Realm: [Frozen/Semiarid] Ice Giants (Hunter-gath-
  erers/Anarchy/TL:)
  The snowfields and dark icy plains of this land are broken by
  rocky basalt outcrops and some stunted vegetation—enough to
  sustain some hardy animals and in turn the cold-immune giants.
  R. Ekeris: [Frozen/Arid/TL:]
  Beneath the snow and ice completely covering this land is a
  domed Taranian outpost with subshuttle access. A few facilities
  are still functioning, powered by thermal reactors.
  Places of Note
  . Isle of Twilight: Holy city of the Kushua Anzeti.
  . Khirn-Rhu. An abandoned Dwarven city lies hidden under
  these mountains.
  . Noakara. Capital of Yuar Noak.
  . Jinteni Ruins. There are also two portals on this island.
  . Kakuda. An independent city-state, populated mainly by Haid.
  . Spiral of Marek. Home to a clan of Storm Giants, this isle and
  its strange spiralling reef is constantly buffeted by winds and
  violent weather.
  Mainly an agricultural economy, Danris is also a clearing-
  house and trade center for commodities from neighboring
  realms… including slaves.
  C. Bola Wastes: [Hot/Semiarid] Muadani (Hunter-gatherers/Tribe/
  TL:-)
  The semi-nomadic Bolans eke out a living in the parched land.
  Once it was fairly fertile grassland, but the Wars of Dominion
  (known here as the ‘Destruction’) ravaged much of this land.
  There are also scattered Synshari in the wastes; they and the
  Bolans hate each other and attack on sight.
  D. Onel Hills: [Temperate/Seasonal] Centaurs (Herders/Clan/TL:-)
  While centered here, the equine people have been expanding
  in recent generations. They are more gregarious with other races
  than most Centaurs, and also have greater expansionist goals.
  E. Tenryk: [Temperate/Seasonal] Shay (Mixed economies/Feudal/TL:)
  Tenryk is the heart of the old Empire on Govon. They and
  Danris are at odds and Tenryk has recently seized the ‘free city’
  of Arelios, which stands on the border between these two realms.
  F. Baku-jagum:[Underground] Dwarves (Mixed economies/Mon-
  archy/TL:)
  Baku-jagum (Dw: “Dwarf-home”), located under the
  Wyrmian Mountains, is the largest Dwarven settlement on Go-
  von, though there are five small cities located in the Jomeloto
  (the mountain range running along the western coast).
  G. Elfost: [Temperate/Seasonal] Erlini (Hunter-gatherers/Tribe/TL:)
  The Erlini of Elfost are a thinly settled group of Elves, loosely
  organized, fairly friendly with the human populations.
  H. Hrange: [Temperate/Seasonal] Erlini (Mixed economies/Mon-
  archy/TL:)
  More reclusive than the Elfost Erlini, the forest Elves of Hrange
  are rarely seen by mortals. They are growing increasingly an-
  gered at the intrusions of lumberers from Moregador to the west
  and may soon strike back.
  I. Zojikiri: [Tropical/Rainy] Kuluku (Hunter-gatherers/Fisherfolk/
  Theocracy/TL:-)
  The Kuluku of this verdant isle worship a powerful local god:
  Zokar, Lord of the Forest.
  Places of Note
  . Brighthead City: An independent trade port.
  . Ebon City: A center of magical learning, located in the land of
  Fydon Fey.
  . Arelios: A free city-state until recently when it was claimed by
  the adjacent Tenryk
  . Boag-kha’al: There is a hidden grotto on the south coast of this
  island; inside is a Taranian installation and subshuttle  station.
  . Wôrim Ruins. Typical severe, geometric Wôrim design. Little
  of great value except some broken fragments of ancient ma-
  chines.
  . Nekuria: Independent city-state and trade port.
  . Isle of Däkothal: Home of the Ice Men, an Umli subgroup.
  16•MURLIS
  This name is generally used to describe not only the large
  land masses south of Folenn, but the vast archipelago to the south-
  east, and the frigid lands south of Govon.
  Murlis includes the long string of islands extending past
  Folenn to the west, all the way down to the polar regions in the
  
  50
  Shadow World Atlas & Encyclopædia Kulthea
  17•PALIA
  Palia—partially because of its more southerly location and
  partly because of its protective mountains—has a generally tem-
  perate climate. The central western isles bridge the seas between
  Gaalt and the Iyxian cluster, and powerful ﬂows of Essænce wash
  over those regions. These islands temperate to subtropical, and
  some of the south-western areas are the most verdant on the
  planet.
  Realms and Regions
  A. Abarquan Islands: [Tropical/Humid] Saurkur (Mixed econo-
  mies/Oligarchy/TL:)
  Home of the lizard-men described in the ICE SW module
  Islands of the Oracle.
  B. Botha: [Temperate/Seasonal] Talath (Herders/Clan/TL:)
  These green hills are dotted with the towns of peaceful Talath
  Clansmen.
  C. Dalov Dom: [Temperate/Seasonal] Erlini (Mixed economies/
  Monarchy/TL:-)
  P A L I A
  (FOLENN)
  Broken Ocean (Tairiken Usuiv)
  Dead Sea
  Under the benevolent rule of Queen Nor, the Erlini Elves of
  the Dom Naduum (Er. “Silver Forest”) have lived in peace for
  many thousand years. They have weathered the Wars of Domin-
  ion and many othere threats. They would not have survived with-
  out the protection of the powerful Nereid Nimira and the many
  Dryads who share the forest.
  D. Vulth-torgu: [Temperate/Humid–Seasonal] Lugrôki, mannish
  races (Mixed economies/Dictatorship/TL:)
  Once a land of scattered Shay and Hui villages, it was over-
  run in recent decades by an army of Lugrôki led by War Trolls.
  This force has become known as the Vulth Horde and now threat-
  ens the Empire of a Thousand Dawns.
  E. Dhuria: [Tropical/Rainy–Humid] Erlini, Thesians, Eritari
  (Mixed economies/Monarchy/TL:-)
  Dhuria is heavily forested with scattered feudal city-states
  mostly along the coast and major rivers. It is part of the Empire
  of a Thousand Dawns.
  F. Ran Tairi: [Tropical–Temperate/Rainy–Seasonal] Erlini, Loari,
  Iylari (Mixed economies/Monarchy/TL:-)
  Sea of Hues
  Indigo Sea
  Western
  Shallow Sea
  Eastern
  Shallow Sea
  G
  • 4
  • 6
  F
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  H
  
  Part IV: Lands
  51
  The heart of the Empire of a Thousand Dawns, this island is
  a mix of forests and rolling hills with many fertile fields. While
  there are few true cities, there are many small towns huddled
  around fortified castles. King Rænedor rules from the ancient
  city of Ketharia.
  G. Dalov Ram: [Tropical–Temperate/Humid–Seasonal] Loari, Er-
  lini (Mixed economies/Feudal Monarchy/TL: -)
  Part of the Empire of a Thousand Dawns, Dalov Ram is simi-
  lar in many ways, with many dense forests broken by Loari forti-
  fied manors and villages.
  H. Dalov Cor: [Tropical/Rainy–Humid] Erlini, Jineri, Eritari,
  Sulini (Mixed economies/Clan/TL: )
  Also part of the Empire of a Thousand Dawns, Dalov Cor is
  almost entirely forested and inhabited by the more rustic Elves
  and their half-elven brethren.
  Places of Note
  . Luzon: A Coral Road Entry, unknown to the Saurkur inhabit-
  ants.
  . Tokeke: Scattered Second Era ruins.
  . Boriboth: Free Port town, inhabited primarily by Talath.
  . Turiak Shek: Capital of Arkitor.
  . Murataria: Located at the head of the Arjus River, this city of
  mixed Thesians and Eritari overlooks an estuary rich in shell-
  fish and crab.
  . Selis Dhur: A city and major ship-building center.
  . Kalorn Drin: Port town whose residents are mainly Erlini and
  Sulini.
  . Diaskar: A primarily Linæri city, Diaskar is notable for its many
  gardens and low, unobtrusive structures.
  . Ketharia: Capital of the Empire of a Thousand Dawns, it is an
  ancient fortified city and trade port. The Elven-king resides in
  a massive palace built into the mountainside overlooking the
  city.
  . Kykor Ku: A walled city which spans the Dhurian isthmus,
  Kykor Ku is also bisected by a gated canal which passes through
  the strip of land.
  . Thalassia: Capital city of Dalov Ram, most of its residents are
  Loari and their Erlin servants.
  . Vulm Shryac: Citadel of Kydak Dum, the Golden Dragon.
  . Syton Kyr: Coral Road Entry.
  18•FOLENN
  An isolated, shadowy land on the edge of the earth, Folenn
  has had little contact with the rest of the hemisphere. It is shielded
  by the encircling Gale of Hues (a name for the Essænce Flow sur-
  rounding the continent), and is near the Great Barrier dividing
  East from West.
  19•NORTH POLAR REGION
  The geographic (rotational) northern pole is actually not cov-
  ered by land, and even the ocean is relatively clear of ice. This
  peculiar situation is explained by ongoing volcanic activity on
  the ocean ﬂoor, keeping the water warmed well above freezing.
  This activity causes alarming weather changes, and the convec-
  tion turbulence makes the Polar Bay one of the most treacherous
  areas to navigate on the entire planet.
  The surrounding ice fields are subject to some fluctuation
  through the year; this map is an approximation of the average
  coastline.
  Realms and Regions
  A. Raathvaalg: [Frozen:/Arid] Ice Trolls (Mixed economies/Mon-
  archy/TL: -)
  Northernmost reaches of a vast empire of the eastern hemi-
  sphere encompassing the lands within the great Black
  Dragonsteeth and beyond. This northmost region is desolate
  snowfields inhabited only by creatures which can survive there.
  In this case it is Ice Trolls under the control of Lord Gathgaatu.
  Note: the Black Dragonsteeth are in fact the mountainous
  crater-rim created by the impact/penetration of the black hole
  ages ago. The sheer ridge is steep and high, but there are a few
  breaks, forming narrow passes.
  B. North Plains [Frozen/Semiarid]
  Essentially a vast, desolate snowfield. This region of the north
  pole has very little actual land mass; the solid surface is floating
  ice hundreds of feet thick.
  C. Hynuria [Tropical/Humid] Jineri (Hunter-gatherers/Theocracy/
  TL:)
  This is a volcanic island formed long ago under the snow-
  field. The volcanic heat melted away the snow and ice from the
  immediate region, and ongoing submarine vulcanism maintains
  a warm climate on and around the island. Here lies an island
  fifty miles across, with approximately five miles of open water
  around it, and beyond  an encircling wall of ice and snow.
  The island is a lush rainforest inhabited by a culture under
  the careful supervision of a sophisticated priesthood. All aspects
  of society (including marriage and children) are carefully con-
  trolled by the priests so as to maintain the idyllic—if basic—
  civilization.
  How these people (and the other warm-climate life) came to
  such an isolated location would be a mystery—unless you were
  one of the high priests of Gamuru and knew of the Portal inside
  the Stonefire Temple.
  
  52
  Shadow World Atlas & Encyclopædia Kulthea
  Chilling
  Waters
  Blinding
  Sea
  North Sea
  2 •
  A
  B
  C
  3 •
  A
  B
  C
  Places of Note
  . Citadel of the Northern Eye: Located on a small island at the
  geographic north pole. There is actually very little to see above-
  ground: a six-sided tower approximately sixty feet tall. Con-
  structed of an adamantine material, it houses an elevator
  to the complex below which housed the Eye and the
  machinery which focused its power.
  20•SOUTH POLAR
  REGION
  The South Pole has somewhat less severe tem-
  peratures along the coasts and a wider variety of
  animal life that the northern polar region. Some
  coastlines actually enjoy periods above freezing
  during the southern hemisphere’s brief ‘summer’.
  Beneath one region of the southern pole lie the
  great Ice Grottoes, monstrous caves roofed by vaulted
  ice. In the Ice Grottoes there is no rain; life is sus-
  tained by water from springs and melting ice. Heat
  from thermal vents adds warmth and humidity. Sun-
  light enters only filtered through the great ice roofs.
  Realms and Regions
  A. Vasai Republic: [Temperate/Humid] Lydians, Ochu (Mixed
  economies/Oligarchy/TL: -)
  This is the land beneath a monstrous Ice Grotto complex.
  The interconnecting ice domes rise from sheer ridges and often
  span dozens of miles. Ochu ruled by Lydian overlords inhabit
  this dimly illuminated land.
  B. Nanuur: [Frozen /Arid] Frost Giants (Hunter-gatherers/TL: b)
  Scattered over this entire region, the Frost Giants roam seek-
  ing anything (or anyone) edible.
  C. Isaria: [Tropical/Humid] Eritari (Hunter-gatherers/Tribe/TL: )
  A secret valley surrounded on all sides by sheer cliffs of ice
  hundreds of feet high, this land is a tropical paradise heated
  by thermal vents. However, it is always in peril from the
  same active volcanoes to which it owes its existence.
  Places of Note
  . Citadel of the Southern Eye: Identical to the North.
  . Ordia: A fortified tower set into a frozen cliff-face
  overloking the southern ice plains. It is also one of
  the Eight Secrets of the Jerak Arenreth: the Ahr-
  enryak (Ir. “Secret of Souls”)
  . Ice-causeway: To Ekeris.
  SOUTH
  POLE
  NORTH
  POLE
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  1 �
  
  53
  Part Five: Minerals & Gems
  • PART V •
  MINERALS, GEMS,
  METALS
  Tools of the Smith
  
  54
  Shadow WorldAtlas & Encyclopædia Kulthea
  1•MINERAL FORMATION
  Minerals are solid mixtures of chemicals. Minerals in turn
  combine to form rocks. For instance, granite rock can be made
  up of the minerals quartz, feldspar, mica, and even the gem tour-
  maline.
  Minerals are formed in three basic ways:
  Sedimenary: The softest and often youngest minerals, these are
  created by evaporation as sediments on sea bottoms or river-
  beds are exposed and dry.
  Igneous: The smallest group, these minerals are formed from
  cooled magma and lava. They include magnetite, granite, and
  the rock pumice.
  Metamorphic: heat and pressure deep in the earth form these
  (the hardest) minerals, which include the gemstones.
  2•SPECIFIC STONES
  Most of the following minerals in this section are architectural
  or sculptural materials, too common and/or fragile to be used as
  jewelry but useful and lovely for more massive applications.
  Cavarite: Metamorphic rock, deep grey-green or blue-green in color,
  used by the Earthwardens in all their most important structures. It is
  incredibly hard and resists weathering better than any other stone.
  Only the hardest steel tools can do more than scratch it. The source of
  Cavarite has never been located.
  Granite: Dense, igneous rock used in construction and outdoor sculp-
  ture. Granite can be polished to a high luster, and most has an elegant
  dark grey or black color with inclusions of similar color.
  Ky’taal: A translucent white marble, workable but resilient. It is found
  almost exclusively in the Mur Fostisyr region of northwest Jaiman.
  Limestone: Yellow-grey, sedimentary rock created from fossilized re-
  mains of tiny creatures or from mineral deposits; it is a soft stone fre-
  quently used in construction.
  Marble: This decorative, dense limestone is formed in many varieties.
  The finest, ungrained white marble is known as Pentallic, used chiefly
  for sculpture because of its regularity. Red, green and blue varieties
  with fine veins are valued primarily for architectural uses such as build-
  ing facings and floor tiles. Travertine is a pale brown color, laced with
  myriad small wormholes (actually air bubbles) also favored for build-
  ing use. Pentallic is white with a translucent appearance.
  Porphyry: A smooth purplish rock, sometimes with veins, used as fac-
  ings on special buildings and for sculpture.
  Orhan Marble: While not really from the Great Moon, this beautiful
  blue-white stone has innate properties which suggest an almost ‘heav-
  enly’ origin. “Evil” beings or creatures which serve the Unlife must
  make a RR vs a -th lvl attack (depending on how much and how
  pure the marble is) when passing through a doorway of Orhan Marble.
  Even if they succeed, if they do so by less than  (and have no other
  identity-cloaking devices/spells) the marble will glow bright blue.
  Orhan Marble was used long ago in the construction of certain good
  places of power, but the material is rare and hard to work. In small
  quantities it is not very useful.
  Sandstone: Another popular building material, sandstone is sedimen-
  tary, created by compressed layers of sand. While easy to carve, it re-
  sists erosion relatively well.
  Slate: Grey, green or deep blue metamorphic rock easlity split into flat
  smooth plates; often used in roofing.
  3•GEMS
  Among the most precious of objects in any pre-industrial
  society are gems and jewels. Below is a listing of gemstones a PC
  might encounter (if he is lucky). A few of the gems described
  below are intrinsically enchanted and their properties are indi-
  cated.
  General Description Notes
  Most minerals gems are either crystalline, occurring as single
  stones, each with a definite structure that is regularly repeated
  throughout crystals of the same sort; or massive, occurring as
  continuous masses of that mineral, having no regular structure
  that is readily discernible.
  Crystalline stones are generally smaller, more valuable, and
  often faceted—a process by which they are flaked or ground into
  a series of flat faces that together usually form one of several
  customary cuts, in the shape of symmetrical but irregular poly-
  hedra.
  Both crystalline and massive stones may be smooth cut, which
  is the act of forming them into regular shapes with flat surfaces
  suitable for engraving (such as often found in signet rings). They
  may be made into cabochons, which are oval or round dome-like
  shapes with one flat side for mounting on various surfaces. They
  may also be carved into beads, figurines, or other shapes, or sim-
  ply polished in the natural shape of the stone. Massive stones are
  sometimes found large enough to be shaped like one would wood
  or architectural stone; sections may be sawn off and used deco-
  ratively as slabs; or, they may be carved into jars, bowls, and other
  functional shapes.
  Inclusions are any of the specks of material, bubbles, tiny flaws,
  impurities and the like which affect the appearance of a stone by
  their presence. Cat’s-eye stones, found among many mineral fami-
  lies, are caused by certain patterns of inclusions which, when a
  stone is shaped properly, present an appearance like the slit-
  shaped pupil of a cat’s eye. Star gems have analogous patterns
  creating the illusion of a pale, six-rayed star. Both cat’s-eyes and
  stars must usually be cut into cabochons to display these effects.
  Gem Values
  As noted above, gems listed below fall into two basic types:
  crystalline and massive. This is to some extent also how the gems
  break down into categories of value. Obviously, a cut ten-tal dia-
  mond has value on a completely different scale than a jade bead
  necklace weighing a pound.
  Therefore, values are given for the more rare gems (usually
  crystalline) per tal, a weight measurement of about one th of
  an ounce (similar to about - Terran karats).
  GM Note: to help you get a ‘feel’ for the weights we are
  discussing, get five quarters. Together they weigh almost exactly
  an ounce (ten tali). One quarter weighs about two tali.
  In addition, this should not be a strictly sliding scale, as larger
  gems would be relatively much more valuable. In some of the
  most treasured gems, the value may actually double for every
  additional tal. (e.g., a one-tal diamond would be worth , a -
  tal gem , -tal , -tal , etc. It is probably only
  this steep of a progression for a handful of gems: adamant, dia-
  mond, emerald, for instance.
  The value of a given stone will depend on its size, color, rela-
  tive freedom from flaws, and the skill with which it has been pol-
  ished and/or cut. Values given assume the gem has been cut and
  polished.
  Common: Common gems (including massive stones and some
  more plentiful crystalline forms) are valued per ounce. Unlike
  rare gems, common gem values do not increase exponentially
  with the size of the gem. While this is also generally the value of
  
  55
  Part Five: Minerals & Gems
  a finished item, the value of the workmanship becomes relatively
  more important, multiplying the worth of the object from  to
   to even  times.
  Gem Notes & Magic
  In italics after some gem descriptions are notes regarding their
  intrinsic magical powers (if any), or their potential usefulness as
  a receptacle for enchanting. Some gems are more receptive to
  certain realms and types of enchantment than others. If a realm
  but no specific power is mentioned this means the gem has no
  intrinsic powers but is well adapted for use in magical items of
  that realm, such as a spell point enhancer.
  Gem Descriptions
  Adamant (+ sp/tal): A clear white stone similar in many ways to the
  diamond, but even harder and more brilliant. It is exceptionally rare
  and of course difficult to facet.
  Alexandrite ( sp/tal): Alexandrite is an unique variety of chrysoberyl
  (see below). In daylight, an alexandrite is brilliant green with a vague
  bluish tint; in the light of a flame it appears red with a hint of blue. It
  is normally faceted.
  Amber ( sp/tal; varies): Amber is the hardened resin of ancient giant
  conifers. It is normally pale-gold to deep-gold color, but also appears
  as murky, near-black “bog amber.” The most transparent golden pieces
  are more valuable, and the rarest and most precious of these have bits
  of plants, or even whole insects, preserved within. More valuable still
  (-x) in the markets of Sel-kai is blue or green amber, found in the
  forests of Khûm-kaan (and of course blue or green amber with an
  imbedded insect is most prized). Amber is carved into beads and cabo-
  chons, and sometimes larger, more intricate shapes. It is very brittle,
  somewhat flammable, and relatively soft.
  Amethyst ( sp/tal): Amethyst is the pale to deep purple form of trans-
  parent crystalline quartz. Amethyst of real value is completely clear;
  such stones are faceted. Pale stones, or those with many inclusions, are
  often polished and used as beads. Mentalism. Enhances mental clarity;
  improves memory.
  Aquamarine ( sp/tal): The Aquamarine is a transparent crystalline stone
  of a pale blue-green; like the emerald, it is a type of beryl, but it shows
  fewer flaws than an emerald of equal size. It is normally faceted. A
  favorite of the Linæri Elves. Mentalism.
  Aventurine: ( sp/ounce) Blue-green, opaque, with gold flecks; usually
  polished into cabochons. Channeling. Brings joy; cures anxiety. Used in
  items repelling Fear.
  Azurite ( sp/ounce) Azurite is a form of copper ore, an opaque mas-
  sive stone of a deep pure blue color, generally uniform but sometimes
  slightly mottled. It is polished and cut into beads, cabochons, and simi-
  lar shapes; a stone of uniform color is more valuable.
  Banded Agate ( bp/tal) This is the translucent-to-opaque, multi-lay-
  ered variety of massive quartz. The layers may include brown, black or
  white (onyx), pale blue (chalcedony), red-orange (carnelian), and many
  others, each in a thin layer.
  Beryl: A name given to a variety of gemstones, including aquamarines,
  emeralds and heliodors (a golden hued beryl). Value varies with color.
  Bloodstone: ( gp/ounce) A soft, sandy stone dark red in color. It can
  stop a wound bleeding up to  hits per
  round in
  seconds by just placing the stone over it. Each  oz stone will only work
  once before the virtue is spent, however.
  Bluestone: ( gp/ounce) Similar to Azurite in appearance but enchanted.
  Protecting against evil Essence, a talisman of a Bluestone (of one ounce
  or more; though more than  ounce adds no more protection) worn around
  the neck adds + to RRs vs all Essence spells (including spells the wearer
  may want cast on him).
  Carnelian: ( sp/ounce) Red-orange in hue, another form of massive
  quartz. Enhances creativity and prosperity. Sometimes used in counting-
  beads. Mentalism.
  Chalcedony ( sp/ounce): This is a translucent-to-opaque, blue-white
  to pale blue or blue-gray form of massive quartz. It occurs in evenly
  colored and in banded forms.
  Chrysoberyl ( bp/tal): Chrysoberyl is a transparent, greenish-yellow
  to green, crystalline stone. Clear stones are faceted; the cat’s-eyes are
  cut as cabochons. A favorite gem of the Erlini.
  Citrine ( bp/tal): This is transparent form of crystalline quartz, rang-
  ing from pale yellow to amber in color. Many stones are polished and
  made into beads, or carved into small cups, figurines, and other shapes;
  clear specimens are faceted.
  Coral (- sp/tal): Coral is the skeleton of tropical marine polyp colo-
  nies; jewelry-quality coral is exceptionally compact, solid and free of
  pores. The chief “red” variety also occurs in shades ranging from pure
  white to very dark red; black and blue varieties also exist. All forms are
  polished and carved into beads, cabochons, or figurines.
  Diamond (- sp/tal): Diamond is a transparent, crystalline stone,
  the hardest substance known in nature aside from Adamant. The most
  valued color is a clear bluish-white, but other less valued color variet-
  ies are known, among them yellow and pink. The gem is always fac-
  eted.
  Eissa’s Tears † ( sp/tal): Clear, pale blue gems, Eissa’s Tears are said
  to warn and protect against death. Indeed, if blessed by a Sister of
  Eissa, they have mystical powers. A minimum of one carat is required,
  though a larger stone (or more than one stone per person) does not
  enhance its qualities. Channeling; must have ‘Bless V’ cast by a sister of
  Eissa; detects servants of the Unlife within ´ by giving off a bluish
  glow, and add + to RRs vs Absolutions cast by evil beings (if the wearer’s
  RR fails, the gem shatters).
  Emerald (- sp/tal): This is a deep bright green variety of beryl,
  transparent and crystalline. Usually it is faceted, though an occasional
  stone with numerous inclusions will be made into a cabochon. A large,
  comparatively flawless stone will be more valuable than a diamond of
  similar qualities—and much more rare. It is favored by Linæri.
  Fluorite (- sp/ounce): Pale green or purple in color, it has a cloudy-
  translucent appearance, and can be made into beads or cabochons.
  Technologically advanced smiths know of fluorite’s usefulness in mak-
  ing alloys.
  Garnet ( sp/tal): Garnet is a transparent crystalline stone; in addition
  to the usual orangish-to purplish-red or red-brown, garnets also oc-
  cur in black, violet, and even green color varieties. The violet form is
  most valuable. Small crystals, the most frequently occurring form, are
  sometimes drilled and strung into necklaces; larger stones are faceted.
  Jacinth ( sp/tal): The jacinth is the orange to fiery red-orange vari-
  ety of the hard, transparent crystalline mineral corundum (ruby and
  sapphire are also corundum). It is faceted, except in the case of rare
  translucent cat’s-eye and star jacinths. Essence. Often used in PP multi-
  pliers.
  Jade (- sp/ounce): Jade is a translucent-to-opaque, massive stone
  with an oily luster. It occurs in several color varieties: shades of green,
  including a near-transparent bright green and the rare spinach-green
  jade with golden glints; white, waxy-looking white jade; and the un-
  common yellow, blue, red, black and lavender varieties. It has been
  carved into beads, cabochons, pendants, vases, buttons, figurines,
  bottles, weapons, and a myriad of other forms, for it is hard and dense,
  Quartz
  Crystals
  
  56
  Shadow WorldAtlas & Encyclopædia Kulthea
  and carves well. Promotes tranquility. A favorite of Animists and Herb-
  alists.
  Jet ( sp/ounce): Glossy black, opaque and massive, jet is actually a
  very hard, dense, compacted form of coal. It is usually faceted, or sim-
  ply polished, for beads and pendants; it is sometimes carved into figu-
  rines and other shapes.
  Lapis Lazuli ( sp/ounce): Lapis lazuli is a dense, opaque and massive
  stone of a medium to deep blue color, sometimes flecked with golden
  specks. It is carved into cabochons, beads or figurines, and is used in
  slabs for tables, boxes, etc., and for inlay work.
  Malachite ( sp/ounce): This is an opaque massive stone, striated in bands
  of lighter and darker green. It is carved into beads, figurines, cabo-
  chons, and the like, and is also sawn into slabs that are used as inlays
  or veneers.
  Moonstone ( sp/ounce): Moonstone is a white, translucent, massive
  stone that shows a distinctive white or blue-white play of light, resem-
  bling moonlight; there are also greenish, gray, and even red-brown
  varieties. It is always carved into beads, cabochons, and similar shal-
  low, rounded forms to bring out this effect.
  Moonstone [magical variety] ( sp/ounce): As much novelties as talis-
  mans, moonstones are carved in flat cabochons, normally set in a hoop-
  shaped rim and worn around the neck. They must then be aligned,
  either to Orhan or Charón. To align to Orhan, white wine is poured
  over the stone, and it is left out on a cloudless night when Orhan is
  full. Thereafter, it will match the phases of Orhan. To align to Charón,
  the same process is employed, but using animal blood (it need not be
  human) instead of wine. Charón-aligned Moonstones will glow red
  on the Night of the Third Moon. Channeling
  Obsidian ( bp/ounce): This is a volcanic natural glass, opaque to semi-
  opaque, that occurs in black, gray, and red-brown varieties, as well as
  “snowflake obsidian,” which is black with whitish specks. It is carved
  into figures and ornaments, and an obsidian blade can be flaked to a
  sharpness not attainable by any metal edge—exceeded only by the
  much stronger (and more expensive) laen. Channeling
  Onyx ( sp/ounce): Onyx is a porous and opaque form of massive quartz,
  occurring in black or white or a black-and-white layered variety. It is
  made into beads and cabochons; smooth-cut for signets and the like;
  and carved into bowls and figurines.
  Opal (- sp/tal): This is a translucent, massive stone, usually pale
  blue-white but displaying an array of red, yellow, green, and violet
  highlights when light is reflected from its surface. Many varieties exist;
  a mosaic of small colored areas of play is the mark of a “harlequin
  opal;” the near-transparency and a moonstone-like appearance dis-
  tinguish a “water opal;” near-opacity, paleness and limited play of color
  indicate the common “milky opal;” and there are several others (see
  black opal and fire opal). It is made into cabochons and other low,
  rounded shapes to best display the play of colors. It is a soft and some-
  what brittle stone. Heated opals may lose part or all of their opales-
  cent color play, and thus much of their beauty and value. Essence
  Opal, Black (- sp/tal): Black opal is that variety of opal in
  which the body color is smoke black, deep green, and
  dark blue, forming an almost opaque back-
  ground in which its opalescent color play is
  displayed. It otherwise has the properties
  of the other forms of opal. Favored by
  the Dyari. Essence
  Opal, Fire ( sp/tal): This is an orange
  to orange-red form of opal, ranging
  from transparent to transparent
  with mottled translucence. It does
  not always have the intricate color
  play of other opals; when play is
  present, the stone is more valuable.
  If transparent, it is often faceted; usu-
  ally it is made into cabochons other-
  wise. Essence. Frequently used in fire-related items.
  Pearl (- sp; pink, blue - sp; Black -+ sp/tal): The pearl is the end
  product of layers of secretion with which certain mollusks surround
  bits of foreign matter in their shells. When the secretion hardens, it
  takes on a unique luster which originates in its dispersion of light just
  below its surface. It occurs in many shapes: round, teardrop, “button”
  (flat on one side), and the myriad irregular forms. As well as the tradi-
  tional “pearly white,” these stones come in less common color variet-
  ies in a range from yellow and pale rose to the rare, lustrous deep black.
  They are mounted in all sorts of jewelry settings (mountings often use
  half-pearls), and, being easily drilled, are strung in various ways—by
  graduated sizes or in a uniform string; in single, multiple, or even
  braided strands. Fresh-water mollusks sometimes yield pearls, but these
  are usually of much poorer quality than pearls from a salt-water mol-
  lusk. Pearls are quite vulnerable to acid, fire, and electrical attacks, to
  crushing blows, and other physical trauma. They may be damaged by
  sudden changes in temperature, and are alleged to deteriorate if left
  untouched by human skin for great lengths of time, although sea wa-
  ter will supposedly negate any such deterioration. Mentalism.
  Peridot ( sp/tal): A transparent, crystalline stone, usually a clear yel-
  low-green, although it can vary from near emerald-green to almost an
  olive green. The better stones are faceted; flawed or cloudy stones are
  polished for beads or made into cabochons, as are the occasional cat’s-
  eye peridots.
  Piezoquartz † (- gp/ounce): This special variety of quartz is usually
  clear or pale blue and has the ability to acquire and store powerful
  electrical charges. The Lords of Essænce were no doubt the first to
  discover the properties of these gems, but for them the limited power
  available made them more of a novelty. The cultures who were truly
  able to exploit these gems were the Taranians and the Jinteni ???, who
  built vehicles and tools powered by piezoquartz jewels. With the ex-
  ception of a rare variety of tourmaline, piezoquartz jewels were usu-
  ally fairly massive ( oz— lbs) and faceted as spheres. These gems are
  extremely rare, but of course much of their value is based on their
  power which few understand how to tap.
  Purple Sapphire ( sp/tal): Purple Sapphire is a variety of the hard,
  transparent, crystalline mineral corundum with a color closely resem-
  bling that of amethyst. It is normally faceted, except for the rare cat’s-
  eye and star forms.
  Quartz: ( sp/tal) This mineral is actually the most common in the
  planet’s crust. Crystalline quartz is the more rare, transparent variety.
  Purple quartz is amethyst, yellow quartz is citrine. Mentalism. Cures
  mental illness, anxiety.
  Rhodochrosite ( sp/ounce): This is an opaque stone ranging in color
  from pale pink to medium red. It occurs mostly in a massive, banded
  form, and occasionally in single-colored opaque crystals. It is made
  into beads, vases and the like. It is a somewhat soft stone. Mentalism.
  Strengthens self-identity; used in defense against mental attacks.
  Rose Quartz ( sp/tal) Pinkish translucent quartz, can be made into beads
  or cabochons. Channeling. Inner peace, healthy skin. Used in some heal-
  ing items.
  Ruby ( sp/tal): The ruby is a moderate-to-
  deep red, transparent variety of the hard
  crystalline mineral corundum (sapphire
  and jacinth are also corundum). The
  finest rubies are absolutely clear and
  uniformly of that deep red color
  called “pigeon’s blood;” lesser stones
  may vary from a paler red to a
  somewhat garnet-like red tinged
  with a purplish-brown. It is usually
  faceted, but cloudy specimens may
  be made into cabochons, as may the
  rare cat’s-eye. Essence
  Sapphire ( sp/tal): This name is tradi-
  tionally reserved for the moderate-to-deep
  A Crude Jade Talisman
  
  57
  Part Five: Minerals & Gems
  blue gem, one of the hardest sub-
  stances in existence; “sapphire” is
  also sometimes used to refer to
  other color varieties of corundum,
  such as the “orange sapphire” or
  jacinth. The sapphire is usually
  faceted, but there are the occa-
  sional cat’s-eye sapphires; see also black sap-
  phire. Among the color varieties of corundum that
  are not given other names, and are therefore called
  “(color) sapphires,” are pinkish, chartreuse, clear/
  white, and brown; and each color of corundum occurs
  in cat’s-eye and star forms as well. Channeling
  Sapphire, Black (- sp/tal): The black sapphire is a blue-
  black form of the sapphire, so dark as to approach translu-
  cence. It is usually faceted. Dark Channeling
  Sardonyx ( sp/ounce): This is a form of massive quartz consist-
  ing bands of the translucent to opaque “sard” (see carnelian) and
  opaque white onyx. It is carved into beads, cabochons, figures, seals,
  and other shapes.
  Topaz ( sp/tal): Topaz is a transparent, crystalline stone, normally yel-
  low to golden yellow-brown in color; colorless, pink, and blue variet-
  ies are also known. Because it cleaves easily, it is often difficult to cut
  well; it is generally faceted, but cloudy specimens may be cut as cabo-
  chons or pendants. Essence
  Tourmaline: ( sp/tal): Greenish-black crystals often found with beryls.
  Some tourmalines have have the ability to be very effective
  piezoelectrical capacitors, and are valued because of their relatively
  small size-to-power ratio.
  Turquoise ( sp/ounce): Turquoise is a translucent-to-opaque massive
  stone, blue to greenish blue in color; it frequently occurs with brown-
  ish veining. The most valuable is sky-blue, translucent, and without
  veining; the least valuable (and most common) is green-blue, opaque
  and heavily-veined. It is usually cut into cabochons, or beads and pen-
  dants; large pieces may be cut into figurines, and pebbles of a size may
  be polished and strung together.
  Zircon ( bp/tal): This is a transparent, crystalline stone; in addition to
  the usual pale blue-green and orange-red varieties (these two being
  the most valued), the stone also comes in brownish-yellow, reddish-
  brown, green and purple varieties. It is brittle and difficult to cut, and
  is traditionally finished as small faceted stones.
  4•USEFUL/PRECIOUS METALS
  The following rare metals are (with the exception of metals
  used for money such as gold and silver) usually traded as ingots
  weighing  ,  oz, one pound, five pounds. Normally the buy-
  ers are smiths, metalcrafters, and jewellers, rather than the aver-
  age consumer.
  The more-or-less standard gold piece weight is one-half
  ounce; values below are listed in sp per ounce.
  Beryllium ( sp): A pale grey metal, usually with a dull lustre, it is used
  in jewelry and some weapons. It is favored by the Loari and found in
  Kuluku baws.
  Braizium: ( ‒  sp) A bronze-colored metal occurring naturally in
  certain mountains near vulcanism and in underground caverns. It re-
  quires high temperatures to work, but can be buffed to a bright shine
  and does not oxidize or otherwise corrode over time. This quality makes
  the substance ideal for structures exposed to the elements. Braizium
  does not hold an edge well, nor does it resist sudden stresses without
  cracking-thus it is not used to make weapons.
  Bronze (. sp): An alloy of copper and tin, bronze is used for coinage,
  tools and implements, and cast sculpture.
  Gold ( sp): Most precious of the ‘common’ metals, gold does not cor-
  rode, and has a yellow luster which cannot be matched. Very soft in its
  pure state, it is usually alloyed with other metals; used for coinage,
  jewelry and decorative work.
  Iridium ( sp): Usually used in making alloys (often with platinum),
  iridium is a white metal.
  Platinum ( sp): A hard, silvery-grey metal, platinum is used for coin-
  age in some areas, but primarily used in jewelry. It usually has a dull
  lustre.
  Silver ( sp): A gleaming, pale grey metal used for coinage and jewelry,
  it has the disadvantage of corroding when exposed to air. Very mal-
  leable, it is usually alloyed.
  Titanium ( sp): A rare element used mainly to make exceptionally
  hard steel alloys.
  SPECIAL WEAPON ALLOYS
  These correspond (roughly) to alloys described in Rolemas-
  ter. The number in brackets is the intrinsic bonus given to a blade
  fashioned of this material because of its hardness and ability to
  hold an edge. The breakage factor is in addition to the weapon’s
  base BF.
  Steel (Low Steel) [+]: A non-magical alloy of iron and carbon.
  High Steel [+]: A non-magical alloy of iron, carbon and other ele-
  ments. Does not rust; BF +.
  Tethium (White Alloy) [+]: Developed by Tethior, a non-magical al-
  loy of iron, carbon, zinc and titanium. Pale grey with a soft sheen, it
  does not corrode; BF +.
  Krelin (Black Alloy) [+]: Developed by Krelij, a non-magical alloy of
  iron, carbon, and other materials. It has a dark grey appearance and a
  dull luster; BF +.
  Enclatine (Enchanted Iron) [+]: Magically infused iron; BF +.
  Quevite (Enchanted Steel I) [+]: Magically infused steel of lesser qual-
  ity; BF +.
  Tayn (Enchanted Steel II) [+]: Magically infused high-quality steel;
  BF +.
  Keron [+]: A black alloy; BF +.
  Laen (True Glass [+]:  Enchanted glass of superior hardness. Becomes
  soft only in extreme cold; hardens with heat. The edge is as sharp as a
  sliver of normal glass but laen possesses a superior tensile strength; BF
  +. (When it does break it shatters into a spray of deadly shards).
  Eog (enchanted True Steel) [+]: An alloy including the rare material
  eog; BF +.
  MAGICAL MATERIALS & ALLOYS
  The description of these inherently magical materials is pro-
  vided more for general information than for trade purposes. It is
  Gold, pearls
  & coral necklace
  with Lion Motif
  — Ardania
  
  58
  Shadow WorldAtlas & Encyclopædia Kulthea
  unlikely that PCs will elect to become miners or traders in magi-
  cal ores. Rarely will they encounter these items in ingot form,
  but for reference their value in silver per ounce of refined mate-
  rial is given.
  Arinyark ( sp): A metallic element which absorbs and retains raw
  Essence radiations. Working like a battery or capacitor, it constantly
  absorbs ambient Essence and can be ‘tapped’ like a Flow of Essence
  and thus utilized. It does not work in the same manner as a Spell Adder,
  however, and cannot store specific spells. It is bluish-green and can be
  polished to a dull luster. The absorptive qualities can be an effective
  defense as well: a full suit of armor with Arinyark lamination will add
   to the wearer’s RR (or subtract  from an elemental spell attack
  roll).
  Electrium: (, sp)This alloy is made by mixing gold, silver, and iron
  at high temperatures while flooding the molten metals with Essænce.
  The resulting alloy is malleable and ductile with a color similar to elec-
  trum (gold and silver mixed without the iron and the Essænce treat-
  ment). Spells from all three realms of magic can be embedded more
  easily into electrium than most other materials. (Imbed I can be cast
  as a I st level spell, Imbed  as a nd level spell, Imbed III as rd level,
  etc.)
  Essicrysta: (, sp – priceless) The ancient Lords of Essænce alone
  knew the secrets of making essicrysta. And only a few individuals liv-
  ing in the Third Era are able to use remnants of the material forged in
  the past to make new items of their own devising. Essicrysta is a clear,
  crystalline substance that glows faintly and is always warm to the touch.
  Detect Life spells register pieces of it as living, and Presence spells re-
  port such as beings with presences! Essicrysta can convert Essænce (as
  power points) into mass, or mass into Essænce (which it then stores)
  when connected magically to the proper control device. It is a key com-
  ponent to their cronagenic suspended animation devices.
  Eog [Black] ( sp): Can inhibit or even nullify all non-Dark Essence
  in the same way White Eog inhibits Evil Essence. For general proper-
  ties see Grey Eog, below.
  Eog [Grey or ‘common’] ( sp): An extremely hard metal, it is brittle
  in its pure form, but when combined with certain other elements the
  resulting alloy can be used to make superior weapons and armor. It is
  enchanted, and ‘common’ Eog has a dull silvery luster. An addition,
  certain pure types of Eog have the power to locally inhibit the Flows
  of Essence (see black and white types).
  Eog [White] ( sp): Can limit the powers of Dark Essence (e.g., Es-
  sence originating from the Unlife or dark gods or their minions). Eog’s
  inhibiting power varies with the amount and proximity, but a small
  chamber lined with White Eog panels ˝ thick would prevent all but
  the most powerful Evil magicians from casting a spell. Note that, while
  a Magician inside this chamber would have trouble casting spells, his
  Power Points are not actually drained.
  Ithloss (up to  sp; but cannot be worked by any known means, so
  few are interested buyers): A strong but light and somewhat flexible
  metal, it is an enchanted alloy created by the Lords of Essence, the
  secret to which has been lost. Armor made of this material is of almost
  unequalled value because of the superior protective properties and its
  unencumbering lightness. Ithloss armor also provides the wearer a
  + DB versus Elemental spell attacks. In appearance it is a light golden
  color.
  Keron ( sp): A black, very shiny alloy. The substance is strong but
  flexible and holds a keen edge. When polished it has such a high luster
  that it looks wet or oiled. It does not corrode, and should be treated as
  enchanted.
  Kregora (, sp): An extremely rare, golden alloy, Kregora is by far
  the most powerful of the anti-Essence materials. Even powerful magi-
  cal items are temporarily rendered dormant when surrounded by a
  Kregora-lined receptacle. Kregora’s damping qualities are equally ef-
  fective against all realms of Essænce (i.e., Essence, Mentalism and Chan-
  neling). Unlike Eog, Kregora will sap a spell user’s Power Points, the
  rate of drain corresponding to the amount of Kregora. Fortunately
  for spell users, Kregora is rare beyond description and costly (almost)
  beyond price.
  Laen (-, sp): An extremely hard volcanic glass which can be
  forged into very keen-edged, almost indestructible, weapons. Laen can
  also be tinted, and (vary rarely) is naturally colored. It should be con-
  sidered enchanted. Laen is also very unusual in that it becomes more
  pliable as its temperature is lowered. Because of this, unique, magical
  cold forges must be used to work laen into tools and weapons.
  Rularon ( sp): A metal, dull silver in color, which in sufficient quan-
  tities has the ability to inhibit spells of Mentalism. A full helm plated
  with Rularon, for instance, would most likely completely protect the
  wearer from mental attacks (and prevent him from casting any Men-
  talism spells or having any sort of mental contact with anyone). It is a
  very soft and malleable material, and of course, enchanted.
  Shaalk ( sp): An enchanted material, very lightweight, pliable and
  resilient. Thinner sheets resemble the finest white paper but are glossier
  and almost indestructible. When exposed to extreme heat it melts, but
  normal fires do not harm it. Shaalk lockpicks and similar tools can
  have a + bonus.
  Star Iron (up to  sp; but cannot be worked by any known means, so
  few are interested buyers): Actually an alloy forged using metal gath-
  ered from certain meteorites. It is extremely strong once worked, and
  invariably has a dull, dark grey appearance. The recipe has been lost
  with the First Era. Star Iron is believed to have other, more arcane
  powers, but the nature of these is uncertain.
  Taurith: ( sp) This is a  is a silver-blue metal found near deposits of
  arinyark. Although it behaves like most metals, molten at high tem-
  peratures and solid at cool ones, it loses some its most valuable prop-
  erties permanently when softened or melted by heat. These character-
  istics include: the strength to withstand extreme torque without bend-
  ing or cracking, the molecular structure permitting it to take and re-
  tain a very sharp cutting edge, and the extreme ease with which it can
  be embedded with Essence spells (not Mentalism or Channeling; see
  electrium). Therefore, taurith is usually worked cold-a proceeding re-
  quiring considerable skill on the part of the alchemist. Taurith marred
  by heating can be detected by its lack of surface sheen; it cannot be
  polished to a high gloss.
  Trystrium: ( sp) A metal, greenish silver in color, usually found in
  small nodules (/˝ to ˝ diameter) among the roots of irnwood trees.
  Trystrium is a strong, flexible substance and holds a keen edge (only
  laen, eog or taurith surpasses its sharpness). Additionally, it can be
  embedded with Channeling spells or runes with particular ease. Only
  the difficulty experienced in collecting a sufficient quantity makes it
  little used.
  Vaanum (, sp): A strange, extremely rare silver-white metal which
  is believed to exist only on Charón. Blades made of the material have
  a keen edge, and have the strange innate property of being Of Slaying
  any living creature they deliver a critical to. This perilous feature is
  believed to be due to the alien nature of the material, and the malevo-
  lent origins of Charón.
  Xenium ( sp): Blue-silver in hue, this alloy is created from tita-
  nium, arinyark and other—more dangerous—materials, which to-
  gether nullify the force of gravity. It is used primarily on the under-
  sides of skyships. The exact manner in which this is accomplished,
  and how Xenium is successfully employed to balance a ship’s mass
  against gravity, are factors which are extremely difficult to calculate.
  The price given is the ‘street’ value; obviously the alchemists who cre-
  ated Eidolon and who make the skyships were able to make such vast
  quantities that the relative cost was considerably less.
  
  59
  Part Six: Plantlife
  A
  • PART VI •
  PLANTLIFE
  Although our small party was led through the Rulaash forest by the Navigator Tar-esiir, I
  could not shake off the feeling of foreboding which hung over me like a fog. Surely, this wood
  could not hold any threat? Sunlight streamed in shimmering rays between bright green branches.
  Healthy trees strove skyward, and beneath was alive and lush. This was not what I imagined an
  evil place might be like.
  But Tar-esiir had warned us that the Rulaash was a home of evil spirits: plants that had
  wills of their own… wills that did not like humankind.
  A sweet fragrance tickled my nose, and I perceived a cluster of beautiful lily-like blossoms
  just off the path. The smell was invigorating, and for a moment banished my feeling of unease.
  The Navigator had told us to stay on the path, but they were so near…
  With a gesture to follow made to Taluk, I hurried over to draw a deeper scent. For some
  reason, I was not alarmed by his shout, and as I approached the tall flowers it did not seem
  strange that one of the huge white blossoms turned to face directly towards me. It had six grace-
  ful petals radiating from a large center. The stamen were very long, with a red, shiny appearance.
  I was struck from behind and knocked to the soft earth just as I heard a whoosh followed by
  a strangled cry. Revived by the scent of clean moss, I rolled over to see poor Taluk, his chest
  pierced by several of the dart-like stamen, collapse to the ground. Behind him, Tar-esiir had
  come off the path towards us and raised his hand. There was a blue flash and a crackle as light-
  ning arced over my head—and the blossom was a charred stump.
  The rest of the party rushed up; Keela, the Lay Healer, knelt over Taluk.
  “You were fortunate,” the Navigator said without emotion. “Your friend Taluk saved you from
  the Dartspore.”
  Keela looked up sadly, her hand on Taluk’s forehead. “There is nothing I can do; he is dead.
  The pollen on these barbs is a deadly poison.”
  Tar-esiir turned back towards the path. “Next time perhaps you will heed my instructions.”
  Kalen Avanir
  Travel Journals of Emer
  
  60
  Shadow WorldAtlas & Encyclopædia Kulthea
  1•VEGETATION OVERVIEW
  While the many races and countless beasts of the Shadow
  World may dominate the landscape, we must not neglect the land-
  scape itself. In addition to the familiar flora, there are some in-
  teresting—and sometimes deadly—variations.
  The color Hemisphere Map gives hints as to the density of
  the land (the richer the green, the more verdant), but beyond
  that it is up to the GM to decide—based on latitude, altitude,
  and proximity to bodies of water. Following are five basic veg-
  etation patterns, and a set of climatic descriptions which match
  the climate types described earlier.
  ) Tundra and wasteland (desert);
  ) Grassland;
  ) Mixed vegetation with grass;
  a) Scattered woodland and grass;
  b) Shrubs and grass;
  ) Mixed vegetation without grass;
  a) needle-leaf and broad-leaf tree mixes;
  b) Mixes of trees and shrubs;
  ) Forest;
  a) Coniferous vegetation: cone-bearing plants, normally broad
  and needle-leafed evergreens;
  b) Broad-leafed deciduous vegetation;
  c) Broad-leafed evergreen vegetation.
  Forests
  ) Cool areas: the forests tend toward stands of a) needle-leafed
  evergreens; b) needle-leafed deciduous trees; or c) mixes of the
  two evergreen varieties, all with little undergrowth. Except in
  the coldest areas, near polar reaches or along the highland tree
  lines, these trees are quite large and tall. Mature trees rise -
   feet and many exceed that height. Like other living things,
  trees tend to get larger and bunch closer when they need to
  retain heat. In order to capture the less generous amounts of
  light, they assume tall profiles. When the temperature and winds
  become extreme, however, these same varieties grow low,
  spreading and intertwining, eventually forming a sort of car-
  pet.
  ) Temperate regions: the forests generally include a mix of
  broad-leafed deciduous and needle-leafed evergreen trees.
  Mature stands normally vary in height from - feet, and
  variety abounds. Undergrowth is moderate in the deep forest,
  and rather dense along the edges of clearings.
  ) Hot, humid locales: broad-leafed evergreens predominate. Un-
  dergrowth is uniformly extensive, and the variety of plants in
  these regions is unparalleled. Trees thrive and take on a tall,
  lean profile in order to reach the sunlight above the forest
  canopy. True ‘rain forests’ may actually be composed of dis-
  tinct layers: undergrowth (up to ), stands of younger trees
  (to ), and mature trees which form the “roof” at a height of
  - feet.
  ) Hot, dry areas: trees are relatively scarce and tend toward spe-
  cialized varieties, or broad-leafed deciduous and evergreen
  shrubs and scrub.
  Other Vegetation
  ) In cold non-waste regions, as one approaches the tree line or
  tundra, the trees get smaller and eventually give way to scat-
  tered broad-leafed evergreen shrubs. These get smaller as the
  locale gets more extreme, and dwarf varieties eventually pre-
  dominate.
  ) Lichens and grasses form tundra in very cold areas. Still colder
  areas that are not yet barren are covered with tundra composed
  of moss and lichens. Root and soil structures in tundra areas
  make for a damp, spongy ground which is almost rock-hard in
  times of cold (since the water is frozen). In warm seasons this
  ground becomes a soft, cushiony carpet which is often swampy
  or bog-like.
  ) Vegetation in waste regions is adapted to long periods of dor-
  mancy, broken by short spurts of explosive activity. When active,
  these plants spread quickly and bloom with fervor.
  ) Warm waste areas are often surrounded by belts of scattered
  broad-leafed deciduous dwarf shrubs.
  2•MEDICINAL HERBS
  In the perilous world of Kulthea, medicinal herbs play a cru-
  cial role in the survival of peoples of many cultures—and any
  party of bold adventurers.
  GM NOTE: An exhaustive chart and supplementary material
  follows. While the chart indicates the general environment in
  which an herb might be found, specific locations are not
  mentioned. As the Shadow World is revealed, the GM may
  wish to designate exclusive regions (and seasons) where certain
  herbs can be found. He should also feel free to make up herbs of
  his own to further enrich the campaign.
  
  61
  Part Six: Plantlife
  MEDICINAL HERBS CHART
  Climate Codes:  arid = a; semi-arid = s; hot & humid = h; mild temperate = m; cool temperate = t; cold = c; severe cold (frigid) = f; everlasting cold = e
  Locale Codes:  Glacier/snowfield = G; Alpine = A; Mountain = M; Heath/scrub = H; Coniferous (evergreen) forest = C; Deciduous/mixed forest = D; Jungle/
  rainforest = J; Short grass = S; Tall grass = T; Breaks/wadis = B; Waste = W; Desert = D; Freshwater coasts and banks = F; Ocean/saltwater coasts = O;
  Volcanic = V; Underground (caverns) = U
  Frequency:  Based on a scale of 1-100 (100 being very common; 1 very rare).  These numbers are indicative of availability in the wild.
  Compass Code: Last code in sequence shows area of the main continent where herb is most common. “U” equals universal. “M” indicates mid-continent.
  Preparations Codes: bo =boil; br = brew; ch = chew; cr = crush; dr = drink; eat = ingest; in = inhale; po = poultice.
  Addiction Factor: GMs may wish to make certain herbs addictive. The # code preceding the effect is the suggested addiction factor. Each time an herb is
  employed after its initial use in any given week (10 days), the GM should roll to see if the user becomes addicted. GMs can double the addiction factor #
  with each subsequent use (after the 2nd) in the given week. If the roll is under the adjusted addiction factor #, addiction results. Subsequent effects: (a) loss
  of effectiveness of herb; (b) loss of effectiveness of user (-50) when they are not using the herb; (c) loss of user’s ability to resist using herb under stress; or
  (d) unpleasant, possibly violent, withdrawl symptoms without usage.
  Effect: Unless otherwise stated, a max of one dose can take effect in any given round. The effect is based on a dose weighing ½ ounce. For poisons, the effect is
  normally the same regardless of the potency level of the dose, although the attack level will affect the victim’s ability to resist.
  NAME
  CODES
  FORM
  PREP/APPLY
  COST
  EFFECT/Addiction Factor
   Sense Enhancement & Hallucinogens
  Agaath
  fM30NW
  berry
  chew
  5gp
  Breathe in low oxygen (25%+) 12 hrs. Once per day. AF 3.
  Alzo
  mD10U
  seeds
  cr/boil/dr
  60gp
  Adds 50 to adrenal maneuver rolls for 3 rounds. AF 10.
  Basira
  mF20S
  bud
  boil/inhale
  15gp
  (“gloweyes”) Allows one to perceive Essænce Flows, and enchantments. Imbiber’s
  eyes glow red. (1 hr). AF 15.
  Borga
  mF15U
  toad secretion
  drink
  50gp
  (“voyager”) Strong hallucinogen. Subtract 50 from perception, 30 from maneuver
  and melee. (4-6 hours). AF 10.
  Ezrin
  mV25U
  flower
  chew
  30gp
  Subtracts 30 from maneuver and melee. Adds 50 to spell and missile attacks.
  Euphoric. (1 hr). AF 7.
  Finrot
  mO5U
  oyster
  eat
  250gp
  (“fang”) Strong Hallucinogen. Imbiber is in a trance (subtract 90 from percep-
  tion, 60 from maneuver and melee) and has sometimes prophetic visions. (2-3
  hours). AF 20.
  Furk
  aW10M
  leaf
  boil/inhale
  15gp
  Enhanced vision (x3 plus mild infravision) for 3 hrs.1x/day. AF 25.
  Gort
  hJ25S
  leaf
  powder/inhale
  2gp
  (“sniff”) Mild euphoria. Add 10 to all Presence RRs. (1 hr).  ‘Psycologically
  addictive.’ AF 5.
  Hristo
  cC5N
  leaf
  crush/burn
  30gp
  Allows mental summons of of one known sentient friend (100 feet x level of
  user). AF 23.
  Jiri
  mO15W
  lichen
  rub (on eyelids)
  10gp
  Infravision (one hour). AF 3.
  Kalanga
  hJ20U
  leaf
  burn/inhale
  5sp
  Mild depressant. Subtract 20 from maneuver and melee (2 hours). AF 5.
  Kilmakur
  hS10U
  root
  boil/eat
  65gp
  Protects versus all (within reason) flame and heat for 1-10 hours. AF 33.
  Kylan
  fW20N
  berry
  chew
  45gp
  2x strength (double concussion damage, +10 to hit) 4 rnds. AF 35.
  Lujat
  mHCD8U
  bat blood
  drink
  300gp
  (“zoom”) Strong stimulat. Imbiber is hasted for 10-20 rounds, after which there is
  a 20% chance of a damaging heart attack (result: reduced Con, endurance,
  danger of more attacks).
  Nira
  hO60U
  root
  chew
  60gp
  Haste (3 rnds).  AF 25.
  Nygath
  tH4U
  mushroom
  eat
  200gp
  (“zap”) Strong hallucinogen. Imbiber in a coma for 15 minutes, then awakens
  with 2x full PP restored (any extra points are lost after the next sleep). 2% chance
  per use (cumulative) that visions are so frightening that imbiber becomes
  suicidal. AF 25.
  Oranto
  tU20E
  mushroom
  eat
  100gp
  Haste (6 rnds) user takes 20 hits due to drug reaction 10 rounds after being
  taken. AF 35.
  Paran
  tU5SW
  stem
  boil/inhale
  80gp
  See invisible things or beings for 10 minutes. AF 80.
  Resha
  hV20SE
  flower
  chew
  90gp
  Allows mental contact with friend.(10 miles x level of imbiber) Contact lasts 6
  rounds. AF 50.
  Rud-tekma hJ6S
  fruit
  eat
  25gp
  Bonus of +20 for casting spells or over-casting attempts. Lasts 1 hr. Maneuver
  and melee -20. 10% chance any spell will be cast on nearest unintended target.
  AF 10.
  Selig
  mF30U
  fungus
  chew
  18gp
  Enhances hearing 1 hr. AF 5.
  Somiren
  sB10E
  leaf
  boil/inhale
  30gp
  Restores as nights’ sleep or meditation. Use in given week results in: once = loss 1
  pt Con; twice = loss 5 pts; thrice = 25 pt loss (temp). AF 9.
  Zapic
  hJ4S
  leaf
  powder/inhale
  80gp
  Euphoric.  Add 50 to all spell failure avoidance rolls when overcasting. (5 rnds).
  AF 20.
  
  62
  Shadow WorldAtlas & Encyclopædia Kulthea
  NAME
  CODES
  FORM
  PREP/APPLY
  COST
  EFFECT/Addiction Factor
   Concussion Relief
  Akbutege
  sO82S
  leaf
  chew
  12sp
  Heals 1-10. AF 1.
  Akunga
  tOssSE
  leaf
  salve
  8gp
  Heals 2-20. AF 1.
  Anneke
  cH15N
  flower
  chew
  30gp
  Heals 5-50. AF 4.
  Bayla
  eV90N
  lichen
  boil/inhale
  50gp
  Heals 1-100. AF 2.
  Blenna
  cC7N
  fruit
  eat
  70gp
  Heals 10-100. AF 6.
  Darric
  cM80U
  berry
  chew
  10gp
  Heals 10 (instant effect). AF 2.
  Forb
  fM85NE
  berry
  chew
  40gp
  Heals 10 and relieves 2 rnds accumulated stun. AF 3.
  Kenja
  tD80U
  leaf
  brew/drink
  3sp
  Heals 1-4. AF 0.
  Morue
  fH20NW
  root
  chew
  80gp
  Heals 50. AF 7.
  Purg
  mD10NW
  nectar
  dissolve/drink
  30gp
  Heals 20. AF 3.
  Raman
  sO40W
  leaf
  chew
  10sp
  Heals 1-10. AF 1.
  Rigni
  cM90E
  lichen
  crush/poultice
  120gp
  Heals 3-300. AF 12.
  Sheku
  aD5M
  berry
  place in mouth
  140gp
  Heals all hits. Instant effect. Imbiber stunned for one round due to shock. AF 50.
  Shuab
  eW10M
  leaf
  poultice
  30gp
  Heals 2-20. Doubles healing of all major wounds. Antiseptic. AF 1.
   Antidotes
  Alzo
  tF15U
  leaf
  chew
  27gp
  Antidote for Yosis. AF 5.
  Bevolin
  mO20SW
  leaf
  brew/drink
  45gp
  Antidote for Ghida. AF 5.
  Deon
  hO5S
  root
  eat
  110gp
  Antidote for Loryaak. AF 3.
  Eshetu
  mT20M
  grass
  poultice
  80gp
  Antidote for Kadah. AF 9.
  Ikbal
  mF2U
  crystal
  dissolve/drink
  300gp
  Antidote for any poison if taken within one hour. AF 20.
  Nega
  mS80N
  leaf
  brew/drink
  80gp
  Slows effect of any poison 10x. Lasts 24 hours. AF 0.
  Radoje
  tH90U
  root
  crush/rub
  10gp
  Cures infections (1 wound). AF 1.
  Retta
  tC14U
  flower
  chew
  120gp
  Neutralizes any poison below10th level. AF 15.
  Siri
  aW10SE
  root
  chew
  80gp
  Antidote for Luku. AF 8.
  Tevy
  mO20S
  leaf
  boil/inhale
  25gp
  Antidote for Vyurk. Cures Hurothgaar. AF 3.
   Stat Modifiers
  Alaec
  aD2SW
  flower
  chew
  450gp
  Restores any stat losses other than those due to age. Affects only one stat. AF 10.
  Azele
  fG1NE
  bud
  chew
  340gp
  Allows one to increase any one stat’s potential by one point. Effect permanent. User can
  only use the drug once in his lifetime, or body will reject (all stats drop by 5-50).
  Sahn
  cA3NE
  flower
  chew
  500gp
  Allows one to increase any one stat’s potential by 4 (up to 100), but 10 must be deducted
  from any other one stat of the imbiber’s choice. Effect lasts one year exactly. AF 50.
   Specific Repairs
  Amar
  tS20U
  leaf
  poultice
  70gp
  Stops bleeding by clotting and sealing wound (up to 5 hits/rnd; more severe wounds are
  unaffected). Wound is closed and healed; will not re-open. AF 9.
  Arrine
  mF30U
  stem
  rub
  10gp
  Doubles rate of healing fractures. AF 1.
  Baalak
  hO3U
  reed
  br/dr
  160gp
  Repairs one shattered bone.  Takes one minute. AF 12.
  Cellane
  tH85U
  leaf
  boil/inhale
  2sp
  Decongestant.  Adds 20 to resistance versus cold and pneumonia. AF 5.
  Chuma
  hO15S
  root
  crush/rub
  12gp
  Doubles  rate of healing for sprains, torn ligaments, cartilage damage. AF 8.
  Cicala
  mT30M
  grass
  poultice
  40gp
  Mends one muscle (instant). AF 6.
  Crale
  tC30N
  berry
  chew
  65gp
  Restores hearing. AF 6.
  Curfalaka
  hJ12U
  fruit
  eat
  40gp
  Mends muscle damage. AF 15.
  Daral
  tO90U
  leaf
  poultice
  1gp
  Cures fever. AF 1.
  Dorn
  tF15U
  leaf
  poultice
  40gp
  Heals up to 50 burn-caused hits, and instantly relieves up to 2nd degree burns.  3rd
  degree healed in one hour. AF 3.
  Dorub
  cC30U
  cone
  cr/boil/poultice
  60gp
  Nerve repair (one limb) takes one hour. AF 20.
  Efrid
  hJ10S
  flower
  place in mouth
  250gp
  Massive nerve regeneration. One hour. AF 50.
  Ghiloa
  eG2NE
  flower
  crush/soak
  10gp
  Cures frostbite. AF 1.
  
  63
  Part Six: Plantlife
  NAME
  CODES
  FORM
  PREP/APPLY
  COST
  EFFECT/Addiction Factor
  Gursamel
  tS3N
  stalk
  cr/po
  30gp
  Mends bone. Takes one minute. AF 20.
  Hegheg
  hS12U
  root
  bo/cr/poultice
  25gp
  Heals cartilage damage. AF 5.
  Inexes
  mD20SW
  leaf
  poultice
  70gp
  Stops bleeding of any one wound instantly. AF 9.
  Iolar
  cO60SE
  mix
  salve
  10bp
  Depilatory (removes hair in area applied). AF 0.
  Irit
  mM20NE
  berry
  salve
  5sp
  Local anesthetic. Lasts 4-5 hours. AF 1.
  Irona
  hJ20SE
  leaf
  boil/inhale
  85gp
  Cures mental disease.  Takes one day. AF 10.
  Jaymis
  tM10SW
  algae
  dry/eat
  60gp
  Allows free breathing underwater (as well as in air).  Lasts five hours. AF 2.
  Jervie
  mC20W
  seed
  cr/boil/poultice
  145gp
  Major organ repair (not brain). Takes one day. AF 50.
  Jes
  cH16N
  flowers
  salve
  255gp
  Joins limbs. Takes one day. AF 40.
  Kadir
  aD80M
  stem
  powder/dissolve/dr
  3bp
  Analgesic. AF 1.
  Kiran
  hV60SE
  leaf
  poultice
  25gp
  Heals cartilage damage instantly. AF 12.
  Kiva
  tD30S
  nodule
  poultice
  40gp
  Mends bone instantly. AF 15.
  Macajou
  cO4N
  leaf
  boil/apply
  250gp
  Regenerates one major organ. Takes five minutes. Imbiber is at max hits due to drain on
  body. AF 60.
  Milinka
  aD10U
  root
  salve/rub
  12gp
  Mends bone. Takes one hour. AF 7.
  Nayeek
  mS10W
  flower
  place in mouth
  30gp
  Lifekeeping (one hour). AF 10.
  Nizzar
  mV15S
  root
  poultice
  80gp
  Repairs one bone shatter. Takes one day. AF 5.
  Nyasani
  tF3M
  flower
  boil/dr
  240gp
  Regenerates one eye. Takes one day. AF 20.
  Nya
  eG1NE
  flower
  place in mouth
  850gp
  Lifegiving for Elves. Acts as Lifekeeping on anyone, lasting 10 days.  AF 20.
  Orlian
  fF30NW
  leaf
  poultice
  30gp
  Preserves one limb. AF 0.
  Pok
  tU2U
  mushroom
  place in mouth
  200gp
  Regenerates brain tissue. Depending on area and extent, any lost accumulated
  experience is not regained. AF 70.
  Reslyn
  tO35SW
  kelp
  poultice
  90gp
  Cures blindness (if eyes not destroyed). AF 20.
  Rumar
  fM25U
  berry
  chew
  60gp
  Relieves up to 3 rnds accumulated stun.  Takes effect 1 rnd after ingestion. AF 30.
  Salufa
  mO3W
  flower
  place in mouth
  1000gp
  Lifegiving. AF 40.
  Sappora
  mM15E
  root
  chew
  2gp
  Stun relief 1 round.  Acts instantly. AF 20.
  Savarhet
  tD20U
  clove
  place in mouth
  380gp
  Will regenerate any damaged nerves and organs.  Takes one day. AF 25.
  Sebrun
  cF45N
  root
  chew
  5gp
  General anesthetic.  Lasts  10-12 hours.  Level 5 atk. AF 5.
  Sek
  hJ60M
  nectar
  boil/inhale
  20gp
  Relieves coma, if related damage already cured. AF 15.
  Shlorp
  tU10U
  mushroom
  place in mouth
  160gp
  Lifekeeping (10 days). AF 40.
  Shuab
  tM80S
  leaf
  poultice
  35gp
  Heals up to 3rd degree burns in ten rounds. One dose will treat one square foot of area.
  AF 20.
  Shumaran sW20E
  clove
  place in mouth
  1200gp
  Lifegiving. AF 80.
  Starza
  tC23U
  resin
  dissolve/soak
  25gp
  Cures frostbite. Heals 2-20 cold related hits. AF 12.
  Sterhen
  tH40S
  nut
  eat
  60gp
  Stimulant.  Add 10 to QU for 5 rounds; Assures wakefulness for 10 hours. AF 10.
  Suman
  mD8N
  gold berry
  place in mouth
  200gp
  Lifekeeping 30 days. AF 90.
  Taline
  mD40S
  berry
  crush/poultice
  15gp
  Blood vessel repair. AF 10.
  Telpi
  tT30NE
  grass
  poultice
  45gp
  Stops bleeding (up to ten hits/rnd).  Victim cannot engage in strenuous activity without
  reopening wound. AF 8.
  Tesh
  mC75SE
  resin
  dissolve/poultice
  80gp
  Repairs ear.  Takes one hour. AF 2.
  Torrain
  fH20NW
  root
  chew
  20gp
  Cures concussion. AF 6.
  Tovo
  sB10W
  leaf
  boil/inhale
  5sp
  Mild stimulant.  Assures wakefulness for 5 hours. AF 8.
  Trice
  tO10SE
  kelp
  poultice
  200gp
  Will heal up to two square feet of fourth degree burns.  Victim must recouperate one
  day. AF 2.
  Trimas
  tU8U
  mushroom
  eat
  150gp
  Regenerates appendage (finger or toe takes one week; arm or leg one month). AF 50.
  Turfiik
  sW10U
  leaf
  boil/poultice
  50gp
  Regenerates one bone (and attached tissues such as cartilage and tendon). Takes one
  day. AF 40.
  Ujama
  tM30U
  leaf
  poultice
  10gp
  Repairs sprain.  Effect immediate. AF 30.
  Vaniro
  mH80N
  berry
  cr/rub
  20gp
  Restores heart action. AF 5.
  Wor
  aD30NE
  cactus sap
  poultice
  60gp
  Skull repairs.  Takes one minute. AF 14.
  Wumbar
  sB35U
  fruit
  crush/rub
  120gp
  Joint repair. Effect immediate. AF 6.
  Zaklar
  tM80U
  leaf
  boil/inhale
  3sp
  Restores free breathing. AF0.
  Zan
  cO20S
  stem
  crush/rub
  250gp
  Spine repair.  Takes one minute. AF 18.
  Zorm
  mS15N
  grass
  poultice
  150gp
  Shatter repair.  Takes one round. AF 22.
  
  64
  Shadow WorldAtlas & Encyclopædia Kulthea
  HERB/DRUG AVAILABILITY
  To Compute price/availability use the following steps:
  (1) Find compass area.
  (a) Mid-continent is always one compass region away from adjacent regions.
  (b) Universal Herbs are uniformly distributed.
  (c) Remaining regions are based on compass points (N, NE, E, SE, S, SW, W,
  NW). Cost is based upon main home, but any region containing compass
  point (e.g. E is in NE, SE and E) uses base price.Regions 1 step away use 2x
  cost; areas 2 steps away use 4x cost.
  (2) Use cost multipliers
  below:
  Market/Availability:
  1/2x if market oversup-
  plied in good
  1x if normal/cosmopoli-
  tan market
  2x if rural market
  3x if isolated/black
  market
  10x if insulated/
  inaccessible market
  (3) When selling an herb to a
  merchant or interested (and
  rich) individual, employ two more factors (it’s not that bad, really):
  (a) If the herb is not ‘universally’ available it may be hard to sell, particularly
  where cheap local equivalents are available.
  (b) Prices are computed as normal where there is a demand. Where there is no
  demand, the herb will bring 50% of the price of the cheapest equivalent
  locally in demand and available. All price fractions here should be rounded
  down.
  (c) Unless otherwise stated, (due to culture, locale, circumstance, etc., etc.) PCs
  deduct 50% of the price when selling the herb.
  (4) Weights should be calculated at ½ ounce per dose.  This might vary in
  certain cases within the GM’s discretion.
  FINDING AN HERB IN THE WILD:
  A) This formula allows the GM to determine the number of doses a group
  could find after a 10 hour search in previously unexplored territory (not
  exploited in last 6 months) which is a suitable locale for the herb sought.
  B) A united group gets one roll for an organized search.Roll randomly to see
  how many doses a given individual finds.
  C) For a group which separates into smaller units, each groups makes a
  separate roll.  The individuals  or parties must cover entirely separate areas ,
  usually out of earshot, and not contact each other during the period in
  question.
  D) Formula: #doses = [(1-100) on open-ended D100) + modifiers + frequency
  # -100] divided by 5 OR the frequency #, whichever is LOWER.
  E) Modifiers:
  Searching in area searched in last 6 months -50
  Searching in compass code area adjacent to home of herb -50
  Each Animist in group +30
  Each Ranger in group +20
  Each additional searcher +02
  Each day spent unsuccessfully searching +05
  NOTE:  When used too frequently most herbs will cause either dependence or a
  negative allergic reaction in the imbiber.The frequency necessary and
  ramifications should be determined by the GM. However, use by any of these
  herbs on the average of more than once per day for more than a week should
  be dangerous. Alternatively, using the herb a given number of times within
  any given period may trigger addiction.
  Some possible aﬄictions:
  a) dependence forces user to imbibe drug once/day or face violent, unpleasant
  withdrawl.
  b) drug ceases to be effective; more and more doses required at once to be
  effective.
  c) imbiber develops allergy to drug, and cannot take drug without a
  reaction (from szeezing fits or hives, to a serious overall
  swelling, trouble breathing, and even a chance of heart attack
  or death.
  d) imbiber who frequently uses, for instance, a ‘haste’
  herb in “tense” situations may, in a “tense”
  situation in which he does not use the herb,
  trigger a withdrawl reaction, such as
  slowed movement.
  It is also important to note
  that the PCs will not
  necessarily be aware
  of the possibility of
  becoming
  addicted, or
  else they will
  take
  precautions.
  Miran Berry
  Irit Berries
  
  65
  Part Six: Plantlife
  3•DANGEROUS PLANTS
  The Shadow World is home to innumerable plants which—
  for one reason or another—are dangerous to humanity. A selec-
  tion of them is listed below. Some of these herbivorous threats
  use poison to strike down their prey: a guide to these various
  substances can be found in the section on poisons.
  PASSIVE THREATS
  Certain plants have evolved a number of defenses against the
  animal kingdom: toxic pollens, poisonous spores and thorns, or
  envenomed hairs. Often a deceptive beauty encourages the trav-
  eler to admire more closely, leading him to inhale damaging fumes
  or to touch corrosive oils.
  Ansilius: [Tropical/Rainy – Humid]
  • Pollen is lvl  special poison (var. C)—inhalation produces vio-
  lent behavior together with memory loss: mild: / –  hrs; moder-
  ate:  –  hrs; serious:  –  hrs; extreme:  –  hrs.
  White, many-petaled blossoms cluster among the shiny, dark
  green leaves of this decorative creeper. A sweet fragrance drifts
  from them, inviting enjoyment. Yet fate punishes those who ac-
  cept the invitation and inhale more deeply from the flower-cup.
  An expression of inhuman rage transforms their faces, while they
  engage in almost every kind of violent depravity imaginable. Am-
  nesia claims their memories of the events, but victims do not
  forget so easily.
  Blastnuts: [Temperate/Seasonal – Wet & Dry]
  These large, roughly spherical nuts are about  – ˝ in diam-
  eter and grow on vines along the ground like squash.  However,
  should the ripe nut be stepped on or struck against a hard sur-
  face, it will explode (Shock Bolt Table, point blank, x damage,
  impact crits).
  Bloodwillow: [Temperate – Cool Temperate/Humid – Seasonal]
  The tree is very similar in appearance to the weeping willow,
  however the vinelike branches of this tree are covered with jagged
  burr-like seed pods. As unsuspecting passersby—human and
  animal—brush against the pods, they recieve numerous small
  cuts. At the same time the leaves, which are covered on the un-
  derside with a mat of velvety hairs, absorb the blood. In the fall,
  the pods catch onto clothing and fur, hitching a ride to other
  locations and thus spreading the tree’s progeny.
  Bore-Burr: [Temperate – Cold/Wet & Dry –␣Semiarid]
  Small shrubs found in hilly regions sprout these shiny brown
  burrs which catch on the clothes or hide of a passing man or
  animal. They can sense body heat, and if not removed within a
  few minutes, the tiny organism inside sprouts. It will burrow into
  the flesh (the host may feel a sting), making a home in muscle or
  fat tissue. Once the burr ‘bites’ it requires a deep incision to re-
  move it, otherwise the burr drains one hit the first day, two the
  next, three the third, etc., as it grows. After  days the only way
  to stop it is to remove the limb or major surgery by a Lay Healer.
  Left unchecked, the burr will grow, making the affected area swell
  and deform, until the host lapses into unconsciousness and even-
  tually dies. If a host is bitten by several burrs at once he may die
  within a few days.
  Whether the bore-burr is in fact plant, animal, or a symbiosis
  of the two is uncertain, but death this way is excruciatingly pain-
  ful. The body then serves as fertilizer as the burrs sprout new
  shrubs.
  Clingleaf: [Hot – Tropical:/Rainy – Humid]
  • Crit means adhesive delivers level  reduction poison
  Tall plants with several palm-like ‘tiers,’ the Clingleaf has long
  trailing leaves with a very sticky liquid on the top. Ostensibly, the
  liquid’s purpose is to capture insects which are subsequently de-
  composed, but the adhesive—and the leaf structure—is quite
  strong. If one runs into a patch of Clingleaf unawares, one could
  be almost immediately wrapped in a tangle of very strong fi-
  brous tentacles (treat as a Large Grapple attack, with bonuses de-
  pending on how many plants and how hard they are encoun-
  tered). The adhesive begins the breakdown process, delivering a
  level  reduction poison. He is then consumed (except for bones
  and non-organic coverings) over a period of about  days.
  Clivimis: [Tropical – Temperate/Humid – Seasonal]
  • Pollen is lvl  special poison (var. B)—damage to lungs requiring
  complete rest (or healing magic) for recovery: mild: - hits & 
  wk ( days) rest; moderate: - hits &  wks; serious: - hits
  &  wks; extreme: - hits &  wks.
  Growing in clusters that resemble moss from a distance,
  Clivimis (“Burning Bells”), has purple bell-like flowers which
  hang from small, delicate stalks. In springtime they disperse a
  pollen that severely burns the lungs when inhaled.
  Constrictor Vine: [Tropical-Temperate/Rainy-Humid]
  • Vines obtaining a critical deliver a level  circulatory poison
  This vine is a parasitic plant which roots itself by anchoring
  in a tree trunk or the mortar of abandoned structures. It then
  sends out ‘trailers’ which dangle over open areas to trap unwary
  passersby.
  The constrictor vine trailers are covered with tiny feelers which
  react swiftly when touched: the entire vine coils instantly around
  whatever has come in contact with it. The strength of the con-
  striction breaks many of these feelers, releasing a sap which is
  actually a circulatory poison of up to Severe effect. Over the next
  several hours the vine extends rootlets into the victim which drink
  the blood until the target is dehydrated. While one trailer might
  not hold a man, his struggles could make
  him brush against several others.
  Once the victim is dead his blood
  is drained over a period of  days and
  the body released.
  Dartspore: [Hot–Tropical/Rainy–
  Seasonal]
  • Proximity produces euphoria; blos-
  soms fire a spray of deadly dart-
  spores up to  (10th lvl poison,
  kills instantly). Dead victims are
  consumed by root-tendrils.
  One of the most insidious
  and frightening denizens of the
  plant world is the Dartspore.
  Several very large, beautiful
  lily-like blossoms sprout
  from a central cluster of
  elongated leaves. The
  entire plant may
  grow to six feet in
  height. These blos-
  soms give off a
  sweet scent which is
  slightly euphoric
  
  66
  Shadow WorldAtlas & Encyclopædia Kulthea
  but otherwise harmless. However, should a foolhardy target draw
  too near (generally within  feet), the plant becomes ‘conscious’
  of a presence and aims a blossom at the victim. It can then fire a
  deadly spray of barbed, needle-sharp stamen. These projectiles
  are tipped with poison (see the Poisons chart), and the result is
  instant death.
  Its victim felled, the plant sends myriad tiny roots up into the
  corpse to digest the prey. Note that the root structure extends at
  least ten feet out from the plant, and although they do not move
  fast enough to trap a moving target, they can digest an immobile
  one in about five days. Bones and non-organic accoutrements
  are left on the surface; a warning to those worldly enough to
  heed it.
  Each blossom (of which there can be - on a plant at a time)
  can fire  sprays before being exhausted, at which time it dies
  and is replaced.
  Deadly Milk-white Trumpet: [Temperate/Seasonal–Wet & Dry]
  • Pollen is lvl  special poison (var. D)—if fail RR by -, -
  days nausea, blindness; if fail by +, madness; Seed is lvl  spe-
  cial poison (var. A)—if fail RR, euphoria & - in combat.
  A dead-white shrub that grows in temperate, coniferous
  woods to twice the height of a man, the trumpet exudes a sick-
  ening odor when bruised. In late summer, huge pale flowers
  bloom, producing a pollen that causes blindness and nausea last-
  ing a week if inhaled, and in extreme cases, madness. In mid-
  autumn, a prickly seedpod shelters black, bitter seeds that be-
  stow euphoria and a false sense of surety in battle (when ingested).
  The shadows of evil strongholds foster an unusual concentra-
  tion of these plants.
  Delphinuris: [Cool Temperate–Cold/Seasonal–Wet & Dry]
  • Oil is lvl  special poison (var. E)—amnesia: mild: - days;
  moderate: - days; serious: - days; extreme: - days.
  Many rocks and northerly slopes of deciduous forests display
  a thick carpet of this springy moss (whose name means “Night’s
  Silence” in the Elven tongue). Its natural pillows beckon the weary
  to rest within silvan dells, but this enticing prospect is best re-
  sisted. The weight of a relaxing traveler presses a volatile oil from
  the moss, inducing several days amnesia upon contact with it.
  Dreamvine: [Temperate–Cool Temperate/Humid–Seasonal/Ruins]
  • Touch produces euphoria after  turns, then sleep (RR); roots
  which achieve a Gr critical suck fluid from flesh, dealing - hits/
  rnd.
  Wiry creepers with curled black leaves, dreamvines have a
  preference for ancient ruins and the exposed roots of large trees.
  Prolonged contact (resting or sleeping on them) brings a dreamy
  euphoria, followed by deep slumber. This allows the vines to twine
  around the victim, sinking hair-fine roots into the flesh. Death
  comes painlessly as the victim sleeps while his blood is sucked
  away.
  Exploding Mushrooms: [Tropical – Cool Temperate/Rainy – Sea-
  sonal]
  • Mushrooms grow overnight on rotting wood or leaves. Spores are
  a lvl  special poison (var. H)—one breath delivers - hits.
  Ripening inside the umbrellas of these mushrooms, spores
  produce ever-increasing pressure as they approach maturity.
  When touched by sunlight or a high enough temperature the
  mushrooms burst, disseminating great clouds of spores into the
  air. Unwary footsteps often hasten this explosion, bathing the
  unfortunate in the poisonous spores.
  Fly Trap, giant: [Hot–Tropical/Rainy–Humid]
  • Trap shuts, digestive acids deliver level  reduction poison
  A cluster of thick shoots, each terminating in a man-sized
  leaf with a spring-like hinge down its middle rib and fringed by
  spikes, the fly trap requires more than earth, rain, and sunshine
  to sustain life. Animal flesh supplies the missing nutrients. Care-
  less prey venturing onto the broad leaves (which resemble soft,
  rosy moss, an inviting bed) brush sensitive trigger hairs which
  cause the trap to snap shut, imprisoning the beast or man be-
  hind the spines that complete the cage. Digestive juices work at
  leisure, dissolving the prisoner in two or three days.
  Grippershrub: [Tropical–Cool Temperate/Rainy–Seasonal/
  Swamp]
  • Leaves adhere to target; digestive acids deliver level  reduction
  poison.
  Smaller cousin of the giant sundew, grippershrubs rarely grow
  large enough to threaten a grown man unless one should be-
  come entangled by several at once. Its sticky leaves are resilient,
  resisting cuts and the blows of blunter tools, but they burn readily
  when exposed to a flame. Marshes darkened by evil powers shel-
  ter numerous grippershrubs, but they thrive in any swampy area.
  Lævenus: [Hot–Tropical/Rainy–Humid]
  • Pollen is a lvl  special poison (var. B)—if fail RR, death in -
  hrs.
  A showy, orchid-like flower with black petals, the lævenus
  thrives in the warm, moist climate of the jungle. The unfortu-
  nate who breathes its scented pollen dies slowly and euphori-
  cally as his blood turns into a black, sticky, toxic fluid.
  Pitcher Plant, giant: [Hot – Tropical/Rainy – Humid]
  • Stomach fluid delivers envelop and acid attacks.
  The carnivorous pitcher plant shadows its gourd-shaped
  stomach by a tall, leafy stalk where a giant crab spider usually
  takes shelter. The spider stretches its web across the brightly-col-
  ored lip thick with sweet, sticky plant fluids. Smaller prey are
  caught in the web, killed by the spider’s poisonous fangs, and
  sucked dry of bodily fluids. The withered corpse is discarded into
  the plant’s viscous belly. Larger prey, intrigued by the curious
  appearance of the interior of the stomach gourd, break through
  the web, sliding rapidly into a pond of digestive acids.
  Razorgrass: [Hot-Temperate/Wet & Dry-Semiarid, Arid]
  Found in the Pelegris Valley and Lygaar plains on Emer,
  razorgrass looks like plain tall grass: about three feet high with
  long, slender, pale green leaves. But the edges of these leaves are
  sharp enough to cut skin and even slice through some clothing.
  Tromping through a large field of it could destroy even leather
  boots and breeches. While razorgrass cuts are not deep, they are
  painful (like a paper-cut but worse) and can become infected.
  Spinewood: [Temperate – Cool Temperate/Seasonal]
  • Spine irritant is a lvl  special poison (var. E)—mild: - to ma-
  neuvers; moderate: convulsions; serious: blindness; extreme: death.
  Low-growing, shrubby trees, spinewoods often form dense
  thickets on islets and along streams. The twigs and leaves blur
  behind a covering of fine, short downy hairs. Brushing against
  the foliage reveals the “hairs” to be extremely sharp spines that
  pierce the skin, causing an extensive, burning rash and occasional
  muscle spasms. Spines violating the eyes may cause blindness,
  and those inhaled may cause death by suffocation.
  
  67
  Part Six: Plantlife
  Salorisa: [Temperate/Seasonal]
  • Pollen is a lvl  special poison (var. C)—one breath delivers: mild:
  - hits; moderate: - hits; serious: - hits; extreme:
  - hits.
  Delicate pink flowers sprinkle the dense, blue leaves of this
  prolific ground-covering shrub. It grows wild in shaded beds
  along the edges of meadows. Deer graze on its foliage in all sea-
  sons except early spring, when the budding flowers carry harm
  in their fragrance.
  Spirium: [Tropical–Temperate/Humid–Seasonal]
  • Pollen is a lvl  special poison (var. G)—one breath brings: mild:
  drowsiness, - to general effectiveness; moderate: - hr doze; se-
  rious: - hrs sleep; extreme: - hrs sleep.
  A white snowy moss, spirium hangs in garlands from the
  boughs of trees in warm climates. Its soothing pollen brings rest-
  ful sleep to the passerby, a gift to the insomniac, but a grave risk
  in territory frequented by enemies or bloodthirsty beasts.
  Sundew, giant: [Hot–Tropical/Rainy–Humid]
  • Trap closes in - rnds; digestive acids deliver - hits/rnd.
  A tall, narrow shoot sprouts from the center of huge, sticky
  leaves clustered around its base. The unwary are caught by the
  leaves which curl up and around their prey to form a temporary
  stomach in which digestion occurs. The largest of sundews can
  trap and digest a human being in  hours.
  Thokot: [Temperate–Cold/Seasonal–Arid]
  • Thorns deliver nd level nerve poison.
  A sturdy shrub, Thokot is able to thrive in even fairly hostile
  environments. It has small bluish leaves and produces bitter red
  berries, but Thokot’s most notable feature is the tough ˝ long
  thorns which grow all over the plant. These thorns exude a sticky
  fluid which has the effect of a mild nerve poison. Hemaflies (q.v.)
  are often near thokot patches, attracted by the smell of fresh blood.
   Dangerous Plants Chart
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc
  (IQ)
  Bloodwillow
  10D
  --
  --/--
  --/MF
  L/LA
  250E
  11(0)
  40Ti(2-4x)/3x bleeding
  1
  Passive (NO)
  Bore-burr
  1C
  --
  --/--
  --/IN
  T/--
  2A
  4(0)
  20Ti (1x/rnd until removed or crit)
  1-10
  Passive (NO)
  Clingleaf
  1B
  --
  --/--
  --/VS
  M/--
  20*
  3(5)
  20LGr/Special
  2-10
  Passive (NO)
  Constrictor Vine
  1B
  --
  --/--
  --/VF
  M/--
  30*
  4(20)
  40MGr/Special
  2-20
  Passive (NO)
  Dartspore
  2D
  --
  --/--
  --/BF
  M/--
  50D
  4(0)
  80MSt/Special Dartspore poison
  1
  Passive (NO)
  Fly Trap, Giant
  4E
  --
  --/--
  --/VF
  L/LA
  100D
  11(0)
  60LGr/Special
  1-2
  Passive (NO)
  Grippershrub
  1B
  --
  --/--
  --/VF
  S/--
  30B
  3(0)
  20SGr/Special
  5-10
  Passive (NO)
  Pitcher Plant, Giant
  5D
  --
  --/--
  --/--
  L/II
  120D
  4(0)
  20MGr/Acid criticals
  1
  Passive (NO)
  Razorgrass
  1B
  --
  --/--
  --/--
  M/--
  20A
  3(0)
  20SCl per 10´ traversed
  var
  Passive (NO)
  Spinewood
  1B
  --
  --/--
  --/--
  M/--
  25C
  4(0)
  10SSt(2-4x)/Special
  1-10
  Passive (NO)
  Sundew, Giant
  3C
  --
  --/--
  --/MD
  M/II
  50D
  11(0)
  Special/20SGr
  2-20
  Passive (NO)
  Thokot
  1B
  --
  --/--
  --/--
  M/--
  30C
  4(0)
  20MSt(2-4x per bush)/Special
  1-10
  Passive (NO)
  Intelligent Trees
  15D
  10
  Walk/0
  VS/MF
  L/LA 300/40* 11(0)
  40LGr or 50MBa or 50Whip
  1-10
  Varies
  Intelligent Plants
  2B
  5
  Walk/0
  IN/MF
  M/--
  40/10*
  3(0)
  30SGr or 20Whip
  2-20
  Varies
  *Stats are for leaf/vine/branch, etc.which is attacking or grappling.
  Notes:
  1. Stun results have no effect on plants.
  2. Unless otherwise noted, target need only roll one RR vs poison on any given plant. Single plant poison effects are not cumulative.
  INTELLIGENT PLANTS
  The flora previously discussed, while sometimes dangerous,
  is not necessarily ‘intelligent’, i.e., capable of thought, awareness,
  etc. The Dartspore, for instance, senses prey nearby and can di-
  rect its deadly stamen, but it is not capable of thought. Intelli-
  gent plants are artifically created mutations of other flora, either
  by design or a vagary of the Essænce. Most, but not all, have a
  malicious hatred for all creatures who walk or run, desiring to
  destroy such life.
  Intelligent Trees: [varies]
  • R drowsiness and sleep (RR). May also deliver attacks with
  branches.
  Awakened by the power of the Essænce, these lords of the
  forest tend to remain in a semi-conscious state unless disturbed.
  If they percive a threat, they will lash out against the nearest pos-
  sible foe. Their grasping branches can be surprisingly quick and
  strong, and the most powerful of them can dominate an entire
  forest. All such have the equivalent of Mentalist Presence ´ per
  level. Some also possess Animist spells; which they use to control
  nearby flora to serve their purposes
  A few have the power of speech. They can also give off a scent
  which causes drowsiness in humans, rendering them more eas-
  ily captured.
  Intelligent Plants: [varies]
  • R drowsiness and sleep (RR). May also deliver attacks with
  branches.
  Not as strong or as smart as an intelligent tree, plants rarely
  pose a real threat to man when alone. The real danger comes
  when they link to other plants and can act in concert. Their de-
  tection powers vary: some must be touched to sense a presence
  while others have a range of up to ´/lvl
  Intelligent Plant Collectives: [varies]
  Linked by vast root networks, these groups of plants can act
  almost as one being. They offer an effective guard around the
  perimeter of a forest or estate, either as an alarm system or an
  actual threat.
  
  68
  Shadow WorldAtlas & Encyclopædia Kulthea
  4•UNUSUAL &
  ENCHANTED PLANTS
  The preceding sections have dealt exclusively with flora which
  is especially beneficial or inimical to other life, or has an en-
  chanted intelligence. Here we include plants which are simply
  unusual, interesting or valuable.
  Note: a ‘†’indicates that the plant is enchanted in nature and
  has special properties.
  Balloonpod: [Hot, Tropical/Semiarid–Arid]
  This intriguing, cactus-like plant produces a translucent,
  green-grey elastic bag at the top, and slowly generates hydrogen
  gas to fill it with over a period of about  days. The bag, once
  filled, is released to drift with the winds, bearing the plant’s seed-
  pod cluster at the bottom. After release, the plant is dormant for
  about  days before beginning to grow another pod. The pod
  itself has the ability to produce enough hydrogen to keep it afloat
  indefinitely, as long as the pod receives periodic sunlight. Typical
  pod size is - feet in diameter; tales of pods reaching  feet
  around are unsubstantiated. A few peoples actually cultivate the
  pods and cluster them to carry gondola-boats into the air. One
  peril is that the bags, though tough, can be punctured, and hy-
  drogen is rather explosive.
  Bubble Kelp: [Tropical–Temperate/Saltwater]
  This undersea plant generates air-filled sacks along the stalk
  which buoy the plants up from the sea-bottom. Interestingly, this
  variety of kelp does not even require nutrients from the ground.
  As the tops of the plants reach the surface of the water and thicken,
  the kelp has been known to pull free from the sea bottom and
  form great floating islands, complete with other plants growing
  on top and resident animal life. Bubble-kelp islands as large as
  ten miles across have been recorded.
  Canopy Tree: [Hot–Tropical:/Rainy–Humid]
  This ornamental tree rarely grows to a height of more than
  ten feet, and always has one main trunk. Sprouting from the trunk
  at the crown are a number of slender branches which support a
  dome-like lattice at least as wide as the tree is tall. The circular
  leaves of the tree grow in a shingle pattern, making the tree vir-
  tually perfect rain shelter for those beneath. An interesting twist
  to this plant is that it ‘closes’ at night, the main branches shrink-
  ing to pull the umbrella-like top down around the trunk. This is
  apparently a defensive mechanism, as many nocturnal forest
  animals find the tender bark delicious, while the leaves are poi-
  sonous.
  Chameleon Vine: [Tropical–Temperate/Rainy–Humid]
  Unique vine found only in sections of central Emer and other
  equatorial regions, chameleon vines are parasitic, growing on
  larger trees and gaining nutrients from them while not killing
  the host. They have the ability of changing color to appear ex-
  actly the same as the host, even to mottlings and fine shading.
  What is useful about these plants is that they can be processed to
  provide a dye which retains the color-changing ability even after
  the plant is dead. Thus, cloth treated with the dye is chameleon-
  like in nature. Exactly how the plant/dye works has yet to be de-
  termined, though Essænce is no doubt involved.
  Driftfrond: [Tropical/Rainy–Humid]
  These ferns grow very light, sail-like leaves. When mature,
  they release an upper portion of the plant which includes a flower/
  seed pod and a set of aerodynamic leaves. Borne by the wind,
  this gliding plant can travel for miles before landing and taking
  seed. The movement does not seem aimless, either, as if there is a
  minute intelligence guiding the driftfronds to beneficial updrafts
  and strong winds. Flocks of hundreds of them have been seen,
  individual fronds ranging from six inches to three feet across.
  Fogflowers: [Tropical–Temperate/Humid–Seasonal]
  Resembling a lily, these lovely white flowers give off a sweet
  scent during the day, but as night settles, they exude a bluish
  mist. Herbalists theorize that the mist is a defensive mechanism,
  driving away nocturnal beasts which would consume the
  Fogflower’s sweet leaves. The fog-like emanations of these flow-
  ers can be considerable; a field of fogflowers can blanket the coun-
  tryside in a heavy mist, only burning away in the late morning
  sun.
  Gort: [Hot–Tropical/Rainy–Humid]
  A plant called Agoranth thrives in shade under the jungle
  canopy, bearing delicate orange flowers. The pale, white-veined
  leaves are what is valued, however.  They are dried and ground
  into a white powder which can be inhaled to create a state of
  euphoria.
  Mistmoss: [Tropical/Humid]
  Mistmoss is somewhat rare, except in deep forests or jungles.
  It looks like brownish-green moss, growing in large patches on
  the forest floor. It constantly gives off a thin trail of steam, a side
  effect of its peculiar photosynthesis. When disturbed, (e.g.,
  stepped on) it begins to give off thick plumes of fog, and contin-
  ues for several minutes. A ´ diameter patch of mistmoss can
  generate  cubic feet of dense mist, which seems to cling to
  surrounding trees and is not easily cleared, thinning only after
  several hours. The moss can only generate such a cloud once per
  day.
  Sirenflower: [Temperate–Cool Temperate/Seasonal/Ruins]
  This interesting plant comes in sev-
  eral varieties, though the their mu-
  sic is always similar: resembling a
  keening, sad song of a woman.
  Rising and falling in an almost
  hypnotic call, the plants may in-
  duce melancholy, but they have
  no magical power. In appear-
  ance they are like snapdrag-
  ons, with intricate flower-
  petal arrangements which
  create the song as even the
  lightest 
  breeze 
  passes
  through them. Each flower
  rarely has more than one large
  blossom at a time, but a cluster
  together has a very unique, cho-
  rus like sound. They are often found in the wild (ironically) near
  grave sites and ancient battlegrounds.
  Siene: [Temperate–Cool Temperate/Seasonal–Wet & Dry] Preserves
  of berries cure hangovers and addictions.
  Said to be the gift of Kieron, Siene is a bush which produces
  luminous orange berries which grow in elongated clusters. The
  berries do not keep well, but can be made into a preserve. In any
  case, a small amount of the fruit has the effect of cleansing the
  body of any intoxicant in seconds (it also cures hangovers). This
  miracle fruit is indispensable for curing addictions; it is also quite
  rare.
  Sirenflower
  
  69
  Part Six: Plantlife
  Stickvine: [Tropical/Rainy]
  Parasitical vines which grow only in tropical rainforests, the
  stickvine is essentially a very long, slender, tough root—most
  of which is normally above-ground. At the top of the vine is a
  cluster of leaves and the stick-bulb. This unique sphere is filled
  with an adhesive. When the bulb strikes a surface, some of the
  adhesive oozes out, instantly bonding. Within minutes, tiny
  roots emerge to form a more permanent attachment, as the
  adhesive reacts with air and releases after about an hour.
  Stickvines, which often grow to - feet in length, are supe-
  rior climbing tools, since, for months after being removed from
  their habitat, the adhesive is still functioning, and the average
  bulb has adhesive for  or so uses. The stuff bonds to any sur-
  face instantly, and the vine can bear up to  lbs weight.
  Torchstalk: [Tropical–Temperate/Rainy–Humid/Freshwater
  marshes]
  A useful plant resembling a cattail and growing near marshes,
  it sprouts bulbous seed pods on tough stalks about  feet long.
  These pods are flammable, burning brightly and slowly over a
  period of - hours.
  RARE TREES AND WOODS
  The following woods are particularly beautiful and/or have
  special powers. Some can be used to fashion weapons with a cer-
  tain bonus if the craftsman has sufficient skill.
  Blue Spires: [Cool Temperate–Cold/Seasonal–Wet & Dry]
  The mighty Lunarni (I. “Blue spires”) cover virtually all of
  the land named for it—Lu’nak (I. “Blue Forest’), in northern
  Jaiman.  These trees grow to a height of nearly  feet and are
  named for their silvery blue bark
  and blue-green needles.
  Dír Tree: [Cool Temperate –
  Cold/Seasonal]
  The black wood of Dír
  is among the most prized
  of hardwoods, being simi-
  lar to ebony. Durable and
  fine-grained, in the
  hands of a skilled artisan
  it makes superior staves
  (+) and bows (+). Its
  dark beauty is unmatched
  in elegance.
  The Dír tree itself is de-
  ciduous and grows in a tall,
  vertical trunk with short,
  horizontal branches. Its
  small leaves are nearly round
  with a dark underside and a
  silvery green upper face. Dír
  tree seed pods are disc-
  shaped, curling under at the edge to create an aerodynamic air
  pocket. The bark of the tree is nearly black like the core. Aside
  from the great Forest of Dír in northwest Jaiman, Dír trees are
  primarily found in the northern regions of Hæstra, southwest
  Uj, and Ræl.
  Hoen Tree: [Temperate–Cool Temperate/Seasonal–Wet & Dry]
  This tree has an overall form similar to the oak, but with large
  three-lobed leaves which have a light golden color in autumn.
  The bark of the tree is even lighter than the silver birch, and the
  wood itself is naturally a pale yellow-gold color which makes it
  quite valuable. It makes excellent (+ – +) bows.
  Hoen trees are rare overall but flourish when tended by Elves;
  not surprisingly, the forests of Námar-Tol, parts of Urulan and
  the Palian lowlands are thick with them.
  Irnwood: [Hot/Semiarid/Underground: Special]
  Darker than shadow, harder than marble, irnwood trees grow
  only in the forests of Hiroth. Their gnarled branches make black
  lace when viewed against Gethæna’s bronze sky, and mists of coin-
  sized pearly leaves shimmer next to the sinister bark. A mace or a
  warhammer created from irnwood will never split and is easily
  embedded with spells. The heartwood of the tree is as black as its
  bark, and the grain is nearly invisible.
  Island Tree: [Tropical–Temperate/Rainy–Seasonal/Saltwater]
  Resembling to outward appearances a large palm tree, the
  island tree actually has roots which swell with air to allow it to
  float. It invariably begins life on land, often sprouting on a beach.
  (Oddly, it needs salt water to grow). As the gas-permeated roots
  grow, it is carried out by the tides. Once in the water, the tree
  roots swell larger and spread across the water’s surface. It is quite
  capable of existing on sun, sea water, and what little other nutri-
  ents arrive with the waves. Many, however, attach to bubble kelp,
  or serve as the core of their own floating isles. Clusters of these
  mobile trees are not uncommon off temperate or tropical coasts.
  Miran Tree: [Temperate/Seasonal–Wet & Dry]
  This deciduous beauty is rarely encountered outside of Elven
  lands, in NE Emer they are only seen in Námar-Tol. Mirans are
  similar to maples in overall structure, but with lighter, smooth
  bark and rounded, dark green leaves which turn deep gold in the
  Fall. Miran seeds are like walnut-sized acorns, dark brown with a
  golden cap. They are delicious to eat, and a handful can provide
  a full day’s sustenance.
  Mahogany: [Tropical–Temperate/Rainy–Humid]
  A tropical evergreen the mahogany is prized for its hard, red-
  brown wood. It frows in the jungles of Khum-kaan and other
  equatorial rainforests.
  Navaal: [Tropical/Rainy–Humid]
  A valued tree, the reddish wood of the Navaal is similar to
  mahogany but lighter with striking grain patterns. The tree grows
  wild in the Rulaash and Quon jungles, but harvesting these huge
  tropical conifers is a major undertaking.
  Taiga: [Cold/Wet & Dry–Semiarid]
  A large conifer similar to the Terran Douglas Fir, the Taiga is
  native to NW Jaiman, Mulira, and Northern Kelestia.
  Teak: [Tropical–Temperate/Rainy–Humid]
  A tall rainforest evergreen, the teak tree yields a yellowish-
  brown wood, extremely hard.
  Theg: [Tropical/Rainy–Humid]
  Another tropical rainforest tree, the theg produces a dark,
  heavy grey wood which, when treated, can endure the elements
  for centuries with little wear. In fact, it petrifies and acquires a
  smooth surface.
  Tonak: [Cold/Wet & Dry–Semiarid]
  Found almost exclusively in the Mur Fostisyr, the pulp from
  this conifer is used by the Ky’taari to make their exceptional pa-
  per.  It has pale blue needles and large, heavy cones.
  Dír Leaves
  
  70
  Shadow WorldAtlas & Encyclopædia Kulthea
  5•POISONS & VENOMS
  While sometimes not actually herbal in nature, many poi-
  sons are derived from plant extracts. A collection of various poi-
  sons common over much of the Shadow World is included here.
  Poisons come in many forms and involve myriad effects. Ac-
  tually, they count any substance which destroys life or impairs
  health from within the victim, regardless of the ultimate result.
  The guidelines here relate to the design of poisons suitable
  for an FRP game.
  Regarding beasts which attack with a poison or venom, Role-
  master has a variability system involving a special level roll. For
  simplicity’s sake, we suggest that the GM may wish to use the
  beast’s level as the actual poison attack level.
  When designing your own poisons, you need to consider these
  factors, as well as noting any peculiarities the poison might have
  (e.g., attack bonuses).
  The Types of Effect
  We classify poisons in six effect categories:
  . Circulatory Poisons
  . Nerve Poisons
  . Conversion Poisons
  . Reduction Poisons
  . Muscle Poisons
  . Respiratory Poisons
  Each is a grouping of substances which share symptoms and
  means of attack and work toward the same detrimental aim (un-
  palatable result). All poisons in a given category affect a given
  system in the victim’s body. Essentially, circulatory poisons dis-
  turb the system which moves blood and lymph through the body.
  Conversion poisons transform fluids or tissue into a new form,
  muscle poisons attack the tissues and organs which produce
  movement, and nerve poisons disrupt the body’s signalling
  mechanisms. Reduction poisons dissolve tissue, while respira-
  tory poisons retard a victim’s ability to take in oxygen and give
  off carbon dioxide.
  Determining the Severity of Effect
  Within these categories are four levels of severity that deter-
  mine the degree of harm to the victim: mild, moderate, severe,
  and extreme. Normally, the degree of severity is based on the
  potential victim’s resistance roll (RR), but the description of the
  poison or circumstance may dictate otherwise. If two or more
  means of determining severity are specified (e.g., the victim must
  make a RR and a roll based on his Con), resolve each and apply
  the most severe result.
  RR-based Severity
  Generally, a person receiving a critical strike in an attack that
  is accompanied by a poison must make a RR (using the standard
  RR table, found in Spell Law and elsewhere), comparing his own
  level with the level of the poison. When the unfortunate soul
  fails a RR, the GM should determine how much of a failure is
  involved by comparing the adjusted RR with the number needed
  to succeed. (Generally the victim adds his Constitution stat bo-
  nus and his Race bonus to the RR.) Unless the poison attack is
  described otherwise (e.g., the poison delivers only mild effects
  or the effects are not RR dependent), the difference indicates the
  resulting level of severity.
  RR FAILURE
  SEVERITY LEVEL
  -
  =
  mild
  -
  =
  moderate
  -
  =
  serious
  +
  =
  extreme
  Constitution-based Severity
  Some poisons affect the victim in ways which are indepen-
  dent of his level. Instead, the victim’s fate is a factor of his consti-
  tution, or even his luck.
  In the case of Constitution-based results, the determination
  begins with a single closed-end D roll that determines whether
  on not the poison affects the target. Individual poisons may
  modify the roll (e.g., a + venom would subtract ). The po-
  Tools of the Herbalist
  
  71
  Part Six: Plantlife
  tential victim adds his Con stat to the roll, hoping for an ad-
  justed result of +. Should he get a result of  or less, the poi-
  son affects him and another closed D roll is made. Severity
  levels are based on the second roll:
  ROLL
  SEVERITY LEVEL
   or below
  =
  extreme
  -
  =
  serious
  -
  =
  moderate
  -
  =
  mild
  Luck-based Severity
  Luck-based effects are determined by a single closed-end D
  roll. These are often very powerful substances which will harm
  anyone unfortunate enough to experience their penetration. Typi-
  cally, the poison will affect anyone, should the roll fall into affect
  range. For instance, a poison which will affect anyone on roll of
  - ( or less) attacks a th level lord with the same vigor as
  it does a st lvl peasant, and each target is equally vulnerable. As
  with any poison, however, the effects of such an attack can be
  negated if the victim possesses special powers, items, or immu-
  nities.
  The severity of effect may be specified, or it can be a function
  of the roll; the lower the roll, the more severe the result. We sug-
  gest the following ranges for severities versus rolls. They serve as
  handy examples.
  AFFECT RANGE
  SEVERITY RANGES
  -
  - = extreme; - = severe;
  - = moderate; - = mild.
  -
  - = extreme; - = severe;
  - = moderate; - = mild.
  -
  - = extreme; - = severe;
  - = moderate; - = mild.
  -
   = extreme;  = severe;
   = moderate; - = mild.
  The GM should remember that, while most poisons are lim-
  ited by their purity or concentration (i.e., level), some yield ef-
  fects restricted to lesser severity levels (e.g., the effects are never
  worse than moderate).
  DESCRIPTIONS OF EFFECT
  The following descriptions delineate the impact of each vari-
  ety of poison, based on severity levels. Effects are generally cu-
  mulative, so a victim beset with two impairments reducing his
  activity by - is actually at -. A victim experiencing serious
  effects must also weather moderate and mild effects. In other
  words, the effects of upper level severities include all the lower
  severity results in the same category.
  EXAMPLE: The starving and overly-excited rd lvl Mystic
  T’revor attempts to eat a live “Sheepmonger” Tree Frog. He
  succeeds, but is embarrassed when he realizes that the glands
  on the frog’s back contain a th lvl nerve poison. T’revor rolls
  an adjusted RR of , barely resisting the effects. He breathes a
  sigh of relief. Unfortunately, the poison also requires a luck-
  based roll, and affects anyone with a roll of -. T’revor rolls
  again, this time getting an . Sadly, the young mystic receives
  the maximum result: an extreme severity effect. The GM
  consults the descriptions of effects and rolls to see when the
  symptoms at each of the various severity levels set in. Because
  the severity is extreme, T’revor experiences mild, moderate,
  severe, and extreme effects. Sometime later, his already clouded
  brain fails. T’revor dies with a smile on his face.
  Time of Effect: The time at which an effect sets in is variable;
  however, greater effects cannot precede lesser effects, although
  they can be simultaneous. GMs should roll the time for sever-
  est effect first, thereby dictating the upper limit for lesser symp-
  toms.
  Area of Effect: The area affected by a poison often varies as well.
  Sometimes the victim’s actions or the attack dictate the point
  of entry and the area first affected (e.g., a maneuver or critical
  strike indicates that the spider injects the reduction poison in
  the victim’s neck), but occasionally there will be no indication
  of the initially affected spot. In this case, use the following loca-
  tion chart:
  POISON
  AREAS AFFECTED (Suggested Sequence)
  Circulatory
  feet, legs, hands, arms, abdomen, chest, neck,
  head.
  Conversion
  kidneys, bowels, intestines, stomach, liver,
  lungs, heart, throat, brain, legs, arms.
  Muscle
  hands, arms, shoulders, feet, legs, hips, jaw,
  nose, ears, eyes, bowels, heart.
  Nerve
  extremities, eyes, mouth, brain.
  Reduction
  kidneys, bowels, intestines, stomach, liver,
  lungs, heart, throat, brain, legs, arms.
  Respiratory
  lungs, throat, brain.
  Circulatory Poisons
  Mild or initial effects involve swelling around the point of injec-
  tion or ingestion, drowsiness (-), and slightly blurred vision
  (-), all beginning in - rnds and lasting - hours.
  Moderate or secondary effects occur after - rnds and include
  lessening of motor coordination in legs (- for leg maneuvers)
  and arms (- for hand maneuvers), together with mild eu-
  phoria (-).
  Severe effects set in after - rnds. They boil down to pronounced
  discoloration and chills, together with incapacitating headaches
  (no activity; - hits/round until unconsciousness or coma).
  Extreme effects take place in - rnds and involve death due
  to circulatory failure (i.e., oxygen starvation and associated
  waste poisoning).
  Conversion Poisons
  Mild effects occur in - rnds. They center on queasiness and
  an upset stomach (- hits; -).
  Moderate effects kick in after - rnds and involve painful vom-
  iting (- hits; % chance of incapacity each rd).
  Severe effects take place in - rnds and involve partial con-
  version (-%) of bodily tissue to another form (with given
  disability). Victim is at negative -, lapses into unconscious-
  ness, and will die if the area affected is a critical organ.
  Extreme effects set in at - rnds. Area affected is fully trans-
  formed, with all the associated results, including the possibility
  of death.
  Muscle Poisons
  Mild effects occur in - rnds. They involve lightheadedness and
  swelling (-) and pain (- hits/rd).
  
  72
  Shadow WorldAtlas & Encyclopædia Kulthea
  Moderate effects come to pass in - rnds. Victim has a moder-
  ate loss of overall coordination (-) and in any given rd, there
  is a % chance that he cannot effectively operate the muscles
  required for the desired action.
  Severe effects arise in - hrs. Victim is beset with a fever and
  sweating and lapses into unconsciousness for - days.
  Extreme effects occur in - hrs. Victim dies due to overall muscle
  failure, which includes cessation of heart activity.
  Nerve Poisons
  Mild effects occur in - rnds. They center on mild loss of
  thought and motor coordination (-).
  Moderate effects hit in - rnds, leaving victim with - hits
  and operating at - due to nervous system shock.
  Severe effects strike in - rnds. Victim suffers a stroke and is at
  negative - for all activities. All of his temporary stats are
  reduced by - (D roll; ignore -).
  Extreme effects set in - rnds. Victim dies due to brain failure.
  Reduction Poisons
  Mild effects beset victim in - rnds. They center on great
  pain ( hits/rd until unconscious).
  Moderate effects occur in - rnds. Victim begins bleeding
  through pores at a rate of  hits/rd.
  Severe effects occur in - rnds. Victim is incapacitated and,
  after - minutes, lapses into a coma that lasts - days.
  Extreme effects set in after - hours. Victim dies due to dissolu-
  tion of vital tissue and destruction of associated organs (e.g.,
  his heart turns to jelly).
  Respiratory Poisons
  Mild effects occur in - rnds. Victim is struck with mild eu-
  phoria (-).
  Moderate effects strike in - rnds. Victim experiences signifi-
  cant euphoria (-) and some choking pain (- hits/rd, for -
   rnds).
  Severe effects occur in - rnds. Victim coughs uncontrollably
  (- hits/rd, for - rnds), lapses into unconsciousness and,
  on a roll of -, slides into a coma which lasts - days.
  Extreme effects occur in - rnds, leaving victim dead due to
  respiratory failure and associated oxygen starvation.
   DISEASES
  NAME
  SOURCE
  FORM
  TREATMENT
  EFFECT
  LVL
  FREQ.
  Bahaar
  People
  Bacterial Pneumonia
  (antibiotic)
  Incapacity 10-50 days/death
  3
  Rare
  Dereath
  Mosquito
  Malaria
  Rest
  20-100 days incapacity
  20
  Rare
  Hurothgaar
  Sheep
  Bacterial Infection
  (antibiotic)
  Cruel skin rash
  5
  Common
  Kadæna’s Revenge
  Rats/Fleas
  Bubonic Plague
  None
  50-100 days incapacity/death
  20
  Very Rare
  Ory
  Bad Water
  Bacterial Cholera
  (antibiotic)
  Fatal dehydration in 1-10 Days
  5
  Very Rare
  Rasik
  Old Ones’ Places (radiated)
  Invisible
  None
  Sickness to slow death (1-100d)
  1
  Rare
  Swamp Sickness
  Airborne Virus
  Viral Pneumonia
  Rest
  Incapacity 10-50 days/death
  1
  Rare
  Telmar’s Fever
  Fleas
  Influenza-A
  Rest
  Fever, congestion*
  2
  Common
  Canal Cough
  Airborne Virus
  Bronchitis
  Rest
  Persistent cough, congestion
  1
  Common
  Shakes
  Waterborne Virus
  Influenza-B
  Rest
  Fever, runny nose, congestion*
  5
  Rare
  Kissing Curse
  Saliva
  Mononucleosis
  Rest
  Fever, exhaustion 30-150 days
  4
  Rare
  *Can lead to pneumonia
   POISONS/VENOMS
  NAME
  SOURCE
  FORM
  APPRNCE
  EFFECT
  LEVEL
  FREQ.
  Dartspore
  Plant Pollen
  Powder
  Yellow
  Instant death
  10
  Moderate
  Erink
  Grain Extract
  Fluid
  Clear Brown
  Body Paralysis 2-10 months
  4
  Moderate
  Gaggur
  Plant Sap
  Fluid
  Green
  Instant death
  10
  Very Rare
  Ghida
  Spider Venom
  Fluid
  Blue
  Coma
  3
  Rare
  Idus
  Berry
  Juice
  Red
  Convulsions 1-10 hours
  5
  Moderate
  Jubled
  Flower
  Powder
  Blue
  10-100 Hits
  10
  Rare
  Kadah
  Clam Extract
  Juice
  Beige
  Joints fuse (in 10 days)
  2
  Rare
  Loryaak
  Mushroom
  Juice
  Brown
  Bleed to death through pores
  4
  Very Rare
  Luku
  Moss Extract
  Powder
  Brown
  Death in 6 rounds
  5
  Rare
  Maceo
  Snake Venom
  Liquid
  Clear
  1-100 Hits
  2
  Common
  Meerk
  Fish Venom
  Liquid
  Clear Green
  Suffocation in 18 rounds
  4
  Moderate
  Nehrum
  Kelp Extract
  Liquid
  Clear Blue
  Loss of free will (1-4 hours)
  10
  Rare
  Perolk
  Leaf
  Paste
  Green
  3-30 Hits
  5
  Common
  Quilvort
  Berry
  Juice
  Yellow
  5-50 Hits
  8
  Moderate
  Rochan
  Spider Venom
  Liquid
  Purple
  Instant death
  20
  Very Rare
  Skalan
  Shaskan Venom
  Liquid
  Clear
  Instant death
  20
  Very Rare
  Taryiank
  Bat Venom
  Juice
  Clear
  Unconsciousness 1-10 minutes
  5
  Common
  Vyurk
  Pollen
  Powder
  Yellow
  Sneeze to death
  5
  Rare
  Yosis
  Plant Sap
  Fluid
  Green
  Blindness 1-10 days
  10
  Moderate
  
  73
  Part Seven: Creatures
  • PART VII •
  CREATURES
  “Lightning tore through the curtains of rain, while icy winds swept
  the already tortured ocean into a fury of foam. All around I could see
  the tips of icebergs—strange bobbing islands luminous in the electrical
  light. Day or night, it was impossible to tell—the storm seemed to have
  no end for our trio of merchant galleys, tossed like so much flotsam.
  The weather off the Urulan coast was particularly bad this spring.
  As if things were not hard enough, I saw a blue-white glow through
  the heavy clouds. I knew what it was from personal experience; one of
  the few to survive to see it twice. Bursting through the ceiling of clouds,
  the monster dove upon the lead ship.
  Even above the roar of wind I heard the Ice Dragon shriek, all
  wings and limbs as it swept out of the sky. Bathed in a misty glow, it
  hovered before the galley, unphased by the tempest. Then a mighty
  breath—and a spray of jagged ice and freezing air erupted from its
  bowels to envelop the seemingly tiny craft. Sails were shredded in the
  deadly barrage, and the ship was abruptly transformed into a sinking
  mass of crystal.
  One flap of its great wings and the beast was gone. Those aboard
  the remaining two ships counted our few blessings in this cruel place.”
  Turoj Mareskion
  Captain’s Log,
  The Velution Princess
  
  74
  Shadow WorldAtlas & Encyclopædia Kulthea
   Land & Air Arthropods
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc
  (IQ)
  Bee/wasp
  0A
  30
  Dash/30
  MD/VF
  T/—
  1
  1(40)
  0TSting
  1-300
  Normal (NO)
  Fire Ants
  0A
  1
  Spt/10
  IN/VF
  S/—
  1
  1(10)
  10TBite
  10-1000
  Normal (NO)
  Gemsting
  4D
  80
  Run/10
  MF/VF
  M/I
  85D
  12(40)
  60LPi(2x)/80LSt/Poison
  1-2
  Hungry (NO)
  Giant Ants
  2A
  20
  Run/10
  MF/FA
  S/—
  30D
  3(30)
  20SPi/40SSt/poison/Special
  2-20
  Hungry (NO)
  Giant Dragonfly
  5B
  180
  Dash/+40
  VF/BF
  M/—
  125B
  4(90)
  20TSt100
  1-4
  Timid (AA)
  Hemafly
  1A
  60
  Dash/+30
  VF/VF
  T/—
  5A
  1(70)
  10TiSt100
  5-50
  Hungry (NO)
  H’taan
  Lesser
  20F
  100
  Spt/20
  MF/FA
  L/LA
  220G
  11(60)
  100HPi/70LHo/poison/Special
  1
  Cruel (HI)
  Greater
  30G
  150
  FSpt/30
  FA/VF
  L/SL
  300G
  12(40)
  180HPi/120LHo/poison/Special
  1
  Cruel (HI)
  Jadeback
  2B
  50
  Spt/10
  SL/MF
  M/II
  65D
  20(10)
  70MPi/Poison
  1-5
  Hungry (NO)
  Scorpion
  0A
  2
  Spt/10
  IN/VF
  T/—
  1
  3(20)
  20TSt/Poison/0TPi
  1-2
  Aggres. (NO)
  Solev Kirik
  1A
  70
  Dash/30
  FA/FA
  T/—
  8A
  1(50)
  10TiSt100/Poison
  1-4
  Hungry (NO)
  Spiders
  Non-poisonous
  0A
  1
  Spt/10
  IN/VF
  T/—
  1
  1(10)
  0TBi/Poison
  1-10
  Normal (NO)
  Poisonous
  0A
  1
  Spt/10
  IN/VF
  T/—
  1
  1(10)
  0TBi /20TPi
  1-10
  Normal (NO)
  Spiders (giant)
  Lesser
  3C
  60
  Spt/30
  MF/FA
  S/—
  30D
  3(30)
  20SPi/40SSt/poison/Special
  2-20
  Hungry (NO)
  Greater
  8F
  80
  Spt/20
  MF/FA
  M/I
  160F
  4(40)
  70LPi/75LSt/poison/Special
  1-10
  Hungry (LI)
  Major
  20G
  100
  Dash/10
  FA/VF
  L/LA
  350G
  12(60)
  120HPi/90LHo/poison/Special
  1
  Cruel (HI)
  Tallis Moth
  0A
  80
  Spt/10
  FA/MF
  S/—
  20B
  1(20)
  10TiSt100
  1-4
  Timid (LI)
  Note that most of the beasts described here are those par-
  ticularly in character with the Shadow World. Some beasts which
  appeared in the first edition have been deleted; a few have been
  added. In addition, some common animals appear in charts with
  no supplemental text—they need no additional description.
  1•LAND & AIR ARTHROPODS
  Following is a listing of some of the more interesting insects
  and other arthropods to inhabit the Shadow World. The GM may
  also want to keep in mind the possibility of encounters with more
  mundane—yet very dangerous—insects, such as fleas and ticks,
  which can carry deadly diseases.
  Ants (Giant): [Tropical–Cool Temperate/Rainy–Seasonal]
  • In some varieties, pincer attack injects a d lvl respiratory poison
  (variability A); ˝–˝ pincers; ˝– ˝ body.
  While (like their smaller brethren) giant ants are usually not
  aggressive, they will attack and fight relentlessly if they believe their
  nest is threatened. And some varieties simply see humans as po-
  tential source of protein. Unwary travellers in the deep rainforests
  have had their bones picked clean by giant ant colonies.
  Dragonfly (Giant): [Tropical-Cool Temperate/Rainy-Seasonal]
  These creatures are generally harmless, though their sheer size
  (up to ´ wingspan and ´ long body) and the loud buzzing of
  their wings can be alarming. The giant dragonflies are remark-
  ably intelligent (for insects) and the Kuluku of SE Emer have
  actually domesticated them as pets and steeds.
  Gemsting (Giant Scorpion): [Hot–Temperate/Wet & Dry–Arid]
  • Nocturnal predators; stinger attack injects a th lvl respiratory
  poison (variability A); ˝–˝ pincers; ´–´ body.
  The gemsting (or “giant scorpion”) is an arachnid known for
  hunting large prey, including man. Stalking in rugged terrain, these
  sneaky creatures literally walk up and attack their quarry. Their quiet
  and patient manner often leaves its sleeping victim oblivious until
  the final strike. Fortunately, they are only found in desert regions.
  Grekka Spider: [Tropical-Temperate/Rainy-Wet & Dry]
   A forest and swamp dwelling arthropod, that grekka is has
  shiny black legs and thorax, with a large translucent abdomen.
  Including legs, this spider can grow to ´ or more in length.
  Grekkas do not spin webs to entrap their meals; they ‘spit’ a web
  with a sticky tip to catch and entangle prey.  The Grekka then reels it
  in, and the spider’s bite delivers a nerve poison of severe effect. Once
  subdued, the victim is either injected with a reduction poison of
  extreme effect, which in a few hours reduces the internal organs and
  flesh to a liquid suitable for the spider to consume, or the poor un-
  fortunate is cocooned. If the latter, the prey is merely being saved for
  a later snack, or—if the spider is a female (% chance)—the spider
  will insert its eggs into the target’s abdomen. In [ + D] days, -
  baby spiders will emerge to feed on the paralyzed but —horrifi-
  cally—conscious meal left for them by mom.
  Hemafly: [Tropical-Cool Temperate/Rainy-Seasonal]
  Not unlike a common horsefly in form, though adults often
  reach ˝ in length. They are frequently found near patches of
  Thokot. The loud buzzing of their wings is a warning which can
  be heard hundreds of feet away when they swarm.
  H’taan: [Tropical–Temperate/Humid–Wet & Dry/Ruins]
  • Nocturnal; bite accompanied by a th lvl nerve poison, then once
  subdued it injects a th lvl reduction poison; loners; ´-´
  Hideous spider-like creatures with four great luminous eyes,
  H’taan reside in ancient ruins and other rocky, remote locations.
  Though they do not spin webs, they dig shallow pits or tunnels
  or lurk in abandoned ruins and await an unsuspecting passerby:
  anything from a small mammal to a man.  They can either leap
  up to attack or drop down from above. H’taan possess strong
  pincers and a debilitating venom which they use to paralyze their
  prey before dragging it down into the safety of their hole.
  H’taan often grow as large as twelve feet across including legs,
  but there are tales of giant H’taan thirty feet across or more. They
  are also highly intelligent and can speak. They can raise their
  head area and use their first pair of legs like crude arms.
  
  75
  Part Seven: Creatures
  Jadeback (Giant Beetle): [Tropical-Temperate/Rainy-Wet & Dry]
  • Nocturnal omnivores; bite accompanied by th lvl reduction poi-
  son (variability B);  –  pincers;  –  body.
  Less subtle than the Gemsting, but no less dangerous, the blue-
  green jadeback is also a nocturnal predator. These giant beetles
  are well-armored and have adapted to a variety of ecosystems.
  While they usually dine on carrion, Jadebacks will eat virtually
  anything they can get their pincers on… which includes men.
  Solev Kirik (Er: ‘buzz-sting’):  [Hot-Temperate/Rainy-Wet & Dry]
  • critical means probiscus is inserted, injects a nd lvl Circulatory
  poison and the creature will drain - hits of blood/rnd until
  stunned, killed or sated (- hits).
  This giant mosquito is rarely seen except in swamps such as
  the Vœrken Mire and Logor Swamp. The female is over four inches
  long; when filled with blood her translucent abdomen is as large
  as a plum. The male is slightly smaller and harmless; his abdomen
  can give off a bright greenish light which has often been mistaken
  by nervous travelers for a type of undead known as a Swamp Star.
  Spiders (Giant): [Hot–Cool Temperate/Humid–Semiarid]
  Lesser: Arboreal; bite accompanied by a nd lvl muscle poison (vari-
  ability B) or a rd lvl reduction poison (variability A); webs ‘at-
  tack’ as Medium Grapple; live in groups of -; ´-´
  Greater: Bite accompanied by a th lvl muscle poison (variability
  B) or a th lvl reduction poison (variability A); webs ‘attack’ as
  Large Grapple; live in groups of -; ´-´
  Major: Nocturnal; bite accompanied by a th lvl muscle poison
  (variability B) or a th lvl reduction poison (variability A); webs
  ‘attack’ as Huge Grapple; loners; ´-´
   Giant spiders are huge predatory arachnids. Armed with a
  reduction and muscle venom, they lurk in large trees or rocky
  defiles, suspending themselves above their complex web traps or
  in the shadows waiting to leap upon unwary prey.
  Some varieties build their traps along commonly used tracks
  or trails, leaving an opening for their wandering prey. As the
  unwary traveler enters the insidious silk canyon, the spiders close
  off the approach.
   Others create more standard flat webs of almost invisible sticky
  strands which they weave across a forest path or cave opening.
  When encountering a Giant Spider web, a maneuver of less
  than  (modified) means a character has blundering into it.
  Roll on the Grapple attack table with a bonus of [ - the PC’s
  maneuver roll]. If a critical is obtained, the PC is stuck to a strand,
  and the web gets another ‘attack’ the next round at an additional
  +; each additional critical means the target is stuck to another
  strand. As long as the PC’s arms are unhindered he may attempt
  to cut free. Each strand takes D hits and is AT (-). And of
  course being caught in the web alerts the web’s owner(s).
   In any case, the spiders close on their victim, injecting a
  muscle poison. The paralyzed prey is then bound in a cocoon of
  strong (and valuable) silk and carried off to the dark spider lair,
  where it is either consumed immediately or stored until needed.
  Just before being meeting its final fate, the victim is injected with
  a reduction poison. This breaks its innards down into a savory
  jelly that the spider simply sucks out of the imprisoned body.
   As nocturnal loners, Giant Spiders live in remote regions,
  setting web traps in caves and along forest paths. Their sensitiv-
  ity to subtle changes in pressures on the nearby ground (range
  ´) and along their huge webs is astounding.
  Tallis Moth [Temperate–Cool Temperate/Seasonal–Wet & Dry]
  Tallis Moth often has a wingspan exceeding three feet.  These
  nocturnal creatures are harmless, except for the damage they can
  do to a forest.  Their blue and grey coloring hides them well at
  night from human observation, but they are still prey to larger,
  sharp-eyed avian hunters.
  
  76
  Shadow WorldAtlas & Encyclopædia Kulthea
  2•••••AQUATIC BEASTS
  The denizens of the oceans are myriad. They are also remote
  and elusive, being of another world. The list below provides a
  sampling of those who might be encountered.
  Crab (Giant): [Temperate–Cold/Saltwater & shores]
  These arthropods resemble normal crabs, (such as blue or
  fiddler) except they can grow up to  feet in width. While they
  generally do not eat humans, they are very territorial and ag-
  gressive, and so can can be dangerous. They move with equal
  ease on land and sea-bottom.
  Dragon Turtle: [Tropical–Cold/Saltwater]
  • Emit fiery breath (FBr; x/min; x/day; bolt range ; cone
  length , cone base ); spray steam (WBr; x/ rnds; bolt
  range ; use Waterbolt table; add heat crits of  lesser degree of
  severity); base movement % in water, % on land.
  These huge ( –  in length) carnivorous beasts are essentially
  giant sea-turtles protected by great, spined shells and long, coiling
  necks. Although they have beaks like snapping turtles and use quick
  flicks of their whip-like ( –  long) prehensile tongues to down
  most prey, they are capable of directing flames borne by a fiery breath.
  Some (%) emit bolts of steam through their nostrils.
  Electric Ray: [Tropical-Temperate/Saltwater]
  This ray has a similar shape to the  huge manta, though it
  rarely attains half the size and it is a grey-green in color rather
  than the manta’s black. The electric ray does also have projec-
  tions on either side of its mouth, but instead of serving as scoops
  for plankton and tiny shrimp, they are bony probes, each with a
  large nerve. It is from these protrusions that the ray can fire elec-
  trical shocks powerful enough to render a large fish or man un-
  conscious at up to fifty feet. The ray can then close and dine on
  its stunned prey at leisure tearing off chunks of flesh with its
  sharklike teeth. Electric rays usually prefer smaller targets under
   pounds for food, but when threatened or hunting in groups
  they coordinate their attack and can even defeat much larger crea-
  tures. The ray gives off a visible blue glow when attacking.
  Numbing Leech: [Tropical-Temperate/Rainy-Humid/Freshwater]
  • Bite attack attack delivers a nd lvl nerve poison (Mild effects
  only).
  Common in marshes and swamps, the numbing leech deliv-
  ers a mild circulatory poison. It is used by some Lay Healers as a
  sedative.
  Orgiana’s Fingers: [Tropical–Temperate/Saltwater]
  • Touch delivers a th lvl nerve poison.
  Seemingly fragile yet resilient, this giant jellyfish has a trans-
  lucent, gelatinous body  – ´ in diameter, with dozens of bright
  red tendrils which can extend from ten to thirty feet or more.
  These ‘fingers’ are prehensile and can reach out to grasp a target
  with surprising speed. All they need to do is touch unprotected
  flesh to deliver a paralyzing sting. Larger fish, dolphins and hu-
  mans may require a few stings before succumbing, so it is pos-
  sible to escape if one is very lucky. If not, the delicate tendrils
  draw the prey up close to the undulating body, where it is di-
  gested.
  Red Jaw: [Freshwater/Underground]
  The red jaw is a bottom-dwelling scavenger that haunts un-
  derground lakes and streams. Voracious, they will eat any meat,
  live or dead, that presents itself. Their reddish maw contains seven
  rows of large, razor-sharp teeth, which cut through bone like a
  pair of sharp swords. Growing to a length of  – ´ and colorless,
  they are adapted for subterranean life, and perform poorly (-)
  in hot or cold waters. These creatures have several hundred light-
  yielding organs set along the flanks of their large fins. These illu-
  minate large areas, enabling the fish to see with its very small
  eyes. The eerie glow casts a bright fog into hazy water, leaving
  other swimmers at a pronounced disadvantage (-).
  Salamander: [Hot–Tropical/Essænce/Saltwater/Volcanic]
  • Breathe under water or even in lava, can immolate at will ( rd
  prep) to deliver a + fireball attack to all within  (each rd);
  move equally well in water or on land;).
  Salamanders are reddish gold or red serpent-like beasts which
  grow to - (including a - tail). They are akin to lesser
  drakes, but have short necks, huge heads, and smaller legs. A fan-
  like (foldable) mane of upright scales wraps around their neck.
  Deriving their name from their amphibious lifestyle, salamanders
  are commonly found near steaming waters or molten lava. Many
  live in the Ash Lairs.
  Screaming Eel:  [Tropical–Temperate/Freshwater–estuary]
  Similar to a moray eel but larger and more aggressive, scream-
  ing eels move in small schools and attack with the frenzy and
  viciousness of sharks. They surround potential prey and close
  in, splashing in and out of the water to confuse it. They emit a
  hideous shrieking noise, hence their name.
  Sea Drakes:
  These incredibly powerful beasts are the lords of the ocean,
  challenged only in size and power by the great whales and the
  giant squid. Because of their special nature, they are described in
  detail under the ‘Dragons’ section.
  A Sea Serpent
  
  77
  Part Seven: Creatures
   Aquatic Beasts Chart
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
  Crab (giant)
  10F
  80
  Spt/20
  MF/FA
  L
  160F
  12(40)
  70LPi/75LSt/poison/Special
  1-10
  Aggres. (LI)
  Dolphins/Porpoises
  Dolphin
  8F
  80
  FSpt/40
  VF/FA
  L/—
  80E
  1(40)
  50MBa80/40MBi20
  2-10
  Normal  (EX)
  Killer Whale
  9F
  100
  FSpt/25
  VF/VF
  H/LA
  450H
  8(20)
  100LBa30/110HBi70/150HGr§
  1-5
  Belligerent (SU)
  Porpoise
  7E
  80
  FSpt/35
  VF/FA
  L/—
  85E
  1(40)
  60MBi100
  2-20
  Normal (VH)
  Dragon Turtle
  15G
  100
  Spt/10
  MF/FA
  H/SL
  400G
  20(30)
  70HPi/110wp/70FBr/80WBr[heat]
  1
  Inquis. (IN)
  Eels
  Electric
  2B
  60
  Spt/20
  MF/FA
  L/—
  60E
  3(20)*
  80SBolt60/40MBi20/Both20*
  1-2
  Aggres. (NO)
  Moray
  3C
  80
  FSpt/40
  FA/VF
  M/—
  50D
  3(40)
  60MBi100
  1-2
  Belligerent(NO)
  Screaming
  4C
  70
  FSpt/30
  FA/FA
  L/—
  45E
  3(30)
  40LBi100
  2-10
  Aggres.(NO)
  Fish
  Small
  0A
  50
  Spt/40
  FA/FA
  S/—
  8A
  1(50)
  0TPi100/10SPi(6)
  1-100
  Passive (NO)
  Medium
  1B
  70
  Spt/30
  FA/FA
  M/—
  20B
  3(30)
  30SPi100/40MPi(3)
  1-20
  Normal (NO)
  Large
  3C
  90
  Spt/20
  FA/FA
  L/—
  35D
  4(20)
  50MPi100
  1-5
  Normal (NO)
  Jellyfish
  0A
  5
  Walk/0
  IN/IN
  T/—
  2A
  1(30)
  Touch gives 1-10 hits
  1-100
  Passive (NO)
  Lamprey
  1A
  30
  Run/0
  SL/SL
  S/—
  15D
  3(20)
  50SGr100/Special§*
  1-5
  Aggres. (NO)
  Piranha
  0A
  70
  FSpt/30
  VF/VF
  S/—
  10B
  1(40)
  30TPi100/40SPi(6)/70MPi(20)
  1-100
  Aggres. (NO)
  Man-o-war (giant)
  3B
  20
  Run/0
  VS/SL
  L/I
  40C
  1(10)
  50LGr100/Poison†/Special*
  1-5
  Passive (NO)
  Numbing Leech
  0A
  1
  Walk/0
  CR/IN
  T/—
  2A
  1(20)
  0TiBite/Poison
  1-10
  Hungry (NO)
  Orgiana’s Fingers
  3B
  10
  Walk/10
  VS/SL
  M/—
  30C
  1(30)
  20SSti 2-5x/Poison§/20MGr§
  1-2
  Hungry (NO)
  Rays
  Electric
  3B
  40
  Run/10
  SL/MD
  L/—
  50D
  1(30)*
  60SBolt60/50MBa20/Both20*
  1-2
  Normal (NO)
  Manta
  3C
  50
  Run/20
  MD/MD
  M/—
  40D
  1(40)
  40SBa100
  1-10
  Normal (NO)
  Sting
  3C
  60
  Run/20
  MD/FA
  M/—
  45D
  1(40)
  80wp100/60MSt†/Poison†
  1-2
  Normal (NO)
  Red Jaw
  3C
  90
  FSpt/30
  FA/VF
  M/—
  80D
  4(30)
  70MBi/Special
  1-5
  Bellig. (NO)
  Salamander
  10G
  140
  FSpt/30
  VF/VF
  H/LA
  250H
  12(40)
  60LBi/70LCl/50HBa/50FBall*
  1
  Protect (VL)
  Sea Anemone
  0A
  —
  —/10
  —/MF
  T/—
  5A
  1(30)
  30TGr100/Poison§/100TGr§
  1-20
  Passive (NO)
  Sea Serpent
  15G
  100
  FSpt/20
  MF/FA
  H/SL
  400G
  16(30)
  90HGr/150HCr§/80HBi
  1
  Aggres. (LO)
  Sea Snake
  1A
  30
  Run/10
  SL/FA
  S/—
  10B
  1(40)
  30SSt100/Poison†
  1-2
  Normal (NO)
  Sharks
  Small
  2B
  80
  FSpt/30
  FA/VF
  M/—
  90E
  4(40)
  60MBi100
  1-20
  Aggres. (NO)
  Large
  5E
  100
  FSpt/20
  FA/FA
  L/—
  180F
  4(20)
  100LBi100
  1-10
  Belligerent (NO)
  Spineshark
  10G
  100
  FSpt/20
  FA/FA
  H/LA
  250G
  12(40)
  100LBa/150HCl (dorsal fin)§/70LBi
  1-3
  Hungry (NO)
  Squids
  Small
  1A
  40*
  Run/30
  MF/MF
  S/—
  20B
  1(50)*
  40SGr100/30TPi†
  1
  Normal (NO)
  Medium
  3B
  60*
  Run/20
  MF/MF
  M/—
  40D
  1(30)*
  60MGr100/40SPi†
  1
  Normal (NO)
  Large
  6D
  80*
  Run/10
  MD/MF
  L/II
  70E
  1(30)*
  80LGr100/60MPi†
  1
  Normal (NO)
  Giant (Kraken)
  10E
  100*
  Run/10
  MD/MF
  H/SL
  130F
  1(20)*
  100HGr100/80LPi†
  1
  Normal (AV)
  Shulushú
  3A
  20
  Run/0
  MF/MF
  M/—
  50D
  3(30)
  40SSti 2-4x/Poison§/30MGr§
  1
  Hungry (NO)
  Sword/Sailfish
  4C
  150
  Dash/20
  VF/FA
  L/—
  95F
  1(30)
  90LHo70/50MBa30
  1-2
  Normal (NO)
  Tartu
  12G
  200
  Dash/10
  VF/FA
  H/SL
  300H
  12(40)
  60LBi/50HBa
  1-5
  Normal (VL)
  Turtles, Aquatic
  Small
  0A
  30
  Run/10
  SL/SL
  S/—
  0B
  12(20)*
  20SPi90/30TBa10
  1-2
  Passive (NO)
  Large (sea)
  2B
  40
  Run/10
  MD/MD
  M/—
  0E
  12(0)*
  50MPi70/60SBa30
  1-2
  Passive (NO)
  Snapping
  2B
  40
  Run/10
  MD/MD
  M/—
  0E
  12(0)*
  50LPi100
  1-2
  Passive (NO)
  Whales
  Toothed (Small)
  7E
  90
  Spt/30
  MF/FA
  L/LA
  300F
  8(50)
  75LBi75/60LBa25
  2-10
  Timid (NO)
  Toothed (Large)
  9F
  110
  Spt/20
  MF/MF
  H/SL
  550H
  8(40)
  80HBa50/90HBi50/70HGr§
  2-20
  Normal (NO)
  Note: The statistics above are for activities in water.
  *=  Special.
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  
  78
  Shadow WorldAtlas & Encyclopædia Kulthea
  Sea Serpent: [Tropical–Cold/Saltwater]
  • Exclusively aquatic; live in coastal caves; spray steam (WBr; x/
  rnds; cone length ; cone base ; use waterbolt table; add
  heat crits of  lesser degree of severity); vert leap , horiz leap
  ; can coil % of body out of water;  –  body (includ-
  ing  –  prehensile tail).
  Sea serpents are similar in general appearance to water drakes,
  but are generally longer and more snake-like. They can also
  breathe under water. Swift and given to coiling through stormy
  waters, they have a penchant for crushing ships (up to a maxi-
  mum of half their length). Unwary sailors may mistake them for
  whales, since they frequently spray steam or water; and, when
  coiling in and out of the water, their twisting bodies may look
  like a school of leaping fish.
  Shulushú (Ir: ‘Water-fire’):  [Temperate–Cold/Saltwater]
  A giant jellyfish with transparent undulating body as large as
  ´ across, the Shulushú can sense prey within ´ and move to-
  wards it with deceptive speed. While the individual tentacles are
  fragile, there are literally dozens of them. Once the victim is sub-
  dued, the creature draws it up into the main body where it can
  be digested. A Shulushú can render a human down to bones and
  teeth in about a day, despositing the leftovers on the sea floor.
  Spineshark: [Tropical–Cool Temperate/Saltwater]
  Spinesharks are nightmarish creatures; adults grow to ´ –
  ´ in length. Huge carnivorous fish, they are an abhorrent breed
  of shark known for their exceptionally hard upper back armor
  and obvious spine-ridge. Their steely dorsal fins are quite ca-
  pable if inflicting mortal slashing wounds through the toughest
  of coverings.
  Note: the undersea vehicle of Ulya Shek (and perhaps other
  such submarine boats) has been mistaken for a great
  spineshark by unlearned witnesses.
  Squid: [Temperate–Cold/Fresh or Saltwater]
  Large: - body; - tentacles; “ink” cloud.
  Giant (aka Kraken): - body; - tentacles; “ink” cloud.
  Squid are invertebrates, with fresh-and saltwater varieties.
  They capture their prey on the suckered tips of two long ten-
  tacles, then haul it to the mouth region where it is held fast by
  smaller tentacles. Squid have a large ‘beak’ at the junction point
  of the tentacles, used to crack shells or bit off pieces of food for
  ingestion. Squid are fast swimmers, forcing water through a ad-
  justable nozzle in a type of jet propulsion. Squid vary greatly in
  size, ranging from ˝ to the giant squid of up to almost ´ in
  length. The very rare giant squid has been known to attack sea-
  going ships, whales and even sea drakes.
  Tartu: [Temperate–Cold/Fresh or Saltwater]
  Resembling a giant reddish sea-turtle, Tartu are special in that
  they are enchanted and able to fly, riding Essænce flows. A few
  cultures have utilized these rare beasts as mounts.
  3•REPTILES & AMPHIBIANS
  Cold-blooded creatures of the land and air are described here.
  Baaka: [Tropical/Rainy–Humid]
  Giant tree-frogs, Bakka are native to the southern shores and
  islands of SE Emer. Some are actually large enough to be ridden,
  though a special harness is required in order to stay on during
  their unnerving leaps. They have a diet of fish and small mam-
  mals.
  Darugh: [Tropical–Temperate/Rainy–Humid]
  Sluglike creatures –˝ long, Darugh have a moist, mottled
  grey-green skin and one large slit-pupilled eye. Like a leech or
  remora, they use the large circular mouth on their underside to
  attach to larger creatures and feed off their blood for nourish-
  ment. The Darugh are unique in that they have an unusual ner-
  vous system that actually links with the host. With humans, if
  draped around the neck were they can link with the spine, they
  can act as a + to + PP enhancer for Mentalists (and operate in
  addition to any other PP enhancer). But Darugh are rare, and
  few are willing to suffer a slimy parasitic ‘pet’ around their neck
  in return for some extra Power Points. They must be worn con-
  stantly, and drain - hits per day in blood.
  Gartyl: [Hot–Temperate/Humid–Semiarid]
  Reptilian creatures with an elongated head and membranous
  wings, gartyl are not unlike the pteradons of ancient earth. Wing-
  span ranges from ´ to over ´ depending on the type. Gartyl are
  carnivorous, usually dining on birds, large insects, fish or small
  mammals. Gartyl have no real forelimbs, though their long, saw-
  toothed maw and powerful hind claws make them a formidable
  foe.
  Though they live in the wild (mostly along sea-cliffs where
  they have easy access to fish) gartyl are bred by evil warlords such
  as the Priests Arnak. These swift steeds can carry a man at up to
   miles an hour, and can travel more than  miles a day.
  Quarnak: [Hot-Tropical/Wet & Dry-Semiarid]
  Among the largest of the reptiles on Kulthea, quarnaks are
  carnivorous beasts which run on hind legs (not unlike the Ter-
  ran velociraptor). They stand ´–´ tall and have large heads
  with powerful jaws and sharp teeth designed for tearing flesh.
  However, their primary attack is with a hooked claw on each leg.
  They leap up and disembowel their prey. Quarnaks are fearless,
  vicious, cunning and territorial, and tend to hunt in small family
  packs.
  Shaskan: [Hot-Tropical/Rainy-Wet & Dry-Semiarid]
  Most common in warmer climes to the south and west, most
  of these reptiles hibernate during the winter months.  In appear-
  ance, Shaskan are winged lizards, growing to a length of about
  five feet (including tail) when mature. In general they do not like
  men and avoid them when possible, preferring to live undisturbed
  in rocky lowlands areas, especially where there is plentiful sun-
  light (they love to sun themselves on warm rocks). Dining on a
  variety of insects (and on small birds and mammals when those
  are not plentiful enough), the Shaskan are usually harmless to
  men and larger animals unless molested. If their nest is ap-
  proached or if they feel threatened, they are fierce fighters, wield-
  ing talon and tooth with deadly accuracy. Shaskan are equipped
  with a venom in their fangs, a poison capable of paralyzing or
  killing its victims instantly. This venom is highly prized, and those
  seeking profit from it contribute to the scarcity of the Shaskan.
  Sirrush: [Tropical–Temperate/Rainy–Seasonal/Freshwater marshes]
  • (Electrified breath: SBolt; 200´ range; 1x/min; 10x/day); employ
  spells (6x/lvl PP); grapples with 5´–10´ prehensile tongue; 20´–
  40´ body (including 6´–12´ tail).
  The sirrush is a marsh-dwelling beast, a wingless, drake-like
  creature with powerful legs and a long, narrow head. Its fore-
  limbs end in compact paws, while its hind legs sport cruel talons.
  These specialized appendages enable it to run on two or four
  legs and give it a peculiar gait; it is also an agile climber.
  
  79
  Part Seven: Creatures
   Reptiles & Amphibians Chart
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc
  (IQ)
  Alligators/Crocodiles/Caimans
  Small, water
  1A
  40
  Run/20
  MD/MD
  M/—
  85D
  7(20)
  50MBi100/30SGr§/Special *
  1-10
  Aggres. (NO)
   Land
  1A
  20
  Run/0
  VS/MD
  M/—
  85D
  7(0)
  30SBi50/30SBa50/50MBi§
  1-10
  Aggres. (NO)
  Large, water
  3C
  50
  Run/10
  MD/MD
  L/—
  120E
  7(10)
  80LBi100/80MGr§/Special *
  1-10
  Aggres. (NO)
  Land
  3C
  30
  Run/0
  VS/SL
  L/—
  120E
  7(0)
  40MBi30/60MBa40/80LBi§
  1-10
  Aggres. (NO)
  Chameleon
  0A
  10
  Spt/10
  FA/VF
  T/—
  10A
  3(50)*
  0TGr100/10TBi§/20TGr§
  1-10
  Normal (NO)
  Darugh
  2B
  10
  Run/0
  CR/VS
  S/—
  10A
  1(10)
  10SBi100/Special
  1
  Normal (VH)
  Frogs
  Frog
  0A
  10*
  Run/20
  SL/FA
  T/—
  10A
  3(30)
  0TBa20/0TGr80/20TGr§
  1-10
  Timid (NO)
  Toad
  0A
  10
  Run/10
  SL/FA
  T/—
  10A
  3(40)
  0TBa30/0TGr70/10TGr§
  1-10
  Normal (NO)
  Tree Frog
  0A
  10*
  Run/10
  SL/FA
  T/—
  10A
  3(40)
  0TBa30/0TGr70/10TGr§
  1-10
  Normal (NO)
  Gartyl
  12
  240
  Dash/30
  VF/FA
  H/LA
  180
  11(40)
  90LCl/90LBi
  1-4
  Normal (MD)
  Gila Monster
  1A
  15
  Run/0
  SL/MD
  S/—
  25C
  3(30)
  20SCl30/10SBi70/Poison
  1-2
  Normal (NO)
  Komodo Dragon
  5E
  50*
  Spt/10
  MD/FA
  L/II
  110F
  7(30)
  60LBi50/60MBa50/90LCL§
  1-2
  Aggres. (NO)
  Lizards
  Small
  0A
  10
  Dash/10
  VF/FA
  T/—
  10A
  3(60)
  0TBi60/0TCl40/20SBi(6)
  1-10
  Normal (NO)
  Large
  1B
  20
  FSpt/0
  MD/MD
  S/—
  20C
  3(50)
  10SBi50/20SCl30/Both20
  1-10
  Normal (NO)
  Quarnak
  5E
  100
  Dash/40
  VF/VF
  L/—
  170D
  11(40)
  120LCl/180LBi/80MTr
  1-5
  Aggres (AA)
  Salamanders/Newts
  0A
  10
  Run/10
  SL/MD
  T/—
  5A
  4(30)
  10TBi100
  1-5
  Timid (NO)
  Shaskan
  4D
  100
  Dash/40
  VF/VF
  S/—
  80C
  11(50)
  50SBi/40SCl/Poison
  1
  Normal (AA)
  Sirrush
  10G
  150
  Dash/10
  VF/BF
  H/SL
  350G
  12(40)
  80LCl/100LGr/150HBi/120SBr
  1
  Greedy (SU)
  Snakes
  Boa/Python
  3C
  30
  Run/0
  VS/MD
  L/I
  55F
  3(20)
  70MBi30/60MGr70/90LGr†
  1-2
  Aggres. (NO)
  Cobra
  2B
  40
  Spt/20
  SL/VF
  S/—
  20B
  1(40)
  30SSt100/Poison†/Special *
  1-2
  Aggres. (NO)
  Giant Anaconda
  7E
  70
  Spt/30
  SL/VF
  H/LA
  200E
  4(20)
  100LGr70/150HGr†/special‡
  1
  Aggres. (LO)
  Non-Poisonous
  0A
  40
  Spt/10
  SL/VF
  S/—
  20B
  1(40)
  20TBi100/0SBi(6)
  1-5
  Normal (NO)
  Pit Viper
  2A
  40
  Spt/20
  SL/BF
  S/—
  20B
  1(40)
  40SSt100/Poison†
  1-2
  Aggres. (NO)
  Viper
  1B
  40
  Spt/10
  SL/VF
  S/—
  25B
  1(30)
  20SSt100/Poison†
  1-2
  Normal (NO)
  Srill
  4D
  110
  Dash/45
  VF/FA
  L/—
  100D
  11(40)
  40MCl/50MBi/30MTra
  1-10
  Normal (MD)
  Tortoises/Land Turtles
  Small
  0A
  5
  Run/0
  CR/VS
  S/—
  20B
  12(30)*
  10TPi100
  1-2
  Passive (NO)
  Large
  1B
  10
  Run/0
  CR/VS
  M/—
  50D
  12(20)*
  20SPi100
  1-2
  Passive (NO)
  Uthula
  5E
  60
  Spt/20
  MD/MF
  H/LA
  120D
  11(20)
  50MBi/20MCl
  1-3
  Normal (MD)
  * = Special
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  ‡ = When target (up to man-sized) is rendered dead or unconscious, it is swallowed and digested.
  Sirrush like to set ambushes and prefer to hunt at night, us-
  ing their long, grappling tongues and electrified breath.
  Srill: [Hot–Tropical/Rainy–Wet & Dry–Semiarid]
  Another large reptile, srill are similar in size to quarnaks, but
  they have a smaller, narrow head with a mouth more suited to
  chewing leaves, befitting their herbivorous diet.
  Uthula: [Hot–Temperate/Humid–Semiarid]
  Reptiles resembling giant iguanas, Uthula are perhaps most
  notable in that they are used as mounts by some cultures. They
  average three feet high at the shoulder and grow to over twenty
  feet in length. They are carnivorous, snapping up small mam-
  mals and birds with their long sticky tongues. While not as intel-
  ligent as horses, they are trainable, and are very agile on uneven
  terrain.
  Tashok Tree Frog
  
  80
  Shadow WorldAtlas & Encyclopædia Kulthea
   Herbivorous Land Mammals
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc
  (IQ)
  Anteater
  1B
  50
  Spt/20
  SL/SL
  S/—
  40D
  3(30)
  30MCl100/10TGr*
  1-2
  Timid(NO)
  Antelope-like Animals
  Small
  1B
  110*
  Dash/40
  VF/FA
  M/—
  55E
  3(40)
  20SHo80/20STs20
  5-500
  Jumpy(NO)
  Large
  2C
  130*
  Dash/30
  VF/FA
  M/—
  75F
  3(30)
  30MHo90/30MTs10
  2-200
  Timid(NO)
  Armadillo
  1A
  40
  Spt/10
  SL/SL
  S/—
  35D
  12(30)*
  20MCl100
  1-2
  Normal(NO)
  Beaver
  2A
  40
  Run/20
  MD/MD
  S/—
  40C
  3(35)
  40SBi100
  1-5
  Timid
  Buffalo/Bull
  4C
  90
  Dash/10
  MF/MF
  L/—
  150G
  4(10)
  50MHo50/60LBa50/70LTs^
  1-50
  Aggress.(NO)
  Deer
  2B
  130
  Dash/30
  VF/FA
  M/—
  70F
  3(40)
  20MHo90/20MTs10
  2-20
  Timid(NO)
  Elk
  4C
  110
  Dash/10
  FA/MF
  L/—
  190G
  3(35)
  65LHo50/50LBa50/60LTs§
  4-40
  Normal(NO)
  Giraffe
  2C
  110
  Dash/20
  FA/MF
  L/—
  85F
  3(30)
  30LTs100
  2-10
  Timid(NO)
  Koala
  1B
  30
  Spt/30
  SL/MD
  S/—
  35B
  3(30)
  20TCl100
  1-5
  Jumpy(NO)
  Mole
  0A
  10*
  Spt/0
  VS/SL
  T/—
  20A
  1(30)
  10SCl100
  1-2
  Jumpy(NO)
  Moose
  3C
  120
  Dash/10
  FA/MF
  L/—
  180G
  4(20)
  55LBa100/60LTs§
  1-2
  Normal(NO)
  Opossum
  1A
  20
  Spt/10
  SL/MD
  T/—
  10A
  1(40)
  0TBi100/10TCl§/10TGr*
  1-2
  Timid(NO)
  Pangolin
  2B
  40
  Spt/0
  SL/MD
  S/—
  45C
  12(30)
  20MCl20/10TGr*
  1-2
  Normal(NO)
  Platypus**
  1B
  40
  Run/10
  MD/MD
  S/—
  30B
  3(20)
  20SPi40/30SCl60/Poison§
  1-2
  Timid (NO)
  Rabbit/Hare
  1A
  100*
  Dash/40
  VF/FA
  T/—
  10D
  1(50)
  0TBi100/10SBa(6)
  1-10
  Jumpy(NO)
  Rodents
  Large
  1A
  30
  FSpt/10
  MD/MF
  S/—
  15B
  1(20)
  10SBi100/20TBi
  2-20
  Timid(NO)
  Small
  0A
  20
  FSpt/20
  MD/MF
  S/—
  8A
  1(30)
  20TBi100/20SBi(6)
  2-20
  Timid(NO)
  Sheep(Male)
  2B
  110
  Dash/50
  FA/FA
  M/—
  45E
  3(40)
  60MBa100/50MTs†
  1-10
  Normal(NO)
  Sloth
  2B
  20*
  Run/30
  VS/MD
  S/—
  35C
  3(20)
  40MCl100
  1-2
  Timid(NO)
  Tapir/Pig
  2A
  90
  FSpt/20
  MF/MF
  M/—
  70D
  4(20)
  30MBa100/40STs§/40MCl†
  1-5
  Jumpy(NO)
  Unicorn (white)
  10G
  160
  Dash/40
  BF/VF
  L/I
  200H
  11(80)
  200LHo/120MBa§/110MTS§/Spells
  1
  Good(SU)
  Unicorn (black)
  10G
  160
  Dash/40
  BF/VF
  L/I
  200H
  11(80)
  200LHo/120MBa§/110MTS§/Spells
  1
  Cruel(SU)
  Wombat
  2B
  60*
  FSpt/30
  MD/MF
  M/—
  60C
  3(30)
  40MCl100
  1-5
  Timid(NO)
  Zebra
  3C
  110
  Dash/30
  FA/FA
  L/—
  120G
  3(30)
  40MCr50/30MBa50/30MTs†
  2-20
  Normal(NO)
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  **—These animals can swim at approximately the same speed.
  Note: Female deer, cattle, sheep, antelopes, etc. have smaller horns than males or do not have horns at all, and thus usually attack  only with hooves or a Horn attack
  one size smaller than the one given.
  4•HERBIVOROUS
  LAND MAMMALS
  While few of these creatures pose a threat to humans, many
  are useful beasts of burden or companions. As such, they are
  worthy of description here.
  RIDING & DRAFT ANIMALS
  The following are a sampling of traditional beasts of burden
  which the charcters are likely to utilize.
  Camels:[Hot – Cool Temperate/Wet & Dry – Arid]
  Llamas, Alpacas: [Cool Temperate – Frozen/Semiarid – Arid/High
  Altitude]
  Camels and their relatives, alpacas and llamas, are the princi-
  pally domesticated members of the camel family. These beasts are
  noted for their unique two-toe foot structure, with wide, padded
  soles adapted to travel on soft, sandy soils. Their long necks sup-
  port relatively small heads, and their teeth are designed to cut and
  chew tough, often thorny vegetation. Each has a three-chambered
  stomach which is ideal for digesting their vegetarian diet.
  The two camel species, dromedaries and bactrian camels, both
  have large back humps that store fat and provide a food and wa-
  ter reserve for times of famine or drought. Dromedaries can store
  and lose amounts of fat equal to over % of their body weight
  and, in order to replenish their reserves, have been known to
  consume over  gallons of water in - minutes. Thus, both
  types are ideally suited for slow, steady travel in rugged, remote
  reaches. The one-hump, short-haired dromedaries are masters
  of the hot, arid desert, while the two-humped bactrian is less
  specialized and works well in cold or hot regions. In winter or in
  cool regions, the bactrian grows a long coat, but in warm climes
  it sheds its hair to become virtually naked. Their great strength
  allows them carry great loads, but they are generally slow ani-
  mals (with exception of the racing dromedary) and are loud, tem-
  peramental, dirty, and given to spitting.
  Alpacas and llamas are smaller than camels and have no
  humps. Both are domesticated forms of the guanaco, beasts
  adapted to high altitudes and arid or semi-arid locales. Rugged,
  fast, and lively, they are good pack animals and produce fine fleece.
  Although they cannot support a full grown man as can a camel,
  
  81
  Part Seven: Creatures
   Riding and Draft Animals
  Base
  Max Pace/
  Speed
  Size/
  AT
  Carrying Riding
  Type
  Lvl Rate MM Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  Stationary Attacks
  Charging Attacks
  Capacity Bonus
  Camel
  3C
  50
  Spt/10
  SL/MD
  L/—
  140E
  3(10)
  40MBi100 *
  30MBa100/40LTs†
  450
  -15
  Donkey
  3C
  60
  FSpt/40
  MD/MF
  M/—
  90E
  3(40)
  40SCr60/40SBi40*
  10MBa100/20STs†
  300lb
  -10
  Elephant
  7E
  120
  Spt/10
  FA/FA
  H/LA
  350H
  12(20)
  75HHo70/60LGr30/90MCr† *
  75HBa100/75HTs†
  1000lb
  -10
  Kith
  5D
  100
  Dash/30
  FA/MF
  L/—
  150F
  4(25)
  85LCl100/85LBi/120LCl
  (same +20)
  200lb
  -10
  Llama/Alpaca
  3C
  100
  FSpt/30
  MF/MF
  M/—
  60D
  3(20)
  20SBi100 *
  20MBa100/40MTs†
  350lb
  0
  Mule
  4C
  90
  Dash/20
  MF/FA
  M/—
  110F
  3(30)
  40MCr60/40MTs†/30MBi40 *
  30MBa100/40MTs†
  450lb
  -10
  Pfurgh
  2C
  90
  Dash/20
  FA/MF
  L/—
  95F
  3(25)
  30LTs100
  —
  250lb
  -10
  Plow Horse
  2B
  80
  FSpt/10
  MF/MF
  L/—
  130E
  3(10)
  10MCr30/30LTs†/10MBi70 *
  20MBa100/30LTs†
  500lb
  +10
  Pony
  2B
  70
  Dash/30
  MD/MF
  M/—
  75E
  3(40)
  30SCr40/20MTs†/20SBi60 *
  10MBa100/20MTs†
  180lb
  +5
  Quarterhorse
  3C
  110
  Dash/30
  FA/FA
  L/—
  110E
  3(30)
  30MCr70/40MTs†/30MBi30 *
  30MBa100/40MTs†
  300lb
  0
  Reindeer/Caribou
  2B
  110
  Dash/20
  FA/FA
  M/—
  130E
  3(15)
  40MHo50/40MBa50/40LTs† *
  30MBa100/40MTs†
  350lb
  -10
  Thoroughbred
  4D
  120
  Dash/20
  VF/FA
  L/—
  100D
  3(20)
  20MCr60/30MTs§/20MBi40 *
  20MBa100/30MTs†
  200lb
  -5
  Warhorse, Greater
  6F
  80
  Dash/40
  MF/VF
  L/I
  150G
  3(40)
  70MCr50/60LTs§/60MBi50 *
  50LBa100/60LTs†
  400lb
  +30
  Warhorse, Lesser
  5E
  90
  Dash/30
  MF/FA
  L/—
  140F
  3(30)
  50MCr50/50MTs§/40MBi50 *
  40LBa100/50MTs†
  350lb
  +15
  alpacas and llamas are superb climbers and can bear goods up
  seemingly unscalable grades.
  Elephants: [Hot – Temperate/Humid – Semiarid]
  The biggest typical land animals, elephants are huge herbi-
  vores and may weigh up to , lb. They may consume as much
  as  lbs of vegetation in a single day. Elephants fan themselves
  with their large ears, feed themselves with a long prehensile trunk
  (actually an elongated nose and upper lip), and walk on thick,
  pillar-like legs which end in flat, padded feet. They use their size,
  their trunk, and a pair of curved ivory tusks when in combat.
  Although they rest at midday and twice in the night, they are
  otherwise constantly active.
  Elephants have poor eyesight, but otherwise their senses are
  excellent. Young males may operate alone or in small groups, but
  elephants are primarily social beasts and prefer to travel in herds
  led by an old female. All rely on leaves, shoots, grass, and fruit for
  their diet.
  Horses, Donkeys & Mules: [Temperate–Cold/Seasonal–Semiarid]
  Horses, mules, and donkeys are generally domesticated her-
  bivores, members of the same family that contains the zebra and
  the wild ass. Hoofed beasts, they are adapted to fast, fluid run-
  ning. (Their hoof is actually an extended third toe.) They live in
  herds and migrate between grasslands, depending on changes in
  supply and weather.
  Donkeys are domesticated asses and, like their wild kin, are
  wonderful climbers. Tough and ornery, they live and travel in
  loose-knit troops rather than herds. Donkeys are difficult to work
  with and prefer to be active in the dark hours. Many folk prefer
  to use mules, the offspring of a mare and a male ass, for they are
  larger than donkeys and more rugged than typical horses.
  Domesticated horses come in many varieties. Ponies are ex-
  ceptionally rugged and often shaggy-haired creatures, well-suited
  to difficult climes. Plow horses and warhorses are huge breeds
  which are adapted to heavy work and cavalry warfare, respec-
  tively. Bred for short sprints (e.g., ¼ mile), quarterhorses are light,
  delicate, and swift. All of them can be mixed breeds or thorough-
  breds, the latter referring to any pure-blooded horse.
  Kith: [Tropical – Cool Temperate/Rainy – Seasonal]
  Kith are large, strong mammals which resemble—at first
  glance—giant, six-legged panthers. These beasts are herbivores,
  however, and are clearly a strange experiment of the Lords of
  Essence. Agile and fast, they make excellent riding animals, and
  can carry a respectable amount of gear as well. Kith are fairly
  intelligent, and very loyal to their master. They can leap ´ later-
  ally and ´ vertically, even when carrying  pounds. Kith fur
  varies in color from a light grey to coal black, and their eyes are a
  luminous green. While their short fur is fabulously thick and
  plush, it falls out after the animal is dead, so the animal is not
  valuable for pelts.
  Pfurgh: [Hot – Temperate/Wet & Dry – Semiarid]
  A beast of burden, the pfurgh is a large flightless bird resem-
  bling a stocky ostrich. While more temperamental than some
  mounts, the pfurgh is surprisingly agile and can carry a grown
  man at considerable speeds on flat ground. In the wild they are
  herd animals and prefer equatorial savannahs
  Reindeer/Caribou: [Cool Temperate–Frozen/Wet & Dry–Semi-
  arid]
  Reindeer (or caribou) are large deer, the only species where
  both males and females grow horns. They vary in coloration, but
  all have large, heavily branched antlers. Herd animals, they travel
  in often huge, migratory groups that circulate between the tun-
  dra (in summer) and coniferous taiga forests (in colder periods).
  Lone adult males, however, are not uncommon.
  Because of their preference for cold weather, their ability to
  ingest scrub and lichens, and their ability to negotiate rugged,
  snowbound terrain (they have wide two-toed hooves), reindeer
  are fine winter draft animals.
  Unicorn (White): [Temperate–Cold/Seasonal–Wet & Dry/Es-
  sænce/Ruins]
  • Can use “Shield Mastery,” “Lofty Bridge,” “Elemental Shields,”
  and “Spell Reins” lists (Ess) to th lvl; all poisons within 'ra-
  dius of its horn are neutralized; if horn is removed (an extremely
  difficult task) the radius is only ." Unicorns are able to freely
  utilize various Navigator Arcane lists.
  A beast of unequalled beauty, the unicorn resembles a grace-
  ful pure white horse with a single spiralling horn projecting from
  its forehead. The whorled horn can be either gold or silver, but
  always has an unnatural, metallic look about it. Unicorns, while
  intelligent, have an inscrutable outlook, and will almost never
  
  82
  Shadow WorldAtlas & Encyclopædia Kulthea
  Zephyr
  Wolves
  embroil themselves in mundane events. They are incredibly rare,
  but sightings seem to occur most often in the vicinity of Flow-
  storms. Unicorns are creatures of the Essænce and are appar-
  ently able to travel through the Planes with ease. All are highly
  intelligent, and follow their own mysterious paths. Unicorns
  normally have  foal.
  Unicorn (Black): [Hot–Cold/Humid–Semiarid/Essænce/Ruins]
  • See Unicorn for general appearance. Able to See Invisible at will,
  yet blind in sunlight, they possess the same spell abilities as the
  Unicorn (no poison resistance).
  The antithesis of the White Unicorn, the demonic beast is a
  creature of the Unlife. Hellish, luminous green eyes stare from above
  the beast’s flaring crimson nostrils. The Black Unicorn has a mane
  and hide of deepest ebony, the horn is a metallic golden color. It is
  intelligent, and is often the steed of a powerful Herald of Night.
  5•CARNIVOROUS
  LAND MAMMALS
  Night Hound: [Temperate–Cold/Rainy–Wet & Dry/Nocturnal/
  Ruins]
  Night hounds are nocturnal, with coal-black coats and lumi-
  nous yellow eyes. Night hounds are as large as wolves, often waist
  high at the shoulder and weighing in excess of  pounds.
  Ovir: [Cold–Frozen/Seasonal–Semiarid]
  These lords of the bear family live only in the northern wastes
  of Jaiman and the Mur Fostisyr.  Giant polar bears often growing
  to a standing height of more than  feet, the ovir reside in ice
  caves.  Their webbed paws allow them to glide through the chill
  waters with graceful ease, while their huge claws make climbing
  ice and rocks no challenge.  A keen sense of smell and superior
  sight (including excellent night vision) allow the Ovir a relatively
  easy time hunting their meals, which include fish, deer, hare, snow
  wolves (if antagonized) and even an occasional human snack—
  though they rarely attack men unless provoked.  Their fur is pure
  white during the cold months, though it thins slightly and trans-
  forms to a yellowish color in the spring, darkening to a tawny
  brown in the summer.  Usually travelling in family groups of
  five, the Ovir are not to be tangled with.  If any of the cubs is
  hurt, the parents become ferocious; if a mate is severely injured
  or killed, the partner flies into a fury, striking at anyone or any-
  thing in the area with awesome force.  Ovir have also been known
  to track their mate’s killer for hundreds of miles, using an un-
  canny intelligence and determination.
  Tameki: [Temperate–Cool Temperate/Seasonal–Wet & Dry]
  Small animals resembling black terran housecats, the domes-
  ticated Tameki are favored pets of several cultures. Tameki have
  short, silky blue-black fur, large blue or violet eyes, and upstand-
  ing triangular ears. They differ from cats in that their paws have
  longer, dextrous ‘fingers’ and their torsos are slightly shorter. Very
  acrobatic, these small creatures are able to leap amazing distances
  (up to  feet vertically,  laterally). Tameki in the wild dine on
  small mammals, birds and reptiles.
  Voorg: [Temperate–Cold/Seasonal–Wet & Dry]
  Resembling a grey-brown giant sloth as much as anything, the
  silent Voorg are far more threatening. They may seem slow, but
  their deadly six-inch long claws may slash down from a sturdy tree
  limb and with blinding speed they can rip a man’s throat then lift
  the body up to their perch. Voorg have four large black eyes which
  see equally well in day or night. They can grow to ten feet in length
  but are agile tree-climbers. Carnivorous, they feed on a variety of
  animals, but seem to relish human blood and organs.
  
  83
  Part Seven: Creatures
  ZEPHYR WOLVES
  Enchanted, deadly breath streams from the mouths of the
  zephyr wolves. A pack of the creatures can swiftly devastate the
  lands through which it roams, adopting a wandering existence
  through necessity. Each breed of wolf adheres to its own kind,
  fighting to the death in encounters with other breeds. All of these
  beasts can operate in daylight or at night, and they all blend in
  with their base environments (+ to stalking/hiding).
  Fire Wolf: [Hot–Temperate/Humid–Arid/Ruins, Underground,
  Volcanic]
  • Uses fire breath (FBr): bolt range is , cone length is  with a 
  base; immune to fire attacks; takes double damage from cold attacks.
  Glowing red eyes match the smoking flames that roar from a
  fire wolf’s fanged mouth. Soot dulls its coppery fur and marks
  the ground where it passes. A pack of fire wolves pollutes the air
  and the earth with ashen residue while shedding the blood of all
  who cross their path.
  Ice Wolf: [Cold–Frozen/Wet & Dry–Arid/Glacier, Ruins]
  • Uses cold breath (CBr): cone with  length and  base; also
  uses ice breath (IBr):  range; immune to cold attacks; takes
  double damage from fire attacks.
  Grey fur and fluorescent blue eyes suggest the frigid nature
  of this canine. It is very sure-footed on snow and ice with no
  maneuver penalties.
  Night Wolf: [Temperate–Cold/Rainy: Humid: Seasonal–Semiarid/
  Nocturnal, Ruins]
  • Uses gas breath (GBr) th level poison (Var. C) which induces
  comas: mild - rounds, moderate - minutes, serious -
  hours, extreme - days; breath is standard cone:  length and
   Carnivorous Land Mammals Chart
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc
  (IQ)
  Bears
  Large
  10G
  90
  Spt/10
  MF/MF
  L/I
  230G
  8(30)
  85LGr60/65LCl†/70MBi§/90MBa40
  1-5
  Aggres.(NO)
  Small
  5E
  80
  Spt/20
  MF/MF
  L/—
  150F
  8(20)
  60LGr60/50LCl†/50MBi§/70MBa40
  1-5
  Aggres.(NO)
  Cats
  Large
  5D
  100
  Dash/30
  FA/MF
  M/—
  100E
  3(40)
  40MCl40/60MBa60/60MBi§
  1-2
  Aggres.(NO)
  Small
  3C
  110
  Dash/40
  VF/VF
  S/—
  60D
  3(60)
  30MCl30/20SBi30/Both40
  1-2
  Aggres.(NO)
  Cheetah
  3C
  180
  Dash/30
  BF/VF
  M/—
  70G
  3(50)
  60MBa100/70MBi§/60MCl†
  1-2
  Aggres.(NO)
  Dogs
  Large
  4C
  120
  Dash/20
  VF/FA
  M/—
  65G
  3(40)
  45MBi100
  2-20
  Aggres.(NO)
  Small
  2B
  100
  Dash/30
  FA/FA
  S/—
  45F
  3(50)
  50SBi100
  1-10
  Normal(NO)
  Ferret
  2B
  60
  Run/40
  MF/VF
  S/—
  30C
  3(50)
  40SBi100/40TCl§
  1-2
  Playful(NO)
  Fishing Cat
  ␣land
  2B
  90
  Dash/40
  VF/VF
  S/—
  50D
  3(50)
  40MCl40/30SBi30/Both30
  1-5
  Aggres.(NO)
  ␣Water
  2B
  30
  Run/20
  MD/MF
  S/—
  50D
  3(30)
  20SBi50/30MCl40/Both10
  1-5
  Aggres.(NO)
  Housecat
  1A
  80
  FSpt/40
  FA/FA
  S/—
  10A
  1(40)
  10TCl50/0TBi20/§Both30
  1-2
  Normal(NO)
  Lion
  5D
  100
  Dash/30
  FA/MF
  L/—
  150F
  4(20)
  85LCl100/85LBi§/120LCl†
  2-10
  Aggres.(NO)
  Mongoose
  2B
  70
  FSpt/30
  FA/BF
  S/—
  40C
  3(70)
  50SBi100/40SCl§
  1-2
  Normal(NO)
  Mustelids/Civets
  Large
  2B
  60
  Spt/30
  FA/VF
  S/—
  45D
  3(50)
  40MBi60/40SCl20/Both20
  1-2
  Inguis.(NO)
  Small
  1B
  70
  Run/40
  FA/VF
  S/—
  35C
  1(50)
  50SBi100/40TCl†
  1-2
  Inquis.(NO)
  Otter
  Water
  2B
  50
  Run/30
  MF/FA
  S/—
  50D
  3(40)
  40SBi
  1-5
  Normal(NO)
  Land
  2B
  70
  FSpt/30
  MF/FA
  S/—
  50D
  3(40)
  40SBi
  1-5
  Normal(NO)
  Ovir
  15G
  90
  Spt/10
  MF/MF
  L/II
  270G
  11(30)
  110LGr60/80LCl†/70MBi§/90MBa
  1-5
  Aggres.(NO)
  Raccoon
  2B
  60
  Spt/30
  MF/FA
  S/—
  40C
  3(40)
  40SBi50/30SCl30/Both20
  1-2
  Normal(NO)
  Skunk
  1B
  50
  Run/40
  MD/FA
  S/—
  30B
  1(40)*
  30SBi100/20TCl†/Special*
  1-2
  Normal(NO)
  Tameki
  1A
  80
  FSpt/40
  FA/FA
  S/—
  15A
  1(40)
  10TCl50/0TBi20/†Both30
  1-2
  Inquis. (HI)
  Tiger
  5E
  100
  FSpt/30
  FA/VF
  L/—
  150F
  4(30)
  75LCl40/90MBa60/110LBi
  1-2
  Normal(NO)
  Voorg
  5D
  20
  Walk/10
  FA/MF
  L/I
  200F
  4(30)
  120LCl/80LBi†
  1
  Aggres. (NO)
  Wolf
  3C
  110
  Dash/20
  FA/FA
  M/—
  110E
  3(30)
  65MBi100
  2-20
  Aggres. (NO)
  Wolverine
  2B
  60
  Spt/30
  FA/VF
  S/—
  45D
  3(50)
  50MBi40/45MCl10/Both50
  1-2
  Belligerent
  Zephyr Wolves
  Fire Wolf
  6F
  140
  Dash/20
  VF/FA
  M/—
  90G
  4(30)
  70MBi/50FBreath
  1-10
  Bellig.(NO)
  Ice Wolf
  6F
  140
  Dash/20
  VF/FA
  M/—
  90G
  4(30)
  70MBi/50IBreath/30CBreath
  1-10
  Bellig.(NO)
  Night Wolf
  5E
  140
  Dash/20
  VF/FA
  M/—
  80G
  4(30)
  60MBi/60GBreath
  1-10
  Bellig.(NO)
  Storm Wolf
  3C
  140
  Dash/20
  VF/FA
  M/—
  60G
  4(30)
  50MBi/60SBreath
  1-10
  Bellig.(NO)
  Water Wolf
  4D
  140
  Dash/20
  VF/FA
  M/—
  70G
  4(30)
  50MBi/60WBreath
  1-10
  Bellig.(NO)
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  
  84
  Shadow WorldAtlas & Encyclopædia Kulthea
   base; each breath will coalesce into a R sphere after the first
  round and drift with the wind, lasting - rounds before dispers-
  ing; it is immune to its own breath and all sleep spells.
  Night Wolves shun the sun, wandering by starlight when their
  coal black coats conceal their presence.
  Storm Wolf: [Temperate–Frozen/Rainy–Wet & Dry/High Altitude,
  Ruins]
  • Uses shock breath (SBr): bolt range is , cone length is  with
  a  base; immune to electricity attacks; takes double damage
  from water attacks.
  Static-filled, yellow fur crackles around the lithe forms of these
  wolves, and their eyes glow citron yellow. They like high moun-
  tain passes where storms are frequent, but can range to open
  plains as well.
  Water Wolf: [Tropical–Cool Temperate/Rainy–Wet & Dry/Fresh-
  water, Saltwater]
  • Uses water breath (WBr), a bolt with a range of ´; immune to
  water attacks; takes double damage from fire attacks; can swim
  well and can breathe water as well as air.
  These beasts are as much at home in the water as on land.
  Many a swimmer has found himself besieged by these blue-furred
  wolves both in the surf and on the beach.
  6•FLYING BEASTS
  Black Squirrel: [Temperate–Cold/Seasonal–Wet & Dry]
  • saliva is lvl 2 muscle poison, max moderate effect.
  Not true flyers, black squirrels are actually gliders—though
  skilled ones. They resemble large flying squirrels but are carnivo-
  rous and vicious predators. They have been known to swoop
  down in a flock and take down prey several times their size. They
  attack with their sharp fang-like incisors and claws
  Fell Beast: [Cool Temperate–Cold/Seasonal–Semiarid/High Alti-
  tude, Nocturnal]
  Spawned from the line of flying cold drakes, fell beasts look
  much like small armless, dragons. Although they lack the dragon’s
  breath weapon, their powerful talons and huge jaws down most
  any adversary. Most (%) of these winged nocturnal predators
  live in “flights” of -, starting their encircling searches from
  open nesting areas set high upon virtually inaccessible
  outcroppings or stone pillars. Agile, strong, and moderately
  bright, they can be cowed or tamed, making them fine (but in-
  variably evil) air steeds.
  Fell beasts nest in cliff nooks or atop rock spires; thier body
  lenth is ´ – ´, with a ´ – ´ wingspan.
  Gryphon: [Temperate-Cold/Wet & Dry-Semiarid/High Altitude]
  Enchanted animals with the head and wings of a huge hawk
  and body of a grey panther, gryphons are an awe-inspiring sight.
  They are intelligent and wary of humans, and so usually very dan-
  A Skyship’s crew defends against a Roc attack
  
  85
  Part Seven: Creatures
   Flying Beasts Chart
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  LVL
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
  Bats
  small
  0A
  50
  FSpt/40
  VF/VF
  T/—
  4A
  1(60)
  10TBi100/20SBi(6)
  1-100
  Passive (NO)
  large
  1A
  90
  Dash/30
  VF/VF
  S/—
  10A
  1(60)
  20SBi100/30MBi(3)
  1-50
  Normal (NO)
  Birds
  small
  0A
  70
  Dash/30
  FA/FA
  T/—
  5A
  1(70)
  0TPi50/0TCl150/0SCl(6)
  1-200
  Timid (NO)
  large
  1A
  100
  Dash/30
  FA/FA
  S/—
  8A
  1(50)
  0SPi50/0SCl50/20MCl(3)
  1-100
  Timid (NO)
  Condor
  4C
  100
  Spt/10
  FA/MF
  M/—
  90E
  1(30)
  50LCl100/45MPi
  1-2
  Passive (NO)
  Eagle
  3C
  130
  Dash/20
  FA/FA
  M/—
  30E
  1(30)
  50MCl100/35SPi
  1-2
  Aggressive (NO)
  Falcon
  2B
  200
  Dash/40
  VF/BF
  S/—
  20E
  1(60)
  45SCl100/20SPi
  1-2
  Aggressive (NO)
  Fell Beast
  12G
  320
  Dash/30
  BF/VF
  H/LA
  240H
  11(40)
  80HCl/60LBa/90LBi
  1-10
  Bellig.(LI)
  Gargoyle
  5D
  80
  FSpt/30
  MF/FA
  M/@
  80F
  16(35)
  60LCl/40MBi/50We
  1-10
  Greedy(IN)
  Gliders
  Black Squirrel
  1A
  30
  Dash/40
  FA/FA
  S/—
  10A
  1(20)
  20TBa/10SBi/10TCl*
  4-20
  Bellig. (NO)
  Flying Lizard
  0A
  20
  Jog/0
  SL/SL
  T/—
  8A
  1(30)
  0TBa100/10TPi/10SBa(6)
  1-5
  Passive (NO)
  Flying Fish
  0A
  25
  Run/10
  MD/MD
  T/—
  2A
  1(40)
  10TBa100/0TBi/20Sba(3)
  5-50
  Normal (NO)
  Flying Frog
  0A
  10
  Jog/0
  VS/SL
  T/—
  5A
  1(20)
  0TBa100/0SBa(10)
  1-5
  Timid (NO)
  Griffin/Gryphon
  8F
  100
  Dash/30
  FA/VF
  L/II
  160F
  4(35)
  90LCl/60LBa/100MPi†Both
  1-2
  Bellig.(LI)
  Hawk
  2B
  150
  Dash/30
  VF/BF
  S/—
  25B
  1(50)
  40MCl100/25SPi
  1-2
  Aggressive (NO)
  Owl
  1A
  100
  FSpt/20
  FA/FA
  S/—
  20A
  1(50)
  35SCl100/10SPi
  1-2
  Normal (NO)
  Pegasus
  6F
  140
  Dash/40
  VF/FA
  L/I
  150G
  3(40)
  50MBa/60MTs†/40MBi
  1-5
  Timid(AV)
  Roc **
  10G
  180
  FSpt/10
  BF/FA
  H/LA
  400G
  4(60)
  140HCl/90LBa†/120HPi§
  1-2
  Bellig.(VL)
  Storm Hawk
  4C
  130
  Dash/20
  FA/FA
  M/—
  120F
  13(30)
  80LCl100/70LPi
  1-2
  Aggressive (HI)
  Steardan
  5E
  120
  Dash/20
  FA/FA
  L/I
  200H
  3(50)
  70MBa/80LTs/50MBi
  1-5
  Normal(VL)
  Thyfur **
  10G
  140
  Dash/40
  VF/FA
  L/I-
  200G
  4(40)
  100HCl/80LPi
  1-2
  Aggres.(AV)
  Tia Bat
  2B
  90
  Dash/30
  VF/VF
  S/—
  20B
  1(60)
  40MBi
  1-10
  Normal (HI)
  *—Special.
  **—On ground, movement rate is of that given, “run” is the maximum pace, the DB is halved, and claw (Cl) attacks cannot be used.
  Note: These statistics are for the given creatures in flying mode.
  gerous. Preferring their lofty aeries to lowlands, they are rarely seen
  away from high peaks and passes. One cub;  – ´ wingspan.
  Pegasus: [Temperate–Cold/Seasonal–Wet & Dry/High Altitude]
  A remote alpine valley is the preferred home for the shy Pe-
  gasus. These intelligent, majestic winged horses generally shun
  other animals as well as men, but the lure of excitement and
  change draws a few from their secluded abodes into the wide
  world. Men driven by greedy hearts steal others at foalhood to
  rear as steeds. Abducted pegasi often kill their cruel masters to
  escape and return home. Those who leave willingly in search of
  adventure may form friendships with riders, finding pleasure in
  carrying such friends on their backs.  foal; ´ wingspan.
  Roc:[Temperate–Cold/Seasonal–Semiarid/High Altitude]
  The roc is easily the largest bird hunting the skies. Its strength
  can easily lift an elephant to the clouds, while its talons and ra-
  zor-edged beak challenge the might of dragons. Silk-black plum-
  age gleams from the roc’s colossal form, and malevolence shines
  from its yellow eyes. They are too willful to be tamed and attack
  any other flying creature or vehicle that dares to enter their sight.
  Rocs create huge nests in high eyries where they lay their eggs.
  They have - chicks; adults boast a   –␣´ wingspan; treat
  claw attacks as “magic” against large or super-large creatures.
  Steardan: [Temperate–Cool Temperate/Seasonal/High Altitude]
  Perfect reflections of the graceful pegasi, steardan mirror their
  cousins in form alone. A steardan’s intelligence, although remark-
  able, is suited to a beast. As steeds, steardan display fierce loyalty,
  and they make excellent warhorses. They generally have  foal;
  wingspan is  feet.
  Storm Hawk: [Tropical-Temperate/Humid-Semiarid/Essænce]
  While seen at other times, storm hawks are held in awe for their
  apparent affinity to wild weather and Essænce storms. With their
  blue eyes, slate-grey feathers and majestic size (storm hawks can have
  a wingspan of more than ten feet), they are always an impressive
  sight. Generally remaining aloof from men, they are quite intelli-
  gent and are best left alone: those who have tried to capture or kill a
  storm hawk soon find themselves with their eyes torn out.
  Thyfur: [Cold–Frozen/Semiarid–Arid/High Altitude]
  Smaller and more companionable than the rocs whom they
  resemble, the thyfur form enduring friendships with men and
  women, rarely parting from the rider of their choice. Bird and
  rider shelter in a shared cave, hunting together to supply their
  meals, and flying together to furnish their pleasure. Thyfur nor-
  mally inhabit the glacial mountains, invigorated by the icy cold
  of winter and refreshed by the brief, chill spring. They have -
  chicks and generally a ´ wingspan.
  Tia Bat: [Temperate–Cool Temperate/Humid–Wet & Dry]
  This mammal is one of the largest of the bat species on
  Kulthea, and is relatively intelligent.  Although they prefer to make
  their homes in more temperate climes, a number have been trans-
  ported to Jaiman to act as messengers and spies for servants of
  the Unlife in this region. With a wingspan that can exceed three
  feet, they are frightening to the uninformed. Tia bats feed on
  insects however, and are harmless to larger life forms.
  
  86
  Shadow WorldAtlas & Encyclopædia Kulthea
  7•DRAGONS
  A noble and mysterious race, dragons are among the most
  powerful and terrible of all creatures. They are huge yet agile,
  bright but vain, enchanted but physical, and learned yet savage
  beasts. Dragons are the embodiment of all natural forces of
  knowledge, motion, strength, and magic. No other creature epito-
  mizes such a wondrous blend of attributes.
  The ancient line of dragons has spawned many varieties. Some
  are winged and capable of flight, while others leap, crawl, swim,
  or slither about. A large number breathe jets of water, fire, ice, or
  noxious fumes. Smaller sub-groups wield whip-like tails tipped
  with lethal stingers. All, however, share features common to
  dragonkind: fiery, captivating eyes; well-muscled but lithe bod-
  ies; six appendages (two legs, two arms, and two variably devel-
  oped “wings”); great talons, a long neck and tail; one to four
  horns; and scaly body armor, relatively soft on the underside and
  reinforced along the spine by a row of raised or spike-like plates.
  Internally, dragons have a mystical configuration. Their en-
  chanted blood is always caustic and frequently corrosive, and their
  foul secretions exceptionally acidic.
  Great drakes reside in many remote or devastated locales, but
  most prefer to live in cavernous lairs. These chambers have nar-
  An Air Drake pursues a Storm Hawk
  
  87
  Part Seven: Creatures
  row mouths, just large enough to admit a dragon with backswept
  wings. Passages within the cavern may be just as confining, al-
  though a dragon’s nesting area is usually spacious enough for
  the beast to swing about, or even fly. Wherever a great drake trav-
  els, however, foul fumes and acid-etched markings serve as a trail.
  Dragons are generally very intelligent; some moreso than
  learned humanoids. Skilled in many tongues and adept at un-
  derstanding subtle inflection, they are masters of conversation
  and debate. Riddles and puzzles fascinate them, for word games
  provide these magnificent beasts with rare challenges. A great
  drake can be swayed by trickery in situations where weaponry or
  spells would do nothing but sow the speaker’s doom. Still, drag-
  ons are schooled in the arts of verbal illusion and are quick to see
  through falsehoods and façades. Those who dare speak to them
  have difficulty concealing their real feelings, particularly when
  they involve fear; but then again, a great drake always assumes
  that it is being held in awe.
  Although dragons are disarmingly perceptive, they are amaz-
  ingly boastful and self-centered, and invariably consumed with
  pride. They revel in flattery and bask in other’s adoration. Signs
  of fearful panic spur them on. A great drake will toy with an
  admirer, even a false flatterer, far longer than it will deal with an
  insolent fool or an aggressive adversary. Although dragons are
  capricious, they are quick to anger and despise disrespect.
  Most dragons live alone or take a single mate. Males and fe-
  males are similar in habits and size, although the latter are less
  apt to move their lairs.
  Great drakes sleep a lot and, even when awake (% of the
  time when active, % of the time when hibernating), while away
  the hours while reclining on beds of wealth in their treasure-
  laden lairs. Once they clear (i.e., devastate) the region around
  their chosen abode—making it safe for habitation—they spend
  some time gathering a hoard. Slaughtering their prey, they cow
  the countryside and then retreat into their cavernous home un-
  til they grow restless, irritated, or bored. All dragons hole up in a
  sort of hibernation; some do not venture forth for decades. Their
  omnivorous diet enables them to eat and store virtually anything,
  while their bizarre metabolism allows them to consume massive
  amounts of nourishment in an orgy of gorging, and then lie dor-
  mant for years.
  Weaponry
  A dragon’s weapons are legion. Their huge claws, whip-like
  tails, and massive, multi-rowed teeth enable them to physically
  overpower most any beast. The beat of a dragon’s wings can stir
  the ground with a fierce whirlwind, doubling the spreading speed
  of a fire and making all maneuvering difficult (-). They can
  use spells like the best of men (when not in melee), and breathe
  with deadly vigor. Even their blood is dangerous, for its burning
  acids will eat through almost anything (for each exposure, treat
  it as a point-blank + Fireball, using the Acid Critical table lo-
  cated in the back of this book). Their great (- lb) horns—
  renowned for their enchanted musical, weapon-making, and
  curative properties—are coveted by artisans, physicians, and kings
  (at  gp/oz raw or  gp/whole horn). When made into a bugle,
  their sound carries - miles; as fronting for a composite bow,
  they make it a magic dragon-slaying weapon and bestow a +
  bonus ( bow/horn core). When ground (- doses/horn), the
  horn is an antidote for all drake venoms (e.g., wyvern stings)
  and toxins (e.g., dragon-blood burns), as well as being a cure-all
  for any damage done by a dragon’s breath (if the victim is still
  alive).
  Spells
  As noted, dragons are accomplished spell users. Some em-
  ploy the Essænce to augment their brute strength, while others
  prefer to rely more on their enchantments, basking in the pow-
  ers of their spirit and intellect. Dragon magicks vary with the
  sub-race and individual, but all possess knowledge of the Spirit
  Mastery, Spell Reins, Dispelling Ways, and Essence’s Perceptions
  spell lists (Ess, Open and Closed). In addition, their enchanted
  senses of smell, hearing, sight (they have perfect infravision, able
  to see in total darkness), and intuitive feeling give them the in-
  herent ability to discern illusions (when they may make a RR as
  if half their usual lvl) and invisible beasts (multiply their “Pres-
  ence” spell range by their lvl).
  Defenses
  The defenses of a great drake are nearly as formidable. Im-
  mune to the natural elements (fire, ice, light, air, and water) and
  highly resistant to spells, they are rarely bothered by incanta-
  tions. Their scaly skin forms a natural armor of multi-layered,
  overlapping plates. Even their softer underside is capable of de-
  flecting all but the finest weaponry. Only sensitive areas on their
  heads (e.g., the eyes) and their strange “birth spots,” places where
  scales mysteriously fail to develop (some fall off), afford an at-
  tacker any hope of dealing them a death blow. Dragon-slaying
  arms seek these places. Young drakes, of which there are few, have
  softer, less-developed hides, and are of course more vulnerable…
  although no dragon can be called weak.
  TYPES OF GREAT DRAKE
  Over time, drakes have adapted to many conditions. The great
  drakes, those creatures that have a breath weapon, are no excep-
  tion. They come in many colors—usually black, or some warm
  hue such as red or gold, or an emerald green—and some have an
  exceptionally unique appearance. The hides of all the Great
  Drakes have a iridescent, almost metallic appearance.
  Cold Drake: [Cold – Frozen/Semiarid – Arid/Glacier, High Alti-
  tude]
  • May attack with cold breath (CBr; x/min;  times/day; ice bolt
  range ; cone length ; cone base ); employs spells (xlvl
  PP); % winged; - body, - wingspan.
  Cold drakes are frequently grey-white or even white and live
  in cool or frigid climes. They are proportionally bulkier than other
  dragons and although relatively few (%) have wings, are good
  swimmers. Rugged and agile, they can negotiate almost any ter-
  rain in their wide search for prey. No dragon can go so far on so
  little, and no dragon is as likely to physically attack its enemies.
  In addition to their other spells, cold drakes know the “Ice Law”
  and “Delving Ways” lists (Ess, “Magician Base” and “Open”).
  Fire Drake: [Hot – Cool Temperate/Humid – Arid/High Altitude,
  Ruins, Underground, Volcanic]
  • May attack with fiery breath (FBr; x/min;  times/day; bolt range
  ; cone length ; cone base ); employs spells (xlvl PP);
  % winged; - body, - wingspan.
  Fire drakes are the most common of the dragons. They live
  in well-removed lairs in every clime. The oldest of sub-races, they
  are versed in the ways of all beasts and all realms. Large and grace-
  ful, they are suited for land or sky and make poor swimmers.
  Fire Drakes are typically red or reddish gold, but many are
  black and/or gold. Confirmed sightings of green or greenish-gold
  fire drakes, however, indicate that these creatures are unrestricted
  
  88
  Shadow WorldAtlas & Encyclopædia Kulthea
   Dragons & Wyverns Chart
  BaseMax Pace/Speed
  Size/
  AT
  #
  Outlook
  Type
  LVLRate MM Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
  DRAGONS (Great Drakes)
  Cold Drake (land, % winged)
  Young
  10G 170
  FSpt/20
  FA/VF
  H/LA
  400G
  12(60)
  80HBi/100HCl/90HBa/60HHo/50CBr/60IBr*
  1
  Varies(AA)
  Mature
  30G 150
  Spt/10
  FA/FA
  H/SL
  500G
  20(50)
  120HBi/120HCl/120HBa/80HHo/60CBr/80IBr*
  1
  Varies(SU)
  Old
  50G 130
  Spt/0
  FA/FA
  H/SL
  650G
  20(65)
  150HBi/130HCl/150HBa/90HHo/75CBr/100IBr*
  1
  Varies(HI)
  Fire Drake (air, 60% winged)
  Young
  10G 210
  Dash/30
  VF/VF
  H/LA
  350G
  12(60)
  70HBi/120HCl/80HBa/50HHo/80FBr*
  1
  Varies(HI)
  Mature
  38G 200
  FSpt/15
  VF/FA
  H/SL
  450G
  16(50)
  100HBi/140HCl/110HBa/70HHo/100FBr*
  1
  Varies(VH)
  Old
  66G 180
  Spt/0
  FA/FA
  H/SL
  600G
  20(75)
  125HBi/150HCl/130HBa/90HHo/120FBr*
  1
  Varies(EX)
  Gas Drake (land, 20% winged)
  Young
  10G 140
  FSpt/20
  FA/FA
  H/LA
  300G
  12(50)
  80HBi/80HCl/80HBa/70HHo/GBr*
  1
  Varies(HI)
  Mature
  20G 120
  FSpt/15
  FA/FA
  H/SL
  350G
  20(40)
  100HBi/100HCl/100HBa/80HHo/GBr*
  1
  Varies(VH)
  Old
  30G 100
  FSpt/10
  MF/FA
  H/SL
  400G
  20(50)
  120HBi/120HCl/120HBa/90HHo/GBr*
  1
  Varies(EX)
  Light Drake (air, 80% winged)
  Young
  10G 280
  Dash/40
  BF/VF
  H/LA
  200G
  12(70)
  60HBi/80HCl/60HBa/90HHo/100LBr*
  1
  Varies(SU)
  Mature
  34G 250
  Dash/25
  BF/VF
  H/SL
  300G
  12(60)
  80HBi/100HCl/70HBa/100HHo/120LBr*
  1
  Varies(HI)
  Old
  60G 220
  FSpt/10
  VF/FA
  H/SL
  450G
  12(50)
  90HBi/110HCl/80HBa/110HHo/140LBr*
  1
  Varies(VH)
  Sea Drake (water, 2% winged)
  Young
  10G 120
  Spt/30
  FA/FA
  H/LA
  250G
  12(50)
  100HBi/60HCl/120HBa/40HHo/90WBr*
  1
  Varies(AV)
  Mature
  25G 100
  Spt/20
  FA/MF
  H/SL
  350G
  16(30)
  110HBi/80HCl/150HBa/60HHo/120WBr*
  1
  Varies(AA)
  Old
  40G 90
  Spt/10
  MF/MF
  H/SL
  500G
  16(50)
  130HBi/90HCl/180HBa/80HHo/150WBr*
  1
  Varies(SU)
  LESSER DRAKES
  Air Drake (air, 100% winged)
  Young
  6F 300
  Dash/40
  BF/VF
  H/LA
  150G
  11(80)
  50LBi/90HCl/50LBa/70LHo*
  1
  Varies(AV)
  Mature
  15G 280
  Dash/25
  BF/VF
  H/SL
  200G
  11(50)
  60HBi/110HCl/60HBa/70HHo*
  1
  Varies(AA)
  Old
  25G 240
  Dash/10
  VF/FA
  H/SL
  300G
  12(40)
  80HBi/120HCl/70HBa/80HHo*
  1
  Varies(SU)
  Land Drake (land, 0% winged)
  Young
  6F 180
  Dash/25
  VF/VF
  H/LA
  250G
  11(60)
  80LBi/90LCl/90HBa/60LHo*
  1
  Varies(AA)
  Mature
  18G 160
  Dash/15
  VF/FA
  H/SL
  350G
  19(40)
  100HBi/100HCl/100HBa/70HHo*
  1
  Varies(SU)
  Old
  30G 140
  FSpt/10
  FA/FA
  H/SL
  450G
  20(50)
  110HBi/110HCl/120HBa/90HHo*
  1
  Varies(HI)
  Cave Drake (land, 0% winged)
  Young
  6F 160
  Dash/30
  VF/FA
  H/LA
  200G
  11(60)
  80LBi/50LCl/50LBa/70LHo*
  1
  Varies(IN)
  Mature
  13F 140
  FSpt/20
  FA/FA
  H/SL
  250G
  19(40)
  90HBi/50HCl/50HBa/80HHo*
  1
  Varies(MD)
  Old
  20G 120
  FSpt/10
  MF/FA
  H/SL
  300G
  20(30)
  100HBi/60HCl/50HBa/90HHo*
  1
  Varies(AV)
  Water Drake (water, 0% winged)
  Young
  6F 140
  FSpt/40
  VF/FA
  H/LA
  180G
  11(60)
  100LBi/50LCl/90HBa/50LHo*
  1
  Varies(IN)
  Mature
  15G 120
  FSpt/30
  FA/FA
  H/SL
  240G
  12(40)
  110HBi/50HCl/100HBa/50HHo*
  1
  Varies(AV)
  Old
  25G 100
  FSpt/20
  FA/MF
  H/SL
  350G
  16(40)
  120HBi/50HCl/110HBa/60HHo*
  1
  Varies(AA)
  WYVERNS (Minor Drakes)
  land
  8F 180
  Dash/50
  BF/VF
  H/LA
  200G
  19(35)
  70LCl/110HSt/poison†/80LBi/poison†
  1
  Hungry(LO)
  water
  6F 150
  Dash/50
  BF/VF
  H/LA
  180G
  16(45)
  90LBa/60LCl/100HHo/poison†
  1
  Hungry(LI)
  winged
  10G 300
  Dash/50
  BF/VF
  H/LA
  160G
  12(65)
  50LCl(2x)/90HSt/poison†
  1
  Hungry(LI)
  Hydra
  20G 100
  Run/10
  MD/VF
  H/SL*
  380G 19(40)*
  150HBa/90LBi(3-9x)/60FBr(3-9x)
  1
  Hostile(IN)
  Cave Worm
  10G 50
  Spt/0
  SL/MD
  H/LA
  160H
  12(20)
  90HGr/110HHo/120LBi[Heat]
  1
  Hungry(VL)
  * = Special
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  
  89
  Part Seven: Creatures
  as to hue. Not surprisingly, fire drakes know the “Fire
  Law” and “Spell Reins” lists (Ess, “Closed”).
  Gas Drake: [Tropical – Cool Temperate/Rainy – Sea-
  sonal/Freshwater, Marshes, Nocturnal, Ruins]
  • May attack with gaseous breath (GBr; x/min; 
  times/day; cone length ; cone base ); employs
  spells (xlvl PP); % winged; - body, - 
  wingspan.
  Gas drakes are commonly marsh creatures, al-
  though they are also known to inhabit remote moors.
  Grey, green, black, or brown, they blend into the foli-
  age of forested swamps or high grasses. There they
  wade in stagnant pools, occasionally diving for snacks.
  With the exception of sea drakes, they are the best
  swimmers among the dragon sub-races. Gas drakes
  surround themselves with sickening odors and fetid
  mists, creating a sense of death in their land. This
  allows them privacy, for their gaseous breath is un-
  suited to the complete devastation of the local coun-
  tryside. Wise and cunning in the arts of enchantment,
  they prefer to trap their prey. Gas drakes know the
  “Confusing Ways” and “Liquid Alteration” lists (Ment,
  “Mystic Base”), also  the “Lesser Illusions” list (Ess,
  “Open”).
  Light Drake: [Cool Temperate – Frozen: /Wet & Dry –
  Arid/High Altitude]
  • Most nocturnal (%); may attack with electrified
  breath (LBr; x/min;  times/day; bolt range ; cone
  length ; cone base ); employs spells (xlvl PP);
  % winged; - body, - wingspan.
  Light drakes are comparatively rarer and more
  fragile than other drakes, albeit more dangerous.
  Their electrified breath is akin to a bluish lightning
  bolt and is one of the more frightening weapons in
  all of dragonkind. Generally bluish iridescent black,
  metallic blue, or dark silver, light drakes are noctur-
  nal predators. They are restless (hyperactive by dragon
  standards) and, as drakes go, are peerless fliers. Their
  lairs are always in remote highlands, usually near
  coasts where storms are near. Light drakes have com-
  mand of the “Light Law” and “Detecting Ways” spell
  lists. Fair swimmers, they move % of their usual
  pace while in water.
  Sea Drake: [Temperate – Cold/Freshwater, Saltwater,
  Grottoes]
  • May attack with watery breath (WBr; x/min; 
  times/day; bolt range ); can submerge for  min/
  lvl; employs spells (xlvl PP); % winged; - body,
  -  finspan; - wingspan.
  Sea drakes are almost always wingless, and therefore confined
  to the land and the deeps. Superbly streamlined, those that do
  not fly have modified wings, fins which enable them to propel
  themselves at an incredible pace while at the water’s surface and
  quite fast even when submerged.
  Residing in caverns with submarine entry-ways, these sea
  monsters prey on other water beasts and ships. They have no
  gills; instead they rely on their huge lungs and their ability to
  conserve oxygen when diving (safely  minutes per level). Strik-
  ing from below, they can hurl themselves out of the water and
  make gliding leaps of up to  feet (or  vertical feet). Even in
  Dragon Chart Notes
  *—Special.
  **—On ground movement rate is / of that given, “run” is the maximum pace, the DB is
  halved, and claw (Cl) attacks cannot be used.
  Attack Patterns for Drakes: (wyverns and fell beasts  [see flying beasts table] follow a simi-
  lar pattern)
  Each round while in flight, a drake may:
  ) use its breath weapon (if able) and if diving on a target, it may also use:
  a) its horn attack (roll each critical twice and take both results) or
  b) its claw attack (can be used as a HGr attack to attempt to grab smaller targets) or
  c) its bash attack (can be used as a HCr attack with double damage in an attempt to
  land on a smaller target).
  On land or in the water a drake may use:
  ) its breath weapon (if able to) and one claw attack or one bash attack or
  ) its horn attack and one claw attack and its bash attack (tail) or
  ) its bite attack and one claw attack and its bash attack (tail) or
  ) two claw attacks and its bash attack (tail).
  Effects of Age on Drake Statistics: In the table above, the statistics for drakes are classified
  according to age; however, several other capabilities and characteristics given also vary with
  age:
  ) The ranges (bolt range and cone length and base) given for breath weapons in the
  descriptions for dragons are for ‘mature’ and ‘old’ dragons. The ranges for ‘young’ dragons
  are only half of the given ranges. In addition, a ‘young’ drake can only use its breath half as
  often as indicated in the descriptions.
  ) ‘Young’ drakes of a given type fall into the lower half of the size ranges, ‘mature’ drakes
  fall into the middle half, and ‘old’ drakes fall into the upper half (so there is some overlap of
  size and age combinations). Roll (- open-ended) to get an estimate of exact sizes.
  Changes in Base Movement Rate due to Environment: The base movement rates above for
  drakes and wyverns are for movement in their primary environment (air, land or water;
  listed after the creature type above). The chart below gives the percentage of primary base
  movement rate which may be used in other environments. In parentheses after the per-
  centage is the actual base movement rate for a ‘mature’ drake of the given type. A dragon in
  flight must be in a dive to achieve a ‘pace’ of ‘FSpt’ (x) or ‘Dash’ (x, a power dive). No
  drake may ‘FSpt’ or ‘Dash’ underwater.
  Winged
  Winged
  Unwinged
  Unwinged
  In Air
  On Land
  On Land
  In Water
  Cold Drake
  %()
  %()
  %()
  %()
  Fire Drake
  %()
  %()
  %()
  %()
  Gas Drake
  %()
  %()
  %()
  %()
  Light Drake
  %()
  %()
  %()
  %()
  Sea Drake
  %()
  %()
  %()
  %()
  Air Drake
  %()
  %()
  NA
  %()
  Land Drake
  NA
  NA
  %()
  %()
  Cave Drake
  NA
  NA
  %()
  %()
  Water Drake
  NA
  NA
  %()
  %()
  Land Wyvern
  NA
  NA
  %()
  %()
  Water Wyvern
  NA
  NA
  NA
  %()
  Winged Wyvern
  %()
  %()
  NA
  %()
  
  90
  Shadow WorldAtlas & Encyclopædia Kulthea
  “flight,” they can spray their quarry with stunningly powerful
  water bolts or resort to their modest arsenal of spells; these in-
  clude those common to all dragons, as well as the “Water Law”
  spell list (Ess, Base Magician).
  LESSER DRAKES
  Air Drake: Nocturnal hunters; nest in cliff nooks or giant trees;
  - body, - wingspan. Pale blue (rarely) purple hide.
  Land Drake: Agile climbers; nest in caves, breaks, or glens; % use
  spells (xlvl PP); - body (including - tail). Brown, green
  or dark gray hide.
  Cave Drake: Bite accompanied by burning acidic saliva attack (with
  crit, delivers heat crit  severity higher); nest exclusively in caves; -
   in natural daylight; - (including - tail). Pale gray
  or white hide.
  Water Drake: Almost exclusively aquatic; live in coastal caves; vert
  leap , horiz leap ; - body (including - prehen-
  sile tail). Usually blue-green hide.
  Lesser drakes resemble the great drakes (dragons) in struc-
  ture and habits, but lack the overall size and enchanted qualities
  of their more lordly and less numerous brethren. These crea-
  tures possess no breath weapons and, with the exception of the
  land drake, only rarely (%) cast spells. They are, however,
  quicker than dragons.
  Lesser drakes are quite bright and enjoy riddles, though they
  are less vain and their preference for debate and word games is
  less pronounced than that of dragons. They are much more prone
  to attacking an intruder or adversary, despite having a relatively
  even temper. This makes them more predictable, but no less dan-
  gerous, than the great drakes.
  Note: Treat lesser drakes that use spells as having one list per 
  lvls. Lesser drakes know spell lists up to their own level and
  receive two PP per level.
  WYVERNS (MINOR DRAKES)
  Land: [Temperate – Cold/Seasonal – Semiarid]
  • Bite or tail-stinger attack injects muscle poison; - body (in-
  cluding - prehensile tail).
  Water: [Temperate – Cold/Freshwater, Saltwater/Underground
  (grottoes)]
  • Horn or stinger attack injects nerve poison; vert leap , horiz
  leap ; - body (including - prehensile tail).
  Winged: [Cool Temperate – Frozen: /Seasonal – Arid/High Alti-
  tude]
  • Tail-stinger attack injects nerve poison; % in water; -  body
  (including  -  prehensile tail), - wingspan.
  Like the lesser drakes, wyverns do not have a breath weapon;
  nor do they employ incantations. Instead, they rely on their su-
  perb agility and deadly venoms. Land wyverns have muscle poi-
  son glands in their mouths and tails, with ducts through their ˝
  fangs and barbed tail-stingers. Water-based varieties deliver a
  nerve poison through their two foot-long horns, while winged
  wyverns rely solely on their venomous tail barb. (Unless other-
  wise specified, a wyvern’s level is equal to that of its poison).
  Wyverns are smaller and less intelligent than either dragons
  or lesser drakes. Instinctive and physical, they are active, preda-
  tory hunters who spend little time (%) asleep or confined at
  home (%). Food excites them more than treasure. Although
  they shy away from civilization, they never bypass a meal and are
  apt to ambush their quarry before contemplating the conse-
  quences.
  Hydra: [Ruins/Underground/Volcanic]
  • Regenerative heads; each head emits fiery breath (standard FBr;
  x/min; x/day); cone base ); - necks, - body, -
  tail; primary head and body defend on super large crit table, other
  heads use large crit table. Roll for # of heads: ( -  = ;  -  =
  ;  -  = ;   -  = ; - = ;  -  = ;  -  = )
  Hydras are rare, flightless relatives of dragons, dull-witted,
  multi-headed creatures seemingly spawned by some heinous
  nightmare. So monstrous are they that Loremasters believe they
  are another of Kadæna’s experiments, this time with ancient drag-
  ons. Fully scaled, their armor rivals that of great drakes. Their
  appearance is akin to a fat serpent with a long neck and tail, two
  strong legs, and a pair of small arms. Most have nine heads, but
  some have as few as three. The heads operate independently on
  their long prehensile necks and, if one is severed from the body,
  each neck will split and regenerate as two new heads in -
  rounds. Only a cauterized (as from a flaming sword) wound will
  stay this horrible process. One head, however, serves as the origi-
  nal ‘master’. It cannot regenerate, nor can it be stunned; but if
  slain, the hydra perishes. Alternatively, one can kill a hydra by
  destroying its ‘body’.
  Each hydra head possesses the power to speak and breathe
  fire, and some (%) have heads which use individualized breath
  weapons.
  Cave Worm: [Underground/Volcanic]
  • - in natural daylight; moves /rd through packed earth or
  lava, /rd through solid rock; immune to heat; crit from bite ac-
  companied by acid crits of  level lesser severity (same roll); pre-
  hensile tri-forked tongue grapples from ;  body is -  in
  length. Contact with body delivers an “A” severity acid critical.
  Cave worms are legless drake-like beasts, huge and foul sub-
  terranean serpents. Their color is a translucent deathly white and
  they move forward by rhythmically expanding and contracting
  parts of their body. Oozing a rancorous, acidic slime, they wind
  through caverns and chasms and slither through earth and rock.
  Their repugnant excretions soften all but the hardest of sub-
  stances, while the six three-foot long serrated horns that encircle
  their bizarre head cut through obstacles. In this way they move
  directly toward their prey, meals which they track using their
  uncanny senses of hearing, smell, and feeling. Omnivorous, they
  eat anything, even stone, although their preferred delicacy is bone.
  Rows of jagged teeth in their circular mouth enable them to tear
  through armor with casual unconcern, and their pungent acids
  allow them to digest all but the most resilient materials.
  
  91
  Part Eight: The Undead
  • PART VIII •
  THE UNDEAD
  ABOUT THE UNDEAD
  Undead are beings which are not truly alive by the standard
  definition; nor are they quite dead. A better term for these be-
  ings would be the ‘unliving.’
  There are several kinds of undead, which come about in quite
  different ways. Some, such as ghouls or mummies, are little more
  than mindless automatons; lumbering shells of rotting flesh. They
  are essentially animated corpses.
  Others, like the lich or vampire, retain their intelligence and
  body intact. Rather than surrender their spirit to what lies be-
  yond, they have entrapped it in their dead body which they keep
  animate using powerful spells or by feeding on other living crea-
  tures. Any conscience is gone, but they retain a dark shadow of
  their personality from when they lived. By their very nature they
  are of the Unlife.
  Still others are non-corporeal spirits cursed to remain near
  the spot where they are buried, their soul trapped for eternity in
  a prison of the spirit. These undead are trapped here against their
  will, punished for some crime they have (or believe they have)
  committed in life.
  Undead will not willingly enter sunlight as it burns them like
  fire. Most are blinded or severely hampered even in indirect day-
  light.
  The statistics given for the  specific Classes of the Undead
  (I-VI) are intended to be for Undead “created” through the use
  of Create Undead spells from the Evil Cleric Base list, Necromancy.
  These Undead have a physical presence: that of the bodies used
  to create them. In this way, they tend to resemble either the zom-
  bies described below, or—in the case of more advanced decay—
  skeletons. These undead are souless and generally mindless crea-
  tures which do the bidding of their creator. Failing direction, they
  succumb to their hatred of things living and attack the nearest
  thing which breathes.
  Special Undead are detailed separately, with an approximate
  equivalency of their “Classes” given in the table in parentheses
  after their types. An Undead’s “Class” is used to determine the
  exact effect of Repel Undead spells from the Cleric Base list Re-
  pulsions, and of Control Undead spells from the Necromancy list.
  “Killing” The Undead
  Normally Undead are not “killed” when given their hit total
  or incapacitated due to criticals. Enough hits to cause “uncon-
  sciousness” (or similar minor critical damage) in a living being
  will cause an Undead to “drop” due to loss of physical structure;
  however hits are regenerated at a rate of one every minute, and
  the Undead will become active when its “hits taken” total drops
  below its hits total. While “dropped” the Undead may be given
  more hits by attacking its inert form; even the Undead without a
  solid body may be attacked like this as their “bodies” are assumed
  to “drop” to the ground.
  Enough hits to “kill” (or similar major critical damage) a liv-
  ing being will cause the Undead to fragment; at this point the
  hits heal at a rate of one every  minutes as the pieces come
  back together. When the “hits taken” falls below the “death” point
  (i.e., the Undead has pulled itself together), the hits will “heal” at
  the above rate of one every minute as specified above. If pieces
  of the body are separated by physical barriers, this process will
  be hindered or delayed with respect to those pieces (e.g., an Un-
  dead might be missing a head, hand, or arm and still be func-
  tional with a penalty).
  For damage due to criticals the GM must classify the critical
  damage as minor or major and “heal” it in a manner similar to
  the processes given above. We suggest an average “healing” time
  of  minutes for minor critical damage and  hour for major
  critical damage (each critical being healed separately).
  
  92
  Shadow WorldAtlas & Encyclopædia Kulthea
  To actually destroy an Undead other steps must be taken. The
  standard and most straightforward method is to burn the pieces
  of the Undead’s “body”; this consists of merely applying a flame
  to each piece. The same effect can be achieved in most cases by
  exposing the body to direct sunlight; this burns those with cor-
  poreal bodies at the rate of  hits/rnd.
  Undead without solid “bodies” can only be permanently
  stopped by destroying their original focus if there is one (the
  physical body in it’s grave, an enchanted item, etc.) or by magical
  rituals or weapons. Very powerful noncorporeal  undead can
  move about during the day by draping themselves in heavy, dark
  garments. Even so, they operate at -%
  Damage caused by holy weapons and appropriate “slaying”
  weapons is never “healable” by Undead and thus can destroy
  them. Other methods of destruction may be allowed for specific
  Undead or at the discretion of the GM (i.e., spells, rituals, holy
  water, etc.).
  Undead Stat Draining Ability
  Many Undead have the innate ability to drain the Constitu-
  tions of the living. This affects only the Temp Con, and if the
  target PC is separated from the Undead before the Con reaches
  , the target recovers Con points at the rate of one per day under
  normal circumstances;  pts per day if resting;  pts/day if con-
  fined to bed.
  If the target’s Con goes to , he becomes a Typical Summoned
  Undead (see below). The GM may determine what class based
  on the PC’s level at his discretion.
  Typical Summoned Undead
  Classes I-VI: Those practiced in the art of Necromancy, pronounc-
  ing foul incantations over the helpless dead, produce mindless
  abominations chained to a malevolent will. These animated
  corpses are preserved from further decay, but their cold flesh ema-
  nates the dark chill of the grave. The degree of power inherent in
  these creations reflects the skill of the necromancer.
  A created Undead’s Class is determined by the spell (Create
  Undead) used to create it. If not controlled by a Control Undead
  spell, they will attempt to attack the closest living being with cruel
  fists or savage weapons. Normally they can take no activity other
  than moving to and attacking the closest living being.
  Special Undead
  Apparition: Class III: Disease and Curses lists to its lvl; touch drains
   Con pt/rnd (RR); non-solid form; only magic weapons will dam-
  age them.
  Men so strong in their evil ways that they cling to the world
  and the wicked chances it affords persist as apparitions. Some
  remain free to exercise their own depraved will, while others serve
  as tools of the Pale or the Void. Their touch brings pain, but they
  do not wield weapons, seeking victory in combat through sor-
  cery.
  Barrow-wight: Class V: R ‘Fear’ spell; touch casts ‘Paralysis’
  spell or ‘Sleep’ spell or drains  Con pts/rnd (- RR); non-solid
  form.
  Dark, shadowy human forms with eyes akin to faint, fiery
  embers, barrow-wights haunt the mounded tombs erected to
  honor great warriors and kings. Evil forces such as Priests of the
  Unlife create them by perverting their spirits while living. When
  inevitable death comes, the lord  refuses to accpet death and be-
  comes a wight.
  When observed through magic, they take on the tattered forms
  of great lords and ladies with cold cruel gleaming eyes. Wights
  wield with chill efficacy the enchanted weapons often buried with
  the dead and cast dread spells on the living who violate the burial
  grounds.
  Corpse Candle: Class III: trance on sight (RR), victim rolls RR
  each rnd to wake before death; its gaze drains  Con pts/rnd (RR).
  The flooded graves of unquiet spirits beget the alluring mal-
  ice of these water dwellers. Illusion cloaks the remains of the
  corpse, bequeathing upon it a whole and fair, if moist appear-
  ance. The image seems to float just below the surface of the wa-
  ter, cupping a beckoning light in its hands. Those attracted by its
  glamor fall into a trance from which they may never awake.
  Corpse Lantern: Class IV: while viewing, victim must make RR
  each rnd to refrain from drowning himself; its gaze drains  Con
  pts/rnd (- RR).
  Born of the same waters as the corpse candle, these more
  powerful sirens lure the living to death by drowning. The vic-
  tims harbor different delusions—a gallant warrior in need of
  rescue from the depths, a brave lady desiring companionship in
  her enchanted realm—which entice them below the watery sur-
  face.
  Firephantom: Class III: Touch drains  Con pt/rnd (RR); non-solid
  form; only magic weapons will damage them; all cold and water
  spells do double normal damage against them; immersion in wa-
  ter will “kill” them as burning does other Undead.
  Dead of flames, the unreleased souls of these sufferers are
  swathed in supernatural fire. Any conflagration may draw them
  to its light, as a candle attracts moths, where they engulf new
  victims in a desperate, belated plea for succor.
  Ghost: Class II-V: Drains - Con pts/rnd of all in R (RR); only
  magic weapons will damage them; non-solid form, and may be
  destroyed only if their “focus” is destroyed.
  Frequently the most subtle of the Undead, ghosts masquer-
  ade as the living, often unaware of the true nature of their own
  existence. The lesser reveal their deceit by a slight haziness that
  blurs their image, while the greater bestow no visual clues. They
  drain energy from the living, often unknowingly, through mere
  proximity. Only magical weapons can release a ghost from its
  ties to the earth, if its focus—a person, a weapon, a treasure, a
  place—cannot be located and destroyed or dispersed.
  Ghost Wolf: Class IV: Touch drains  con pts/rnd (RR); non-solid
  form; only magic weapons will damage them.
  Counterfeiting the dread Great Wolves, this ghost’s canine
  fangs and claws draw blood like those of its living brethren. But,
  when death calls it, the bloody corpse dissipates like smoke.
  Ghoul: Class I-II: ‘Fear’ at sight (RR); % wounds dealt become
  infected (% for greater ghouls).
  A strangely transformed, putrescent corpse with teeth length-
  ened into fangs and nails strengthened into claws, the ghoul
  prowls moist, swampy areas. Stupidity clouds its behavior; a ghoul
  remains preoccupied with the protection of territory. Older
  ghouls inspire terror with their more ghastly appearance and
  dispense more certain infection with their decomposing talons.
  Ice Skeleton: Class II: R ‘Fear’; after  rnds drains  Con pts/rnd
  in R (- RR); unaffected by puncture crits; fire does double
  normal damage.
  Shrouded by a mist of evaporating ice, this chill spook freezes
  all that it touches. Shrubs in its wake sparkle with frost, and tree
  branches grow icicles.
  
  93
  Part Eight: The Undead
  Lich: Class VI: Mere presence causes ‘Fear’; touch delivers Cold Bolt
  (+); touch drains  Con pts/rnd (- RR); many spell lists avail-
  able depending upon profession and level(always all appropriate
  base lists), roll -: (-) Evil Magician, (-) Evil Cleric, (-)
  Sorcerer.
  When confronted by unavoidable death, most Evil Clerics,
  Evil Magicians, and Sorcerers depart life with one last, dreadful
  curse. A few forego this privilege to become Undead, securing
  immortality as liches. A lich brings all of his powers and posses-
  sions through this last feared portal, retaining his memories and
  magic abilities along with his treasures and their stronghold. But
  his humanoid form must be exchanged for that of a skeleton,
  often draped in concealing robes and wearing a crown.
  Mummy: Class III-IV: Greater may use “Disease” list to its lvl; sus-
  ceptible to fire, - to heat and fire RRs, double damage from fire.
  Mummification is the process of embalming a body and wrap-
  ping it in layers of treated cloth. A few cultures (including the
  Lankani, some Jinteni and the Thanorians) employ variations
  on this process for their most honored leaders. Mummies, if not
  thoroughly sealed in a sarcophagus, often prowl the elaborate
  tombs built for their interment. Lesser mummies crush with their
  well-wrapped arms; greater ones utilize sorcery. Both will falter
  when confronted by fire, to which they are particularly suscep-
  tible.
  Shadow: Class II & IV: All in R must make RR or fall into trance
  - rnds; bite drains blood at - hits/rnd.
  Huge, cloudy bat wings augment the soaring flight adopted
  by this spirit, a shred of darkness barely visible against the night
  sky. Invisible fangs facilitate consumption of the warm and liv-
  ing red blood of its prey to satiate its raging hunger. Once hu-
  man, the shadow favors Mannish life fluids, transformed into a
  cannibal by its unnatural existence.
  Skeletons: Class I-III; unaffected by puncture crits—Lesser: drains
   Con pt/rnd after  rounds in R (RR)—greater: drains  Con
  pts/rnd after  rounds in R (- RR).
  The animated skeletons of dead creatures, man or beast, pos-
  sess little except bones and hostility. Retaining expertise at wield-
  ing weapons or claws and tusks, they scamper to denude bones
  of their cloaking flesh at every encounter with the living. Since
  sorcery rather than muscles and ligaments holds their own limbs
  intact, broken or shattered bones rejoin during tranquil times.
  Spectre: Class II-V: R ‘Fear’; Bolts have  range; major spec-
  tres may use “Ice Law” and “Wind Law” lists to their lvl; touch
  drains  Con pts/rnd (- RR); only magic weapons will damage
  them; non-solid form.
  Cold white lights inhabiting the region where eyes might shine
  reveal the presence of these nearly invisible spirits. Terror her-
  alds their arrival and fades with the departure of the tattered
  cloaks they often wrap around their non-solid forms. Lust for
  power and evil has rendered them inhuman.
  Vampire: Class IV-VI: Can cast all Evil Mentalist base spell lists to
  lvl; bite drains - hits/rnd; touch drains - Con pts/rnd (-
  RR); drained victims become vampires under the control of their
  killer; only harmed by magic weapons, silver weapons, puncture
  criticals from wooden stakes (or similar wood weapons), water
  and electricity elemental spells, and other appropriate RR spells.
  Alone among the undead (with the possible exception of the
  Lich), Vampires possess free will, and may rise to considerable
  political and/or military prominence. Naturally, they must take
  careful steps to shield their true nature to avoid attacks from the
  righteous. A GM might consider elaborating on these rules and
  even creating interesting vampiric subcultures on the Shadow
  World.
  Unusually handsome men and women, vampires prey on the
  living to counteract their own deaths and to maintain their ex-
  cellent health indefinitely. With this change in values, they ac-
  quire the ability to change shape—into a bat, a wolf, or a cloud
  of vapor—as well as the lack of a reflection in mirrors. Vampires
  fear direct sunlight and running water, since both mediums cur-
  tail their supernatural abilities. Repose in a coffin or similar en-
  closed area (i.e., mausoleum or vault) is essential to their vitality,
  and most vampires maintain a stronghold in which to protect
  their various weaknesses. A stake through the heart or blows from
  silver weapons will harm a vampire.
  Wight: Class IV-VI: Casts spells from “Illusion Mastery” list to its
  level; non-solid form—minor: R ‘Fear’; touch delivers ‘A’ cold
  crit; drains  Con pts/rnd in R (RR)—lesser: R; ‘B’ cold
  crit;  Con pts/rnd—major: R, ‘C’ cold crit,  Con pts/rnd.
  Kin to the dreaded barrow-wights, the less insular wights
  haunt abandoned graveyards and profaned cemeteries. Their
  vague, dark forms, with a flicker of light where eyes should gleam,
  present (through magic) the uncertain image of fair and peril-
  ous folk whose stern faces promise death and whose weapon arms
  are quick to fulfill the promise.
  Will of the Wisp: Class II: Body size can range from R to R at
  will; body can act as a ‘Cold Ball’ attack; drains  Con pts/rnd in
  R (RR).
  Prismatic globes of light float through the mists that rise
  from marshes and fens, luring the wayfarer towards certain
  danger. A supernatural lantern, the will of the wisp alternately
  dims and brightens its glow while gliding slowly or flitting from
  place to place, confusing and attracting its prey. The traveler
  who succumbs to quicksand or deep water feels its cold touch,
  draining the warmth of life from the dying.
  Wraith: Class IV-V: All spells mastered in life; gaze delivers ‘True
  Hold’; non-solid form; only magic weapons will damage them.
  —lesser: continuous ‘Aura’ spell; R ‘Fear’; ‘A’ cold crit to all in
  R; touch drains  Con pts/rnd (RR)—greater: continuous ‘True
  Aura’ spell; R ‘Fear’; ‘B’ cold crit to all in R; touch drains
   Con pts/rnd (RR).
  A quivering in the air, a red glow where the eyes might flash,
  a garment or armor housing empty air: these are the signs of a
  wraith. Its corporeal structure has been so changed through magic
  that it hardly exists in the physical world. A wraith’s weapons
  also must straddle the gap between the spirit world and the physi-
  cal world. Many carry a slay-knife, fragments from which break
  off in a wound and drain the injured; at death due to these frag-
  ments a new wraith is created.
  Zombie: Class I: Touch causes nausea, - to activity (RR).
  The rotted, shambling remains of dead men drip from the
  frames of these mindless monstrosities, creatures who serve the
  wishes of necromancers or more powerful Undead. Zombies
  unimaginatively batter their victims, raising bruises and an of-
  ten incapacitating nausea.
  
  94
  Shadow WorldAtlas & Encyclopædia Kulthea
   UNDEAD CHART
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MN Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
   STANDARD CREATED UNDEAD
  Class I
  1H
  40
  Run/0
  VS/SL
  M/I#
  25
  1(10)
  25SBa90/15We10
  1-30
  Berserk(NO)
  Class II
  3H
  50
  Run/0
  SL/MD
  M/I#
  50
  1(20)
  40MBa60/45We40
  1-20
  Berserk(NO)
  Class III
  6H
  50
  Spt/0
  SL/MF
  M/I#
  100
  1(30)
  60MBa50/50We50
  1-10
  Berserk(NO)
  Class IV
  9H
  60
  Spt/0
  MD/FA
  M/II#
  135
  1(40)
  70LBa40/95We60
  1-5
  Berserk(NO)
  Class V
  13H
  80
  Spt/0
  MF/VF
  M/LA#
  165
  1(40)
  90LBa30/110We70
  1-2
  Berserk(NO)
  Class VI
  16H
  100
  FSpt/0
  FA/BF
  M/SL#
  200
  1(40)
  90LBa20/180We80
  1
  Berserk(NO)
   SPECIAL UNDEAD
  Apparition (III)
  6D
  45
  Run/20
  L/MD
  M/II#
  80F
  1(50)*
  50MBa[Elect]/Spells
  1
  Cruel (SU)
  Barrow-wight (V)
  15D
  50
  Spt/10
  SL/VF
  M/LA#
  145E
  1(90)
  110We[Cold]/90LBa(Cold)/Spells
  1
  Protect(AV)
  Corpse Candle (III)
  7H
  -
  -/-
  -/-
  M/I#
  100A
  1(30)
  Spell/Special(4 Con pt/rnd)
  1
  Cruel (LO)
  Corpse Lantern (IV)
  10H
  -
  -/-
  -/-
  M/II#
  135A
  1(40)
  Spell/Special(5 Con pt/rnd)
  1
  Cruel (LO)
  Firephantom (III)
  5C
  100
  FSpt/30
  FA/FA
  M/LA#
  90F
  1(50)*
  50FBall(its body)/Special
  1
  Special(AV)
  Ghosts
  minor (II)
  3H
  75
  Spt/10
  MF/MF
  M/LA#
  55A
  1(40)*
  40MCl/Special(3 Con pt/rnd)
  1
  Bellig.(AV)
  lesser (III)
  7H
  100
  Spt/20
  FA/FA
  M/LA#
  100A
  1(30)*
  60MBa/50We/Special(4 Con pt/rnd)
  1
  Bellig.(AV)
  greater (V)
  15H
  130
  FSpt/30
  VF/VF
  M/LA#
  165A
  1(50)*
  110WE/90LBa/Special(5 Con pt/rnd)
  1
  Bellig.(AV)
  Ghost Wolf (IV)
  10H
  120
  Dash/30
  FA/VF
  L/LA#
  200A
  4(55)*
  100LBi/75MCl50/Special
  1-5
  Berserk(NO)
  Ghouls
  lesser (I)
  1A
  50
  Spt/20
  SL/MF
  M/I#
  25D
  4(10)
  25SBa100/30SCl†/10SBi†
  1-10
  Protect (NO)
  greater (II)
  3H
  65
  Spt/20
  MF/MF
  M/I#
  50E
  4(20)
  40MBa/%)SCl†/45We/Special
  1-5
  Protect(NO)
  Ice Skeleton (II)
  3B
  60
  Spt/10
  MD/MF
  M/I#
  50G
  1(35)*
  45MBa100[Cold]/Special
  1
  Hostile(IN)
  Lich (VI)
  20G
  40
  FSpt/20
  SL-VF
  M/LA#
  150D
  18(75)
  70We[Cold]/Spells/Special
  1
  Domin.(EX)
  Mummys
  lesser (III)
  6C
  40
  FSpt/0
  VS/MD
  M/II#
  100F
  8(30)
  70LBa100/120LGr§
  1-2
  Protect(IN)
  greater (IV)
  10H
  55
  FSpt/0
  SL/MF
  M/LA#
  150G
  8(40)
  110LBa/150Gr§/Spells
  1
  Protect(AV)
  Shadows
  lesser (II)
  4H
  80
  FSpt/20
  MF/MD
  M/I#
  60A
  1(35)
  Special/75MBi§/Special†
  1
  Hungry(VL)
  greater (IV)
  8H
  70
  Spt/10
  MD/MD
  M/II#
  100A
  1(30)
  Special/110MBi§/Special†
  1
  Hungry(LO)
  Skeletons
  minor (I)
  1A
  40
  Spt/0
  VS/MD
  M/I#
  25F
  1(0)*
  25We50/40MBa50
  2-20
  Berserk (NO)
  lesser (II)
  3H
  60
  Spt/0
  MD/MF
  M/I#
  55E
  1(10)*
  40We50/50MBa50/Special
  1-10
  Berserk (NO)
  greater (III)
  5H
  80
  Spt/10
  MF/FA
  M/I#
  100F
  1(30)*
  50We50/60MBa50/Special
  1-5
  Berserk(NO)
  Specter
  minor (II)
  5H
  100
  FSpt/40
  FA/VF
  L/II#
  150F 1(100)*
  40SBolt100
  1
  Playful(IN)
  lesser (III)
  10H
  90
  FSpt/30
  FA/VF
  L/LA#
  200F
  1(75)*
  50LBolt100
  1
  Cruel(AA)
  major (V)
  15H
  80
  FSpt/20
  MF/FA
  L/LA#
  250F
  1(50)*
  70MBa[Cold]/Spells/Special
  1
  Cruel(HI)
  Vampire
  minor (IV)
  10H
  120
  Dash/30
  VF/BF
  M/II#
  110E 1(100)*
  90We[Cold]/70MBi/Special§/Spells
  1
  Domin.(HI)
  lesser (V)
  15H
  100
  Dash/20
  FA/VF
  M/LA#
  120F
  1(90)*
  110We[Cold]/90MBi/Special§/Spells
  1
  Domin.(VH)
  greater (VI)
  20G
  100
  Dash/10
  FA/VF
  M/SL#
  140G
  1(80)*
  150We[Cold]/120MBi/Special§/Spells
  1
  Domin.(EX)
  Wight
  minor (IV)
  10H
  50
  Dash/10
  SL/MD
  L/II#
  90E
  11(30)
  90We[Cold]/80LBa/Special/Spells
  1
  Cruel (AV)
  lesser (V)
  15H
  60
  Dash/10
  MD/MD
  L/LA#
  120G
  16(30)
  110We[Cold]/80LBa/Special/Spells
  1
  Cruel (AA)
  major (VI)
  20G
  80
  Dash/10
  MD/MD
  L/SL#
  170H
  19(30)
  150We[Cold]/80LBa/Special/Spells
  1
  Cruel (SU)
  Will of the Wisp
  6E
  130
  FSpt/20
  VF/MF
  M/LA#
  80D
  1(100)
  Body acts as a 50CBall
  1
  Cruel(MD)
  Wraith
  lesser (IV)
  10C
  70
  Dash/30
  MF/VF
  M/II#
  120D
  1(70)*
  80We[Cold]/70LBa/Special/Spells
  1
  Cruel (SU)
  greater (V)
  15F
  60
  Dash/20
  MD/BF
  M/LA#
  165E
  1(50)*
  100We[Cold]/90LBa/Special/Spells
  1
  Cruel (HI)
  Zombie (I)
  2B
  30
  Run/0
  VS/MD
  M/I#
  45F
  1(15)
  30MBa100/Special
  2-20
  Berserk (NO)
  * = Special
  
  95
  Part Nine: Artificial Beings
  • PART VI •
  ARTIFICIAL BEINGS
  Beware of wooden pedestals,
  thrones hewn of ancient woods unbright.
  (fi  )
  And if there should be a stone,
  Run and seek safety in open light.
  For with a glow and a mist of rouge
  there will be no right.
  First Six, then one, then all will war,
  the land torn by blight.
  — J  U F
  TE  (L E)
  
  96
  Shadow WorldAtlas & Encyclopædia Kulthea
  1•KÆDEN
  One of the many devilish constructs to emerge from the First
  Era, the Kæden stand with the Shards and N’eng as monstrous
  aberrations and parodies of life. Slightly larger than man-sized,
  they combine maneuverability with a frightening array of offen-
  sive abilities. While in some ways insectile in appearance, Kæden
  are basically anthropoid in form. They have a considerable intel-
  ligence—and might be some sort of unholy fusion.
  Large, faceted eyes allow ° vision. The long, prehensile
  tongue is a powerful scent organ, and antennae act as unique
  sensors. Thus, while they do not see well in darkness, (-) their
  powers of scent and ecolocation more than compensate.
  Kæden webs are also a potential weapon. They can either be
  mixed to form a tough, rigid lattice, or as a binding/cocoon form
  or even as an attack. The spinarets are located on the end of an
  abdominal protrusion
  Like all constructs, Kæden cannot reproduce. They can, how-
  ever, go into a state of hibernation, cocooning themselves with a
  pre-set awakening time.
  Kæden are carnivorous creatures, and though they have no
  teeth, their tongue is a powerful ‘needle’. They capture food and
  ‘cocoon’ living prey, inject a powerful reduction poison and later
  drink their victim’s bodily fluids for nourishment. Kæden are
  actually nocturnal by choice—though if needed they are able to
  switch to sidereal living.
  Each stands about ´ tall on its rear ‘legs,’ not counting the
  antennae which protrude from the large head. The attacks noted
  in the chart refer to their pincers (‘arm’ appendages), their long
  tongue, and finally the web, fired from the abdomen, which ex-
  tends below the lower ‘hips’ and can be aimed separately.
  These hideous creatures leave many signs of their passing.
  Wary adventurers will see these harbingers and flee. Warnings of
  the proximity of Kæden include:
  • Large, greenish, glittering webs blocking cave corridors, or
  strands of similar material spanning crevasses.
  • Shrill piping (Kæden sonar in use).
  • Cocoons:  long ovoids  of a translucent green opalescent ap-
  pearance.
  Kæden have few weaknesses, but the few they have can be
  their undoing. These insectile beasts do not care for fire, and
  take double hits damage from fiery attacks. Often they will flee
  from intense flames unless driven by a powerful will. Sunlight
  they also shrink from (though it does them no physical dam-
  age). Lastly, Kæden will flee from the power of Oriana or Phaon.
  Powerful servants of either of these Lords of Orhan might be
  able to summon their blessings and drive forth these vicious ser-
  vants of Darkness. (Most, however, must seek more mundane
  defenses.)
  GM Note: Loyal priests of Oriana or Phaon may employ Repel
  Undead spells from the Repulsions list (they must know the list,
  of course) against Kæden as if the constructs were undead.
  Warrior Kæden have  pts, leaders have  pts;  Queens are
  immune.
  Should a victim be rendered unconscious or immobile, he is
  enclosed in a cocoon (see above), injected with a dose of Ex-
  treme Severity Reduction poison (see page ) and suspended in
  a convenient place for later consumption. On occassion, a lucky
  captive will only be rendered unconscious, kept ‘fresh’ for a few
  hours until the Kæden are ready to feed.
  Kæden were made to operate in groups—or ‘nests’—of six
  (five workers and a warrior) and there were reputedly six ‘Queens’
  (with Kadæna as the ‘High Queen’).
  In a particularly disturbing footnote, Schrek has several
  Kæden in his labs and is working towards a version which is able
  to reproduce itself, imbedding the larva in a human host. This
  was also apparently Kadæna’s intention, but she was never able
  to fulfill her gruesome plan.
  Senses: Hear as well as a dog, see at night as in full light; - to
  activity in full daylight; sonar allows them to ‘Detect Invisible.’
  Webs: The Kæden webs are one of their most versatile tools,
  useable as weapon, transportation mode and defensive barrier,
  as well as a hibernation enclosure. The web fluid can be mixed
  to form a tough, rigid lattice and woven across doorways or a
  passageway, with - fibers (AT (),  hits each fiber) which
  must be cut before a man could pass through.
  As a cocoon, treat the web as AT (), requiring  hits—
  no criticals—to cut through to the sleeping creature. Each round
  the cocoon is delivered hits the Kæden inside has a % chance
  of awakening, after which it requires only one round of prepa-
  ration before bursting from the cocoon.
  As an attack, the web is treated as a Large (or Huge) grapple,
  with appropriate criticals. The attack web has the following
  range modifiers:
  Range
  Mod
  -
  ± 
  -
  -
  -
  -
  Chameleon Power: As with all Kæden, the Warriors may alter
  their coloring to match their surroundings (+ to hiding). This
  is especially effective when hiding among tree branches or other
  foliage (+ to hiding).
  Kæden Types
  Warrior: As noted above, they form in groups of five, making
  the squad a total of six with a Leader.
  • Webs: Treat as Large Grapple +. Poison: Delivered by the stinger-
  like tongue, it is an th lvl Reduction Poison.
  Leader: Slightly larger than Warriors (standing about ' feet while
  on their hind appendages) Leaders have noticeably larger pin-
  cers and their abdomen is also more elongated.
  • Breath Weapon: x + Cold Ball in a cone extending up to '
  and ' across at the furthest extent. Useable up to once every 
  rounds, total of x per day (the secondary use of this is to finish a
  cryogenic cocooning process). Flight: Equipped with large insectile
  wings, Leader Kæden have the power of flight. Webs: Treat as Large
  Grapple +. Poison: Delivered by the stinger-like tongue, it is an
  th lvl Reduction Poison.
  Queen Kæden: There are only Six ‘Queen’ Kæden known to have
  been created. Tales tell of the deaths of at least four in the Great
  Conflicts which ended the First and Second Eras, but there was
  never proof that any really perished. All six may still survive, in
  slumber in some deep cavern, or ruling some dark corner of
  the Shadow World. The Queens stand well over  feet tall, with
  massive pincers and a bulbous abdomen extending beyond the
  wasplike thorax.
  • Breath Weapon: x + Cold Ball in a cone extending up to ´
  and ´ across at the furthest extent. Useable up to once every 
  rounds, total of x per day. Chameleon Power: As with all Kæden,
  the Queen may alter her coloring to match her surroundings. Of
  
  97
  Part Nine: Artificial Beings
  course, her sheer bulk prevents her from hiding in any but certain
  types of terrain. Webs: Treat as Large Grapple +. Poison: De-
  livered by the stinger-like tongue, it is an th lvl Reduction Poi-
  son.
  2•SENTINELS
  Sentinels guard the entrances to palaces and holds, their in-
  imical gaze unwavering as they scrutinize every being who passed
  their gates.
  These constructs are not unlike golems in some ways, being
  fashioned out of stone or other adamantine substance, but they
  are more intelligent, and even possess a perverse arrogance to
  match their formidable powers of guardianship.
  Most assume that these towering statues were forever immo-
  bile, dismissing the ancient tales of the Sentinels could actually
  ‘come to life’, however powerful their malevolent intelligence. In
  any case, a perusal of the Sentinels’ powers below and in the ac-
  companying chart will show that they need not have the power
  of mobility to be fearsome opponents.
  Sentinels appear in myriad forms, some fully human, some
  resembling huge beasts, some impossible creatures not even imag-
  ined in the most evil of dreams. But all share their eerie lumi-
  nous eyes, and an oppressive presence which can smother an
  unwelcome intruder.
  Sentinels were always set in pairs, positioned on either side of
  a portal-way. They might face inward, towards each other, or
  outward, depending on their funciotn. The two Sentinels’ aware-
  ness and spells work together, as if they were one unit. If one is
  destroyed, the other falls into ruins.
  Note: in order to incapacitate a sentinel, one must either
  destroy an eye, deliver a killing critical, or give it more than
  max hits. Once any one of these is done, it and its partner both
  crumble into ruins with an unearthly wail of anger and pain
  Warders: Least imposing of the Sentinels, Warders were often
  placed at the outer gates of lesser outposts. Rarely more than
  eight feet tall, they are frequently fashioned to resemble a pair
  of humanoid guards in armor. Deep inside their helmet visor
  one can make out their glowing eyes.
  Awareness: Warders are dormant until a presence which does not
  speak the password attempts to pass between them, or they are
  attacked by anyone within .
  Attacks: Three-step attack, each time an intruder tries again to
  pass between them the attack is stepped up to the next level. All
  are from the Mentalist Base List Mind Control, and all are tenth
  level in power. First they cast Confusion, failing that Fear, and
  finally Mind Break. Warders have Unlimited PPs. And can at-
  tack up to  intruders simultaneously.
  Guardians: More imposing than Warders, Guardians are some-
  times fashioned to resemble great beasts or demons, crouched
  to attack.
  Awareness: Dormant until a target enters within thirty feet (de-
  tected via Presence), or they are attacked by anyone within ,
  at which time they scan the intruder’s mind. Using Thoughts
  (Seer Base Mind Visions) they decide whether the intruder in-
  tends hostility to the hold or inhabitants. They then decide
  whether to allow the target to enter.
  
  98
  Shadow WorldAtlas & Encyclopædia Kulthea
  A Shard
  Sketch by Elor Once Dark
  Attacks: Guardians have a four-step attack, each time an intruder
  tries again to pass between them the attack is stepped up to the
  next level. All are from the Mentalist Base List Mind Attack,
  and all are twentieth level in power. First they cast Minor Pain,
  failing that Major Pain, then Shock C, and finally Shock E. Guard-
  ians have Unlimited PPs. And can attack up to  intruders
  simultaneously.
  High Sentinels: Most imposing of the Sentinels, these gate watchers
  are often more than ten feet in height. Some have multiple heads,
  and sit on massive thrones, giving them an even more imposing
  appearance. A few even give off a continuous Aura of Dread.
  Awareness: High Sentinels are constantly aware of their surround-
  ings, equipped with a  radius Presence Ability and vision
  even in darkness. Most intelligent of the Sentinels, they are usu-
  ally keyed to the mind of the hold’s master, understanding his
  subconscious enough to analyze whether the potential intrud-
  ers should be allowed to pass. Should the High Sentinels be
  defeated, they mentally alert the master (unless they are de-
  stroyed instantly).
  Aura of Dread: (optional) All within  must resist vs th lvl or
  feel dread (- to all activity, - to morale rolls). Anyone fail-
  ing by more than  is forced to flee as in Fear.
  Attacks: Like the Guardians, the High Sentinels have a four-step
  attack, each time an intruder tries again to pass between them
  the attack is stepped up to the next level. All are from the Men-
  talist Base List Sense Control, and all are thirtieth level in power.
  First they cast Numbing, failing that Nerve Stun, then Sensory
  Overload, and finally Mind Erosion True. Warders have Unlim-
  ited PPs and can attack up to  targets simultaneously.
  3•GOGOR
  Once the skies were blackened with thousands of these winged
  beasts, but that was in the First Age when Kadæna ruled. It was
  thought that those few Gogor who survived the Conflict had per-
  ished over the stretch of time, but the world is not so fortunate. New
  evils awoke and unearthed the records of that buried Era. Guided
  by hints millennia-old, the dark priests searched deep in lost cav-
  erns and in the ruins of ancient citadels. They found certain crypts,
  and within them row upon row of stone jars, seven feet tall, their
  lids sealed. Sleeping within each, submerged in a foul but nutritive
  fluid, was an unspeakable beast-servant of the Queen of Evil, wait-
  ing through the long years until it might be needed again. Some did
  not survive the eternity of suspension, but many answered the call
  and now darken the skies of Kulthea again.
  Not unlike gargoyles or huge bats in form, Gogor are black as
  midnight, with tough hides and leathery wings. They stand about
   feet tall; the leaders are a bit larger, though are somewhat
  hunched. While the average Gogor cannot carry away a full grown
  human, a leader can with difficulty.
  Their heads are elongated with a certain reptilian appearance.
  Huge, protruding green glowing eyes see in complete darkness
  with ease (infravision); overcast skies allow them to operate (re-
  luctantly) at -. Their sense of smell is extremely well-devel-
  oped. Their powerful, clawed hands can tear a man apart and
  their prehensile tail is an added threat.
  Typical Gogor:
  • Poisoned Tail:  long, it can be carefully controlled to slither
  behind a foe and strike him, delivering a (th level) Respiratory
  poison.
  Lead Gogor:
  • Poisoned Tail:  long, it can be carefully controlled to slither
  behind a foe and strike him, delivering a powerful (th level)
  Respiratory poison.
  • Defense: Criticals vs. Lead Gogor are reduced one level in severity.
  4•SHARDS
  Lesser: Nocturnal; - in natural daylight (- if their facial skin
  is folded up); savage arboreal predators; smell as an elf might see;
  attack only when stationary; can start, change direction, and stop
  instantly (but only at predetermined location); found in groups
  of  (including  greater shard leader); ´-´; AT , DB ( x
  pace multiplier) when moving; AT , DB  when stationary.
  Greater: Nocturnal; - in natural daylight; somewhat cunning but
  predominantly cruel and instinctual arboreal hunters; hear and
  smell as an elf might see; enchanted gemstone eyes emit “plasma
  bolts” (treat as one attack; x/min; x/day;  range; use plasma
  bolt attack and critical charts—found in the World Guide); at-
  tack only when stationary; can start, change direction, and stop
  instantly (but only at predetermined location); lead groups of 
  lesser shards; ´-´; AT , DB ( x
  pace multiplier) when moving; AT
  , DB  when stationary.
  Shards are awful “amalgams,”
  artificial creatures who incorpo-
  rate enchanted organic features
  akin to those found in con-
  structs. Immortal but unable to
  reproduce (as are all artificial
  beasts), these heinous crea-
  tures are haunting arboreal
  spirits. Nothing surpasses
  them in speed or agility, and
  few entities possess their fe-
  tish for unrestrained terror.
  Shards look like tall,
  featureless men. Their en-
  tire body—including the
  face—is covered with a
  sort of greenish hide, a
  thick skin which re-
  sembles tight cloth-
  ing. On the feet, it is
  an inch thick and
  permeated by bi-
  zarre wart-like pro-
  trusions, “gripper-
  like” soles designed to
  accentuate their already
  stunning 
  traction.
  Their hairless heads
  are also adorned with
  a second outer skin.
  Extending down
  from a heavy bone
  brow which sur-
  rounds the shard’s
  skull, this semi-
  transparent layer
  flaps down over
  
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  Part Nine: Artificial Beings
  their lower head, obscuring the creature’s facial features. Shards
  pull the skin up when eating, but retreat behind its light-shield-
  ing protections at all other times.
  Shards normally live in lats of six: five lesser led by one greater.
  Omnivorous, they reside in dark nests and live on tree products,
  but retain a quaint fondness for raw meat, particularly fresh
  brains. Their diet is ideal given their peculiar routine, for shards
  are active less than an hour a day. Although they are capable of
  moving about for up to six hours, they prefer to rest.
  This is no doubt due to the fact that they never move at speeds
  under ´/rd (a shardic ‘walking pace’: about  mph). Shards
  either stand still, or they burst about with alarming velocities;
  they travel ´/rd when dashing. Effortlessly leaping distances
  of up to ´, they move along tree limbs with the ease of a skilled
  (and hyperactive) monkey, hurtling forward in a blur which de-
  fies the most excited of imaginations. When at rest, they spread
  their arms to their sides and stare forward in a rigid pose, as if
  statues. This absolutely immobile form of relaxation has led many
  an unwitting victim to believe he was surrounded by sculptures,
  only to later discover that his brain was missing.
  Shards must also remain still when attacking. Using but a frac-
  tion of a second’s momentum, a shard strikes by swinging its
  arms back along its side, up behind its back, over its shoulders,
  and then down until pointing straight forward. This wheeling
  motion brings their head down and up-
  per body forward, and pulls two natu-
  ral bone-hard discs out of the shard’s in-
  terior chest reservoir. These sharp, " di-
  ameter discs travel along an exposed
  bone track on the shard’s inner arm;
  then they are flung forward at amazing
  speed. Deadly missiles, they are coated
  with a fluid of diluted shard blood,
  which serves as a third level nerve poi-
  son. Such attacks are always preceded by
  at least one round’s movement, for the
  shard must generate momentum. With
  a full reserve of sixty discs, a shard can
  initiate thirty dual attacks over the
  course of sixty rounds. A shard’s disk
  supply renews at rate of /hr; they ‘grow’
  these disks in their chest cavity.
  While the Lesser shards rely on their
  hideous missiles, greater shards have an-
  other enchanted means of assault. Truly
  blind, they have magical gemstone eyes
  which pierce their facial covering. These
  emit bolts of power even when the crea-
  ture is (and has been) motionless, mak-
  ing greater shards exceptionally deadly.
  Unfortunate adventurers who take them
  for statues and attempt to steal their
  valuable eyes ( gp) usually find the
  experience to be an unwelcome climax
  to their journey.
  The best way to attack a shard is
  while it is motionless. When it moves, it
  is virtually un-hittable (unless caught in
  a confined area, when DB drops). For-
  tunately, since shards must decide where
  to start, turn, or stop seconds ahead of
  time, they can be ambushed even while
  moving. One need only know their ex-
  act path. Once the shard stops, of course,
  any readied attack will serve quite well.
  With a successful orientation roll, an ad-
  venturer can react to the shard’s pause.
  Then, assuming the dauntless warrior
  does not swallow a disc or two, he can
  fell the pitiless creature.
  Loremasters hold that this poison-
  ous blood serves as a lubricant, and that
  it is peculiar to the variety of shard. Ac-
  cording to legend, there are six “i-lats”
  Of the Six I-Lats
  Dír: There is a great forest in northwestern Jaiman, and it is called Dír. Of
  all of the non-desolate Northern realms, it is the closest to the pole, and thus laid
  open to the Umli. Yet, Kadæna was of mind and allowed only a few—survivors
  of the war on the forest men. Four hundred came, forever to reside down under the
  wicked cloak of six and sixty Shards. And then there was Shar-Ti.
  Samli: Fifty leagues and over the northern pole, that is what Arak said to the Dark
  Captain. It was here that the “White Lat” came. With the rings of ice they stood,
  and the land was subjugated. All fine, for the light was never strong.
  Viour: In the glen of Norg, astride the northern face of the Shadowed Hills, the
  Shards of Hoar Ak settled at the bidding of the Ahrenreth. They drank the blood of
  the lowland breed. Perhaps this is why Hoar Ak traded brown for burgundy.
  Thanor: The men’s label was ironic in sound, but it was given to Thaan alone. This
  was the reason for the Thanor Stand, the remains of the northern flanks of the
  Asamis Arg (“Great Grove”). Here, betwixt Iron and the Lake of Glass lay the
  remains of an army as well: the host of Roth the Flamboyant fell before the lungs
  of Voriig Kye. Only the Shards rebounded and, later, when Gholach followed, the
  land arose to be proud. Six went south to Ruar-Vœrk.
  Ubenmas: Along the Sea of Fate there is a green beach. There are trees aside the
  water. Do not, if you can see life, attempt to uncover those who dwell there.
  Aarn Voru: In the forest by that name in the land of Rulaash, Kadæna left a scar.
  To undo it would be trying. And one would have to face Leste Kii Lormas.
  Andraax
  (date unknown)
  
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  Shadow WorldAtlas & Encyclopædia Kulthea
  of shards, each being a group of six lats. The blood of each i-lat is
  reputedly unique, and it is said that shard blood types equate
  with the six forms of poison: circulatory, conversion, muscle,
  nerve, reduction, and respiratory. These same tales speak of the
  greater shards from each i-lat as having gemstone eyes which
  cast differing bolts of power. Some supposedly use plasma bolts,
  while others use fire, air, water, cold, and earth.
  And above them all stood the high Lord of the Lats: Shar-Bú.
  His cruelty is renowned. According to legend, he slew Ilmaris
  Terisonen (one of the three founders of the Loremasters) in the
  Wars of Dominion, and ate his brain on the battlefield. Given
  the nature of incantations, this is possible, but hardly plausible.
  GM Note: There are indeed six i-lats (“high-lats” or larger
  groupings) of Shards, each led by a terrifying master. These six
  are known as the I-Lat Norg (lords of the High Lats). As you
  read further, you will find that all the worst rumors of the
  Shards are true. On adjacent pages you will find text from the
  Loremaster Elor Once Dark and from Andraax, each contrib-
  uting to the tale of the Shards in his own way. This text might
  be ‘discovered’ by characters to provide additional atmosphere
  to an adventure. To clarify these texts for the GMs, we supply
  the following notes:
  RE Elor’s Text: this refers to the fact that Kadæna created the
  lat (‘group’) of shards, and that she didn’t deal with any
  directly except the six lords of the i-lats, and the high lord Shar-
  Bu.
  RE Andraax’s Text: regarding Dír, this simply refers to
  Kadæna’s subjugation of the land, and how it was ruled under
  the frightening sway of Shar Ti, chief of the i-lat of Dír.
  Samli: A region near the northern pole was depopulated  by
  these Shards, who could operate for months at a time in the
  dim light.
  Viour: brown for burgundy is a reference to the blood-drinking
  proclivities of this lat.
  Thanor: tells of the fall of Thanor (in northeast Emer) against
  the Dragonlord Voriig Kye. But the Shards of the land escaped,
  and at least six still live in the Værkan Mire.
  Ubenmas: Pretty obvious.
  Aarn Voru: again, refers to waiting Shards, and their leader
  Leste Kii Lormas.
  The Thrones
  More mysterious than the Shards themselves are perhaps the
  wooden thrones which Elor refers to in his text (in the beginning
  of this section). Few have been seen, but always they are clus-
  tered in groups of six, each with a single huge ( diameter) gem
  set in the tall back. In form the thrones are like great tree stumps,
  with the core carved out to make a seat, and the back rising up
  never less than eight feet high.
  These thrones are artifacts which can summon Shards. It
  would seem that there are six types of throne, each with a differ-
  ent color gem, and that these colors correspond to the six I-Lats
  (see above). The colors correspond as follows:
  Summoning Thrones of a Shard lat
  
  101
  Part Nine: Artificial Beings
  Energy
  Eye/Gem
  I-Lat.
  Poison
  Bolt
  Color
  Dír
  circulatory
  Fire
  Red
  Samli
  conversion
  Cold
  Clear
  Viour
  muscle
  Force
  Yellow
  Thanor
  nerve
  Lightning
  Blue
  Ubenmas
  reduction
  Plasma
  Green
  Aarn Voru
  respiratory
  Energy
  Violet
  The I-Lat Norg
  Following is a summary of the special abilities of each of the
  I-Lat Norg (High Shards). See the Constructs Chart for the rest
  of their stats.
  Like the leaders of the Lat, the I-Lat Norg lack the facial skin
  covering which protects the features of the lesser Shards. As a
  result, the Lords of the Shards have a slightly more human ap-
  pearance, although they still seem somewhat featureless. They
  have no lips or nose, and their eyes are set deep in bony sockets.
  Their heads are hairless and their ears are plain of form and flat
  to the head.
  As with their lesser brethren the I-Lat can run at blinding
  speed and hurl small disc-shaped projectiles with frightening ac-
  curacy. Above all stands Shar-Bu, with his deadly gaze and unique
  discs, said to have a metallic character and enchanted powers.
  Shar-Ti: Leader of the Lat of Dir, Shar-Ti wears brown leather-
  like garments with a helm of bright crimson. Like all the I-lat
  Norg, he is ten feet tall. Shar-Ti prefers the brains of living hu-
  mans as his personal delicacy, sometimes capturing prey to dine
  on them at a later time.
  • Energy Weapon: Eyes fire beams of heat (treat as Fire Bolts x hits,
  but do Puncture and Heat criticals); Discs are coated with a th
  level Reduction poison.
  Quorn-Tas: As master of the Shards of Samli, Quorn-Tas wears
  shimmering white and a silvery helm. These Shards are espe-
  cially suited to the icy climes, having spurs on the soles of their
  feet to provide superior traction even on the smoothest ice.
  • Energy Weapon: Eyes fire white beams of intense cold, treat as Ice
  Bolts x hits, except all criticals are Impact and Cold; Discs are
  coated with a th level Circulatory poison.
  Shar-Ak: Shar-Ak wears leather-like clothes of an amber-green
  hue with a golden helm. He—like the other Shards of Viour—
  prefers the human heart to brains, taking the beating organ
  from their living victim.
  • Energy Weapon: Eyes fire yellow beams of force (use Fire Bolt at-
  tack table x hits, Shock and Impact Criticals; Discs are coated
  with a th level Respiratory poison.
  Orlak–Shar: Master of the Shards of Thanor, Orlak–Shar has
  clothing of a deep blue, with a helm a slightly lighter, metallic
  color. They drink the blood of some human victims, but do
  not eat organs as the other I-Lats.
  • Energy Weapon: Eyes fire blue beams of charged energy. Use Light-
  ning Bolt Table x hits, Electricity and Puncture Criticals; Discs
  are coated with a th level Nerve poison.
  N’koru: N’koru is master of the I-Lat of Ubenmas, and wears
  garb of a forest-green hue, with a matching helm. As with some
  other I-Lats, Ubenmas enjoys the brains of humanoid foes, in-
  cluding primates.
  • Energy Weapon: Eyes cast green rays of superheated Plasma, use
  Plasma attack and Critical table, x hits; Discs are coated with a
  th level Conversion poison.
  Leste Kii Lormas: Master of the Shards of Aarn Voru, Leste Kii
  Lormas wears garments of shimmering black and a helm of
  violet. All other shards wear simply black, which, in the dark
  rainforest, reflects a shadowy green color. Leste Kii Lormas con-
  siders the intestines of human prey a delicacy.
  • Energy Weapon: Eyes cast a violet, pulsing spray of energy. Use
  Fire Bolt Attack x hits, Heat and Slash criticals; Discs are coated
  with a th level Muscle poison.
  Shar-Bú: Lord among the Shards, Shar-Bú is more human-like in
  appearance than his brethren, but this makes his countenance that
  much more hideous. His eyes are absolutely transparent, though
  they have no energy-weapon ability as do the orbs of his lieuten-
  ants.
  • Special Weapon: Shar-Bu has a unique Fatal Channeling: his smile
  can kill. Treat as an Absolution (Evil Cleric Dark Channels) with
  a  range (reduce effectiveness for range as noted on BAR).
  • Poisoned Discs: Discs are coated with a cruel poison which is said
  to slowly destroy the brain (th level Nerve poison). In addition,
  they have a metallic nature and a unique ‘following’ power. Once
  Shar-Bu has seen a target, he may cast the disc at any later time
  and it will travel up to (around corners, etc) to hit.
  5•NENG
  •  Attack accompanied by acidic spit (/rnd; + firebolt but use
  Acid crit; range ).
  Neng are another creation of Kadæna, the result of combin-
  ing human and demon elements. Neng saliva is composed of a
  powerful acid, and their six inch tongues contain a hollow tube
  
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  Shadow WorldAtlas & Encyclopædia Kulthea
  which enables them to spit up to ´ with startling accuracy. This
  power, coupled with their human appearance and exceptional
  intelligence, makes them formidable.
  Worse, a Neng has the ability to turn movable objects (total
  weight not to exceed their encumbrance allowance) invisible with
  a mere touch, should they so desire. Such items will remain in-
  visible for the duration of the Neng’s touch, save for any round
  in which they are struck or jarred. Neng can also make their own
  bodies invisible (x/day;  hrs total), but they must concentrate
  ( rd) and will remain visible after making a violent move or
  being subjected to attack.
  A refinement over the Shards, Neng are able to reproduce,
  though may not interbreed with other races. In this way they
  qualify as a ‘race’, but they are first and foremost a creation of the
  dark empress. They are invariably evil
  In appearance Neng are caucasian with straight, coarse grey
  hair. An identifying feature is their rough facial skin, not unlike
  acne scarring. They range in height from ´-˝ to ´ and are al-
  ways lean with large bony hands.
  6•ELEMENTALS
  Constant movement enables an elemental to maintain shape.
  Gathered material sometimes swirls around this focus, increas-
  ing in speed whenever the elemental hastens its pace or assumes
  a more compact form.
  Since these ‘creatures’ are flexible and amorphous, they are
  difficult to slay. One dispatches an elemental by distracting its
  summoner, by shattering its core or destroying its source (e.g.,
  put out the fire from which it came).
  Elementals have vague, ever-shifting shapes. They maintain
  contact with the ground, but have no definitive appendages; nor
  do they have true facial features, although a hint of eyes or a
  mouth may suggest such characteristics. Only earth and water
  elementals can carry solid objects, while air, cold, fire, and light
  elementals are incapable of bearing any item. All do damage by
  coming into contact with the target.
  Unlike a demon or other living creature, Elementals have no
  soul or spirit; they are simply manifestations of the Essænce given
  form. They are not even ‘alive’ as a Shard or Kæden lives.
  Air: A tornado-like structure visible only by virtue of suspended
  particles caught in its wake; flies; grappled victim takes a “D” (“B”
  for lesser) impact crit (/rd); -; “electricity” crits against it
  are rolled on slaying column.
  Cold: A mass of swirling ice surrounded by a cool fog; must main-
  tain contact with water or ground; grappled victim takes a “D”
  (“B” for lesser) cold crit (/rd); -; “heat” crits against it are
  rolled on slaying column.
  Two Centaurs are attacked by a Cold Elemental
  
  103
  Part Nine: Artificial Beings
  Earth: A concentration of billowing earth; must maintain contact
  with ground; grappled victim takes a “D” (“B” for lesser) impact
  crit (/rd); -; “air” crits against it are rolled on slaying column.
  Fire: A moving flame capable of casting flamelets; must maintain
  contact with ground; grappled victim takes a “D” (“B” for lesser)
  heat crit (/rd); -; “cold” crits against it are rolled on slaying
  column.
  Light: A swirl of bluish, electrically charged particles; flies; grappled
  victim takes a “D” (“B” for lesser) electricity crit (/rd); -;
  “water” crits against it are rolled on slaying column.
  Water: A spinning waterspout-like form; must maintain contact with
  water source or ground (e.g., flies in rain); grappled victim takes a
  “C” (“B” for lesser) impact crit (/rd) and will drown in - rnds;
  -; “earth” crits against it are rolled on slaying column.
  ELEMENTAL SUMMONING
  Elemental summoning spells are not included in the nd
  Edition Spell Law rules (They are to a limited extent in the RMSS
  rules). We suggest inserting them as follows, offered as an ‘alter-
  nate’ if there is already a spell in the slot designated:
  Sorcerer
  Fluid Destruction
  ) Summon Lesser Water Elemental
  ) Summon Greater Water Elemental
  ) Summon Water Elemental True
  Solid Destruction
  ) Summon Lesser Earth Elemental
  ) Summon Greater Earth Elemental
  ) Summon Earth Elemental True
  Gas Destruction
  ) Summon Lesser Air Elemental
  ) Summon Greater Air Elemental
  ) Summon Air Elemental True
  Magician
  Fire Law
  ) Summon Lesser Fire Elemental
  ) Summon Greater Fire Elemental
  ) Summon Fire Elemental True
  Ice Law
  ) Summon Lesser Ice Elemental
  ) Summon Greater Ice Elemental
  ) Summon Ice Elemental True
  Earth Law
  ) Summon Lesser Earth Elemental
  ) Summon Greater Earth Elemental
  ) Summon Earth Elemental True
  Water Law
  ) Summon Lesser Water Elemental
  ) Summon Greater Water Elemental
  ) Summon Water Elemental True
  Light Law
  ) Summon Lesser Light Elemental
  ) Summon Greater Light Elemental
  ) Summon Earth Light True
  Wind Law
  ) Summon Lesser Air Elemental
  ) Summon Greater Air Elemental
  ) Summon Air Elemental True
  Spell Description
  Summon Lesser Elemental (F) D: C R: ´/lvl. They must be sum-
  moned from an essential source (e.g., a camp-fire for a fire el-
  emental).
  Summon Greater Elemental (F) D: C R: ´/lvl. As per Summon
  Lesser Elemental.
  Summon Elemental True (F) D:  rnd/lvl R: ´/lvl. As Summon
  Greater Elemental except caster need not concentrate. However,
  the elemental will move about randomly inside its range unless
  directed by the caster.
  7•GOLEMS
  Flesh: Capable of wearing garb (including armor) and using weap-
  ons; may appear as human; -.
  Clay: Ignore crush crits; -.
  Brass: Quick, but not very durable; -.
  Stone: Softer weapons must make a RR each time they deliver hits
  (wood -; bone -); not-brittle; moves as clay golem; -.
  Iron: Softer weapons must make a RR each time they deliver hits
  (wood -; bone -); -.
  Steel: Softer weapons must make a RR each time they deliver hits
  (wood -; bone -; iron -); -.
  Eog: Softer weapons must make a RR each time they deliver hits
  (wood -; bone -; iron -; steel -; keron -); -.
  Laen: Softer weapons must make a RR each time they deliver hits
  (wood -; bone -; iron -; steel -; keron -); -.
  Golems are formed of solid substances imbued with a spirit.
  Many are creatures given life without a complete form and are
  little more than stupid beasts prematurely endowed with a soul;
  others are animated sculptures. All appear as living statues. They
  serve only their maker, responding to simple instructions. When-
  ever a golem is unable to close with a foe, it will throw rocks or
  any other available objects in order to fulWll its duty (range ';
  Bash attack at % OB). Should their maker perish, they will
  attempt to complete his last instruction (even if it is an ongoing
  duty) or, if uninstructed, they will become uncontrollable aveng-
  ers.
  Unlike ‘mechanical’ constructs, golems are composed of a
  single piece of a particular substance. Mannish in appearance,
  their features are only as deWned as their maker’s sculpting skill
  allows.
  
  104
  Shadow WorldAtlas & Encyclopædia Kulthea
   Artifical Beings
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  LVL
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
  Kæden
  Warrior
  8
  100
  FSpt/30
  F/VF
  M/I
  80
  11(40)
  50MPi(2x)/80LSt*/60LGr
  1-5
  Hostile (MD)
  Leader
  12
  120
  FSpt/40
  F/VF
  L/LA
  120
  11(70)
  80LPi(2x)/110LSt*/80LGr
  1
  Hostile (AA)
  Queen
  30
  90
  Spt/30
  MF/F
  L/SL
  280
  12(100)
  160HPi(2x)/140HSt*/150HGr
  1
  Hostile (HI)
  Sentinels
  Warders
  10
  —
  —
  —/VF
  LA
  300
  20(0)
  Special
  Pair
  Protect (SU)
  Guardians
  20
  —
  —
  —/VF
  LA
  400
  20(10)
  Special
  Pair
  Protect (SU)
  High Sentinels
  30
  —
  —
  —/VF
  SL
  500
  20(20)
  Special
  Pair
  Protect (SU)
  Gogor
  Typical Gogor
  8
  250
  Dash/30
  VF/VF
  L/I
  150
  4(60)
  100LCl(2x)60HSt†
  1-2
  Belig. (AA)
  Lead Gogor
  15
  300
  Dash/30
  VF/VF
  L/II
  250
  11(80)
  180LCl(2x)100HSt†
  2-12
  Belig. (AA)
  Shards
  Lesser
  15H
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  175G 12(50)*
  120lcb(2x)(Slash)/poison§
  1-5
  Cruel(AV)
  Greater
  25H
  1000‡
  Dash/50
  BF‡/BF‡
  M/LA
  225H 12(50)*
  150lcb(2x)(Slash)/poison§/100Bolt
  1
  Cruel(VH)
  Lord Shards
  Shar-Ti
  45
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  300
  12 (90)*
  230lcb(2x)(slash)/Poison*/Bolt 160
  1
  Cruel (HI)
  Quorn-Tas
  45
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  300
  12 (90)*
  250lcb(2x)(slash)/Poison* /Bolt 145
  1
  Cruel (HI)
  Shar-Ak
  45
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  300
  12 (90)*
  220lcb(2x)(slash)/Poison*/Bolt 170
  1
  Cruel (HI)
  Orlak-Shar
  45
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  300
  12 (90)*
  240lcb(2x)(slash)/Poison*/Bolt 150
  1
  Cruel (HI)
  N’koru
  45
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  300
  12 (90)*
  250lcb(2x)(slash)/Poison*/Bolt 150
  1
  Cruel (HI)
  Leste Kii Lormas
  45
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  300
  12 (90)*
  270lcb(2x)(slash)/Poison* /Bolt 140
  1
  Cruel (HI)
  Shar-Bú
  90
  1000‡
  Dash/50
  BF‡/BF‡
  LA/I
  500 20 (180)*
  360lcb(2x)(slash)/Poison*/Bolt 200
  1
  Cruel (EX)
  Neng
  8F
  90
  FSpt/20
  MF/FA
  M/I
  120F 11(50s)
  110We/Special*/40FBolt*
  1
  Cruel(HI)
  Elementals
  Air: Weak
  10H
  140
  Spt/10
  VF/VF
  M/LA
  80H
  1(60)
  30LBa(3x)/50LGr/[Impact B]†
  1
  Berserk(NO)
      Strong
  20H
  120
  Spt/10
  VF/VF
  L/SL
  120H
  1(50)
  40LBa(3x)/70LGr/[Impact D]†
  1
  Berserk(NO)
  Cold: Weak
  10H
  90
  Spt/10
  MF/MF
  M/LA
  80H
  1(50)
  30MBa(2x)/60MGr/[Cold B]†
  1
  Berserk(NO)
        Strong
  20H
  70
  Spt/10
  MF/MF
  L/SL
  120H
  1(40)
  40MBa(2x)/80MGr/[Cold D]†
  1
  Berserk(NO)
  Earth: Weak
  10H
  45
  Run/0
  SL/MD
  M/II
  80H
  8(20)
  90LBa/40LGr/[Impact B]†
  1
  Berserk(NO)
         Strong
  20H
  45
  Run/0
  SL/MD
  L/LA
  120H
  8(10)
  120HBa/60HGr/[Impact D]†
  1
  Berserk(NO)
  Fire: Weak
  10H
  110
  Spt/10
  FA/FA
  M/LA
  80H
  1(40)
  40MBa(2x)/70MGr/[Heat B]†
  1
  Berserk(NO)
       Strong
  20H
  90
  Spt/10
  FA/FA
  L/SL
  120H
  1(30)
  50MBa(2x)/90MGr/[Heat D]†
  1
  Berserk(NO)
  Light: Weak
  10H
  180
  FSpt/20
  BF/VF
  M/II
  80H
  1(70)
  20SBa(4x)/60MGr/[Elect. B]†
  1
  Berserk(NO)
          Strong
  20H
  150
  FSpt/20
  BF/VF
  L/LA
  120H
  1(60)
  30MBa(4x)/80MGr/[Elect. D]†
  1
  Berserk(NO)
  Water: Weak
  10H
  60
  Spt/0
  SL/FA
  M/II
  80H
  3(30)
  60LBa/60LGr/[Impact B]†
  1
  Berserk(NO)
           Strong
  20H
  50
  Spt/0
  SL/FA
  L/LA
  120H
  3(20)
  100HBa/75HGr/[Impact C]†
  1
  Berserk(NO)
  Golems
  Flesh
  5H
  60
  Spt/20
  MF/MF
  M/II@
  100D 1(55s)‡
  80SBa/50MGr/80MCr§/100We
  1
  Varies(NO)
  Clay
  8H
  40
  Run/10
  MD/MD
  M/LA#
  120G
  3(20)‡
  90MBa/60MGr/100MCr§
  1
  Varies(NO)
  Brass
  10H
  70
  FSpt/0
  MD/MD
  M/LA#
  150G
  20(10)
  150MBa/50MGr/150LCr†
  1
  Varies(NO)
  Stone
  10H
  40
  Run/0
  MD/MD
  M/LA#
  170G 16(20)‡
  100LBa/60LGr/150LCr†
  1
  Varies(NO)
  Iron
  15H
  50
  Spt/0
  MD/MD
  M/SL#
  200H 20(30)‡
  120LBa/70LGr/170LCr†
  1
  Varies(NO)
  Steel
  20H
  60
  FSpt/0
  MD/MD
  M/SL#
  250H 20(40)‡
  150LBa/70LGr/170LCr§
  1
  Varies(NO)
  Eog
  30H
  60
  Spt/0
  MD/MD
  M/SL#
  500H 20(60)‡
  250HBa/60LGr/250HCr§
  1
  Varies(NO)
  Laen
  35H
  60
  Spt/0
  MD/MD
  M/SL#
  600H 20(70)‡
  300HBa/90LGr/300HCr§
  1
  Varies(NO)
  * = Special; see text.
  ‡ = Special movement; see text.
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  
  105
  Part Ten: Demons of the Essænce
  Shanarak paced around the inlaid circle once, twice, and yet again, his
  fingertips glowing in the dim room. On the completion of the third circuit,
  however, the smooth grey ring of metal set in the stone floor erupted with a
  pale light. The Dyari Mage held forth his hands and uttered a spell from a time
  long past. As he spoke, a twisting flare spiralled up from the circle, tracing over
  the glowing strip as it slowly climbed towards the high arched ceiling. It left a
  luminous trail as it revolved once, twice…
  A shrill keening filled the room, starting above the range of even Elven-
  ears, sliding downward in a painful cry as the tiny comet finished its sixth
  circuit. With a gust of hot wind the spiraling coil imploded to the center of the
  ring—and all was silent and dark.
  A few papers wafted to the floor in the ensuing quiet, and a new sound
  began: a hissing like steam from a vent in the earth. This came from the huge
  form crouched in the center of the circleIt began to glow red as it turned to-
  wards Shanarak and rose to its full height—more than twice the Magician. Its
  luminous skin glistened as if oiled. It was in the shape of a man but had only
  four fingers on each huge clawed hand. It was naked and hairless, grotesque in
  its masculinity: it was a mighty Fire Demon. When it opened its eyes there
  showed nothing but a bright orange light. Its long black fangs were visible
  when it spoke, and sound was a curious screeching like many angry female
  voices in near-unison.
  “I am yours to command, my lord,” it said, its tone full of hate.
  Then its flesh burst into flame.
  • PART X •
  DEMONS OF THE
  ESSÆNCE
  
  106
  Shadow WorldAtlas & Encyclopædia Kulthea
  1•ABOUT DEMONS
  The term Demon is rather simplistic and when used to apply
  to such a large and varied group it is actually deceptive. The crea-
  tures loosely referred to as demons fall into two very different
  (and in fact unrelated) categories: those of the Essænce and those
  of the Void.
  Demons of the Essænce include Elemental Demons, Thematic
  Demons and Singular Demons. All inhabit the Shadow World,
  but in different parallel existences. Some (the Elemental Demons)
  know only an environment of pure energy, living as one with
  their element. Others (the Thematic Demons) inhabit a mystical
  place: the world of our dreams… and nightmares. The Singular
  Demons are unique, malevolent creatures trapped in our world.
  In many ways these demons are a dark parallel of the Nymphs.
  When Demons enter the material world, they generally ac-
  quire a form, a tool by which they can interact with the physical
  reality. (An important exception is the Singular Demon, who has
  no form other than the place to which he is tied.) While the spirit
  is not dependent upon this incarnation for existence, destruc-
  tion or even serious damage to the material form is usually
  enough to cause the spirit upheaval. It thus loses its grip on the
  material plane and is forced to abdicate the form, leaving an
  empty husk. (Sometimes even this disappears in a wisp of smoke
  or a glow of released Essænce.)
  Demons rarely—with the exception of the Procreators—come
  to Kulthea willingly. Instead, they are often thrust into this world
  by a Flow-storm which transcends inter-dimensional boundaries.
  Others may be summoned by powerful Sorcerers or the Dark
  Gods. This is primarily true of Elemental and Thematic demons.
  Singular Demons, on the other hand, gain access to our world
  via specific places and/or circumstances. They are undoubtedly
  the least definable of the Souls of the Essænce.
  While demons will not necessarily serve the Unlife or even be
  allied with it, nearly all are malevolent and evil—at least by com-
  mon standards. This is their nature, inevitable because of their
  origins. Unless they are controlled, they are destructive maraud-
  ers who answer to no authority and act only out of their unfo-
  cused rage at being displaced.
  The most common Demons of the Essænce are the Elemen-
  tal Demons, manifestations of the five Elements of the Essænce:
  air, earth, fire, light, and water. Thematic Demons, the least com-
  mon of these spirits, represent more complex, non-physical con-
  cepts: harmony and discord, birth and death, love and hate, war
  and peace, etc.
  Summoning Demons
  Demons of the Essænce are the kind which Evil Magicians
  summon in order to gain information. Elemental Demons have
  special mobility and contact with their peers, while Thematic
  Demons have unusual powers and access to parallel dimensions.
  Demons of the Void are rarely the choice for summoning
  because they are so alien to our world that they are unlikely to
  have useful information. Because their minds are so foreign and
  they find our world difficult to comprehend, they are also more
  prone to random violence and are difficult to control.
  2•ELEMENTAL DEMONS
  When Elemental Demons are summoned or appear among
  us, they frequently manifest themselves in vaguely humanoid
  forms, the better to interact with their environment. When it
  suits them, however, they may assume a more fundamental shape
  related to their element (e.g., a Fire Demon would become a ball
  of flame, an Air Demon a whirlwind, a Light Demon a sphere of
  electrical energy, etc.)
  Elemental Demons have inherent control over their related
  element. (Fire-demons, for instance, know the Fire Law spell list,
  as well as any other spell whose name contains the word fire,
  while those of light know Light Law and any spell with a name
  including light.)
  Fire Demons:  [Summoned/Hot/Underground/Volcanic]
  • Average ´ in height. Most (%) are armed with Fire-weapons
  (e.g., a Sword of Flame), great two-hand arms that they wield in
  one hand.
  • Cast x the equivalent of their level in Power Points per day of
  spells from the Magician base Fire Law. Those using a flaming
  sword deliver x damage on the -h sword table. Critical strikes
  are accompanied by “B” Heat crits. When they immolate, they
  deliver a “D” Heat crit to every victim within ´ of their flaming
  bodies. They are immune to non-magical weapons.
  Fire-demons are associated with destruction and typically are
  summoned by the forces of evil. Their power comes from the
  depths of the earth and the energy of the sun; they love the day
  and fiery caverns. Driven by avarice for flame and destruction,
  they are among the most fearsome of demons. Their thick,
  smooth hide is both enchanted and resilient, and cannot be
  harmed by normal weapons.
  Some Fire Demons are imprisoned within deep caverns, un-
  able to return to their element and yet unslain. They await the
  unwary who might free them and find death as a reward. Others
  remain free in the Ash Lairs, creating havoc and terror among
  the other inhabitants of these deepest of abysses.
  Air Demons: [Summoned/High Altitude (airborne)]
  • Range in size from ´ to ´ in height. Their size seems to have
  little effect on their power, however.
  • All Air-demons can cast x the equivalent of their level in Power
  Points per day of spells drawn from the Magician base list Wind
  Law and the Sorcerer list Gas Destruction. In addition, they wield
  bolts of air at will. (Treat as Fire Bolt, ´ range, but use Impact
  Criticals; Demon can fire /rnd.) The insubstantial nature of the
  Air Demons means they cannot be harmed by normal weapons.
  A whirlwind about these creatures means that all within ´ suffer
  a “B” Unbalancing critical every round.
  While usually solid-appearing in form, Air-demons can be-
  come as ephemeral as the four winds at a thought and pack the
  power of a small hurricane. When solid, Air-demons are usually
  a pale, cloudy grey in color, with glimmering blue eyes and cir-
  rus-like mane. Not surprisingly, they are weightless at will and
  can fly at tremendous speeds. They can also enter into any place
  accessible to the air, though they require a moment ( rounds)
  to reform.
  Never seen near the ground unless summoned, Air Demons
  prefer the upper atmosphere where they may move freely.
  Light Demons:  [Summoned/High Altitude/Hot/Diurnal]
  • Typical Light-demons reach about ´ in height and their smooth
  skin has an inner radiance, whether it be red, green or blue. Most
  (%) are armed with deadly whips of light. They also have a
  fearsome innate weapon: their eyes.
  • All Light-demons can cast x the equivalent of their level in Power
  Points per day of spells from the Magician Base List Light Law
  
  107
  Part Ten: Demons of the Essænce
  and the Mentalism list Brilliance (except the Dark spells). Their
  light-whips strike as flails delivering x damage plus Electricity
  and Impact criticals. Anyone within ´ looking at the Light-de-
  mon must make a RR vs th lvl or be blinded for - rounds.
  Finally, Light-demons can fire powerful beams of light from their
  eyes x every six rounds. (Treat as lightning bolt ´ but deliver-
  ing Heat criticals. They cannot perform any action one round
  before or the round during their fire.) Can only be damaged by
  magical weapons.
  The focusing of powerful light seems to be a major goal of
  these incandescent beings. Darkness is their enemy, and they are
  weakened at night or even on cloudy days. They are among the
  few demons most to be feared in the sunlight, as they feed on that
  source. They love the desert; they dislike water and will not go
  underground. Unless summoned they live high above the earth,
  liking even greater altitudes than the Air Demons. There they may
  receive the full power of the sun and cavort at the far reaches of the
  Essænce. Their glassy smooth hide is both enchanted and resilient
  and cannot be harmed by normal weapons.
  Water Demons: [Summoned/Freshwater/Saltwater]
  • Average ´ in height. % are armed with great watery nets (treat
  as Huge Grapple), which entangle and drown their victims.
  • Cast x the equivalent of their level in Power Points per day of
  spells from the Magician base list Water Law. Their flowing, en-
  chanted hide cannot be harmed by normal weapons. Victims en-
  tangled in their nets will drown (lose consciousness) in the num-
  ber of seconds equal to their potential Co. All within ´ of a Wa-
  ter-demon are soaked and splattered with water, causing all me-
  lee and maneuvering to be at -.
  Denizens of the deeps, Water-demons are elongated, sinuous
  creatures who combat the Orhan Lord Shaal and his servants the
  Nereids and Oceanids for mastery of the waters of Kulthea. Cruel
  in nature, they sink ships and drown the unwary out of spite.
  Earth Demons: [Summoned/Underground]
  • Average ´ in height. % armed with great stone hammers, while
  the rest find their rock-hard fists sufficient to pulverize any foe.
  • Cast x the equivalent of their level in Power Points per day of
  spells from the Magician base list Earth Law. Their thick, rocky
  hide is both enchanted and resilient and cannot be harmed by
  normal weapons. Earth-demon hammers strike as war mattock
  delivering x damage while Earth-demon fists are Large Stomp
  x damage. (A Demon may strike twice each round with his fists!)
  Monstrous and massive though surprisingly nimble beings,
  they are one with stone and can move freely through solid rock.
  Earth-demons consider the deep underearth to be their domain
  and will destroy any who attempt to usurp their supremacy there.
  3•THEMATIC DEMONS
  These beings are in their way more cruel and insidious than
  the Elemental Demons, concerning themselves at least as much
  with the subversion of the spiritual as with the destruction of
  the physical.
  DOOMBRINGERS
  •[Summoned/Underground/Nocturnal/Ruins]
  • Average -´ tall; Anyone gazing upon a Doombringer (it is Ex-
  tremely Hard to avoid doing so) must roll a successful RR or flee
  in terror (for - minutes). RR failure of greater than  re-
  sults in death due to shock and irreversible hopelessness.
  • Anyone within five feet of the demon receives a + Lightning Bolt
  (point blank range) attack during each round they are within the
  effect radius. Doombringers possess spells from the open Essence
  and Mentalist spell lists. They know all of these lists to their level
  and receive  power points per level.
  Typical of the Thematic Demons, Doombringers rely first on
  evoking an emotional reaction before resorting to physical at-
  tacks. Their very appearance brings panic and despair; their
  moaning voices summon tears and helpless depression.
  The danger they present cannot be overemphasized,  even
  under the best of circumstances, and the lighting conditions pro-
  vide no salvation. When a Doombringer appears, he intends to
  be seen—regardless of the circumstances of his surroundings.
  Fortunately, once a person has withstood the sight of a particu-
  lar Doombringer, he is immune to its awful presence.
  Doombringers can bathe themselves in a shroud of electrical
  splendor, sending twisting bolts of lightning through their misty
  aura.
  Doombringers generally look like huge man-like creatures
  veiled in a thick, swirling mist, a foul-smelling blackness. A
  Doombringer’s vague image can barely be seen through this tat-
  tered cloud, like a fateful moon on a clouded night, or a specter
  in an evil dream.
  Once they were the heralds of Kadæna and many now serve
  the Dark Gods. They are harbingers of inevitable and pitiless
  failure; their presence means utter despair and enduring fear.
  Doom is at hand.
  SOULSLAYERS
  • Can fire three Nether Bolts per day, each at x hits. They need one
  round of inactivity to prepare each bolt. They can grapple and
  cast Dark Absolution (see below).
  Assuming hideous, vaguely humanoid forms, the Soulslayers
  have a thick pinkish hide with visible veins and a wet, oily ap-
  pearance. Long sinuous arms mounted on disturbingly placed
  shoulders end in trinary pincer-like claws than can rotate freely
  to either slash in an even row or grasp with frightful power. Sin-
  ewy bowed legs end in large, three-toed feet built for running.
  In melee Soulslayers strike with their claws, slashing or pinch-
  ing, able to make one attack with each per round. Their surpris-
  ing reach gives them a + first-strike advantage in melee to all
  but wielders of pole arms. Should a victim be stunned, they can
  close and grapple, reducing their DB by  but enabling them to
  use their cruel soul-draining power.
  Soulslayers consume the very souls of their victims, drawing
  on the life-force for energy. This has the effect of a Dark Absolu-
  tion, with the bonus of touching (the Soulslayer must be in physi-
  cal contact with the victim). They can perform this operation an
  unlimited number of times, and in fact can heal up to the num-
  ber of the victim’s hit point total and/or any one critical inflicted
  on it per soul. The victim’s soul can often be seem as a faint blu-
  ish aura being drawn out of it and into the Soulslayer’s sucking
  maw.
  PROCREATORS
  Procreators are Shapechangers: they can alter their size (from
  ´-´) and exterior features (or shift to mist form) whenever they
  concentrate, enabling them to change both their strengths and
  identity. A Procreator cannot, however, change its odor (which
  
  108
  Shadow WorldAtlas & Encyclopædia Kulthea
  is musky and slightly foul) or its fundamental structure, which
  resembles that of a normal man or Elf. These demons typically
  possess all the Mentalist Base, Evil Mentalist Base (and Houri
  Base, RMC IV) spell lists and receive six power points per level.
  Additionally, some Procreators can float or fly, either as a mist or
  in typical form, although they do not possess wings.
  Procreators take delight in carnal pleasures, corrupting the
  innocent and reducing them to desperate, animalistic creatures.
  In some cultures the male is known as an Incubus and the female
  a Succubus
  Appearing as fantastically virile, sensual humans, they hide
  their origins and intentions until their victims lose control. They
  prey upon the sleeping, coming in the night like beautiful, terri-
  fying dreams, and seduce their quarry with spells and soothing
  words. The victim awakes tormented with need. The Procreator
  returns, sometimes at night, sometimes appearing to them in
  daylight to torture their ‘love.’ Sometimes the Procreator denies
  the victim, relishing their shameless desperation, but they will
  often relent, as it only strengthens the victim’s addiction.
  Their other goal is the conception of a half human demon-
  child, one who will serve them for eternity. Unfortunately, the
  mother of the child usually (%) dies at childbirth, while a hu-
  man father (seemingly without explanation) goes insane.
  Procreator Demons: Kai-tjiin
  In addition to the demons discussed in general above, we
  present some specific examples of a certain demon type. These
  include entire races of Essænce Demons living in parallel worlds.
  One such alternate-Essænce world is Azdyaer (Ir. “Home of dark
  thirsts”) which the inhabitants call Kai-tjiin. It is a domain of the
  dark god Klysus and his Demigod Akalatan.
  This place is a warm, humid world always cloaked in clouds,
  filled with rainforests and volcanic islands. It is ruled by a hierar-
  chy of male Procreator demons, all devoted to base carnal plea-
  sures of every kind. They enter the Shadow World to rape hu-
  mans and Elves with the intent of propagating their race. They
  are summoned by the priests of the Python cult on Rashelles (by
  Priests of Klysus in Lankanôk). Sometimes appearing as power-
  ful and fantastically virile men, sometimes possessing the priest
  and transforming him, they ravish their victim—male or fe-
  male—and plant their enchanted seed. If the victim survives, a
  female may be pregnant with a demon-spawn, giving birth in
  just  days, % chance the experience kills her. The father then
  returns to claim his offspring.  A male may be ‘infected’ and slowly
  become essentially a Go-tjiin-kai, least of the demon men. Then
  he desires to ‘return’ to his native home.
  A  Fire Demon is summoned
  
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  Part Ten: Demons of the Essænce
  Kai-tjiin Procreator Demon Types
  All fall under the classification of Procreator demons, though
  their powers differ slightly from those of the archetypal Procre-
  ator. Their normal appearance is described below, though all can
  assume a fair form (except during insemination, when their true
  form is revealed). All have a musky odor they cannot hide, and
  are naked in their natural form. All know the following lists to
  their own level: Evil Mentalist Mind Subversion, Mind Domi-
  nation Mentalist Base Mind Control, Houri Base (RMC IV pg.
  , if available) Influences, Alluring Ways.
  Reveling in emotional (and physical) torture, they like to
  dominate their mate. If by seduction and deception (preferred
  by the Go-tjiin and Jo-tjiin), they use spells or their irresistable
  fair form to entrap their mate, only revealing their beastly form
  in the throes of passion. Alternatively (the method preferred by
  the Khal-tjiin-kai) they seize and subdue the nearest man or
  woman and brutally rape them, enjoying the emotional and
  physical damage they inflict. But the ultimate goal of all Procre-
  ators is to create more of their kind, either through offspring or
  transformation.
  Go-tjiin-kai: (“Servile-demon-men”)
  • Type III demon, level -, % chance of appearing
  Least of the three known races of Azdyaer, the Go-tjiin are
  often slaves or servants of the Jo-tjiin. They appear naturally as
  tall (´˝–´), muscular and virile youths with pale skin, over-
  sized, pointed ears, small fangs, glowing gold eyes, hairless ex-
  cept for metallic-golden hair spiked up from their heads.
  Jo-tjiin-kai: (“Master demon-men”)
  • Type IV Demon, level -,  PP/lvl, % chance of appearing
  Taller than the Go-tjiin, (´˝–´) the masters have red-brown
  skin, huge musculature, pointed ears taller than their head, small
  black horns, fangs and their fingers have retractable claws. Their
  eyes glow with an orange light. Fantastically virile, they also have
  a two-foot-long prehensile tongue which can strangle a man
  (among other things). They are hairless except for a long,
  mohawk-like frill of wiry black hair on their heads.
  Khal-tjiin-kai: (“Terrible demon-men”)
  • Type VI Demon, level -,  PP/lvl, % chance of appearing
  Though about the same height as the Go-tjiin, (´˝–´) these
  terrifying lords are far more powerful and dangerous. They have
  glistening black skin like marble which burns to the touch. Their
  bodies have hugely overdeveloped muscles and they are grossly
  virile. Totally hairless, they sport large pointed ears and a set of
  ebony curving horns, from their fanged mouth they can extend
  a -foot-long, blood-red prehensile tongue. Their oversized hands
  have curving claws like steel and their eyes glow a deep, hungry
  red. They are insatiable.
  Kai-tjiin Procreation Attack Results
  Demon
  Critical
  % Chance
  (Depression+Stress)
  ‘Impregnated’
  Type III
  C (1 each)
  20%
  Type IV
  D (1 each)
  50%
  Type VI
  E (2 each, plus 1 A heat)
  80%
  ORDAINERS
  • [Summoned/Underground/Volcanic]
  • Average ´ in height; can fly ´/rd and employ Essence or Men-
  talist Base spells to their level (lvl x  PP). When utilizing arms
  they carry two -hand weapons, striking each round as if  indi-
  viduals. When unarmed, they use their hands, which strike as
  maces. In any case, their immense strength yields x damage (hits).
  • Immolation: can (depending on nature) explode into flame or
  shroud himself in swirling ice, and all within ´ receive a “D”
  heat or cold critical each round they remain in the terrible, churn-
  ing radius. These demons can also ‘Ordain’ a foe, tearing the
  target’s soul from his body with Dark Absolution (th lvl Evil
  Cleric Dark Channels).
   ESSÆNCE DEMONS CHART
  Base Max Pace/ Speed
  Size/
  #
  Outlook
  Demon  (Type)
  Lvl
  Rate MM Bonus MS/AQ
  Crit
  Hits AT(DB)
  Attacks (Prim/Sec/Tert)
  Enc
  (IQ)
  Elemental Demons
  Fire (V)
  20F
  90
  Spt/10
  FA/FA
  H/SL
  300G
  20(60)
  210 Th (3D)[heat]/Spells/Special
  1
  Domin. (HI)
  Air (V)
  20F
  150
  FSpt/20
  FA/VF
  H/LA
  280G
  20(80)
  Spells/Special
  1
  Domin. (HI)
  Light (V)
  20F
  180
  FSpt/30
  FA/BF
  H/LA
  250G
  20(80)
  200 Fl(3D)[elec][impact]/Spells/Special 1
  Domin. (HI)
  Water (V)
  20F
  60
  Spt/0
  SL/FA
  H/SL
  300G
  20(40)
  200 HGr nets/Spells/Special
  1
  Domin. (HI)
  Earth (V)
  20F
  40
  Run/0
  SL/MD
  H/SL
  350G
  20(20)
  230Wm (3D)/230LBa(x2)/Spells/Special 1
  Domin. (HI)
  Thematic Demons
  Doombringer  (IV)
  20G
  80
  Dash/20
  FA/MF
  H/SL
  300F
  12(60)
  150We(Elec)/Spells/Special
  1
  Domin. (HI)
  Soulslayer (V)
  25F
  70
  Spt/20
  MF/BF
  L/L
  220H
  12(70)
  180LCl(2x) or 180LPi/150LGr§/Special† 1
  Cruel (VH)
  Procreator (III)
  12G
  80
  Dash/10
  MF/MF
  M/—
  140F
  3(50)
  100We/Spells/Special
  1
  Special(VH)
  Go-tjiin-kai (III)
  8E
  60
  Fspt/30
  MF/FA
  M/—
  150F
  11(60)
  150LBa(2x)/150LGr/Spells/Special
  1-3
  Cruel (VH)
  Jo-tjiin-kai (IV)
  17F
  80
  Spt/20
  MF/FA
  M/—
  190G
  12(60)
  180LBa(2x)/180LGr/Spells/Special
  1-2
  Cruel (VH)
  Khal-tjiin-kai (VI)
  25G
  100
  Dash/10
  MF/FA
  L/L
  240G
  19(50)
  230LCl(2x)/250LGr/Spells/Special
  1
  Cruel (VH)
  Ordainer (VI)
  40H
  100
  Dash/30
  FA/FA
  H/SL
  450H
  20(80)
  250We(2x)(3D)[Heat]/Spells/Special
  1
  Domin. (HI)
  Singular Demon
  10-50
  —
  —/—
  —/—
  M/— 150-750 20(50)
  Spells/Special
  1
  Special (VH)
  * Special.
  † If encountered randomly; otherwise depends on how many are summoned.
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  
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  The mightiest of the Thematic Demons are known as Or-
  dainers, or—as they are sometimes called—Death-watchers.
  These lordly demigods serve those who feed their appetite for
  death and destruction. They are often more than three times a
  man’s height, and though manlike in form, they have rough, leath-
  ery hide, a dangerous prehensile tail and huge membranous
  wings. Their limbs are short and powerful, their heads unspeak-
  ably awful fanged, horned visages.
  As noted elsewhere, these demons sometimes are trapped in
  this dimension; some remain here of their own will. Their ori-
  gins are of the Essænce, however, and are the favored lieutenants
  of evil lords when sheer terror and brute force is called for.
  4•SINGULAR DEMONS
  Called so because each is unique, and each is chained to a
  specific location by bonds of Essænce far stronger than any alloy.
  Dark places of power are frequently the homes of unwilling Sin-
  gular Demons. Ruins of ancient temples, or other ancient con-
  structs of evil nature are frequent traps of the Singular Demon.
  More often formless than not, their malevolent spirits neverthe-
  less haunt these locations, lurking in the shadows of power in
  order to snare unwary travellers. They feed on pure Essænce,
  draining the very life out of their victims. Some of these may
  have once been demons of another type and were imprisoned in
  specific places or things by a Dark God to serve as a watcher or
  guardian.
  Nearly all Singular Demons are capable of casting spells from
  one to three of the following Evil Mentalist lists: usually Mind
  Domination, Mind Erosion, Mind Death, Mind Disease. Some
  also possess the Mystic Base List Confusing Ways to better lure
  in their prey. While Singular Demons are unable to venture from
  their foci, their range of spells varies tremendously. While some
  cannot affect creatures more than twenty feet away, a few rare
  and powerful demons have a range of more than a mile. Singular
  Demons vary in level from  to , and have x their level in PP.
  Skeleton Guards
  
  111
  Part Eleven: Demons of the Void
  A
  • PART XI •
  DEMONS OF
  THE VOID
  A shimmering curtain of energy wavered before us, undulating with an eerie beauty
  amidst the violence of this deafening Flow-Storm.  And through that curtain—as if through
  an impure glass—we saw dim shapes: creatures of such ghastly form and movement that we
  were enthralled in a fascination of horror and disbelief.  Fur and tentacle, claw and fin,
  oozing pustules and pulsing, distended protrusions, all mixed in unthinkable combinations made
  up the form of these beasts.  It was as if the gods had gathered the most loathsome, un-
  speakable rejections from their creation of the races and combined them in a haphazard
  mass to form shapes which had no shape and creatures which could not live—yet did.  Even
  our nightmares lacked the ability to conjure living things of such inconceivable shape.  They
  were majestic in their sheer monstrosity of appearance.
  These were the Older Ones, demons wholly alien to our world.
  Andraax
  SE 6,669
  ( Annals of the Wars of Dominion)
  
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  1•THE VOID:
  AN OVERVIEW
  In this section we will discuss Demons of the Void: beings
  from beyond the known world. They may be from alien dimen-
  sions or planes of existence. They may also be from other plan-
  ets. Their intermittent presence on the Shadow World is as un-
  predictable as their own quixotic motivations. Their nature is
  totally alien to Kulthea; they are drawn and repelled by the Es-
  sænce. To the ways of thinking most would consider rational,
  their actions are sometimes pointless, contradictory, and hope-
  lessly chaotic. Unlike Demons of the Essænce, these creatures
  are rarely summoned using spells.
  This section will also briefly discuss the Near Planes of the
  Void and some of the lesser creatures which inhabit them.
  2•THE PLANES OF
  THE KNOWN VOID
  These are also known as the Near Planes or the Six Pales. They
  are the home of the demons most often summoned by powerful
  (or reckless) evil mages and sorcerers in search of powerful min-
  ions. Demons beyond the Pale are too alien and powerful to be
  summoned, much less controlled.
  DEMONS OF THE PALE
  These are the more familiar and lesser echelons of the de-
  mons which are known as the Outsiders. Outsider is a general
  classification referring to all demons of the ‘Planar’ or ‘Inner’
  Void. Demons of the Pale are categorized according to their home
  plane. Of those within the Pale, First Pale Demons are the weak-
  est; Demons of the Sixth Pale are the strongest.
  These are in fact related to the Dark Gods of Charón, and
  serve those evil masters when summoned from their homes in
  the Planes.
  Following the demons which rule the Pale is a listing of a few
  other beasts which share that bizarre realm. These other crea-
  tures are rarely seen outside of their home environment, but can
  be drawn into the Shadow World through Portals or Flow Storms.
  Entities from other planes vary considerably. Some are
  friendly and benevolent (despite their terrifying form); most are
  selfish, malevolent creatures whose enchanted souls harbor awe-
  some power.
  The First Pale
  The entirety of the First Pale would seem to be a vast grey
  wasteland, broken only by clumps of skeletal woods: gnarled,
  spindly trees bleached white. The light never changes, and the
  temperature remains the same: a bone-chilling cold. This is not
  alleviated by the icy winds which blow from random directions,
  flowing through the tree-branches with a low moaning wail.
  There are occasional patches of dry grass, but these, like the trees,
  are completely dead.
  It is impossible to judge direction here, as the light comes
  from all around, and normal navigational techniques are use-
  less.
  Demons of the First Pale:
  Easily the weakest of the Demons, these tend to travel in
  groups (-). Averaging about  feet in height, they have pale
  grey skin and are naked and hairless except for a single clump of
  wiry hair protruding from the top of their large skulls. Although
  capable of wielding clubs, they have no understanding of sophis-
  ticated fighting techniques and are in fact quite stupid.
  Other Creatures:
  Orgal: Resembling white, hairy, ten-legged spiders about five feet
  across, Orgal are not aggressive but can be very dangerous if
  they feel threatened. Their poisoned bite is deadly. Orgal spin
  webs among the white trees, sometimes snaring even the de-
  mons.
  Shaan: Not unlike a stingray, Shaan hide themselves under the
  surface of the dusty grey earth and remain there unless dis-
  turbed. If stepped on or otherwise disturbed, the Shaan will
  curl up and wrap itself around the offending limb. Using leech-
  like mouths scattered over its surface, it bites and feeds on the
  target’s blood. Shaan can fly like a stingray swims, though they
  never go higher than a foot or so above the ground.
  The Second Pale
  The Second Pale is a world completely covered by water. This
  murky ocean is inundated by myriad currents through treacher-
  ous reefs and contorted, submerged rock formations. The un-
  wary can be swept upon dagger-like stone or coral. A few lumi-
  nous jellyfish-like creatures drift through the deeps, but overall
  the only light is a dim haze which pervades the entire environ-
  ment. The temperature of the liquid varies from literally boiling
  to a frigidity that would freeze but for its constant churning.
  The surface of the water is covered by an oily sheen; plumes
  of steam swirl up from the waters into the darkness. Visibility is
  limited, though an occasional gust of icy wind will reveal a vista:
  a hopeless expanse of unbroken ocean.
  Demons of the Second Pale:
  Ideally suited for the murky undersea world, the hands and
  feet of Second Pale Demons are webbed, and these creatures are
  equally capable of breathing water or air. Able to propel their
  sleek, hairless bodies through the water with surprising speed,
  they wield small, curved knives with a frightening skill. Their
  large, protruding eyes allow them to see perfectly even in the
  seemingly opaque liquid of their home.
  Other Creatures:
  Vooj: Sea-snakes with a deadly barbed tail, Vooj often grow to
  more than thirty feet in length. While constrictors, their tail
  barb also carries a swift-acting poison (th level Nerve Poison).
  The huge mouth can swallow a man.
  Algalon: Beautiful and graceful, the Algalon is like a large, trans-
  lucent jellyfish. Inside its clear shell (often more than eight feet
  across) are glimmering blue and yellow lights, and from its
  underside hang undulating tentacles. While they appear to be
  about ten feet long, they can extend to more than x that length,
  snapping out with terrifying speed to entangle a victim and
  shock him (- “A” Electricity Criticals). Then the prey is drawn
  in and consumed (injected with a th level reduction poison).
  The Third Pale
  Rocky pillars and towering buttes dominate this world. Be-
  tween these sheer spires lie narrow channels like dry riverbeds,
  constantly swept by bitter cold winds. The myriad overhanging
  cliffs are punctured with shallow caves, in which live the deni-
  zens of this plane. The rock itself is uniformly black with a volca-
  nic porosity. Nearly constant lightnings flash through the sky,
  brilliantly illuminating the stark landscape with a strobe-like
  brilliance, but no clouds can be seen, and there is no sign of veg-
  
  113
  Part Eleven: Demons of the Void
  etation or moisture. A high-pitched keening fills the air like the
  squeak of bats.
  Demons of the Third Pale:
  Nine feet tall and lithe, Third Pale demons are the only ones
  equipped with huge, bat-like wings extending down from their
  long arms. Dark grey in coloring, these slender monsters have
  excellent senses of hearing, smell, and reflected sound location
  (akin to bats).
  While nearly blind under normal lighting conditions, these
  demons see fine in the flashing maelstrom which is the Third
  Pale. The also have superb flying and gliding skills.
  Other Creatures:
  Urki: Grotesque parodies, Urki resemble black, hairless flying
  squirrels with long, whiplike tails, but they fly much better than
  the furred creatures they imitate. While their little claws are
  best suited for clinging to rocky crags, their sharp fangs are
  dangerous. They often travel in small flocks, and a massed at-
  tack is truly fearsome.
  Morl: Slug-like beasts which crawl inexorably along the sheer
  cliff-sides of the Third Pale environment, they are less defense-
  less than they seem. Their slimy flesh exudes a dangerous acid
  (which allows them to actually tunnel into rock if they wish).
  Touching one results in a “C” Acid Critical.
  The Fourth Pale
  The entirety of this world is to be an underground maze of
  tunnels all uniformly four to ten feet in diameter. With the addi-
  tionally confusing factor of no gravity to anchor the inhabitant,
  the warren is a completely disorienting. The darkness is nearly
  absolute as well, and only those with superior infravision can see
  at all.
  Demons of the Fourth Pale:
  • Each possesses knowledge of all the Ranger Base lists Moving Ways
  and Path Mastery, and receives two power points per level.
  Fourth Pale Demons are ten feet tall—though one could rarely
  tell their true height as they are constantly stooped to crawl
  through the tunnels of their Pale All insane, these creatures are
  doomed to forever wander the endless corridurs. Each has su-
  perb sight (including infravision), but lacks development of other
  senses. These creatures have a mottled, light blue coloration and
  long, thin appendages, including a whip-like, prehensile tail. Slen-
  der, agile, and strikingly precise, they usually throw things or re-
  The First Pale
  
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  Shadow WorldAtlas & Encyclopædia Kulthea
  sort to spell-casting; as a race, they have mastered both forms of
  attack.
  The Fifth Pale
  The Fifth Pale is a nightmarish place of industrial technology
  gone mad. Smokestacks and gigantic refinery-like superstruc-
  tures fill this world, which is constantly enveloped in a luminous
  steam. The rhythmic wheezing of bellows mixes with the clatter
  of gears and the roar of engines. Foul pools of chemicals, their
  oil-slicked surfaces aflame, illuminate open-scaffold elevators,
  steel mesh platforms, and large, baroque machines of incompre-
  hensible function. Climbing over these machines (and appar-
  ently servicing them) are countless monkey-like creatures.
  Demons of the Fifth Pale:
  • Spells: Each possesses knowledge of all Monk Base lists and re-
  ceives three power points per level.
  Strong and standing over eleven feet in height, Fifth Pale De-
  mons wield baroque weapons whose origins lie in this strange
  machine environment. Often these complex devices are actually
  part of the demon; a sort of fusion of flesh and mechanism.
  Although similar in some ways to Fourth Pale Demons—us-
  ing spells and enjoying superb sight—they are a darker blue, tail-
  less, stocky, and powerful of build, and have heightened senses
  of smell and taste (but not hearing).
  No Demons of the Pale are stronger from the point of brute
  force. Legends commonly cite these creatures as being capable of
  punching through steel doors or thick, stone walls. Many are also
  quite bright, as evidenced by their skills in the ways of spell-cast-
  ing and organized war-craft. Fifth Pale Demons are jealous of
  power and forever seek to dominate others. They travel to other
  planes to gather slaves to operate their machines.
  Other Creatures:
  Xuun: Small, limber creatures, Xuun are the servants of the de-
  mons. They have six limbs; all are like long arms with dextrous
  fingers. Xuun have no fighting abilities, but scream loudly if
  they see an intruder.
  Ag-Ak: Not living creatures but constructs, Ag-Aks are robots
  built by the Xuun. They come in countless forms, ranging in
  size from less than a foot to more than ten feet in height. Uni-
  formly stupid, they are nevertheless often well-equipped fight-
  ers.
  Ophul: Humanoid slaves, Ophul resemble men who have gone
  beyond the edge of starvation. These naked, skeletal creatures
  have dark, sunken eyes and fragile-looking limbs. They are the
  laborers of this realm, hauling the fossil fuels which power the
  machines. Emotionless and unthinking, they are like automa-
  tons.
  The Sixth Pale
  Another dramatic place, the Sixth Pale consist of endless ver-
  tical cliffs which plunge into fiery chasms. These sheer walls con-
  tinue upwards as far as the eye can see, and drop hundreds of
  feet to brilliant lava rivers. The sides are laced with treacherous,
  narrow shelves of rock, barely wide enough for one man to pass.
  Sections of these shelves frequently crash into the abyss without
  warning.
  Demons of the Sixth Pale:
  Intelligent, but insane and wildly violent,these are the most
  feared of common Demons of the Pale. While resembling First
  Pale varieties in stature and structure, they have glistening black
  skin, huge hands, and large, prehensile tongues and feet. Their
  glowing red eyes and foot-long tongues contribute to a visage
  beyond terror.
  Nearly all are virtually immune to extremes of temperature,
  particularly fire, and pain seems alien to their being. Worse yet,
  they are powerful and elusive foes. Sixth Pale demons have a ‘re-
  curved’ musculature, and are capable to feats of tremendous ac-
  robatic skill and rarely paralleled strength. These creatures may
  leap up to  from one chasm wall to another, holding on to
  the adamantine rock by literally driving their steely claws into
  the stone. Such fearless displays of raw, dexterous power are in-
  herent in their character.
  Perhaps the most grisly and terrifying legend surrounding
  the Sixth Pale demons is that many have been known to tear the
  head off of a fallen foe with one swift motion. All the worse be-
  cause it is true.
  Other Creatures:
  Murg: Insectile beasts, Murgs crawl along the cliffs on sticky ap-
  pendages. While capable of short hops, they cannot fly. Murgs
  are about two feet across and resemble a glistening blue locust.
  They can spit a powerful acid (Shock Bolt Attack Table, Acid
  Critical) up to  with deadly accuracy.
  Karax: Mighty beasts which live without harm in the lava of the
  Sixth Pale, Karax lurk just beneath the surface, waiting for a
  creature to move too close to the liquid rock. If a Demon or
  Murg ventures too close, the serpentine neck shoots up (as far
  as  feet!) and snaps shut on the poor victim.
  3•THE OUTER PLANES
  Home of the Demons Beyond the Pale, the Outer Planes are
  not a place where sanity can survive. The senses are warped by
  energies and effects which cannot be understood. No more can
  be said, for no one has returned from the Outer Planes and re-
  counted anything which makes the least sense.
  As one travels further into the Outer Planes, things which are
  assumed to be immutable in our world become fluid. At first
  subtle changes may give clue to the fact that one is moving deeper
  into the Void: days and nights have no predictable length, and
  the stars flicker across the sky in random and sudden movements.
  Then colors and shapes of solid objects change; the logic of ap-
  pearance and form no longer is relevant. The earth is a tortured
  place where oceans boil away and mountains are thrust up in a
  matter of minutes. Weather changes occur in seconds, and grav-
  ity sometimes falters.
  These are worlds where rock may flow like water and air be-
  comes viscous. Huge meteors crash to the earth constantly, while
  masses of rock rise up and into space, as if gravity has suddenly
  failed. The oceans steam and churn. Winds of more than 
  miles an hour blow in ever-changing directions. A day of three
  suns follows a night with four green moons, followed by a day of
  one sun which fills half the sky with a sullen, dim but angry face.
  As one is drawn further towards the ultimate incongruity, space
  itself begins to distort: stretching and contracting, twisting on
  itself. Past, present and future seem to reverse or even intersect.
  In reality of course, the Outer Planes are made up of myriad
  worlds, but the subtle differences between the different incred-
  ible environments are lost on humanoid senses.
  
  115
  Part Eleven: Demons of the Void
  Demons Beyond the Pale
  Most powerful of the Outsiders, the Demons beyond the Pale
  are in another class altogether. They may choose a form while in
  this universe, but it requires great control and power. Most in-
  stead accept the awful form they take when the enter the Shadow
  World.
  Malevolent demigods, the Demons Beyond the Pale are souls
  inimical to the Essænce. Some were born of the Essænce and
  later banished into the Void—indeed some theorize that Ordain-
  ers who have become too wild and powerful are thrust into this
  realm. They are lords who control their own, bizarre dominions
  and exercise control over many of the lesser demons that inhabit
  the Known Planes. While most of their motives remain wholly
  mystifying, they sometimes act in a clearly understandable fash-
  ion and according to standards familiar to the men and Elves of
  Kulthea.
  Demons Beyond the Pale are incarnations of tremendous Evil.
  Most take gigantic forms, although virtually none are fair-seem-
  ing. All are agile and powerful, and enjoy swift flight (/rd ac-
  celeration; max speed /rd). Even the weakest of these de-
  mons can wield a great (two-hand) weapon in each hand. Each
  possesses an almost irresistible voice and commanding presence
  which enables them to lead large groups or dominate exception-
  ally strong minds.
  System Data:
  Spells: Cast spells up to th from the Essence list Spirit Mastery.
  Aura of Fear: Those within a fifty foot radius who view them for
  the first time must make a RR versus fear. Failure of - re-
  sults in the victim being immobilized by terror for - rds;
  failure of - forces the victim to flee for - hours, while a
  failure of + results in instant death due to shock.
  4•THE OUTER VOID
  The Outer Void is oddly tranquil after the unthinkable realm
  of the Last Planes, though it has even fewer reference points, and
  serenity can lead swiftly to insanity. It is utterly silent. An almost
  tangible darkness is everywhere, while small white lights dodge
  and dart about, seemingly without mission or purpose. These
  glimmering lights are the Agothu as they exist in the Void. It is
  only in the Shadow World that they are forced to don hideous
  guises.
  OLDER ONES: AGOTHU
  The Older Ones are ancient spirits, eerie demigods and their
  servants who predate life on the Shadow World and have no con-
  nection with the Essænce. While their appearance in most cases
  is the most hideous and disgusting of all the demons, their pur-
  poses are sometimes not even what would be considered ‘evil.’
  At the head of this strange and indecipherable order is Agoth
  itself, a sentient presence which is master of the entire chaotic
  hierarchy of the Older Ones.
  In many ways the Older Ones are mere extensions of the Ag-
  oth, though their actions and intentions are so alien that they
  seem without purpose, often pointless and sometimes contra-
  dictory.
  The ‘high court’ of Agoth, these individuals—if they can be
  called such—are the chief lieutenants of the force of Agoth. Each
  has a distinctive form (more or less), and even a twisted unique-
  ness which might be called a personality.
  Althoi: [Void/Essænce; immune to natural heat and cold]
  •  – ´ long, ´ barbed tentacles from mouth deliver a th level
  Circulatory poison with puncture crit.
  • Inter-planar travel at will (requires  rnds to materialize/demate-
  rialize); can propel itself through the air at about  mph.
  • Spells: Seer Base True Sight and True Visions to th; Bard Base
  Mystical Change th; Mentalist Base Mind Speech to th.
  Often called The Eyes of Agoth or
  simply the Overseers, Althoi resemble
  more than anything else large, in-
  flated blowfish, except that their bod-
  ies are covered with eyes instead of
  spines. Over two dozen sight organs
  bulge from the creature’s cold, slimy
  skin, unblinking and staring. An
  Althoi’s fins are of a shimmering di-
  aphanous nature and seem to propel
  it as if it were swimming in water,
  though it hovers in the air with no
  apparent effort. Several prehensile
  tentacles emerge from the large-
  jawed mouth, organs of sense and
  manipulation. Though not strong by
  Demonic standards, they can take
  hold of a man—paralyzing him with
  poisoned barbs—and drag him to the
  gaping maw. Then the creature drains
  its victim of blood and drops the
  empty carcass.
  An Althoi almost always travels
  alone, and will rarely attack. True to
  its purpose, the Althoi is an observer,
  Tresh observes an Ovir
  
  116
  Shadow WorldAtlas & Encyclopædia Kulthea
  Glaar: [Void/Essænce; immune to lightning attacks]
  • Vaguely anthropoid, ´ tall, but invisible (- to attacks).
  • Fires Lightning Bolt + x/round, uses its hits as Power Points.
  • Critical in melee delivers additional Electricity critical.
  • Can only be harmed by enchanted weapons.
  Strange creatures composed entirely of energy, Glaar are
  somehow electrical in nature; they feed on that power and need
  it to survive. They are drawn by any electrical charges—includ-
  ing that generated by living creatures. Glaar are able to coalesce
  in this plane during powerful electrical storms (and so often ac-
  company Flow-storms). A particularly potent lightning strike
  allows a Glaar spirit to form. After that, a Glaar is an insatiable
  feeder, always requiring electricity to live. They take on a vaguely
  anthropoid shape, standing about  feet tall.
  Glaar can also be summoned and directed by the Agothu,
  though the energy requirements usually make them an imprac-
  tical tool. Without fresh energy, a Glaar will dissipate at the rate
  of  hits per hour. If it goes over max hits, it dissipates into harm-
  less static electricity. A Glaar will not cross water (it will ‘short
  out’).
  A Glaar is naturally and permanently invisible. It can some-
  times be detected by its trail: its toeless ‘feet’ instantly wither any
  vegetation it treads on; otherwise it can only be ‘seen’ by those
  skilled in Power Perception, though it can be detected by those
  who can Sense Reality Warp as a distortion.
  Swiping at a target with its forelimb, it can deliver a brutal
  strike, including a supplemental Electricity critical on top of any
  normal Crit given.
  When it wants to draw energy, it will grapple with a target,
  and hits delivered by the Grapple attack are drained from the
  target and added to its hit total. It will continue to drain hits
  from an unconscious target, draining the Con points until target
  is tapped out (and dead). Those striking it with metal weapons
  will receive an ‘A’ Electricity crit (hits are drained from the Glaar
  as well, though). Magic has little effect on it: Elemental attacks
  do half damage (Ice and Earth bolts will splatter and vaguely
  reveal its hulking, monstrous form; Electrical attacks will add to
  its hit total and agitate it).
  Janak: (‘Life Eaters’, aka ‘Sucathu’) [Void/Essænce/East]
  • Most often servants of the Breathless.
  • Tartu mounts are able to ‘swim’ through the air at  mph at
  altitudes of up to ´ and Inter-planar travel under Life Eater
  direction (requires  rnds to materialize/dematerialize)
  Akin to hairless men, the Janak (“Life Eaters”) are unspeak-
  ably evil servants of the Breathless. They are covered by tough,
  toenail-like protrusions, which form a scaly skin. Life Eaters have
  beaks instead of mouths,  surrounded by an array of eight squid-
  like tentacles, tipped with hollow spines. They have four eyes in
  the front and four in the rear of their elliptical skull. Four ears
  crown their heads, each protected by a bony tusk. Their four arms
  end in four-fingered talons.
  Warriors often ride Tartu, creatures resembling huge reddish
  sea turtles which have been bred to sport double shells with an
  armored compartment. This small chamber, located between the
  Tartu’s two shell layers, accomodates - Life Eaters. The Janak
  cut apertures in the outer shell, transforming the Tartu into a
  living tank.
  Each fighter carries a small, double-stocked crossbow, and a
  large, biting axe. The twin blades of the axe close when they strike,
  chewing the flesh out of the victim and opening a wide wound
  not a warrior. If threatened, however, it can be a deadly oppo-
  nent.
  Guguth: (‘Breathless’) [Void/Essænce/Coastal areas/East; operate
  freely underwater]
  • Humanoid, ´ tall.
  • Can cast unlimited Great Vacuums (Sorcerer Gas Destruction),
  but must be inactive for the previous round to prepare and the ’
  radius of effect must be adjacent to the Breathless. Once per day it
  may create an Implosion (th level), but must be in a doorway
  or window to the structure.
  • Immune to all attacks of Mentalism, and to air-related attacks,
  simply inhaling the effect.
  Guguth (The “Breathless”) are vaguely humanoid, but their
  oversized heads are little more than skulls. Their bodies are cov-
  ered by a skin like grey parchment, dry and peeling. Their large,
  claw-like hands are skeletal. Their eyes show moisture, however,
  oozing a bloody liquid as they move in their sockets. Clothing
  themselves in armor fashioned of sea-turtle shells, they wield
  jagged swords of a bony material. But the most fearsome weapon
  is their breath attack.
  Alone among the Agothu, the Guguth have established a per-
  manent foothold on the Shadow World—in the Burning Lands
  to the East. With their servants they have begun invading neigh-
  boring domains, even challenging the Essænce Lords. Sometimes
  the Breathless are seen riding in eerie, silent air-chariots, pow-
  ered by the Flows. This may be how they have broken through
  the Barrier.
  Tresh: [Void/Essænce; immune to natural heat and cold]
  • Inter-planar travel at will (requires  rnds to materialize/demate-
  rialize); can propel itself through the air at about  mph.
  •  – ´ tall body with  tentacles hanging beneath. Three are ´
  long, remaining six are ´. Probiscus injects a Level  Reduction
  poison.
  • Possess all Mentalist Base Lists to th level; are immune to Men-
  tal attacks.
  Tending to be another loner among the Agothu, Tresh (The
  Seeking) travel either by themselves or at most in small groups.
  More aggressive than the Althoi, they will attack if threatened or
  simply hungry.
  Very similar in form to a large, slightly bloated squid, a Tresh
  floats in the air vertically, tentacles dangling below it, though they
  waver about in all directions, and three extremely long ones have
  a reach of  feet. The other tentacles have a -foot reach, and
  the body is about fifteen feet long. In the center of the ring of
  tentacles is a maw over ´ in diameter, ringed with inward-point-
  ing teeth and equipped with a ´ long probiscus. Teeth and ten-
  tacles pull smaller prey (up to human-sized) inside for diges-
  tion. Larger prey is held to the maw while the probiscus injects a
  reduction poison effect the liquified innards are drawn out.
  Its skin is green and leathery with an iridescent sheen. The
  long, powerful tentacles have hundreds of suction cups. A Tresh
  also has three huge protruding eyes, spaced evenly about the main
  body, and inside the uppermost part of the translucent body there
  appears to be a huge humanoid brain.
  AGOTHU SERVANTS
  The creatures listed below are Demonic underlings of the
  Older Ones. Any of the below may be in the service of the Ago-
  thu above.
  
  117
  Part Eleven: Demons of the Void
  from which the Janak will feed. Life Eaters wear light leather ar-
  mor made from Tartu hide or layers of human skin. Some adorn
  themselves with peculiar helms.
  Life Eaters thrive on blood and other bodily fluids, which they
  suck out through syringe-like tentacles. A Life Eater can drain
  the fluids from a grown man in about an hour, although it often
  feeds on a victim for a day or two. Within a minute, a Life Eater
  consumes enough blood to render its prey unconscious.
  Slyak: (‘Bone Eaters’, aka. Slicathu) [Void/Essænce; operate un-
  derwater, near coasts]
  • Can breathe water or air with equal ease.
  Like the Janak and Vlech, the Slyak are demonic minions of
  evil. Many serve the Breathless.
  They are covered by bony plates and sport thick, four-part
  beaks instead of mouths. An array of of eight additional serrated
  mandibles surround the beak, forming a powerful outer grip-
  ping tool. A Slyak also has eight eyes: four surround the man-
  dibles at the front of the bone eater’s elongated skull and the
  other four face backwards. Four hollow tusks which house the
  ears circle the skull. The Slyak’s four arms end in four-fingered
  talons. For armor they usually wear black or dark grey hide, and
  their favored weapon is a spiked warhammer or baw.
  Slyak eat bone and drink bone marrow. Crushing their foes,
  they quickly tear away extraneous flesh, then suck the marrow
  from the shattered skeleton. If time allows, they follow this course
  with the bones themselves. An adult Slyak can consume a man
  in - minutes, though it prefers feeding over the course of an
  hour or two.
  Uthuro: (‘The Hungry’) [Void/Essænce; become sluggish at temps
  below freezing]
  • May attack up to ﬁve foes per round, as long as they are within 
  of each other. Once the Uthuro has successfully entangled a tar-
  get, the victim takes  “C” Acid Critical per round while the blob-
  like form surrounds its prey.
  • Has the power of inter-planar travel at will
  • Immune to all attacks of Mentalism, deterred by strong Essence
  (takes half damage) and avoids all Channeling (takes full dam-
  age). Uthuro does suffer double hits from Lightning attacks, and
  suffers normal (not Super-large) Electricity criticals.
  • Presence ability similar to the Mentalism Base Spell, with a range
  of  per level.
  When at rest an Uthuro appears to be a blob of oozing proto-
  plasm about ten feet in diameter, but this is just this beast’s qui-
  escent state. It can assume a number of shapes to suit its needs,
  forming tendrils, pseudopods, etc. It can squeeze itself to  high
  or through a  diameter tube if necessary (though it is very vul-
  nerable in that state).
  Uthuro is not very intelligent and is usually an enforcer
  brought along with other Demons to assist. It is willful, however,
  and tales from the Wars of Dominion recount that these awful
  monstrosities were seen to turn on their own masters without
  apparent reason. Its most powerful drive seems to be a hunger
  for Essænce. It is naturally drawn towards any being or thing
  which emanates such, and envelops it, draining its energy.
  Vlech: (‘Mind Eater’) [Void/Essænce; become sluggish at temps
  below freezing]
  • Use Presence  ´R to locate prey.
  • Inter-planar travel at will (requires  rnds to materialize/demate-
  rialize); can leap at up to ´ vertically and ´ laterally once ev-
  ery  rounds.
  Like a large opaque jellyfish with clawed tentacles instead of
  feelers, the Vlech (“Mind Eaters”) are grotesque little beasts which
  attach themselves to the victim’s head and suck out the brains.
  Mind-eaters appear out of thin air directly over a target. They
  normally attack one per person. If they fail their initial attack, they
  will attack by leaping, but they will flee if destruction is imminent.
  It is a Light (+) maneuver to avoid allowing a Mind-eater
  attach to the head if they are detected. However, to anticipate a
  Mind-eater attack requires a Sheer Folly (-) Perception ma-
  neuver. To see a Mind-eater above one’s head is a Medium (±)
  Perception.
  Xyr: (‘Flesh Eater’) [Void/Essænce; immune to natural tempera-
  ture extremes]
  •  to ´ feet tall; three ´ long tentacle arms; may attack up to three
  foes simultaneously or attack one foe with two arms. Any critical
  result means a secondary Disruption critical as the creature’s suc-
  tion cups drain blood from the target. Successful Grapples mean
  the beast has a grip and will do an automatic “B” Disruption
  every round unless the target makes a successful Very Hard disen-
  gagement maneuver (add Ag/St bonuses); target may attempt this
  while parrying the other arms’ inevitable attack.
  • Xyr’s bleeding wounds close and heal at the rate of one hit per
  round (e.g., a  hit-per-rnd wound will only bleed at the rate of 
  the next round,  the next, etc, until healed after five rounds).
  Another unspeakable horror from the Void, the Xyr (“Flesh-
  eaters”) are vaguely anthropoid, with a certain ‘melted’ look.
  Closer inspection reveals a tripedal rather than bipedal struc-
  ture, with skin pulsing with external veins and arteries. Their
  feet are mere stumps, and their three long arms each end in three
  strong tentacles, each equipped with a row of powerful suction
  cups with sharp serrated rims. The head is no more than a
  neckless ovoid punctured by three nostrils and three unblinking
  eyes, evenly spaced around the perimeter, all protected by heavy
  bone ridges.
  While easy to hit, their tough hide makes them highly resis-
  tant to serious damage.
  Yathlu: [Void/Essænce; becomes sluggish at temperatures below
  freezing]
  • body is –´ in diameter; - tentacles extend to ´ and deliver
  a powerful (th level) Nerve poison.
  • Immune to all but Elemental Spells. They take half damage from
  all but Fire and Ice, which deliver x hits but regular (i.e., Large)
  criticals.
  Luminous, transparent beasts, the Yathlu appear in ways simi-
  lar to the Tresh but are unrelated. They manifest as a large jelly-
  fish-like creature, about three feet wide with dozens of multicol-
  ored tentacles hanging from the underside. The main body pulses
  and undulates as it floats in the air. The tentacles waver and drift,
  seeming aimless but actually searching. It seeks Essænce and is
  drawn to it.
  Each tentacle has an eye on the tip, allowing the creature a
  very complex (if disjointed) vision. While not strong, these ten-
  tacles also deliver a powerful sting if they touch unprotected skin.
  Once the target is stunned, the creature can actually carry away a
  single beast as large as a cow, draining its fluids and leaving a
  husk. A Yathlu can attack as many as three foes at once, and if
  not surprised, can hold them at tentacles’ length.
  
  118
  Shadow WorldAtlas & Encyclopædia Kulthea
   Demons and Inhabitants of the Void
  Base Max Pace/ Speed
  Size/
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits AT(DB)
  Attacks (Prim/Sec/Tert)
  Enc
  (IQ)
  Pale I
  Demon
  1A
  90
  Dash/10
  MF/FA
  M/I
  35
  1(20)
  40MCl(2x)/30MBa/60MCr§/50cl(2D)
  1
  Berserk (LI)
  Orgal
  8D
  80
  Spt/20
  MF/FA
  M/I
  160
  4(40)
  70LPi/75LSt/Poison/Special
  1-10
  Normal
  Shaan
  3B
  60
  Run/20
  MD/FA
  M/—
  45
  1(40)
  80Wp100/60MSt§/Poison
  1-2
  Normal
  Pale II
  Demon
  4H
  110
  Spt/10
  FA/FA
  M/II
  60
  3(30)
  50MCl(2x)/40LBa/80LKr§/70bs(2D)
  1
  Berserk (IN)
  Vooj
  4D
  30
  Run/10
  SL/FA
  M/—
  120
  3(0)
  70MBi30/100LGr70/140HGr†
  1-2
  Aggres.
  Algalon
  5D
  10
  Walk/5
  SL/BF
  M/II
  100
  3(10)
  100LGr/Special
  1-2
  Aggres.
  Pale III
  Demon
  8H
  130
  FSpt/20
  VF/FA
  L/II
  90
  4(50)
  60MCl(2x)/70LBa/105LCr†/90th
  1
  Cruel(MD)
  Urki
  1A
  30
  Run/20
  MD/FA
  S/—
  5
  1(30)
  30TBi/10SCl
  1-20
  Normal
  Morl
  0
  5B
  Walk/0
  SL/SL
  S/—
  5
  1(0)
  Special
  1-5
  Passive
  Pale IV
  Demon
  13H
  160
  Dash/40
  BF/FA
  L/LA
  120
  4(60)
  60Wp(2D)/70LBa/130LCr§/Spells/90We 1
  Cruel (SU)
  Pale V
  Demon
  18H
  100
  FSpt/20
  VF/FA
  L/LA
  300
  8(50)
  150HBa/200HCr†/Spells/140We(2D)
  1
  Domin.(HI)
  Xuun
  2H
  50
  Spt/40
  MD/FA
  S/—
  35
  3(40)
  30SBi50/40SGr50
  2-20
  Normal
  Ag-Ak
  8H
  60
  Run/0
  MD/MF
  M/II
  200
  20(10)
  120We(2x)/75lcb/Special (varies)
  1-10
  Protect
  Ophul
  1C
  20
  Run/0
  MD/MD
  M/—
  50
  1(0)
  10Martial Arts Rank 1
  1-20
  Passive
  Pale VI
  Demon
  27
  150
  Dash/50
  VF/FA
  M/LA
  250
  12(60)
  180LCl(2x)/130LBa/100MBi†/150LCr†
  1
  Cruel(AV)
  Murg
  2B
  20
  FSpt/20
  Vf/VF
  M/I
  100
  12(30)
  100SBolt[Acid Crit]/50LPi
  1-4
  Normal
  Karax
  10D
  100
  FSpt/30
  VF/VF
  H/LA
  250
  12(40)
  100HBi/70LCl/Special
  1
  Normal
  Beyond the Pale
  Demon
  50G
  120
  Dash/20
  VF/FA
  L/SL
  400H
  20(60)
  200HBa/250HCr†/240we/180we/Both
  1
  Varies (EX)
   Agothu
  Althoi
  30G
  60
  FSpt/20
  MD/FA
  L/LA
  200E
  11 (40)
  +60 MGrapple/+40 SStinger*/Spells
  1
  Aloof (VH)
  Guguth
  20F
  100
  FSpt/20
  VF/FA
  L/—
  200F
  18(50)
  150Th/Special Breath
  1
  Cruel (SU)
  Tresh
  20F
  50
  FSpt/20
  MD/VF
  L/LA
  300F
  12 (50)
  +120 LGrapple/+80LBite*/Spells
  1-2
  Aloof (HI)
   Agothu Servants
  Glaar
  10D
  30
  Run/20
  SL/VF
  L/—
  120E
  11(30)
  50LBolt/100LBash/80LGr*/Special
  1
  Hungry (AV)
  Janak
  8F
  90
  Dash/10
  MF/FA
  M/—
  150D
  13(40)
  140Ba/90MCl§/Special
  1-6
  Cruel (SU)
  Slyak
  12F
  110
  Spt/10
  FA/FA
  M/II
  210F
  19(30)
  180Wh/80LKr/Special
  1-4
  Cruel (SU)
  Uthuro
  30D
  20
  Jog/0
  MD/FA
  SL/LA
  350G
  3 (100)
  150 HGr/120LTs/Spells
  1
  Hostile (IN)
  Vlech
  5B
  80
  FSpt/60
  FA/VF
  S/—
  70A
  3(30)
  50SCl/Special
  1-10
  Hostile (LI)
  Xyr
  20F
  40
  Walk/50
  MD/MD
  L/LA
  200F
  11(20)
  +120 LgGr+Disruption (3x)
  1-6
  Hostile (AV)
  Yathlu
  8E
  10
  Dash/10
  VS/VF
  L/—
  200D
  3(40)
  1-4Whip60/Special
  1
  Bellig. (AA)
  Tartu mounts
  12G
  200
  Dash/10
  VF/FA
  H/SL
  300H
  12(40)
  60LBi/50HBa
  1-5
  Normal (AV)
  *—Poison/Special
  § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the attack which obtained that critical.
  † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of combat after the attack which obtained that critical.
  
  119
  Part Twelve: Peoples
  • PART XII •
  PEOPLES
  OF KULTHEA
  They are the ‘born forever ones.’ Powerful Mentalists, they travel the world gathering infor-
  mation and pursuing quests which only they know and understand. Although the Thalan have no
  power to radically change their actual physical form, they are able to go into a state of hiberna-
  tion at the death of their body and enter an inanimate object. Then (eventually, often several
  hundred or even thousand years later) they will mystically impregnate a female. Be it animal or
  humanoid, their consciousness is able to slightly mutate the offspring, and they are born fully
  aware, with their mental powers and memories intact.
  While only a handful of the Thalan race are known to have revealed themselves (since they
  actually have the physical form of other peoples) there are quite possibly far more of them than
  we could know. Their powers of reincarnation, however, are apparently not genetically transmit-
  table, so the race is doomed to remain at the same number forever. This begs the question: how did
  their people come to be?
  Andraax, on the Thalan
  The Nomikos Monologues
  Nomikos Library, Jaiman
  
  120
  Shadow WorldAtlas & Encyclopædia Kulthea
  1•MORTAL RACES
  Peoples of Kulthea who age, grow old and die, these are the
  mortal races. They make up the majority of thinking beings on
  the planet.
  Explanation of Notes
  Professional Limitations usually refers to whether or not a
  specific race is capable of using a certain type of Essænce. The
  GM may consider this an absolute, or a cultural limitation (i.e.,
  Dwarves believe they cannot use Mentalism but in fact there are
  latent Mentalist Dwarves who repress their gift.)
  In the racial header information sometimes there is an indi-
  cation of a resistance to natural cold, etc. Such attributes break
  down as follows (note that there is no resistance to magical heat/
  cold attacks or actual fire):
  Resistance to natural cold: can function as if temperatures were
  ° warmer than actual. For instance, even though it just cold
  enough to freeze water, the character is as comfortable as if it
  were ≈ °F. Exhaustion points for cold are expended at / the
  normal rate. Characters resist frostbite under all but the most
  extreme conditions.
  Resistance to natural heat: Exhaustion points for heat are ex-
  pended at / the normal rate. Characters need only normal
  water rations (they do not need to perspire as much to main-
  tain their body temperature). Skin resists sunburn.
  Vulnerable to natural cold: Exhaustion points for cold are ex-
  pended at twice the normal rate. There is a greater risk of frost-
  bite.
  Vulnerable to natural heat: Exhaustion points for heat are ex-
  pended at twice the normal rate. There is a greater risk of dehy-
  dration, and sunburn to fair skin.
  SPECIFIC MORTAL
  RACES DESCRIPTIONS
  Aldari:  -  tall, no professional limitations. Lifespan: 
  years.
  Tall, powerfully built with fair hair (even silver or white) and
  steel-grey eyes, the Aldari are the race of Aldaron, one time em-
  peror of Emer. While long-lived, they were never many, and by
  the fourth millennium of the Third Era there were no pureblood
  Aldari left in Emer (with the excption of a handful able to use
  enchantments to prolong life, such as the Storm Wizard).
  Always secretive about their origins, the Aldari were in fact
  not even native to Kulthea, being survivors of a crashed inter-
  stellar colony ship (and are descendants of the Taranians).
  Anzeti:   -  tall, no professional limitations. Lifespan: 
  years. Resistant to natural cold.
  The Anzeti are a small people, hardened by the unfriendly
  climate of the chilly places they inhabit. Dark haired, with red-
  brown skin and green or hazel eyes, they reside almost entirely
  in high, mountainous areas. By nature they are reticent—even
  shy—for they are seldom encountered by other races.
  Centaurs: - tall from front hooves to head; no suggested
  limits on profession; resilient skin/hide is natural AT ; average
  lifespan is  years.
  Majestic fusions of man and horse, Centaurs are reclusive and
  few in number. Most of the few
  existing cultures are loathe to
  have dealings with the ‘bipeds,’
  having been taken advantage of
  in the past—even enslaved. Even
  those Centaurs who ally with men
  and Elves do so with a guarded
  mien. Almost never will they al-
  low themselves to be ridden like
  a steed; it is considered demean-
  ing to these proud beings.
  Droloi: - tall, no profes-
  sional limitations;  night vision al-
  lows perfect sight in equivalent to
  a normal clear night, ' even in
  pitch dark. Skin is natural AT,
  tough nails on hands allow attacks
  as Medium Claw. Resistant to
  natural cold above freezing.
  Lifespan:  years.
  While not evil by nature, most
  would say that the Droloi are the
  result of some dark breeding ex-
  periment between demons and
  humans. It is true that they are
  alien in appearance, but not as
  strange as the Krylites or
  Saurkaur. With their pale, leath-
  ery skin, large clawed hands and
  feet, and—most of all—their four
  large protruding eyes, they are
  A Centaur Mage
  
  121
  Part Twelve: Peoples
  certainly not pleasant for most to look upon.
  Dúranaki: Subrace of the Zori/Laan; - tall, no professional
  limitations; night vision allows perfect sight in equivalent to a nor-
  mal clear night,  even in pitch dark. Lifespan:  years.
  The most reclusive and mysterious of the cultures in Jaiman
  is perhaps the Dúranak society. While not technically a unique
  race (they are in fact an offshoot of the Zori people), they are
  worthy of mention because of their unusual appearance and
  lifestyle.
  Living in vast, maze-like cavern complexes, until recently the
  Dúranaki dealt with the other peoples of Tanara (and Jaiman)
  only on a limited basis, warily trading herbs and their fine items
  of metal and woodwork with the Sulini and the Myri for grains,
  livestock and fish.
  They are very skilled craftsmen and often talented Mentalists
  and Mages; few follow the realm of pure Channeling because of
  their egocentric reluctance to revere any beings above themselves.
  The Dúranaki capture some of the stalwart Myri people and
  keep them as slaves, somehow conditioning their minds to total
  loyalty. A Dúranaki is almost never seen outside of the sheltering
  caves without at least one Myri bodyguard.
  This nocturnal people has a distinctive style of dress, featur-
  ing black leather with silver and platinum studs and buckles, and
  brightly colored silks from the Nuyani of Emer. Their dark hair
  is bleached white, dyed bright colors and treated to stand out
  from their scalp.
  Dwarves (Nomari): - tall; resistant to disease; superior sight
  underground and in near total darkness; suggested professional limi-
  tations: no Essence or Mentalism spell users; average lifespan: 
  years with many individuals reaching  years.
  Dwarves are a stalwart people, comfortable below ground
  where they delve labyrinthine mines and palatial dwellings. Like
  the Goblins, Dwarves are masters of metalcraft; but unlike those
  unsavory cavern dwellers, they design their works to exhibit
  beauty as well as strength and utility. Full of disdain for the ways
  of conjurers, they employ such magic only to enhance the pow-
  ers of the weapons and artifacts reluctantly released from their
  forges.
  Dwarves are stocky with complexions ranging from grey-
  white to ruddy tored-brown; their dark eyes are deep set, and
  their hair is brown or black, occasionally flame-colored. Dwarves
  favor colorful clothing and hand arms. Many are proficient with
  standard bows, but a liking for mechanical devices and frequent
  close quarters prompts them to employ crossbows when a need
  for missile weapons arises.
  A secretive, subterranean people, Dwarves tend to keep to
  themselves in their underground empires. They are suspicious
  of other races, though they sometimes find kindred spirits among
  the Loari and Dyari.
  Short and powerfully built, they seem ideally suited for a life
  underground, though their homes are usually much more than
  a mere warren of tunnels: they have constructed entire cities and
  palaces under mountains. Male Dwarves almost always grow thick
  beards. They usually wear thick wool and linen clothing, some-
  times with leather trim. While Dwarves may be of any profes-
  sion, they tend towards mining, construction and craftsmanship.
  Many are Alchemists.
  In terms of worship, some follow Iorak or Valris, while others
  revere local deities. A few have fallen into darkness and worship
  cruel gods.
  The Loremasters believe that the Dwarves began living un-
  derground long ago during the interregnum to hide from the
  fearsome creatures on the surface. They face a different threat
  however: sometimes their digging leads them too far and the
  stumble upon a tunnel to the Ash Lairs.
  There are at least four distinct tribes of Dwarves, though few
  but their own kind can tell them apart.
  Fustir-Gost: Sub-race of the Umli (q.v.); exclusive to the Mur Fos-
  tisyr of NW Jaiman.
  Garks: - tall; suggested professional limitations: no non-chan-
  neling spell users; average lifespan is  years.
  Mottled grey fur covers covers all of the ape-like Gark, except
  the palms and soles of his feet. Long arms hang to his knees, and
  a powerful, prehensile tail grows from the base of his spine. Most
  Garks possess only limited intelligence, and they use crude weap-
  ons such as clubs, hatchets, and spears. They wear simple, deco-
  rative clothing and organize themselves by family groups. Each
  group shares a large nest suspended high above the ground in
  the trees or a cliff-face. Occasionally, males band together to raid
  the homes of nearby Mannish peoples. Garks are omnivorous,
  but some groups relish the taste of raw human flesh.
  Garks have been trained by some dark sorcerers and lords to
  act as a crude military force, and though they are powerful fight-
  ers, they are not as easily disciplined as the more disciplined
  Lugrôki.
  Three basic types of Gark are known to exist: Snow Garks,
  Jungle Garks, and Cliff Garks, each inhabiting the type of envi-
  ronment they are named for.
  Haid:  –  tall, no professional limitations. Lifespan:  years.
  T’revor Arain: A Dúranak
  
  122
  Shadow WorldAtlas & Encyclopædia Kulthea
  The Haidic tribes of the Blue Forest (NW Jaiman) are related
  to the more northerly Fustir, but have always been more plenti-
  ful—and more warlike. Petty squabbles have peppered the his-
  tory of the Haid, and the clash of steel reverberates through the
  Blue Forest more often than not.
  Taller than the Fustir-Gost of the far north, yet more heavily-
  boned than the Jameri, the Haidic people were once masters of
  much of northwest Jaiman. But now they are scattered, a race in
  decline with only the dim memory of past glory. Some of their
  race—the Syrkakar—have fallen under the cloak of the Iron Wind,
  while others fade into obscurity.
  Tending to be hirsute and stocky of build, the Haid have a
  ruddy complexion and a reddish-brown hair of variegated color.
  The men often sport beards and many braid their wiry hair.
  Hírazi:  ‒  tall, wingspan x height; no professional limi-
  tations. Lifespan:  years.
  The Hírazi are a rare winged race (suspected to be another
  bizarre experiment by the Lords of Essænce long ago). In ap-
  pearance they are like large, muscular humans, with wide shoul-
  ders to support their wing structures.
  But their image of strength is largely misleading, for their
  bones are hollow, their lungs are huge, and their muscles have a
  unique structure which makes them very light. This race is in
  fact rather fragile.
  All have golden brown skin and white or blond hair. Their
  fabulous wings—covered with plush white feathery hairs like
  those of a bird—vary in color from blue to white to gold, often a
  shimmering combination of the above.
  A Híraz may fly at up to  mph for short periods ( min/con
  pt), but as one might suppose, this activity is exhausting. They
  may acquire skill in gliding and travel for hours on thermals. An
  adult Híraz can carry up to about half his/her weight for short
  distances at half-speed.
  Hui: ‒ tall, no professional limitations. Lifespan:  years.
  From the Land of Hukoo in Gaalt.  The Hui are short, stocky,
  and hirsute; they are possibly descendents of a mix of human
  and Dwarven blood. Their skin is ruddy and their hair is nor-
  mally red or brown; men begin to go bald at the end of adoles-
  cence. Despite their thick-set bodies, the Hui have very dexter-
  ous hands and are often excellent craftsmen.
  Ilourians:  -  tall, no professional limitations. Lifespan:
   years.
  A rare people seen only in Northern Silaar (where they call
  themselves the T’loc-loc), Khûm-kaan, and some southeast Eme-
  rian islands, the Ilourians have somewhat of an Elven character,
  but with the black, straight hair and brown skin of the Thesians.
  They are much smaller in stature, however. At first glance they
  look like children, but one should not be fooled by this seem-
  ingly innocent appearance.
  Jaaderi: '"–'" tall, no professional limitations. Lifespan: 
  years.
  The Jaaderi are an ancient people who make their homes in
  the plains of Tai-emer. Robust and often powerfully built, the
  Jaaderi are a race to stand with the Laan in physical nobility. Their
  skin is a coppery red-brown, with green, brown or hazel eyes.
  Other distinguishing features include a prominent, hooked
  nose, full lips, and large earlobes. Their hair is sleek, straight and
  black; men have little body hair and their beard grows sparsely.
  Jaaderi faces have a slightly elongated look, accentuated by a high
  forehead and a hairline which often recedes soon after maturity
  in men.
  Jameri:   ´‒ ´ tall, no professional limitations. Lifespan: 
  years.
  Encompassing a mixture of several racial subgroups, the
  Jameri peoples are shorter than the Laan, Elves or Talath, but
  hardy. Their hair ranges from dirty blond to dark brown, and
  they generally have fair or olive skin, with eyes of hazel or brown.
  Of sturdy build, they tend to become overweight in later years.
  The Jameri are more hirsute than most other races; the men must
  shave or grow heavy beards, and many begin to go bald in their
  middle years. A Jamer feels fortunate to live to be  years old.
  They can be found throughout most of Jaiman, though in
  the north they become intermingled with the Haid and other
  northern peoples.
  A very similar racial group—the Shay—is common in parts
  of Emer and in other lands with a temperate or cool temperate
  clime.
  Jhordi: '" – ' tall, no Channeling or Essence users. All possess
  Mind Speech to th level as innate ability. Females are semi-intel-
  ligent. Lifespan: males:  years; females:  years.
  The Jhordi (pronounced ‘jord-eye’, at variance with normal
  Iruaric pluralization) have no body hair, are tall and tend to be
  big-boned (and usually muscular). Their ears are very large and
  elongated but rounded, their skin very pale with a faint bluish
  tint. The only clothing they wear is an array of silver necklaces,
  bracelets and earrings studded with semiprecious stones, and a
  skirt or shorts of a virtually transparent shimmering material.
  They take evident delight in creating discomfort for the more
  ‘modest’ cultures. In truly cold climes, they will don a coat or
  cloak of white ovir fur.
  If Jhordians can speak, one has never been heard to do so;
  instead they communicate exclusively through mind-speech. Few
  but the Steersman have ever had contact with the world outside
  their isolated homeland, but all seem to possess the telepathic
  ability, in addition to other Mentalist powers of varying level. In
  effect, they all have the equivalent of the Mentalist Base list Mind
  Speech to th level, and can use these powers at will with no
  expenditure of Essænce power. This lends weight to a Loremaster
  theory that the Jhordi are not native to Kulthea and may in fact
  be (relatively) recent arrivals—certainly since the end of the First
  Era.
  No Jhordi woman has ever been seen by outsiders; among
  the few who have inquired about females of the species, the lucky
  have been spat upon; the unlucky have had their necks broken.
  In fact, Jhordi women are unlike females of any other humanoid
  race: they are genetically inferior with an intelligence no higher
  than an ape; they are kept like animals merely to breed.
  Jineri:  -  tall, no professional limitations. Lifespan:  years.
  Though similar to the Y’nar in facial features, the Jineri tend
  to be taller, with slightly darker skin pigmentation, and more
  ectomorphic, suited to hot and humid climes. Eyes are usually
  brown or hazel with the distinguishing epicanthic fold over the
  inner corner. They have little body hair, and scalp hair is always
  thick and straight, usually black but sometimes streaked with
  silver or white after puberty.
  Jinteni: '"–'" tall, no professional limitations, though a par-
  ticular aptitude towards Mentalism. Lifespan:  years.
  Precersors of the Thesians and/or the Kinsai, the Jinteni con-
  trolled much of Emer, Falias, Govon and perhaps parts of Thuul
  and Agyra during the Interregnum. The Jinteni developed a
  magic-technology fusion which culminated in the creation of
  
  123
  Part Twelve: Peoples
  the sun-gems but are now known primarily for their vast tomb-
  cities.
  Kinsai: ‒ tall, no professional limitations, though a par-
  ticular aptitude towards Mentalism. Lifespan:  years.
  With their light brown skin and black curly hair, it is easy to
  see why the Loremasters believe that Kinsai are the result of in-
  terbreeding between the fair-skinned Laan and the dark
  complected Jinteni. These people are found in SE Emer and other
  temperate to warm climates. The Itanians of SW Emer are of the
  Kinsai race, but with a particularly strong innate mentalist capa-
  bility.
  Kuluku: '" - '", no professional limitations overall, though the
  Kuluku Animists and Druids are considered especially gifted.
  Lifespan:  years.
  Tall and graceful, the Kuluku reside in the Khûm-kaan rain
  forest basin and a few other similar environments. Their skin is
  chocolate brown, eyes a bright emerald green, and their hair is
  straight and almost always black. Kuluku also have full lips and
  flattened noses.
  There are other unusual traits unique to the Kuluku race; the
  Loremasters believe that they may have been genetically altered
  by the Lords of Essence to have these unusual physical attributes:
  • Chameleon Color: Kuluku (males to some extent, females more
  so) have the ability to concentrate and change the color of their
  skin. By staring intently at a surface near them, they may gradu-
  ally change their skin tone from its natural chocolate color to a
  light brown or even grey-green. Sophisticated mottling is not
  possible, nor are strange, unnatural colors. The change lasts only
  as long as the Kuluku concentrates + rnd/lvl, but can add +
  (females +) to hiding in the forest.
  • Retractable finger/toenails: Kuluku fingers are extremely strong,
  and their fingernails are thick and sharp. The Kuluku can re-
  tract and extend them slightly. Used primarily to aid this arbo-
  real people in climbing, they can also be used as a brawling
  weapon. When climbing a soft surface (such as a tree) add +.
  GMs may wish to rule on whether they can learn to fight with
  their hands as medium claws.
  • Inner eyelids: Kuluku eyes are—in contrast to their dark brown
  skin—bright emerald green. They are also slightly larger than
  the average humanoid’s, and allow the forest people to see very
  well in the dim jungle (add + to visual perception rolls; see at
  merely - at night). They have an inner eyelid which they can
  close to shield their sensitive eyes when in direct sunlight. These
  membranes are thinner than the Rhiani eyelid and transpar-
  ent; the Kuluku can actually see at only - through theirs.
  • Superior sense of smell: The wide, flattened Kuluku nose is
  also functional: their sense of smell is better (+) than any
  mannish or Elven race.
  GM Note: Kuluku are not recommended as PC’s because of
  their special abilities and reclusive nature
  Laan: (a.k.a. Zori in Jaiman)   -  tall, no professional limi-
  tations. Some resistance to natural cold. Lifespan:  years.
  The Laan are even taller than the Elves, but more heavily
  boned and physically stronger. Their hair is straight and dark
  brown to coal black, eyes blue, grey or hazel, and they tend to be
  fair-skinned, from very pale seeming to a flushed but light com-
  plexion. Few of the men sport beards; in fact most have little or
  no facial hair (and little body hair).
  The Laan are great warriors, leaders and empire-builders: their
  ambition matches their great stature. They are concentrated in
  Emer in the Kaitaine vicinity and in verdant hills of Hæstra.
  Lugrôki:
  Lesser:    -  tall, no  spell-users. Resistant to extremes of
  temperature; - in daylight, - to activity in full sun. Lifespan: 
  years.
  Greater:    -  tall, no professional limitations, though
  trained spell-users are rare. Resistant to extremes of temperature;
  - to activity in full sun. Lifespan:  years.
  These travesties were once men and Elves, interbred with de-
  mons of the Pale long ago by Kadæna and her lieutenants. Their
  goal was to fashion a fearsome, ruthless warrior race. They suc-
  ceeded, in the process creating a grotesque creature with slant-
  ing eyes and a flattened snoutlike nose. A Lugrok’s teeth are large
  and irregular, with oversized incisors which frequently jut from
  their thick-lipped mouth. Hulking in form, with heavily muscled
  bodies and thick limbs, Lugrôki respect little save superior force.
  Lesser Lugrôki are born to live, fight, and die in darkness;
  they hate the day and sometimes panic under the brighter sun.
  Greater Lugrôki are smarter and tougher; they can operate in
  daylight and possess superior skills in speaking, reasoning, and
  fighting; some individuals have been known to be spell-casters.
  While aggressively hunted down after the Wars of Domin-
  ion, the Lugrôki have rebounded in many underground areas
  and climes which see little sun.
  Because of their warlike nature, most do not operate in more
  than a tribal society, unless governed by a strong lord or another
  race.
  Lydians:  -  tall. Resistant to cold; vulnerable to heat.
  Lifespan:  years.
  The tall, slender Lydians are most populous in Mythenis and
  some regions of Gaalt, though they are found on other cool
  climes—especially in the southern hemisphere. This race has a
  somewhat elongated skull and large, bright, amber-colored eyes.
  They have fair skin, pale blond hair  and are more slender than
  A Kuluku Shaman Meditates
  
  124
  Shadow WorldAtlas & Encyclopædia Kulthea
  the Laan or Talath and tend to be hirsute. Men  begind to lose
  their hair soon after maturity, and even many older women have
  a receding hairline.
  Some Loremasters believe that they, or perhaps the Talath,
  are descendants of the Wôrim.
  Mermen/Mermaids:  -  from head to fin; no suggested lim-
  its on profession; must totally immerse once a day in water, - to
  all activities for each missed day (at - a coma ensues, at -
  death occurs); some can shapechange their fish tail into a pair of
  scaled human legs, this transformation (either way) usually takes 
  minute of concentration and each day it can be maintained for 
  hours +  hour/level; resilient skin/scales are natural AT ; average
  lifespan is  years.
  The fair, often hairless skin of a Merman’s torso blends at the
  waist into the shimmering scales of his fish’s tail; both are more
  resistant to wounds than normal human skin. Instead of gills,
  mermen have powerful lungs which are able to take oxygen from
  water or air. They are wary and suspicious of most other races
  except the Shuluri, with whom they sometimes share submarine
  cities. Warm-blooded beings, most are fond of sunlight and build
  their manors and palaces in the temperate shallows, away from
  the dark, icy deeps.
  Mermen tend to wear strings of shells, pearls, precious stones,
  or gems as rainment.
  Muadani:   -  tall, no professional limitations. Lifespan:
   years. Resistant to natural heat.
  Slender and graceful of body, the Muadani have a medium
  brown skin tone and black hair, usually wavy and thick in tex-
  ture. Their facial features are also refined, with small noses and
  ears and almond eyes which are almost always brown in color.
  The Muadani are also known as the Vajaari in SW Emer,
  Gethryn in NW Thuul.
  Murlogi (aka Goblins):   -  tall, no professional limita-
  tions. Lifespan:  years. Resistant to cold, superior hearing and
  night vision; - in daylight.
  The typical Goblin has a rounded head with large grey eyes, a
  tiny nose and a thin-lipped mouth. Oversized ears  can pick up
  the slightest sound and distinguish the source of an echoing voice
  with uncanny skill.  Their skin is a pale grey-yellow, and they
  have large feet with rudimentary toes.
  Mechanically inclined, the Murlogi have invented many ma-
  chines to torture their foes, as well as those useful in warfare.
  Utility and strength mark most of their creations, but they are
  invariably inelegant like their creators. Murlogi are skilled min-
  ers, enlarging their underground kingdoms by connecting nearby
  caverns with tunnels. Often an entire mountain range (The Mor-
  bek Highlands are an excellent example) may be webbed by these
  low-ceilinged passages. Goblins stay below ground by day, but at
  night they emerge in search of food—including human flesh.
  Myri: See Talath.
  Ochu:   ‒  tall, no professional limitations. Lifespan: 
  years.
  A people commonly found in warmer climes such as Agyra
  and northern Falias, the Ochu also have a colony in northern
  Tai-emer (Pochantos). In appearance they have red-brown skin
  and tend to be of medium height and build, with straight or wavy
  coarse black hair. The eyes are brown and almond-shaped, with
  wide, faces and high cheekbones. Body and facial hair is rela-
  tively sparse.
  A Merman is sighted in the Kelp Sea
  
  125
  Part Twelve: Peoples
  Quaidu (aka: Pale Men):   ‒  tall, no professional limita-
  tions. Superior vision in dim light but - in full sunlight; resistant
  to natural cold; require full skin coverage for more than a few min-
  utes of exposure to sun. Lifespan:  years.
  The men usually tall and powerfully built, the Quaidu are so
  pale as to seem to have no skin pigmentation. Though even an
  albino has a pinkish color from the blood under his skin, these
  men and women are ashen-white, almost grey in hue. Their bod-
  ies are hairless, the mane on their scalp is either ebon or snow-
  white, their eyes invariably black as orbs of obsidian. No iris, no
  pupil can be seen, no white sclera. Both sexes have a high promi-
  nent forehead, slender nose and thin lips of a darker grey. Quaidu
  front teeth are larger and more pointed than average humanoid,
  giving them a frightening visage when they smile. To say that
  they are troubling to look upon is an understatement.
  Their origins are believed to be no less exotic than the East-
  ern Hemisphere, but for now they for the most part known the
  Eastern Lands as soldiers for the Raven Queen of Gaalt. Some
  have come to NW Emer as refugees, willing to work in return for
  life in a land other than that under Lorgalis.
  Rasha-ai:  ‒  tall, no professional limitations. Photosyn-
  thetic skin. Lifespan:  years.
  The Rasha-ai are a race adapted to open grasslands and high
  altitude plateaus. Slender and long-limbed, they can outrun any
  other mortal race on the long haul. Part of the reason for this is
  their powerful legs, but part is also their unique dual oxygen sup-
  ply. Besides their lungs, the Rasha-ai have photosynthetic skin,
  allowing them to absorb carbon dioxide from their own blood
  and convert it to oxygen. This explains their unique greenish
  complexion—which also aids in concealment when in the wild.
  Rasha-ai have coarse, yellow body hair growing in ridges along
  the outside of their limbs. Scalp hair is heavy and not unlike straw.
  Their eyes are narrow and of a bright red hue; noses are flat and
  wide, and they have very large, elongated ears (to enhance hear-
  ing in thin atmospheres). Strictly vegetarian, they have smallish
  mouths  with mostly flat, molar-like teeth designed for chewing
  fibrous plants.
  Rhiani:   -  tall, no professional limitations. Resistance to
  natural heat. Possess a nictating membrane/inner eyelid to protect
  against sand and dust. Lifespan:  years.
   Favoring a culture which is nomadic, fierce, and strong-
  willed, the Rhiani make their home in the desert regions of Uj
  and are superlative horsemen.  The Rhiani have light brown skin
  and hair streaked by the sun to a mixture of colors from blond to
  dark brown; they have no facial hair and little body hair.  Rhiani
  have fine features and a unique trait: they possess two eyelids.
  The regular outer eyelid is like that of other races, but they pos-
  sess another thin membrane which shields the eye when in bright
  sunlight.  Underneath both eyelids they have eyes of a strikingly
  brilliant pale blue or violet (with excellent night vision).  With
  the inner lid closed the Rhiani have a disturbing, ‘blind’ look
  about them.
  Shay:   -  tall, no professional limitations. Lifespan:  years.
  The Shay peoples are shorter than most other races but stocky
  and hardy. They usually have brown hair and fair skin, with eyes
  blue, hazel or brown. Shay men are more hirsute than most other
  races, and in most cultures are likely to let their dense facial hair
  grow.
  Syrkakar: '" - '" tall, no professional limitations. Lifespan: 
  years.
  The Syrkakar are a subrace, result of interbreeding of Umli
  and Haid; they are exclusive to NW Jaiman. They have ruddy
  complexions, red-brown hair, and are generally to be stocky of
  build. The men tend to go bald in early adulthood.
  Synshari:   -  tall, no professional limitations. Resistant to
  natural heat; vulnerable to natural cold. Skin is naturally AT .
  Lifespan:  years.
  The Synshari are sometimes known as the Desert Screamers,
  for their harsh, screeching cries which echo across miles of deso-
  late land. No other race is as suited for the parched wastes as the
  Synshari.
  The only known cold-blooded humanoid race, the Synshari
  are—ironically—much more human-appearing than the warm-
  blooded Saurkur. At home in the most hot, arid climates, they
  require little water, and their resilient, leathery brown skin is vir-
  tually immune to the sun’s damaging rays. A nictating membrane/
  inner eyelid protects their large and protuding yellow eyes, which
  have slit-pupils and can operate independently (a disconcerting
  sight). They possess large webbed feet with thick soles for trac-
  tion on soft sand.
  This race has no body hair, except on the scalp and pubic
  ares, where it is light brown, thick and almost feathery in tex-
  ture.
  While Synshari
  thrive in hot climates,
  they are very vulner-
  able to cold. Warm
  clothing is not suffi-
  cient to help them
  since their bodies do
  not generate heat. In
  cooler weather they
  become sluggish (for
  every ° below  °F
  they are at - to all
  actions). They cannot
  survive for more than
  a few hours at below
  freezing temperatures.
  On cold desert nights
  they burrow into the
  sand for warmth.
  Talath: (a.k.a. Myri in
  Jaiman)   - 
  tall, no professional
  limitations but Essence
  and Mentalism users
  would be rare. Lifespan:
   years. Resistance to
  natural cold.
   The Talath are a
  hardy race, blond and
  blue-eyed. They have
  cultures in Northwest-
  ern Hæstra. They are
  suited to cooler climes,
  having settlements in
  SE Jaiman (known as
  the Myri), and other
  cool temperate re-
  gions. Powerfully built,
  A Muadani
  
  126
  Shadow WorldAtlas & Encyclopædia Kulthea
  the Talath are of amazing size and strength. Most have a fair coun-
  tenance; the men have little or no beard. Both sexes are big-boned
  and have a physical and mental strength borne of a life of hard
  work and pure spirit.
  Tanai: See Ilourians.
  Thesians:   -  tall, no professional limitations. Lifespan: 
  years.
  This tall, graceful people—with their dark brown skin, full
  lips and flattened noses—could well be descendants of the famed
  Jinteni race. Loremasters base this conjecture on what few works
  of art and visual record they have found which can be linked to
  the lost Jinteni. All Thesians have dark brown eyes, very dark
  skin, and have little body hair. Scalp hair, however, grows thickly
  and in very tight curls. Long-fingered hands are also the norm.
  Thesians on Emer are for the most part in Onar (where they
  are known as the Kinsai) and Khûm-kaan. They can also be found
  in other warm-temperate and tropical environments.
  Trogli:  - tall; no professional limitations; night vision al-
  lows perfect sight in equivalent to a normal clear night,  even in
  pitch dark; unusual joint development allows a + to all thrown
  attacks as well as static maneuvers involving the hands (locks, re-
  pair/construction) or feet (Balance). Also gain a + bonus to Con-
  tortions; fear daylight, but no actual vulnerability; average lifespan:
   years.
  In general, Trogli fear and loathe all things alien to their un-
  derground world. They rarely come near the surface and shun
  the sunlight. Trogli possess muscled bodies with bluish-white
  skin; their eyes glow in the darkness with an eerie red light and
  white hair grows from their scalps. There are wide variations in
  the level of ‘civilization’ from one Trogli enclave to another. Some
  Trogli are barely more than animals who wear armor and wield
  weapons stolen from their foes, but use stones as clubs or mis-
  siles when they have nothing else. Others are intelligent and tech-
  nically advanced but cruel, jealous of those who live on the sur-
  face. These are more dangerous for they either plot to overthrow
  the surface dwellers or raid  their villages for food—for all Trogli
  relish the taste of human flesh.
  Some Loremasters hold that the Trogli are a race descended
  from the Wôrim: those who chose to hide underground at the
  end of the Interregnum.
  Umli:  -  tall, no professional limitations. Lifespan:  years.
  Resistant to extremes of cold.
  The Umli are the masters of the north; no mannish folk can
  stand with them amidst the fury of the bitter frost. They range
  far out across the realms others call wastes. Few tread in their
  traceless paths, and there are none who dare chalenge their domi-
  nance at home. There was a time when the Umli ranged much
  further south, but they have been driven from these more friendly
  lands by their many enemies.
  The Umli are stocky of build, with fair skin and either silver-
  white or raven-black hair.
  Wôrim:  -  tall, no professional limitations. Some resis-
  tance to natural cold. Lifespan:  years.
  An extinct people; possible precursors to the Laan.
  Y’kin:  ‒  tall, no professional limitations. Lifespan:  years.
  The Y’kin are an offshoot of the Ochu people, but hard living
  in the cooler land of Tanara has stunted them, and aggressive
  neighbors have nearly wiped them out.
  Y’nari:  ‒  tall, no professional limitations. Lifespan: 
  years.
  Generally quiet and serene, the Y’nari are nevertheless reti-
  cent—even stubborn. Of average height and medium to slight
  build, they have fair skin (with a yellowish tint) and little body
  hair. Scalp hair is thick, straight, coarse and deep blue-black (or,
  in rare cases, white). Eyes are usually brown, hazel or amber, and
  a distinguishing feature is the epicanthic folds (the small overlap
  of skin over the eyes, like Terran Asian peoples). Y’nari also have
  ‘flattened’ features: small noses, wide, prominent cheekbones.
  Y’nar populations are found in NE Emer (Silaar), southern Ke-
  lestia, and other temperate lands.
  Zjedrahir:  -  tall, no professional limitations. Resistant to
  natural heat. Lifespan:  years.
   A subrace of the Jaaderi; a.k.a. the Udahir in the Mur Fostisyr.
  TA-LAIRI (HALF-ELVES)
  The  Ta-lairi (Iy: ‘part-elves’) can be individuals (for example,
  Kalen Avanir is the son of a Laan father and a Loari mother), or
  they can be entire races: the result of elven/mortal interbreeding
  long ago, creating a fairly homogenius group of beings. The lat-
  ter are actually multiple races; there is tremendous variation de-
  pending on mortal component. Elven parentage is almost always
  Erlin when widespread enough to constitute a subrace.
  The variety in appearance among half-Elves stems not so
  much from the subtle variance in Elves, as the more pronounced
  differences between the Mannish races whose blood also flows
  in their veins. The Ky’taari of the Mur Fostisyr and the Sulini of
  Tanara are examples of this fusion; there are numerous other
  cultures whose people are—as a group—descended from an El-
  ven-mannish intermingling. They are always mortal, though en-
  joying a longer life span, remaining healthy and hale until very
  near the end, then aging very rapidly over the last  years or so of
  life.
  Following are some specific sub-races and their defining char-
  acteristics.
  Eritari:   -  tall, no professional limitations. Resistant to
  natural heat. Lifespan:  years.
  A Y’nar Boy
  
  127
  Part Twelve: Peoples
  A blending of Elven and Thesian people (or perhaps the an-
  cient Jinteni themselves), The Eritari combine the pointed elven
  ears with the full lips and brown eyes of the Thesians. Skin color
  is usually a medium brown.
  Ky’taari:   -  tall, no professional limitations. Immune to
  natural cold; gain energy by exposure to sunlight. Lifespan: -
  years.
  A race of tall, slender people who—with their wheat-colored
  skin and golden hair—resemble in many ways the Iylar Elves.
  The Ky’taari are most at home of all the Ta-lairi in colder climes;
  even sub-zero temperatures have little effect on them. The Ky’taari
  are rare, however. The only homelands are in the Mur Fostisyr of
  NW Jaiman and the tundra of Kalitaal north of Mulira.
  Punkari:  -  tall, no professional limitations. Resistant to
  extremes of temperature. Lifespan: - years.
  More powerfully built than most of the Ta-lairi, the Punkari
  may be the result of Erlin or even Loari interbred with Y’nari
  and/or Laan. Originally from Mulira, they are represented in
  many areas now. Some are peaceful though xenophobic, while
  others are violently adverse to contact with other races. They are
  known for their rebellious, anarchic nature and seem incapable
  of a social order more complex that simple clans.
  Sulini:  -  tall, no professional limitations. Resistant to ex-
  tremes of temperature. Lifespan: - years.
  Tall, slender and graceful, the Sulini are the result of the min-
  gling of Erlin Elves and a fair mannish race. Their appearance
  suggests either the Talath or Lydians, for they have sandy or blond
  hair, fair skin and blue or green eyes.
  Vorloi:  -  No professional limitations overall, though many
  are Animists. Resistant to natural extremes of temperature. Lifespan:
  + years.
  The Vorloi (tree spirits) are a strange race apparently unique
  to the Isle of Jade (located south of Khûm-kaan). They are very
  small and lithe, and—because of their pointed ears and longev-
  ity—are perhaps the result of a mating of an Elven race with a
  mortal group long ago. But the Elven grace of this people may be
  a façade: behind their beautiful lips are sharp fangs, and their
  long, delicate fingers end in hard, sharp nails.
  GIANT MORTALS
  Huge, muscular men often standing twice or thrice the height
  of men, Giants possess immense strength, but the accompany-
  ing slow reactions reduce their advantage.
  Generally reclusive, giants do not often reside in larger than
  extended family groups.
  Lesser Giants
  Suggested professional limitations: Fighters only. Minor:  ‒ 
  tall. Normal: -  tall. Major:  -  tall.
  These giants are not usually classified as intelligent races; they
  include the very stupidest Giants who exhibit the instinctual fe-
  rocity of beasts and deserve no one’s trust. Hairier and uglier
  than their brethren, these Giants take noisy pleasure in hurling
  rocks at human targets… and feasting on the ‘tenderized’ results.
  Greater Giants
  Suggested professional limitations: non-spell using professions with
  the special ability of using the spell lists noted (all elemental lists
  are Magician base lists). Average lifespan: - years.
  Greater Giants are more intelligent than their lesser breth-
  ren, and perhaps have taken on an unfairly negative reputation
  from those same relations. They are no less than normal men in
  thought and desire, and while they are enchanted by nature they
  have the same strengths and weaknessess.
  These Giants are further classified according to an environ-
  ment or element that they have an affinity for:
  Cloud: ´ -´ tall; “Liquid Alteration” (Mystic base list), “Es-
  sence Hand” (Ess), “Lofty Bridge” (Ess), and “Wind Law” spell lists
  to own lvl (xlvl PP).
  With pale grey skin and flowing silvery hair, Cloud Giants
  favor high mountain vales and rocky coasts where frequently
  overcast skies bring their favorite element close to earth.
  Fire: ´-´ tall; “Fire Law” spell list to own level (xlvl PP); im-
  mune to heat and fire; double damage from cold or ice attacks.
   Red-brown skin, glowing ruby eyes and hair like flame are
  the striking features of these enchanted giants. They thrive near
  volcanoes.
  Forest: - tall; “Nature’s Lore” and “Nature’s Protection” spell
  lists (Chan, Animist base lists) to own level (xlvl PP).
  With deep brown skin and  emerald eyes, these giants could
  almost be overgrown cousins of the Jineri.
  Frost: - tall; “Ice Law” spell list to own level (xlvl PP); im-
  mune to cold; double damage from fire.
  Snow-white skin and hair like crystal strands mark the eerie
  appearance of the huge Frost Giant. They are comfortable at the
  poles and anywhere that the sun has little power to warm the
  land above freezing.
  Hill: - tall; “Solid Alteration” (Mystic base list) spell list to
  own level (xlvl PP).
  The most common of all Giant races, Hill Giants have me-
  dium brown skin and grey eyes; in appearance they are simply
  very large, muscular humans. In fact, Hill Giants and mortals
  have been known to interbreed.
  Mountain: - tall; “Solid Destruction”, (Sorcerer base list) and
  “Earth Law” spell lists to own level (xlvl PP).
  Second only to the Storm Giants in sheer size and power,
  Mountain Giants scorn their Hill brethren and reside only in
  cliff dwellings or deep under the roots of ancient ranges. Their
  skin is like dark granite, hair gleams like feldspar and their eyes
  are luminous jade.
  Sketch of an Eritari man
  
  128
  Shadow WorldAtlas & Encyclopædia Kulthea
  Stone: - tall; “Earth Law” spell list to own level (xlvl PP);
  tunnels through stone easily.
   Second most common after Hill Giants, this race has grey-
  brown skin with the appearance of myriad tiny cracks. Thier
  deep-set eyes are black as obsidian and they are hairless. Stone
  Giants are shy of most men and surprisingly gentle in demeanor.
  Storm: - tall; “Ice Law”, “Water Law”, “Wind Law”, and “Light
  Law” lists to own level (xlvl PP).
  Lords of the Giant race, these men and women have blue-
  white skin which seems luminous, and their snowy hair coils out
  from their heads with a life of its own. Most remarkable are their
  eyes: blinding lights which cannot be borne for more than a
  moment beofre one must turn away. Storm Giants are aloof, ar-
  rogant and unmatched among mortals in sheer might. They live
  on only the highest peaks and most volatile of environments.
  Water: - tall; “Liquid Alteration” (Mystic base list) and “Wa-
  ter Law” spell lists to own level (xlvl PP); can breathe underwa-
  ter as well as air.
  Blue-green skin, hairless scalps and large pale eyes  mark this
  undersea subrace. Some Water Giants have befriended their fel-
  low submarine dwellers and live as neighbors to Shuluri or Mer-
  men; others consider these races a threat to their own undersea
  domains.
  Troll Races
  Suggested that all be limited to non-spell using professions; average
  lifespan:  years; immune to normal heat and cold; half damage
  from heat and cold attacks.
  Hideous travesties of life, Trolls possess huge, hulking bodies
  patched by bushes of harsh, wiry hair. Oversized hands and feet
  are adorned with heavy claw-like nails, while flattened nostrils
  deform their cruel visage. A perpetual snarl distorts the sneering
  maws of these fiends, revealing blood-stained fangs. Grey, stony
  hides with the rough texture of a cliff face protect the innards of
  reclusive, solitary Trolls, but more formidable armor guards the
  dreaded War Trolls. Bred to withstand the sun’s bright gaze, War
  Trolls are quicker and more clever than their ancient brethren.
  Hill Trolls (more timid, but equally fond of man-flesh) lose their
  sight when exposed to direct sunlight, while Stone Trolls return
  to the rock from which their race was born.
  The given type below indicates the Troll’s preferred environ-
  ment:
  Cave: - tall; when outside in the daytime they take  hits/
  hour.
  Forest: - tall; - to all activities when exposed to direct sun-
  light.
  Hill: - tall; - to outside in the daytime; when exposed to
  direct sunlight they go blind for a number of rounds equal to the
  time exposed.
  Mountain: - tall; can function normally regardless of sun-
  light.
  Snow (or Ice): - tall; turns to ice when exposed to direct sun-
  light, but become normal again when night falls.
  Stone: - tall; turn to stone when exposed to direct sunlight.
  War: - tall; wears armor and favors war hammers; unaffected
  by sunlight; bred for war in any environment.
  Note: for the purposes of trolls, direct sunlight is sunlight
  unobscured by clouds, precipitation, foliage, shade, etc.
  2•IMMORTAL RACES
  These are beings who, unlike the other races, do not age or
  grow old. Most maintain a youthful appearance indefinitely. As
  part of this eternal youth, they have a high resistance to diseases
  and natural extremes of temperature.
  ELVEN PEOPLES
  Elves are very similar in appearance to humans, except they
  are generally taller and have elongated ears with points at the
  top, and more delicate features. Men have no facial hair, and they
  have almost no body hair, while scalp hair grows thick and full
  throughout their lives.
  The Elven physique is naturally slender and their metabo-
  lism prevents them from extra body fat. Physical exertion and
  training does allow them to gain muscle mass and add strength,
  though some mannish races are more easily able to gain muscu-
  lar bulk.
  Elves mature as humans, but once they reach adulthood the
  pure blooded do not show the signs of aging; those of mixed
  descent tend to age very slowly compared to the average mortal.
  There are several sub-races of Elves much the same as there are
  for men. The Linæri, Loari and Dyari are all in fact very closely
  related genetically and make up the Iylar race, the most lordly
  and imposing of the Elves. The Erlin, by contrast, are quite a
  different species from the Iylar; as distant from the High Elves as
  they are themselves from the mortal peoples.
  Special Attributes
  In addition to any specific abilities and resistances mentioned
  with the various races, all full-blood Elves have the following
  special attributes:
  • Natural night vision allows perfect sight in equivalent to a nor-
  mal clear night, ´ on overcast night or very dim light (though
  no advantage in pitch dark; they must have some light).
  • Acute eyesight grants a + to all rolls involving visual percep-
  tion. This may include ‘detect ambush’ and similar skill rolls.
  • Acute hearing grants a + to all rolls involving aural percep-
  tion. This may include ‘detect ambush’ and similar skill rolls.
  Linæri: '" - '" tall, no professional limitations. Highly resis-
  tant (+ RR) to bacterial, fungal and viral diseases/infections.
  Resistant to extremes of temperature. Lifespan: immortal.
  The Linæri (Iy: “Singers”) possess golden-blond hair, blue eyes,
  and fair skin. They are tall and graceful, generally slender of build
  but strong.
  Most Linær prefer natural spaces to structures, and when they
  build homes they are always airy, open designs filled with light
  and warmth. True to their name, the Linær are as a rule a musi-
  cal people. All children are taught to sing at the same time they
  are instructed in language.
  Loari: '" - '" tall, no professional limitations.  Highly resis-
  tant (+ RR) to bacterial, fungal and viral diseases/infections.
  Resistant to extremes of temperature. Lifespan: immortal.
  The Loari (Iy: ‘Builders’) almost without exception have raven-
  black hair. Eye color can be brown, grey-blue or hazel, and their
  complexion is fair—even pale.
  While a Loar may love nature as much as his Linær cousin, he
  seeks to unlock its hidden secrets rather than enjoy it in its un-
  touched state. Among the contemporary peoples, they are un-
  matched in science, architecture, and technology. The Loar egos
  
  129
  Part Twelve: Peoples
  are also unsurpassed among Elves and men—except perhaps by
  those among the Iylari who have turned to darkness: the Dyari.
  Dyari:  -  tall, no professional limitations. Highly resis-
  tant (+ RR) to bacterial, fungal and viral diseases/infections.
  Resistant to extremes of temperature. Lifespan: immortal.
  The Dyari (Iy: ‘Delvers’) are, despite their nickname of ‘Dark
  Elves,’ no darker in skin pigmentation than their brethren; in
  fact they are very fair-skinned. While most have raven hair, a few
  are born with pure white locks. Their ears frequently have more
  pronounced points than the other Elves; their eyes are grey, black,
  or sometimes amber. Often, however, they are so similar to their
  Loar cousins that it is difficult—at least for mortals—to tell the
  difference.
  The Dark Elves instead gained their name because of an
  earned reputation for associating with the powers of darkness. It
  is true that many of their kind have been seduced by the lure of
  the Unlife (many of the Priests Arnak are Dyar, for instance), but
  most Dyari are merely what one might call ‘mercenary.’ They em-
  body the worst traits of the Loari but to the extreme: they are
  vain and arrogant, considering all other races (including other
  Elves) to be inferior. They have a lust for power: political, magi-
  cal, physical, and spiritual.
  Dyari also have a passion for technology. But while the Loari
  appreciate science and engineering often as ends unto themselves,
  the Dyari see machines as tools to gain wealth and power over
  others.
  Erlini:  ´˝ - ´˝ tall, no professional limitations. Resistant (+
  RR) to bacterial, fungal & viral diseases/infections. Resistant to ex-
  tremes of temperature. Lifespan: immortal.
   The Erlini (Iy: ‘Gardeners’) most often have sandy or dark-
  blond hair and light blue, green, or grey eyes. Like the Linæri, they
  prefer to live close to nature in her unaltered state. When they em-
  ploy tools and structures these are always subtle and clever of de-
  sign, simple yet practical. The Erlini are the most prevalent of the
  Elven-kind by far, and in many areas they have interbred with mor-
  tal groups to create a hybrid race. However, when a culture of Er-
  lini has been isolated for a long period, they are very shy and resist
  becoming involved in the affairs of humans or High Elves.
  Shuluri: ´˝ - ´˝ tall, no professional limitations. Resistant
  (+ RR) to bacterial, fungal and viral diseases/infections. Resis-
  tant to cold water. Lifespan: immortal.
  The Shuluri (Iy: ‘Swimmers’), sometimes known as the Aquatic
  Elves, are a rare and elusive breed. They possess powerful, unique
  lungs which can extract oxygen from air or water, enabling them
  to exist equally well on land or under the sea. They physically re-
  semble High Elves, but are very pale, with blond or white hair.
  They also have slightly webbed hands, elongated, webbed toes, and
  a nictating membrane: a transparent eyelid which helps to protect
  their eyes while underwater yet allows them to see clearly. Aquatic
  Elves may live on land, but typically reside in underwater colonies
  near coral reefs or kelp forests. They prefer the company of their
  own kind—or sometimes Mermen—over that of the other Elven
  races.
  Some Loremasters believe that the Shuluri are actually the de-
  scendants of a union of Erlin elves and Oceanids (ocean-spirits).
  OTHER IMMORTALS
  Fauns:    -  tall, no professional limitations. Resistant (+
  RR) to bacterial, fungal and viral diseases/infections. Resistant to
  extremes of temperature. Lifespan: immortal.
  Fauns are difficult to categorize, and their origins are lost in
  the First Era. They share some aspects of wood spirits, yet they
  are able to father children, and possess no other supernatural
  powers beyond their immortality.
  Lusty inhabitants of temperate woods and fields, Fauns have
  small goat horns on their head just at the hairline, and a small
  furred tail springs from the small of their back. Thick chestnut
  curls spill past their elegantly pointed ears. Fauns are boyishly
  handsome (beardless), muscular young men with no upper body
  hair but often hirsute lower bodies. Musically talented, they
  shamelessly employ their enchanting voices to beguile humans
  into their arms and satisfy their own infamous libidos. Fauns
  mate successfully with human or Elven females, and though the
  chance of pregnancy is small (%), if the child is male, there is a
  % chance of it being a Faun.
  Fauns are also playful and athletic, frequently testing each
  other in feats of acrobatic skill or combat ability. Many die from
  accidents related to these activities.
  When not following their baser passions, members of this
  race have been known to produce works of, music and poetry.
  Many are Bards or minstrels. At least one is a Navigator.
  Fauns all possess perfect pitch and their special nature grants
  them an automatic + to singing, dancing, seduction and music.
  Lennai (Forest People):  -  tall, Animists or Essence users
  only. Resistant (+ RR) to bacterial, fungal and viral diseases/
  infections. Vulnerable to iron (see below) Resistant to extremes of
  temperature. Lifespan: immortal.
  The Forest People have similarities to Nymphs and Elves, yet
  are of neither race.  They are immortal, yet reproduce like men
  and Elves. Their skin is fair and their eyes are always green, though
  hair color may vary from pale blonde to dark brown.
  A small community of individuals resides deep within the
  Emerald Forest in NW Emer, and others are believed to live in a
  few other secluded locations. All have a powerful Dryad as their
  focus, who acts as something between a king and a god.
  The Forest People are secretive and wary of outsiders, but are
  not unkind. They almost
  never venture forth
  from their haven and
  the protection of-
  fered by their
  Dryad leader.
  They are espe-
  cially suspi-
  cious of mor-
  tals.
  On 
  the
  rare occasion
  when members
  of the Forest
  Folk venture out,
  they are seen only
  as if through a misty
  haze, their features
  never to be easily made
  out.
  Lennai are reduced
  to half their effective
  level for spell-casting in
  the presence of iron,
  (including 
  PPs).
  Sketch of a Linær Elf
  
  130
  Shadow WorldAtlas & Encyclopædia Kulthea
  Those wearing lots of iron (e.g., plate armor) get a + to RRs vs
  their magic.  Weapons of iron are Of Slaying the Forest People.
  They will attempt to flee when faced by it under all but most
  extenuating circumstances.
  Titans: - tall; proficient in at least the Mentalist base spell
  lists to own level (xlvl PP), but may have more/other spell abili-
  ties; superb fighters as well; no suggested professional limitations;
  average lifespan: immortal.
  Clean-shaven giants with handsome, powerful bodies, Titans
  drape their muscular limbs with swathes of translucent silk. El-
  egantly wrought breastplates and greaves conceal these flowing
  garments when a Titan marches in battle, but few war against
  any save their own kind. The ephemeral concerns of the Man-
  nish peoples bore these long-lived beings, although they feel a
  similar disinterest for the immortal fairy races. Occupied by the
  solitary pursuit of leisure within the elaborate marbles of his
  lonely castle, a Titan frequently ignores even his own kin for de-
  cades at a time.
  On the Shadow World, Titans are reclusive beings in general,
  though occasionally an individual or group will become em-
  broiled in the affairs of Men and Elves. While Titans would never
  serve the Unlife or cooperate with its minions, they are capable
  of their own evils and corruptions.
  The most famous group of Titans is no doubt the Masters of
  Emer, a small gathering of lords and ladies on the highest cliffs
  in the central Emerian mountains. From there they once ruled
  the entire continent, a reign lasting for thousands of years. But
  the Titans grew bored with their subjects, and to amuse them-
  selves they began to incite wars amongst the various Emerian
  peoples. In the end the continent was practically depopulated,
  and the Titans realized that they had destroyed their own land.
  They retreated to their lofty citadel, and though one is encoun-
  tered only very rarely, it is believed that the Masters still reside
  there, and may one day return to rule again.
  K’ta’viiri:  –  tall, no professional limitations. Resistant
  to extremes of temperature. Lifespan: immortal.
  Little is generally known for certain about these powerful be-
  ings except that they commanded great energies with an ease un-
  heard-of in current times. In some tales they are referred to as the
  K’ta’viiri—which means literally ‘Lords of Essænce’ in the Iruaric
  tongue. These beings were of the original race of Kulthea, but
  whether they were actually native to this world is a question yet
  unanswered. The whole of this race was known as the Altha, a
  curious word which has no meaning in Iruaric or any other Kulth-
  ean language. It is important to make the distinction between the
  Althan peoples and the K’ta’viiri, as only the latter people became
  Lords of Essænce. The Althans constitute all of the original hu-
  manoid inhabitants of the Shadow World during the First Era. They
  formed the ‘raw material’ if you will for the myriad races to follow,
  whether they evolved naturally through the course of time and
  the mutating effects of the Flows, or were the result of direct ma-
  nipulation through K’ta’viir experimentation.
  A K’ta’viir possesses light brown skin and straight coal-black
  hair which grows very thickly on the scalp. Neither sex has any
  other body or facial hair whatsoever. Eyes are slit-pupiled and
  deep violet—the violet coloring is quite vibrant and cannot be
  missed. K’ta’viir eyes also possess a thin, transparent inner lid
  which screens certain ultraviolet radiation as well as dust and
  impurities. It is noticeable when closed. Men average  – 
  and appear slender, though dense bone and muscle structure
  cause them to mass more than would be expected. Women are
  slightly smaller. Hands and feet are six-digited, with fingers and
  toes slightly longer and more slender than humanoid average.
  Ears are small and more rounded. In general the K’ta’viiri are
  very attractive humanoid specimens, all having youthful features
  and graceful but muscular bodies.
  GM NOTE: A GM should use K’ta’viir NPCs very sparingly (if
  at all) in his campaign. They are incredibly rare, being a tiny
  remnant who have somehow survived the millennia since the
  downfall of their empire. They are also personally very
  powerful beings, possessing abilities unsurpassed on the
  Shadow World.
  System Notes: All K’ta’viiri possess the equivalent of the follow-
  ing Special Abilities (Similar abilities can be found in Character
  Law/ Campaign Law and the Space Master Player Section; note
  that the corresponding system penalties are not included—the
  K’ta’viiri do not suffer them).
  • Inner eyelid (protection from dust/sand/bright light). No pen-
  alty when operating under such circumstances.
  • Six-digited hands/feet. + to Balance rolls and manipulative
  rolls (picking locks, delicate repairs, etc).
  • Acute sense of smell: distinguish odors at +;  upwind and
   downwind;  in still air. Tracking at +. Skill in recog-
  nition possible at / (IN/ME).
  • Natural night vision allows perfect sight in equivalent to a nor-
  mal clear night,  even in pitch dark.
  • Unusual voice ability provides a + when using Public Speak-
  ing, Acting, or utilizing the psionic powers of Voice.
  • Acute hearing allows isolation and analysis of any sound within
   under normal circumstances, and through up to  of
  solid (non-dampening) material. Also can use high pitched,
  whistling sounds to determine the size and shape of enclosed
  spaces (up to ) with great accuracy using sonar.
  • Incredible appearance provides + to all Seduction, Public
  Speaking and Acting rolls and certain charisma-oriented Men-
  talist spells. (useable against own or very similar race). For other
  skills using Presence add a  bonus to that Stat.
  • Improved bone and muscle structure allow a + to all leaping
  maneuvers, as well as double the normal range ( vertical; 
  horizontal static start;  horizontal running start). This at-
  tribute also allows a + bonus to movement and such skills as
  Skiing, Tumbling, and Dance.
  • Training and selective brain use allows a slip into Memory Mode,
  which permits assimilation of data at x normal speed (read-
  ing about , wpm) and total recall. This is particularly use-
  ful for learning languages and other memory related skills. It is
  important to note, however, that Memory Mode trance dura-
  tion is pre-set before entering (e.g., to last for as long as the
  conversation or manuscript). Someone in the Trance cannot
  be awakened prematurely except by extreme means (slapping
  or other pain) in which case the memory of the trance in
  progress is lost completely.
  • Superb synapse development allows for blinding reactions: +
  to OB and DB (in addition to normal Stat bonuses). Will al-
  ways strike first unless surprised; and have the option of using
  Adrenal Speed at will, % chance of success (with appropri-
  ate Adrenal Moves Rules applicable).
  • Due to unusual joint design, gain a + to all thrown attacks as
  well as static maneuvers involving the hands (locks, repair/con-
  
  131
  Part Twelve: Peoples
  struction) or feet (Balance). Also gain a + bonus to Contor-
  tions, being able to realign many joints.
  • A superior conscious control of the body’s internal functioning
  gives a number of abilities: to concentrate platelets at a bleed-
  ing wound and stop up to one hit per round bleeding for every
  round of concentration; to be immune from the effects of Stun;
  to enter a trance and devote body’s full power to resisting a
  poison or disease (+ to RR); to take double the normal num-
  ber of hits without losing consciousness.
  •  Consider all K’ta’viiri to have unlimited Telepathic communi-
  cation skills with a range of up to  kilometers. Some have a
  longer range. They also often possess a variety of Mentalist (and
  Psion) lists.
  3•ALIEN RACES
  Following are a few intelligent species which are neither hu-
  manoid nor native to Kulthea.
  Krylites: - tall, - lbs depending on subrace; suggested
  prof. limitations: no Channeling or Essence professions; Mentalist
  powers rudimentary except for Minds, who are th lvl Mental-
  ists. Some maneuver skills impossible for physiological reasons.
  Lifespan: Workers≈ yrs; Defenders≈ yrs Minds≈ yrs.
  Deep beneath the southern stretch of the Spine of Emer (and
  in at least one other location) there is a strange culture of alien
  beings whose nature is so different from any race on Kulthea
  that they must be from another world entirely, perhaps thrust
  through an Essænce interface long ago and trapped here against
  their will. Almost no one on Kulthea is even aware of the pres-
  ence of the Krylites; much less what they might think of these
  strange beings.
  In form, Krylites look vaguely like giant grasshoppers stand-
  ing on their hind legs. Their head is mobile, and their rear legs
  are very powerful. If Krylites had a middle pair of legs, they long
  ago evolved away. Their skin is blue-grey, very hard, jointed and
  resilient, essentially an exoskeleton. Their eyes are huge, bulging
  and lidless, with faceted clusters around the perimeter. The head
  has a protruding snoutlike area with insectile mandibles, while
  the back of the cranium is a distended two-lobed case. On each
  ‘hand’ are two powerful opposing claws and four long, knobby-
  jointed fingers. The torso is long and cylindrical, with stunted
  wings.
  Krylites fall into three categories: Workers, Defenders and
  Minds.  Workers are nominally female (- tall) though they
  cannot reproduce, and they are very stupid; Defenders are male
  and larger (- tall), and relatively intelligent; in addition to
  more powerful pincers, they have a strong tongue-like append-
  age which can deliver a reduction poison. Minds are similar to
  the others—resembling a huge grasshopper—and of medium
  size (- tall),  but with a large distended abdomen and mas-
  sive braincase. They are like queens in a beehive, female and the
  breeders of the hive. Minds are the most intelligent, forming a
  collective ‘brain’ of genius capacity. They also have spells.
  Krylites possess a technology which—while nowhere near the
  old knowledge of the Lords of Essænce—is one of the most ad-
  vanced on the planet. They understand electricity and can gen-
  erate it using the virtually inexhaustible heat source of magma.
  They hate the Trogli and are constantly at war with the loath-
  some creatures, but despite their advanced weaponry, they can-
  not do more than hold back those hordes. The reason is simple
  lack of manpower: the Krylites are few and reproduce slowly.
  These insectile creatures are cold-blooded and hibernate  in cooler
  environments. Their caves are heated by steam power and lighted
  with their unique electric lamps.
  Krylites have a very rigid hierarchical social structure which
  never varies. In fact, the entire Krylite way of thinking is differ-
  ent than that of mammalian species. They have an almost ‘col-
  lective’ mentality, controlled by the six Minds. As a result, there is
  no chance of conspiracy, rebellion, or even discontent.
  The Krylites seem to have no overriding motivation aside from
  survival—something which is challenge enough with the Trogli
  always dogging them.
  Saurkur: - tall, - lbs, no professional limitations (ex-
  cept some maneuver-related skills are inappropriate for physiologi-
  cal reasons). Lifespan: - years.
  Saurkurians appear as tall, thin, bipedal lizards. They are usu-
  ally dark green to brown in color with lighter underbellies, and
  possess mottled brown and yellow patches on their backs. Their
  hands have four digits: three fingers and an opposable thumb.
  Their eyes can be virtually any color, but most often appear a
  reddish yellow, with black slits for pupils. They posses an un-
  canny strength for their build, and move very quickly. Below their
  wide jaw are loose flaps of skin that increase in size with age.
  They have long, thin tails, and greenish-white undersides.
  The Saurkur are a race of warm-blooded reptilian people that
  make up the bulk of the population of the Abarquan Islands
  (about  miles south of Kelestia). Loremasters believe them to
  be the descendants of a space-faring race that came to Kulthea
  on a colony ship which crash landed on the islands. Whether
  myth or history, over time the Saurkurian civilization has loos-
  ened its connections with the stars and has become less and less
  dependent upon the “Gifts from the Sky” that they may have
  once possessed.
  Thalan:  Non-corporeal; Mentalists. Lifespan: immortal.
  A strange race which may not even be native to Kulthea, the
  Thalan are a people who are not exactly immortal, yet their souls
  remain in the universe of mortals forever. A scroll in the Library
  of Nomikos, a transcription of a recounding by the Loremaster
  Andraax, describes some of their peculiar aspects.
  In fact the Thalan are alien beings who came to Kulthea long
  ago. They cannot live outside of a body, though that body can be
  either a living being or a specially prepared inanimate ‘vessel.’ In
  this way they act as a sort of symbiont and the being is a host.
  Thalan are able to transfer from one body to another, but they
  prefer to possess a child in the womb; in this way they can actually
  alter the child physically to better conform to their needs. The ‘host’
  psyche is also more easily repressed and kept permanently passive.
  The Thalan retains all of its Mentalist powers as it switches from
  body to body. The only way to kill a Thalan is to kill the host in a
  situation where it cannot flee to another host or a magical vessel.
  It needs to be within about ten feet of either to switch.
  It is almost impossible to detect the symbiont in a host if the
  Thalan does not wish it; however it is able to create an aura around
  the body and make the eyes appear to ‘glow’ if it desires to im-
  press or frighten lesser beings.
  
  132
  Shadow WorldAtlas & Encyclopædia Kulthea
  HUMANOID RACES CHART
  Base
  Max Pace/ SPEED
  Size/
  AT
  #
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  Outlook
   Specific Races
  Aldari
  5D
  55
  Dash/15
  MD/MD
  M/—
  55D
  18(35s)
  90bs/60lb
  *
  Varies
  Anzeti
  3D
  50
  Dash/10
  MD/MD
  M/—
  50D
  9(30s)
  40ss/25sb
  *
  Varies
  Centaurs
  3C
  110
  Dash/10
  FA/MD
  L/—
  60D
  3(25s)
  50bs/60sp
  *
  Varies
  Dúranaki
  4D
  50
  Dash/10
  MD/MD
  M/—
  50D
  1(65s)
  40rap(long kynac)/25rap (kynac)
  *
  Varies
  Dwarves
  3C
  45
  Spt/0
  SL/MD
  M/—
  50E
  16(35s)
  60ha/30lcb
  *
  Varies
  Garks
  2B
  60
  Dash/15
  MD/MD
  M/—
  60F
  3(20s)
  40Melee/20Missile/50SGr(tail)
  *
  Hungry
  Goblins
  2B
  45
  FSpt/0
  SL/MD
  M/—
  40D
  8(30s)
  40ss
  *
  Hostile
  Haid
  2D
  50
  Dash/15
  MD/MD
  M/—
  50D
  6(25s)
  35ss/35sb
  *
  Varies
  Hírazi
  3C
  90
  Dash/25
  FA/MD
  M/—
  40D
  1(30)
  20ss/50ts
  *
  Aloof
  Hui
  2D
  50
  Dash/10
  MD/MD
  M/—
  40D
  9(25s)
  40ss/25sb
  *
  Varies
  Jaaderi
  2D
  50
  Dash/15
  MD/MD
  M/—
  60D
  1(35s)
  45sc
  *
  Varies
  Jhordi
  4D
  50
  Dash/20
  MD/MF
  M/—
  60D
  1(40s)
  60bs/30hcb/Spells
  *
  Varies
  Kinsai
  3D
  50
  Dash/10
  MD/MD
  M/—
  40D
  9(25s)
  40bs/25cb
  *
  Varies
  Kuluku
  3D
  60
  Dash/20
  MD/MF
  M/—
  50D
  1(40s)
  50axe(baw)/35blowgun
  *
  Varies
  Laan
  4D
  50
  Dash/15
  MD/MD
  M/—
  60D
  18(35s)
  80bs/40cb
  *
  Varies
  Lugrôki
  Lesser
  2B
  50
  FSpt/0
  MD/MD
  M/—
  50D
  8(30s)
  40Melee/40Missile
  *
  Cruel
  Greater
  4D
  60
  Spt/10
  MD/MD
  M/—
  70F
  17(40s)
  80Melee/60Missile
  *
  Cruel
  Lydians
  3D
  50
  Dash/10
  MD/MD
  M/—
  45D
  10(25s)
  40bs/25sb
  *
  Varies
  Mermen/Mermaids
  3C
  60
  Dash/10
  MD/MD
  M/—
  60D
  1(35)
  60trident
  *
  Varies
  Muadani
  3D
  50
  Dash/10
  MD/MD
  M/—
  40D
  6(25s)
  40sc/25lb
  *
  Varies
  Murlogi
  2D
  50
  Dash/10
  MD/MD
  M/—
  40D
  1(15)
  45cl
  *
  Varies
  Ochu
  2D
  50
  Dash/10
  MD/MD
  M/—
  40D
  5(25s)
  40ss/25sb
  *
  Varies
  Quaidu
  3D
  40
  Dash/10
  MD/MD
  M/—
  50D
  14(25s)
  50ss/35lcb
  *
  Varies
  Rasha-ai
  2D
  55
  Dash/15
  MD/MD
  M/—
  40D
  1(25)
  40ss/25sb
  *
  Varies
  Rhiani
  3D
  50
  Dash/15
  MD/MD
  M/—
  50D
  1(35s)
  40sc/50 boomerang(chegain)
  *
  Varies
  Shay
  2D
  50
  Dash/10
  MD/MD
  M/—
  40D
  9(25s)
  40ss/25sb
  *
  Varies
  Syrkakar
  2D
  50
  Dash/10
  MD/MD
  M/—
  40D
  9(25s)
  40ss/25sb
  *
  Varies
  Synshari
  2D
  55
  Dash/15
  MD/MD
  M/—
  40D
  1(25)
  40sc/25sl
  *
  Varies
  Talath/Myri
  3D
  50
  Dash/15
  MD/MD
  M/—
  65D
  1(30s)
  50bs
  *
  Varies
  Tanai
  2D
  50
  Dash/10
  MD/MD
  M/—
  40D
  9(25s)
  40ss/25sb
  *
  Varies
  Thesians
  3D
  50
  Dash/15
  MD/MD
  M/—
  40D
  1(25s)
  40bs/25lb
  *
  Varies
  Trogli
  2B
  60
  FSpt/10
  MD/MD
  M/—
  55F
  1(30)
  50Melee/10Missile
  *
  Bellig.
  Umli
  2D
  50
  Dash/10
  MD/MD
  M/—
  40D
  7(25)
  40ss/25sb
  *
  Varies
  Y’kin
  2D
  50
  Dash/15
  MD/MD
  M/—
  40D
  5(20s)
  35ma/25lcb
  *
  Varies
  Y’nari
  3D
  50
  Dash/10
  MD/MD
  M/—
  50D
  14(40s)
  60sc/30cb
  *
  Varies
  Zjeddrahir
  4D
  55
  Dash/15
  MD/MD
  M/—
  65D
  18(35s)
  80bs/60cb
  *
  Varies
   Ta-lairi
  Eritari
  3D
  70
  Dash/15
  MD/MD
  M/—
  50D
  1(30s)
  60Melee/70sl
  *
  Varies
  Ky’taari
  4D
  70
  Dash/10
  MD/MD
  M/—
  55D
  1(30)
  60mas/70ts
  *
  Varies
  Punkari
  4D
  70
  Dash/10
  MD/MD
  M/—
  60D
  5(30s)
  60ss/70cb
  *
  Varies
  Sulini
  3D
  70
  Dash/15
  MD/MD
  M/—
  50D
  1(30s)
  60ln/70lb
  *
  Varies
  Vorloi
  5D
  70
  Dash/10
  MD/MD
  M/—
  70D
  1(30s)
  60Melee/70cb
  *
  Varies
   Generic Races
  High Men
  4D
  50
  Dash/10
  MD/MD
  M/—
  70D
  9(30s)
  70 Melee/25Missile
  *
  Varies
  Dark Men
  3D
  50
  Dash/10
  MD/MD
  M/—
  50D
  1(30s)
  40 Melee/25Missile
  *
  Varies
  Northmen
  3D
  50
  Dash/10
  MD/MD
  M/—
  55D
  6(30s)
  40 Melee/25Missile
  *
  Varies
  Artic Men
  3D
  50
  Dash/10
  MD/MD
  M/—
  60D
  6(30s)
  40 Melee/25Missile
  *
  Varies
  Mixed Men
  3D
  50
  Dash/10
  MD/MD
  M/—
  50D
  1(30s)
  40 Melee/25Missile
  *
  Varies
  Half Elves
  4D
  70
  Dash/10
  MD/MD
  M/—
  50D
  9(30s)
  40Melee/70Missile
  *
  Varies
  
  133
  Part Twelve: Peoples
  Base
  Max Pace/ SPEED
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
   Giant Races
  Giants, Lesser (non-intelligent)
  Minor
  6E
  100
  Dash/20
  FA/FA
  L/LA
  200F
  4(20)
  60We(2D)/50LGr/80LCr§/50ro
  1
  Bellig.(VL)
  Normal
  12F
  110
  FSpt/10
  FA/MF
  H/LA
  250G
  8(20)
  80We(3D)/70LGr/100HCr§/70ro(150')
  1
  Bellig.(VL)
  Major
  15G
  120
  FSpt/10
  FA/MF
  H/SL
  350H
  12(30)
  100We(4D)/90LGr/150HCr§/90ro(200')
  1
  Bellig.(VL)
  Giants, Greater (intelligent races)
  Cloud
  12G
  120
  FSpt/20
  FA/MF
  H/SL
  400H 16(70s)
  140We(4D)/90ro(300')/Spells
  *
  Varies
  Fire
  6F
  90
  FSpt/20
  FA/MF
  L/LA
  325G 11(50s)
  100We(3D)/70ro(300')/Spells
  *
  Varies
  Forest
  7F
  110
  Dash/30
  FA/MF
  L/LA
  250F
  11(35)
  80We(2D)/100lb(2D)(2xRange)/Spells
  *
  Varies
  Frost
  6F
  80
  FSpt/10
  MF/MD
  H/LA
  350G 11(40s)
  100We(3D)/60ro(250')/Spells
  *
  Varies
  Hill
  4D
  80
  FSpt/20
  MF/MD
  L/II
  200F 12(35s)
  60We(2D)/70ro(100')/Spells
  *
  Varies
  Mountain
  10G
  120
  FSpt/10
  FA/MD
  H/SL
  350H
  12(60)
  120We(4D)/90ro(400')/Spells
  *
  Varies
  Stone
  5E
  70
  FSpt/10
  MD/MD
  L/II
  275F
  12(30)
  90We(2D)/50ro(150')/Spells
  *
  Varies
  Storm
  15G
  130
  Dash/30
  VF/MF
  H/SL
  450H 16(70s)
  180We(5D)/100ro(400')/Spells
  *
  Varies
  Water
  5E
  100
  FSpt/30
  FA/MF
  L/LA
  300G
  11(35)
  90We(2D)/60ro(200')/Spells
  *
  Aloof
  Trolls
  Cave
  12F
  70
  Spt/0
  MD/MD
  L/LA
  220G
  11(25)
  100HCl/85We/80ro
  *
  Hostile(IN)
  Forest
  6D
  80
  FSpt/10
  MF/MD
  L/II
  150F
  11(10)
  70LCl/60LBi/40We/50ro
  *
  Hostile(LI)
  Hill
  10E
  60
  FSpt/0
  MD/MD
  L/LA
  175F
  11(20)
  95LBa/85LCl/50We/60ro
  *
  Hostile(LI)
  Mountain
  10F
  75
  Spt/10
  MF/MD
  L/LA
  240G 16(40s)
  110We/100LBa/100ro
  *
  Hostile(MD)
  Snow
  13F
  65
  FSpt/10
  MD/MD
  L/LA
  200G
  11(30)
  105HCl/80HBa/70We/80ro
  *
  Hostile(MD)
  Stone
  7D
  65
  FSpt/0
  SL/MD
  L/II
  150F
  11(15)
  80LBa/65LCl/40We/60ro
  *
  Hostile(LO)
  War
  8F
  70
  Spt/10
  MD/MD
  L/LA
  250H 16(50s)
  120We/80LBa/70ro
  *
  Hostile(AV)
   Immortals
  Elves
  Linæri
  5E
  75
  Dash/15
  MF/MD
  M/—
  50D
  14(50s)
  80Melee/100Missile/Spells
  *
  Varies
  Loari
  5E
  75
  Dash/15
  MF/MD
  M/—
  50D
  14(50s)
  80Melee/100Missile/Spells
  *
  Varies
  Erlini
  4D
  70
  Dash/20
  MF/MD
  M/—
  50D
  9(40s)
  50Melee/60Missile
  *
  Varies
  Dyari
  6F
  80
  Dash/15
  MF/MD
  M/—
  50D
  18(60s)
  100Melee/100Missile/Spells
  *
  Varies
  Shuluri
  5E
  70
  Dash/15
  MD/MD
  M/—
  50D
  1(35)
  60Melee/30Missile/Spells
  *
  Varies
  Fauns
  3C
  100
  Dash/15
  FA/MF
  M/—
  60D
  3(20)
  50Melee/50Missile/60SHo
  *
  Playful
  K’ta’viiri
  40G
  90
  Dash/30
  FA/MF
  M/—
  100D 20(100s)*
  150Melee/150Missile/Spells/Special
  *
  Varies
  Lennai
  6
  70
  Dash/15
  FA/MD
  M/—
  60D
  1(40)
  70qs/45lb/Spells
  *
  Protect
  Titans
  15G
  140
  Dash/20
  VF/VF
  H/SL
  375H 18(40s)
  180We(4D)/110HGr/200HCr/Spells
  *
  Aloof
   Alien Races
  Krylites
  5B
  60
  Dash/15
  MD/MD
  M/—
  35D
  11(10)
  60MPi/80Lightning
  *
  Protect
  Saurkur
  4B
  90
  FSpt/10
  FA/MD
  M/—
  90E
  3(20)
  65bs/40lcb/35MCl
  *
  Varies
  Thalan
  30G
  —
  —
  —
  —
  —
  —
  Spells
  •
  Domin
  *—Special.
  Note: These statistics are given for one of the race’s prevalent profession/armor/shield combinations (usually a fighter). Individuals and groups within the race will of
  course use other combinations, and their statistics will vary according the Rolemaster rules (use Character Law Table 15.64). Attack patterns are given in terms of
  normal non-weapon attacks and standard Melee/Missile OB’s.
  Note: Unless stated otherwise, a rock thrown (ro) by one of the creatures in this class has a range of 100' and is treated as a Large Crush (LCr) attack (they don’t use
  just rocks, any large object will do).
  
  134
  Shadow WorldAtlas & Encyclopædia Kulthea
  MORTALS RACE CHART
  STAT␣BONUS␣MODIFICATIONS
  RR␣MOD
  HEALING AND INJURY
  Poi-
  Dis- Soul
  Stat
  Rec
  Dice
  Max
  Bkgrnd
  Type
  ST QU
  PR
  IN EM
  CO
  AG
  SD ME
  RE
  AP
  Ess Chan Ment
  son
  ease Dprt
  Det
  x
  Lng
  Type
  Hits
  Options
  MEN: SPECIFIC RACES
  Anzeti
  +5
  0
  -5
  +5
  0 +10
  0
  +5
  0
  +5
  0
  0
  0
  0
  +10
  +20
  12
  0
  1.5x
  2
  D10
  130
  4
  Centaurs
  +10
  -5 +10 +10
  0
  +5
  -5
  0
  0
  0
  -5
  -5
  -5
  -5
  +10
  +15
  10
  0
  1x
  4
  D12
  220
  4
  Droloi
  +5
  -5
  -10
  0
  -0
  +5
  -5
  0
  0
  0
  -20
  0
  0
  0
  +10
  +15
  10
  0
  1.5x
  3
  D10
  150
  2
  Dúranaki
  0 +10
  +5
  -10
  +5
  0 +10
  -5
  0
  +5
  0
  -10
  +5
  +5
  +5
  +20
  10
  0
  1x
  3
  D8
  100
  5
  Dwarves
  +5
  -5
  -10
  0
  -10 +15
  -5
  +5
  0
  0
  -20
  +40
  0
  +40
  +20
  +15
  18
  -1
  .5x
  2
  D10
  120
  5
  Garks
  +10
  +5
  -5
  0
  +5
  15
  10
  -10
  -5
  -15
  -40
  +20
  +5
  +20
  +10
  +5
  18
  -1
  .6x
  1
  D10
  140
  2
  Goblins
  +5
  -5
  -5
  -5
  -5 +10
  0
  -5
  -5
  -5
  -60
  0
  0
  0
  +5
  +5
  6
  0
  .5x
  1
  D8
  100
  3
  Haid
  +5
  -5
  -10
  +5
  -5
  +5
  0
  +5
  0
  0
  -5
  0
  0
  0
  0
  +10
  12
  0
  1x
  2
  D8
  100
  6
  Hírazi
  -5
  +5
  0
  0
  +5
  -10 +15
  0
  0
  0
  0
  -5
  -5
  -5
  -10
  -20
  12
  0
  1.2x
  3
  D5
  90
  3
  Hui
  +5
  -5
  -10
  +5
  -5
  +5
  0
  0
  0
  0
  -10
  0
  0
  0
  0
  +10
  12
  0
  1x
  2
  D8
  100
  6
  Jaaderi
  +10
  -5
  +5
  +5
  +5
  +5
  0
  -5
  -5
  -5
  0
  0
  0
  0
  +10
  +30
  8
  -1
  1x
  2
  D10
  150
  5
  Jameri
  +5
  0
  0
  0
  0
  0
  0
  +5
  0
  0
  0
  0
  0
  0
  +5
  +10
  12
  0
  1x
  2
  D8
  100
  6
  Jhordi
  +15
  0 +15
  0
  -5
  +5
  0
  +5
  0
  0
  +5
  0
  0
  +20
  0
  +10
  12
  0
  1x
  3
  D10
  150
  3
  Jineri
  0
  +5
  +5
  +5
  +5
  0
  +5
  0
  0
  0
  +5
  0
  0
  +5
  +10
  +20
  10
  +1
  1x
  2
  D8
  100
  5
  Kinsai
  +5
  +5 +20
  0
  +5
  0
  +5 +10
  0
  +5
  +5
  +5
  +5
  -10
  +10
  +20
  10
  +1
  1x
  2
  D8
  100
  5
  Kuluku
  0
  +5
  +5 +10
  0
  0 +15
  -5
  0
  0
  +5
  -10
  +10
  +5
  +10
  +10
  10
  0
  1x
  2
  D10
  120
  6
  Laan
  +10
  -5 +10
  0
  +5
  +5
  +5
  +5
  +5
  0 +10
  -5
  -5
  -5
  +10
  +50
  8
  +1
  1.5x
  4
  D10
  150
  4
  Lugrôki
  Lesser
  +5
  0
  -5
  -10
  -5
  +5
  0
  -10
  -10
  -5
  -80
  0
  0
  0
  0
  +5
  1
  0
  .5x
  1
  D8
  80
  3
  Greater
  +10
  0
  -5
  -5
  -5 +10
  0
  -5
  -5
  -5
  -80
  0
  0
  0
  +5
  +10
  1
  0
  .5x
  1
  D10
  120
  4
  Lydians
  +5
  +5
  0
  0
  0
  +5
  +5
  0
  0
  +5
  0
  0
  0
  +5
  +10
  +10
  10
  0
  1x
  2
  D10
  120
  4
  Mermen
  +5
  0
  +5
  0
  -5
  +5
  0
  0
  +5
  +5 +15
  0
  0
  0
  0
  0
  12
  0
  1x
  2
  D8
  120
  5
  Muadani
  +10
  +5
  0 +10
  +5
  0
  +5 +10
  -5
  -5
  0
  0
  0
  0
  +10
  +20
  10
  +1
  1x
  2
  D10
  140
  5
  Ochu
  -5
  0
  -5 +10
  0
  0
  0
  -5
  +5
  -5
  -5
  -10
  -10
  -5
  0
  0
  12
  +2
  1x
  2
  D8
  100
  6
  Quaidu
  +10
  0
  +5
  0
  -5
  +5
  +5
  +5
  +5
  0
  0
  -5
  -5
  -5
  +10
  +50
  8
  +1
  1.5x
  4
  D10
  150
  4
  Rasha-ai
  -5
  +5
  0
  0
  +5
  +5
  +5
  0
  0
  0
  -10
  -5
  -5
  -5
  -10
  -20
  12
  0
  1x
  3
  D8
  100
  3
  Rhiani
  +5
  0
  +5
  +5
  -5
  +5
  +5
  +5
  -5
  -5
  +5
  0
  0
  0
  +5
  +10
  12
  -1
  .8x
  2
  D10
  120
  6
  Shay
  +5
  0
  0
  0
  0
  +5
  0
  0
  0
  0
  0
  0
  0
  0
  +5
  +10
  12
  0
  1x
  2
  D8
  100
  6
  Synshari
  +5
  +5
  -5
  0
  +5
  +5 +10
  0
  0
  0
  -10
  0
  0
  0
  0
  0
  12
  0
  1x
  3
  D8
  100
  3
  Syrkakar
  +5
  -5
  -10
  +5
  -5
  +5
  0
  0
  0
  0
  -10
  0
  0
  0
  0
  +10
  12
  0
  1x
  2
  D8
  100
  6
  Talath
  +15
  -5 +10
  +5
  +5 +10
  0
  +5
  -5
  -10 +10
  +10
  -5
  +5
  +15
  +30
  15
  -1
  .7x
  2
  D10
  150
  5
  Trogli
  +10
  0
  -5
  -5
  -5 +10
  0
  -5
  -5
  -5
  -70
  +20
  +20
  +20
  +10
  +10
  12
  0
  .5x
  1
  D10
  150
  3
  Umli
  +5
  -5
  -5
  +5
  0 +15
  0 +10
  0
  +5
  -5
  0
  0
  0
  +10
  +20
  12
  0
  1.5x
  2
  D10
  130
  4
  Y’kin
  -5
  0
  -5 +10
  0
  0
  0
  -5
  +5
  -5
  -5
  -10
  -10
  -5
  0
  0
  12
  +2
  1x
  2
  D8
  100
  6
  Y’nar
  -5
  +5 +10
  0
  -5
  +5
  +5 +10
  +5
  +5
  0
  0
  0
  0
  +5
  +10
  12
  0
  1x
  2
  D8
  100
  6
  MEN: GENERIC RACES
  Common Men
  +5
  0
  0
  0
  0
  0
  0
  +5
  0
  0
  0
  0
  0
  0
  0
  0
  12
  0
  1x
  2
  D8
  120
  5
  High Men
  +10
  -5 +10
  0
  0 +10
  -5
  0
  0
  0
  +5
  -5
  -5
  -5
  0
  0
  10
  0
  .7x
  3
  D10
  150
  4
  Dark Men
  +5
  +5
  -5
  +5
  +5
  +5
  +5
  0
  0
  0
  0
  0
  0
  0
  0
  0
  12
  0
  1x
  2
  D8
  120
  6
  Northmen
  +10
  0
  +5
  0
  -5 +10
  0
  +5
  0
  0
  +5
  0
  0
  0
  0
  +10
  12
  0
  1x
  3
  D10
  150
  4
  Arctic Men
  +5
  0
  +5
  +5
  0 +10
  0
  +5
  0
  +5
  0
  0
  0
  0
  0
  +15
  10
  0
  1x
  2
  D8
  120
  4
  Mixed Men
  +5
  0
  +5
  0
  0
  +5
  0
  +5
  0
  0
  0
  -5
  -5
  -5
  0
  0
  10
  0
  .8x
  2
  D10
  135
  5
  
  135
  Part Twelve: Peoples
  STAT␣BONUS␣MODIFICATIONS
  RR␣MOD
  HEALING AND INJURY
  Poi-
  Dis- Soul
  Stat
  Rec
  Dice
  Max
  Bkgrnd
  Type
  ST QU
  PR
  IN EM
  CO
  AG
  SD ME
  RE
  AP
  Ess Chan Ment
  son
  ease Dprt
  Det
  x
  Lng
  Type
  Hits
  Options
  TA-LAIRI (Half-elves)
  Eritari
  0
  +5
  +5
  +5
  +5
  +5
  +5
  -5
  0
  -5 +10
  0
  0
  +10
  +20
  +60
  6
  +1
  1x
  4
  D8
  100
  4
  Kytaari
  +5 +10 +10
  0
  0
  +5
  +5
  -5
  0
  0 +10
  -5
  -5
  +10
  +20
  +80
  6
  +1
  1x
  4
  D10
  120
  4
  Punkari
  +5
  +5
  +5
  0
  0
  +5 +10
  -5
  0
  0 +10
  0
  0
  +5
  +20
  +60
  6
  +1
  1x
  3
  D10
  120
  4
  Sulini
  0 +10
  +5
  +5
  +5
  +5
  +5
  -10
  0
  -5 +10
  0
  0
  +10
  +20
  +60
  8
  +1
  1x
  3
  D8
  100
  4
  Vorloi
  -5 +15
  0
  +5 +10
  +5 +15
  -10
  0
  0
  +5
  0
  0
  0
  +20
  +5
  6
  +1
  1x
  3
  D8
  80
  4
  GIANT RACES
  Giants
  Forst,Hill,Stone
  +25
  0
  -5
  -5
  -5 +20
  0
  5
  -5
  -10
  -20
  0
  +10
  +10
  +10
  +10
  9
  0
  1x
  1
  D20
  400
  3
  Fire,Frost,Water
  +30
  -5
  -5
  -5
  0 +25
  -5
  -5
  -5
  -5
  -20
  0
  +15
  +15
  +15
  +15
  9
  0
  1x
  1
  D25
  450
  2
  Cld,Mntn,Strm
  +35
  -5
  0
  -10
  +5 +30
  -5
  0
  0
  0
  -20
  0
  +20
  +20
  +20
  +20
  9
  0
  1x
  2
  D30
  500
  2
  Trolls
  Forst,Hill,Stone
  +15
  -10
  -10
  -10
  -10 +15
  -10
  -10
  -10
  -10
  -70
  0
  0
  0
  +10
  +10
  1
  0
  .5x
  1
  D10
  250
  3
  Cave,Mntn,Snow
  +20
  -10
  -10
  -10
  -10 +20
  -15
  -10
  -10
  -10
  -70
  0
  0
  0
  +15
  +10
  1
  0
  .5x
  1
  D15
  300
  4
  War
  +20
  0
  -5
  -10
  -10 +25
  +5
  0
  -5
  -5
  -70
  0
  0
  0
  +20
  +10
  1
  0
  .5x
  1
  D20
  350
  4
  IMMORTALS RACE CHART
  Elven Races
  Loari
  0 +10 +10
  0
  +5
  0
  +5
  -20
  +5
  0 +20
  -5
  -5
  -5
  +10
  +150
  2
  +4
  2x
  4
  D10
  120
  3
  Linæri
  0 +10 +15
  0
  +5
  0
  +5
  -20
  +5
  0 +30
  -5
  -5
  -5
  +10
  +150
  1
  +6
  3x
  5
  D10
  120
  2
  Dyari
  0 +10 +10
  -5 +10
  -5 +10
  -20
  +5
  +5 +10
  -5
  -20
  +5
  +10
  +150
  1
  +4
  2x
  4
  D10
  120
  3
  Erlini
  0
  +5
  +5
  0
  +5
  0 +10
  -20
  +5
  0 +10
  -5
  -5
  -5
  +10
  +100
  3
  +2
  1.5x
  3
  D8
  100
  4
  Shuluri
  +5
  +5
  +5
  0
  +5
  +5 +10
  -20
  +5
  0
  +5
  -10
  +5
  +10
  +30
  +100
  3
  +2
  2x
  4
  D10
  120
  4
  Other  Immortals
  Fauns
  +5 +10
  -5
  0
  0 +10 +10
  -15
  -5 +10 +30
  -5
  -5
  -5
  +20
  +100
  20
  -2
  .5x
  1
  D10
  180
  4
  K’ta’viiri*
  +15 +15 +20 +10 +10 +20 +20
  0 +20 +10 +30
  +20
  +10
  +30
  +30
  +100
  5
  2
  .5x
  10
  D20
  200
  Special
  Titans*
  +30
  0 +30
  0
  0 +30 +15
  0
  +5
  +5 +30
  0
  0
  0
  +75
  +100
  5
  0
  1x
  6
  D20
  450
  4
  Alien Races
  Thalan*
  —
  — +30 +10 +10
  —
  — +10 +40 +20
  —
  —
  —
  +50
  —
  —
  1
  +2
  —
  20+
  —
  —
  Special
  Saurkur
  +20
  0
  0
  +5
  +5 +10
  -10
  0
  0
  0
  -20
  0
  0
  0
  +10
  +50
  9
  0
  1x
  3
  D10
  200
  2
  Krylites*
  -10 +10 +10
  -5
  -5
  -10
  +5
  0
  0
  0
  -20
  0
  0
  0
  +20
  0
  2
  0
  1x
  2
  D6
  60
  0
  * = not recommended as PCs
  
  136
  Shadow World
  Entrance to a Temple of Kuor
  
  Part Thirteen: Kulthean Gods
  137
  • PART XIII •
  KULTHEAN GODS
  AND IMMORTAL SPIRITS
  Deities are an integral part of Kulthea, and there are many such beings, real and imagined, of various
  power levels and scope, with influence all over the globe.
  A discussion of the nature of gods is always one to stimulate the imagination, as they are not really a ‘race’
  like Men or Elves, yet they are very real beings. Immortal in the truest sense, gods do not age or grow old and
  they cannot be killed, even through violence. A god can only be ‘slain’ (permanently rendered discorporate) should
  the focus of his power be destroyed — a feat nearly impossible for even another god. A god is an independent being
  whose spirit is truly undying, and will apparently survive in one form or another until the end of time.
  Beings who can be considered gods are similar in some ways to the Titans, and in others to the Nymphs (or,
  conversely, these races were perhaps born from the mating of gods with mortals in the distant past). The greatest
  among the gods — the Lords of Orhan — also have the distinction of predating the Lords of Essænce.
  Some Loremasters theorize that the gods are actually manifestations of the Flows of Essænce: entities of
  pure energy who evolved intelligence and independence over the eons. While this seems somewhat farfetched, the
  theory has merit. However, one aspect of the gods is not explained by this: they are apparently able to mate with
  intelligent races and parent offspring.
  One thing is clear: they are not the Lords of Essænce, though at times an Essænce Lord would impersonate
  a god, or set up a realm in which he or she desired to be considered a god. Gods of Kulthea are a group unto
  themselves, with strengths and weaknesses unique to their kindred.
  Andraax
  The early Loremaster lectures
  S.E. c. 300, Karilôn
  
  138
  Shadow World Atlas & Encyclopædia Kulthea
  1•INTERPRETATION
  Users of Channeling gain their powers not from the Flows of
  Essence but from the very energy of their patron god. This can
  limit someone who wishes to travel far from his god’s home, for
  more localized gods (the vast majority of deities on Kulthea) have
  limited influence outside of their defined home boundaries.
  The source of a god’s power is similar in concept to that of
  Mentalists (in that they depend only on their own energies rather
  than the Flows of Essænce or Channeling from someone else).
  Many, however, are tied to a specific location, and their powers
  are significantly reduced when they stray from their home.
  2•INVOLVEMENT
  Local gods frequently exert considerable influence in their lim-
  ited area; some even rule a land as the god-king. Others remain
  more aloof, residing in a remote area or only appearing when
  the mood strikes. For most Kultheans, an occasional show of
  power is enough to keep them convinced of the god’s continu-
  ing reign, and so order is maintained. Gods can range from com-
  pletely benign (or even overly protective, like a doting mother)
  to savagely demanding, requiring regular human sacrifices.
  Interestingly, gods rarely come into direct conflict with each
  other, the patterns of their control having been established long
  ago. Very rarely, an aggressor god will send his people against a
  more passive neighbor and successfully seize their land, but the
  true dislocation of a god has only happened a handful of times
  in the entire history of the world.
  The role of the gods in the Lords of Essænce conflicts and the
  war against the Unlife is not clearly documented, though many
  deities labored long and hard after the conflicts to bring their
  peoples back from ruin.
  3•LORDS OF ORHAN
  Of all the gods and pantheons which have come and gone
  through the history of Kulthea, the Lords of Orhan stand alone.
  Though some believe that they are merely refugee Lords of Es-
  sænce from the First Era, they predate even that time. Besides,
  the Lords of Orhan draw power from within themselves, whereas
  the Essænce-masters tap into the Flows for their energies. Their
  godlike abilities are without parallel. However, they rarely inter-
  vene actively in the affairs of the Shadow World, and would never
  exert their full strength against any Kulthean (except in the un-
  likely need for self-defense).
  Orhan
  Making their home on the great moon of Orhan, the Lords
  reside primarily within vast palace complexes in various loca-
  tions on that small world. The sky of Orhan is almost always
  shrouded in clouds, preventing easy viewing of the surface from
  Kulthea. In addition to the Lords themselves, Orhan is inhabited
  by a variety of interesting beasts (most of them quite docile) and
  a population of Elves, Men and other races who serve the Lords.
  Orhan itself has not felt the dark touch of the Unlife, and the
  Lords are careful to keep their home safe from its agents.
  Whether or not the souls of dead Kultheans go to Orhan is
  uncertain, but the Lady Eissa does guard the portal to another
  dimension, from whence she has the power to recall souls from
  the dead. She can also channel that ability to her devout follow-
  ers.
  GM NOTE: Access to Orhan by PCs should not be possible
  under any but the most bizarre circumstances—the moon
  should be considered a place of great power and mystery, not
  an advisable place to go adventuring.
  THE CONCLAVE OF ORHAN
  This is the council called by Kuor on rare occasions, to which
  all of the Lords must attend. Even Shaal must return to Orhan to
  attend the Conclave
  It has only been called a dozen times since they arrived in this
  space-time. (This is not to say that the Lords have only met that
  many times, but the formal Conclave is only called in a crisis.)
  On Orhan there stands a great domed palace which is nor-
  mally empty; but when Kuor calls the Conclave, the Lords enter
  the central council hall wherein stand twelve large marble thrones.
  Issues are debated and there is usually a vote, for the issue is al-
  most always one which concerns the entire pantheon, and the
  Lords need to act as a united group. Kuor breaks ties.
  ORHAN ALLIANCES
  A GM should consider when running the Lords that they are
  not necessarily a united group. In fact, the Lords live apart from
  each other, only gathering in full Conclave under the direst cir-
  cumstances. The ‘married’ pairs may spend more time together,
  but not even that is necessarily a political bond. The Lords’ pow-
  ers are matched by their egos; virtually all of them have over-
  whelming superiority complexes. Most are quite vain, and the
  more quick-tempered are easily angered by the smallest insult.
  They sometimes compete in bizarre games involving cosmic
  forces or human emotions, but rarely do their direct manipula-
  tions cause an inhabitant of Kulthea to come to permanent harm.
  However, the fragmentary nature of Orhanian society can-
  not be stressed enough. The last time the Lords agreed unani-
  mously on something was when they decided to join in the Wars
  of Dominion against the Unlife—and even then there was initial
  dissention.
  While they are all basically ‘good’ in orientation, they are sub-
  ject to disagreements and even petty rivalries.
  Kuor and Valris: Complementing each other these ‘elder gods’
  are the most level-headed of the Lords. Valris is strong-willed
  as well as wise, and Kuor will often turn to her for advice.
  Reann and Jaysek: The moody, often grim pair will frequently
  travel to Kulthea together.
  Eissa: Almost always alone, beautiful Eissa wanders through her
  forest-garden where the River of Life flows. While on good terms
  with all the other Lords, she prefers solitude… and the others
  respect her wishes.
  Phaon, Oriana and Cay: This triad always seems to be involved
  in playful contests of athletic and combat prowess.
  Iloura and Iorak: It might seem that the earth-mother and the
  metal-worker would be at odds, but Iloura and her husband
  have achieved a certain harmony.
  Kieron and Teris: Most playful and immature of the pantheon,
  these two often exhibit childish tendencies, exacerbated when
  they are together.
  Kieron and Jaysek: the twins, tempermental polar opposites,
  nevertheless complement each other. They frequently engage
  in philosophical debates. More than one Kulthean culture be-
  lieves them to be a single deity with a dualistic personality.
  
  Part Thirteen: Kulthean Gods
  139
  POWERS COMMON TO THE LORDS
  Editor’s Note: Below are listed some general rules about the
  powers of the Lords of Orhan to guide the GM in case the PC’s
  might happen to witness a Lord’s appearance on Kulthea.
  Actual specific skills and abilities of the Lords, the Dark Gods
  and Greater Spirits will be provided in the upcoming Powers of
  Dark & Light book.
  • The Lords can transport themselves instantly between Orhan
  and anywhere on Kulthea; they can fly at high speeds (riding
  the Flows of Essænce) and are immune to natural cold and heat
  of space.
  • Though their ‘normal’ size and form is that of beautiful hu-
  manoids, they have an alternate size of about twelve feet in
  height (all of their personal items and clothing are enchanted
  and change with them).
  • As with all of the more powerful deities, the Lords are truly
  immortal. The destruction of their chosen mortal form (as in-
  dicated by a killing critical or other catastrophe) results in the
  body vanishing in flash of light. The ‘soul’ of the Lord returns
  to Orhan where he recovers his strength—a process requiring
  one full revolution of that moon ( days). During that time
  the Lord cannot affect physical reality, though he may appear
  and interact with the other Lords on Orhan.
  • Lords are aware—at least subconsciously—of all of their fol-
  lowers on the Shadow World, and should a follower repeatedly
  abuse his god’s name or power, the Lord may inhibit or cut off
  powers, or even show up personally to have a talk with his sy-
  cophant. In addition, the Lords provide the information for
  scrying spells of other users of Essence such as Seers and As-
  trologers.
  • Lords can—theoretically—communicate mentally with each
  other instantly wherever they are. Some, however, choose not
  to answer a call, for various reasons.
  THE LORDS OF ORHAN
  GM NOTE: Notations in parentheses refer to powers, profes-
  sions or abilities in the Rolemaster Companion Books, should
  the GM have these books and wish to use these alternate
  choices.
  Kuor
  Age: Immortal (appears middle-aged but hale). Eyes: Grey. Hair:
  White. Build: Muscular. Height: /. Race/Sex: Godlike Be-
  ing/M. Skin: Ruddy. Demeanor: Aloof, commanding. Dress/Ac-
  coutrements: Flowing, toga-like garment, jewelled gold crown,
  Scepter/mace. True Attitude: Reserved, cautious. Favored Attack:
  Absolutions Pure; Lightning Bolt. Home: Orhan.
  Kuor is King of the gods and ruler of Orhan. He can control
  the weather on Kulthea and reputedly is master of the Flows of
  Essænce. While this isn’t strictly true, he is able to manipulate
  the paths of the lesser Flows (currently he is exerting a great deal
  of energy trying to compensate for the loss of the Northern Eye
  of Utha). Appearing as a man of middle years yet strong, he has
  a wild mane of snow-white hair. Kuor is almost never seen on
  Kulthea, preferring to observe activity on the Shadow World from
  afar. As leader of the Lords of Orhan, he keeps the others in check
  and will sometimes overrule one who is planning a rash action.
  One who he will not overrule, however, is Eissa, whose judge-
  ment is final. He presides over the Conclave of Orhan: the gath-
  ering of the Lords to debate a major issue.
  Valris
  Age: ? (Appears ≈ ) Eyes: Pale grey. Hair: Black. Build: Slender.
  Height: /. Race/Sex: Godlike Being/F. Skin: Pale. De-
  meanor: Aloof, Quiet. Dress/Accoutrements: Flowing garments
  of light grey or white, SIlver girdle, silver and pearl tiara. True
  Attitude: Serene, Scholarly. Favored Attack: Broadsword; Javelin.
  Home: Orhan. Aka: “The Wise”.
  Wife of Kuor and goddess of learning and wisdom, Valris is
  patron of scholars and masters of thought. Thick sable hair which
  flows down her back, large pale grey eyes and ivory skin are Val-
  ris’ most striking features. She favors scholarly clerics and mo-
  nastic groups; Astrologers also often follow her. Mentalists re-
  vered her though of course they do not channel power directly
  from her—they tap their own ‘Essænce’.
  Reann
  Age: Immortal (Appears ≈ ). Eyes: Dark grey. Hair: Black. Build:
  Slender. Height: /. Race/Sex: Godlike Being/M. Skin: Fair.
  Demeanor: Sleepy; Sardonic. Dress/Accoutrements: Various gar-
  ments, always black. True Attitude: Alert, yet Weary. Favored At-
  tack: . Home: Orhan. Aka: Dream-master, Bringer of Sleep, Lord
  of Dreams.
  God of the Night, he is master of sleep and dreams, sending
  visions to his followers. He is the only god who prefers the night.
  It is his domain, though one which is tainted by the evils of the
  Unlife. As a result, Reaan has faced the terror of the Unlife more
  than any other Lord. While there is little danger that he would
  ever be turned to its evil path, the endless (sometimes seemingly
  hopeless) struggle has wearied him.
  He often travels to the Shadow World, hunting evil beasts
  through the night astride his mighty steed: a white Unicorn with
  luminous silver horn. He is feared by servants of the Unlife more
  than any other Lord. Riding through dark forests, a misty, shim-
  mering presence in the night, his endless quest is to save the help-
  less from the fangs and claws of the evil demonic creatures of
  evil.
  Reann has a dry sense of humor and has been seen in Jaysek’s
  company (in his rare appearances during the day).
  Reann is a tall, slender young man with fair skin, black hair
  and dark, hypnotic eyes. He wears only sable-hued cloth gar-
  ments, often trimmed with black leather.
  Eissa
  Age: Immortal (Appears ≈ ). Eyes: Grey/Blue. Hair: Blonde.
  Build: Slight. Height: /. Race/Sex: Godlike Being/F. Skin:
  Pale. Demeanor: Somber. Dress/Accoutrements: Flowing black
  hooded robes with a white gown underneath, a set of six keys on
  her belt, a gold and diamond necklace. True Attitude: Restrained,
  Pensive, yet not Unhappy. Favored Attack: Never attacks; will use
  her laen quarterstaff to defend herself. Home: Orhan.
  Goddess of Death/Rebirth (and Winter), she is the sister of
  Reann. Eissa is the deity appealed to when a religious ‘Lifegiving’
  is administered. She guards the Gates of Oblivion and it is her
  decision whether a soul is returned—even Kuor will not over-
  rule her decision. Eissa is more inclined to allow the return of a
  soul whose mission on Kulthea has not been completed. If the
  being in question has lived a full life, or has died in a significant
  and meaningful way, she will usually deny the soul’s return.
  
  140
  Shadow World Atlas & Encyclopædia Kulthea
  Oriana
  Age: Immortal (Appears ≈ ) Eyes: Violet, gold-flecked. Hair:
  Golden blonde. Build: Statuesque/Voluptuous. Height: /.
  Race/Sex: Godlike being/F. Skin: Lightly tanned. Demeanor: Car-
  ing; sometimes amorous. Dress/Accoutrements: White gown,
  gold pendant and tiara. True Attitude: Serene; empathic. Favored
  Attack: golden broadsword; Sunfires. Home: Orhan/Mur Fosti-
  syr.
  Goddess of Love and Fertility (and Spring), Oriana is a beauty
  with golden hair and violet eyes. She is the wife of Phaon, and
  flies beside her husband on golden wings made for her by Iorak.
  As is typical with the Lords of Orhan, the concept of ‘mar-
  riage’ between gods is more a loose association than a true spiri-
  tual union. Both Oriana and Phaon have many lovers; in Oriana’s
  case it was part of her ritual with the Kytaari to bear the first
  members of the royal line.
  Called upon to aid in many wedding ceremonies, her bless-
  ing promises many healthy children, and (perhaps ironically) an
  undying mutual love. She is called upon often, but rarely be-
  stows her full blessing. Although almost always bearing a serene
  visage, Oriana has been known to break down and weep should
  one partner in a beautiful relationship (which she may have nur-
  tured) meet with a tragic end. She also has a more sensual side,
  playful and lustful.
  Oriana favors a tunic or gown of shimmering white trimmed
  with gold. Sometimes her tunic is a sheer, revealing garment.
  She is an adept martial artist, and may have brought those
  skills to her Kytaari people—along with the unusual weapon
  Eissa wears a hooded, flowing black robe and carries a staff of
  crystal—and a set of crystalline keys to the Gates. Before the Gates
  is a small garden, in the center of which is the Spring of Youth,
  which feeds the enchanted River of Life on Orhan. Eissa rests
  here often, staring into the mere by the spring, through which
  she views her followers on Kulthea.
  Cultures on Kulthea have myriad differing beliefs regarding
  the soul and what becomes of it when someone dies. Those who
  follow Eissa believe that the soul lives forever, though if the body
  is destroyed or fails due to age, the soul passes beyond the gates
  into another state of being. The worst fate is if the soul itself is
  somehow destroyed, something which can only happen to some-
  one who falls victim to one of the Unlife’s cruel servants.
  Phaon
  Age: Immortal (Appears ≈ ). Eyes: Amber. Hair: Golden Blond.
  Build: Muscular. Height: /. Race/Sex: Godlike Being/M.
  Skin: Tanned. Demeanor: Egotistical. Dress/Accoutrements:
  short tunic of white cloth trimmed with gold; golden circlet. True
  Attitude: Well-meaning, yet Self-confident. Favored Attack: Gold
  scepter/mace; gold javelin (bursts into flame). Home: Orhan.
  God of the Sun (and Summer), Phaon rides a great winged
  horse with flaming mane and tail. His eyes are a deep amber and
  his hair is golden blond. Very tall, tan and muscular, he wears
  only a short tunic of white cloth trimmed with gold.
  Phaon was once patron of the Cloudlords of Tanara; he is
  often considered the god of ‘fatherhood’ in that, as husband of
  Oriana (the Earth-goddess) and god of the Sun, he represents
  the masculine aspect of fertility. He has fathered numberless chil-
  dren on Kulthea.
  A Temple to Shaal
  
  Part Thirteen: Kulthean Gods
  141
  called the Ikasha. It is similar to a large throwing star, but more
  effective, and the accomplished user can cast it so that it will re-
  turn safely to him.
  NOTE: Oriana is worshipped by the arctic Ky’taari people as
  Ariaana, goddess of the Sun (the reason she is worshipped
  rather than Phaon is not clear). She appears to her followers
  there with golden eyes.
  Cay
  Age: Immortal (Appears ≈) Eyes: Azure. Hair: Brown, curly.
  Build: Muscular. Height: /. Race/Sex: Godlike Being/M.
  Skin: Fair. Demeanor: Usually Lighthearted, Playful. Dress/Ac-
  coutrements: Plain tunic/bracers. True Attitude: As Demeanor.
  Favored Attack: unarmed/spear. Home: Orhan.
  Lord of physical strength and athletic prowess, Cay appears
  as a muscular yet not brawny youth. He cannot be bested in un-
  armed combat, and only Kuor can beat him with weapons. Cay
  is considered most handsome of the gods (with the exception of
  the twins). He wears only a short blue tunic off one shoulder
  unless leading mass combat — an extremely rare occurrence for
  any of the Lords — in which case he dons shimmering silver
  armor. His favored weapon is a spear. Patron of athletic games,
  Cay is also an infamous seducer, having fathered countless chil-
  dren across Kulthea.
  Iloura
  Age: Immortal (Appears ≈ )  Eyes: Hazel. Hair: Auburn. Build:
  Full-proportioned yet not overweight. Height: /. Race/Sex:
  Godlike Being/F. Skin: Ruddy. Demeanor: Warm, hospitable.
  Dress/Accoutrements: Green and brown robes/garland of flow-
  ers. True Attitude: Caring, motherly. Favored Attack: Quarterstaff.
  Home: Orhan. Aka: Illila (to Myri), Earth-mother.
  Goddess of the Earth (and the Harvest/Autumn), she is the
  mistress of growing things, of plants and animals of the lands.
  Iloura wears flowing robes of green and brown, and her auburn
  hair is often adorned with flowers and colorful leaves. Her eyes
  are large and hazel, framed by soft features; she frequently ap-
  pears on Kulthea in the form of a deer or other fleet-footed ani-
  mal. Harvest festivals are the time she is most honored, and many
  peoples of the Shadow World give thanks to her for bountiful
  returns. Her husband is Iorak the Smith.
  Shaal
  Age: Immortal (Appears ≈ )  Eyes: Blue. Hair: Blue-white. Build:
  Muscular. Height: /. Race/Sex: Godlike being/M. Skin: Pale
  (almost blue-white). Demeanor: Stern; Angry. Dress/Accoutre-
  ments: Naked or draped in a rough kelp garment/silver and coral
  diadem. True Attitude: Impatient; Quick-tempered. Favored At-
  tack: Trident/waterbolts (ice/water/steam bolt from trident).
  Home: Orhan/Kulthea’s Oceans. Aka: Allanda (female, to the Myri).
  God of the sea (and of Fall). Shaal is also called ‘The De-
  stroyer’ by some, in association with the erosion of the sea and
  sea storms.
  Shaal is moody and rarely is seen in his human form, instead
  assuming the shape of a Merman, whale or great dolphin. When
  in human form, he is a burly man with blue-white hair and beard,
  pale skin, and blue eyes. He wields a great trident of greenish
  alloy set with emerald points. Ruthless and unsympathetic to all
  but sea beasts and peoples, he cares little about events on the
  land.
  Jaysek
  Age: Immortal (Appears ≈ ). Eyes: Hazel. Hair: Dark brown.
  Build: Slight. Height: /. Race/Sex: Godlike being/M. Skin:
  Fair. Demeanor: Pouting; sullen. Dress/Accoutrements: Dark,
  monochrome clothing with platinum fasteners and simple
  jewellery. True Attitude: Self-possessed. Favored Attack: Kynac.
  Home: Orhan. Aka: The Poet.
  Jaysek is god of Visual Art and Magic, twin brother of Ki-
  eron—and like his brother, he is lean and beautiful. Very serious
  and at times sullen, he occasionally takes to writing morbid po-
  etry. He wears black or grey garments, and has been seen on the
  Shadow World astride a dark horse, wearing a black, hooded cloak
  and speaking dark prophesies (though he is not the Nameless
  One). Jaysek composed (or has claimed to compose) many of
  Kulthea’s alphabets. He is the patron of Illusionists, Mystics, and
  Seers. At one time he took an interest in the Dúranaki people of
  Tanara, and has adopted their favored weapon: the Kynac.
  Kieron
  Age: Immortal (Appears ≈ )  Eyes: Blue. Hair: Dark Brown.
  Build: Slight. Height: /. Race/Sex: Godlike Being/M. Skin:
  Fair. Demeanor: Playful; Mocking. Dress/Accoutrements: Highly
  varied clothing; usually flamboyant. True Attitude: Self-infatu-
  ated. Favored Attack: rapier/main gauche or longbow. Home:
  Orhan. Aka: Davix (Myri), The Bard.
  God of festivals, including the performing arts (music, plays,
  some poetry). He plays a stringed instrument called the Quindera
  and has a hypnotic singing voice. He is called upon to bless wine
  and ale, and to aid in recovery from hangovers.
  Also a prankster, he will often pose as his twin Jaysek (the
  two are ‘naturally’ identical, except that Kieron’s eyes are blue),
  causing mischief on Kulthea.
  Although Kieron’s clothing tastes are quite varied, he will of-
  ten don a tunic of sheer silk. His hair is most often shoulder length
  or gathered in a ponytail.
  Kieron is somewhat of a lustful god, appearing in many at-
  tractive forms — including that of a beautiful woman — to se-
  duce unwary Kultheans.
  Teris
  Age: Immortal (Appears ≈ ). Eyes: Light brown. Hair: Blond,
  curly. Build: Slender. Height: /. Race/Sex: Godlike Being/
  M. Skin: Lightly tanned. Demeanor: Hyperactive, childlike. Dress/
  Accoutrements: Short, diaphanous tunic, staff. True Attitude:
  Serious about his duties, but little else. Favored Attack:
  Quarterstaff. Home: Orhan.
  Messenger of the gods, he appears as a beautiful, androgy-
  nous youth in his middle teens. He carries a short staff which
  records the messages to be delivered. Always barefoot, he can run
  faster than any living creature, or travels on his magical shield
  with superlative balance. Teris is the patron of one of the Navi-
  gator Guilds (The Navigators), his name occasionally men-
  tioned—not always in a positive way—by other Navigator guilds.
  Iorak
  Age: ? (Appears ≈ ) Eyes: Brown. Hair: Black. Build: Bulky/
  Muscular. Height: /. Race/Sex: Godlike Being/M. Skin:
  Dark Tan/Brown. Demeanor: Impatient, Surly, Distracted. Dress/
  Accoutrements: Sturdy cloth/leather garments; smithing tools.
  True Attitude: Gentle, Uncomfortable among others. Favored
  Attack: -H sword. Home: Orhan.
  
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  Shadow World Atlas & Encyclopædia Kulthea
  Husband of Iloura and Smith of the gods, Iorak is physically
  strong but not the match in combat of Cay or Kuor. With his
  dark complexion, black hair and beard, Iorak is an imposing char-
  acter, an appearance which belies his gentle nature. He almost
  never leaves his great smithies on Orhan. In fact, he is somewhat
  of a recluse, avoiding many of the social gatherings frequented
  by the gods and their aides.
  Iorak has made all of the items used by the Lords of Orhan,
  and is in most ways the most powerful Smith of the Kulthean
  system. However, an occasional Human or Elven smith has risen
  above Iorak’s incredible yet ‘workmanlike’ abilities to produce
  an item of surpassing beauty or elegant power. The Smith Tethior
  was among this very small group.
  4•GREATER SPIRITS OF ORHAN
  These are powerful servants and aides of the Lords of Orhan;
  in essence are demigods. Spirits are more numerous and more
  likely to be encountered (or at least seen) by an adventurer than
  the Lords themselves. A selection of these spirits are detailed at
  the end of this section.
  The Nature of the Spirits
  The Spirits of Orhan are lesser beings who entered this space-
  time with the Lords and have always served them. Their nature
  is similar to that of the Lords, but they lack the omniscient power
  and are rarely worshipped as gods themselves.
  GENERAL POWERS
  OF THE GREATER SPIRITS
  The following powers are common to all the Greater Spirits
  of Orhan. They are similar to the powers of the Lords, though in
  many cases lessened somewhat. These reflect the fact that the
  Spirits have tremendous innate resistance because of their com-
  mon origins with the Lords.
  • The Spirits can transport themselves instantly between Orhan
  and anywhere on Kulthea; they can also fly at high speeds (riding
  the Flows of Essænce) and are immune to natural cold and heat.
  • Though their ‘normal’ size and form is that of beautiful hu-
  manoids, they have an alternate size of about twelve feet in
  height though  slightly smaller than the Lords (all of their per-
  sonal items and clothing are enchanted and change size with
  them).
  • As with all of the more powerful deities, the Spirits are truly
  immortal. The death or destruction of their Avatar (chosen mor-
  tal form) results in the body vanishing in a  flash of light. The
  ‘soul’ of the Spirit returns to Orhan where he recovers his
  strength — a process requiring one full revolution of that moon
  ( days). During that time the Spirit cannot affect physical
  reality, though he may appear and interact with the other dei-
  ties on Orhan.
  •␣Spirits can—theoretically—communicate mentally with each
  other instantly wherever they are. Some, however, choose not
  to answer a call, for various reasons.
  SOME SPECIFIC SPIRITS
  Following is a selection of a few Spirits of Orhan. There are
  in fact dozens of these beings.
  GM Note: Notations in parentheses refer to powers, professions
  or abilities in the Rolemaster Companion Books, should the
  GM have these books and wish to use these alternate choices.
  Laia
  Age: Immortal (Appears ≈ ). Eyes: Azure. Hair: Mahogany/
  wavy. Build: Slender but athletic. Height: . Race/Sex: God-
  like being/Female. Skin: Light Brown. Demeanor: Aloof, Confi-
  dent. Dress/Accoutrements: Belted tunic/bracers. True Attitude:
  Indifferent, reserved. Favored Attack: Unarmed/gé. Home:
  Orhan.
  Daughter of Cay, Laia is one of the few children of the Lords
  of Orhan (see the following section) who has been elevated to
  ‘godhood.’ She is a superior warrior, a martial artists like her fa-
  ther, though unlike him she has a cool demeanor. She is the pa-
  troness of the Amazon warriors of Itanis.
  Bæris
  Age: Immortal (Appears ≈ 18). Eyes: Green. Hair: Red-blond.
  Build: Muscular. Height: 6´6˝. Race/Sex: Godlike being/Male.
  Skin: Fair (freckled). Demeanor: Melancholy. Dress/Accoutre-
  ments: Short, belted tunic off one shoulder, bracers. True Atti-
  tude: Angst-ridden. Favored Attack: Holy broadsword; longbow.
  Home: Orhan.
  A servant of both Oriana and Eissa, Bæris has the interesting
  occupation of being the patron of young love—and its inevi-
  table tragedies. While boyishly attractive, he never smiles and
  always looks to be on the verge of tears. He will sometimes act to
  re-unite couples who are divided because of a misunderstand-
  ing, and he comforts those who have lost a lover.
  In cases of a special tragedy where one lover has been slain,
  Bæris will beseech Eissa to allow him to return the dead lover to
  the living. If Eissa allows him to cry, his tears falling on the face
  of the dead youth will heal his or her wounds and bring him or
  her back to life. This would be quite unusual of course, and Bæris
  will only ask for this under the specific circumstances of star-
  crossed lovers. Bæris does have considerable healing powers short
  of raising the dead, however, and his followers will often call upon
  him to protect or save their loved ones who have been injured—
  especially in battle.
  On a more tangible level, Bæris frequently combats the Pro-
  creators, demons of Essænce who pervert the higher ideals of love.
  In his fury he will sometimes get in over his head, and has had to
  be rescued more than once. Frequently his savior has been the
  (seemingly) compassionless Laia.
  Talaraine
  Age: Immortal (Appears ≈ ). Eyes: Blue. Hair: Blond. Build:
  Average. Height: . Race/Sex: Godlike being/Male. Skin: Fair.
  Demeanor: Charming. Dress/Accoutrements: Varies; usually lute.
  True Attitude: Self-indulgent. Favored Attack: rapier; spells.
  Home: Orhan.
  A servant of Kieron, Talaraine is the patron of Music and
  Dance. While he is usually light-hearted, he is a deadly foe when
  confronted with a genuine challenge (such as Inis the Dark God-
  dess). Talaraine frequently travels as a wandering minstrel in dis-
  guise to seek out new musical talents. When he ﬁnds gifted young
  men and women he will often stay and tutor them for a few
  months, greatly increasing their skill, and sometimes imparting
  magical abilities.
  GM Note: the GM may wish to consider having a Bard PC be
  tutored by a mysterious minstrel in his youth, and give him a
  
  Part Thirteen: Kulthean Gods
  143
  + bonus to spells involving singing or playing an instrument
  because of Talaraine’s teaching.
  Quen
  Age: Immortal (Appears ≈ ). Eyes: Hazel. Hair: Light brown.
  Build: Muscular. Height: . Race/Sex: Godlike being/Male.
  Skin: Ruddy. Demeanor: Gentle. Dress/Accoutrements: Flowing
  green-brown robes. True Attitude: Serene. Favored Attack:
  wooden sword/bow. Home: Orhan.
  The patron of herbs and flowers, Quen is a strange character.
  He is a large, almost hulking presence, his shimmering green,
  amber and brown robes unable to conceal his brawny shoulders.
  He is as gentle as a father with his newborn, but there is a sense
  of controlled might. Destroyers of his wild flowers beware!
  Quen is called upon by many Herbalists and Animists when
  working in their gardens. Flowers grow spontaneously in his wake.
  Where he walks, plants are not crushed or flattened. He can pass
  through even the most dense undergrowth with ease.
  Neela
  Age: Immortal  (Appears ≈ ). Eyes: Blue. Hair: Pale Blonde.
  Build: Slender. Height: . Race/Sex: Godlike being/Female.
  Skin: Very Pale. Demeanor: Wistful. Dress/Accoutrements: Cling-
  ing blue-green gown, necklace of coral and shells. True Attitude:
  Melancholy. Favored Attack: net, long knife. Home: Waterways
  of Kulthea.
  Said to be a daughter of Shaal, Neela is one of the few who
  might stay his temper. She is mistress of waters and patron of
  sailors. With the look of a spritely but somewhat pensive young
  woman (no more than a girl, really) she swims through the wa-
  ters of the world seeking for ships in trouble.
  Neela tries to moderate Shaal’s stormy temper and save those
  who might otherwise be lost at sea. Even if she cannot stop a
  ship from being smashed, she will guide shipwrecked sailors to
  islands (admittedly, she saves young men who she ﬁnds attrac-
  tive).
  Vult
  Age: Immortal (Appears ≈ ). Eyes: Blue. Hair: Black.
  Build:Muscular. Height: . Race/Sex: Godlike being/Male.
  Skin: Fair. Demeanor: Grim, sometimes Snide. Dress/Accoutre-
  ments: Black chain with white surcoat. True Attitude: Deter-
  mined. Favored Attack: blue laen battle-axe. Home: Orhan.
  Vult is indirectly a servant of Eissa, as it is his task to free the
  Undead and cleanse their souls. He wanders Kulthea alone seek-
  ing out cursed Undead and slaying them.
  With his flowing sable hair and striking blue eyes, he is hand-
  some but unapproachable. His black chain armor looks like it is
  rent in places, but his surcoat is always gleaming white.
  Jaynor
  Age: Immortal (Appears ≈ ). Eyes: Hazel. Hair: Long, Brown.
  Build: Slender. Height: . Race/Sex: Godlike being/Male. Skin:
  Kellus, a River Naiad in NW Emer
  
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  Shadow World Atlas & Encyclopædia Kulthea
  Fair. Demeanor: Playful. Dress/Accoutrements: breeches and
  feathered bands. True Attitude: Lighthearted. Favored Attack:
  staff, boomerang. Home: Orhan.
  Follower of the Four Winds, Jaynor is also friend of birds and
  all non-evil flying beasts.
  His costume consists of green breeches and many colored
  bands about his arms, wrists and head. From all the bands hang
  brightly-hued feathers given by his many bird-friends. He com-
  municates with the birds, and they serve him as a vast informa-
  tion network.
  5•NYMPHS
  The essænce given form and personality, the Nymphs  are of
  a similar nature to the Lords of Orhan but are tied to the earth
  rather than Orhan.
  Nymphs live on Kulthea as long as the source of their life, be
  it river or tree; should their source fail, they disperse into the
  greater essænce to be reborn again in another place.
  Each is bound to a specific place and must remain within
  their domain. Nymphs have two forms: most are normally hu-
  man-sized, and most often take the form of impossibly beautiful
  youths, the males sinewy yet slender, the females just blossom-
  ing with womanhood. They are usually either naked or draped
  in only the most minimal gossamer covering. None have any body
  hair, though their scalp hair is always luxuriant and thick. The
  only other difference is the skin: water spirits have a decidedly
  blue tint, while plant spirits are green; hair can be of any color.
  Alternately, they may assume a more ‘elemental’ incarnation,
  becoming a watery form, a tree-like shape or other appearance
  depending on their nature. Some can assume a larger version of
  their humanoid form as well.
  These earthly spirits are generally benevolent as long as their
  home is not attacked or damaged. Even the Oceanids  who reside
  in treacherous whirlpools are not necessarily malicious; but they
  are often haughty and disdainful of sailors who stray into their
  influence.
  Nymphs do have a reputation for playfulness; their amorous
  nature is also well known. They have been known to seduce at-
  tractive Elves and mortals alike.
  Some Nymphs serve particular Lords of Orhan or other gods;
  others are fairly independent beings. The Dryads and Oreads are
  aligned with Iloura, while the Naiads, Nereids and Oceanids are
  generally under the influence of Shaal. Because of the sea-lord’s
  lack of attention, however, the water-spirits tend to be more in-
  dependent and willful.
  Damaging a Dryad’s tree or polluting a Naiad’s stream will
  make them sickly and weak. They also cannot stray far from their
  focus or their powers are diminished.
  Below is a listing of the different varieties of Nymphs; a fu-
  ture book will elaborate on their powers.
  Dryads: Dryads are tree spirits and can be male or female. Their
  fate is tied with the life of the tree, so they are almost always
  associated with strong sturdy trees. Often they are deep in a
  forest and the Dryad is the protector of the entire wood.
  Naiads: Often (though not exclusively) female, Naiads are wa-
  tery spirits associated with a spring, river or lake.
  Nereids: Spirits of grottoes and sheltered coves, nereids are often
  male and their nature tends to be secretive. Winning a nereid’s
  favor may mean gaining access to a hidden sea-cave that others
  cannot see.
  Oceanids: More powerful water spirits, Oceanids are tied to re-
  gions of a sea such as a bay or sound. Others might control
  unusual features such as a massive whirlpool or large waterfall.
  Oreads: Hill & Cave spirits, Oreads are of either sex. In some
  cases may become the protector of a group of people, for in-
  stance a village situated on their hill.
  6•CHILDREN OF GODS
  The fact that a supposedly noncorporeal being such as a Lord
  or Spirit of Orhan can sire offspring is a concept to make any
  Loremaster squirm. However, there are men and women on
  Kulthea who claim to be the child of a god, and flaunt superhu-
  man abilities to prove it. Most are no more than magnificent
  humans, while a few have been endowed with powers akin to a
  Spirit of Orhan. One important difference: any child of a kulthean
  parent is tied to his body: it is not an ‘avatar’ like the forms of the
  Lords and Spirits.
  These godlike gifts diffuse like any terrestrial trait: descen-
  dants of offspring of the Lords grow closer to normal mortals
  with each successive generation mingled with human blood.
  GM Note: allowing PCs to be offspring of the Lords of Orhan is
  in general not a good idea, unless he wishes to give the PC very
  limited powers, virtually no access to his ‘parent’ and a healthy
  disadvantage to go along with his very special ancestry.
  7•THE DARK GODS
  Mirroring the rather benign Lords of Orhan, there is another
  pantheon of immortal beings residing on another of Kulthea’s
  moons. However, the Dark Gods have less of a hierarchical struc-
  ture than the Lords. And while most are associated with a certain
  aspect of life, these role are also more fluid than those of the
  Lords of Orhan
  THEIR HOME: CHARÓN
  The third moon of Kulthea is known as Charón and is con-
  sidered an evil presence by nearly every culture on the planet.
  One of the strange things about Charón is its unique polar orbit
  (meaning that it circles Kulthea by passing over the poles rather
  than roughly on the equatorial plane, like the other moons). It
  takes about  days to make this orbit, but it has many disturbing
  perturbations.
  The Night of the Third Moon
  Because of this orbital anomaly, Charón is invisible for more
  than half of its rotation, as it is between Kulthea and the sun. As
  it comes around the planet, however, it rises slowly from the south,
  every night rising higher and becoming more full, until one night
  every  days Charón is full and at Zenith in a given location
  (this occurs in different places at different times, of course, and
  the latitudes further from the equator are fortunately spared this
  horrible event). It shines much more brightly, and with a red-
  dish glow. There is no mistaking the Night of the Third Moon.
  Dark cults worship Charón. They consider the zenith to be a
  time of particular importance, a time when servants of the Un-
  life are able to leave their home on Charón and come to the
  Shadow World.
  It should be noted that every . years in certain locales near
  the equator there is a correspondence of perigee (closest prox-
  imity to Kulthea) and zenith in which Charón hangs huge and
  red over the night sky. It is a time that all good people fear.
  
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  THE CAVERNS
  The surface of Charón is a frozen waste; there is no atmo-
  sphere and the exterior is encased in a solid coating of ice (possi-
  bly frozen carbon dioxide) which Kulthean Astronomers think
  to be as much as hundreds of feet thick.
  But under that coating of ice, Charón is heated from within
  by volcanic forces, creating a (barely) livable environment in the
  thousands of caves and tunnels. It is here that the Dark Gods
  and their minions survive.
  The Third Moon is a sphere  miles in diameter, and even
  though it possesses a massive core, it has only enough gravity to
  barely maintain a small hold on objects. Thus, the caverns and
  warrens have the added disorientation of almost no perceptible
  ‘up’ or ‘down.’ Any poor unfortunates who are transported sud-
  denly to Charón will find themselves in a totally alien world.
  The caverns of Charón are populated by all manner of mon-
  strous creatures, awful travesties of life summoned to guard the
  passages of the Third Moon. There are portals to other worlds
  everywhere, especially the Fourth Pale
  GM Note: See Demons of the Fourth Pale  for details of lesser
  creatures who might be lurking in the corridors of Charón.
  ABOUT THE DARK GODS
  The Pantheon of Charón is really not a pantheon at all; no
  single god is recognized as the leader. The Dark Gods coexist on
  the Third moon in little more than an uneasy alliance. Often
  they bicker amongst themselves, their servants sent on errands
  of petty sabotage and mischief.
  Powers of the Dark Gods
  The Dark Gods are not intrinsically as mighty as the Lords of
  Orhan, mainly because their origins and power base are differ-
  ent. This lack of innate power is more than offset by the Dark
  Gods’ lack of restraint: They, unlike the Lords of Orhan, do not
  make an effort to distance themselves from direct interaction with
  Kulthea and her inhabitants.
  • Transport: The Dark Gods can only come ‘in person’ (i.e.,
  through an avatar) to Kulthea via three routes. They can only
  remain on Kulthea for a matter of hours in cases one and two.
  • Through Space. It requires considerable power for a Dark
  God to make the journey, and still project a physical form.
  As a result their powers are diminished by the time they ar-
  rive on Kulthea, and then they can remain for only a few
  hours
  • Via a ritual summoning, usually under the Third Moon. This
  is the most dangerous, as evil servants of a Dark Lord may
  open a temporary Gate for a God to enter through, and by
  continuing to make sacrifices or otherwise channel power
  (through a ritual chant, for instance), they can thus allow
  their master to remain for as long as they can keep up the
  activity. Fortunately, there are few priests and cults with the
  power to open such a portal.
  • Through a Portal. A Dark God can only pass through a Por-
  tal opened at the Kulthean side, But once this is accomplished
  the god may remain unchecked until it is forced back or the
  Portal closed.
  • Form: Dark Gods are each tied to a unique form (often large
  and hideous), but most can assume a humanoid form at will.
  • Immortality: As with all of the more powerful deities, the Dark
  Gods are truly immortal. The destruction of their chosen mor-
  tal form (as indicated by a killing critical or other catastrophe)
  results in the avatar body vanishing in a ball of fire or other
  showy end. The ‘soul’ of the Dark God returns to Charón where
  he recovers his strength — a process requiring from  to 
  days. During that time the Dark God cannot affect physical re-
  ality, though he may appear and interact with the other Dark
  Gods on Charón.
  • Awareness: Dark Gods are aware—at least subconsciously—of
  all of their followers on the Shadow World, and should a fol-
  lower repeatedly abuse his god’s name or power, the Dark God
  may inhibit or cut off powers, or even show up personally to
  have a talk with his sycophant.
  THE DARK GODS
  Below is a selection of the evil entities which inhabit Charón
  and have influence over the inhabitants of Kulthea.
  GM Note: Notations in parentheses refer to powers, professions
  or abilities in the Rolemaster Companion Books, should the
  GM have these books and wish to use these alternate choices.
  Orgiana
  Age: Immortal (Appears ≈). Eyes: Glowing red. Hair: Long,
  Black. Build: Shapely. Height: . Race/Sex: Godlike Being/Fe-
  male. Skin: Steel Grey; Aflame. Demeanor: Cruel, Destructive.
  Dress/Accoutrements: Orb and tiara, otherwise nude; her skin
  is metallic like armor. True Attitude: As Demeanor. Favored At-
  tack: Firewhip, spells. Home: Charón/the Black Hel.
  Goddess of Darkness, Orgiana escaped a purge of Dark demi-
  gods in southern Jaiman during the Wars of Dominion. She alone
  escaped back to Charón, while the others were imprisoned, ban-
  ished to one of the Outer Planes (a place known as the ‘Black
  Hel’), or utterly destroyed. She had a number of serving Spirits,
  who were also destroyed.
  But she has been rebuilding her power and prepares for the
  day when she will return to the Shadow World. Cruel beyond
  belief, she delights in pain. She has a particular loathing for men,
  and her cults are most frequently made up of females who tor-
  ture and kill the males of their species.
  Inis, Goddess of Beauty
  Age: Immortal (Appears ≈). Eyes: Green. Hair: Blonde. Build:
  Voluptuous. Height: . Race/Sex: Godlike Being/Female. Skin:
  Fair. Demeanor: Seductive. Dress/Accoutrements: Diaphanous
  skirt; veils. True Attitude: Insatiable. Favored Attack: Four knives.
  Home: Charón.
  The Dancer is a lovely woman with fair skin—and four arms.
  She vies with Moralis for the attentions of the weak, seducing
  those who cannot control their lusts.
  Cults of Inis are invariably devoted to youth, beauty… and
  the carnal pleasures. This includes any number of perversions,
  most of them unspeakable. Her servants inflitrate cultures and
  bring about their downfall through the violence brought about
  by vanity, jealousy and lust.
  Inis is also a warrior, a formidable opponent in combat, wield-
  ing four curved knives with her four arms in a whirling dance of
  death.
  Kesh’ta’kai, God of Magic
  Age: Immortal (Appears ≈). Eyes: Grey. Hair: Short; Black with
  grey streak. Build: Average. Height: . Race/Sex: Godlike Be-
  ing/male. Skin: Olive. Demeanor: Cool; calculating. Dress/Ac-
  
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  Shadow World Atlas & Encyclopædia Kulthea
  coutrements: Hooded robes. True Attitude: Distracted. Favored
  Attack: Runesword, spells. Home: Palace of Runes, Charón.
  Kesh’ta’kai is the master of signs and symbols. The magic of
  words and letters is known better by him than perhaps any en-
  tity in the Shadow World milieu. This Dark God is relatively re-
  clusive and has no desire to dominate others. In fact, he (along
  with Andaras) is in some ways not what one could consider ‘evil.’
  He does hate the Lords of Orhan and the Loremasters—and
  nearly slew one of the Masters of Emer an age ago—but has little
  wish to dominate the peoples of Kulthea.
  But in some ways he is still the most dangerous of the Dark
  Gods. His followers are scholarly men and women, devoted to
  learning and copying ancient texts, and to mastering the arcane
  arts. Among these they count the mastering of Demons and the
  control of Gates and Portals. Unfortunately, their experimenting
  disrupts the Essænce balance and is causing constantly increas-
  ing access to the Shadow World by more unpleasant creatures.
  In appearance, Kesh’ta’kai is a man of perhaps , though his
  eyes have a much older look, and his hair has a streak of grey.
  Ironically, his natural form is most hideous: a tentacled mass
  which resembles the unspeakable Agothu more than a creature
  of the Essænce.
  Kesh’ta’kai is a master of glyphs (spells cast by tracing lumi-
  nous symbols in the air) and Power Words. He could paralyze an
  army in an instant.
  Andaras, God of Wisdom
  Age: Immortal  (Appears ≈). Eyes: Brilliant green/slit pupils.
  Hair: Shoulder-length, straight, black. Build: Muscular but lithe.
  Height: . Race/Sex: Godlike being/Male. Skin: Very dark.
  Demeanor: Playful. Dress/Accoutrements: Black leather loin-
  cloth, collar, bracers. True Attitude: Sadistic or indifferent. Fa-
  vored Attack: mace or cat-form. Home: Charón.
  The Lord of Cats is an interesting character, being less single-
  minded than some of his brethren. He is lord of numerous cat-
  cults on Kulthea, and has a certain twisted sense of humor when
  dealing with his minions or their foes. Like a cat, he will toy with
  his prey before finishing it off.
  Andaras’ alternate form is—not surprisingly—that of a huge
  black panther,  high at the shoulder.
  Z’taar: God of War
  Age: Immortal (Appears ≈). Eyes: Black/Luminous red. Hair:
  Silver. Build: Muscular. Height: . Race/Sex: Godlike Being/
  Male. Skin: Marble-white. Demeanor: Determined. Dress/Accou-
  trements: Black silk tunic or Black eog chain shirt. True Atti-
  tude: Righteous, Obsessive, Vengeful. Favored Attack: black eog
  -h sword. Home: Charón.
  Z’taar is one of the more terrifying Dark Gods, partly be-
  cause he seems almost mindless in his pursuit of followers and
  the destruction of his enemies.
  A fearsome warrior, he wields the Slayer with a grim ven-
  geance. He is the unoﬃcial champion of Charón, though he will
  rarely enter battle on behalf of any other God. Z’taar’s cults are
  always oriented towards warfare and dominating less martial
  cultures. He faced Cay in single combat once during the Wars of
  Dominion, but the contest was inconclusive — interrupted by a
  shattering Flow-storm which swept them apart. Between them
  lies a grudging mutual respect.
  Scalû, God of Night
  Age: Immortal (Appears ≈ as a human). Eyes: Luminous yel-
  low (amber as a human). Hair: Black furred hyena head (shiny
  black hair as a human). Build: Very muscular. Height:  ( as a
  human). Race/Sex: Godlike being/Male. Skin: Pale. Demeanor:
  Cold; Emotionless. Dress/Accoutrements: A metallic gold kilt.
  True Attitude: Cruel. Favored Attack: Hand-axe. Home: Charón.
  The bringer of Night (and nightmares), Scalû has a particu-
  larly terrifying visage, if only because of its strange fusion. Though
  he may appear as a handsome human, Scalû’s normal form is
  that of a ten foot tall man with the head of a black hyena.
  Scalû is frequently at odds with Reaan, the Lord of Orhan
  who also sees the Night as his realm and dreams as his playground.
  Moralis, God of Lust and Pain
  Age: Immortal (Appears ≈ ). Eyes: Blue. Hair: Blond. Build:
  Muscular. Height: . Race/Sex: Godlike being/Male. Skin: Fair.
  Demeanor: Charming. Dress/Accoutrements: A fine tunic or silk
  loincloth, pendant, bracers. True Attitude: Sadistic. Favored At-
  tack: broadsword.  Home: Palace of Tears in the Wailing Cav-
  erns, Charón. Aka: The Lover.
  The self-described ‘God of Love’ is one of the more twisted of
  the Dark Gods. He appears normally as a very handsome blond
  young man, virile and charming — though he sometimes as-
  sumes female guise, equally beautiful. He visits Kulthea to se-
  duce young women and men, and once he has them in his thrall,
  he takes them to his palace in the caverns of Charón where he
  keeps them as slaves. He abuses them in a perversion of love,
  leaving them emotionally as well as physically battered, yet they
  are so taken with him that they fight for the opportunity to be
  with him. His harem is large but the membership turns over
  rather frequently.
  Moralis’ followers differ from Inis’ in that they are more self-
  obsessed and masochistic. Their orgies end with many of them
  dead.
  Moralis is often accompanied by a entourage of beautiful
  Procreator demons. Priests of his religion will sometimes sum-
  mon these creatures as part of a special ritual to honor Moralis.
  Klysus, God of Death
  Age:? (Appears ≈ ). Eyes: Green/slitted & reptilian. Hair: Black;
  slicked back. Build: Extremely muscular. Height: . Race/Sex:
  Godlike being/Male. Skin: Bronze. Demeanor: Creepy, yet per-
  suasive. Dress/Accoutrements: A long white pleated tunic. True
  Attitude: Treacherous; sadistic, bloodthirsty. Favored Attack: tri-
  dent, spells. Home: Palace of Golden Sand in the Sun Caverns,
  Charón. Aka: Soul-taker, The Winged Lizard.
  The lizard-god is the God of Death, enemy of Eissa (a Lady
  of Orhan). While she is the Goddess of Death as well, hers is a
  clean ending, with the release of the soul. Klysus’ death is a tor-
  tured sacrifice, where he drinks the blood and devours the very
  spirit of the dead. He is the Soul-taker.
  Very tall, muscular, with skin of an almost metallic bronze
  color, Klysus has large almond eyes which have slitted, reptilian
  pupils. His long, forked tongue and fangs are not normally no-
  ticeable, though he does speak with a hissing lisp.
  Klysus has a continuous thirst for victims and is one of the
  more frequent visitors to Kulthea to partake ‘personally.’ One of
  his most favored groups of followers is the Lankan Empire in
  Tai-Emer.
  
  Part Thirteen: Kulthean Gods
  147
  Klysus’ alternate form is of a huge, fifty-foot long, bat-winged
  snake. While he has no limbs, he has the power of levitation and
  swift flight, and he can cast any spell from any Air or Wind list
  (any realm), he can cast his other spells as normal, and can breathe
  a Death Cloud of a cone  long by  at the far end, which
  delvers Disruption criticals: “E” the first round, “D” the second,
  etc.
  Klysus and his followers are turned back by the lovely but
  inexpensive gem Eissa’s Tears. Klysus himself can overcome small
  concentrations of the gems (though at a subtraction). But they
  can literally kill his priests if they come into contact with the
  Tears.
  8•DARK SPIRITS
  While the Dark Gods frequently summon Demons of the
  Essænce to do their bidding, they also have a handful of particu-
  larly mighty individuals who are their chief lieutenants. They
  are considered ‘Greater Spirits’, both because of their inherent
  power and because of their ties to Charón.
  These beings share their masters’ intense loathing for all things
  of goodness and beauty in the Shadow World. Petty, spiteful and
  destructive, they encourage all things loathsome and malignant.
  General Powers of the Dark Spirits
  Interestingly, many of the Dark Spirits can remain on Kulthea
  indefinitely, and can thus act as minions for their Charón-tied
  masters. Their powers are considerably more limited than the
  true Dark Gods, however, and each has his or her own vulner-
  abilities.
  • Transport: The Dark Spirits can only come in person to Kulthea
  via three routes (same as the Dark Gods). However (perhaps
  ironically) they can remain on Kulthea for a theoretically in-
  definite period of time, perhaps because their masters can chan-
  nel power to them to maintain their form.
  • Form: Dark Spirits are each tied to a unique form (often hid-
  eous), but most can assume a humanoid form at will.
  • Resistance of Form: All Dark Spirits resist attacks as Large crea-
  tures; some resist as Super-large creatures when in their natural
  form. They resist spells as per their noted level. Attaining a
  “Stun” result against a Dark Spirit only forces them to parry;
  obtaining an “Stun No Parry” result means they are stunned,
  but may parry. Dark Spirits can Haste themselves at will for the
  duration of any melee. They are not necessarily immune to
  natural cold and heat, but certain Spirits may be, as noted.
  • Immortality: Unlike the greater deities, the Dark Spirits are not
  exactly immortal, as they are really little more than manifesta-
  tions of their master’s will. The destruction of their chosen
  mortal form (as indicated by a killing critical or other catastro-
  phe) results in the body (though not personal items, those are
  left in a heap) vanishing in a ball of fire or other showy end.
  The ‘soul’ of the Dark Spirit flees to Charón if his master wills it
  — and he has the energy; many Spirits are unable to make the
  trip and are dispersed forever. If he makes it, he will be either
  permitted to reform, or the angry God may dissolve him any-
  way.
  • Awareness: Dark Spirits are aware of their own followers only if
  summoned or otherwise alerted (by a ritual, for instance). Their
  Dark Master might contact them and send them to a location,
  however.
  • Resistance to Essænce: Dark Spirits resist vs. all forms of magic
  (Mentalism, Essence, Channeling) equally, using their level to
  resist. If they succeed, there is no effect; Dark Spirits never suf-
  fer any ‘partial effects’ from spells.
  • ‘Profession’: Dark Spirits are often listed as having more than
  one profession; this is to reflect their access to several sets of
  Spell Lists and/or martial skills. GMs may also wish to give vari-
  ous Dark Spirits certain High Level Spells from RMC I. A few
  suggestions are included but should not be considered limita-
  tions.
  A FEW GREATER DARK SPIRITS
  Below is included a selection of the immortal beings which
  act as servants for the Dark Gods. Unlike the Dark Gods, many
  of the Spirits have specific weaknesses which they take great pains
  to hide. However, should their enemies discover this weakness
  (vulnerability to water or another element, poisoned by nectar
  of a specific flower, driven away by a certain sign, etc.), it can be
  freely exploited.
   Omir, God of Vengeance
  Age: Immortal (Appears ≈). Eyes: Grey. Hair: Black, very short.
  Build: Slight. Height: ´˝. Race/Sex: Godlike being/Male. Skin:
  White. Demeanor: Relaxed, confident, Friendly. Dress/Accoutre-
  ments: Black coverall; varies. True Attitude: Cold-blooded, emo-
  tionless. Favored Attack: Fingernails as poison claws; Dagger.
  Home: Charón.
  Omir is known in some circles as the Thief or Assassin of
  Charón. Unlike the other Spirits, he is coldly professional. How-
  ever, he is often called upon by those swearing vengeance in an-
  ger. He is the patron of assassins, thieves, and others who oper-
  ate by night and stealth.
  He particularly likes to assume the Waterform, Mistform, or
  Flattening to get to his prey.
  Akalatan, God of Procreation
  Age: Immortal (Appears ≈ ). Eyes: Green (reptilian with slitted
  pupils). Hair: White. Build: Muscular. Height: . Race/Sex:
  Godlike being/Male. Skin: Bronze. Demeanor: Arrogant, seduc-
  tive. Dress/Accoutrements: White silk pants, diadem. True Atti-
  tude: Cruel, voracious. Favored Attack: Falchion, dagger, spells.
  Home: Charón.
  A servant of Klysus (and in some religions called his ‘son’)
  Akalatan is frequently on Kulthea to oversee ritual sacrifices. A
  striking figure with his white hair and broad, bare chest, he feeds
  off not only human blood but the energy released at frenzied
  ‘religious’ celebrations.
  While not as visibly tied to reptilian roots, Akalatan’s eyes
  have slitted pupils, he has many snake tattoos, and his tongue is
  unnaturally long.
  Zania, Goddess of the Moons
  Age: Immortal (Appears ≈ ) Eyes: Grey. Hair: Silver. Build: Slen-
  der. Height: . Race/Sex: Godlike Being/Female. Skin: Fair. De-
  meanor: Spaced-out. Dress/Accoutrements: Silver breastplate,
  grey tunic. True Attitude: Insane; unpredictable. Favored Attack:
  Scepter, longbow. Home: Charón.
  Zania is called the Keeper of the Moon by her followers, and
  it is believed that she drives a spectral chariot through the sky,
  towing the moon Charón. She is also reputedly insane, and sends
  her followers to the same twisted end.
  She does indeed drive a misty chariot pulled by spectral grey
  stallions to Kulthea, where she haunts the tormented souls of its
  
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  Shadow World Atlas & Encyclopædia Kulthea
  inhabitants. Her servants are Doombringers or Procreator De-
  mons.
  Dancers of Inis
  Age: Immortal (Appear ≈). Eyes: Green. Hair: Blonde. Build:
  Voluptuous. Height: . Race/Sex: Godlike Being/Female. Skin:
  Fair. Demeanor: Sultry, seductive. Dress/Accoutrements: Diapha-
  nous skirt and veils. True Attitude: Mindless. Favored Attack:
  scimitars. Home: Charón.
  A dozen beautiful women, these dancers are all identical, and
  resemble Inis (including their colorful costumes). Some or all of
  them will sometimes appear during rituals to entertain her fol-
  lowers—or destroy her enemies.
  9•LOCAL GODS
  In many cases an apparent ‘local’ god is actually a different
  incarnation of a Lord of Orhan or Dark God. There are also,
  however, many superhuman beings who can legitimately be con-
  sidered gods. Most, while in most respects non-corporeal, are
  linked to a specific location and their power diminishes tremen-
  dously with distance from that place.
  Few gods have the personal energy to be truly global powers
  (the Lords of Orhan and the Dark Gods of Charón are among
  this elite), yet within the boundaries of their locality any god can
  be formidable. The relationship of a god to his locality can be
  explained thus: it is as if the locality is part of the god, whether
  the actual focus is a temple, an item (such as a large stone), or an
  entire country. Thus, the separation causes a strain. The greater
  the distance, the more energy is required just to maintain the all-
  important linkage. Gods have been rendered harmless—and even
  destroyed—by foes who have successfully isolated them from
  their locality. This could only be done by some extremely formi-
  dable enchantments and trickery.
  THE LORDS VS LOCAL GODS
  The Lords of Orhan have a ‘policy’ (if you will) of not inter-
  fering with the authority of any local deity. While this sounds
  quite magnanimous of the Lords, it is as much a pragmatic deci-
  sion as anything else. A local god could conceivably defeat (cer-
  tainly not destroy, but perhaps drive away) a lord while that god
  is on his home soil. This would be very embarrassing at the very
  least. Thus, when the Lords want something done on Kulthea,
  they usually employ more subtle means.
  Ruins of an Ancient Temple to a Forgotten Local God
  
  Part Fourteen: Good & Evil
  149
  • PART XIV •
  GOOD & EVIL,
  ORDER & CHAOS
  1•GOOD AND EVIL
  ‘Good’ and ‘Evil’ fall at the two extreme ends of a spectrum;
  most thinking beings exist somewhere in the middle ground. In
  addition, there are the complicating factors of the competing
  aﬃliations among those of evil ambition: the servants of the ab-
  solutist Unlife sometimes find themselves at odds with power-
  thirsty Dragonlords, the Dark Gods, and numerous other agen-
  cies of evil.
  When ‘Evil’ is referred to in the Shadow World, it does not
  mean the small injustices one man commits against another; nor
  does it even mean most acts of violence or warfare. True Evil, the
  evil which is fostered by the Unlife, is the drive to destroy—and
  to feed on that destruction. The Unlife desires not only to kill,
  but to draw energy from the poor spirit as it dies. Without at-
  tempting to make a judgment on what is ‘evil’ and what is not,
  the concept of pure, true, universal evil in the context of Shadow
  World applies only to the Unlife and its willing servants. Others
  may do ‘evil’ deeds, but they are not evil until they succumb to
  its power. However… once one sets a foot upon the dark path…
  It has been theorized that without the ‘Positive Essænce,’ the
  ‘Negative Essænce’ of the Unlife could not exist. It is even be-
  lieved that, should the Unlife somehow succeed in its horrible
  desire to absorb the entire Essence of the world, it would itself be
  destroyed. This might be what the Unlife seeks: complete anni-
  hilation. What would happen should this occur has been the sub-
  ject of debate among magic scholars for millenia. Most agree that
  all magical power will simply evaporate: no Gods, no Essence,
  no supernatural mental powers will survive. It is the nature of
  possible destructive side effects that no one can agree on.
  When the Unlife is moved to use force, it can unleash ser-
  vants who wield a terror of majestic proportions. Not the horror
  of the Demons, nor the brute force often preferred by the Drag-
  onlords, but such lieutenants as the Heralds of Night and the
  Priests Arnak, who possess a commanding presence. They are
  lordly and distant, and cannot be swayed by bribes or other co-
  ercions. They are inhuman in their unwavering allegiance to that
  formless ultimate evil which is the Unlife.
  2•UNLIFE ORIGINS
  The force which is the beginning and the end of all True Evil—
  whether its servants know it or not—the Unlife is the shadow
  which taints many of the wonders of Kulthea. There are those
  who do not consider themselves ‘evil’: certain cult leaders be-
  lieve that they are merely imposing a better structure on the world.
  However, they tap their power from the raw, unfocused power of
  the Unlife: the Anti-essænce.
  This Anti-essænce has emerged in the universe here, on the
  Shadow World, because of the very powerful flows of energy
  which—by their very presence—set the stage to allow the Unlife
  to enter. Before the tapping of the Flows by the early Lords, the
  Unlife remained safely beyond the reach of our universe. When
  they began to utilize these massive energies, the balance was up-
  set and the barrier of Essence which keeps the planes of exist-
  ence separate was weakened. Many now believe that the Essænce
  itself could not exist without its shadow: it is the price Kultheans
  pay for their specia powers.
  The Unlife itself is not a single intelligent entity. It is a collec-
  tive energy which may or may not possess what could be called
  ‘awareness;’ its servants, however, are all driven by essentially the
  same goal.
  3•MANIFESTATIONS
  The Unlife itself cannot be seen or otherwise detected in this
  universe; it is so alien that there are no common reference points.
  In fact, the most perceptive of the masters of Essænce can barely
  
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  Shadow World Atlas & Encyclopædia Kulthea
  they are not by their nature ‘evil’ in the absolute sense. Some
  cultures may find them objectionable, yet they are not Evil for
  system purposes.
  Most users of the Essænce will not even be aware of the na-
  ture or existence of the Evil lists (Evil Cleric, Evil Magician, Evil
  Mentalist), much less how to use them. Every so often, however,
  an ambitious apprentice may gain access to books or a tutor of
  uncertain motives. In the process of learning an Evil list, there
  should be no question that the spell caster is turning to a new
  power source for his energies (the Unlife or a Dark God). Once
  the first spell is cast, he starts down a dark path. It may take years,
  but eventually he will reach the end: submission to utter and
  complete Evil. At that time, he is a creature of darkness. It is up
  to the GM to decide, depending on the nature of his campaign
  world, whether the PC maintains free will or must become an
  NPC.
  System Note: Learning Evil Lists
  Should a player decide to learn one or more Evil Lists, (after
  stern warnings about the consequences), this is the suggested
  sequence:
  . With the first list learned, the PC gains a whole new set of PPs
  (from the Unlife—the Anti-essænce—whether it be Mental-
  ism or Essence, or Channeling through a new, Evil god) equal
  to and in addition to his own PPs, but usable only for Evil spells
  (and not enhanceable by his normal PP enhancer).
  . Every time an Evil spell is cast, the PC must make an RR vs the
  level of the spell, using his appropriate PP stat bonus (In for
  Channeling, Pr for Mentalism, etc.). If he succeeds, no side ef-
  fects. If he fails, however, - points are lost from his Essænce
  Soul, an artificial number initially equal to his PP stat.
  . When the PP stat reaches Zero, the PC becomes ‘Evil.’ He loses
  his regular PPs and must use his Anti-essænce points for all
  spells. He does not lose all free will, but any thought or action
  is subject to veto by the GM, who must intercede on behalf of
  the Unlife. The PC should try to play the character appropri-
  ately, as a being who now is indebted to the Unlife for power,
  and wishes to serve this new master.
  6•ORDER AND CHAOS
  These terms can mean a number of things in the Shadow
  World universe, including (according to the scholar Taliax Chun)
  opposite lines of reality.  However, in practical terms Order and
  Chaos are empirical references for the leanings of individuals and
  groups, helping to indicate whether their tendencies lean towards
  a very structured environment or one in which events are more
  random and disorganized. Both philosophies have merit, and the
  world of Kulthea exists somewhere in between what we could
  consider absolute Order and absolute Chaos. However, these
  forces are at odds with each other as much as the powers of Good
  and Evil.
  detect the Unlife as a ‘void’ or an absence of the usual ‘back-
  ground’ Essænce which is everywhere.
  Thus the Unlife must utilize servants and strange—often
  frighteningly majestic—manifestations to work towards its ulti-
  mate, unspeakable goal. Most of these tools are in the form of
  demons, but others can take almost any shape—depending on
  the purposes of the Unlife.
  4•OTHER ‘EVIL’ FORCES
  The beings and groups discussed below tap the Anti-essænce
  of the Unlife, but remain essentially immune to its direct power.
  They walk a thin line, however, and at any time risk losing their
  own will to that of the mindless power of the Unlife.
  Dragonlords
  Most independent of the ‘evil’ powers, each Dragonlord pur-
  sues his or her own goals. While the lords may draw power from
  Chaos (and so, albeit indirectly, the Unlife) they are not its ser-
  vants. Some are not even wholly ‘evil’, able to use positive Es-
  sænce as well.
  Instead, the Dragonlords are unique spirits of such power
  and dynamism that they are able to use the energies of Chaos
  and order with impunity, a feat greater than most of the Lords of
  Essænce can claim.
  Dark Gods
  Individually, the Dark Gods are the most intrinsically power-
  ful of the ‘evil’ factions. They are not driven by one implacable
  will like the Unlife, and yet they are not fully independent like
  the Dragonlords. These masters of dark power are not even life
  in the biological sense, but energy beings: manifestations of the
  chaotic aspects of the Anti-essænce. Most are less than complete
  personalities, driven by specific needs and goals. As a result, they
  sometimes seem two-dimensional and are often predictable in
  their reactions. Vindictive, violent and wantonly destructive, their
  methods are often the antithesis of the artful minions of the pure
  Unlife.
  5•EVIL ESSÆNCE
  This section specifically refers to the “Evil” Spell Lists found
  in the Rolemaster book Spell Law, and provides an explanation
  of the origins of these lists, and a philosophical base from which
  to build NPCs who may have access to these lists.
  There are a number of spell lists—and even entire profes-
  sions—in Spell Law and the Rolemaster Companions (e.g., Sor-
  cerer, Warlock, etc.) which some might consider to be ‘Evil’ be-
  cause of the cruel or destructive nature of the spell lists. They are
  not Evil, however, and a character may go merrily through life
  casting all the cruel Sorcerer spells he wishes without any danger
  of surrender to enslavement by true evil. (Depending on how
  the GM feels about this, he might suffer some small punishments
  from an unhappy patron god, however.)
  On the other hand, while it is possible for an ‘Evil’ spell user
  to have access to these professions (or any other, for that matter),
  
  Part Fifteen: The Essænce & Spells
  151
  • PART XV •
  ESSÆNCE & SPELLS
  Half a dozen men waited on the Haalkitaine dock holding mooring ropes, keeping
  the skyship Starwind from drifting. The Navigator Sulfean stood at the ships’ railing,
  staring into the sky.
  “How soon before we can depart?” Randae asked the captain.
  “Momentarily. I will not be rushed,” the tall Laan woman snapped, then turned to
  her first mate. He stood with another man at a windlass, one hand on a nearby lever.
  He nodded to her, tightening his grip.
  Sulfean strode quickly to stand by Randae and the captain. “We must leave at once!”
  On his usually expressionless face Randae thought he detected a faint betrayal of —
  uncertainty? Fear? Impossible.
  Captain Nankara looked annoyed. “Navigators! He forgets who the captain is here,”
  she muttered. But a moment later a crewman called the ‘all ready’ from the rigging.
  Nankara rang the final ascent warning bell and braced herself at the wheel. “Stage
  One!” She called out. The mate pulled the lever, then he and the other crewman began
  to slowly turn the windlass. The ship trembled as a system of pulleys and gears and
  chains controlled the unfolding of the Xenium plates towards the bottom of the
  Starwind’s hull. After two full turns they stopped.
  Meanwhile, Sulfean templed his fingers, obviously concentrating on a spell. A faint
  blue-violet aura danced along his hands. He thrust his palms out and forward, and
  translucent rays of light fanned outwards, splashing over the sails and the crew, and
  finally swirling around the ship like a huge, ethereal soap bubble. The Starwind creaked
  and bobbed upward, rising perhaps twice a man’s height, then held steady by the
  mooring ropes.
  “Stage Two!” Nankara’s voice cut through the night, and the first mate cranked the
  windlass around again, while crewmen extended the ventral sail spars and began to
  unfurl the mainsail.
  Then the world ripped apart.
  From the northwest came a flash of lurid green lightning. For an instant it turned
  the night to eerie day, illuminating everything in stark light and shadow. There fol-
  lowed utter silence and darkness for the space of perhaps three heartbeats, during
  which everyone was frozen in surprise — except Sulfean. He alone fully understood
  what that flash foretold, even as he felt his spell of Wind Mastery torn from his grasp.
  The Tall Elf braced himself and, turning towards the lightning, called upon the full
  power of his Compass.
  While not as knowledgeable in such matters as Sulfean, Randae had a pretty good
  idea of what was about to happen. He grabbed the nearest railing and shouted “Hold
  
  152
  Shadow World Atlas & Encyclopædia Kulthea
  Essænce vs Essence: A System Note
  A clarification is needed here between the Essænce—the ar-
  cane term for primal magical power, and the source of what later
  became the three realms (Channeling, Mentalism, and Essence).
  The need for an explanation goes back, in a way, to the reality
  presented in Spell Law, where Essence was used to describe not
  only the general concept of ‘magic,’ including the power chan-
  neled by Deities and the energy of the Mentalist, but also as one
  of the three realms of power. When we designed a world which
  would embrace the concepts of Spell Law, the flaw in that single
  terminology became evident.
  This is not to concede that our conceptualization was flawed;
  indeed, the primal Essænce is the same, simply mutated into the
  three realms. Our problem was that there was no way to tell the
  difference whan trying to discuss one with the other. The all-
  It is widely believed that in the youth of Kulthea the three
  realms of power were essentially the same. In support of this con-
  tention, Loremasters point out that in those tumultuous days
  there were no gods — not even the pantheon of Orhan — but
  only the Lords of Essænce (unless one could consider the Lords
  themselves gods). Those beings could tap the power of their
  minds and the radiation of the Flows with equal ease; in fact, the
  two were one energy, as those who attempted to flee the Shadow
  World discovered to their undoing. Thus, the origins of the three
  realms are, in reality, one.
  Those capable of tapping into the united Essænce (referred
  to by many as the Arcane Power) have a unique flexibility and
  sensitivity; perhaps they are descended from the Lords of Es-
  sænce. In any event, the ability to tap the Arcane Power is ex-
  tremely rare and much sought-after by the mighty.
  on!” At the same time, Nankara and her mate heard Sulfean’s urgent thought voiced in
  their heads: Drop the panels to Stage Five and come hard around to the west at once!
  Next came deafening thunder, a sound so loud as to press against your very eardrums.
  The first mate released the windlass and the Starwind lunged upward and spun, tearing the
  mooring ropes from the dockmens’ hands.
  And finally the wind: like a great hammer it smashed into the aft port side of the ship
  just as she was turning with it — and that is possibly what saved her from capsizing. Even
  so, her structure protested with awful creaks and groans and she pitched prow down and
  hard to starboard, lurching forward and earthward at a terrifying angle towards the docks.
  Men on the rigging were tossed about like rag dolls — and one crewman was thrown from
  the foremast, falling towards certain death on the pier.
  But Sulfean, bathed in a shimmering radiance, thrust his hands out and up, sending a
  surge of light out to engulf the plummeting ship. Then with one hand he reached forward
  as if to grasp something: a filament of light whipped out from his fingers to ensnare the
  tumbling crewman and stop his fall. Tto those on the ship the gale seemed to die away,
  while Starwind’s descent slowed and her bow came up.
  Randae clutched the balustrade, wishing he could help but knowing that he dare not
  try magic in this storm; it could backfire and endanger the Navigator.
  Slowly… slowly the ship leveled off and turned, encased in an iridescent sphere of
  Essænce. Sulfean drew the semiconscious crewman in and lowered him onto the deck,
  where his mates ran to help him.
  It was about that time the snow began, like a wall of white outside the sphere, yet only a
  few flakes drifted inside. Finally the Navigator relaxed a bit, shoulders slumping as the
  sphere around the Starwind dimmed to a phantom glimmer. Randae approached him
  slowly. “That was spectacular.” He said softly. “Thank you.”
  “Not as spectacular as my fee.” The corner of Sulfean’s mouth twitched just a bit. “But
  now that things are under control, I am a bit tired. I shall be in my cabin.” He pulled his
  black cloak over his shoulders and strode away.
  From ShadowStorm, Part One
  
  Part Fifteen: The Essænce & Spells
  153
  encompassing Essænce was being referred to as the Arcane Es-
  sence, which differentiated but was cumbersome. So now we are
  making a distinction by using the special character ‘æ’ for the
  Arcane, primal energy, and the more modern spelling for the
  Essence which is one of three kinds yet very similar to the origi-
  nal Essænce.
  There are three realms of power which can be tapped on the
  Shadow World, and while all share origins with the Essænce, they
  differ in nature and application.
  1•ESSÆNCE BARRIERS
  Even as the Essænce can be a means of transport, it can be a
  powerful wall. Essænce barriers take two distinct forms, both of
  which occur naturally, though they can also be erected by a skilled
  Essence-user.
  Physical Wall
  As the name suggests, this type of barrier is primarily tan-
  gible in nature, though it is usually invisible. It physically pre-
  vents the unwanted from passing though it. Natural Essænce
  Barriers are indiscriminate, impeding everyone who tries to pass,
  though Essence users usually find the way easier. Constructed
  barriers can be designed to be more selective, allowing certain
  individuals to pass while stopping others.
  In any case, the very powerful can override any such barrier
  with brute Essænce Force.
  Mental Wall
  Much more subtle, Mental walls are usually erected around a
  natural boundary (such as the perimeter of a forest) and divert
  the unwanted by misleading them and misdirecting them, send-
  ing the victims wandering away without being aware that they
  have been diverted. It sometimes appears as a shimmering mist,
  a distortion, or an amorphous darkness.
  2•FOCI
  A very important aspect of the Essænce is its tendency to form
  foci, both permanent and temporary. These concentrations of
  pure primal Essænce come in many forms and manifestations,
  but all can have a telling effect on the surrounding lands (or wa-
  ters).
  An excellent example of a major focus is the island of Nexus,
  home of the Navigators. One of the half-dozen Key Foci on the
  planet, Nexus serves as a gathering place of power and a spring-
  board for the Navigators’ transport. The latter function is made
  elementary by the three curling ‘arms’ of power (corresponding
  to the three arms of land) which whorl out from the focus in the
  island. This permanent focus not only provides enhanced power
  to the inhabitants, but wards off errant lesser Flows and Flow-
  storms.
  Aside from the Key foci, there exist Greater and Lesser Foci,
  of which there are hundreds of the former and thousands of the
  latter. Greater Foci are almost always rooted to a specific loca-
  tion or tied to a large item (like a great crystal sphere, a rock
  formation, or an ancient tree). Some were discovered long ago,
  and ancient monuments have been built around them to mark
  their location; some have arcane colleges, citadels, or towers of
  powerful Magicians built over them. Others are all but undetect-
  able, except by sheer accident.
  Most of these foci exist as mystical locations from which Es-
  sence users are able to draw power when they are in proximity.
  GM NOTE: The function of an Essænce Focus is an important
  part of the Shadow World. How a given focus will affect players
  is something the GM should consider carefully.
  Greater Foci have an effective radius of from  to  feet,
  while Lesser Foci are less defined, often existing as a wave that
  passes over an area, or a mutable ‘cloud’.
  Focus Parameters
  Following are some options regarding Foci. Obviously, Greater
  Foci would exhibit more of these attributes, while a Lesser Focus
  might pass invisibly near an Essence user, giving him a shiver
  and a few random Power Points.
  Perceiving the Focus: only users of Essence (yes, Essence: only
  users of this realm are in touch with the ambient, primal Es-
  sænce) would be able to pick up these signs, and maybe only
  those trained to do so. Different foci may exhibit one or more
  of these attributes:
  . Seen as an occasional, faint shimmering, like a heat distortion,
  growing more severe or frequent towards the center.
  . Felt as a tingling, like static electricity buildup.
  . Smelled as a unique, ozone-like odor.
  . Heard as a high-pitched whine, or an almost sub-audible
  thrumming.
  Effects of the Focus: One focus might even do all of these things,
  a different one for each Essence-user who encounters it. Some
  effects are obviously weaker and better suited to Lesser Foci,
  while others only a Greater Foci should be capable of.
  . Provides caster with - extra PPs for that day only (and only
  once per day; if the caster remains within the focus sphere for a
  day or returns there, he would get a random - points.
  . As # except PPs are doubled.
  . As # or # except extra PPs are only available while within the
  sphere.
  . Provides caster with unlimited PPs while within the sphere.
  Note that Hybrid spell users would only receive the benefits
  towards their Hybrid Base lists and their Essence Lists. Arcane
  Spell users would receive full benefits, or perhaps even enhanced
  benefits. Mentalism users might receive some reduced benefits,
  perhaps with a successful Meditation.
  One additional aspect is worthy of note here: Foci—either
  Greater or Lesser—are capable of becoming natural portals. This
  occurs when conditions cause two random Foci to resonate with
  each other. Fortunately, this is extremely rare, as resonation must
  be precise and cannot last very long.
  3•FLOW-STORMS
  One of the most terrifying characteristics of the Flows of Es-
  sænce is a storm of their causation.
  When the Essænce is disturbed, the result can often be a Flow-
  storm. The cause of such an Essænce disturbance can be one of
  any number of events: solar flare, a planetary or lunar conjunc-
  tion, even a particularly strong thunderstorm. Powerful Mages
  can trigger flow storms if they try to tap into a strong flow or
  focus and lose control of the Essænce unleashed.
  The properties of a flow-storm can vary somewhat, but there
  is always a tremendous flux in energy levels, making it very dan-
  gerous to use the Essence (or in some cases even to be attuned to
  the Essence) in that area. Power points might be drained or qua-
  
  154
  Shadow World Atlas & Encyclopædia Kulthea
  drupled randomly, and the actual effect of a given spell might be
  warped, diminished, or increased radically. Sometimes a flow-
  storm is localized, while every thousand years or so a single storm
  can envelop the entire planet. In many ways, flow-storms behave
  in a similar fashion to a hurricane or thunderstorm and are al-
  most always accompanied by high winds, violent lightning dis-
  charges, and unusual weather. In addition, the energy release can
  trigger volcanic activity and earth tremors. Flow-storms can also
  have such strange secondary effects as opening random gates to
  unknown locations and dimensions, allowing bizarre, nightmar-
  ish creatures to enter the Shadow World.
  As noted elsewhere, the flows move not only across the sur-
  face of the World, but beneath it and far out into space. Orhan
  produces a considerable Essænce force of its own, and the flow
  between it and Kulthea is strong.
  GM Note: In space, a Flow-storm can disrupt communications,
  sensor capabilities, and even interfere with hyperspace jumping
  and defense field operation.
  Underground (depending on the size of the cavern), flow dis-
  turbances can cause tremors, cave-ins, electrical discharges and
  volcanic upheavals.
  FLOW-STORM EFFECTS
  In nature, a Flow-storm takes the form of a great whirlwind
  or thunderstorm, but instead of dust or water vapor it is com-
  posed of translucent bands of multicolored light with energy
  discharges arcing between them. It is no wonder that in some
  lands a Flow-storm is called the Gale of Hues.
  Storms vary in size from a tiny disturbance of  feet across
  to more than a dozen miles miles in diameter. Smaller perturba-
  tions cannot sustain themselves and dissipate within a few min-
  utes. On the other hand, there have been recorded storms hun-
  dreds of miles across. These monstrosities behave like hurricanes
  and can last for weeks or months, wreaking havoc with weather,
  Essænce, and life. While none have been witnessed in recent times,
  the Loremasters tell of Essænce storms which shrouded the en-
  tire planet in a tortured veil of power.
  While to the untrained observer the impact of a Flow-storm
  is very similar to that of a normal (albeit prismatic and extremely
  violent) meteorological event, this is but a side-effect of a far
  more devastating damage to the invisible Essænce.
  Essænce Discharges
  Those caught within a Flow-storm will inevitably feel a tin-
  gling sensation as electrical and magical energies build up. Short
  neck hairs will stand on end; a smell like ozone might be de-
  tected. Essænce discharges occur as explosions of colored light.
  Small discharges are called microbursts, and are rarely more than
  a foot in diameter and their duration is only a fraction of a sec-
  ond. Larger ones—called Essænce Bolts—are like lighting in power
  and appearance—except the bolt is multiforked, has a longer du-
  ration as the charges dance and waver, and is multicolored.
  Rules: To be in contact with a Microburst means taking  hit, but
  Essence users also gain - PP. To be the target of an Essænce
  Bolt means an “A” Electricity critical and, depending on the
  target’s realm of Power, he gains or loses PP. Essence and Hy-
  brid users gain full PP for the day plus  additional points (for
  that day only) and must make an unmodified Non-attack Spell
  Failure roll (Spell Law nd Ed, pg. ). All other spell users lose
  all remaining points and must make an unmodified Attack Spell
  Failure roll (Spell Law nd Ed, pg. ). Note that spell adding
  devices are unaffected, and multipliers will amplify the new total.
  In an intense storm, roll percentile dice for each character each
  round; an - means contact with a Microburst, while -
  means being hit by an Essænce Bolt.
  Essænce Draining
  Essænce Storms require vast amounts of raw power to fuel
  their violence. They tap this energy from nearby Flows and Foci.
  Thus, after a storm has passed through an area, those Essence
  users living within it will suffer from reduced PP renewal for -
   days while natural energies recharge. GM’s should figure the
  percent reduction (-) that PCs will get. Mentalists and
  Channelers are unaffected. Hybrids will have to do ugly averag-
  ing calculations (or, the GM could just make an estimation).
  Example: Aldon the Mage normally gets  PP after each rest
  when he sleeps in his home city of Lethys; his x PP enhancer
  gives him a total of . An Essænce Storm sweeps through and
  drains the ambient Essænce by (rollD) % for (roll D)
   days. When Aldon wakes up in the morning for the next ten
  days, instead of his usual  PP, he gets only . His multiplier
  still works as usual, so he has a total of . Bummer.
  Dimensional Rifts
   Perhaps the most majestic—and terrifying—aspect of a pow-
  erful Essænce storm is the dimensional rift. This is essentially a
  great temporary portal between the Shadow World and any one
  of the countless other planes of existence. Rifts may appear in
  several forms:
  • As a pure-black ‘hole,’ floating just above the ground, with wa-
  vering, luminous edges. The hole could be anywhere from ten
  to fifty feet in diameter, and remain open from one minute to
  several hours. It is relatively immobile, and the other end of the
  hole (where one would emerge after passing through it) is also
  usually constant. The ‘hole’ appears the same from all vantage
  points, but from any one direction it appears two-dimensional
  (flat, face-on). This creates a disquieting effect for beings with
  depth-perception vision like humanoids. These smaller rifts can
  be closed by powerful Essence users. This hole lasts from 
  minute to  hour.
  • A ‘curtain’ of energy, usually  to  feet across (though
  curtains such as this have been recorded at several miles in
  length). The height is at least  feet, sometimes reaching up
  to the lowest clouds. This ‘curtain’ is much like the one described
  in the opening text: of part : like a wall of rain or shimmer-
  ing crystal, it moves across the landscape. Behind it is depos-
  ited a strange debris of creatures and beings from other worlds.
  To be caught in its path is to be swept far away, often to another
  reality. This curtain can last  up to  hours; longer in a cataclys-
  mic storm.
  • An instantaneous flash of energy. Rather than an
  interdimensional effect with a real duration, the discharge oc-
  curs only for a split second. Having a radius of from  to 
  feet, it will randomly transport Essence-sensitive beings and
  objects to another plane and/or location.
  Other Magical Effects
  Following are some other (usually detrimental) effects that
  an Essænce storm may have on people and magical items. Nearly
  all such symptoms will clear up almost immediately upon de-
  parture from the storm area. Some are rather harsh, and the GM
  may wish to not employ them in his milieu.
  
  Part Fifteen: The Essænce & Spells
  155
  • Continuous spells (e.g., Invisibility, Fly, etc.) have a -%
  chance of failure every minute. Chance is dependant on storm
  severity.
  • Add an unmodified -% to the chance of the failure of any
  spell cast within a Storm. The GM may wish to create special
  (i.e., larger) penalties for attempting to Teleport into or out of
  storm areas.
  • All non-intelligent spell-casting items have only a % chance
  of operating within a storm. E.g., every time Jarek tries to use
  his Boots of Leaping, they have a - chance of just not work-
  ing.
  • Intelligent items are at - to speak or accomplish other activ-
  ity in a storm.
  • There is a % chance per minute in a storm that magical items
  (e.g., belt of flying, wand of firebolts) will ‘go off’ randomly.
  This does not affect runes or intelligent items.
  SECONDARY EFFECTS
  The following physical effects are often triggered by Flow-
  storms.
  Whirlwinds
  Almost all Flow-storms spawn whirlwinds of varying inten-
  sity. A small storm (sometimes referred to as a flow squall) may
  only support one small whirlwind while larger ones may create
  dozens of powerful effects, some similar in might to minor tor-
  nadoes.
  Rules:
  Small: All within effect (- radius) are at % activity; stand-
  ing requires a successful Medium maneuver every round, and
  all suffer an ‘A’ severity Impact critical each round.
  Medium: All within effect (- radius) are at % activity;
  standing requires a successful Hard maneuver every round, and
  all suffer an ‘B’ severity Impact critical each round.
  Large: All within effect (- radius) are at % activity; stand-
  ing requires a successful Very Hard maneuver every round, and
  all suffer an ‘C’ severity Impact critical each round.
  Tremors/Vulcanism
  Planes of Essænce energy knifing into the earth can trigger
  seismic and—in the right areas—volcanic reactions.
  Rules:
  Small: Minor tremors only; little or no damage to structures; to
  remain standing is a Light maneuver; movement is reduced by
  %. Tremors are intermittent: once every half hour or so.
  Medium: Moderate shaking occurs at irregular intervals, as close
  as ten minutes apart and lasting - minutes. It requires a Me-
  dium maneuver to stand; movement is reduced to %. Poor
  construction may be damaged; small rockslides or other natu-
  ral disturbances may be triggered.
  Large: It is relatively rare for a Flow-storm to cause strong quakes,
  but it is not unheard-of. Villages have been levelled, tidal waves
  created, hundreds killed, when a Flow-storm triggered strong
  earthquakes. Standing is a Hard maneuver, movement is at %;
  all but the most solid structures are damaged or destroyed.
  Flow Storm Effect Summary
  Flow-storms should not be overused by the GM, but they are
  an important part of what makes the Shadow World unique.
  Don’t be afraid to give your players a good scare.
  Roll daily. -: No Flow-storm activity; -: Flow-storm:
  roll again on the chart below:
  -
  Minor Flow Disturbance: Lasts  about  minute, about
   feet in diameter. Essence users lose ¼ points for the
  day. For each minute in the disturbance % chance each
  character contacts - Microbursts. No Other Magical
  Effects or Secondary Effects.
  -
  Small  Flow-squall: Lasts about ten minutes, about 
  feet in diameter. Essence users lose ½ points for the day.
  For each minute in the squall % chance each character
  contacts - Microbursts; % chance characters con-
  tact an Essænce Bolt. No Other Magical Effects or Sec-
  ondary Effects.
  - Large Flow-squall: Lasts about an hour, about a mile in
  diameter. Essence users lose all points for the day or
  double points. For each minute in the squall % chance
  each character contacts - Microbursts; % chance
  characters contact an Essænce Bolt. No Other Magical
  Effects or Secondary Effects. % chance a Dimensional
  Rift opens.
  -
  Minor Flow-storm: Lasts - hours, - miles in diam-
  eter. Essence users lose all points for the day or double
  points. For each minute in the storm % chance each
  character contacts - Microbursts; % chance charac-
  ters contact an Essænce Bolt. Other Magical Effects in
  force. % chance of a Secondary Effects. % chance a
  Dimensional Rift opens.
  - Serious Flow-storm: Lasts - hours,- miles in diam-
  eter. Essence users lose all points for the next - days or
  double points. Roll percentile dice for each character each
  round; an - means contact with a Microburst, while
  - means being hit by an Essænce Bolt.Other Magical
  Effects in force. % chance of a Secondary Effects. %
  chance a Dimensional Rift opens.
  - Major Flow-storm: Lasts - hours, - miles in di-
  ameter. Essence users lose all points for the next - days
  or quadruple points. Roll percentile dice for each charac-
  ter each round; an - means contact with a Microburst,
  while - means being hit by an Essænce Bolt. Other
  Magical Effects in force. % chance of a Secondary Ef-
  fect. % chance a Dimensional Rift opens.
  
  Cataclysmic Flow-storm: Lasts +  hours, - miles
  in diameter. Essence draining rules in effect Roll percen-
  tile dice for each character each round; an - means
  contact with a Microburst, while - means being hit
  by an Essænce Bolt. Other Magical Effects in force. %
  chance of a Secondary Effect each hour. Roll: -: one
  Dimensional Rift opens; -, more than one rift. %
  chance storm lasts another day, % chance the storm
  grows by %.
  
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  4•SPELLS & SPELL LISTS
  This section and those following assume that the GM is us-
  ing Spell Law with the Shadow World. While Spell Law is an ex-
  cellent magic system, beyond the actual names of the lists and
  incantions, it lacks a certain flavor. We try to address that short-
  coming here.
  A Note on Terminology
  While the system itself is imaginative in many ways, some of
  the terminology in Spell Law (and all of Rolemaster) is some-
  times dry and technical. Terms like ‘List’, ‘Pick’ for a portion of a
  list learned, ‘Power Points’, ‘Spell Multiplier’, etc., are not exactly
  evocative of a medieval world of magic and monsters. So, while
  we’ll continue to use the standard terms for the most part, in the
  discussion of the various schools where spells are learned there
  are some suggested alternate terms which may be more mood-
  evoking.
  LEARNING SPELLS
  Something not covered in Spell Law is exactly how spells and
  spell lists are learned. Part of the uniqueness of Spell Law is the
  ‘list’ system, and also the concept of learning an entire list (or
  portion of one), but then only being able to actually cast spells
  on that list of certain levels as the user ascended to that level of
  power and expertise. This is a wonderful concept not only from
  an organizational point of view, but a roleplaying one.
  For instance, student mages may learn the concepts of Fire
  Law, and understand the manipuation of fire using the Essence.
  However, only after practice and ‘experience’ do they gain the
  ability to actually cast all of the spells on a given list.
  Regarding the actual learning of spell lists, Spell Law assumes
  that the user is studying all through the period between levels,
  then the list is either learned or (of a full set of skill picks are not
  alloted) a roll is made. It is not addressed exactly what the user is
  studying, or how he goes about it.
  The Spell Book
  It must be assumed that the user has some sort of a book for
  each list of spells that he studies. In fact, most Magical schools
  refer to each list as a ‘book’; e.g., the Book of Fire Law. Once the
  list is learned, the book is no longer needed. So, either a PC has a
  book which he is assumed to study while travelling and uses skill
  picks to ‘learn’ lists, or he spends the requisite number of days in
  a place of learning where he studies without interruption, and it
  does not cost him skill picks.
  Spell books need not be expensive; after all they are not magi-
  cal in themselves. However, they might only be accessible at spe-
  cial schools (any spell using PC would have gone to a school as
  part of his background) or from masters in the given profession.
  It might be that the books cannot be purchased, but can be cop-
  ied by the student.
  Essænce Tongues
  As a spellcaster advances levels in a given profession, he also
  gains skill in the specialized tongue of the Essænce realm. These
  languages are not really full languages, and aren’t useful for con-
  versational purposes. Instead they are concepts and mental dis-
  ciplines necessary to manipulate the power in a precise manner.
  Power Points
  This is a somewhat artificial game mechanic used to essen-
  tially represent ‘magic exhaustion points.’ While necessary to game
  balance, it bears an unfortunate resemblance to firing rounds
  out of a gun. It also lacks the potential for any sort of heroic
  effort.
  As an alternative, the GM might wish to allow spell users in
  extraordinary circumstances to ‘borrow’ from points they would
  recover the next day, but not without risk: A roll on the Spell
  Overcast Table would be required, the same as when an attempt
  is made to cast a spell more quickly than normal.
  In extreme situations, the PC might also have the option of
  pushing their PP enhancer beyond its normal limits, with a per-
  centage chance that it will subsequently fail permanently after-
  wards. Opportunities for these ‘above and beyond’ efforts under
  pressure (always with great risk of course) make for more excit-
  ing gaming, especially in larger quest-type scenarios.
  ABOUT THE THREE
  REALMS OF POWER
  Another Spell Law concept which makes for neat organiza-
  tion but sometimes flawed implementation is the idea of three
  realms of power, each with the same number of professions. (In
  addition there are three ‘hybrid’ professions: Astrologer, Mystic,
  and Sorcerer; those will be addressed separately below.)
  The Alchemist, for instance, has been rather artificially placed
  under the Essence category, when in fact it should probably fall
  under whichever realm the Alchemist wishes to concentrate in.
  Under the original rules, the Monk is under Essence simply be-
  cause monks don’t wear armor, and neither can Essence users.
  Convenient, but hardly in the spirit of the actual nature of their
  power. Bards, similarly, were made Mentalists because singing in
  a helmet is impractical, and Mentalists don’t wear helmets. Thus
  was spawned the Amthorian alternative, in which Bards are Es-
  sence users and Monks — who primarily utilize powers affect-
  ing their own body — are Mentalists. Armor is a separate issue.
  Among the other professions, Healers could easily be (and per-
  haps should be) Mentalists, while Lay Healers could be of the
  Essence. GM’s should follow their instincts and be flexible in these
  matters, as where these professions fall will not affect game bal-
  ance, but could enhance the play experience for a player.
  Hybrid Spell Users
  The Astrologer, the Mystic, and the Sorcerer are all considered
  ‘Hybrid’ conjurers in Spell Law, for reasons which are now lost in
  the mists of time. Hybrid spell users are a nightmare of Power
  Point calculation; it is impossible to find a PP enhancer for some-
  thing so spcialized, and besides that, the rationale behind them
  is… marginal. How does one explain gaining half of one’s power
  from their own Essænce and half from a deity? Or half from the
  ambient Essece and half from within? It flies in the face of a real
  magic ‘philosphy.’
  While the GM should feel free to continue to handle the hy-
  brid professions as described in Spell Law, a more rational alter-
  native is to have a player choose which realm to align the profes-
  sion with. The GM may still allow the PC to have access to the
  lists from both realms as defined in Spell Law, but their source of
  power would all be from one realm. The explanation would be
  that the spells were created for that realm — not farfetched con-
  sidering how heavily the ‘Open’ spell lists overlap across realms
  already. Sorcerers would probably tend more towards Essence
  and Mystics to Mentalism, while  Astrologers and could go ei-
  ther way.
  
  Part Fifteen: The Essænce & Spells
  157
  Special Professions
  The GM may also wish to allow players to create a custom
  profession (within reason), regrouping some spell lists into spe-
  cial base lists. For instance, a Witch or Warlock might have ac-
  cess to the Flesh, Mind and Soul Destruction Sorcerer lists plus
  certain Essence lists and the Animist Nature’s Lore. A Shaman
  might be an Animist with access to the Astrologer Holy Vision
  and Time’s Bridge lists. Many such choices are possible, but would
  be dependent on the culture and teachers available
  Arcane Power
  The progenitor of the three realms, Arcane power predates
  even the gods. They, like the earth-essence and mind-essence,
  are manifestations of the Arcane Essænce. True, primeval Arcane
  power no longer exists, but there are those very rare individuals
  who are able to access all three realms of power as one. They are
  essentially able to convert whatever power is available into en-
  ergy they need to fuel their own spells. This differs in concept
  from Spell Law Hybrid Spell users who are sort of split-person-
  alities; Arcane conjurers can access all realms with equal ease.
  This ability is limited to gods and the K’ta’viiri.
  CASTING SPELLS
  One of the most powerful concepts in roleplaying a fantasy
  milieu is — of course — magic. Unfortunately, while there are
  lists and lists of spells in Spell Law and its companions, little is
  devoted to exactly how these spells manifest themselves. Certainly,
  the spell results are explained in (sometimes gruesome) detail,
  but what do these spells look like in action?
  This section discusses some general ideas on the form of spells
  in the Shadow World.
  Most spells are cast without a ‘material component’ (unless
  otherwise noted in the spell). However, the caster must marshall
  his Essænce (whether it be his own psyche, the Essence around
  him, or the channeled power of a Deity), and most require at
  least a brief spoken incantation which gives form and focus to
  the power.
  GM Note: This section in particular is meant to reflect one
  visualization of the workings of spells in Shadow World. These
  concepts may not be consistent with descriptions of spell casting
  in the GM’s own vision of Shadow World, and should definitely
  be considered an optional idea.
  SPELL MANIFESTATIONS
  One way to categorize the spells is by their Class (See Spell
  Law for a detailed explanation of Spell Classes).
  Note: The caster may inhibit the noticeable aura some non-
  offensive spells generate if he wishes to remain unnoticed. Also,
  if the caster is invisible and casting a non-offensive spell, his
  spell manifests invisibly as well.
  Defensive Spell: As these spells usually generate some form of
  barrier to inhibit or deflect an attack, the spell generates either
  some sort of shimmering shield or aura about the caster; or, if
  it is similar to Deflections, the caster’s hand glows for a moment
  as he deflects the attack.
  Elemental Spell: The results of these spells are obvious and often
  ostentatious. When such a spell is being prepared, the caster’s
  hand will glow, and the chosen element becomes visible as a
  whirling mass about four inches in diameter, cupped in the
  caster’s palm. The spell is then shot or hurled when ready.
  Force Spell: Hard to hide, these spells include everything from
  Repel Undead to Shapechanging to Teleportation to spells which
  effect the elements. Exact manifestations might vary with realm
  and the nature of the spell, but spells of Essence might involve
  the tracing of a runic pattern of glowing lines in the air. Repul-
  sions might summon actual misty rays of light which fan out
  from the caster’s hands against the targets. Telekinesis would
  cause the target item to glimmer. Teleportation and Long Door
  would cause the target to glow with an aura of light, then per-
  haps fold or collapse prismatically as it vanishes.
  Healing Spell: The wound and healing hands (if appropriate)
  would glow with a dim light.
  Informational Spell: This is a type of spell which would almost
  certainly have no visible manifestation.
  Mental Attack Spell: The nature of Mentalism would suggest that
  any visible manifestation would be subdued. Mentalists’ eyes
  have been known to sparkle unnaturally, or their PP enhancer
  might give off a warning glow, but as often as not, there is no
  betraying indicator that a Mentalist Attack spell is being cast.
  Passive Spell: Like Informational Spells, Passive spells (such as
  Presence) do not betray their caster.
  Subconscious Spell: These unusual spells will sometimes bathe
  the caster in a faint light as they activate, but it is often subtle
  and can optionally be completely invisible.
  Utility Spell: Spells which affect the caster such as Haste, Leap-
  ing, etc., are usually accompanied by a faint aura of light which
  dissapates as the spell duration ends.
  ESSÆNCE MANIFESTATIONS
  The Essænce often manifests itself in a rainbow of colors and
  hues, depending on the realm, the nature of the user, and even
  the environment. General guidelines for the color manifestations
  of spells follow.
  Very powerful spell casters can alter the appearance of their
  spells to make them seem to be of another alignment or nature,
  but those skilled in Power Perception or related skills can see
  through this ruse.
  The GM should decide in what color a PC’s spells manifest,
  not the PC. A spellcaster’s spell color may be a mingling of two
  colors, or could change from one to another if his nature is shift-
  ing. The hue would not change from day to day; the shift would
  be gradual.
  When creatures of the Void cast spells, the color is a strange
  rainbow of color: a twisting, often nauseating swirl of impos-
  sible hues which, while not ‘evil’, is in its way even more loath-
  some.
  The GM may wish to have spell colors only visible to those
  casting a Detect Essence or similar spell, and/or those who make
  a successful Power Perception roll
  CHANNELING SPELLS
  The mightiest of the three realms in terms of raw power, Chan-
  neling is also a rather ‘pure’ concept. Spells are of necessity aligned
  with whatever deity is channeling the energy.
  Channeling spells almost invariably involve a spoken invoca-
  tion; even those designed for hiding require a whispered plea to
  the deity. Other enchantments demand a full-voiced summons.
  A powerful Cleric’s Absolution spell will make a grand hall rever-
  berate with the power of his voice.
  
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  A Shrine of Iloura
  The Colors of Channeling
  Silver-white: Purest of Good Channels. Spells cast by devout fol-
  lowers of the Lords of Orhan and a handful of others have this
  color. Holy Weapons glow with this light. The GM may rule
  that only very powerful spells, powerful true Clerics, or spells
  from certain Orhanian deities (such as Eissa) are silver-white;
  all others being gold. Often, followers of even the purest deities
  will be less than altruistic all of the time, yet might not be de-
  serving of punishment or excommunication. Such would mani-
  fest in gold due more to the nature of the user than the deity.
  Gold: This color stands for Good, though not selflessly altruistic
  or blindly crusading. Many spells channeled from ‘local gods’
  radiate this color, as do virtually all spells of users of lesser Chan-
  neling spells.
  Black with a red halo: Evil Channelings, invariably with the Dark
  Gods of Charón or the Unlife itself as a source. The dark
  channelings are unmistakable.
  ESSENCE SPELLS
  Magic spells may or may not have a spoken incantation; of-
  ten it depends on the nature of the spell and the user’s schooling.
  Alchemy almost always involved a chanted incantation. Bardic
  spells require a musical incantation. Base Essence conjurings usu-
  ally only involve a brief spoken phrase in Uscurac as the spell is
  cast. When subtlety is required, however, all but  Elemental and
  Force spells may be cast silently.
  The Colors of Magic
  Most common of the three realms, Essence colors are based
  on the rainbow of light. The colors are more down-to-earth, as
  would be expected for a power which comes from the earth it-
  self.
  Blue: The purest Magic, often associated with the Iylari. Its ap-
  pearance would be more common than ‘good’ Channeling ex-
  cept in powerful magic items created by pure Alchemists.
  Green: More suspect than golden Channeling, Green Essence im-
  plies a certain selfishness or impurity of spirit. Certainly not
  evil, but not necessarily to be trusted as a brother, either.
  Red: Those who have fallen to the Shadow cast spells with a lu-
  minous red hue. Evil Magicians such as the Dyari wield the red
  light of dark magic with skill and ease.
  MENTALISM SPELLS
  In contrast to the other realms, Mentalism spells are rarely
  vocalized; the exception being Force spells, most notably the Voice
  list.
  The Colors of Mentalism
  Mentalism, being a self-oriented realm has only two colors.
  Either it is evil or it is not; there are not further distinctions of
  character. In general, Mentalism manifests itself much more sub-
  tly than the other realms, and the colors—when visible to the
  naked eye at all—are subtle.
  Blue-violet: Non-evil Mentalism is a faint aura of this color. It is
  easily discernable from blues in the other realms because of a
  certain transparent (almost ‘ultraviolet’) quality.
  Yellow-orange: Not a rich color like the sunset but a sickly yel-
  low halo which is troubling to look upon, this ochre tone of
  evil Mentailists triggers a deep uneasiness, as when confronted
  with acts of an amoral nature.
  
  Part Fifteen: The Essænce & Spells
  159
  5•CHANNELING NOTES
  Because  its source is inherently more complex than that of
  Mentalism or Essence, we include some notes about Channeling
  here.
  THE NATURE OF CHANNELING
  Channeling represents the power of the deities as transferred
  (or ‘channeled’) through their followers or other spell users. It is
  spiritual and religious in nature and is independent of the Es-
  sænce. (Although the deity himself may draw power from the
  Essænce to supplement his own stores, his followers gain strength
  directly from him and have no contact with the pervasive Es-
  sænce.) A spell user of this realm may draw his strength from his
  respective deity, and often does not require that deity’s conscious
  cooperation; this is especially true where the spell-user employs
  relatively weak or subtle spells (e.g., minor healing, detection).
  Thus, spells of this realm do not necessarily reflect the nature of
  specific deities. More powerful and significant spells, however,
  such as those which take or give life, might require the active
  consent of a deity.
  From Orhan
  Users of Channeling who are followers of a Lord of Orhan
  have the advantage of rarely needing to worry about being ‘cut
  off’ from their usual supply of Power Points: only in the rarest
  circumstances would someone be in a position where a Lord of
  Orhan was unable to Channel. On the other hand, the Lords,
  being so omnipresent, are quite unlikely to take any interest in a
  specific follower. A PC worshipper of a Lord might go his entire
  mortal life without even seeing or contacting his chosen god.
  Holy places dedicated to specific Lords (and occasionally to
  the entire pantheon) are scattered across Kulthea, offering the
  possibility of stepped-up power points in the vicinity of those
  locations.
  From Local Gods
  Followers of a god closer to home have the advantage of a
  more intimate relationship with their master, and so have a much
  better chance of getting personal help while they are in the vi-
  cinity of the god’s influence. This can become problematic if the
  character travels far, however. A god may have no power or in-
  fluence a continent away, and the character’s daily PP allotment
  might be reduced or even lost until he returns to his home.
  NOTE: This problem can be averted if the PC is given an
  amulet or other item which can serve almost as a “portable
  holy place” for the follower (i.e., a PP enhancer).
  Worse, the character may travel to an area where his god is
  particularly disliked. Things could quickly become unpleasant
  for the unwary faithful, for not only will he be unable to gain
  power points, but any conscious petitions to the god may actu-
  ally alert the resident god.
  From Sites & Artifacts
  PCs who are of Channeling may be able to tap power from
  inanimate objects, such as holy sites (see below) or amulets. Of-
  ten, characters such as Animists, Sorcerers or (in RMC) Druids
  are inclined to be associated with sites which are actually Chan-
  neling foci, remainders of a god long gone. Though the god is no
  more, the site/artifact acts almost like a passive god.
  HOLY PLACES
  Holy places on the Shadow World are nearly always more than
  simply symbolic locations; they are the sites of a focus for one of
  the many deities of Kulthea.
  A god of Kulthea is often tied to a holy place, to which he is
  (or becomes) specifically attuned, and from whence his powers
  emanate. Such a deity is thus limited in how far he can stray from
  that holy place without losing his powers—or even dying. This
  limit is called the sphere of emanation which has a range which is
  usually between one and a thousand miles (though terrain, Flows
  of Essænce, and environment can be factors).
  Channeling  Power
  Tying directly into the concept of holy places is that of Chan-
  neling. While users of that realm of power do not tap directly
  into an Essænce focus, they receive their powers through the
  worship of a god who does get his energies from the Essænce,
  and then ‘channels’ them to his followers. Characters who use
  spells of that realm must have some deity whom they are chan-
  neling from. Followers of this god are able to draw on the power
  of the Holy Place while within the sphere of emanation of the
  place and the god.
  GM NOTE: The GM may wish to interpret a Channeling-
  based character’s PP availability in one of a number of ways: .
  Full PPs while inside the god’s sphere; none or half outside. .
  Extra PPs while within the sphere. . Access to Base lists or
  other very powerful spells (Absolution, Lifegiving, Commune)
  only while in the sphere; otherwise, all spells as normal.
  This can be useful as a guide to determining the beneficial
  effects of a holy place. These can be somewhat trickier, however,
  since Essence is merely a non-sentient force waiting to be tapped,
  where holy sites contain the residual life-force of a thinking, feel-
  ing being. This force has a pseudo-personality unto itself, and
  cannot be tapped by just anyone. Even a devout follower who
  attempts to overreach himself or too-frequently abuses his privi-
  leges at a given site will attract the annoyed attention of the pa-
  tron himself.
  Generally, however, a PC who is devoted to a god will easily
  be able to tap into the energy of that god’s site.
  Prayer
   Prayer is a concept that every GM running Channeling-based
  characters must consider carefully before the game begins. A few
  specific concepts which must be worked out (and some suggested
  solutions):
  . Can the PC ‘pray’ at any given moment and expect to get some
  sort of response? The GM must think about how he wants to
  handle prayer in the game. The nature of ‘prayer’ may vary from
  god to god, since it would hardly seem practical to have to
  change into ritual vestments and perform some rite in the heat
  of battle to get a few extra Power Points.
  . Would he make actual contact with the deity? (Would the god
  speak to him? Would the god put in a personal appearance or a
  vision, or just be a disembodied voice?) This is tricky, as there
  are specific spells allowing a character to glean information from
  his god. Therefore, if the GM wants to allow communication
  outside the formality of these spells, he must be careful not to
  have the god handing out free information. Gods can range
  from mischievous to deceptive to merely tight-lipped, but it is
  never in their nature to reveal information without cause. In
  general, the more local the god, the more likely he is to appear
  
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  Shadow World Atlas & Encyclopædia Kulthea
  in some form or another. The god would be much more likely
  to appear if the PC were at a holy place devoted to him.
  . How much is the god going to help out his follower in tight
  spots? Just because a player makes his Prayer roll doesn’t mean
  he gets automatic help. There’s nothing more pathetic than a
  worshipper who always needs bailing out by his god. Most gods
  simply won’t put up with it, and ignore all but the most impor-
  tant pleas. It should be made clear to users of Channeling that
  petitions for aid should be made rarely and only in the direst of
  circumstances. Help should also come in the form of extremely
  limited, consistent, and non-overwhelming aid. For example,
  almost never should a god allow a player to cast spells from a
  list he does not know. Perhaps—if the need is great—the player
  may be given a bonus to overcast a spell on a list he does know
  (but never a guaranteed safe overcast).
  . Should the PC be required to ‘pray’ in order to cast some spells
  he theoretically has the ability to cast normally? The idea be-
  hind this question is that some spells (such as the various Death
  Channels, Lifegiving, and Commune) are so powerful and spe-
  cial by nature that they are going to require the attention of the
  god, at least on a subconscious level. It is not that the PC will
  have to actually pray or channel in addition to the spell. In this
  case the spell itself is a request to the god (e.g., “Slay Herbert
  my enemy!” or “Please raise my friend Zachary from the dead!”).
  If the god should find such a request unreasonable, he may sim-
  ply refuse. This might not happen often, but should the char-
  acter be trying to slay an innocent or someone who has in fact
  been a devout follower of the god (or former lover or any of a
  slew of other reasons the PC could be clueless about) he could
  find his spell nonfunctional.
  Extra Power Points
  Should a PC wish to — without risk — gain more Power
  Points than the normal daily allotment, there are two basic
  courses: tapping power from a holy site, and prayer. Praying at a
  holy site is especially effective.
  The GM must decide exactly what form the additional pow-
  ers will take; naturally this may vary with the situation. How-
  ever, it is suggested that the PC develop the Channeling skill, and
  be required to make a successful roll in order to receive extra
  points and/or abilities from the holy place or god.
  LIFE, DEATH & BEYOND
  In a world where souls can be destroyed, moved from body
  to body, and even restored to a body previously thought to be
  dead, it seems necessary to define just what a ‘soul’ is, at least in
  this context.
  In the Shadow World, all living things have a soul of sorts:
  they possess a life-force, an energy which defines them as being
  ‘alive.’ This spark of energy is the true Essænce.
  All souls are not the same, of course. The life-force of a fun-
  gus is far less powerful and complex than that of a human. But
  when either body becomes too damaged to support the soul, the
  same thing happens: their soul leaves the body and the body dies.
  In most cases, this energy begins to disperse into the environ-
  ment, becoming one with the surrounding Essænce. The indi-
  vidual is gone, but their energy remains a part of the world.
  The dispersal of the soul can sometimes be delayed by use of
  spells or magical herbs, allowing time to repair the body and
  reunite it with the spirit.
  RELIGION AND DEATH
  The GM may wish to allow the devoutly religious an advan-
  tage with regard to soul departure and its return to the body,
  along the following lines. This gives the characters an additional
  reason to actually worship a god, whether of Channeling or not.
  Religion and Lifegiving
  Those who are devout followers of a Lord of Orhan are at an
  advantage; their souls (if they make a successful RR) do not dis-
  perse but instead go to Orhan
  None have hardier souls from a practical standpoint than the
  Sisters of Eissa, worshippers of She who guards the Gates of
  Oblivion, the portal to the Beyond where the souls go. Lifegivings
  cast by Sisters on devout Eissa followers are as potent as a
  Lifegiving three classes higher (e.g., A Sister casting a th level
  Lifegiving I on a devout follower actually casts the equivalent of
  a th level Lifegiving IV. Unfortunately for men, the Sisters only
  allow women in their religion, and they must be active Clerics. A
  sister casting on a devotee of another Lord of Orhan casts effec-
  tively two classes higher. A priest of any other Lord casting on a
  follower of the same religion as his own has the effectiveness of
  his Lifegiving spells being two classes higher (so it’s helpful if
  everyone in the group has the same religion). A priest of any
  other Lord casting on a follower of a different religion from his
  own but also among the Lords has one class higher effectiveness.
  Lifegiving True is treated as Class VI.
  Faith vs. Absolution
  The faithful might also gain a small RR advantage vs Absolu-
  tion (an additional  pt per skill level; see below), and an addi-
  tional RR (at  pts per skill level) vs their soul being destroyed by
  a Dark Absolution. A successful RR in that case would mean the
  soul is simply cast from the body and not destroyed.
  BEING A DEVOTED FOLLOWER
  Being a devoted follower of your chosen deity involves three
  factors. Two are primarily role-played, while the third is a game
  mechanic:
  Appropriate Behavior: Obviously the character’s deity is not
  going to help him out if he constantly behaves in a manner
  contrary to the god’s philosophy. Most of the Lords are pretty
  casual as long as the character isn’t totally self-serving or down-
  right evil, thoughsome sects will be more strict. Check the “Ten
  Offenses” to get an idea of what the gods do and don’t like.
  Obviously murder, stealing from innocents, etc., are no-no’s.
  Prayers/Temple visits/tithing: Devout followers pray at least once
  a day for a few minutes, they visit the temple to their deity when
  in a city that supports him or her, and tithe. A few silvers a visit
  is usually considered plenty if your are a well-off adventurer
  (and most are).
  Developing ‘Skill’: The follower who (in the GM’s opinion) pretty
  much adheres to the rules above, has the option of picing one
  ‘box’ per level in the secondary skill of Religious Conviction.
  For Channeling types the cost is  pt per skill level, for others it
  is  points; you can only pick one per level. This level is what
  gives you the RR advantages mentioned above. The GM, at his
  discretion, may allow this to be used in other situations.
  
  161
  Part XVII: History
  • PART XVII •
  HISTORY
  & CIVILIZATION NOTES
  
  162
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  1•THE KULTHEAN
  CALENDAR
  This reckoning was developed by the Loremasters, and is
  used—with variations based on location—by the Navigators and
  most cultures on Emer and Jaiman.
  SEASONS
  Kulthea—like any planet with an axial tilt and regular, ellip-
  tical orbit—has four celestial “seasons.” Their formal beginnings
  and endings are largely ignored however (except by astronomers,
  and for a few holidays) in favor of the much more obvious
  pentennial phases of the great moon Orhan.
  There are four landmark dates in the seasonal year of Kulthea,
  two Solstices and two Equinoxes:
  Solstice: When the sun appears to be farthest from the planetary
  equator. There are a ‘summer’ and ‘winter’ Solstice, the latter
  signifying the first day of the calendar year to many Kulthean
  cultures.
  Equinox: Where the sun passes the planet equator. The vernal
  occurs when the sun appears to pass from the south to the north;
  autumnal when it appears to move north-south.
  MONTHS
  Rather than follow the above pattern, most cultures have
  adopted ‘seasons’ which mirror the five months of the Great
  Moon, each seventy days long. For the northern hemisphere they
  are listed as follows, beginning with the winter solstice, when
  Orhan is new. In the southern hemisphere temperatures are re-
  versed because of the planet’s axial tilt.
  Winter: Cool, becoming the period of deepest cold by mid-
  month.
  Spring: Weather grows warmer; planting season.
  Summer: Warmer weather still, yet (relatively) pleasant.
  Autumn: Hottest weather, then cooling.
  Fall: Temperatures drop; harvest; preparations for Winter made.
  This varies from culture to culture of course, depending on
  climate, hemisphere, and social orientations. (The Southern
  Hemisphere, for instance, goes in reverse.) The names given here
  are conventionalizations.
  However, Orhan begins each month new, waxes to full on the
  th, and wanes again towards the end of the month.
  WEEKS
  There is a shorter period marked by many Kulthean cultures,
  the ten day span which is delineated by the phases of Varin, the
  Second Moon. Unlike Orhan (which sometimes looms huge in
  the sky, many times larger than the sun), Varin only shows a small
  disk. It is rather bright, however, and can be seen on even sunny
  days.
  However, since seventy days is a rather cumbersome length
  of time to keep track of, most people think in terms of ten-day
  weeks. Following are the names of the days as declared by Lore-
  masters, and their Erlin (common Elvish) translation:
  Days of the Week:
  Erlin Name
  Translation
  Significance
  Orhayen
  Moon-day
  Varin is full
  Buryen
  Fire-day
  Usivyen
  Water-day
  Melyen
  Earth-day
  Ordyen
  Air-day
  Holy Day
  Maryen
  Dark-day
  Varin is new; bad luck
  Kyayen
  Star-day
  Kindagyen
  Cloud-day
  Bad luck
  Aryen
  Sun-day
  Purlyen
  Wind-day
  Holy Day
  The day when Varin is full is considered the first day of the
  week, and is market day in most towns.
  Note: Unlike a modern Terran industrialized week, in medi-
  eval societies there is no ‘work week’ and ‘weekend,’ everyone
  works every day. Religious services are held early in the
  morning or in the evening. Because of this, holidays are even
  more significant.
  LOREMASTER RECKONING
  Always more interested in the bigger picture, the Loremas-
  ters ignore Varin for official record-keeping purposes, using
  Orhan exclusively to divide the Kulthean year. Dates are recorded
  as “TE , Orhan , day ” for example. This means the th
  day (of ) of the fourth month (otherwise known as Autumn in
  the northern hemisphere) in the year  of the Third Era. It
  might be even more briefly recorded as ••. The Scribes of
  Nomikos and all the Navigator Guilds also use this simple, effec-
  tive calendar system.
  2•ABOUT TIME
  The Kulthean day is divided into twenty-five hours: five
  Quintars each in turn subdivided into five Hours.  Five being a
  number with powerful religious connotations: five moons, five
  months a year of Orhan, five fingers on each hand of the ‘younger
  races’ (i.e., not the Althans). The world (as observed by the Elves
  and many mannish cultures ) is divided into five realms (fire,
  water, earth, air, essænce), each in turn subdivided into two as-
  pects; usually dualistic in nature (e.g., night/day, male/female,
  mind/body) each Lord of Orhan.
  Large clocks (such as those in city towers) chime to signal the
  hours in long and short rings—or two differently-pitched tones—
  the Quintars rung first. The five Quintars have names which are
  the usual reference rather than a number. They are: Morning,
  Midday, Evening, Night, and Predawn. Most Kulthean clocks are
  set by the Vernal Equinox: The first hour of the first Quintar
  begins as the first rays of the sun lift over the horizon; for interrim
  correction they are adjusted to match a sundial!
  Certain scientists—such as Astrologers—have special preci-
  sion-made (and often magical) chronometers for very accurate
  timekeeping, required for star-study.
  
  163
  Part XVII: History
  For ages the only method of keeping time, sundials are rea-
  sonably accurate and simple to construct. Aligning them cor-
  rectly is sometimes a matter of trial and error; ironically using
  the stars, as magnetic north on Kulthea is an ephemeral concept.
  There are several designs for sundials. Tabletop models can be
  flat with an upstanding blade, or the more sophisticated spheri-
  cal model. There are also larger, more elaborate sundials which
  often exist in conjunction with observatories: rings of stones care-
  fully aligned to match lunar movements and sunrises at particu-
  lar days of the years (solstices and equinoxes).
  Clocks fall into one of two categories: the first invented (and
  most ‘common’) are those with one hand moving across circular
  or pentagonal face divided into the five quintars—or even sub-
  divided into a total of twenty-five parts to mark the hours. Oth-
  ers are broken into five parts, with a slow hand designating
  quintars of the Kulthean day; a secondary hand passes through
  the same five parts of the round clock face to designate the hours.
  T
  T
  
  
  
  
  
  K
  T
  M
  M
  N
  P
  M
  M
  E
  N
  
  
  
  
  
  
  
  
  
  164
  World Atlas & Encyclopædia Kulthea
  3•A TIMELINE OF HISTORY
  This timeline is not intended to be a complete or compre-
  hensive one of all important activities in the world, but an over-
  view. While it incorporates major events from previous time-
  lines, relatively minor or localized events have been deleted or
  abbreviated unless they have significance in a larger picture. This
  is done partly for the sake of brevity
  Secret or covert activities are included [in brackets]; these are
  events and actions that the PCs could not be aware of without
  special means such as a vision or access to secret texts. Events
  during the shadowy First Era of Ire and the Interregnum are also
  essentially unknown and are included mainly for the GM’s ref-
  erence.
  THE FIRST ERA
  c. -, FE (Approximately , years before the present
  time.) [A group of inter-dimensional travelers (later to become
  known as the Lords of Orhan) arrive through a rift between this
  and another space-time. Their transit has unexpected destruc-
  tive side-effects, however, and in order to prevent the collapse
  of both dimensions, they are forced to close the rift from this
  side, trapping themselves here. The interphase is not sealed com-
  pletely, in effect allowing energies from the other dimension to
  seep through. This is the Essænce.
  Requiring a physical anchor for their primarily non-corpo-
  real spirits, they make their home on the barren moon Orhan.
  Utilizing powers beyond even the Althans at the peak of their
  skill, they cloak the moon in a barrier which causes all to look
  upon it to believe that it is unapproachable and inviolate.
  c. -,: Dawn of the Althan civilization.
  c. -,: First appearance of the mighty comet Sa’kain in the
  Kulthean solar system. This awe-inspiring visitor unfortunately
  disrupts the seal placed by the Lords of Orhan to hold closed
  the inter-dimensional rift. The fabric of space is weakened, but
  the patch holds.
  c. -,: Discovery of the Essænce by the Althan scientists of
  Kulthea. (Inhabitants were aware of unexplainable energies since
  the dawn of their civilization, but were previously unable to
  analyze their nature or tap their power.) Genetic manipulation
  enhances latent abilities to control the force. Members of the
  K’ta’viiri clan show particular affinity. The Althans soon dis-
  cover that the Essænce is unique to the Kulthean system, and
  certain native materials are shown to retain, augment, or resist
  the Essænce. These materials are scattered across the globe, but
  in the western hemisphere they are most prevalent around the
  Pillar of the Gods (in the east they are more scattered, but the
  greatest concentration is of course near the penetration cra-
  ter). The other deposits are layered in such a way as to suggest
  that they settled on the earth after a single violent event, such
  as a catastrophic comet or meteor impact.
  Bizarre, violent creatures from other dimensions appear
  periodically on Kulthea, but are little more than a nuisance to
  the powerful Althans. The monsters are usually captured and
  studied.
  c. -, – -,: Althan civilization begins to evolve a unique
  combination of technology and ‘magic’ (the Essænce power).
  This includes the ability to create ‘Portals’ which allow instan-
  taneous transport to other worlds, and—using what they have
  learned from natural interdimensional rifts—to parallel reali-
  ties (i.e., the Pales).
  c. -,: First reappearance of the comet Sa’kain. The perihe-
  lion of its elliptical orbit occurs roughly every  years, though
  the proximity to Kulthea varies dramatically with each pass:
  sometimes it appears brighter than Orhan in the night sky,
  sometimes it is all but invisible to the unaided eye. Its presence
  coincides with violent Flow-storms and serious disruption of
  the interdimensional barriers.
  c. -, – -,: Led by the K’ta’viir family, the Althan race
  conquers nearly a quarter of the galaxy. They rule a sprawling
  interstellar empire, maintaining control by virtue of their su-
  perior Psionic powers (which are independent of Kulthea) and
  their mighty star-fleets. Their dynasty survives for millennia.
  c. -, – -: The K’ta’viiri begin experimenting with cos-
  mic forces to open gates in other regions of space; their hope is
  to tap the Essænce elsewhere. While their efforts to access more
  power are unsuccessful, they do master the ability to move be-
  tween parallel universes (which they refer to as the Pales, a term
  of course implying that all other dimensions are inferior to their
  own).
  Many peoples and creatures from other planets and Pales
  are brought to Kulthea for scientific experimentation. Masters
  of genetics, the Lords of Essænce alter plants, animals, and races
  to suit their whim. The supreme arrogance and amorality of
  these projects is irrelevant to them: they are Altha.
  c. - – -: The Empire becomes increasingly corrupt and
  sadistic, showing little respect for life or the continuity of ga-
  lactic stability. Worlds are destroyed and entire races put to death
  with the wave of the Emperor’s hand.
  c. -: The depraved line of the K’ta’viiri culminates in the as-
  cension of the Empress Kadæna in c. -. She supervises the
  creation of an artifact of surpassing power: the Shadowstone, a
  huge adamantine gem set in a barbaric torque of star-iron. Its
  creation is fueled by stolen souls of billions, the fire of six-times-
  six stars, and the blood of Kadæna’s own infant daughter.
  c. - – : Rebellion against the K’ta’viiri begins, instigated by
  the Lord Utha. He is Kadæna’s cousin and so also a K’ta’viir—
  captain of the elite order of philosopher-warriors known as the
  Duskwalkers—but one who has turned against the terrible hu-
  bris of his family.
  Political, technological and Psionic powers are used in a
  sweeping attempt to overthrow the Empress and her allies. But
  Utha, knowing that a special weapon will be needed to destroy
  Kadæna, sends the Duskwalkers on their final quest.
  [The Lords of Orhan (who through all of this have man-
  aged to keep their existence a secret from the Althans) fear the
  complete destruction of life on the Shadow World. They rescue
  representatives of flora and fauna from Kulthea and bring them
  to Orhan.
  As the Lords fear, large areas of Kulthea are laid waste as the
  K’ta’viiri tap channels of raw Essænce in their efforts to destroy
  each other. The backlash from this power tears open the barri-
  ers between the Pales. Creatures and demons are free to ram-
  page across Kulthea and beyond.
  c. : From the farthest Pales, the Duskwalkers return with a
  weapon forged out of space and time. The Soulsword is a bar-
  baric tool; it is somehow fitting that it alone is immune to the
  unimaginable powers of the Shadowstone.
  
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  Part XVII: History
  The final battle between the forces of Utha and Kadæna takes
  place on the Althan homeworld. The Empress taps incredible
  energies through the Shadowstone, but to no avail. Wielding
  the Soulsword and wading through a river of blood and lava,
  Utha himself beheads the Empress. Her body—along with the
  foul artefact—tumbles into a fiery abyss.
  The rebellion is successful in that it has brought down the
  tyrannical empire, but the result wipes out the Althan Civiliza-
  tion almost to a man and destroys almost all life on the planet.
  The Shadow World is a wasteland.
  [Utha gathers the few surviving Duskwalkers. They combine
  their powers to create the Eyes of Utha to guard the planet,  and
  place them in shrines located at the north and south axial poles.
  That done, they construct a bunker deep beneath the earth and
  select a few to become a secret order with the intention of main-
  taining a vigil: if any of the minions of Kadæna have survived, a
  watch must be kept so that those evil forces can be destroyed.
  They must ensure the safety of the Eyes of Utha and, secondarily,
  to continue to close the errant Portals (or ‘Shadowgates’). These
  Portals, though severely inhibited by the Eyes of Utha, still allow
  demonic beings limited access to Kulthea. This secret cabal is led
  by none other than Utha’s son Dænkú,. It is made up of eight
  surviving Duskwalkers and calls itself the Ahrenreth (Ir. “Secret
  Circle”).  Relying on sophisticated machines to alert them, they
  place themselves in cronagenic hibernation (time-dilation sus-
  pension).]
  INTERREGNUM
  This period lasts approximately , years. For many mil-
  lennia the broken earth is unable to support more than the simplest
  life: things which survived in the depths of the ocean or far under-
  ground. Some things sleep within the polar ice or trapped in magma
  lakes.
  The Dænkú Ahrenreth is also active for many thousands of years,
  awakened periodically by the vigilant machines to counter evil. But
  one by one, these immortal men and women fall victim to various
  disasters. Three are believed killed in combat with servants of the
  Agoth. Two are slain by the backlash of closing Portals, and two
  others perish destroying a cult of hidden Essænce Lord survivors.
  Twenty thousand years after the fall of the K’ta’viir empire, only
  Dænkú himself remains. (What even Dænkú does not know is that
  one of his order—Ondoval—was not killed but caught in a warp of
  time. Far more horribly, another of the Order was captured by the
  Agothu and taken into the Void. By some unspeakable method, the
  female K’ta’viir was impregnated and bore a child. It consumed the
  mind and body of its mother and sought a way to return to Kulthea.
  It would eventualy emerge, assume a fair form, and take the name
  Schrek.) Dænkú sleeps again, and does not awaken for eighty thou-
  sand years.
  c. -, – -,: The Lords of Orhan send their servants,
  the Fey Folk (Nymphs and Sylphs, Naiads Dryads, and Ocean-
  ids) to Kulthea to begin nurturing fragile life back from the
  edge of oblivion. Next, the lords return the sentient peoples to
  Kulthea: Elves, mortal men, and certain exotic races: the Hírazi,
  the Centaurs, Fauns and Mermen.
  c. -, – -,: Period of a group known only as the
  Earthwardens. They are credited with the creation of the Coral
  Roads, but little else is known of them. Some believe that they
  were surviving Duskwalkers attempting to repair the destruc-
  tion which their race had wrought, but this seems unlikely (more
  on the Earthwardens will be revealed in the Powers of Light and
  Dark book).
  The Earthwardens create the shrine of Lon Lemira on Vog
  Mur, the castle at Dawnwater’s Edge in NW Jaiman, and sev-
  eral other structures, all using the super-hard stone Cavarite
  and their distinctive interlocking stone design.
  c. -, – -,: Elven realms arise in several regions. There
  is a great Dyari empire in Thuul, a Loari kingdom in Palia and
  Folenn and a Linæri republic in Agyra.
  c. -, – -,: Span of the Jinteni civilization. Expanding
  from SW Emer, at one time they ruled much of that continent,
  along with Falias and Govon. They are believed to have co-ex-
  isted peacefully (for the most part) with the Elves, though to-
  wards the end of the period they fought against the Dyari of
  Thuul.
  c. -, – -,: The Wôrim empire, centered in Gaalt, is
  founded and expands rapidly and is soon at odds with the Jin-
  teni and Elven populations.
  c. -,: A space-colony ship crash lands on the island-conti-
  nent of Tarania in the Lonely Sea; another crashes in NE Emer
  in what is to become the Forest of Ash. The one in Tarania fares
  better, however, and the colonists (ancestors of the Aldari) es-
  tablish a home. Over the next two millennia they spread over
  the continent establish several colonies on other islands, all
  linked by an elaborate underground subshuttle system. They
  remain apart from the indigenous cultures, deciding that they
  should not interfere with their natural development. (They also
  avoid air and surface travel because the flowstorms wreak havoc
  with their technology.)
  c. -, – -,: The climate deteriorates, there are frequent
  droughts, floods, and otherwise erratic weather. The mortal
  populations are devastated by plagues. Warfare breaks out as
  the various governments desperately seek new fertile lands.
  c. -,: Kulthea is rocked by terrible earthquakes and
  flowstorms (some believe that they are caused by a catastrophe
  involving Taranian technology; others think they are natural
  or Essænce related). Volcanoes erupt around the globe. Tarania
  sinks beneath the sea and all the other major powers are brought
  down as most intelligent life on the planet is wiped out.
  c. -: [Dænkú awakens. He wanders the west and finds that the
  world has blossomed. Races have multiplied, and ancient
  wounds have healed. He suspects intervention, but is as yet
  unable to pierce the magical veils shrouding the Lords of Orhan.
  Dænkú assumes the guise of an Elven sage and begins to gather
  other wise Elves together. He takes the name Andraax.]
  THE SECOND ERA OF IRE
   : The College of Loremasters is established by Kirin T’thaan,
  Ilmaris Terisonen, and Andraax. [All three are supposedly Iylar
  Elves, though Andraax is actually the awakened K’ta’viir Lord
  of Essænce Dænkú in disguise]. The College itself is based on
  the isle of Karilôn, the location of which is a well-kept secret.
  (It is in the Barren Ocean, just south and west of the Shinh
  archipeligo.)
  The purpose of the Loremasters is twofold: first to serve as
  an instrument for gathering knowledge; and second to dissemi-
  nate this information ‘for the advancement of civilization.’ One
  of their first actions is to establish an accurate and reliable cal-
  
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  World Atlas & Encyclopædia Kulthea
  endar, thus the beginning of the Second Era. This also marks
  the beginning of reliable written history.
  c. –: Palia: Consolidation of much of RanTairi by the Loar
  Elven Lord Jayled Kodorian.He names his domain the Empire
  of a Thousand Dawns.
  : First Loremaster-recorded appearance of the comet Sa’kain:
  it hangs in the Kulthean sky for weeks, the angry red-orange
  tail by far the brightest light in the night sky. (The comet returns
  about every  years.)
  This close pass by the comet disrupts the function of the
  Eyes of Utha, causing an unbalance in the Flows. Also, the moon
  Charón passes through Sa’kain’s tail. Soon after this event the
  Dark Gods—cruel counterparts of the Lords of Orhan—begin
  to appear. Unlike the Lords, these entities revel in manipulat-
  ing the peoples of Kulthea for their amusement… and their
  amusement includes human sacrifice, perverse rituals, and
  bloody warfare.
  To counter these new deities, the Lords of Orhan create
  manifestations—Avatars—of themselves and appear in these
  forms on the Shadow World. They present themselves as gods,
  and they allow their powers to be channeled for generally be-
  nevolent purposes. They also allow their demigod spirits to
  travel to Kulthea and intervene directly in world affairs.
  The origin of the Dark Gods remains unclear, shrouded in
  the superstition and myth of a time long ago. Some Loremas-
  ters suspect they are actually former Lords of Orhan who turned
  from the benign ways of their brethren. Others hold that they
  are escapees from some inter-dimensional prison, or even the
  result of experiments by the Althans to create non-corporeal
  life.
  : [The Loremasters call the first Council of Karilôn, a gather-
  ing of seven leaders, to address a variety of issues. Joining Kirin
  T’thaan, the Loar Bard Ilmaris Terisonen, and Andraax are Tanris
  Dekdarion, (a Loar Warrior Monk), The Linær Cleric Yael Ziriv-
  kari, and the Loar Astrologer Romenor Tartalus.]
  c. :␣Emer: Six powerful Spirits of Orhan, now tied to Kulthea
  and residing on the mountainous isle of Votania in the heart of
  Emer, decide that the continent needs order. As the Titans, they
  begin to gather servants. [The Loremasters take note but do
  not interfere; the Lords of Orhan are similarly reluctant to in-
  terfere.]
  : [Andraax re-establishes the Dænku Ahrenreth, dedicated
  to maintaining the balance. As a lord of Essence and ‘son’ of
  Utha, he is one of the few who even partially understands the
  real purpose of the Eyes of Utha: Kulthea hangs on the thresh-
  old between universes—a wild, chaotic one where magic rules
  (worlds like the demon-inhabited Pales); and the one where
  only physical laws apply. The Eyes hold the world in the open
  doorway, allowing Essence to work while maintaining the world
  in this universe. This also keeps Kulthea—and particularly the
  East—almost inaccessible by normal means. This is necessary
  because Utha knew that all the K’ta’viiri had not been wiped
  out. Some remained hidden in secret vaults, mostly in the east.
  They must be prevented from awakening and subjugating the
  galaxy once again. The Eyes are a shield… and a prison.
  Should the Eyes be destroyed, the world will shift one way
  or the other. Either all magic will fail, freeing the evil Essænce
  Lords, or Kulthea will enter a universe where flowstorms are
  continuous and the chaotic demons rule. Or perhaps it will be
  destroyed utterly.
  The comet Sa’kain complicates things, as it too is appar-
  ently from another universe and possesses arcane properties;
  its visitations seem to weaken the barriers between the uni-
  verses.]
  c. 1000–2000
  • The Dark Gods—in many guises and forms—continue to gain
  followers.
  • Kelestia: Most of the central plains are sparsely settled by semi-
  nomadic horse tribes of Y’nari. North lies Samli and the Rings
  of Ice, domain of the Umli. A C-shaped subcontinent to the
  south, known as Gethanen, is the domain of numerous quar-
  reling warlords. The south-western isles of Verya and Orbis are
  home to isolated Jiner and Shay fisherfolk.
  • Palia: The Elven King Jayled Kodorian of Ran Tairi more-or-
  less peacefully brings most of the city-states and rural commu-
  nities of Iylar and Erlin Elves of the archipelago under his reign.
  He dubs his empire the Kingdom of a Thousand Dawns.
  • NW Palia: Led by Queen Nor, Erlin elves settle in the great Sil-
  ver Forest, protected by the Nereid Nimira and many Dryads.
  c. : Emer: Warrior-mages on enchanted steeds drive the Gark
  and Lugrôki hordes out of Hæstra. These knights herald the
  coming of the Masters of Emer.
  : The Titans on Votania, calling themselves the Masters of
  Emer, claim all of Hæstra as their dominion.
  : All of Emer is in the hands of the Masters. Each rules a
  region as all-powerful lord. An era of peace and prosperity for
  the entire continent ensues, lasting nearly two millennia.
  c.␣: First records of a permanent structure on the site of
  Haalkitaine: a small keep built by a ‘Lord Halek.’
  : The infamous comet Sa’kain returns, evoking massive flow-
  storms and random Portal openings.
  c. 2000 – 3000:
  • First manifest appearance of servants of the Unlife. The Unlife
  is a dark power—a force for total destruction and death—origi-
  nating in another universe, perhaps the ‘negative’ of this one.
  Unlike the Dark Gods, the inhabitants of the Pales, and even
  the Void (whose actions and purpose seem unfathomable), the
  Unlife is a single power with many servants and incarnations,
  all bent on annihilation. Dark cults bent on destruction—fol-
  lowers of the Unlife—begin to appear.
  • Kelestia/Gaalt (Northern Regions): An evil presence known as
  the Master of Malice (an escaped Essænce Lord) wars against
  the proud Umli people. The Master’s armies of Pale Men seem
  numberless to the scarce Umli.
  : Emer: The Changramai Monastery is founded in the Choak
  mountains by the Loremaster Tanris Dekdarion, grandfather of
  the famous T’vaar Dekdarion. This quasi-religious order seems
  filled with contradictions to outsiders, but they are soon re-
  nowned as unsurpassed warriors in unarmed combat.
  : Jaiman: Andraax establishes the Library of Nomikos on the
  isle of Ormian in southern Jaiman. It is administered by a mo-
  nastic order of sages and scribes.
  c. 3000 – 4000
  • Emer: A group of Loar elves, political refugees from the King-
  dom of a Thousand Dawns, sail west from Palia. They are swept
  through the Shallow Ocean and past Iyxia. Upon entering the
  
  167
  Part XVII: History
  Circular Sea, they reach a cluster of lush islands, inhabited only
  by a few scattered clans of Erlini. The Loari settle here, naming
  it Námar-Tol (Iy. “verdant-towers”).
  • Kelestia: Y’nar horse-tribes are pressured by incursions of the
  fearsome Umli from the north, now under the shadow of the
  Master of Malice. The more peaceful clans embark on a treach-
  erous migration west to avoid the bloodshed while others try
  to stand against the Master’s general, the Frost King, and his
  legions of pale-skinned warriors. Some settle on Orbis and
  Verya, a few continue on to Silaar. Many are lost in the treach-
  erous seas. [A small group of Y’nar is led by Jaysek through a
  Coral Road to Silaar just before the southern mainland is over-
  run.]
  • Palia: The mighty High Elven Empire of the Thousand Dawns
  and the Erlin of the Silver Forest are at war with dark powers.
  • From his holy citadel in Shæsra Talæl (in eastern Iyxia), The
  Lord of Light (an avatar of Phaon) sends Elven knights to estab-
  lish watches on far-flung isles. The Loar noble Dulucaborn and
  his knights sail to Vog Mur. They were known as the One Hun-
  dred and One, and their vigilance is peaceful if uneasy until the
  Wars of Dominion.
  : The first stirrings of discord among the Masters of Emer.
  c.  – : Emer: Goblins resume raids into northern Uj from
  Morbek and the Forbidden Ridge; Garks multiply in the Ru-
  laash Forest of Onar and threaten the Kuluku; Lugrôki breed in
  black lairs beneath Spine of Emer and wreak havoc in the low-
  lands of Hæstra.
  : While investigating Jinteni ruins in Iyxia, the Loar explorer
  Sæzur Vranuk finds a secret underground chamber containing
  many wonders. Among them is a cache of magical devices which
  allow the user to tap the Essænce Flows for safe teleportation.
  He names these Compasses and hits upon the idea of a frater-
  nity of guides using these artifacts. Thus is soon founded the
  first guild of Navigators, a group which offers guaranteed safe
  travel as a service to anyone who can afford their fee.
  c.  – : Competing ‘Navigator’ groups proliferate as ad-
  ditional hoards of these compasses are found, all of different
  design but similar purpose. At first there is competition be-
  tween the Guilds, uneven service, and low fees. These ‘Naviga-
  tors’ can only be found and hired at large cities.
  :␣Emer: Forces of the dark god Andaras attack Uj via land
  and sea.
  : The comet Sa’kain returns.
  c.  – : Emer continues to be assailed by incursions from
  various enemies and by the growing threat of Goblins, Lugrôki
  and Trogli. Dragons and other terrible enchanted beasts are
  everywhere, wreaking havoc and destruction. The plans of the
  Masters of Emer eventually come to nothing.
  : Birth of Tethior the Smith in Námar-Tol, son of the noble
  house of Jeranian.
  : Birth of Krelij (later known as ‘The Swordmaker’), Tethior’s
  younger brother—and eventually his rival. Over their lifetimes
  they both will create a number of powerful tools and weapons
  to aid in the fight against the Unlife.
  c. : [The six mightiest of the Great Drakes (more than drag-
  ons, they are lordly beings of the Essænce), gather at the an-
  cient breeding caves at Ssoiayig Saer (K: “Caves of the Drakes’
  Birthplace”). They agree to form an alliance of sorts.]
  c.  – : Emer: The indigenous Jaaderi cultures of Silaar
  begin to evolve from a nomadic people into more settled mixed
  economies. Towns grow, and chief among them is the trade
  center of Thanor along the northern coast.
  c. : [The White Dragon Oran Jatar approaches Krelij and
  secures his assistance in creating the Dragon Helms. There are
  to be Six, the number of the Dragonlords, designed to enhance
  the powers of the lords while they are in human form. In re-
  turn Krelij learns much of the arcane arts of alchemy—includ-
  ing the working of laens and eog.]
   c.  – : Emer: Thanorian lords soon dominate nearby
  city-states, and by  Thanor holds sway over all of inland
  Silaar, with satellite states in southern Tai-Emer and much of
  the western Sea of Tears coast.
  ␣–␣:␣Convinced by the legendary Navigator Orbaal jen
  Zamain that the Navigators cannot survive in their present state,
  a summit is convened among leaders of all the Guilds. After
  years of negotiation, the Navigator Guild Alliance is formed.
  Pricing is rigidly fixed, and the Guild Alliance sets up an exten-
  sive network of obelisk markers, allowing anyone to ‘summon’
  a Navigator just by touching the obelisk and requesting one.
  The Navigators make their home at the center of the Essænce-
  saturated land known as Iyxia. Annual Conclaves are held at
  their headquarters there, a sprawling citadel called Nexus. Note:
  Erroneous accounts give the origin of the Navigator Alliance as
  late as TE c .
  : [The Dragon Helms are completed, and the Six gather. What
  they do not know is that Krelij, using the knowledge gleaned
  from Oran Jatar, has also made six rings. These rings, which he
  names the Daath Leerssoi (K. “Makers of the Shadow Drakes”),
  allow a human wearer to assume the powers of a dragon. He
  tells no one of their existence but makes note of them in his
  secret journals. Soon after the helms are distributed, the Golden
  Dragon (Kydak Dûm) vanishes.]
  :␣Jaiman: The Warlord Lorgalis the White, having conquered
  the western isle of Ulor, send his armies eastward.
  c.  – : Kelestia: Voriig Kye becomes apprehensive of the
  growing power of the Master of Malice in the north. In human
  form he leads a series of military and diplomatic campaigns to
  consolidate the southern part of the continent under his rule.
  Gethanen, Verya, Orbis and numerous islands (including Vog
  Mur) are united as the Dragon Kingdom.
   - : Lorgalis consolidates his hold over the western pen-
  insulas. It is clear that he won’t stop here, however. Forces are
  massing at the land bridges, and Loremasters have observed a
  fleet under construction. After much debate, the Loremaster
  Council decides that this evil lord must be stopped before he
  takes any of the mainland.
  : [At the behest of the Loremaster High Council, Tethior
  and Andraax begin work on the Six Crowns, pendants and
  swords of Jaiman. Krelij is angered that he was not even con-
  sulted on the making of the swords and refuses to speak to his
  brother Tethior again.]
  : Jaiman: Lorgalis seems poised to strike deep into the Jaiman
  mainland. The Loremasters reveal their plan to the kings of the
  six major realms of Jaiman and urge Saralis and U-Lyshak to
  stall by asking for terms of surrender. The kings bristle at this
  interference, but realize they have little chance against Lorgalis
  without help from the High-Elves.
  
  168
  World Atlas & Encyclopædia Kulthea
  : The Six Crowns and other artifacts are completed. With
  great ceremony, they are presented to the kings of the six most
  powerful kingdoms in Jaiman:
  Realm
  Crown Design
  U-Lyshak
  Sea-Drake
  Saralis
  Wyvern
  Tanara
  Pegasus
  Zor
  Gryphon
  Urulan
  Unicorn
  Rhakhaan
  Phoenix
  When worn, each crown would normally appear as a simple
  jewelled circlet, but could magically transform into a protec-
  tive helm.
  Dominating the continent, these six kingdoms hold back
  the Unlife (including the assaults of Lorgalis from the west) for
  a long period. Even the Flows of Essænce are altered, creating
  magical boundaries and sea lanes.
  c. 4000 – 5000
  c. : [The Order of the Priests Arnak is formed by a manifes-
  tation of the Unlife known as the Iron Wind. They establish
  themselves in six locations across the continent of Jaiman. Tools
  of evil, they work to destroy society and civilization from within.
  Each Order has the mission of targeting one of the six king-
  doms. Simliar groups form elsewhere. Among them are the Si-
  rens of Sorak (Kelestia, Emer) the Steel Rain (Folenn, Palia), the
  Silver Dawn (Agyra, Mulira), and the Golden Eye (Thuul,
  Falias).
  : Emer: Wizard-king Pakaal of the kingdom of Thanor com-
  missions the building of a new royal city on the shores of the
  Lake of Glass. Thenia is a place of graceful alabaster and crystal
  towers, inhabited by scholars, astronomers and magicians.
  :␣Emer: The Warrior-mage Sendar challenges the authority
  of king Pakaal of Thanor (his uncle). He declares himself lord
  of Arûl and Thanor, challenging Pakaal’s authority. Civil war is
  inevitable.
  c. : [The Dragonlord Voriig Kye considers the powerful and
  unstable kingdom of Thanor to be a threat to his Dragon King-
  dom. Seeing an opportunity with the rebellion of Arûl, he be-
  gins preparations to neutralize the threat.]
  c. : Emer: Preceded by a series of earthquakes, the fleets of
  the Lord of Encla Turic assault the Silaar and Tai-emerian coast.
  The Lord’s armies utterly destroy the realms of Thanor and
  Arûl; Thanor’s treasuries are looted and cities laid ruin. Voriig
  himself leads a force of fire and gas drakes in a series of devas-
  tating air assaults. The Gas Drakes Ssoei Womiis and Ssoei
  Womuul settle south of the Asamis Arg (“Great Grove”) and
  over time turn the region into the Vœrken Mire; the Fire Drake
  Vaalg Stoyy makes a home in the Arûl Waste.
  Sendar and Sendil vanish. [The twin demigods escape to a
  secret temple in the Pelegris Mountains where Akalatan casts
  them into a magical sleep.]
  : [Tethior’s son A’kesh is born, the product of his brief ro-
  mance with a Dyar mystic named Naeri viQuar. She does not
  tell Tethior of his child but instead arranges to have the boy
  apprenticed to Krelij.]
  : [Krelij reveals the Daath Leerssoi to A’kesh.]
  : Tethior (with the aid of Andraax) creates the Ilarsíri.
  c. : Gryphon College is founded in NWRhakhaan by a group
  of refugees from Zor.
  : The work of the Arnak Priests bears a bitter fruit: A super-
  natural cataclysm destroys the capital of Zor and lays waste to
  the central region of that kingdom. [The Zorians, ever hungry
  for ancient technology, uncovered a terrible weapon from the
  lost realm of Tarania. They unwittingly triggered it, causing an
  explosion not unlike a thermonuclear blast. The city was va-
  porized, the land all around melted to slag. Radiation persists
  to this day. Fortunately, the Crown, sword and pendant of Zor
  were not destroyed, having been removed to the refuge of Gry-
  phon College to the south. However, Zor would never rise again
  as a kingdom.]
  c. 5000 – 6000
  • Jaiman: While every ruler of the remaining Five Kingdoms dons
  the crown at coronation and is ‘attuned,’ a growing recognition
  of the crowns’ mind-altering effects (and a wariness of the in-
  fluence of Priests Arnak) leads to a tendency to wear them less
  frequently. Without the will of the wearer, the powers of the
  crowns to enforce borders are weakened. Petty conflicts begin
  to spring up across the continent. Only the kings of Rhakhaan
  don the crown with any frequency, and that realm is the only
  one to survive into the Third Era intact.
  : Tethior and Krelij have a confrontation which reputedly
  ends in Tethior killing his younger sibling in self-defense. [Krelij
  is killed, despite many rumors that he survived. The incident
  leaves Tethior unbalanced with grief and guilt. He eventually
  adopts the guise of the Nameless One. ]
  [A’kesh witnesses the killing and swears by Kesh’ta’kai to
  kill the murderer of Krelij, unaware that Tethior is his real fa-
  ther. He flees with one of the Daath Leerssoi. Tethior finds an-
  other of the Dragon-rings in the wreck of Krelij’s workshop.
  Andraax later recovers the other four.]
  : The Saurkur arrive on Kulthea, their ship crash-landing on
  the Abarquan Isles in the Shallow Ocean.
   - : Jaiman: A plague (‘Bahaar’) sweeps through Saralis
  and northern U-Lyshak. It begins as severe flu, then progresses
  to pneumonia and often death. Over half the population of Sa-
  ralis is dead by .
  c.  – c. : The Bahaar plague spreads through Jaiman, to
  Kelestia and northern Emer. While not as devastating to these
  regions it still decimates populations and creates an atmosphere
  of paranoia.
  6000-6450
  c.  – : The Bahaar reaches Mulira. The Thesian people
  of the Dendara kingdom suffer by far the worst: by  they
  are virtually wiped out. Their homeland, centered around what
  is now called the Isle of Ghosts, is said to be haunted and is
  shunned to this day.
   - : Jaiman: King Arej IX of Rhakhaan, at the urging of
  one of his councillors (the White Mage), annexes much of what
  was once southern Zor. He stops wearing the Phoenix Crown,
  and falls further under the Magician’s spell. He becomes ob-
  sessed with becoming Emperor of all Jaiman. Only the Elves of
  Urulan stand in his way.
  
  169
  Part XVII: History
  :  Jaiman: King Arej declares himself Emperor of Jaiman and
  demands Urulan’s submission to his rule. King Istaro refuses,
  and Arej declares war on the Elven kingdom.
  c.␣-:␣Jaiman: Elven emigrations from Urulan. They flee
  the threat of Rhakhaan, settling in the Blue Forest of NW
  Jaiman, the Remiraith, Vog Mur, Orbis, and Námar-Tol.
  : Jaiman: King Karnis of U-Lyshak dies and the country is
  torn by civil war. The northern provinces remain loyal to the
  King’s son, young Prince Selcarnen, while many southern lords
  seek independence. Selcarnen decides—against the advice of
  his father’s advisor, the White Mage—to don the Sea-Drake
  Crown. He is found dead outside the Royal treasury, murdered
  the night before his coronation. [Slain by the White Mage.] The
  artifacts have vanished [taken to the Ahrenreth].
  :␣Jaiman: An Ordainer appears in southwest U-Lyshak [sum-
  moned by Lorgalis] and leads an army of evil creatures north.
  Mortals flee before the demonic lord.
  : Jaiman: The forces of Lorgalis reach Cynar, the capital of
  U-Lyshak and home of the northern loyalists. After a siege of
  eighty-seven days the walls are broken and the city is sacked.
  c.  – : All across the western hemisphere, governments
  destabilize, wars break out, cultural and racial hatreds inflame.
  This is partly caused by the corrupting influence of he unlife
  orders and other dark religious orders preaching intolerance
  and subversion. Goblins and Lugrôki breed in large numbers
  and walk openly in the daylight—something they never dared
  do in the past. They burn farms and ambush travelers with im-
  punity. Once again dragons and other fearsome creatures ap-
  pear with growing frequency. At the bidding of the Dark Gods,
  the undead rise while demons rape and kill unchecked. Evil
  empires thought to be subdued rebound with new strength.
  :␣Because of increasing dangers and flow instability, Naviga-
  tors suspend commercial travel services until further notice
  (until the end of the war). [While it is not widely known, they
  offer their services to the Loremasters and their allies through
  the end of the Wars of Dominion.]
  6450 – 6825: The Wars of Dominion
  • The Comet returns and in a very close pass severely disrupts
  the Flows. This heralds the beginning of an apocalyptic war
  which spans nearly four centuries and brings to a close the Sec-
  ond Era of Ire. While the primary instigators of this conflict are
  the Dark Gods of Charón seeking to overthrow followers of
  their rivals on Orhan, servants of the Unlife and many other
  powers of chaos and evil see an opportunity to further their
  own agendas. It should be noted that the wars rage for almost
  three hundred years before the Lords of Orhan decide they must
  intervene directly.
  Flowstorms throughout this period open countless Portals
  and create tears in the fabric of space itself. Unimaginable crea-
  tures are liberated upon the earth. The unleashed energies cre-
  ate terrible meteorological and geological events: hurricanes,
  earthquakes, tidal waves, volcanic eruptions at all major fault
  lines.
  c. 6500
  • Many groups, including the Tanarans of Jaiman, seek shelter in
  an increasingly hostile environment by constructing subterra-
  nean cities.
  • Kelestia/Gaalt: The Master of Malice sweeps south with hordes
  of Snow-garks, Ice Trolls and Pale Men. Samli is ravaged by
  awakened Shards.
  • Emer: Fleets of the Master of Malice, deterred by the Unicorn
  Helm, skirt the eastern coast of Urulan and continue south to
  northern Emer. In Vog Mur, Dulucaborn and his knights stand
  against the Master’s minions, led by Rorg the Fiery Serpent.
  :␣Jaiman: The Ordainer Kharuugh breaks through the weak-
  ened magical protections of Saralis and within weeks is at the
  gates of Turak on Lake Karísh. King Hanreth dons the crown,
  comes forth to face the Ordainer, and a terrible duel ensues. In
  the end Hanreth is slain, his helm cleaved by the demon’s
  sword—which also shatters from the blow. A pillar of fire arcs
  high into the sky, answered far away above the Isle of Ghosts.
  The city was laid open  to the dark raiders.
  : The Burning Abyss opens along fault lines on continents
  across the globe, creating gateways to the Ash Lairs. Armies of
  fire demons led by Ordainers emerge and lay waste to surround-
  ing lands.
   – : The Years With No Days: In addition to the Burning
  Abyss, volcanoes erupt all over the planet, spewing black ash
  and smoke into the air. The sun is obscured, creating an end-
  less twilight which wreaks havoc with the ecosystem.
  : The Dawn. Led by Cay, the Lords of Orhan and a force of
  demigods arrive on Kulthea and lead the armies of Light against
  the Darkness. Kuor summons powerful rainstorms to clear the
  polluted air.
  : The Haalkitaine Fire. Flaming stones fall from the sky over
  central Rhakhaan, setting many farms, fields and forests ablaze.
  Worst hit of all is Haalkitaine, which burns for days before the
  fires can be put out. Over two-thirds of the city is destroyed.
  The Imperial seat is moved to Lethys.
  : Final Victory over the Dark Forces
  • With the aid of the Lords of Orhan and the Titans, the Dark
  Gods are driven back and essentially imprisoned on Charón,
  their powerful servants destroyed or banished back to the Pales
  and dimensions where they belong. Victory was at the cost of
  the lives of many valiant Loremasters and Sages, however.
  [Tethior is said to have been a casualty of the wars but in fact he
  goes into hiding. He begins construction of he new home in
  central Thuul.]
  • Dænkú faces his old foe the Master of Malice and slays his fel-
  low Essænce Lord. But his mind is damaged and he wanders
  into the East.
  THE THIRD ERA OF IRE
  c. 1 – 1000
  • The Loremasters begin to nurture civilizations once again. They
  coordinate a massive effort to set enchanted, unsleeping Senti-
  nels at the many Portals to guard against new incursions of
  dark forces. Across most of the hemisphere, it is a struggle to
  survive in a dark age. The Wars of Dominion have destroyed
  much of what the Loremasters labored so long to build. A few
  scattered enclaves survive, but they are under siege in a world
  of chaotic forces. Demons, undead and evil creatures still roam
  free across much of the planet, though at least they are rela-
  tively few and without leadership.
  
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  • The Masters of Emer vanish. [They retire to their palace-city
  atop Mount Votania in the center of Emer, setting guardians at
  the perimeter and a barrier of clouds about the city to protect
  their privacy.]
  • [Ondoval of the Ahrenreth finds his way back to Kulthea, but
  he has been driven insane by his eternity in another dimen-
  sion. His soul is corrupted by the Unlife.]
  • Jaiman fares better than most lands, perhaps because of the
  crowns—even though only Rhakhaan’s rulers wear them with
  regularity. As a result, while the lands themselves are not rav-
  aged as some others, the other governments are either ineffec-
  tual or nonexistent (Zor is no more, Tanara is a shadow of its
  former glory, the Unicorn Kingdom withdraws into itself, and
  the Wyvern realm is gone); their royal artifacts lost or hidden.
  Rhakhaan consolidates power along approximately its old
  Crown-enforced borders. Much of Haalkitaine City is rebuilt:
  larger and more imposing than before. The Tanarans, after three
  centuries of living almost entirely underground, are a changed
  people. Smaller and pale, with a culture and diet adapted to
  living in caverns and only emerging at night, they bear little
  resemblance to their ancestors. They are the Dúranaki.
  c. : Thuul: The Gethryn people establish a permanent city at
  the mouth of the Bayahn River; this is the heart of what will
  become the Kingdom of the Desert Jewel.
  c. : Emer: A group of Dyar Elves, led by the Black Prince Quen-
  tar Daal, arrive on the western shores of Emer. They are travel-
  ing east from their homeland, seeking new territory to settle.
  After some exploration they find a high hidden vale in the
  Mountains of Gold, and a cave complex directly beneath. They
  establish a small kingdom of their own there and name it
  Skystone.
  : [After wandering across Kulthea, Ondoval returns to the
  Guarded Isle, original gathering place of the Dænku Ahrenreth.
  He decides that it is his duty to reconvene the Ahrenreth, and
  ventures forth again to gather a new cabal. He is insane.]
  c. : Emer: the Nuyan Khôm highland and coastal settlements
  in Silaar begin a consolidation from scattered clans into city-
  states under a handful of regional warlords. The horse-tribes
  of the plains, however, stubbornly cling to a nomadic lifestyle.
  ‒: [Ondoval decides to re-convene the Dænku Ahren-
  reth, giving it the new name Jerak Ahrenreth (Ir: “Cult of the
  Secret Circle”).] He gathers new members and ‘sanctifies’ eight
  centers of power:
  Name
  Location
  Master
  Ahrenthrôk
  Central Emer/Votania
  Schrek
  Ahrenraax
  NE Thuul
  Morloch
  Ahren-lyax
  Vour (S. Emer)
  Guvog
  Ahrendiir
  Ulor (W. Jaiman)
  Lorgalis
  Ahrenlaakh
  NE of Govon
  Shanarak
  Ahrentorg
  N. Endless Sea
  Ondoval
  Ahrenæk
  Emer/Onar
  A’kesh
  Ahrenryak
  Ordia (Near South Pole)
  Dytus
  -: [Construction of the Ahren-lyax (Ir. “Dreaded Secret”)
  in central Ræl. It is also later known as the Tower of Vour.]
  c. : [Andraax, wandering far in the East, is awakened as if
  from a dream. His memory remains fragmented, but he knows
  that something is terribly wrong with the world.]
  : [Schrek (one of the eight of the Jerak Ahrenreth, a half
  K’ta’viir-half Agothu abomination who conceals his demonic
  parentage) gains the help of the artificer A’kesh to create an
  item to allow him to retain his human form indefinitely: the
  Faaw Shryaac, (K. “Talisman of Hiding”). It is a translucent red
  stone roughly in the shape of a humanoid heart which pulses
  with a reddish light, set on a staff or Dír-wood, held in place by
  a silver dragon-claw. Unfortunately for Schrek, the talisman also
  locks him into human form, and without it he cannot assume
  his true shape or access all of his powers. When it is complete,
  Schrek erases A’kesh’s memory of creating it.]
  c. : Agyra: An oligarchy of Dyar Elves [actually human hosts
  for Thalan] rise to power in central Agyra; they call themselves
  the Alliance. Their goal is political and economic domination.
  : Jaiman: The King of Rhakhaan, Andej II, returns to the
  rebuilt Haalkitaine amid much splendor and ceremony. He rules
  the greatest land in the continent. The only remaining king-
  doms of note are Urulan and U-Lyshak; the former is aloof and
  quiet while the latter is constantly divided by civil war.
  c. –: Jaiman: Rhakhaan reasserts its authority over ap-
  proximately the old Crown-enforced borders. The other five
  realms also rebuild during this period, though Tanara is now
  the domain of the Dúranaki.
  : Aldaron and his people (dubbed the Aldari by Loremas-
  ters) come to Emer. [They are the last survivors of the Taranian
  race, rescued by the Storm Wizard (one of the ‘Elders’) before
  their destruction at the end of the Interregnum and now re-
  turned to Kulthea. They have no memory of their origins.)
  c.  - : Emer: Aldaron’s charisma and determination (not
  to mention powerful tools and weapons, the exact nature of
  which are now lost to history) earn him the respect of his neigh-
  bors. He establishes his home on the central island of Votania,
  building a mighty citadel on the northern slopes of the moun-
  tain. Only the uppermost peak remains mist-shrouded, and Al-
  daron orders that it is off-limits. From this base—Aldain
  Castle—and using a combination of diplomacy and disciplined
  armies (and apparently a natural talent for Mentalism), he so-
  lidifies his hold on central Emer The next two hundred years
  become known as the Period of Consolidation. Aldaron easily
  brings all of the bucolic Shay and Talath tribes of central Hæstra
  under his control. Eventually even the most willful (some would
  say arrogant) Laan people in more settled lands are for the most
  part convinced to ally under Aldaron’s flag.
  : The comet Sa’kain returns, though on this pass it is rela-
  tively distant.
  : Emer: Aldaron names himself King of Hæstra and in a grand
  ceremony he founds the eight orders: Ahn sye Nokora (OE. “Or-
  der of the Flaming Sword”, the King’s Guard), Ahn sye Zanar
  (OE. “Order of the Cloak”; also known as the Crimson Cloak
  or Crimson Order, the priests of the official religion of the King-
  dom—worship of the one god Zanar), Ahn sye Talaus (OE. “Or-
  der of the Ring”, a group of magicians), Ahn sye Shan (E. “Or-
  der of the Sun”, Animists responsible for the agricultural health
  of the kingdom, also specialists in herbs and drugs), Ahn sye
  Takla (OE. “Order of the Four Winds”, the messengers of the
  King), Ahn sye Woloka (OE. “Order of the Eye” a group of Seers
  and Astrologers to advise the King), and Ahn sye Nomoke (OE.
  “Order of the Hand”, a secretive society whose purpose was
  always unclear. [In fact, the name ‘Ahn sye Nomoke’ means
  Order of the Mask; they are a sort of secret elite guard, spies for
  
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  the king both inside and outside the realm]). Lastly, the Ahn sye
  Ni-vulma (OE. “Order of the White Flame”, a guild of crafts-
  men and artisans who are the master smiths for the King and
  creators of the artifacts).
  :␣Emer: Sailing south along the western coast of Emer,
  Aldaron’s forces secure western Uj and head east. Regional capi-
  tol of Leonas is established at the mouth of the Daluj river in
  Uj. Its symbol is the Wyvern.
  : [The Loremasters first learn of the Alliance, and send a few
  agents to ascertain their alignment. They are unable to pen-
  etrate the secret Brotherhood. However, the Alliance sends one
  of their own back to infiltrate the Loremasters. This spy must
  be cautious, however. Andraax can detect a Thalan symbiote in
  a host body.]
  : Thuul: From his citadel of Ahrenraax (Ir. “Secret Claw,” one
  of the Eight Secrets of the Jerak Ahrenreth) the Ordainer Mor-
  loch completes his subjugation of eastern Thuul. He turns to
  the southwest.
  : [Voriig Kye encounters a servant of the Jerak Ahrenreth
  and traces him back to the Ahrenæk in Onar. There he meets
  A’kesh the artificer. Voriig gathers a few hints about Schrek as
  well (but Voriig does not learn of the Faaw Shryaac, as A’kesh
  himself no longer remembers it). Voriig decides that he should
  be a member of the Jerak Ahrenreth council, if for no other
  reason than to keep an eye on them.]
  : [Churk Ta of the Jerak Ahrenreth dies under mysterious
  circumstances. A’kesh nominates Voriig Kye to replace him. It
  is so approved.]
  : Emer: Aldaron subjugates the indigenous Jaaderi people of
  Tai-emer, then heads further east while his brother Aldanor leads
  a fleet across the Sea of Tears to the north.
  : Emer: Aldaron defeats the Nuyan Khôm of Silaar and makes
  his way to the capitol city of Ashenoq, where the Nuyani sur-
  render and the Tasan (‘High Warlord’) has committed ritual
  suicide. Aldaron is named the new Hutarn of all the Nuyani.
  : Aldanor enters Khûm-kaan and founds the city of Coro-
  nan at the mouth of the Sybarus river.
  : [Voriig Kye, with the help of the Dragonlord-alchemist Oran
  Jatar, determines to some extent the nature of Schrek’s power-
  ful Faaw Shryaac and convinces another of the Eight of the Jerak
  Ahrenreth—the Lyax Khâng—that Schrek is a threat to them
  all. The Khâng (at the time an elf named Nandaar Darian) man-
  ages to steal Schrek’s staff and gives it to Voriig. The Dragon-
  lord keeps it for nearly five millennia, during which time he
  has Oran Jatar separate the staff into three parts.
  : Aldaron’s unification of central Emer essentially complete,
  he declares himself Emperor. At a grand ceremony he presents
  the four scepters of the Arch-duchies, crowns his brother Prince
  of Coronan.
  c.␣:␣[Navigators venturing into Alliance territory (central
  Agyra) are told they are not welcome. Thereafter, if anyone
  should ask a Navigator to go to Agyra, they are simply told that
  it is off-limits. This marks the beginning of an uneasy truce
  between the Navigators and the Alliance. Since this time, the
  Navigators have been essentially giving ground as the Alliance
  assumes total control over more and more land. The Naviga-
  tors have warned the Loremasters of the Alliance, but the Lore-
  masters are reluctant to interfere—and unsure whether the Al-
  liance is even a bad thing.]
   – c.: Aldaron brings the remainder of the Emerian con-
  tinent under his rule, and establishes relations with realms to
  the west, south and north. Attempts to explore the lands east in
  Iyxia are turned back by powerful Essænce flows.
  : Emer: Prince of Námar-Tol signs a treaty with Aldaron in
  which the Loari realm essentially agrees to be a protectorate
  state, independent but under the wing of the Empire.
  c. -: Emer: Aldanor explores Khûm-kaan and establishes
  settlements along the northern coast. Expeditions sail up the
  rivers to the foothills of the Black Mountains, but do not pen-
  etrate the deep jungles. [The Kuluku people remain in hiding.]
  : Emer: Aldaron doubles the membership of the Order of the
  Silver Sword from  to  plus an equal number of adherents.
  : Aldaron lays aside the Scepter of Emer, and his daughter
  Vania assumes the throne (she is named heir because Aldaron’s
  son Terenis is deemed unfit). To her are given over the symbols
  of rulership and the allegiances of the Eight Orders. Aldaron
  retires to the Houses of the Dead.
  c. : Jaiman: The White Mage appears in Haalkitaine. Under
  his influence the emperor wears the crown less frequently, and
  expands aggressively into surrounding lands.
  c  - : Emer: Empress Vania’s last few years are marred by
  corruption among her ministers and—despite a strong and even
  hand—disaffection in the outlying provinces and possessions.
  Uprisings are nearly continual. She is also forced to pay some
  regional armies for their allegiance, thus creating mercenary
  forces who will work for the highest bidder. Corruption in the
  military is rampant, and naval ships are little more than priva-
  teers. Emerian Empire: In Nuyan-Khôm, the individual war-
  lords begin to assert more and more authority, and the Duke of
  Silaar is essentially powerless to stop them. The Jaaderi people
  of Tai-Emer begin to chafe under the increasingly oppressive
  rule of the Archduke Relas. Skirmishes and civil disturbances
  become common. In Ardan—the land of the Unicorn and the
  heart of the empire—the counties begin to resist the heavy-
  handed Ducal rule and ever-increasing taxes needed to pay for
  the army.
  : Emer: The Lord High Priest of Zanar declares the church
  independent of the Imperium and moves his official seat from
  Aldain to the Isle of Fire, off the coast of Hæstra. (The Isle of
  Fire had previously been a religious retreat). The church takes
  no official action against the Imperial family, but at the direc-
  tion of the bishops, priests begin to openly speak out against
  certain empire policies.
  : Emer: Empress Vania passes the Scepter of Emer to her son
  Væric. She dies within a week.
  : The full decay of the heart of Emerian Empire is revealed.
  The provinces are either in rebellion or are assailed by forces
  from the frontier. Relas secedes. Corinn is torn by civil war.
  The Nuyani rebel. Imperial Seers foretell the end of his rule
  within a year.
  : Emer: Væric is told that his remaining son and heir, the
  teenage Valaan, has betrayed him [this is a lie, but Væric be-
  lieves it]. Valaan is arrested and put on trial, and framed for
  treason. Væric is assassinated and many of the Imperial arti-
  facts are stolen.
  Valaan escapes [he is rescued by the Order of the Wind—
  the Storm Heralds—and taken to Storm Castle].
  
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  Ageren Vuk, the Cho-Na-kudai (OE “Lord High Priest”) of
  the Order of the Cloak, names himself Imperial Regent and
  crowns the eight-year old Silima Chark—a distaff niece—Em-
  press. Ageren Vuk is extremely conservative, and believes that
  the fall of the Empire was because of sin and corruption. He
  calls for martial law, censorship and strict adherence to a list of
  oppressive laws.
  [Ondoval abandons the Order of the Eye. The Order is in
  disarray; many of its artifacts are confiscated by Zanar. Mean-
  while, his work in Emer complete, Ondoval begins his search
  for the Book of Gates and travels secretly into the East (because
  of his origins in the Dænku Ahrenreth, he is able to cross the
  Barrier. Fortunately, only Andraax himself has free access to
  the Citadels of the Eyes)]
  -: Emer: The next thirty years are marked by religious
  inquisitions presided over by the Order of the Cloak, now gen-
  erally known as the Church of Zanar. At first only books and
  scrolls are confiscated and rights are restricted, but soon the
  terror escalates. Inquisitors, assisted by Knights of Zanar (who
  are little more than hired thugs) order the detainment of any
  who speak against Zanar. Tribunals condemn hundreds to death,
  burned at the stake as heretics, sorcerers, and ‘the perverted.’
  (This time is later referred to as the First Zanarian Purge). [Many
  priests of Zanar fall under the shadow of the Jerak Ahrenreth by
  tapping its power, and their followers are forced to pay a sinis-
  ter price: the life-Essænce of all who die under the priests’ care
  is channeled back to the jewel at the heart of the Ahrenthrôk.]
  Loremasters rescue some texts and free many innocents, but
  soon they too are targeted by the church and forced under-
  ground. Silima remains a puppet Empress, eventually marry-
  ing Vuk’s nephew, Horgo.
  The Imperial Orders disband or break away one by one. The
  Church of Zanar works to destroy them, painting the organi-
  zations as either tools of sorcery or politically corrupt. Some
  members go into hiding, while the leaders of a few try to set up
  governments of their own. The Four Winds Order vanishes;
  Eye, Sun, Silver Sword, Flame and Ring all disband.
  The Navigator guilds declare many regions of Emer either
  off-limits or ‘hazardous’ (i.e., they apply a surcharge for travel
  there). Loremasters in Emer lay low after many are imprisoned
  by Zanarian zealots.There is widespread famine and disease
  throughout the Emerian empire as systems of trade, food dis-
  tribution and bureaucracy break down. By the end of this pe-
  riod, the western isles, Námar-Tol, and most of Uj has essen-
  tially seceded. The Emerian Empire has shrivelled down to the
  region of Hæstra.
  : Ageren Vuk dies; he is succeeded by an even more cruel but
  politically inept cleric. Empress Silima attempts to assert her-
  self but her haphazard policies wreak havoc with the already
  faltering Imperial economy.
  : Empress Silima dies suddenly and without an heir [she is
  poisoned by her husband Horgo]. Horgo’s bid to rule creates
  further chaos.
  -:␣These three years mark the final death-throes of the
  Emerian Empire; seven men and women sit on the throne in
  quick succession; most die by violence or apparent poisoning.
  By  even Hæstra is in anarchy: the provinces are now city-
  states ruled by petty despots constantly at war. Most of the Al-
  dari have fled into the mountains while the Laan retreat to is-
  lands or sail westward.
  c. : Approximate time setting of the Loremaster book Vog Mur™
  c. -: Emer: Second Zanarian Purge. As the remaining
  vestiges of organized government vanish, Priests of Zanar con-
  tinue to rile against sin and excess even as they demand heavy
  tithes. They still wield considerable religious power and are able
  to move between the warring city-states with relative impu-
  nity, as few warlords wish to anger the Church.
  c. -: Emer: The town of Sel-kai emerges as a regional
  influence because of its ideal location and the ambitious na-
  ture of her trader-captains. Wealth brings skilled craftsmen and
  the town expands. Guilds form, which act as super-extended
  families: educating children, caring for the sick and elderly.
  Leading merchants and craftsmen from these guilds meet in-
  formally to coordinate the explosive growth of this emerging
  trade center. A government based on capitalism evolves, thriv-
  ing in the trade vacuum left by the fallen Emerian Empire.
  : Fall of the Emerian Empire: Aldain City is sacked by raid-
  ers: Shay brigands from the countryside. The last man claim-
  ing to be Emperor of Emer is slain on his throne. [Just hours
  before the looters reach the old city, a force of Loremasters and
  Navigators enter and rescue what art, books and other trea-
  sures they can salvage.] The city deteriorates into a partially
  ruined (and reputedly haunted) refuge for bandits and crimi-
  nals.
  c. : Emer: Independent of the floundering Empire, Sel-kai
  emerges as a prosperous city-state on an isle off the northeast
  coast of Emer. Its key location between Emer and Jaiman make
  it an ideal location, and it is an economy based on trade rather
  than military might.
  c. -: Emer: Anti-church uprisings spread across the con-
  tinent, despite the very real power wielded by Zanarian priests.
  c. : Emer: The city-state of Kaitaine has established a name
  as a trading center along the SW coast of Emer, another city-
  state thriving on an economic rather than militaristic basis.
  c. -: The Yellow Death (an acute form of hepatitis; Elven
  races are immune) sweeps across all of central Emer, killing
  twenty percent of the mortal population. It is marked by high
  fever and a yellowing of the skin and eyes. Zanarian Priests in
  Hæstra portray this as punishment by Zanar for the peoples’
  lack of faith and regain some of their former influence (The
  fact that it does not affect the hated Elves is somehow over-
  looked). The disease subsides after a decade or so, but remains
  a lurking threat in Tai-emer and western Uj.
  : [Ondoval recovers the Book of Gates. With it—and the
  power of the Secrets—he may open Portals to the past and be-
  gin his search for the Shadowstone.]
  c. 2000-3000
  • Jaiman: After a peaceful respite under the influence of the
  Crowns, the realms of Jaiman are again visited by the Priests
  Arnak. Under their evil influence, the kings and queens wear
  the crowns less, opening the door to outside influence. The
  magical borders falter.
  •␣Emer: Most of the continent remains politically fragmented and
  slides into a dark age lasting over a thousand years. With the
  exception of a few enclaves and a handful of resilient coastal
  trade centers, the continent is sparsely populated. Fields go fal-
  low, towns and castles are abandoned and fall into ruin.
  
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  Námar-Tol isolates itself, constructing lookout towers along
  the perimeter shores of the Seven Isles and patrolling the Cir-
  cular Sea in swift warships. The Elves are wary of ‘barbarians’
  on the mainland.
  Linæri refugees from fragmented Urulan arrive in south-
  ern Uj via a Portal and establish the land of Lys.
  •␣Agyra: The Alliance acquires control over virtually all of the
  continent.
  c.  – : [Ondoval travels through time and space seeking
  the Shadowstone, returning periodically to rest and call the
  Council. But as the ages pass and Ondoval communicates less
  and less frequently with the order, dissension grows in the ranks
  of the Jerak Ahrenreth. Some believe that the order is languish-
  ing and needs new leadership.]
   – : A plague known as the Lingering Pain sweeps through
  northern Emer. It kills through a long, excruciating and wast-
  ing disease and there is no known cure. [It is transmitted
  through blood: flea and mosquito bites, though this is not dis-
  covered; incorrect theories about its source and transmission
  abound however]. Fear of the Lingering Pain creates suspicion
  and isolationism, but nevertheless it manages to claim the lives
  of almost one quarter of the mortal peoples of Silaar, Tai-emer
  and Hæstra.
   – : The Lingering Pain comes to Jaiman. It wreaks panic
  and death among the Y’kin, Jameri, Dúranaki and Zori races.
   – : The Lingering Pain enters southern Emer, Falians
  and Govon (where it is known as the ‘Cralmyk’).
  c. : Approximate time setting of the book Cloudlords of Tanara.
  : Govon: Emperor Kalix founds the first Imperial Library and
  names the scholar Rethan as its keeper.
  : The comet returns once more, passing particularly close to
  Charón. The Third Moon is bathed in Sa’kain’s tail and the
  particles weaken the prison of the Dark Gods. While the Watch
  of the Lords of Orhan languishes, the Evil Ones escape.
  c. -: Altered weather patterns (possibly caused by the
  return of the comet) increase the average temperature and re-
  duce rainfall in regions of eastern Uj and portions of Tai-Emer.
  These areas shift from a semiarid environment to arid. East-
  ernmost Uj becomes a desert.
  : [The Dyar Mage Shanarak (one of the members of the Jerak
  Ahrenreth) departs the citadel of Ahrenlaakh (Ir. “Lost Secret”)
  on an errand in the Planes. He leaves his demonic lieutenants
  Quard and Urno to guard the hold and its most valuable arti-
  fact: the time-and space-warping Ark of Worlds.]
  : [Shanarak returns to the Lost Secret only to find that his
  rival the half-demon Schrek has infiltrated the citadel. He reas-
  serts his authority and ousts the intruder, but the vengeful
  Schrek releases the power of the Ark of Worlds as he flees, send-
  ing the entire citadel into a space-time void.]
  c. 3000 – 4000
  • The Lords of Orhan send their avatars to Kulthea once again,
  ending a long absence after their aid in the Wars of Dominion.
  Some do this reluctantly, realizing the need to counteract the
  influence of the escaped Dark Gods. Others (Kieron, Jaysek,
  Teris…) never completely abandoned the residents of Kulthea.
  Their servants, the Nymphs and Dryads and Naiads have al-
  ways been here.
  •␣Kaitaine’s population swells, and her powerful trade guilds ex-
  plore further and further outward.
  •␣In northeastern Jaiman, the realm of the Dragonlord Sulthon
  Ni’shaang grows, while the western lands fall to armies of
  Lugrôki. The Dúranaki are in hiding. Only the Elven-kingdom
  of Urulan stands against the growing domination of Rhakhaan.
  •␣Emer: The Loari of Námar-Tol continue to make technological
  advances, creating ever more complex mechanical devices. Their
  skill with alchemy is unmatched in Emer. Sel-kai eventually wins
  the confidence of the Námari Council, and they initiate trade.
  : Jaiman: Founding of the United Orhan Church in Esov Turic.
  : [Emer: Karzôk, chief of the Lankani tribe in Tai-emer, is
  seduced by the power of the Charón god Klysus.]
   – : Emer: The nomadic Jaaderi tribes of central Tai-
  emer are brought together under the sun-and-sword banner of
  the charismatic warlord Karzôk Lankan. He seems to possess
  superhuman strength and is immune to sword and spell. Per-
  haps more importantly, he has the power to inflame the hearts
  of men.
  : Emer: Karzôk begins construction of Kenezán at the mouth
  of the T’voca river. At the heart of this city plan are temples to
  honor the serpent gods Klysus and Akalatan. Labor is provided
  by slaves: Jaaderi from further south and Pochanti of the north,
  captured by tribal chieftains now under Karzôk’s rule. Always
  at his side is his son, the priest Akaal.
  : Emer: The temple complex at Kenezán is complete. High
  Priest Akaal presides over the dedication ceremonies, which
  Statue of  a Reclining Faun
  Ruins of Aldain Castle
  
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  World Atlas & Encyclopædia Kulthea
  consist of solemn rites and sacrifices, a drunken revelry and
  orgy, and finally another sacrifice: Akaal murders his father
  Karzôk in the Pyramid of the Kings. Akaal declares himself the
  Khurtûm (M. “Son of the gods” or “divine son”) and king of
  Lankanôk.
  : Emer: The Battle of Vour. Ansidus and Naal engage in the
  final major conflict of their war. It proves to be a decisive vic-
  tory for Naal, but at a terrible cost. Thousands are killed on the
  plains beneath the reputedly haunted tower of Vour in one day,
  and that night a fog rolls in. The next morning nothing re-
  mains of either army, but the battlefield has been transformed
  in a haunted place, to become known as the Whispering Moor.
  It is the home of many undead. [Vour is one of the Eight Se-
  crets of the Ahrenreth under the command of the Necroman-
  cer Guvog. It is also the headquarters of the Cult of Stars, a coven
  of female assassins.]
  : Govon: In a terrible explosion a section of the Wyrmian
  Mountains collapses (apparently the result of sorcery gone
  wrong) and terrible creatures are released. The Hellfire Wars
  ensue as these demons are hunted down. Dwarves of the moun-
  tains march on the human government and demand a ban on
  magic.
  : Govon: The Lingering Pain (aka: ‘Cralmyk’) returns to the
  Tenryk Empire.
  : Govon: Civil war breaks out in the Tenryk Empire.
  : Govon: Tenryk is razed and the Empire falls. Barbarian
  hordes rule much of Govon for the next  years.
  c. 4000 – 5000
  c.  ‒ :␣Western Lands: The Alliance, already in control
  of Agyra, spreads over southern Mulira and into NW Thuul. In
  addition to their Kal-chah warriors, numerous spies and sub-
  terfuge methods, they employ swift war-catamarans to control
  the coasts.
  : Jaiman: Kelir VI names himself Emperor of Jaiman. This is
  somewhat premature since the kingdoms of Urulan and U-Ly-
  shak still survive, and much of the rest of the continent is ruled
  by petty warlords. There is increasing prejudice against the El-
  ven-kind, leading to internal strife. Many Elves flee the country
  for Urulan. As Rhakhaan conquers Tanara, many Sulini, Ta-
  lath, and even Dúranaki seek refuge in southern Urulan. But
  Kelir is determined to remedy that: war is declared on the El-
  ven-realm of Urulan, and the two countries are at odds for over
   years and three Rhakhaan emperors. While the two mighty
  realms of Rhakhaan and Urulan struggle to the south, many
  lesser lords begin to quarrel amongst themselves for the north-
  ernmost lands of Jaiman.
   - : Emer: A virulent disease wipes out three quarters of
  the horse population of Silaar and Tai-Emer, crippling the mo-
  bility of the Nuyani and Jaaderi.
  : [Schrek nominates an Astrologer named Zagul to the Jerak
  Ahrenreth, taking Ondoval’s vacant place as Arulis Kygari. This
  is part of Schrek’s power play to take control of the Order.]
  c. : Palia: Many city-states in Dhuria (Iy: ‘East’) ally under
  the Loari Duke Beyris Dalan and declare independence from
  the Empire of a Thousand Dawns. After a number of skirmishes
  and several negotiation sessions, Emperor Kodorian agrees to
  allow Dhuria some autonomy in return for keeping it part of
  the Empire.
   - : Jaiman: The Haidic warrior Ugus Syr enters the sa-
  cred Blue Forest of the northwest with his clansmen and am-
  bushes the Jaimani Elves, then proceeds to crush the Fustir
  peoples. Ugus slays the Fustir lord and takes his young bride as
  his own, becoming Ugus Fost. He declares himself lord of the
  Haid and Fustir, but some of the Haid clans rebel, driving Ugus
  and his men into the wood. They become known as the Syr-
  kakar (“Lords of the Blue Forest”)
  : Sa’kain streaks past Kulthea again, wreaking havoc with
  weather and Essænce.
  : Jaiman: Ugus Fost is murdered and his realm destroyed by
  a demonic force awakened from the forest of Dír. [it is the
  Shards]. The surviving Syrkakar flee to the Mur Fostisyr (“Land
  of Blue Light”).
  . :␣[After millennia of wandering the planet in a mental
  haze, Andraax is swept into a flow-storm which restores his
  memory (though he is still vulnerable to lapses). The K’ta’viir
  Lord visits the Guardian Mind, only to discover that it has been
  cursed by a spell from beyond the Pale. Returning in disguise
  to Karilôn to discover what has transpired, he learns of the plots
  of the Eight. He also detects the Alliance spy within the Lore-
  master ranks, but his own disguise remains intact. He takes no
  action against the infiltrator.]
  :␣Emer: The first skyship is constructed in Sel-kai, a collabo-
  ration between the Laan shipwright Leriu Valain and the Loari
  alchemist Teryk Altiar. The Prince of Sel-kai announces an
  ambitious project: to build a flying merchant fleet.
   – : The fame of Sel-kai continues to spread.
  :␣Jaiman: In the Mur Fostisyr, Uka Closk (the ninth Syrka-
  kang) is murdered by his nephew, who steals the Collar of the
  Great King (“Twy Syrkakang”) and vanishes into the north
  wastes of the Gosti Hyr (“Isles of Green Light”).
  
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  Part XVII: History
  c. : Govon: The barbarains fight amongst themselves; there
  is widespread famine.
  :␣Jaiman: In the Mur Fostisyr, Jyka Brust takes control his
  clan and crushes unrest in Syclax. Within three months he sub-
  jugates the other four clans of the Syrkakar and is named
  Syrkakang (“Overlord of the Blue Forest”)
  :␣[Time setting of the Iron Wind™]
  c. : Jaiman: Rhakhaan controls nearly half of the mainland,
  having held back the Lugrôki from the west and the armies of
  the Dragonlord to the north.
  c.  – : Govon: The city-states rise again and exert influ-
  ence, driving back the nomadic barbarians.
   - :  The Emperor of Rhakhaan, Arej XI (the first to refuse
  to don the Phoenix Crown—even at coronation) is assassinated
  after only three years as monarch. The realm, without a strong
  heir, is politically fragmented by the independent-minded no-
  bility. The inconclusive and mutually debilitating war with Uru-
  lan is broken off.
  :␣[The Dragonlord Ulya Shek discovers a functioning Lords
  of Essænce installation on a far western isle. Inside, she awak-
  ens an Althan Lady: Jenkyna. They form a partnership of sorts.]
  : [Three of the Eight of the Jerak Ahrenreth (Lorgalis, Oan
  Lyak and Iæn Shiin) meet at the Ahren-Lyax and form a pact.
  They lure the Royal Seer of Urulan to their hold and murder
  him, and Iæn Shiin assumes his post. He—along with a priest
  Arnak—is instrumental in Urulan’s final demise.]
  : Emer: Sel-kai embarks on a plan to construct an airborne
  city.
  c.  - : Jaiman: King Aregos of Urulan, wary of the Uni-
  corn Crown because of the poisonous counsel of Iæn Shiin and
  the Priest Lyak, wears it less and thus makes the kingdom vul-
  nerable. Urulan falls prey to sea-pirates of Kelestia along the
  eastern coasts, and internal troubles caused by the mixed-breed
  immigrants in the southern lands. [the Dúranaki cultural in-
  fluence on the indigenous Erlin people and the Punkari emerge.]
  Urulan eventually disintegrates as a nation, the various regional
  lords isolating themselves from the helpless capital. Many es-
  cape through Portals as Urulan becomes a lawless land. Rha-
  khaan fares better, but under the control of a series of weak
  rulers and regents her borders retreat to nearly where they once
  were when the Emperor wore the Crown. Even within the em-
  pire, many lords are so powerful as to be virtually independent
  from the Emperor. They withhold part of their taxes to Haalki-
  taine and exert wider authority.
  :␣ Eidolon rises in the sky above Northern Emer, a jewel of
  unsurpassed beauty and a triumph of Kulthean craftsmanship.
  It nearly bankrupts Sel-kai.
  c. : Eastern Lands: First word of the Raven Queen of Gaalt
  reaches the Loremasters. A powerful sorceress and warrior, she
  has gathered an army of Pale Men and begun to subjugate the
  northernmost Umli tribes.
  -:␣Thuul: The Alliance encounters the Shoneb Empire
  in western Thuul, and begins infiltration. They also send agents
  into the Jan to the south.
  : Govon: Faggor Hämol is crowned Emperor of the Star
  Crown Empire. He is immediately challenged and the War of
  succession ensues.
  c. 5000 - 5500
  •␣Southeastern Jaiman is besieged by the shadowy fleets of the
  Dragonlord out of Wuliris. The Dúranaki retreat once again
  into their caves, leaving the Sulini and Myri to fend for them-
  selves. Many Myri sail south and settle in the empty lands of
  Bodlea in Emer. Over the next few decades they colonize (albeit
  sparsely) much of the rolling land north of the Keyten river.
  They become known as the Talath.
  •␣Jaiman: The politically fragmented Rhakhaan is an easy target
  for the Priests Arnak. During this time (culminating with the
  return of the comet in ), provincial lords are entangled in
  constantly shifting alliances. Arguments in court erupt into petty
  wars within the empire. A series of weak emperors is unable to
  hold the disintegrating realm together.
  • The immortal Raven Queen continues her expansion south into
  Gaalt and northern Kelestia. Young men are captured and taken
  away to the north, while her Quaidu armies force the remain-
  ing women and children to tithe resources.
  • Falias: City-states of the central lowlands are united under a
  family of ruthless warlords aided by powerful shamans. The
  fourth-generation leader, Hutsua Kang, crowns himself lord of
  the Empire of the Black Sun.
  • Tai-emer: Shay immigrants from Hæstra settle in the rich Lygaar
  valley. Within a few centuries they expand into the Pelegris foot-
  hills and south to the edge of the Quon jungle in Khûm-kaan.
  They soon encounter the tall, dark Kuluku. After a tentative
  beginning, an understanding is reached and the two cultures
  begin a lucrative trade arrangement.
  -: Thuul: A Jenaar emissary from the Alliance pays a visit
  to the Shoneb Empire and presents the usual Alliance ultima-
  tum: join or be destroyed. But the Emperor is expecting her
  and demurs, Before the Jenaar can depart she is ambushed. Her
  Kal-chah guard—fierce and skilled as they may be—are out-
  numbered, and she barely escapes. The Alliance retaliates a few
  months later: Dozens of Kal-chah squads attack key govern-
  ment centers in the Shoneb Empire, and it collapses like a house
  of cards. The Emperor agrees to ‘join’ the Alliance.
  : [Ondoval returns from his interplanar and temporal trav-
  els with the Shadowstone. The Portal he emerges from in Mu-
  lira is destroyed, and Essænce shock waves reverberate across
  hundreds of miles. The disturbance also causes the citadel of
  the Lost Secret to re-emerge from its space-time prison and re-
  turn to its old location.
   – : Ondoval gathers a court of Ordainers and other pow-
  erful demons while breeding a vast army of Lugrôki and men.
  He must be ready to subdue the other Essænce Lords when the
  Eyes fail.
   – : All but imperceptibly, Flow-storm activity in-
  creases across Kulthea. Random Portal operation also intensi-
  fies, allowing more creatures of the Void and other planes into
  the world. [The Loremasters, the Lords of Orhan, and a few
  others are aware—though none can determine the cause.]
  : [The Dragonlords Voriig Kye and Sulthon Ni-shaang barely
  escape a deadly trap laid by Schrek, the acting leader of the
  Jerak Ahrenreth. In retaliation, they take the Sea-Drake arti-
  facts from the Ahrenthrôk vaults. The Red Dragon takes the
  Sea-drake Helm to Uronthis Kalthul. Voriig takes the Sea-drake
  Pendant and Sword to Vog Mur; they are later stolen.]
  
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  c. : The Loremasters learn that a dark power has built a cita-
  del in the northern waters of the Endless Sea. But the area is
  swathed in a veil of shadow which they cannot penetrate. Agents
  sent in do not return. As the darkness grows, their concern in-
  tensifies. [It is Ondoval, expanding the Ahrentorg.]
  -: Govon: The Fire Years. The continent suffers a terrible
  drought.
  :
  • [Ondoval completes the Ahrentorg expansion and names him-
  self the K’ta’kuli (Ir. “Lord of Shadows”).
  • [The Jerak Ahrenreth, learning of Ondoval’s apparent abdica-
  tion meet to discuss their future. A power struggle ensues within
  the Eight, though Schrek quickly emerges as the victor. They
  do not fully understand the  danger of Ondoval’s actions and
  the extent of the potential threat from the East.]
  •␣[The fact of Ondoval’s return and full measure of his treachery
  are finally revealed to Andraax, even in his somewhat unsteady
  mental state. He begins the search for the Soulsword, the only
  instrument which might slay the wearer of the Shadowstone.]
  • [The Loremasters, confronted with the knowledge of the Dark
  Power at the Ahrentorg, are unsure what—if anything—they
  can do to stop an apparently insane Essænce Lord.
  c.␣:␣[Western Lands: Alliance forces encounter Lugrôki in
  western Thuul and Mythenis mountains. After attempting to
  utilize them as laborers, they find them too difficult to control
  and begin a systematic genocide of this race, which they con-
  sider ‘unusable.’]
  : Jaiman: Ilred Faslurin overthrows the Tovaynak king and
  the Faslurins return to the Phoenix Throne.
  : Jaiman: Emperor Ilred II repays the United Orhan Church
  for its aid in placing him on the throne by naming it the ‘offi-
  cial’ church of Rhakhaan.
  : Emer: The Loari of Námar-Tol develop the first Airbarges
  to transport passengers and cargo. Unlike the skyships of Sel-
  kai, they depend on gas-filled chambers to maintain lift, and
  are maneuvered by airscrews. They are also moored on land
  rather than in the water. These huge, slow-moving, noisy,
  steam-powered air vehicles are greeted with awe and suspi-
  cion by all outsiders who see them.
  :  Jaiman: The entire population of Plasidar (a former duchy
  of U-Lyshak) is wiped out. The first ships to arrive after the
  event find the port empty except for dozens of large cocoon-
  like objects. They flee when they hear a loud, piercing shriek.
  [A nest of Kæden was found and accidentally awakened by the
  inhabitants, who were quickly subdued and cocooned.] The
  island is uninhabited for over a century; all trade ships steer a
  wide berth past it and the boiling waters around Aranmor.
  c. 5500 - 6000
  c. : Emer: [Ulya Shek and Jenkyna reopen a sprawling Lords
  of Essænce installation in the Rust Mountains of Silaar. It is a
  large underground complex, once a research facility. Together
  they begin their gruesome project: the creation of an army of
  mechanically enhanced undead: the Gyshon Vurg (Ir: “walk-
  ing-dead machines”) and demon/human fusions:
  Dusdurbulgaur (K. “Warrior-demon offspring”). The latter of-
  ten have mechanically-enhanced limbs as well, as Fifth-pale
  demons are often used in the process.]
  : Jaiman: Dyari immigrants—a disaffected faction exiled from
  Skystone City in Emer—come to the deserted isle of Plasidar
  and decide it is the perfect place to settle.
  : The comet returns in a very close pass. For nearly a month
  it hangs in the Kulthean sky while strange and terrible events
  occur across the world:
  •␣Erratic tides—even for a planet with five moons—cause wide-
  spread damage to coastal cities.
  • Severe Flowstorms are frequent.
  •␣Chronic famine in many lands.
  • For the next several years normal weather patterns are disrupted,
  causing floods in some regions and droughts in others. Lore-
  masters report bizarre things raining from the sky in various
  lands, including live snakes, fish, squid and beetles. There are
  also records of great swarms of insects and birds which devas-
  tate countrysides.
  •␣Emer: Another epidemic of the horse-killing disease sweeps
  across northern Emer, this time also affecting Hæstra, again
  devastating the equine populations. Lankanôk and the Nuyani
  each decide to seek alternatives to their vulnerable herds.
  • Gaalt: The Raven Queen’s slow advance south across halts
  abruptly. Forces retreat for no apparent reason. [She must real-
  locate her armies to defend against a sudden threat from the
  northeast.]
  : Emer: The High Shaman of the Nuyani goes on a spirit-
  quest to seek guidance regarding the problem of the loss of their
  horses. He fasts and prays to the god To-to-nar (‘the two-faced’;
  actually the Orhan gods Kieron and Jaysek). The gods hear his
  pleas: after five days of wandering in the mountains, a gift comes
  to him—in the form of a huge Gryphon. She is to be the mother
  of a stable of winged mounts for the elite warriors of Nuyan
  Khôm.
  :  In NW Jaiman, the land of Quellbourne is beset by de-
  mons and wild creatures. Within days the capital city of Quell-
  burn is in ruins; only a few outlying towns survive. [The Cult of
  Hrassk—the Spider Goddess—is rekindled by desperate refu-
  gees from Quellbourne.]
  : Jaiman: Emperor Ilred IV dies in his sleep. He is succeeded
  by his daughter Italana VI, who accepts the Phoenix Crown of
  Rhakhaan and welcomes the Magician, though he is held at
  arm’s length, his counsel balanced with that of several others.
  Italana’s reign lasts for  years and is considered the greatest
  in recent history. Her birthday is still celebrated in Haalkitaine.
  c.  - : Emer: The expanding borders of the thriving Lan-
  kan Empire and the Blissful Kingdom of Pochantos approach
  one another. Already, patrols and exploration parties on the
  frontier have had altercations. At stake are the fertile lands be-
  tween the two realms and east of the Forest of Ash.
  : Jaiman: Rhakhaan Empress Italana begins the Great Con-
  solidation, essentially an ambitious campaign to expand the bor-
  ders of her empire.
   ‒ : Rhakhaan forces annex lands to the south and west.
  The Empress signs a treaty with the Wizard-King Liras of the
  Elven Forest, while occupying the lands north of the forest. Once
  part of U-Lyshak, these lands are now considered the Western
  Marches. Italana also brings Meluria and the city-state of Norek
  
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  Part XVII: History
  under her wing. Lands to the southeast are dubbed the Taldaar
  Plain, and the Y’kin are driven east and north into Tanara. From
  this expanded coastal access, the Empress sends forth explorer
  ships across the treacherous straits to Urulan.
  : [Emer: The Loremaster Selas Vey enters ruins believed to
  be of Jinteni origin in central Uj, otherwise known as the City
  of the Dead. He is not heard from again.]
  : Gaalt: The Raven Queen, having reinforced her northern
  front, begins expanding south and west again. But her enemies
  have had a chance to build defenses.
  : Thuul: The Jengada United Nations (JAN) forms in the
  southwestern plains.
  : Emer: A man identifying himself only as the Nameless One
  [it is Tethior the Elven Smith, using one of the Daath Leerssoi
  to conceal his appearance] arrives on the isle of Zinvar and pre-
  dicts impending disaster to the thriving trade center… in three
  years. Few take his dire prediction seriously, despite his impres-
  sive entourage of four Changramai warrior-monks.
  : Emer: The people of Zinvar are overcome in one night by a
  mysterious plague of violent madness. The city burns to the
  ground, set afire by its own inhabitants. Zinvar becomes a de-
  serted place, shunned by sea-travelers.
  c. : Emer: Hostilities between Pochantos and Lankanôk con-
  tinue to escalate.
  c.  ‒ : Jaiman: The Great Consolidation continues. Most
  forays to Urulan report an empty, haunted land. Some ships do
  not return at all, and a few report small, isolated Elven enclaves
  mostly along the western coast. Sir Voris Gunnaria, Italana’s
  lieutenant in charge of the eastern expansion, makes treaty with
  the Dúranaki and Sulini, and continues to the Lyak region fur-
  ther north. Colonies are established in the fjords there, setting
  the stage to move further north into Wuliris. Meanwhile, Duke
  Elrad of Prevan and Sir Leniis (commanding Imperial forces)
  spearhead cautious explorations north into the lands formerly
  of the kingdom of Zor. There is still hesitation among several
  of Italana’s ministers regarding a move into this largely deso-
  late territory (now dubbed the Northern Frontier).
  :␣Jaiman: Birth of Erlin twins Irisa & Irina on the isle of Veri-
  adar, off the SE coast of Urulan.
  : Emer: Lankani aggression against Pochantos continues; fi-
  nally, the Pochanti Priest-king of declares war.
  : Thuul: War breaks out between the Jan and the Shoneb
  Empire.
  : Gaalt: [Clycallah archeologists discover a Wôrim under-
  ground vault containing strange vehicles.]
  : Emer: The Kuluku of the Quon jungle in Khûm-kaan sever
  contact with the Shay and Loari and vanish into the rain forest.
  It is believed that they are embroiled in a civil conflict or are
  suffering from some terrible plague. [In fact, warned by a vi-
  sion of their Druidic Oracle they have retreated into the deep
  jungle to prepare for the impending turmoil between the other
  races.]
  : The Raven Queen’s armies first encounter the Clycallah war
  machines, rebuilt from ancient Wôrim designs. They are routed
  by the huge walking mechanical terrors. Later encounters are
  inconclusive.
  c.  ‒ : Rhakhaan expansion continues. The land of Wu-
  liris as far north as the Goldflow River (known locally as the
  Thousand Fiefdoms and Garlon) are quickly annexed by Her
  Imperial Majesty’s forces. Bellknap Town and Shaambray are
  occupied and Imperial Lord Mayors appointed to rule. Cor-
  rupt local officials (those who did not flee in time) are tried
  and banished or beheaded. The port of Elvenquay surrenders;
  it and its surrounding forests are essentially left untouched but
  pay a steep tax.
  c.  – :
  • Piracy causes serious disruptions along the Lethys—Sel-kai trade
  routes; Plasidar is suspected. [Plasidar is mostly to blame,
  though Præten and also does its share of raiding trade ships.]
  •␣Emer: The Lankanôk-Pochantos war drags on, with the Lan-
  kani slowly gaining more territory.
  c.  – present:␣Emer: Over-farming by the Shay in southern
  Lygaar exhausts the soil along the Dændarus river, and soon
  they need more land. Believing the Kuluku dead or long gone,
  they migrate south and begin to slash and burn swaths of jungle
  along the northwest edge of Quon.
  :␣[Priests of Dansart, Lyak and Thargondaak coordinate at-
  tacks on Urulan, sending their Messengers to destroy the few
  remaining pockets of civilization. Osaran personally leads the
  attack on the isle of Veriadar off the southeast coast; he rapes
  Irina and murders her husband. She falls into a deep coma.]
  : Palia: [The demon Khortus is summoned by an overzeal-
  ous Shay sorcerer in Vulth-torgu. He overpowers and enslaves
  
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  World Atlas & Encyclopædia Kulthea
  the spellcaster and decides to remain in the Shadow World. Dis-
  covering small enclaves of Lugrôki and Trolls in the Aritorg
  Mountains, he subjugates them to his will and begins to build
  an army in the dark caverns.
  : Thuul: Jenaar emissaries of the Alliance approach the realm
  of Gethyra. The GreatKing rebuffs them.
  :␣Emer: The Nameless One enters the Palace of the Hu-tarn
  of Nuyan Khôm and warns the ruler of a great disaster. That
  night the Butterfly Scepter of Khôm is stolen.
  -: Emer: Plague devastates Silaar, killing between thirty
  and forty percent of the population of Nuyan Khôm—includ-
  ing nearly the entire royal family.
  : [The Terran Empire, House Colos and The Dia Khovaria
  set up an orbital observation station to study Kulthea—which
  they call Ceril VII].
  -: Thuul: Alliance agents infiltrate Gethyra in preparation
  for ‘absorption.’
  : Emer: [TARA agents (a division of the Dia Khovaria; the
  ‘TAbernacle Research Agency’) violate Terran Empire quaran-
  tine and crash-land on Kulthea, in Námar-Tol. Concealing their
  true identities, they make contact with a select few Loari Elves
  in Námar-Tol.]
  : [Schrek and the others of the Jerak Ahrenreth conclude
  that the Lankan Empire has grown too powerful, and since the
  leadership is so closely tied to the dark gods Klysus and his ‘son’
  Akalatan, they are not easily controlled. It is decided that a new
  force is needed to counter the growing Lankani strength:
  a new Emerian Empire which they will control. They
  recruit Lydian mercenaries and train them.]
  c. —: A small but well-equipped army of tall,
  fair-haired men come down from the Spine of Emer
  and begin taking over the scattered towns in southern
  Pelegris and northern Lygaar. Their conquest is for the
  most part bloodless, and they bring administrative or-
  der. More importantly, they are wealthy and willing to
  pay well for honest labor. Soon the region sees prosper-
  ity through a growing trade network. Word spreads that
  the leader of these men is called Aldaron.
  :␣Birth of  Kalen Avanir, son of Duke Elrad and Irisa
  Avanir.
  c.  ‒ : With the southern regions of Wuliris un-
  der Imperial control, Rhakhaan forces begin their move
  north into the Tharn ‘Empire.’ Alaros City on the coast
  surrenders, while Onopole is burned. Tharn forces are
  disorganized; their captains surrender easily. Soon Rha-
  khaan controls all lands up to the Jhorda Plains.
  :␣During a solar eclipse and conjunction of Orhan,
  Varin and Charón, Irina of Veriadar (now living in
  Prevan under the care of her sister) awakens, though
  she does not speak and seems as if in a dream. A few
  months later she gives birth to a boy: Jad Hurok.
  : NE Emer: Amidst the ruins of an ancient city at the
  mouth of the Lapinar river in Old Coronan, the man
  called Aldaron begins to rebuild. He takes the title Lord
  of Ardania. People flock to the site to take jobs, and the
  city of Ardan continues to grow.
  : [The headpiece setting of the Faaw Shryaak (The
  red gem alone becomes known as the Heart of Agoth) is
  stolen (along with the Sea-drake Sword and Pendant) from
  Voriig Kye by the infamous (and allegedly insane) Loremaster
  Elor Once Dark. He, in turn, misplaces the artifacts.
  Note: Some records refer (erroneously) to this gem as the Eye of
  Agoth, perhaps because it was coveted by the Order of the Eye.]
  :␣[The Priest of Yarthraak arrives in Helyssa, a kingdom in
  the heart of old U-Lyshak.]
  : SE Emer: An exploration ship from the Bokorean United
  Kingdoms (located in northeast Falias) lands at the tip of Onar.
  Sea-elven scouts from Malqanar observe them but remain hid-
  den.
  : NE Emer: The Nameless One warns L’chye Herónath, the
  Priest-king of Pochantos, of impending doom. He is ignored.
  Eight days later an earthquake levels the capital city. The king is
  killed in the collapsing palace, but his three sons survive. His
  eldest son Baentar assumes the throne of I-chaal and dons the
  Holy Torque of the Golden Puma at the age of twenty-seven
  (his name becomes L’chye Baentar), while the second son
  Q’venna, aged twenty-one, is named general of the armies. The
  youngest son, Tinturi, is a boy of thirteen. The Pochanti con-
  tinue to fight, but Q’venna is an inexperienced leader, and the
  under-equipped Pochanti are demoralized and no match for
  the fierce Lankani and their lizard-steeds. The following months
  see defeat after humiliating defeat for the people of the Blissful
  Kingdom.
  Q’venna of Pochantos is captured by Lankan forces in the
  Battle of Uggoth Plain. The youth and his personal guards are
  
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  Part XVII: History
  taken to Kenezán. Holy King Baentar offers to negotiate for his
  brother’s release but the Khurtûm (Agara-Klysus, Divine Em-
  peror of the Lankan Empire), sees this is a sign of weakness,
  and instead hands Q’venna over to his son P'har Ahnekar, the
  high priest of Akalatan. The Pochanti prince is ritually humili-
  ated before the Lankani people.
  •␣Jaiman: The Dyar pirate lord Guynar of Plasidar is assassinated.
  Piracy drops off in the ensuing chaos as his three sons (Aenor,
  Kalon and Jerel) vie for power.
  • Jaiman: An unusually harsh winter with deep snows continu-
  ing into spring causes hardships throughout eastern Jaiman. In
  Tanara, Snow-gark attacks on the Dúranaki become intoler-
  able. The warrior Lord T’kaal Arain gathers a force and mounts
  a series of counterattacks, driving the Garks northward into
  the Lyak region and the forests of the Galeb-vorlui (E: ‘Steep
  green coves;’ the high fjords).
  •␣[North Pole: Ondoval makes his first attempt to enter the cita-
  del of the Northern Eye of Utha. His failure is nearly complete
  but spectacular, triggering a violent Flow-storm and causing
  an incredibly severe winter for much of the northern hemi-
  sphere. He retreats to the Shadowed Secret to regroup.]
  • [The Loremasters detect the attack on the Northern Eye and
  realize that they cannot remain passive in the face of this global
  threat. They also learn that Ondoval has indeed somehow found
  the Shadowstone.
  :
  •␣Agyra: Dyari of the Alliance uncover a cave near the Sea of Fate
  in the center of the continent. The entire party is later found
  dead—dismembered and their heads missing. Within weeks the
  entire northern coast of the sea (known as the Green Beach)
  and nearby forests are terrorized by a murderous force which
  takes the heads of its victims. [They have released a lat of the
  Shards of Ubenmas, including N’koru of the I-lat Norg.]
  • Emer: Rumors abound of visits by the Nameless One in south-
  ern Hæstra, Námar-Tol, and Utor Keza (a southern city in the
  Lankan Empire).
  •␣Emer: The Lankani consolidate their hold on northern Tai-emer.
  The Khurtûm of Lankanôk and the Lord of Ardania sign a pact
  of nonaggression. Lankan priests order more human sacri-
  fices—many of them Pochanti prisoners.
  • Jaiman: [Alarmed by Rhakhaan expansion to his very doorstep,
  the Dragonlord Sulthon Ni’shaang sends spies and saboteurs
  into Wuliris as a prelude to invasion. Unknown to the Dragon-
  lord, two Priests Arnak (of Athimurl) also come to Wuliris. Their
  mission is not one of conquest but destruction.]
  •␣Jaiman: [As eldest son of Guynar the Pirate-Prince, Kalon takes
  control of his father’s legacy; Aenor goes into hiding [he changes
  his name to Aenor of Quaal and settles in Sel-kai City. With his
  share of pirate gold he sets himself up as a wealthy entrepre-
  neur. Jerel flees with a few loyal followers to southern Urulan,
  after obtaining financial backing from a Xooba crimelord.]
  •␣Thuul: Gethyra agrees to come under Alliance ‘protection;’ their
  capital is occupied by Alliance warriors.
  -: Palia: Lugrôki and Troll forces emerge from the moun-
  tains of Vulth-torgu and swarm over the scattered Shay and
  Hui villages of that island, raping and pillaging as they con-
  quer. A few of the victims escape to Gaalt and the Elven Empire
  and tell the tale of the Vulth Horde.
  :
  • Agyra: [Priests of the Golden Eye (servants of the Unlife) ap-
  pear. They begin to whisper in the ears of leaders of Alliance
  subject states, encouraging defiance.]
  • Emer: [Voriig Kye calls a meeting of the Dragonlords. The five
  gather at Vog Mur, the first such meeting in tens of centuries.
  While most have only a passing interest in the affairs of men
  and Elves, the Alliance—as well as Ondoval and Schrek—are
  cause for concern. However, only Voriig sees the true threat of
  Ondoval; the others succumb to the inevitable self-confidence
  of their inherent power. However, Oran Jatar and Voriig agree
  that they have recently felt the presence of the Golden Dragon.
  But where is he, and why does the sixth member of their elite
  family remain hidden?]
  • Folenn-Murlis: A group of Soulslayers on Folenn discover an
  Ash Gate and lead their Vancu warriors into Drakiis on Murlis.
  They establish a settlement there and proceed to terrorize the
  hapless indigenous Haidic peoples.
  •␣Jaiman/Urulan: [Jerel of Plasidar, calling himself the White Swan,
  builds a new pirate base in southern Urulan. Ships flying his
  flag begin raiding along the eastern edge of the Melurian Straits,
  creating problems for Sel-kai, Danarchis, Præten and Lethys.]
  : Jaiman: Empress Italana dies and her son Jerrin takes the
  throne of Rhakhaan, but refuses the Phoenix Crown. [Jerrin’s
  cousin, Frelik, the Marquess of Nolgara, has fallen under the
  influence of a high priest of the Order of the Cloak (a religion
  originating in Emer). Cardinal Belock urges him to action: he
  steals the crown and retreats north, claiming to be the true
  King.]
  :
  • Agyra, Mulira: Lugrôki in longboats venture from the Ahren-
  torg and land along the of the mainland coasts. They establish
  permanent settlements in southwestern Mulira, but encounter
  resistance from Jinteni of the Orenoki Peninsula on NW Agyra.
  • Falias: raiders attack and loot the ancient library at the Khofea
  Monastery. Many priceless manuscripts are lost.
  •␣Jaiman: King Halek of Helyssa sends an explorer ship to Ulor—
  supposedly a lifeless island since the Wars of Dominion. The
  ship fails to return.
  : Jaiman: T’kaal Arain is elected First Speaker of the Dúranaki
  Ruling Council. His political foe, K’ya Agarian, disappears. [He
  is offered—and accepts—indoctrination into the Priesthood
  Arnak.]
   – :␣ Jaiman: Frelik’s lieutenants, aided by mercenaries
  from Saralis, assault the northern borders of Rhakhaan. They
  make slow progress southwards through the Frontier, encoun-
  tering resistance from the forces of the resident nobles.
  : Jaiman: King Halek of Helyssa is slain while on a hunting
  trip. Halek’s son Prince Kier vanishes that same evening, and a
  search is begun. The Priest of Yaarth accepts the Regency and
  maintains order.
  :
  • Emer: The Sirens of Sorak first appear in Sel-kai and eastern
  Silaar.
  •␣Jaiman: [High in the Grey Mountains, in vales above Tanara, a
  new generation of Cloudlords emerges from their secret cav-
  erns. Their Captain, Keniv Kirian, sends out scouts to survey
  the lands below.]
  
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  •␣Jaiman: T’kaal Arain crosses the Grey Mountains and visits Haal-
  kitaine. He meets with Jerrin and several members of the peer-
  age. He remains cautious, however, waiting for the business with
  Frelik to play out. On his return T’kaal narrowly avoids an
  ambush by unknown assassins [Messengers of Al-athuul] in
  the Grey Mountain foothills. [He is rescued by Cloudlords. Soon
  after (thanks in part to the intervention of Randæ Terisonen),
  he enters into secret talks with the Cloudlord Keniv Kirian, re-
  garding an alliance].
  • Jaiman: Saralis raiders cross the Pelyar Mountains into Helyssa.
  : Jaiman/Tanara: T’revor Arain (a cousin of T’kaal) makes
  an unexpected appearance before the Council of Families, warn-
  ing them that they must change their way of life or become
  extinct. [The Cloudlords agree to an alliance with the Dúranaki
  but only if they free the Myri and stop enslaving them. They
  also discuss Urulan: a vast island now assumed to be uninhab-
  ited—and unclaimed.]
  6049
  Winter :
  •␣Jaiman: The Priest of Yaarth escalates the search for the son of
  King Halek, missing since the night of his death.
  •␣Emer: The Hard Winter in Hæstra.
  •␣Emer: Trogli from the southern Spine of Emer swarm out of
  their caves at night to attack the Shay of the Pelegris and Lygaar
  regions of Khûm-kaan. The Kuluku are still not to be seen; the
  Shay believe the jungle to be haunted and will not go far under
  the trees.
  • Palia: Princess Maris Kodorian of the Empire of a Thousand
  Dawns unwittingly befriends a Sister of the Steel Rain.
  Spring :
  •: Emer: A ship arrives in Sel-kai bearing a passenger from
  the east. [He is a spy from the hidden kingdom of Sularin of
  eastern Urulan.]
  • Emer/Pelegris: Ardanian forces drive back the Trogli into the
  mountains. The grateful Shay accept Ardan dominion.
  • Jaiman: [Akalatan speaks to the High Priests of the Y’kin, tell-
  ing them that now is the time to destroy their enemies.] Y’kin
  armies attack the southern Myri villages, breaking a thousand-
  year-old peace. The Bucolic people are unprepared and many
  are slaughtered. Myri begin to arm themselves and they receive
  aid from the Dúranaki.
  Summer :
  •␣Jaiman: Y’kin attacks in Tanara intensify; a major assault on
  the river town of Ulir is turned back by the appearance of
  knights astride flying horses: the Cloudlords of Old have re-
  turned, wielding magical swords and wands which unleash the
  power of the sun. Further Y’kin incursions are deterred by a
  Dúranaki presence and ongoing Cloudlord sightings.
  •␣Emer: [Itanian warlocks journeying deep underground in search
  of new Mindstones encounter a hive of Krylites—in suspended
  animation. They inadvertently make mental contact with the
  Minds and awaken them. There are tense moments, but the
  two very different races form a mental bridge… and an alli-
  ance. The Itanians share resources in return for Krylite tech-
  nology, including their unique crystal forming abilities.]
  Autumn :
   •␣Jaiman: Y’kin attack the Sulini village of Shenin, but are turned
  back. The Sulini are aided by mysterious Elven warriors who
  depart as swiftly as they arrive—aboard sleek catamarans [they
  are Punkari scouts from Urulan].
  •␣Emer: Eidolon loses a dozen seagoing trade ships—supposedly
  in freak storms. [Some are taken by raiders of the White Swan,
  others are victims of scouts from the Raven Queen to the north-
  east.]
  Fall :
  •␣Palia: The Vulth Horde  consolidates its hold on Vulth-torgu
  and—using ships seized from their victims there—begin raid-
  ing along the northeast shores of Dhuria in the E mpire of a
  Thousand Dawns. Loari nobles call for aid from the Imperial
  fleet.
  6050
  Winter :
  •␣Emer: The Nameless One is seen in Kaitaine. Rumors fly that he
  predicts the city will be destroyed by a fireball from the sky.
  • Emer: The Nuyan-Khôm, Sel-kai mainland residents and the
  Reandori all encounter ghosts wandering out of the old land of
  Thanor. Thanor has always been haunted, but now the undead
  seem to be multiplying.
  •␣Jaiman: Frelik’s armies break through the Northern Frontier
  and reach the border of Prevan, a duchy northwest of Haalki-
  taine. Emperor Jerrin Talus Malvion Faslurin III orders his Lord
  Captain north with four legions to reinforce the Duke of
  Prevan’s men and finally crush the would-be usurper.
  •␣Jaiman: Cloudlords assault the Y’kin city of Achren, burning it
  to the ground with their rods of the sun and sending Y’kin flee-
  ing into the hills.
  • Palia: Thousand Dawns warships patrol the waters between
  Dhuria and Vulth-torgu. They engage Vulth Horde raiders
  whenever they encounter them, but the Emperor is reluctant
  to take the battle to the Vulth mainland.
  • Thuul: Alliance scouts make their way into the Kadru plains,
  the western regions of which are under Vashaanic control.
  Spring :
  •␣Jaiman: Slowed by a long winter, the Emperor’s forces reach
  Prevan even as Frelik the Pretender is nearing Leathes Castle
  (the Duke of Prevan’s home) just in time to turn the Pretender’s
  mercenaries back into the wastes of Zor. However, several nobles
  have thrown their lot in with Frelik and there is fighting on the
  Western Marches and up from Meluria.
  • Emer: [The Loari inventor/adventuress Selia Rendanaar of Ná-
  mar-Tol leads an expedition to the City of the Dead in Uj. She
  finds the lost journals of the Loremaster Selas Vey—and some-
  thing else. In a laboratory deep within the catacombs of the
  city she discovers a cache of jewels of varying sizes, all faceted
  spheres. She discovers that these have the power to absorb en-
  ergy and release it in a controlled manner, allowing them to
  fuel certain machines, devices—and vehicles, one of which she
  discovers and repairs. She and her party flee the city in the fly-
  ing vehicle, barely escaping its golem guardians. She returns to
  Námar-Tol.]
  •␣[The Alliance Council receives reports regarding the extent of
  the Vashaan Domain. They are concerned that this Loari-con-
  
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  trolled empire encompasses eastern Thuul and therefore limits
  their own expansion.
  Summer :
  •␣Forces of Dansart from the Zor Wastes seem to aid the
  Pretender’s armies as they continue to harass the northern bor-
  ders of the Empire. Traitor lords to the west and south make
  advances, placing pressure on the Emperor.
  • Frelik calls for truce to meet with the Emperor’s commanders,
  but it is merely a ruse to reveal the Phoenix Crown to them and
  cast doubt. (but the Pretender still does not dare to put the
  crown on).
  • Unusual current flows and winds in the Circular Sea interfere
  with Námar-Tol trade routes.
  • Minor earthquakes are a frequent event in northern Silaar and
  Tai-emer.
  • [Four of the Jerak Ahrenreth hold an informal meeting.]
  Autumn :
  •␣Emer/Stroane: Secret rebellious factions form and grow in ma-
  jor Hæstra cities; local lords begin making plans to retake their
  lands—and perhaps expand in the chaos they know is coming.
  • The Priest of Yaarth announces that Prince Kier is dead and
  declares himself permanent regent of Helyssa. Cynar and the
  eastern coastal regions are already subjugated by his minions.
  United with the forces of Lorgalis, his men sweep east towards
  Rhakhaan. Already isolated from the Rhakhaan empire, Norek
  is forced to defend itself. King Liras of the Elven Forest fortifies
  his borders.
  •␣News of the growing realm of Ardania reaches the court of Ei-
  dolon. The Lord of Ardania [really Y-tarmen, one of the twelve
  adherents of the Jerak Ahrenreth, working under Schrek’s su-
  pervision] has begun construction of that he calls his Palace of
  Gold at the heart of Ardan City. He has surrounded himself
  with a guard bearing the ancient Yarkbalkas, symbols of the
  Order of the Silver Sword: elite warriors of the lost Emerian
  Empire. Also in evidence is the Order of the Eye, led by Iæn
  Shiin, [an Iylar Elf and former Loremaster, now a member of
  the Jerak Ahrenreth].
  Fall :
  •␣Jaiman: The Empire of Rhakhaan is under siege on three fronts,
  and Jerrin Faslurin finds that his defenses are strained. Still, he
  refuses Frelik’s calls for a truce-meeting.
  •␣Emer: At several major cities, recruiters appear offering oppor-
  tunities for well-paying jobs in the new realm of Ardania. The
  lord of that city seems to have endless gold to spend.
  6051
  Winter :
  •: [Jaiman: Kalen Avanir and the Loremaster Randæ Terisonen
  arrive in Haalkitaine. With Randæ and Jad’s help, Kalen attunes
  himself to the Phoenix Pendant.]
  •: Minor earthquakes in Sel-kai, Meluria, and central Jaiman.
  The Jaimani lakelands are enveloped in a dense fog even as they
  enjoy a spell of balmy weather. Clouds gather over the entire
  continent.
  •: With unnatural suddenness, winter comes to nearly all of
  Jaiman in the form of a monstrous blizzard. [At midnight the
  Storm Wizard taps the Essænce focus over Arion and unleashes
  his snowstorm.] Warned by a mysterious stranger, Kalen, Randæ
  & co. barely escape Haalkitaine in a skyship before the storm hits.
  •: A dragon is seen yet again over Sel-kai. The last confirmed
  dragon sighting was more than three centuries ago, but the Elves
  remember. It circles a few times, then climbs near Eidolon, but
  does not approach any of the skyships or airbarges. Before
  abruptly vanishing into the clouds. Opinions differ over the
  type, but many believe it is Silver. [It is Voriig Kye].
  •: Emer: Arrival of the Hûtarn of Nuyan-Khôm in Sel-kai for
  trade talks. He sails into the harbor amidst a fleet of unusual
  ships, traveling up through the Sea of Tears. He is only thirty
  years old (one of few of the royal family to survive the devas-
  tating plague of twenty-eight years ago) but a shrewd ruler. To-
  gether with his wizened great-aunt as trade minister, he is a
  formidable negotiator.
  •␣Emer: A strange flu-like illness strikes many Itanian Warlocks;
  All who succumb recover from the illness. [However, the War-
  lock Council conceals the fact that some suffer a terrible per-
  manent side-effect: their Mentalist abilities are gone.]
  •␣Jaiman: The cold and snows cut off supply lines and freeze
  armies in their tracks. There are heavy casualties on all sides,
  but the weather works to the Emperor’s advantage. Neverthe-
  less, Frelik the Usurper renews his call for Jerrin’s abdication.
  • Northern Emer—especially the eastern quadrant—is caught in
  the fringes of the Jaiman snowstorm. Præten, Sel-kai, and the
  Pochanti Kingdom have unprecedented snowfalls. [The Lore-
  masters suspect artificial intervention in the weather of Jaiman,
  but are unable to trace the source. They are understandably
  nervous that a source of such power can remain cloaked from
  their detections. The Navigators, always concerned about
  strange meteorological phenomena, launch their own investi-
  gations.]
  Spring :
  • – : Sel-kai: heavy rains and melting snow cause the canals
  to rise to above flood stage. Minor damage to lower levels of
  some structures.
  •␣Jaiman: the snows begin to melt, but torrential rains further
  slow progress of any forces in the Rhakhaan conflict.
  • Central Emer: a Shay expedition, financed by House Elgata of
  Eidolon, enters the jungles of Quon; none return. A follow-up
  search party also disappears.
  Summer :
  •␣[The Arnak Priest of Dansart  Osaran sends his evil Messengers
  of Ulkya on raids deep into the northern provinces of Rhakhaan.
  More strange creatures emerge from Zor to harass the Imperial
  forces—they are mutants of the Zor Wastes.]
  • Tanara faces more trouble from mysterious raiders and forces
  of Arnak.
  •␣Emer: southern Silaar and much of Tai-Emer suffers from
  drought. The Lankan Priests of Klysus order more sacrifices to
  appease their god.
  •␣The Prophet of Valris first makes her presence known at Sel-kai.
  A tall Iylar Elf with golden blonde hair and wearing shimmer-
  ing blue robes, she refuses to give her name or home, saying
  only that she comes ‘from the east.’ Claiming to be a follower of
  
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  the Orhan Goddess of wisdom, she is apparently an Astrologer
  who can see into people’s futures. After a month in Sel-kai city,
  during which her reputation and influence grows, she travels
  toward Danarchis.
  Autumn :
  •␣ The Dragonlord Sulthon Ni’shaang consolidates his hold over
  the western Wuliris highlands. He decides that Frelik has grown
  too powerful (he would prefer to see the Usurper and Emperor
  at each other’s throats indefinitely) and considers a move south
  into the Zorian wastes.
  •␣There are volcanic eruptions in the Black Mountains of Khum-
  kaan.
  Fall :
  •: Jaiman: At the climax of an important battle between Helyssa
  loyalists and forces of the Priest Arnak, Prince Kier Ianis ap-
  pears amidst a tremendous—and pyrotechnic—surge in the
  Essænce. He is wearing the Sea-drake Crown. Helpless against
  the full powers of the crown, unleashed after long years of dis-
  use, the armies of Yarthraak are routed. Witnesses tell of Kier
  wading fearlessly into a crush of foes, his voice causing all within
  earshot to fall to the ground unconscious or dead. From his
  hands spew volleys of luminous bolts of water, and the nearby
  river itself rises out of its banks to swallow legions of Lugrôki
  and the pale men of Ulor. At the same time, terrible storms
  pound the western coast of Helyssa, and all of Ly-aran (long
  ago part of the kingdom of U-Lyshak but held by Lorgalis of
  Ulor for many centuries) is shaken by earthquakes, her coasts
  shattered and highlands torn by storms. [The crowns may com-
  mand the very earth to rebel to purge the kingdom of invad-
  ers.] The Priest of Yaarth vanishes from the battlefield [he flees
  to his tower, which is able to survive even this onslaught. Placed
  offshore, it is just outside the Crown-defined boundary. And
  the Priest still has the Sea Drake pendant.]
  •:␣␣Jaiman: Night skies above Jaiman are illuminated by un-
  precedented Flow-storm activity. The most intense disruptions
  are above the center of the continent. These storms are accom-
  panied by minor but frequent earthquakes.
  •:␣Jaiman: The main powers of the Sea-drake Helm fail [as do
  those of all six helm-crowns of Jaiman; the Vault of Crowns is
  disabled—though not destroyed]. The strange meteorological
  and geological events subside. Prince Kier retreats to Castle
  Sykara to coordinate his offensive against the reduced and dis-
  organized armies of Yaarth.
  •:␣Jaiman: In order to head off rumors of his cousin’s legiti-
  macy, the Emperor declares Frelik’s claim irrelevant, since the
  Crowns are no longer true symbols of the rightful monarchs.
  In addition, the Archprelate of Enov Turic declares Jerrin the
  rightful Emperor. Nevertheless, the realm is in a turmoil of
  uncertainty and fear.
  •: Emer: The Lankan Empire sends a small fleet across the
  Circular Sea from their port of Kûru-kal, with the goal of siezing
  the northwestern Loari isle of Surt Naduum.  The first warboat
  barely reaches shore before airborne Loari battleships appear
  and drop exploding canisters—“bombs”—on Lankan ships.
  This marks the first known use of chemical explosives since the
  Interregnum. The Lankan ships are destroyed and the few Lan-
  kani who reach shore are captured. Námar-Tol sends a warn-
  ing to the Lankani that any further aggression will be met by
  overwhelming force.
  •␣A caravan in Uj returns to Kaitaine to tell of a mighty battle
  between their Navigator Sulfean and a Herald of Night. Their
  situation was looking desperate when a Storm Herald suddenly
  appeared and helped to drive off the Minion of the Unlife. The
  exact nature and intentions of the Storm Heralds remain a
  mystery.
  •␣Silaar: Strange drums are heard from within the Vœrken Mire.
  The T’loc-loc go into hiding in the northern reashes of the Asa-
  mis Arg (‘Great Grove’).
  •␣Frequent storms in Southern Emer disrupt commerce.
  •␣Several volcanoes erupt in the Morbek Highlands; smoke and
  ash clouds drift north and envelop Votania.
  6052
  Winter :
  • [T’kaal Arain conceives of a complex plan to free the Myri, ally
  with Rhakhaan and the Cloudlords, and annex the rich poten-
  tial of Urulan. However, each part of his scheme depends on
  the success of the other factors. Most worrisome are the heads
  of the Dúranaki families reluctant to give up their slaves and a
  life of leisure.]
  •␣␣The Dragonlord Sulthon Ni’shaang takes the initiative against
  the depleted forces of the Priest Dansart and sends three le-
  gions of his Lugrôki into the Zorian lands to the south. Earth-
  quakes accompany volcanic eruptions in Ja’miil Targ. A red glow
  from Uronthis Kalthul (K. “Dragon’s Claw”) can be seen for
  miles.
  • – •: [Schrek, Oan Lyak, and Darí Holvir of the Jerak Ahr-
  enreth meet secretly and decide to begin a program of assassi-
  nations among their enemies to further disrupt political situa-
  tions.]
  •:␣Emer: [Sel-kai: First meeting of Olgivana Centaurus, Barrin
  Qaterris, Koren Maas (security minister), Enik Foor (Minister
  of State), and Boren Alsec (Commerce Minister). Olgivana puts
  forward her plan to have Barrin succeed Prince Rylec.]
  •: ␣Jaiman: [One of the Priests Arnak in Lethys is murdered,
  by a Cult of Stars assassin. Only the Loremasters recognize the
  Priest’s ring and its significance.]
  •: Emer: A minor earthquake shakes Sel-kai.
  •: Emer: Rylec Qaterris, Prince of Sel-kai, narrowly escapes
  assassination.
  •: Emer: [Sel-kai: the Cult of Stars assassinates the Loremas-
  ter Gireg Jaan, who had been investigating the Jerak Ahren-
  reth.]
  •␣The beginning of the Grand Campaign…
  Spring :
  •␣The Cloudlords demoralize the Y’kin ruling priesthood. This
  frees Rhakhaan forces fighting on the southern fronts to de-
  fend the east and north.
  •: Jaiman: Lord Frelik Malvion, Marquess of Nolgara, begins
  his final march towards the Rhakhaan capital, accompanied by
  only  knights. He claims to be coming under the flag of truce
  to negotiate peace.
  •: Jaiman: The Pretender Frelik arrives outside Haalkitaine and
  enacts his coronation as Emperor of Rhakhaan and demands
  that Jerrin abdicate. He barely finishes his declaration, how-
  ever, when two black-clad women materialize out of thin air
  
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  Part XVII: History
  nearby and attack Frelik. The Marquess Nolgara is slain at the
  very gates of Haalkitaine, the crown tumbling to the muddy
  ground. There is a simultaneous assassination attempt made
  by a woman in black against the Emperor Jerrin himself, but he
  is saved by the Loremaster/Changramai Master T’vaar
  Dekdarion. The assassin is captured before she can escape or
  kill herself and placed under heavy guard. [She is a member of
  the Cult of Stars.] The Phoenix Crown is recovered and the
  Usurper’s guard is arrested. [The Jerak Ahrenreth’s plan to cre-
  ate chaos in Jaiman backfires as the Emperor of Rhakhaan’s
  greatest threat is removed while the Emperor himself is saved
  through intervention of the Loremasters. Oan Lyak, the
  ‘Dreaded Assassin’ and mistress of the Cult of Stars, swears that
  she will personally slay the Loremaster T’vaar Dekdarion.]
  Frelik’s body is taken into the palace. His head is displayed over
  the Phoenix Gate on a pike; his body is disemboweled and left
  in the Dunnington Field for ten days while carrion-birds feed
  on it.
  •: [Emer: Oan Lyak orders the liquidation of the Cult mem-
  ber who failed in her mission. The Emperor’s would-be assas-
  sin is murdered in her high-security cell, despite all precau-
  tions.]
  •:␣␣After being assured by the Loremasters that the Phoenix
  Crown no longer exerts magical control over the wearer, the
  Emperor announces the date of his coronation: the first day of
  summer.
  •: Emer: (Sel-kai) The Trade Consul of Danarchis arrives in
  Sel-kai City amidst much pomp and ceremony. He remains for
  several days while trade agreement renewals are discussed.
  •:␣T’vaar Dekdarion is attacked in Haalkitaine Palace. He fends
  off the would-be killer but is wounded with a poison knife.
  The assassin, a woman in black (Oan Lyak herself) escapes.
  Dekdarion falls into a coma.
  Summer :
  •: Jerrin Talus Malvion Faslurin is crowned Jerrin III, Emperor
  of Rhakhaan, by Eldest Loremaster Kirin T’thaan. Many en-
  voys from other countries attend, including Dúranaki, the
  Prince of Sel-kai (arriving by skyship), Prince Kier Ianis of U-
  Lyshak, and Cloudlords. The celebration lasts ten days. With
  heavy security by Palace Guards, Changramai, and Loremas-
  ters, there are no incidents. [T’vaar Dekdarion remains in a
  coma.]
  [T’kaal Arain lingers in Haalkitaine to present his proposal
  to Jerrin: He can provide the Cloudlords, Dúranaki, Sulini and
  Myri in a mutual defense alliance; in addition they will jointly
  explore Urulan and divide the continent between the realms of
  Tanara and Rhakhaan. He is taking considerable risks and lib-
  erties here (not actually having some of these agreements), but
  sees this as his peoples’ only chance to survive. Jerrin and his
  privy council hear the Dúranaki lord’s proposal. The chance to
  finally take Urulan has appeal, though they would prefer not to
  share it with the remnants of the old Pegasus kingdom. They
  agree to consider T’kaal’s plan.]
  •: Emer: Eidolon trembles and tilts a fraction of a degree for a
  few seconds, causing a panic among residents. The city rights
  itself and stabilizes, but the cause for this alarming event is not
  discovered.
  •: Emer: Sel-kai: The Yultûm (M: ‘trade-chief’; a priest) of the
  Lankan Empire arrives aboard a majestic barge—one of six in
  the fleet accompanying him. His visit stirs much curiosity about
  the ‘barbaric desert-realm’ far to the south, and many citizens
  gape at the dozens of dark-skinned oarsmen and guards ar-
  rayed about the boats.
  •: Emer: Sel-kai: A House Betaran airbarge explodes over the
  city bay; Xyrus Betaran accuses House Gugulon of sabotaging
  his trade.
  •:␣Emer: [Sendar and Sendil, demigod twins and offspring of
  Akalatan, are awakened by their father. They emerge from their
  secret mausoleum and he directs them to the Heart of Agoth.]
  •:␣[Jaiman: Klyrunak of the Jerak Ahrenreth enters the Tomb
  of Andraax and encounters Tya’ar. Andraax is alerted to the
  intruder.]
  •:␣[Jaiman: Unable to make sense of the Lords of Essænce vault,
  Klyrunak proceeds to the Hall of Worlds, where Andraax catches
  up with him. The Mystic is no match for an Essænce Lord, but
  Andraax is unable to fully shield his identity from the Ahren-
  reth adherent. Klyrunak escapes with this knowledge and his
  life, no more. Andraax remains here to meditate and converse
  with Tya’ar, then goes to Karilôn.]
  •:␣[Emer: The twins Sendar and Sendil recover the Heart of
  Agoth from its hiding place, and make their way towards Ken-
  ezán, capital of the Lankan Empire. The gem was deep under
  the Spine of Emer, an object of worship for a colony of Murlogi
  and their Earth-demon master. The Murlogi vow to recover their
  sacred stone.]
  •: Emer: A mild tremor shakes Sel-kai city. Damage is mini-
  mal, but because of previous predictions of a severe quake on
  this date, there is a brief panic.
  • Emer: The Vajaar-Komari war continues with little progress.
  • Jaiman: As news of Frelik’s death spreads, the Pretender’s forces
  quickly collapse: all surrender or flee. Their leaders are cap-
  tured, tried and many are hung or beheaded. Several lords who
  had been foolish enough (in hindsight) to openly back the Pre-
  tender are arrested and taken to the dreaded North Tower. They
  are found guilty of High Treason, beheaded, and their heads
  placed on pikes about the Phoenix Gate. Their lands return to
  Jerrin.
  •␣Emer: Tensions escalate between the Elves and mortals of Sel-
  kai. There is a general rise in crime—especially muggings and
  robberies. Scuffles between rival gangs of thugs increase. Prince
  Rylec calls for calm.
  Autumn :
  •:␣Jaiman: Kier Ianis takes his throne in Cynar as King of
  U-Lyshak. He sends messengers to The Elven Forest, Quell-
  bourne, Tanara, Saralis and Rhakhaan announcing his claim.
  He is recognized by the Loremaster High Council, and Lore-
  master Dreena Vaal places the Sea-Drake crown on his head.
  King Liras of the Elven Forest accepts Kier; Rhakhaan acknowl-
  edges him as ‘King of Helyssa’—a subtle insult, as Helyssa is a
  lesser domain and not the ancient Crown-realm of U-Lyshak.
  Also, Rhakhaan also has claimed many lands which would fall
  within the old U-Lyshak borders, and the Emperor has no in-
  tention of giving up the ‘western marches.’ The warlord Jiax
  Alizon of Saral says Kier has no special rights to any land; that
  the old Six Realms are gone. [The Loremasters will have their
  hands full keeping peace between Kier and Rhakhaan.]
  •:␣Emer: The demigod twins Sendar and Sendil arrive in Ken-
  ezán and present the Heart of Agoth to the Khurtûm: a gift from
  
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  World Atlas & Encyclopædia Kulthea
  Akalatan. The appearance of white-haired twins is the fulfill-
  ment of a prophesy in the ancient Omiar Akalataru (The Co-
  dex Akalatan), and they are made High Priest and Priestess of
  Klysus. The Heart is enshrined in the secret Temple of Medita-
  tion, beneath the Pyramid of Separation.
  ::␣Emer: Large  Arinyark deposits are found in the Scorpion
  Ridge near Jantanen. Miners from Sarnak and other nearby
  towns soon flock to the site despite hazardous conditions.
  Fall :
  •:␣Jaiman: Wedding of Prince Kenek and Ysbeth Alizon in Haal-
  kitaine.
  •:␣[The Nameless One appears alone in the Garden of Songs
  on Karilôn. He warns of an unspecified, impending global ca-
  tastrophe and vanishes. A few Loremasters claim to have seen
  six fingers on his hands, while a few believe they caught a glim-
  mer of gold in his eyes, spurring an erroneous rumor that the
  Nameless One is in fact the legendary sixth Dragonlord: Kydak
  Dûm, the Golden Dragon. {Andraax is there in disguise; he and
  Tethior each see through the other’s illusion, but Tethior flees
  before Andraax can confront him.}]
  •: Emer: The Prophet of Valris arrives in Kaitaine, preceded
  by her reputation. In an abrupt deviation from her private pre-
  dictions for individuals, she publicly warns of an imminent
  worldwide catastrophe. She relays dire visions of earthquakes
  and storms, and claims to see Kaitaine in flames. The council
  orders her banished from the city for inciting panic.
  6053
  Winter :
  •: [Just after Midnight on New Year’s Eve; the North Pole: The
  insane K’ta’viir lord Ondoval, accompanied by three half-
  K’ta’viiri lieutenants, enters the Northern Vault and takes the
  Eye of Utha. He is unable to destroy it, but has created a kre-
  gora vessel which suppresses its powers. Two of the Lords are
  killed and Ondoval is badly injured by the vault’s defenses, but
  he escapes back to the Shadowed Secret with the Eye. Immedi-
  ately, the Southern Eye attempts to compensate but is unable
  to fully protect the globe.  The Lords of Orhan also lend power
  to the Southern Eye, but they cannot continue this indefinitely.
  Kulthea shakes with a worldwide earthquake. And that is just
  the beginning.]
  Effects of the Loss of the Northern Eye
  (Felt through Winter 6053)
  •␣Essænce storms wreak havoc; the hemisphere curtain (the Wall
  of Darkness) begins to weaken in random areas.
  •␣The entire globe is swept by unnatural storms and earthquakes
  for the next several days. There is widespread flooding, damage
  and thousands of deaths. The earthquakes also open great cracks
  in the earth, exposing tunnels to the Ash Lairs in many places.
  •␣Coasts are buffeted by tidal waves and hurricaine force winds.
  Inland areas suffer tornadoes and lightning storms.
  • Many dormant volcanoes are jarred into activity, spewing ash
  into the sky. Cracks open in the earth, exposing rivers of magma.
  • Portals everywhere randomly open and close, drawing in any
  beings and animals nearby or spewing forth strange creatures.
  •␣Meteor showers rain fire down all over the planet; combined
  with lightning storms and volcanic eruptions they trigger rag-
  ing fires. These would be far worse except for the widespread
  downpours and blizzards.
  •␣The Navigators suspend service for  days. (Their compasses
  behave erratically for - days before returning to normal
  function.) Most sea travel is virtually impossible for - days;
  perilous for another - because of storms.
  •␣Emer: Sel-kai Skyships, being more fragile and susceptible to
  Essænce than sea vessels, are grounded by order of the Prince
  for a full thirty days. Eidolon is shaken by tremors for hours (a
  side-effect of flow disruptions); a few residents flee to the
  ground. Meanwhile, Sel-kai City suffers the worst floods in 
  years. There are scattered fires but they are aggressively con-
  tained.
  • Emer: The Great Kaitaine Fire. A meteor strikes the city and
  triggers terrible devastation; fires burn for days. Over half of
  the city is destroyed or rendered uninhabitable. Undaunted, the
  Guilds begin reconstruction.
  • Thuul: The Guardian Sea is engulfed in a massive hurricane-
  like Flow-storm for  days, with the Pillar of the Gods at the
  eye.
  • In orbit, the Imperial observation station picks up the disrup-
  tions in the usual global barrier. [The Dia Khovaria dispatches
  a support ship which lands safely on the uninhabited Tower
  Isle in SE Emer. They set up a base and from there they try to
  contact the first group sent thirty years earlier.]
  • Mulira: Mazatlak Pillar City shakes but the ancient stone ped-
  estals stand.
  • A land mass rises out of the water in the center of the Lonely
  Sea. [It is part of the lost continent of Tarania, scattered with
  ruins.]
  • Many cities across the planet are ravaged by the earthquakes
  and accompanying fires.
  • Folenn is cut off from the rest of the hemisphere by impen-
  etrable flow-barriers.
  • There is general panic in all civilized areas: these events are seen
  by many as harbingers of the end of the world. Doomsday cults
  soon spring up everywhere as dark powers seek to take advan-
  tage of this time of uncertainty. Voices of reason are drowned
  out by hysterical cries that the end is near. And it may well be…
  Winter  (continued):
  c. •␣[The Loremaster Council is called into emergency session
  (attended in secret by Andraax). They order the recovery of the
  Eye as top priority, and research a way to stop Ondoval. An-
  draax knows that he does not have the will to wield the
  Soulsword, and it—like the Eyes—will only suffer the touch of
  one with Althan blood. None of his surviving brethren can be
  trusted, but there are a handful of those in whom some of the
  ancient power still flows. He has planned for this eventuality].
  •:␣[Iyxia: The Navigator Guild Alliance convenes a conclave—
  they assemble as soon as the Essænce storms subside enough
  for travel.]
  •:␣Emer: While the seas are still stormy, the Komari launch a
  devastating sneak attack against Vajaar, via a coral road. They
  infiltrate Vajaar’s war harbors and sink two-thirds of her fleet
  while it sits docked and vulnerable. The Komari demand the
  Prælector’s immediate surrender. He is humiliated, defeated by
  a nation of sherki.
  
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  Part XVII: History
  •:␣[Schrek summons a meeting of the Jerak Ahrenreth. They
  gather to discuss the deeds of Ondoval and how to salvage their
  own plans for dominance; they are at odds with the Priests Ar-
  nak, the Loremasters, Navigators, and other factions. Schrek is
  becoming desperate to locate the Heart of Agoth and regain his
  full powers before the collapse of the protection of the Eyes. He
  attends the council with a new bodyguard, a very large human-
  oid who wears a full, face-concealing helmet; Schrek announces
  that the guard is in fact the infamous Shar-Bu, lord of shards,
  who can literally kill with a smile. Also attending is the K’ta’viir
  woman Jenkyna and the Dragonlord Ulya Shek. Jenkyna claims
  a council seat as her birthright and deposes Zagul from the
  Astrologer’s position, then she declares Oan Lyak incompetent,
  citing recent bungles by the Cult of Stars. She demotes the As-
  sassin to adherent status and nominates Ulya Shek to the seat
  of the Lyax Khâng. There are of course varied reactions to the
  return of a full-blood Essænce Lord to the Ahrenreth.]
  General Trends:
  • Murlis: The Soulslayers, in control of the entire NE peninsula,
  expand into the Drakiis Plain. They recruit Haidic men for their
  Vancu forces and gain the attention of the kingdon of Yuar
  Noak.
  • Sel-kai, Artha and Præten: There seem to be more than the usual
  number of cases of bronchitis (known as Canal Cough in Sel-
  kai city) and the more serious Shakes (flu). There are several
  deaths, and even a few Elves develop mild cases of Cough.
  Spring :
  •: Emer: A Jenaar emissary from the Alliance arrives in the
  beleaguered Vajaar to offer aid in return for Alliance member-
  ship.
  •: Emer: The Light dragon Ssamis T’zang emerges from her
  eyrie to terrorize the inhabitants of the Scorpion Ridge.
  General Trends:
  •␣While the weather stabilizes somewhat, sea storms and huge
  whirlpools are still common, as are sightings of and attacks by
  a variety of fearsome sea creatures. (Apparently these beasts—
  which normally reside in the ocean depths—have also been
  disturbed by the weather changes.) Valuable, nonperishable car-
  goes are rerouted via land for the next few months.
  •␣Rumors tell of Navigator-guarded caravans, ships, etc. attacked
  by highwaymen and pirates, but contrary to policy, the Naviga-
  tor intervenes—leaving the criminals dead or crippled. This to
  the delight of the caravan leaders (despite a hefty surcharge).
  [The Navigator Leadership relaxes their non-interference policy
  in certain circumstances.]
  •␣Jaiman: Haid of the Lu’nak region speak of the return of a mythi-
  cal terror in the black Forest of Dír. [they are the Shards of Dír.]
  • Jaiman: The New Syrkakang asserts dominion over all the Myr
  Fostisyr. The Fustir, Ky’taari and Udahir are in hiding.
  Summer :
  •:␣Emer: Appearance of the ‘Intermediaries’, Kuluku trade bro-
  kers representing the peoples of Khum-kaan. They arrive at Ar-
  dan City, Kaitiane, Sel-kai, Namar-Tol, and other trade centers
  in Emer almost simultaneously, each accompanied by a Navi-
  gator. There is an immediate stampede for trading privileges,
  as the Kuluku have access to many rare herbs and materials
  from deep in the Khûm-kaan jungles. These Intermediaries are
  instant celebrities, as few on Emer have ever seen a live Kuluku.
  •: Emer: [A Kuluku Intermediary meets secretly with Loari
  alchemists at Orv Cibur. They wish to trade their rare herbs
  and the profits from them for sophisticated magical weapons.
  They say they are arming themselves for defense against Arda-
  nia and ‘a threat to the east.’ Two Loari families accept the com-
  missions.
  General Trends:
  •␣Northern Seas: One side-effect of the strange weather condi-
  tions arrives off the eastern coasts of Jaiman and Silaar: huge
  icebergs have drifted south to make the sea-lanes even more
  perilous. [In Tanara, T’kaal Arain sees a potential use for these
  floating hazards…]
  • Emer: Kaitaine, Komaren and Itanis traders all notice strange
  ships arriving at Vajaar: they are the long, swift Alliance trade
  vessels. [Loremasters report Alliance Kal-chah in Vajaaran
  ports.]
  • Govon: The Elves of Elfost, fed up with exploitation by their
  mortal neighbors, prepare for war against the Star Crown Em-
  pire.
  • Jaiman: Rhakhaan is at peace, the forces of the Dragonlord and
  Dansart having retreated north to lick their wounds. The west-
  ern frontier is mostly calm under the reign of King Kier I (who
  has his own problems with the forces of the Warlord of Saral
  and the raiders of Ulor). But peace comes with its own share of
  problems for Rhakhaan: boredom and lack of focus breed dis-
  content. Inactivity makes for irritable knights and lords itching
  for conquest. Haalkitaine is a great hive swarming with gossip,
  elaborate intrigues, and rumors which grow with each retell-
  ing. The Emperor begins to think that an expansion into Uru-
  lan is just the thing to capture attention.
  • Jaiman/Urulan: Tanara and Rhakhaan send scouts to the Elven
  island. Reports come back from the south of a desolate wilder-
  ness, scattered with overgrown ruins. A few venturing north
  return with stories of ‘wild, barbaric Elves’, others tell of an ee-
  rily empty land, bereft of even animal life—they reluctantly
  confess to a strange unease, as if they are being watched by a
  malevolent force. Other scouts do not return. There are tribes
  of Erlin who have become barbaric, tribal. There is a cult grow-
  ing in the northeast surrounding the worship of a goddess who
  appears to them riding a white unicorn [it is a female half-elven
  descendant of the king of Urulan]. [Also, Ulya Shek and Jenkyna
  have unleashed a few of their hideous experiments in Urulan:
  hybrids of humans and demons.]
  •␣Jaiman: While the eastern portions of old U-Lyshak are quiet,
  fighting continues throughout western Helyssa and Ly-aran:
  lords seeking new domains swear fealty to Kier and stake out
  their territory against survivors of the Ulor and Yaarth armies.
  Meanwhile Lord Alizon of Saral raids along King Kier’s north-
  ern borders.
  In the Northeast, the Red Dragon recalls his forces, decid-
  ing to ride out the uncertainty of the Essænce storms in the
  safety of his tortured valley.
  Stung by bitter military defeats against Jaiman and U-Ly-
  shak, the Priests Arnak return to what they know best: guile,
  subterfuge, and intrigue.
  The armies of Ulor are in disarray, many legions fighting
  amongst themselves. Their leader—Lorgalis—has vanished.
  
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  • Mulira: Cold Drakes emerge from the White Rock Mountains
  in the northwest to terrorize the Anzeti and Y’nari lands.
  Autumn :
  •: Jaiman: Rhakhaan and Tanara hammer out an agreement
  over the occupation of Urulan, including a (rather ambitious)
  partitioning plan. The emperor’s Truthsayer, Jorun of Yarmuth,
  privately warns the Emperor that the Urulan venture is peril-
  ous. Loremaster Ren Thraysk also has concerns, but Randæ
  Terisonen backs the plan.
  •: Emer: A Jenaar of the Alliance arrives in Komaren and of-
  fers Alliance membership. She is summarily refused.
  •: Murlis: A Soulslayer and his Vancu guard ambush a Navi-
  gator-led Khadorain trade delegation travelling between the
  city-state of Kakuda and a Noakara.
  •: Emer: A Jenaar of the Alliance arrives in Kaitaine. She meets
  with the council of merchant lords and offers Alliance mem-
  bership. They agree to consider her offer and ask her to return
  in one month.
  •: Jaiman/Haalkitaine:␣T’vaar Dekdarion awakens from his
  coma.
  •: Jaiman/Haalkitaine:␣The Count Celindian leaps from the
  tower of his villa to his death. [He was haunted by dreams sent
  by a Priest of Thargondaak.]
  •: Jaiman/Haalkitaine: The Duke of Calthos is formally charged
  with High Treason for aiding Frelik. The Duchess and the Duke’s
  Eldest son flee the country. It is rumored [and true] that they
  escaped with the help of Frelik’s son Argos Nolgara, now serv-
  ing under the warlord Alizon of Saral.
  •: Jaiman: Tanarans and Rhakhaani begin work on the great
  ice-bridge. They must have it complete and an adequate force
  on the Urulan mainland before spring when the warm currents
  will melt the icebergs which make up this span. The natural
  icebergs are to be linked by ice-bridges created magically.
  • – : Jaiman/Haalkitaine: Trial of the Duke of Calthos. On
  the th he is convicted of High Treason. Duchess Shailya and
  Lord Maceo are convicted in absentia. The Duchy title techni-
  cally passes to younger son Anival Bariel, a  year-old boy;
  however the Emperor appoints one of his trusted generals to
  rule as Regent until the boy reaches the age of . At that time
  Jerrin will decide whether Anival may inherit the Calthos lands,
  or they revert to the Empire.
  •: Jaiman/Haalkitaine: The Duke of Calthos is beheaded out-
  side the North Tower.
  •: Jaiman/Haalkitaine: Vice-Ambassador Zyta Nikaru of Ná-
  mar-Tol is stabbed in the Haalkitaine Palace Gallery; she dies
  before she can name her attacker. [It is a Priest Thargondaak.]
  The Námarian Ambassador demands an investigation with his
  own staff involved. Paranoia sweeps through the city and all
  important people travel with bodyguards.
  General Trends:
  • Gaalt: The Raven Queen launches a new assault, this time led
  by land and air drakes, each with a Quaidu rider. They prove an
  even match against the Clycallah war machines.
  • Jaiman: The Y’kin are for all intents and purposes wiped from
  the continent. Their lands are seized by the Rhakhaan Empire
  and the Dúranaki. Some escape to Præten, though many who
  do are only captured and sold into slavery.
  • Mythenis: The Goblins of Barbuluk begins night raids on the
  Elves of Sardiskandor.
  • Thuul: Fire Drakes are seen over the Kalanda-nor Plateau in
  the east.
  Fall :
  •: Emer/Lankanôk: [An Ardanian spy infiltrates the Sun priest-
  hood.]
  •: Jaiman: The Duke of Sanaria is charged with High Treason
  for plotting against the Emperor. He, his wife, and three eldest
  children are arrested and imprisoned in the North Tower at
  Haalkitaine Palace. The youngest son, Lord Roney, is a guest of
  the Emperor.
  •: Emer: The Jenaar  returns to Kaitaine. The council contin-
  ues to try to stall her, but she issues an ultimatum: join by the
  end of the year or be considered an enemy of the Alliance. Al-
  ready suffering fiscally because of the great fire, they fear the
  Alliance and seek advice from the Loremasters.
  •: Jaiman/Rhakhaan: Trial of the Duke of Sanaria and his fam-
  ily. On the rd he is convicted of High Treason; Lord Roney’s
  testimony is key.
  • – : Jaiman/Rhakhaan: Trial of the Viscount Ridgeston. Lu-
  kas protests his innocence and the Emperor’s Truthsayer speaks
  on his behalf. However, the word of a Truthsayer alone is not
  enough to acquit, and the circumstantial evidence is damning
  [Yandar Vit committed the crime, shape-shifted to appear as
  Lukas]. It looks like a conviction is inevitable for the Viscount,
  when Prince Toren stands and demands to speak. To a hushed
  courtroom packed with Rhakhaan nobility, Toren announces
  that he was with the Viscount the entire night when the crime
  was committed. In the inevitable cross-examination, he is forced
  to reveal that he and Lukas are lovers. Ridgeston is acquitted,
  but Haalkitaine is rocked by this new scandal. Lukas  suspects
  his former tutor Yandar Vit of framing him, and sets out to
  prove his theory.
  •: Thuul: A Vashaan balloon ship is attacked and destroyed by
  a Fire Drake over Thynar.
  •: Jaiman: The ice-bridge complete, Rhakhaan/Tanaran forces
  begin their advance into Urulan. Their first major goal is Tyrinia,
  the second largest city under the old kingdom.
  •: Jaiman/Rhakhaan: The Duke of Sanaria and his son Remi
  are beheaded. The Duchess and their two daughters (Lady Astia
   months pregnant) are sentenced to  years in the Tower.
  •: Emer/Sel-kai: The Prince, worried about the potential threat
  of Lankanôk, orders lookout towers along the island coasts
  strengthened and commissions more warships
  •: Jaiman: The Rhakhaan/Tanaran forces arrive at the ruins of
  Tyrinia and set up camp on the outskirts. Mentalist scouts con-
  tinue to be uneasy.
  •: Emer/Lankanôk: [The Ardanian spy discovers the Heart of
  Agoth, but Sendil detects and slays him.]
  General Trends:
  • Emer: Murlogi of the Spine of Emer and their Earth-demon
  king make preparations to take back the Heart of Agoth from
  the surface dwellers who stole it from them (the Lankani).
  • Emer/Lankanôk: Sendar and Sendil consolidate their political
  power base and begin pushing the Khurtûm towards a more
  aggressive stance. [They believe that the Loari should be pun-
  ished for their insults of a year ago, and that the Nuyani can be
  conquered. The Lankani gear up for war. Phar-Ahnekar wants
  to ally with Ardania in the war but the twins consider Ardania
  
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  Part XVII: History
  inferior and its aid unnecessary; it will be conquered later. Even
  Ahnekar doubts the wisdom of this posture.]
  • Emer/Nuyan-Khôm: The Hutarn continues to struggle with the
  egotistical Tarns; his political power is tenuous over the upstart
  lords. Recovering the scepter of the Butterfly would go a long
  way towards consolidating his base.
  • Emer/Námar-tol: The Loari build defenses, including armed
  and armored flying ships. [They have spies throughout Emer,
  and they are increasingly concerned about Lankanôk and Ar-
  dania.]
  • Gaalt: Black Dragons (Gas Drakes) emerge from the Slate Hills
  along the SW coast of Clycallah. They attack villages, eating
  livestock and people alike.
  • Govon: The Elves and Dwarves form an alliance against the
  mannish peoples and war erupts all around the empire.
  • Kelestia: Soulslayer warlords and the Vancu control all of Drakiis
  and threaten Yuar Noak.
  • Murlis: Privateers from Torakh Gul threaten the other realms.
  6054
   Winter :
  •: Emer: On the night of the new moon, the Murlogi of the
  Spine of Emer emerge from their warrens. They are led by their
  Earth-demon king Muarga; their goal is to take back Heart of
  Agoth from the Lankani who stole it from them.
  • – •: Jaiman: The Tanara/Rhakhaan forces establish a camp
  on Urulan at the tip of the Virianis Peninsula and send out
  scouts as more troops arrive. At first they encounter no signs of
  civilization, but the feeling of being watched grows stronger.
  Mentalists pick up fleeting presences. Cloudlord aerial
  reconnaisance teams report some indications of agriculture, and
  signs of activity around the old city of Tyrinia.
  •: Jaiman: Two battalions arrive on the outskirts of Tyrinia.
  The city is in ruins and appears deserted. The invaders’ sense of
  unease grows.
  •: Jaiman: Lord Tyrens Atheaus, in charge of the occupation,
  sends a squad into Tyrinia at dawn with instructions to report
  back by dusk. They fail to return. [They are captured by the
  Punkari.]
  •: Jaiman: A large, heavily-armed contingent follows into
  Tyrinia—and escapes with heavy losses, reporting that the ru-
  ins are full of ‘wild elves.’ Lord Atheaus elects to head east, avoid-
  ing cities for now. Exploration proceeds slowly.
  General Trends:
  • [Worldwide: Flowstorm activity begins to rise again as the
  Southern Eye’s ability to compensate falters.]
  • Worldwide: Essence users begin experiencing random ‘voids’
  in the ambient Essence. (Suggested effect: roll every rest, %
  chance PP’s are not regained; also, increase spell failure chance by
   points, and if the caster rolls in this ‘window’ the spell simply
  fizzles out.) Channeling users who follow the Lords of Orhan
  may also experience random failures as the Lords use their own
  powers to try to boost the Southern Eye’s power. The  Lords are
  unwilling, however, to try to intervene directly against Ondo-
  val.
  • Agyra: The Priest-king of Kuriis-Kinn (fearing the approach-
  ing Alliance threat) orders raids against the Nadai-koru to the
  north.
  
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  World Atlas & Encyclopædia Kulthea
  Spring : (the Present)
  •: Emer: [Kydak Dûm pays a visit to Voriig Kye at Vog Mur. He
  has been to the east (The Dragonlords are the only beings pow-
  erful enough to cross the Great Barrier). and wishes to warn
  his brethren of the Essænce Lord threat.]
  •: Jaiman: The ice-bridge collapses during a violent spring storm
  in the bay.
  General Trends:
  • Flowstorm activity worsens, and Essænce voids become more
  common.
  • Gaalt: Clycallah forces fall back and the Raven Queen makes
  advances.
  • Jaiman: Piracy along the Melurian Straits is on the rise. [The
  White Swan, the lords of Plasidar, and the Xooba raiders all
  increase activities.]
  • Murlis: The Soulslayers continue and intensify their attacks
  against other peoples.
  • Palia: The Elven Realms face new threats from the Vulth Horde
  and mysterious sea-raiders from the south.
  Summer  (the near future):
  •: Jenkyna summons a meeting of the Jerak Ahrenreth and calls
  for unity against the threat of Ondoval. She proposes using the
  power of the Crystal to reinforce the Eyes before the barrier
  fails. This not only keeps the other Essænce Lords imprisoned
  but allows the Ahrenreth to hold the West hostage.
  General Trends:
  • Agyra: One of the Inner Circle of the Alliance is assassinated by
  a prist of the Silver Dawn.
  • Emer: Lankanok attacks Nuyan Khôm.
  • Palia: Princess Maris Kodorian unknowlingly betrays her king-
  dom to the Steel Rain.
  • Thuul: The Alliance and the Vashaan Domain clash.
  
  189
  Part XVIII: Groups and Persons of Note
  I
  • PART XVIII •
  GROUPS OF NOTE
  I closed my eyes and clenched my teeth in preparation for the Jump, partly in anticipation of the stom-
  ach-wrenching vertigo, partly because of the large sum of gold I was about to be separated from. Teleport-
  Jumps cast by Navigators were expensive. But we had come to the eastern edge of Emer, and our next desti-
  nation was distant Folenn. We had no ship. The only possibility was a Jump.
  Time went by. Nothing happened. No sensation of falling, no whirling gust of wind, no popping ears. I
  tentatively opened one eye to squint at Iarsang.
  He stood in profile, a Loar Elf tall even among his own kind, long dark hair blowing in the sea breeze.
  His powerful arms were held out to the sides, the compass on his left wrist blazing with a light to outshine
  the sun. His gaze was fixed at the place where sea met sky, far to the east beyond the curve of the world.
  Still nothing happened.
  Out of the corner of my eye I saw my Squire Jad shifting from foot to foot. He caught my glance and
  looked at me as if I could somehow explain this delay. I shrugged.
  Then Iarsang lowered his arms; the light of his compass faded.
  “Our route appears to be blocked.” The Navigator showed no sign of irritation—no emotion at all, in fact.
  Of course, the greatest reaction we had gotten from him after travelling together for nearly three months was a
  smirk, so anything here would have been out of character.
  “Is there no other way?” I was incredulous. Navigators were all-powerful (or at least very resourceful);
  I couldn’t accept that getting to Folenn was just plain impossible.
  Iarsang looked speculatively at the sky. “The Flows of Essaence about the Bladelands are agitated.
  Travel there by magical means is not advisable at this time.”
  Jad stomped across the sand to face the Elf, hands on hips. “And what are you going to do about it?”
  Uh-oh, I thought, trouble.
  “Entertain suggestions.” Iarsang replied with a raised eyebrow. “Perhaps you have one?”
  —Kalen Avanir
  From his Travel Journals
  
  190
  World Atlas & Encyclopædia Kulthea
  1•POWERS OVERVIEW
  Although—as has been mentioned before—the world of
  Kulthea is a place fragmented by forces both natural and super-
  natural, there are a few groups and individuals of such sweeping
  influence that their name is known across the hemisphere… and
  perhaps beyond. A few selections from this elite group are in-
  cluded here—along with some organizations and groups of par-
  ticular significance who might be encountered by the PCs. Much
  more on these and others is revealed in the Powers of Light and
  Dark book.
  2•LOREMASTERS
  Almost never prominent personalities, yet so often to be found
  operating beneath the colorful façade of a realm’s government,
  Loremasters are the great information-gatherers (and sometimes
  meddlers) of the world. Lurking behind thrones and in council
  chambers, they whisper a word here, overhear a rumor there.
  Information is their trade and the substance of their lives. With
  the acquisition and careful dissemination of knowledge, they keep
  the Free Races of Kulthea alert to the scheming of the Unlife’s
  servants. Without them the world would be a desolate planet
  with only small pockets of life under the cruel domination of
  creatures unspeakable, servants of the Unlife.
  GM Note:  The presence of the Loremasters and the extent of
  their involvement is up to the GM, but he or she should take
  every care to remember that discretion and subtlety are traits
  common to all Loremasters. They will not interfere directly
  unless the lives of many would be jeopardized by their inaction.
  Keep in mind that Loremasters rarely take sides, unless one
  faction is clearly operating according to the wishes of the Unlife
  or what the Council would clearly consider to be evil in nature.
  They never condone aggression against other governments or
  peoples (unless in defense or when assaulting a Dark Realm).
  Loremasters do operate more freely than Navigators, often
  not contacting superiors at Karilôn more than once or twice a
  year. Navigators are on more of a short leash, returning to Nexus
  between journeys to report.
  The Loremasters are in fact a fairly sophisticated organiza-
  tion. They are controlled by a council of twelve elder Loremas-
  ters charged with coordinating the actions of their agents around
  the world. All of the members of the Council are elected for life
  or  years, whichever ends first. Six are immortals, the balance
  being sage mortals. The exception is Kirin T’thaan, the only sur-
  viving founder of the Order, who holds a permanent seat. (There
  is also a thirteenth chair at the council table, designated for
  Andraax. Needless to say it is considered to be a symbolic posi-
  tion.)
  The Council rarely intervenes in specific ‘field’ situations un-
  less specifically asked by the Loremaster involved. This group
  meets in a guarded chamber atop the Tower of Winds—the high-
  est pinnacle of the hidden citadel of Karilôn.
  Vurkanan Tyes
  Age: ≈500 ( Immortal; appears ≈) Eyes: Grey. Hair: Black. Build:
  Slender. Height: . Race/Sex: Iylar/M. Skin: Fair. Demeanor:
  Quietly aloof. Dress: Black and grey combinations, usually leather.
  True Attitude: Objective but Dedicated. Home: Varies (Emer).
  Vurkanen has been known to frequent northwestern Emer,
  but has explored much of Falias, Thuul, and southern Jaiman. In
  many ways he is the stereotypical Loremaster: seemingly detached,
  but intimately knowledgeable.
  A striking presence, Tyes travels astride his faithful Kith (a
  huge six-legged black panther by appearance) and is accompa-
  nied by his youthful aide Pelk (an accomplished Thief and Bur-
  glar). He does not settle down, but moves from town to city to
  hamlet, righting small wrongs through clever manipulation, in-
  formation-gathering, and exposing minions of the Unlife.
  GM NOTE: Tyes is a Loremaster likely to be encountered by
  players, and an excellent example of their ‘type.’
  Hits: 180. Melee: 200sbr. Missile: 165lb.
  AT(DB): 14(130). Sh: Y*. Gr: A/L.
  MovM: 30. PP: 810 (135 x 6).
  Lvl: 45. Profession: Sorcerer. Stats: St-85; Qu-99; Em-100; In-101; Pr-96;
  Ag-101; Co-93; Me-98; Re-96; SD-86. Will: 90. AP: 97.
  Skill Bonuses: Climb60; Ride110; DTraps50; PLocks90; S&H180; Perc130;
  Rune90; S&W75; Chan40; DirS180; AMov50; MASt80; Act100; Appr80;;
  Diplom110; Fals78; Fletch50; For70; Lead65; Medit70; Nav80; PubSp120;
  RMas30; Seduct70; Sig60; SpellM80; Subdu80; Track40; Trad50; Trick95.
  Spells: Base Spell OB: 90; Directed Spell OB: 180 (Waterbolt). Though Tech-
  nically a Sorcerer, Tyes has chosen an interesting combination of Spell lists.
  As with all Loremasters, his Arcane training allows him to choose Base lists
  from related realms with relative ease: Base Sorcerer Gas, Solid, Fluid De-
  struction and all Base Loremaster to 50th; Open and Closed Essence, all
  Base Healer to 30th.
  Bracelet: An Althan artifact, it is a golden band of metal with shimmering
  blue-green patterns etched into the outer surface by some craft now lost. It
  casts a Spell Shield True (Open Channeling Spell Defense) instantly to pro-
  tect the wearer, activated by raising the bracelet in defense. The bracelet
  also subtracts  from BARs instead of the spell’s usual .
  Cloak: Dark grey, full-length hooded cloak. It adds  to hiding because of
  its ability to blend with surrounding colors.
  Sabre: +30 Sabre (uses the RM Broadsword table w/no penalties) Of Slay-
  ing Lugrôki. After three rounds of combat with a single foe, the sword will
  ‘dance’ for three rounds, continuing to fight that foe with the wielder’s full
  bonus, freeing the wielder to cast a spell, etc.
  Composite Bow: A beautiful bow of laminated woods and dragon-bone, it
  is + with x the normal range.
  Armor: Tyes has a set of Cold Drake skin armor: shimmering white breast-
  plate and greaves trimmed with platinum. It protects as chain shirt and
  greaves with a bonus DB of 30. It also does not interfere with spellcasting
  abilities.
  Randae Terisonen
  Age: ≈500 (Immortal; appears ≈) Eyes: Hazel. Hair: Brown.
  Build: Slender. Height: . Race/Sex: Iylar/M. Skin: Fair. De-
  meanor: Blank expression, friendly but often looks ‘distracted’.
  Dress: Simple travelling clothes. True Attitude: Well-intentioned.
  Home: Jaiman.
  Another ‘field’ Loremaster, Randae has spent most of his time
  in Jaiman and nearby lands. His intervention—while sometimes
  frowned upon by the Council—has salvaged more than one ex-
  plosive situation in the region. As a result, he is considered to be
  somewhat of a hero by some groups there, while barely tolerated
  by other political factions.
  Randae often seems somewhat distracted. He tends to get too
  deeply involved with local troubles (and people) and is sometimes
  forced to bend rules to the breaking point in order to right mat-
  ters. He does have phenomenal luck in getting out of tight scrapes.
  He is one of the few outside the Loremaster Council who know
  the full story of the Eyes of Utha and the current situation with
  Ondoval. Recently he has been travelling with Kalen Avanir of
  Rhakhaan.
  
  191
  Part XVIII: Groups and Persons of Note
  Hits: 160. Melee: 160bs. Missile: 120lb.
  AT(DB): 1(90). Sh: Y*. Gr: N.
  MovM: 30. PP: 360 (90 x 4).
  Lvl: 30. Profession: Bard. Stats: St-98; Qu-100; Em-89; In-86; Pr-101; Ag-
  100; Co-99; Me-95; Re-75; SD-87. Will: 50. AP: 98.
  Skill Bonuses: Climb90; Swim50; Ride86; DTraps80; PLocks120; S&H130/
  180; Perc145; Rune70; S&W60; DirS70; Amb15; AMov50; MASt90; Act80;
  Appr70; AthlG40; Cav35; Cont55; Cook40; Dance70; Diplom120; Fals40;
  FAid20; Fletch45; For50; Medit90; Music160; PubSp70; Seduct100; Sing145;
  Subdu60; Track55; Trick70; WeathW35.
  Spells: Base Spell OB: . Directed Spell OB: . Randae knows All Bardic
  Base lists and all Loremaster Base to th. Also knows Cloaking, Attack
  Avoidance, Self Healing, Movement and Mind’s Door to th; Brilliance to
  th.
  Sword: +25 broadsword Of Slaying Lugrôki and Garks, golden blade glows
  within 300' of either foe.
  Harp: Lap Harp +20 to all Controlling Songs, continuous Sonic Law 10'R.
  Highly intelligent, it has a feminine voice and can talk or sing with Randae
  (it also chides him about some of his misadventures).
  Ring: Gold ring set with an emerald, it casts Invisibility to  x/day.
  Earring: Gold earring with an emerald, x PP.
  Longbow: Elven bow, can be fired every round without penalty.
  Cloak: Adds 50 to hiding attempts.
  Jaysten Tyrallion
  Age: ≈ 150 (Immortal; appears ≈) Eyes: Dark Blue. Hair: Pale
  blond/curly. Build: Slender. Height: . Race/Sex: Linær/M.
  Skin: Fair. Demeanor: Gentle, quiet. Dress: Simple black and grey
  Travelling Clothes. True Attitude: Sensitive, intelligent. Home:
  Dalov Ram, Empire of a Thousand Dawns.
  Jaysten’s talent is
  listening. As an advi-
  sor to a member of
  the Vashaan ruling
  oligarchy in Falias, he
  does a great deal of
  listening… and re-
  porting to his supe-
  riors. There is con-
  cern that Vashaan
  and the Alliance will
  soon clash violently.
  Though some-
  what shy, Jaysten also
  has a great musical
  talent   and has been
  asked to perform a
  few times at private
  gatherings of the no-
  bility (this is also a
  subtle insult to the
  Linær, asking him to
  perform like a min-
  strel when he is also
  a capable diplomat
  and strategist).
  Hits: 120. Melee: 140qs. Missile: 180lb.
  AT(DB): 1(50). Sh: (Y*). Gr: A. MovM: 30.
  Lvl: 16. Profession: Mentalist. Stats: St-91; Qu-100; Em-87; In-90; Pr-101;
  Ag-101; Co-92; Me-84; Re-71; SD-69. Will: 75. AP: 99. PP: 160 (32 x 5).
  Skill Bonuses: Climb40; Swim30; Ride35; ; S&H105/155; Perc90; Amb5;
  AMov20; MASt60; Acro40; Act45; Diplom50; Fletch10; Lead35; Music85;
  Nav50; PubSp25; S&T: 45; Sail20; Seduct40; Sig15; Sing 110; Subdu20;
  Trick40.
  Spells: Base Spell OB: 80. Directed Spell OB: 180 (Firebolt). All Mentalist
  Base lists to 20th, Mentalist Self-healing, Solid Manipulation. ???
  Quarterstaff: + and made of a strong but light alloy. It is also capable of
  casting Shield 2x per day and Deflections 2x per day.
  Bracers: Grey leather with silvery alloy reinforcements, they allow the wearer
  to parry even bladed weapons.
  Cloak: Dark grey, adds +50 to hiding.
  Amulet: A neck chain of a silvery alloy  with a large rune suspended from
  it. The amulet is a x5 Mentalism PP enhancer.
  Bow: +25, with 2x normal range.
  Earrings: Silver hoops, they can each store 1 spell up to 10th level per day.
  3•NAVIGATORS
  Second in fame only to the Loremasters, the Navigators are a
  planet-wide coalition of several guilds, an alliance which has vir-
  tually monopolized a unique transportation service. By utilizing
  arcane devices, they provide swift, relatively safe transport to any-
  one who has the money to afford their prices.
  Obviously, Navigators are masters of the Essænce, for not only
  can they guide ships and caravans along the safest route, they are
  able to Teleport groups or even ships and large animals across
  vast distances by using nearby Essænce Flows.
  All Navigators utilize some sort of device (usually referred to
  as a Compass) in their trade, though its nature and appearance
  varies tremendously from Guild to Guild. One group uses a disk-
  shaped object resembling a large and ornate magnetic compass,
  worn about the neck on a chain. Another’s members manipulate
  an intricate device with many small tubes and slides which looks
  like a very sophisticated sextant. Yet another Guild uses a brace-
  let of silvery metal fitted with a single semi-spherical gem (about
  two inches in diameter) which glows a variety of colors: indica-
  tors to the trained eye.
  It seems as though the Navigators take great pains to main-
  tain the already pervasive mystique about their powers, perhaps
  to defend their monopoly, perhaps for the more altruistic pur-
  pose of holding a certain balance in the world. It is important to
  note that one of the tenets of the Alliance Code is that they will
  not transport what they consider military personnel or items,
  either for the purpose of attack, espionage or sabotage, and they
  maintain the right to refuse any assignment they consider to be
  such. If any Navigator has been successfully bribed to betray this
  code in the past, the organization has managed to keep it a com-
  plete secret.
  There have been a few incidents in the past in which some
  power-hungry lord has attempted to coerce a Navigator—or,
  worse yet—kill one and use his Compass. The ultimate failure of
  such attempts is quite well-known; retaliation was swift and sure.
  One king who had a Navigator killed vanished soon after (along
  with the entire royal treasury) and was never heard from again.
  NAVIGATOR GUILDS
  The Guilds have divided the world into districts, each Guild
  having a defined jurisdiction. The actual boundaries have yet to
  be understood by outsiders, partly because they seem to differ
  depending on the time of year and time of day. A single Naviga-
  tor is always the guide for an entire assignment, however.
  Jaysten Tyrallion
  
  192
  World Atlas & Encyclopædia Kulthea
  An assortment of Guilds likely to be encountered and used
  by wealthy travelers are listed below.
  Guides of Vurn-kye
  One of the more ostentatious (not to mention stuffy and con-
  descending) Guilds, their Navigators use a Compass which re-
  sembles a golden sextant with tiny jewelled fittings. A Navigator
  is never parted from his Compass, and when it is not in use he
  carries it in a fine black leather pouch slung from the belt. This
  Compass is actually one of the most sophisticated as well, requir-
  ing considerable skill to use. The many slides and moving indi-
  cators, in conjunction with the small, telescope-like viewer, al-
  low the trained user to see Essænce flows, determine their power
  and direction, and so tap into them.
  Navigators in this Guild wear a tunic and pants of black cloth
  trimmed with gold thread and gold fastenings, black leather boots
  and, unless the weather is very hot, black leather gloves. Their
  symbol, an abstracted sextant-compass, is embroidered in silver
  and gold thread and many tiny gems on the left breast.
  The “Navigators”
  Possibly the largest Guild, this group is composed entirely of
  Elves who seem perpetually in a daze, though they are no less
  competent than their peers. Simply referred to as the Navigators
  (rather presumptuous), it has been hypothesized that they are
  also the first Guild as such to have formed.
  They wear a glazed expression rarely broken by any sign of
  emotion. Most of the members of this Guild are actually Mystics
  or Monks by profession, though all of course have the necessary
  Arcane lists.
  Members wear neutral grey clothing, the only decoration be-
  ing their Guild insignia emblazoned on the left breast. Their com-
  pass takes the form of a rigid two inch wide silver band, appar-
  ently permanently aﬃxed about their left wrist. Set on the band
  is a semi-spherical clear crystal which continuously glows differ-
  ent colors. Whether the colors mean anything is a mystery to
  outsiders, since the Navigator rarely pays any attention to the
  item at all, instead staring off into the distance. (In fact, the col-
  ors have some meaning, but the attuned user does not need to
  consult them; he is linked to the Compass and able to perceive
  Essænce Flows with a sort of second sight—hence the dreamy,
  distracted look.)
  The Daruni Olkanin
  One of the more “down to earth” Guilds, the Daruni Olkanin
  Navigators have even been known to carry on casual conversa-
  tion with clients while on assignment (an activity not forbidden,
  but frowned upon by stricter Guilds who consider it ‘demean-
  ing’). Members vary greatly in actual profession, and they have
  no uniform other than a bright green surcoat, trimmed with gold.
  Navigators usually wear green or brown garments to comple-
  ment this surcoat. Their Compass takes the form of a gold disk
  four inches in diameter with a convex crystal on one face, be-
  neath which is an intricate mosaic of jeweled inlays resembling
  an actual compass and a delicate filigreed arrow which swings
  about in directions which seem aimless to the untrained; even
  the Daruni Olkanin do not discuss the functioning of their Com-
  pass with outsiders. This disk is attached to a heavy gold chain
  worn about the neck at all times by the Navigator.
  Cypharia
  A Guild whose membership consists entirely of females, the
  Cypharia is sometimes referred to as the ‘Sisterhood’ by the other
  guilds. They are fairly aloof, even from the other Navigator groups.
  Their remote island is reportedly a beautiful center of learning
  and magical experimentation. Rumors that the Cypharia are in-
  volved in some sort of breeding program are coldly denied by
  members.
  All of the Cypharians wear long, flowing white gowns trimmed
  with gold. These women are always beautiful, and their profession
  is usually Mystic or Seer. Their Compass is a beautiful golden wand
  set with gems, each with unique, carved designs on it.
  Pathmasters of Hulgan
  All of the Pathmasters of Hulgan are—or at least appear to
  be—aged men (their actual visage is open to speculation, as these
  men seem to always remain the same age for centuries). They
  wear flowing black or grey robes and matching hat with intricate
  embroidered arcane designs. The Pathmasters’ Compass is in the
  form of an ornate wooden hand-telescope. Their professional
  background is frequently in Magic or Astrology.
  A FEW NAVIGATORS
  Following is a selection of specific Navigators who might be
  encountered on the Shadow World.
  Iarsang
  Age: Immortal (Appears ≈) Eyes: Brown. Hair: Black. Build:
  Athletic. Height: ´˝. Race/Sex: Iylar/M. Skin: Fair. Demeanor:
  Bemused. Dress: Dark Grey belted tunic and pants. True Atti-
  tude: Professional and confident. Home: Nexus.
  A Vurn-kye Compass
  
  193
  Part XVIII: Groups and Persons of Note
  A member of the Guild of “Navigators,” Iarsang has the char-
  acteristic ‘dreamy’ countenance, though will look quite alert
  given the right situation. He will cock an eyebrow when con-
  cerned—or in response to a question—give a blandly patroniz-
  ing smile and make a circumspect observation.
   As with all “Navigators” he never looks at—or even seems
  to pay attention to—his Compass. He is completely competent,
  however, and was a very dry sense of humor (so dry, most of his
  clients never realize his little comments are jokes).
  Iarsang wears a suit of fine leather: a thigh-length tunic closed
  diagonally across the front with simple but ingenious silver
  clasps, soft leather pants, and riding boots of a darker shade of
  grey. His belt is also dark grey, with a heavy rectangular buckle.
  Hits: 170. Melee: 240bs. Missile: 280lb.
  AT(DB): 11(150). Sh: (Y*). Gr: A/L. MovM: 30.
  Lvl: 40. Profession: Mystic. Stats: St-98; Qu-100; Em-99; In-90; Pr-101; Ag-
  101; Co-95; Me-88; Re-91; SD-79. Will: 75. AP: 95. PP: 960 (120 x 8).
  Skill Bonuses: Climb60; Swim70; Ride85; DTraps80; PLocks110; S&H135/
  185; Perc150; Rune80; S&W100; Chan40; DirS180; Amb15; AMov50;
  MASt90; Acro70; Act80; Chem60; Diplom50; Fletch60; Lead80; Nav150;
  PubSp70; Sail80; Seduct80; Sig65; Ski60; StarG90; Subdu110; Trick100.
  Spells: Base Spell OB: 80. Directed Spell OB: 180 (Firebolt). All Navigator
  and Mystic Base lists to 50th, Essence Physical Enhancement, Essence Hand,
  Elemental Shields, Rapid Ways; Mentalist Self-healing, Solid Manipulation.
  Compass: A shimmering opalescent stone set in a platinum bracelet per-
  manently aﬃxed about his left wrist, it apparently functions as other Com-
  passes, yet unlike the other devices, the wearer never looks at it or seems to
  ‘consult’ it in any way. The opal-like stone, a flat cabochon about  in di-
  ameter, constantly glows with a scintillating, multihued radiance. It is a x
  PP enhancer in addition to its Compass powers.
  Armor: Actually his leather suit, which protects as full hide with an addi-
  tional DB of . If desired, it will chameleon to blend in with surrounding
  (+ to hiding). The garment also has the bizarre ability to ‘heal’ itself, cuts
  and tears slowly closing over a period of hours.
  Broadsword: + yellow laen sword, it flames on command, delivering an
  additional Heat critical. The sword is beautifully constructed, with a yellow
  topaz pommel-stone. It is Of Slaying creatures of Cold (in additional to the
  slaying critical, it delivers double hits from the Heat crit).
  Long Bow: Powerful yew bow, +, with x normal range.
  Ring: Gold ring with a ruby set. Makes wearer immune to fire and heat
  (even dragon-breath).
  Sulfean Kuldir
  Age: Immortal  (Appears ≈). Eyes: Deep Blue. Hair: Pale Blond.
  Build: Slender but Muscular. Height: . Race/Sex: Linær/M.
  Skin: Fair. Demeanor: Coldly Aloof. Dress: Black uniform. True
  Attitude: Controlled. Home: Nexus.
  A beautiful youth, Sulfean is nevertheless a master of the re-
  mote demeanor required of the Guides of Vurn-Kye. His black
  tunic, breeches and boots are skillfully tailored to his athletic
  frame, shoulders crowned by the usual gilded epaulettes and
  braid, etc. Not surprisingly, he has broken the heart of number-
  less fair maidens among his clients. Never has he cracked his chilly
  manner. Not once (in front of a client) have his perfect lips curled
  into a smile.
  Sulfean is actually not much older than he appears, being a
  very adept pupil and powerfully gifted Essence-user. He keeps
  control of his emotions only with an effort, determined to prove
  wrong those who opposed his full certification on the Guild at
  his unusually early age. Thus he comes off as cold and remote—
  even to his fellows.
  Hits: 180. Melee: 240yb. Missile: 230(lcb).
  AT(DB): 1(90). Sh: Y*. Gr: N. MovM: 30.
  Lvl: 34. Profession: Mentalist. Stats: St-98; Qu-101; Em-87; In-66; Pr-102;
  Ag-100; Co-96; Me-99; Re-94; SD-98. Will: 447. AP: 101. PP: 1088 (136 x 8).
  Skill Bonuses: Climb50; Swim40; Ride85; PLocks90; S&H150/200; Perc180;
  Rune70; S&W85; Chan60; DirS160; Amb10; Act110; Diplom90; FAid50;
  Lead70; Medit65; Music80; Nav145; PubSp110; Sail25; Seduct120; Sig80;
  Sing45; SpellM60; StarG90; Subdu100; WeathW100.
  Spells: Base Spell OB: 60. Directed Spell OB: 160 (Hand of Fire True). Sulfean
  knows all Base Mentalist lists to 30th, Navigator lists to 50th, Open and
  Closed Mentalist to 20th.
  Compass: The Sextant-like device of the Guides of Vurn-kye.
  Cloak: Full-length flowing cloak, it adds 50 to Hiding bonuses, and will
  turn the wearer invisible 4x/day
  Yarkbalka: (RM special weapon; essentially a +10 falchion.) A sword of
  unusual design, Sulfean’s Yarkbalka is an additional +30, fashioned of a
  golden alloy. The pommel gem is a large yellow sapphire; intelligent, it will
  Mind Type at Sulfean’s request. The sword will also Long Door to his hand at
  a thought, from up to 30 miles away.
  Ring: Gold with a yellow diamond set, it allows Sulfean to cast the spell
  Hand of Fire True, 5x per day.
  Dart Gun: A curious, baroque affair, it looks like a contorted pistol of some
  kind. It is fashioned of a variety of fine metals and woods, and fires tiny
  metal darts with the same effectiveness as a Light Crossbow at 1/2 hits. It
  holds clips of 12 darts, and can be fired 2x a rnd.
  Porel
  Age: ? (Appears ≈). Eyes: Blue. Hair: White. Build: Medium.
  Height: '". Race/Sex: Human/M. Skin: Fair; Wrinkled. De-
  Sulfean Kuldir
  
  194
  World Atlas & Encyclopædia Kulthea
  meanor: Mild, yet Gruff. Dress: Long Blue-grey Robes. True At-
  titude: Preoccupied. Home: Nexus.
  One of the Pathmasters of Hulgan, Porel is—like all of his
  brethren—an aged-looking man with long white beard and hair.
  Though he walks with a stoop and appears to lean heavily on his
  ebony staff, he is strong and energetic, and a formidable combat
  opponent.
  Porel is forgetful, easily distracted, and his mind seems to wan-
  der. These faults don’t apply to his Navigating, however; he has a
  flawless service record. That doesn’t reassure his clients when—
  about to cast a spell to Teleport them—he suddenly turns and
  says from under his bristly brows “Where was it you wanted to
  go?”
  Hits: . Melee: bs. Missile: —.
  AT(DB): (). Sh: (Y*). Gr: N. MovM: .
  Lvl: . Profession: Astrologer. Stats: St-; Qu-; Em-; In-; Pr-;
  Ag-; Co-; Me-; Re-; SD-. Will: . AP: . PP:  ( x ).
  Skill Bonuses: Swim40; Ride80; S&H90; Perc145; Rune110; S&W125;
  Chan80; DirS185; Act75; Diplom80; Lead65; Math70; Medit50; Nav130;
  PubSp60; RMas95; Sail45; Sig80; SpellM70; StarG180; WeathW90.
  Spells: Base Spell OB: 90. Directed Spell OB: 215 (Starhand True). All Base
  Astrologer and Navigator lists to 50th. Selected Mentalist and Channeling
  lists.
  Compass: A handheld telescope of fine wood, set with jewels and inlays of
  precious metals. It really is a telescope, but much more—allowing Porel to
  see Flows of Essænce, through solid objects, confers other, more Mystical
  abilities.
  Staff: 7' tall staff of gnarled black ebony, set with a crystal sphere at the
  head. The Staff is highly intelligent and can speak with a feminine voice. It
  is a x9 PP enhancer, and has the power to fly, following Porel, or defending
  him (acting as a +30 wall shield in all directions). The staff will also allow
  Porel to cast Starhand True at will. The staff’s Starhands are Of Slaying De-
  mons.
  Robes: Deep blue, flowing garments, they have a shimmering, slightly dis-
  torted look. In fact, they are enchanted, protecting as AT 20 with a 40 DB.
  The robes give off a visible blue aura when struck by weapons.
  Amulet: Eye of the Guardian. A large star emerald set in a flat, greenish
  metal, this strange device is designed to look like a great eye, the emerald
  being the iris. It hangs about the neck on a metal chain, and detects/locates
  active Portals within 400 miles.
  Sword: A broadsword of keron alloy, it has the characteristic black sheen. It
  is also +30, and is Of Slaying Demonic creatures.
  Little-known Facts about the Navigators
  Navigators have failed in the past, but the occurrence
  is extremely rare, and the client involved has been more
  than compensated for his loss in each case. As is true
  with all professions there are apprentices, who in this
  case are usually charged with lesser tasks like an-
  swering obelisk summons and setting rates, which
  are pretty straightforward. As they learn more and
  increase in power they are assigned more com-
  plicated tasks. Two factors separate the Naviga-
  tors from the average skilled Magician: the spe-
  cialized training and aptitude which allows them
  access to the Arcane Lists, and the Compasses.
  These ancient artifacts of the Lords of Essænce
  are at the heart of the Navigators’ ability to safely
  Teleport with such regularity.
  About Compasses
  Though they can differ in the full range of their
  power, the Compasses all perform basically the same
  task—generating a safe teleportation route for the traveler who
  wields it. It is necessary for the user to have mastered the appro-
  priate Arcane lists to be able to fully utilize a Compass, and there-
  fore to become a Navigator. Compasses are invariably intelligent
  items mentally attuned to the user (attunement is often a com-
  plex process in itself) and directs him or her on the safest route.
  The wielder provides information on those who are to be Jumped
  and approximately to where; the Compass keys in on the
  Navigator’s PPs in addition to its own formidable energies, and
  enacts the Jump using Essænce Flows for power and guidance.
  Jumps using a Compass are almost risk-free.
  4•THE JERAK AHRENRETH
  This section describes a secret order known amongst its mem-
  bers and followers as the Jerak Ahrenreth, or ‘Secret Circle.’  It is
  a cult of surpassing power and evil, with a convoluted history
  which reaches back far into the First Era.
  How this organization is used (if at all) is up to the GM.  With
  such powerful agents and subtle operations, the Secret Circle
  could be behind any number of subversive operations, large and
  small.
  An ancient cult, the original Ahrenreth was called to order
  long before the founding of the College of Loremasters and be-
  fore the first Navigator Guild was formed.  In fact, its origins lie
  in a different age, when the very face of Kulthea was different.  Its
  founding leader was a Lord of Essænce by the name of Dænkú—
  though in a later age he would be known as Andraax.
  The First Secret Circle
  In the hours that followed the death of Kadæna, Utha’s forces
  routed her evil minions and either destroyed them or sent them
  back into the Void from which they came. Utha then decided
  that Kulthea needed to be shielded from the possible threat of
  surviving followers of Kadæna who might be in hiding, as well
  as demonic forces from the outer
  Planes—and Beyond.  He
  had set his Eyes to
  watch
  
  195
  Part XVIII: Groups and Persons of Note
  over the world, but feared that they alone could not maintain a
  guard against Darkness. So he charged Dænkú with the task of
  forging an organization to protect the Eyes and maintain the
  safety of Kulthea.  To aid them he gave the Crystal, a mighty arti-
  fact through which flowed the Essænce.  With it, the Circle could
  tap vast energies, and it acted as a focus of their powers and pur-
  pose.
  This first Secret Circle, known properly as the Dænkú Ahren-
  reth, was made up entirely of K’ta’viiri, and was led by the man
  whose original name was said to be V’gliin.  As leader of the Circle,
  V’gliin came to be known as Dænkú exclusively, and his
  birthname was virtually forgotten.
  The Dænkú Ahrenreth did its duty for thousands of years,
  but at last the inexorable march of time—and the attrition of
  conflict with the minions of the evil Lords—reduced the Circle
  to Dænkú alone.  Some were slain in combat with demons, some
  were swept away by the tides of the Essænce. Among those lost
  into the Void was Ondoval, trusted friend of Dænkú.
  Then came the Wars of Dominion, in which Dænkú faced
  his old foe the Master of Malice and finally vanquished his fel-
  low Essænce Lord. But Dænkú was badly wounded and vanished
  from history for a time.
  The Ahrenreth Reborn
  At the Dawn of the Third Era, Ondoval returned from be-
  yond the Void and opened the sealed gates of the Guardian Isle.
  The old members of the Secret Order were long lost, but he re-
  solved to re-found the Circle.  But Ondoval was not as he had
  been when he entered the Void. His mind was twisted by the
  warped reality, and his purposes were not what they had been.
  He strayed from the ideals of the original order and fell into evil.
  He was to be come the greatest of the Unlife’s servants.
  He summoned forth the Secret Circle once again. Some as-
  pects of the Circle remain the same: as before, the eight members
  assume titles associated with specific seats on the council, taking
  those titles as their names.  In some ways these were more than
  designations, for they were indicators of their role, and even be-
  came part of the owner’s identity. Those names have changed,
  however, and new rings have been forged for the Eight of the Cult.
  At first the order followed Ondoval’s will, which was the sabo-
  tage of civilizations everywhere. It was Ondoval’s twisted, paranoid
  belief that the K’ta’viiri Essænce Lords were everywhere and that the
  only way to stop them was to destroy all semblance of order.
  Ondoval became obsessed with the East, and sought ways to
  nullify the power of the Eyes of Utha. As he spent less time with
  the Secret Circle, a quiet rebellion arose. Members vanished to
  be replaced with others. Now their purpose is less clear. Some
  desire domination of the ‘lesser races’, some desire chaos, others
  are simply cruel.
  More on the Jerak Ahrenreth will appear in the upcoming
  Powers of Light and Dark book.
  5•DRAGONLORDS
  All the greater dragons are intelligent, sentient beings, these
  Dragonlords are all of surpassing cleverness and unimaginable
  might. Each is master of Arcane Power and could stand against a
  Lord of Essence as equal… or superior. While—as noted else-
  where—dragons are not by nature ‘evil’ creatures, all that is
  known of the Dragonlords indicates that they have an acquisi-
  tive nature and desire domination of other races.
   They have lived for thousands of years, having survived the
  Wars of Dominion and countless lesser conflicts. Some rule lands,
  while others hold only their citadel and operate in more subtle
  ways to gain power and ever increasing wealth. They worship no
  deity greater than themselves. All of the Dragonlords have the
  power of shapechanging, allowing them to assume human form.
  This has advantages in that they are able to move about freely in
  a world dominated by humanoids. The disadvantage is, of course,
  that they are more vulnerable in human form.
  The origins of the Dragonlords are shrouded in the temporal
  mists which divided the First and Second Eras. It is not known if
  dragons shared Kulthea with the Althans, or if they came into
  being during the Interregnum. In any case, an alliance of the six
  most powerful Lords was formed sometime in the Second Era,
  its purpose to promote the supremacy of the dragons. The mas-
  ter artificer Krelij (in return for many alchemical secrets) aided
  Oran Jatar in the forging of the helms, which allowed the Lords
  to remain in human form indefinitely, and use their devastating
  breath weapon with almost full potency. These items have greatly
  enhanced the scope of the Dragonlords, and they control formi-
  dable cults of followers.
  It should be remembered, however, that though these lords
  may appear as humans (and in fact spend much of their time in
  human form), they are alien creatures. Dragons do not think the
  same way that men (mortal or immortal) do.
  The Dragonlords and their essential nature is noted below.
  All are winged and should be considered at the least ‘Old’ Great
  Drakes. More on the dragonlords will appear in the upcoming
  Powers of Light and Dark book.
  The Six Dragonlords
  Name
  Color/Type
  Focus
  Home
  Drûl Churk
  Green (earth)
  Animism
  Molac Rúann
  Sulthon Ni’shaang
  Red (fire)
  Magic
  Ja’miil Targ
  Ulya Shek
  Black (gas)
  Mentalism
  Awg Arul
  Voriig Kye
  Silver (electricity) Astrology
  Vog Mur
  Oran Jatar
  White (cold)
  Alchemy
  Aalk Gaath
  Kydak Dûm
  Gold (fire)
  Mysticism
  Vulm Shryac
  6•HERALDS OF NIGHT
  Harbingers of Darkness, these messengers of terror are among
  the most frightful of the Unlife’s servants. Coming forth only at
  night, their very presence brings a terrible dread to their foes.
  The actual origin of the Heralds is unknown, though it is be-
  lieved that the Swords of Night they wield are a dark legacy from
  the Wars of Dominion.
  Heralds of Night appear astride black unicorns, all handsome
  men and women with hypnotic eyes and fair skin. They are with-
  out helm, but wear a metal breastplate and greaves of black ar-
  mor which reflects no light. A black kilt of leather girds their
  hips, and tall black boots cover their legs to above the knee. Their
  arms and legs are left bare, revealing their marble-white skin. If
  injured, their wound slowly oozes a thick blue-white ‘blood.’
  Wounds heal as noted below.
  All carry swords with strange powers: glittering two-handed
  blades of dark glass.
  A Typical Herald of Night
  Age: ? (Appears ≈ ) Eyes: Black. Hair: Black. Build: Muscular.
  Height: . Race/Sex: High Man/M or F. Skin: Very Pale. De-
  
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  World Atlas & Encyclopædia Kulthea
  meanor: Emotionless. Dress: Black breastplate and leather. True
  Attitude: Possessed. Home: Varies.
  Heralds wear black armor and usually a short black leather
  kilt-like garment. Studded black thigh-boots, gloves and
  headband complete the uniform. They possess super-human
  strength, perhaps partially conferred by the sword, or summoned
  using adrenal control.
  Their Black Unicorn steeds have red glowing eyes, steaming
  nostrils and a luminous golden horn. They are evil and will at-
  tack a non-evil Unicorn on sight % of the time unless con-
  trolled by the rider.
  Hits: 200.
  Melee: 250.
  Missile: —
  AT(DB): 18(90/190*). Sh: (Y*). Gr: A/L. MovM: +35.
  Lvl: 20. Profession: Fighter (Warrior, Evil Paladin). Stats: St-103; Qu-101;
  Em-80; In-100; Pr-100; Ag-103; Co-100; Me-90; Re-80; SD-95.  AP: 95. PP:
  240 (60 x 4).
  Skill Bonuses: Climb80; Swim80; Ride120; S&H95/175; Perc100; DirS100;
  Acro75; Track60.
  Spells: Base Spell OB: 20. Directed Spell OB: 100 (Dark Absolution). May
  know any of the following: Evil Cleric lists, Open or Closed Channeling lists,
  (Paladin [Un]holy Warrior, Spell Breaker, Shielding Ways).
  Special Abilities:
  Physical Resistance: Heralds cannot be stunned, and they regenerate 4 hits
  per round.
  Mental Resistance: Because their minds are dominated by their sword, they
  have an additional +40 to RRs vs mental attacks.
  Black Unicorn:
  Lvl: 20. Base Rate: 160. Max Pace/MN Bonus: Dash/50. Speed/MS/AQ:
  BF/VF. Size/Crit: L/I. Hits: 200. AT(DB): 11(80). Attacks: 250LHo/135LBa§/
  1160LTs. Notes: Vicious, intelligent, and evil.
  Sword of Night:
  1. Of clear laen, the blade appears to be tinted dark blue with many tiny
  flecks of silver inside, like a starfield. +40 bastard sword. The sword glows
  with a dim blue-white light.
  2. Delivers a Cold critical in addition to any other.
  3. Casts Magician Base Light Law “Utterdark” at will.
  4. Can (at the decision of the wielder) draw the ‘soul’ of anyone it delivers an
  “E” critical to. Spell requires 1 rnd of inactivity to cast; target gets a RR, but
  is ‘touching,’ and the sword is considered 20th level for this attack. The sword
  can hold up to 4 souls at a time, and a soul may be used to fire an Evil Cleric
  Dark Absolution at the level of the soul. Soul is automatically destroyed when
  the spell is cast.
  5. Intelligent, the sword will attempt to control any other wielder than itself.
  It should be treated as 20th level and has a Will of 200.
  6. x4 Evil Channeling PP enhancer.
  7.  Can cast Deflections III 3x per day.
  7•INDIVIDUALS OF NOTE
  The following are of surpassing importance in the world
  scheme of things, and some additional information about them
  would seem to be in order.
  ONDOVAL, THE ESSÆNCE LORD
  Ostensibly the only only remaining member of the original
  Dænkú Ahrenreth (although the first Dænkú—Andraax—does
  survive), Ondoval was first a follower of Utha and aided in the
  defense of the Eyes during the Interregnum.  However, the first
  Arulis Kygari was trapped into a warp in time and space while in
  combat with a Demon of the Void.  Swept into the Outer Planes,
  Ondoval was lost to the Ahrenreth.
  But Ondoval did not perish. A Lord of Essænce, the Arulis
  Kygari survived through an age in a realm which would have
  killed a lesser being in moments. But the twisted reality had its
  corrupting effect on the K’ta’viir, and after more than a thou-
  sand centuries, it was a different being who emerged from a bro-
  ken Portal amidst the wreckage of the Wars of Dominion.
  After traveling the world for many decades, Ondoval returned
  to the Guarded Isle, original home of the Ahrenreth in TEI .
  He entered the Vault and awakened the slumbering Crystal,
  though it had grown weak with the passage of time. He perceived
  the Loremasters as tools of hidden Essænce Lords and therefore
  his enemies. He resolved to free the world of their oppression,
  and the choking blanket which held back the True Essænce. The
  Loremasters would be swept away, and the Eyes of Utha would
  be destroyed.  He had become a tool of the Unlife.
  Now he has taken one of the Eight citadels of the Ahrenreth
  for his own and gathered a huge army. Once the Eyes are ren-
  dered powerless, he will (he believes) use his forces and the Shad-
  owstone to destroy all the Essænce Lords on Kulthea and fulfull
  Utha’s purpose. The fact that this will render Kulthea lifeless is
  inconsequential.
  THE NAMELESS ONE
  The man who calls himself the Nameless One first appeared
  in Zinvar in  . This was to be the first of a number of
  fateful appearances across Emer in which he (accurately) pre-
  dicted disaster. Never does he suggest a way to avert this catas-
  trophe; often he does not even specify what it will be or when it
  will occur. His purposes are impenetrable. Only the Loremasters
  have a comprehensive picture of the scope of his forewarnings,
  but even they have been unable to intercept this elusive figure.
  Descriptions of this doomsayer vary somewhat, but most
  agree that he has the visage of a young man with light brown
  skin and black hair. His eyes are said to be blue-violet, and he
  appears human, not Elven. He wears a flowing black hooded robe
  and is often accompanied by Changramai bodyguards. Some
  witnesses claim to have seen a bracelet not unlike the Compass
  worn by the Navigators. Many say that he is Andraax returned
  from the East and driven insane by visions of destruction. Lore-
  masters will not comment on this assertion.
  The Nameless One’s appearances are becoming more frequent
  and his doomsayings more ominous: his fame has spread from
  Kaitaine to the Mur Fostisyr, and every black-robed stranger is
  seen as an approaching harbinger of disaster: a specter to be
  feared.
  Contrary to the popular theory in Karilôn, the Nameless One
  is not Andraax, but Tethior the Smith. He survived the Wars of
  Dominion, though he was forced to kill his brother Krelij in self-
  defense. His mind and heart have not been the same since.
  After the Wars he fled in shame to a distant place of seclu-
  sion. On one of the Inner Isles of Thuul, where the Flows of Es-
  sænce begin to distort Time and Space, Tethior built a new forge.
  For nearly six thousand years he hid from civilization, work-
  ing alone in his hidden smithies. Finally he chose to make his
  presence known again, but not as Tethior, for he still considered
  himself a failure. Tethior, whose magical Helms failed to main-
  tain peace on Jaiman, Tethior who killed his own brother. In-
  stead he uses his powers to appear as a Lord of Essænce, and,
  guided by visions seen in his Orb, makes prophesies of doom.
  He will not suggest a course of action because he believes that he
  
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  Part XVIII: Groups and Persons of Note
  was too quick to do so before and that led to his failures. Instead
  he only warns of disaster. Unfortunately, his prophesies have been
  of little help, and his very presence can cause panic.
  Powerful beings from the Lords of Orhan to the Loremasters
  are seeking Tethior, but his powerful spells cloak his true nature.
  As The Nameless One:
  Age: ? (Appears ≈) Eyes: Violet. Hair: Black. Build: Medium.
  Height: . Race/Sex: Lord of Essænce (K’ta’viir)/M. Skin:
  Tanned. Demeanor: Cold; impersonal (but polite). Dress: Full-
  length, hooded flowing black robes. True Attitude: Secretive.
  Home: Dalov Griev.
  As the Nameless One, Tethior will not fight. Instead he will
  use his amulet to flee to his forge at Dalov Griev (E. “Isle of Jew-
  els”), leaving his Changramai guard to cover him.
  As Himself:
  Age: ? (Appears ≈) Eyes: Blue. Hair: Dark Brown. Build: Lean.
  Height: . Race/Sex: Loar Elf/M. Skin: Fair. Demeanor: Pas-
  sionate. Dress: varies (plain tunic with black leather Smith apron).
  True Attitude: Secretive, paranoid. Home: Secret Forge/Smithy
  within the Ring of Thuul.
  Seeing Orb: Similar to the Master Orbs of the Ilarsiri, this one can combine
  the powers of the Seer base Lists True Sight, Past Visions, Future Visions,
  and True Perception. It can also link to the Ilarsiri while shielding itself. It
  has  PP per day. It is about  feet in diameter and rests in a secure room
  at Tethior’s forge.
  Others: Tethior has many other items at his forge; the GM may wish to cre-
  ate others if necessary.
  ANDRAAX
  Age: Immortal (Appears ≈) Eyes: Violet. Hair: Black, streaked
  with Silver. Build: Muscular. Height: . Race/Sex: Lord of Es-
  sænce (K’ta’viir)/M. Skin: Light brown. Demeanor: Varies: some-
  times reserved; other times manic or paranoid or sullen. Dress:
  Full-length, hooded flowing black robes. True Attitude: Secre-
  tive. Home: no permanent home. A.k.a: Dænkú, V’gliin
  While theoretically no longer an actual Loremaster, Andraax’s
  involvement in the Shadow World—both past and present—is
  such that his inclusion here is imperative. In addition to being
  one of the original Loremasters, he established the Nomikos Li-
  brary in Jaiman, and many other centers of learning.
  Andraax was one of the original three founders of the Lo-
  remasters and as such is obviously an immortal. However, he is,
  in fact, one of the Althan K’ta’viiri: a Lord of Essænce. He es-
  caped the conflict of the original Lords by fleeing to a hidden
  subterranean chamber and placing himself in a sophisticated
  cryogenic sleep, to return to wakefulness after the interregnum.
  Andraax—in his ‘natural’ form—has the look of a Lord of
  Essænce: smooth, light brown skin with no facial or body hair,
  hands with six long, dextrous fingers, small round ears, and the
  thick black scalp hair. Some witnesses claim that his eyes, though
  the characteristic violet color, are round-pupiled, however, and
  his shimmering sable hair has a streak of silver-grey at the left
  temple.
  The physical description given above is Andraax’s most popu-
  lar form. He has the power to assume any number of disguises,
  however. He could be encountered anywhere, in any guise. It is
  said that the only thing which remains the same about his ap-
  Guest Halls at the Library of Nomikos, Ormian
  
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  World Atlas & Encyclopædia Kulthea
  pearance are his unmistakable violet eyes—something he could
  conceal but chooses not to.
  Hits: .
  Melee: .
  Missile: .      Energy: .
  AT(DB):  (/*).
  Sh: N.
  Gr: N.
  MovM: +. PP:  ( x ).
  Lvl: 120. Profession: Seer/Mystic/Mentalist. Stats: St-105; Qu-108; Em-102;
  In-100; Pr-110; Ag-106; Co-110; Me-112; Re-108; SD-98. Will: 220. AP: 109.
  Skill Bonuses: Climb120; Swim100; S&H200; Perc180; Rune130; S&W135;
  Chan150; DirS115; Amb±20; Acro100; Act240; Admin110; Appr90; Arch95;
  Chem75; Diplom118; Fals87; Math115; Medit140; Music90; Nav114;
  PubSp160; RMas80; Seduct130; Sig145; SpellM110; StarG100; Stra&Tac180;
  Subdu200; Trick80.
  Spells: Base Spell OB 120: Directed Spell OB: 240 (Any Elemental Attack,
  including Plasma and Nether). Andraax knows every Mentalist Base, Open,
  and Closed list; all Seer, Lay Healer, Astrologer, and Mystic Base Lists to
  50th level. (He also knows all Arcane Lists from RMC I, all Loremaster and
  Navigator Base, all Montebanc, Sleuth and Magus Base from RMC III, and
  all Space Master Psion Lists to 50th).
  * Additional DB is from Deflections True.
  Special Abilities:
  Racial Abilities: Andraax has all of the special abilities inherent in the K’ta’viir
  race.
  Strength of Body: Andraax resists all attacks as a Large Creature.
  Sword: A 2-h power sword (in RM, treat as a +40 2-h sword delivering double
  hits, Slash and Heat criticals. It also has a 50% chance of destroying non-
  magical weapons which are used to parry it (20% base chance of destroy-
  ing magical weapons, -5% per +5 of the item, open-ended).
  Gé: A +40 weapon, it delivers an electricity critical in addition to its regular
  deadly attacks.  It also returns magically to its pouch.
  Robes: Able to change color to automatically match their surroundings, they
  are also Ultrablack, adding  to hiding.
  Grav Belt: A High-acceleration, mentally-controlled belt device.  Andraax
  can fly at speed in excess of 300 mph (the belt generates a ‘sonic fold’ which
  protects the wearer from wind).
  Barrier Shield: An enhanced version of the Space Master Barrier shield,
  this device is a pair of bracelets which adds +100 to his DB, and Andraax is
  considered AT 20 while wearing them.
  Laser Pistol: Arcane-looking Laser pistol with the powers of a Laser Rifle.
  (GMs without Space Master may wish to use the Longbow table and ex-
  trapolate with criticals—suggest regular puncture plus an ‘A’ heat; range
  would also be greater).
  
  Part XIX: Appendices
  199
  • PART XX •
  APPENDICES
  1•LANGUAGES
  Following is a listing of some the languages of Kulthea, with
  an emphasis on Emerian and Jaimani tongues.
  LIVING TONGUES
  Arlak: The language of the amazon people of Sarnak; it is re-
  motely derived from Old Emer.
  Chíra: The chirping tongue of the avian species Hírazi.
  Danari: Spoken by the people of Danarchis, it is related to Old
  Emer, and the closest living tongue to that ancient language.
  Dyar: (Dark Elvish) Originally a dialect of High Elvish, this
  tongue has changed over the years and now has only limited
  resemblances to its parent language.
  Erlin: (‘Speech of the Forest’; Wood Elvish) While not as ethe-
  real as Iylar, the Erlin language has a musical quality. It is more
  accessible to mortal tongues, and is often a ‘common’ language
  between cultures. There are many dialects, including Muri-Er-
  lin, Jaimani-Erlin, and others.
  Itanian: Actually a dialect of Old Emer, this language is very simi-
  lar to the ancient tongue, but has a large vocabulary of its own.
  Iylar: (High Elvish) High Elvish is a beautiful and ancient tongue,
  lyrical and mystical, used primarily by the Linæri for poetry and
  song. Men cannot speak it properly.
  Kuluk: The ‘personal’ language of the Kuluku, a guttural tongue
  with varied inflections and highly dependent of facial expres-
  sion.
  Kayvis: Language of the Ky'taari of the Mur Fostisyr.
  Loariki: written and spoken language of the Loari. A very old
  tongue, it is rarely taught to anyone outside their race or even
  spoken even in the presence of others. It has an extensive vo-
  
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  World Atlas & Encyclopædia Kulthea
  cabulary which allows great precision — perfect for histories and
  technical texts. It is often used by Loari scribes.
  Lugro: The language of the evil Lugrôki warrior-race.
  Mavaun: A tongue shared by the Lankan and Pochanti peoples
  —though each has a very different dialect. While no Lankan
  would admit it, Mavaun is actually the invention of the Pochanti
  and was adopted by the Lankani as knowledge of the more com-
  plex Thanorian was lost. The written language is heiroglyphic
  and known only by the aristocracy and priesthood in Lankanok.
  Miir: The language of the Miirian states; descended from Old
  Emer.
  Muri-Elven: a dialect of pure Erlin, it is spoken in Kelestia and
  NE Eme —including the isles of Vog Mur and by some in Sel-
  kai. The vocabulary and written forms are very similar, but the
  spoken version can vary considerably
  Rhaya: (‘The Tongue’) The predominant language of Jaiman,
  though there are seven very distinct dialects.
  Shay: The ‘common’ tongue of Emer, it has many dialects.
  Shulur: (Aquatic Elvish)† A sonar-like language of high-pitched
  sounds; no other race can speak this tongue except mer-people
  and dolphins.
  Syrkan: Language of the Syrkakar of NW Jaiman; it is derived
  from Haidic and Umli roots but has its own unique character
  T’loc-loc: the unique clucking tongue of the people bearing the
  same name located in Silaar, it is nothing like any other language
  in Emer.
  Taal: The tongue of the Talath of NW Emer, it is complex and
  beautiful—and similar to the language of the Myri of Jaiman.
  Trolack: What you might expect. It is rather limited in vocabu-
  lary and sophistication.
  Uluka: A singsong, birdlike tongue the Kuluku use for long-dis-
  tance signalling.
  DEAD TONGUES
  GM Note: the learning opportunities for these languages would
  be very limited.
  Enris-Sokal: While technically dead, it is very much alive on the
  Loremaster island of Karilôn and in the halls of the Nomikos
  Library and other scholarly institutions (many very old tomes
  are written in Enris-Sokal). Originally the language of the
  Terinians (an intellectual Elven society in southern Palia during
  the early Second Era, not to be confused with the Taranians), it
  was carried across the seas by students of history who studied
  there. It is a very concise tongue (both written and spoken) with
  a large vocabulary and complex structure. Learning it is difficult
  (assuming you can even find a teacher).
  Iruaric: The language of the Lords of Essence. In its ‘true’ form,
  it was partially telepathic and powerful. It can be learned in an
  innocuous form by other races. Because true Iruaric is related to
  the Primal Essænce, the extent of its true power can only be
  guessed at.
  Kugor: Language of the Dragonlords (and other mighty drakes);
  not commonly spoken or even known of by most peoples. It was
  used in many ancient texts, however. Interestingly, it has simi-
  larities to Uscurac and Xytos.
  Old Emer: From c. TE 1200 to c. 1800 the entire continent of
  Emer was united under one Emperor and enjoyed a renaissance
  of culture. The people spoke one language (called Emerian at
  the time). Now little is left of this civilization except ruins and a
  handful of isolated kingdoms, whose people speak varying cor-
  ruptions (most unrecognizable) of Old Emerian. Old Emer was
  brought to the continent by the People of Aldraon (the first
  Emperor and is unrelated to Shay, the current common tongue.
  MAGICAL TONGUES
  Many of these are languages known as part of the process of
  becoming a spell-user, and utilized as part of learning and cast-
  ing spells. Others are more arcane (and dangerous).
  GM Note: the learning opportunities for these languages would
  be very limited, and in some cases would be prohibited unless
  the student was of the correct profession. The GM may wish to
  consult Rolemaster Companion I pp 2-4 for hints on the use of
  magical languages.
  Aludos:* The language of enruning (Essence).
  Enruth:† Tongue of plants and growing things; also of repelling
  Undead (Channeling).
  Krônyt:* The language of Symbols and Glyphs (Channeling).
  Kuskarûk: An arcane language utilized almost entirely by Dark
  Magicians and Sorcerers (used in the summoning of Demons).
  Logos:† (‘The Word’) The tongue of word-thoughts (Mental-
  ism).
  Sylmaria: Speech of the Flows. Almost musical in nature, it al-
  lows control of the Flows of Essænce. This language is very diffi-
  cult to learn. Its teaching is closely guarded by Loremasters and
  Navigators.
  Uscurac: “Common” Language of the Essence, used by Mages
  and Sorcerers in their spells.
  Var Arnak: Language of the High Priests of the Unlife. A word in
  Var Arnak can kill.
  Xytos:† Language of Power-words (Essænce).
  * Denotes Written only
  † Denotes Spoken Only
  4•VOCABULARY
  Following is some selected vocabulary from the Elven tongues
  Erlin and Loari, as well as Ky'taari, Iruaric and Kugor.
  
  Part XIX: Appendices
  201
  ERLIN
  ale ............................................ gudd
  avenue ........................................ thal
  awake ........................................ nem
  awaken ................................ nemrais
  bay .............................................. hel
  bay ............................................. yuil
  black ........................................ burn
  blade ........................................saren
  blue .............................................orn
  break ......................................... kura
  breaker (waves) ......................sulem
  bridge ....................................... cisur
  broken .................................... kurim
  burn ........................................... lum
  burning ..................................... luim
  canal ........................................ lenov
  cliff .............................................. kai
  cloud ..................................... kindag
  cove ............................................. lew
  coven ....................................... dorth
  dark (night) ............................ ordak
  dawn ........................................... cor
  death ...........................................vog
  deathless ............................... oevaag
  depth........................................ surth
  dweller .................................. eduum
  dwelling .................................... edos
  eagle ..........................................resiv
  east............................................ esov
  eat ............................................. krin
  eater ........................................ kruin
  eye ............................................... lon
  fall ............................................daart
  fire...............................................bur
  fires ............................................buir
  fool ............................................. gorl
  forever..................................... yenor
  frost............................................krik
  gate ...........................................turic
  glass ......................................... krem
  gold ............................................. orv
  grand .......................................... kyr
  great hall .....................................tyrl
  green ......................................... voru
  grey ........................................... burs
  guardian ..................................throk
  hall ............................................... tyl
  haven ....................................... cibur
  head ........................................... faal
  heather ....................................... haft
  heavens ................................... ordag
  hidden...................................... gedal
  hill ............................................ wode
  hollow ....................................... baas
  hound ........................................ zurt
  ice.............................................. wirs
  iron .......................................... encla
  island .......................................dalov
  islands.................................... daloiv
  islet .......................................... dalla
  jewel ........................................... gref
  keep .........................................throg
  lagoon .......................................... rel
  lake ............................................ lyry
  mist............................................ vurl
  moneyless ............................. oedum
  narrows ..................................shurth
  part; piece .................................... lin
  passing.................................... veurd
  pirate.......................................... yyn
  pit......................................... murten
  plaza........................................nadek
  point ........................................... ien
  privateer..................................... yon
  rain ......................................... udam
  secret......................................... vurd
  shore ........................................... ras
  silver (1).................................... dom
  silver (2)....................................... sel
  sky........................................... ordye
  slow ....................................... derum
  smoke ..................................... burth
  spire .......................................... karn
  spires......................................... kirn
  steep......................................... galeb
  storm .......................................kulag
  straight water ...........................perce
  strait ....................................... perac
  sword .......................................saren
  twin........................................ matha
  watch......................................... mur
  watching ................................ lemira
  water ........................ usiv (arc. usuv)
  waterfall ..........................usiiv-daart
  waters.................... usiva (arc. usuiv)
  west.......................................... emer
  wild ........................................... vurt
  wind ..........................................purll
  winds ...................... perll (arc. puirl)
  wolf ............................................ zart
  woods ................................... nadum
  Erlin to English
  baas........................................hollow
  buir ........................................... fires
  bur .............................................. fire
  burn ......................................... black
  burs........................................... grey
  burth ...................................... smoke
  cibur........................................ haven
  cisur ....................................... bridge
  cor ........................................... dawn
  daart ........................................... fall
  dalla ...........................................islet
  daloiv .................................... islands
  dalov .......................................island
  derum ....................................... slow
  dom.................................... silver (1)
  dorth ....................................... coven
  edos..................................... dwelling
  eduum...................................dweller
  emer .......................................... west
  encla...........................................iron
  esov ............................................ east
  faal ............................................head
  galeb ........................................ steep
  gedal ..................................... hidden
  gorl ............................................. fool
  gref ........................................... jewel
  gudd.............................................ale
  haft....................................... heather
  hel ...............................................bay
  ien ............................................ point
  kai .............................................. cliff
  karn ......................................... spire
  kindag ..................................... cloud
  kirn ......................................... spires
  krem ........................................ glass
  krik ........................................... frost
  krin ..............................................eat
  kruin ........................................ eater
  kulag ....................................... storm
  kura......................................... break
  kurim .................................... broken
  kyr...........................................grand
  lemira ................................ watching
  lenov ........................................ canal
  lew............................................. cove
  lin .................................... part; piece
  lon ............................................... eye
  luim .................................... burning
  lum........................................... burn
  lyry............................................. lake
  matha ........................................ twin
  mur ......................................... watch
  murten ......................................... pit
  nadek ....................................... plaza
  nadum ................................... woods
  nem ........................................ awake
  nemrais ................................ awaken
  oedum............................. moneyless
  oevaag ............................... deathless
  ordag................................... heavens
  ordak.............................dark (night)
  ordye ........................................... sky
  orn ............................................ blue
  orv............................................. gold
  perac ........................................ strait
  perce .......................... straight water
  perll (arc. puirl) ..................... winds
  purll ......................................... wind
  ras ............................................shore
  rel .......................................... lagoon
  resiv ......................................... eagle
  saren ........................................blade
  saren .......................................sword
  sel....................................... silver (2)
  shurth ................................. narrows
  sulem ...................... breaker (waves)
  surth ....................................... depth
  thal ........................................ avenue
  throg ......................................... keep
  throk .................................. guardian
  turic ........................................... gate
  tyl ............................................... hall
  tyrl .................................... great hall
  udam.......................................... rain
  usiiv-daart ......................... waterfall
  usiv (arc. usuv) ....................... water
  usiva (arc. usuiv).................... waters
  veurd .................................... passing
  vog .......................................... death
  voru......................................... green
  vurd ........................................ secret
  vurl ........................................... mist
  vurt ........................................... wild
  wirs .............................................. ice
  wode ........................................... hill
  yenor ..................................... forever
  yon ..................................... privateer
  yuil ..............................................bay
  yyn .......................................... pirate
  zart ............................................ wolf
  zurt ........................................ hound
  Note: plurals of indigenous words
  tend to be formed by the addition of
  a second vowel after the last vowel in
  the singular word; usually it is an i.
  Lone u’s are most often indicative of
  a singular. Compound words such as
  breakwater or waterfall are
  commonly separated by dashes, with
  any ending vowels dropped in both
  component words. The language has
  four distinct secondary vowels: a, e,
  i, and y, and one primary: u.
  One further note: the term arc. that
  follows certain words is an
  abbreviation for ‘archaic’, and it
  indicates the older and less common
  term for a presently-used word.
  More powerful or educated folk tend
  to use the older forms in everyday
  speech.
  IRUARIC
  English to Iruaric
  (modifier ‘to’; er) ............................is
  (plural) ........................................... i
  (of)................................................ ta
  apart ......................................... lenn
  assassin.................................. khâng
  barren; empty ................... hulkanen
  beautiful .....................................iyla
  blade .......................................... dag
  blind ........................................... xyg
  born ........................................... thal
  broken ................................... tairken
  build............................................ loa
  builder ....................................... loar
  cavern ........................................ trog
  circle; ring .................................. reth
  claw ........................................... raax
  cloud ...................................... hulum
  cold ............................................. rak
  cold; chilling .......................... kiskaa
  crystal ................................ iæn/laen
  cult; sect ................................... Jerak
  dark .......................................... dyar
  dead ..........................................shon
  death ......................................... shin
  dread............................................lyx
  dwell/home ................................... az
  elder .......................................... dæn
  enchanted ................................... vul
  enchanter .................................. vuul
  endless .................................. malvin
  
  202
  Shadow World Atlas & Encyclopædia Kulthea
  Essænce ...................................... viir
  eternity; forever .......................... lan
  female/feminine ....................... mur
  fire; flame................................... shú
  first ............................................ and
  forbidden ................................. farok
  forever......................................... lair
  gather ........................................... fol
  giant ............................................. ho
  gift ............................................... jai
  glass ....................................... kemm
  green .......................................serem
  grower ....................................... erlin
  guardian ..................................throk
  half ............................................... ta-
  haven ........................................ then
  heart ........................................ emer
  hill .............................................mûn
  history.................. gaalek; gaalenakh
  home ......................................... man
  island ........................................ nuul
  iyx ........................... twist; turn(ing)
  lake ............................................. lak
  land .............................................. -ia
  lonely .......................................loorn
  lord ............................................... K’
  lore ............................................... Pn
  lost .......................................... laakh
  maker....................................... lavan
  male/masculine .......................... syr
  master ........................................ kort
  mind ............................................ xu
  mist ............................................. ran
  mountain .................................. thos
  ocean .......................................usuiv
  past .............................................nae
  place (n)....................................... -is
  power ............................................ ra
  power ........................................... vir
  sea ............................................ tesea
  secret....................................... ahren
  see .............................................. arul
  seer ......................................... arulis
  separated .................................. lenn
  shackle .........................................dir
  shadow................................ kul; torg
  shallow ...................................... dom
  sing ............................................ lina
  singer ....................................... linær
  song ............................................. lin
  soul ............................................. ryk
  sky................................................hír
  spirit ............................................. lo
  star .......................................... kygar
  stone ........................................... aek
  stupid .......................................... rôk
  tall; high ..................................... larn
  thirsty ......................................... aer
  tiny ............................................ tykil
  tower .......................................... nak
  travel ....................................... phœn
  ugly ............................................. lug
  vision .......................................... her
  water ......................................... arus
  wet .......................................... shulu
  wild ............................................ puk
  world ......................................... thea
  Iruaric to English
  aek ...........................................stone
  aer ..........................................thirsty
  ahren ....................................... secret
  and ............................................. first
  arul ............................................. see
  arulis .......................................... seer
  arus ......................................... water
  az .................................. dwell/home
  dæn .......................................... elder
  dag ...........................................blade
  dir ........................................ shackle
  dom...................................... shallow
  dyar ........................................... dark
  emer ......................................... heart
  erlin ...................................... grower
  farok................................. forbidden
  fol ........................................... gather
  gaalek; gaalenakh ................. history
  her.......................................... vision
  hír ............................................... sky
  ho ............................................. giant
  hulkanen ................... barren; empty
  hulum ..................................... cloud
  iæn/laen .................................crystal
  -ia.............................................. land
  -is ....................................... place (n)
  iyla ..................................... beautiful
  jai ................................................ gift
  Jerak ................................... cult; sect
  K’ ............................................... lord
  kemm ....................................... glass
  khâng .................................. assassin
  kiskaa ...........................cold; chilling
  kort ....................................... master
  kul; torg................................ shadow
  kygar .......................................... star
  laakh ...........................................lost
  lair......................................... forever
  lak .............................................. lake
  lan .......................... eternity; forever
  larn .................................... tall; high
  lavan ...................................... maker
  lenn ........................ apart; separated
  lin ..............................................song
  lina .............................................sing
  linær ...................................... singer
  lo .............................................. spirit
  loa ............................................ build
  loar........................................builder
  loorn .......................................lonely
  lug ............................................. ugly
  lyx ........................................... dread
  malvin.................................. endless
  man ......................................... home
  mûn ............................................ hill
  mur ........................ female/feminine
  nae .............................................past
  nak .......................................... tower
  nuul.........................................island
  phœn....................................... travel
  Pn ............................................... lore
  puk ............................................ wild
  ra............................................ power
  raax ........................................... claw
  rak..............................................cold
  ran ............................................ mist
  reth ................................. circle; ring
  rôk ......................................... stupid
  ryk .............................................soul
  serem ...................................... green
  shin ......................................... death
  shon ..........................................dead
  shú ................................... fire; flame
  shulu ........................................... wet
  syr .......................... male/masculine
  ta- .............................................. half
  tairken .................................. broken
  tesea ............................................ sea
  thal ............................................born
  thea ......................................... world
  then ......................................... haven
  thos .................................. mountain
  throk .................................. guardian
  trog ........................................cavern
  twist; turn(ing) ............................iyx
  tykil............................................ tiny
  usuiv ....................................... ocean
  viir ......................................Essænce
  vir .......................................... power
  vul ....................................enchanted
  vuul .................................. enchanter
  xu .............................................mind
  xyg ........................................... blind
  Notes: Some forms utilize the
  apostrophetic syllable breaks, while
  later forms smoothed the words for
  human tongues. Some leeway is
  necessary to interpret the Iruaric to
  common references.  For instance,
  the names of the Elvish races are
  actually simplistic references to their
  stereotypical aptitudes or appear-
  ance.  The High Elves are known as
  Iylari or literally ‘beauties’, because
  of their looks.  Sometimes an ‘r’ is
  added before the pluralizing ‘i’; this
  is believed to be an indication of
  increase; instead of more than one, it
  indicates many more — often
  applied to a race of beings.
  KY'TAARI
  The language of the Ky'taari is soft
  and lyrical, with many whisperings
  like the sound of wind through the
  pines. Overall, the tongue is very
  onomatopoetic, the words imitating
  the things they describe.
  English to Ky'taari
  ale ................................................kel
  armor ...................................... chaka
  arrow........................................... Jak
  birth ...................................... kariiin
  black ........................................... nor
  blade ..................................... ashaan
  blanket ..................................... falith
  blind ....................................... omok
  blizzard ..................................kronof
  blood......................................... thun
  blue ............................................. lun
  boat ..........................................faryn
  book ....................................... tanaar
  bow ............................................ trin
  burn ............................................urk
  castle ...................................... kritaal
  cave ......................................... norok
  chasm ....................................... yorn
  cheerful .................................... tarin
  child .......................................... laan
  chill ............................................ larn
  city ......................................... tykaar
  cloud ............................................ ful
  cold ........................................... krak
  common...................................... tan
  darkness (not night) ................... kur
  day (daylight) ........................... arlir
  death ...................................... aynon
  dread.......................................runak
  edge.......................................... ynka
  enter ............................................ nin
  ever ............................................... oi
  evil ............................................ anja
  eye ............................................. klyn
  fair (beautiful) ...........................arin
  fafl ..............................................jirik
  fire............................................... nar
  fish .......................................... nyfan
  fly ................................................ ika
  forge ........................................ korth
  freeze ........................................ kryk
  giacier ................................... arkoyn
  glitter ...................................... kyran
  gold ......................................... araan
  good/pure .................................. thir
  green .......................................... kali
  hair .............................................. fin
  hand .............................................rin
  heal ............................................. jan
  hidden........................................ nak
  high (supreme) ...............................a
  hill ............................................ vitan
  holy ............................................ aria
  home ......................................... itaal
  husband .................................... atan
  ice (clear) ..................................... ky
  ice (cloudy) .................................. ku
  ice (treacherous) ........................ kon
  initiate (monk) ..........................tarn
  iron .......................................... chort
  jewel .......................................... tayn
  king ........................................ ataarn
  lamp ....................................... kaalin
  language..................................... star
  library ............................... tashishen
  light (glow) ............................... aian
  look ............................................ nyk
  lord ..........................................taarn
  man ............................................... ta
  monk ................................... tamaak
  month ...........................................rif
  
  Part XIX: Appendices: Index
  203
  moon (generic) .......................... tiril
  mountain ............................vintaarn
  night ....................................... dakur
  pain .......................................... anka
  paper........................................... frol
  people ....................................... taari
  plain, field .............................. kalash
  priestess .................................. ryaan
  rain .......................................... katik
  red ................................................ thi
  river ........................................... fath
  road.............................................. tal
  robe........................................... thon
  run .............................................. iral
  shadow .................................... norin
  sharp ........................................ akish
  shield .......................................... fon
  short........................................... kun
  sight ..............................................ril
  silver ............................................ itil
  skate ...........................................shik
  ski ............................................. shar
  sky.................................................lir
  small ........................................... koy
  snow (wet) ................................. krof
  snow (dry) ............................... krilif
  snow (falling) .........................kiroyf
  song ........................................ liraan
  spring ..................................... lanaar
  star ............................................ ilaar
  steel............................................. torl
  stone .......................................... taal
  strong .........................................atur
  sun ................................................ ar
  tall ............................................... arn
  temple .................................... arnaar
  three ......................................... kayn
  town .......................................... tyka
  tree .......................................... tonak
  twilight ...................................... yial
  uniform (monk’s) ........................kej
  valley.......................................... lain
  vision ......................................... siril
  walk ....................................... faynar
  warm.......................................... rish
  water (still) ............................ kaldar
  water (moving) .......................... fath
  weak ............................................... il
  wheat ......................................... shir
  whip ........................................... jrok
  wife ........................................... aran
  wine .......................................... oryk
  woman ........................................ana
  Ky'taari to English
  a .............................. high (supreme)
  akish ....................................... sharp
  alan ................................light (glow)
  ana ....................................... woman
  anja .............................................evil
  anka .......................................... pain
  ar................................................ sun
  araan ......................................... gold
  aran............................................wife
  aria ............................................ holy
  arin .......................... fair (beautiful)
  arkoyn ................................... giacier
  arlir ............................ day (daylight)
  arn .............................................. tall
  arnaar ................................... temple
  ashaan......................................blade
  ataarn........................................ king
  atan .................................... husband
  atur ........................................ strong
  aynon ...................................... death
  chaka ..................................... armor
  chort .......................................... iron
  dakur ....................................... night
  falith .................................... blanket
  faryn ......................................... boat
  fath ............................................ river
  fath .......................... water (moving)
  faynar........................................ walk
  fin............................................... hair
  fon ...........................................shield
  frol .......................................... paper
  ful............................................ cloud
  ika ................................................ fly
  il ............................................... weak
  ilaar............................................ star
  iral.............................................. run
  itaal ......................................... home
  itil.............................................silver
  jak ........................................... arrow
  jan ..............................................heal
  jirik ............................................. fafl
  jrok........................................... whip
  kaalin ....................................... lamp
  kalash.............................. plain, field
  kaldar.............................water (still)
  kali .......................................... green
  kariiin ...................................... birth
  katik ...........................................rain
  kayn ......................................... three
  kej ........................uniform (monk’s)
  kel ................................................ale
  kiroyf ......................... snow (falling)
  klyn ............................................. eye
  kon ........................ ice (treacherous)
  korth ........................................ forge
  koy ...........................................small
  krak............................................cold
  krilif ............................... snow (dry)
  kritaal ..................................... castle
  krof ................................ snow (wet)
  kronof ................................. blizzard
  kryk ........................................ freeze
  ku .................................. ice (cloudy)
  kun ........................................... short
  kur .................. darkness (not night)
  ky ..................................... ice (clear)
  kyran ......................................glitter
  laan .......................................... child
  lain .......................................... valley
  lanaar ..................................... spring
  larn ........................................... chill
  lir ................................................ sky
  liraan......................................... song
  lun ............................................. blue
  nak ........................................ hidden
  nar .............................................. fire
  nin ........................................... enter
  nor ........................................... black
  norin .................................... shadow
  norok ........................................ cave
  nyfan .......................................... fish
  nyk ............................................ look
  oi ................................................ever
  omok ........................................ blind
  oryk ......................................... wine
  rif ...........................................month
  ril ............................................. sight
  rin ............................................ hand
  rish .......................................... warm
  runak ...................................... dread
  ryaan.................................. priestess
  shar ..............................................ski
  shik .......................................... skate
  shir ..........................................wheat
  siril ..........................................vision
  star ..................................... language
  ta ............................................... man
  taal ...........................................stone
  taari .......................................people
  taarn .......................................... lord
  tal .............................................. road
  tamaak .................................... monk
  tan ...................................... common
  tanaar....................................... book
  tarin .................................... cheerful
  tarn ..........................initiate (monk)
  tashishen............................... library
  tayn .......................................... jewel
  thi................................................ red
  thir ...................................good/pure
  thon .......................................... robe
  thun ........................................ blood
  tiril .......................... moon (generic)
  tonak .......................................... tree
  torl ............................................ steel
  trin .............................................bow
  tyka .......................................... town
  tykaar......................................... city
  urk ........................................... burn
  vintaarn ........................... mountain
  vitan ............................................ hill
  yial ....................................... twilight
  ynka .......................................... edge
  yorn........................................ chasm
  A few notes on pronunciation:
  “A” at the beginning of any word is
  said ‘ay’. For example, the Ky'taari
  word for pain is pronounced
  “aynka”. A double “a” is said in the
  same manner, with a slight break to
  accent it. ‘Lord’is said ta-arn (the
  break is very subtle and should not
  sound like gagging).
  “Y”, when beginning a word or
  flanked by consonants, is always said
  like ‘eye.’ The word for town is said
  teyeka. When next to an “n” however,
  it is a soft ‘ya’ sound. ‘Boat’ in Ky'taari
  is pronounced far-yin.
  “0” and “I” are said short as in bomb
  and tin.
  “U” is always pronounced in the long
  form. The word for dark is said koor.
  To pluralize a noun, the letter “i” is
  used as a suffix; hence lamp (kaalin)
  becomes lamps (kaalini, pro-
  nounced ka’alinee).
  LOARIKI
  English to Loariki
  air.............................................. ayro
  alchemist ........................... jeramian
  ancestor ................................ progha
  archaeology......................... aeoyolia
  armor .................................... hyplon
  Autumn............................ thinoporo
  blacksmith ........................ sidhirdan
  blind ..................................... tiphloa
  blood......................................... ema
  boat ......................................... varka
  boat .......................................... plion
  boy ........................................... agho
  bracelet .............................. vrachioli
  burn ................................... engavma
  captain ...............................pliarchos
  chemist ............................. pharzaka
  cloak ...................................... sakaki
  cold .......................................... kriox
  compass ............................... pixidha
  craftsman................................ vurga
  cruel ........................................ sklœr
  dark .................................... skotinor
  doctor .................................... yiatris
  dreadful .............................. tromera
  East .......................................... Dhur
  engine ................................... mikani
  engineer .............................. vikanira
  Fall ........................................... Iunio
  family .................................. ikoyenia
  farmer .............................. yeorghian
  fever ........................................ pireta
  fire.......................................... photia
  fish ......................................... pisara
  glass ..........................................votir
  gold ............................................ kris
  goldsmith ........................ krisirdhan
  grape ...................................... stamil
  guard....................................phrurin
  hall ......................................... ethusa
  hall ................................. dhiadromo
  horrible ............................... tromera
  house ..................................... kœnia
  ink ..................................... melaniak
  iron ........................................ sidher
  jeweller.............................. kosimatis
  judge ................................... dhikatis
  knife .................................... makiera
  lady ........................................... kiria
  
  204
  Shadow World Atlas & Encyclopædia Kulthea
  library ................................ nomikos
  lift ........................................ asanser
  light...........................................phos
  lord ........................................... kirie
  magic .................................... uscura
  merchant........................ embrærian
  narrow ................................... stenos
  noble House .................. evynikœnia
  noble ....................................... evyni
  ocean ..................................... okano
  paper.................................... charkis
  passage .............................. perasma
  passenger ............................. epivatis
  poison .................................. ditirion
  priest ................................nosokoma
  proud ................................ iperianos
  pure.................................... katharos
  ring ......................................... dhata
  sail ............................................ pani
  sailor ....................................... naftis
  sculpture ................................. glirtis
  sculptor .............................. ghlirtian
  sea ........................................... talasa
  silver .................................. -hirdhan
  sky............................................. ayro
  sky steamship ...........ayroatmoplion
  Smith .................................. hirdhan
  spell..................................... taiphaes
  Spring ..................................... Aniki
  steamship ........................ atmoplion
  storm ................................... ubrimo
  strong ................................... kinatos
  Summer .................................. kalori
  sword .....................................gladen
  sword (curved) ........................saren
  text ....................................... kimeno
  thirsty ............................. dipsasmen
  vine ......................................... klima
  wine ........................................ ghliki
  wine ........................................ kræsi
  warrior .................................. hokiter
  Winter .............................chimonask
  wise .......................................... sojos
  writer ....................................singras
  yacht .................................... talasika
  Loariki to English
  aeoyolia ......................... archaeology
  agho ........................................... boy
  Aniki ......................................Spring
  asanser......................................... lift
  atmoplion ........................ steamship
  ayro .............................................. air
  ayro ............................................. sky
  ayroatmoplion ...........sky steamship
  charkis .................................... paper
  chimonask ............................ Winter
  dhata ..........................................ring
  dhiadromo ................................. hall
  dhikatis ....................................judge
  Dhur.......................................... East
  dipsasmen .............................thirsty
  ditirion.................................. poison
  ema ......................................... blood
  embrærian ........................ merchant
  engavma .................................. burn
  epivatis............................. passenger
  ethusa ........................................ hall
  evyni ....................................... noble
  evynikœnia .................. noble House
  ghliki ........................................ wine
  ghlirtian .............................. sculptor
  gladen .....................................sword
  glirtis ................................ sculpture
  hirdhan ................................... Smith
  -hirdhan................................... silver
  hokiter ................................. warrior
  hyplon .................................... armor
  ikoyenia ................................. family
  iperianos .................................proud
  Iunio .......................................... Fall
  jeramian ........................... alchemist
  kalori.................................. Summer
  katharos .................................... pure
  kimeno....................................... text
  kinatos ................................... strong
  kiria ...........................................lady
  kirie ........................................... lord
  klima......................................... vine
  kœnia ...................................... house
  kosimatis ............................. jeweller
  kræsi ........................................ wine
  kriox...........................................cold
  kris ............................................ gold
  krisirdhan ........................ goldsmith
  makiera.................................... knife
  melaniak ..................................... ink
  mikani .................................. engine
  naftis ....................................... sailor
  nomikos ................................ library
  nosokoma ............................... priest
  okano ...................................... ocean
  pani ............................................. sail
  perasma ............................... passage
  pharzaka ..............................chemist
  phos .......................................... light
  photia.......................................... fire
  phrurin ................................... guard
  pireta........................................ fever
  pisara ......................................... fish
  pixidha ............................... compass
  pliarchos .............................. captain
  plion .......................................... boat
  progha................................. ancestor
  sakaki ...................................... cloak
  saren ........................sword (curved)
  sidher .........................................iron
  sidhirdan ....................... blacksmith
  singras ................................... writer
  sklœr ........................................ cruel
  skotinor..................................... dark
  sojos .......................................... wise
  stamil ...................................... grape
  stenos .................................... narrow
  taiphaes .................................... spell
  talasa........................................... sea
  talasika..................................... yacht
  thinoporo ............................ Autumn
  tiphloa...................................... blind
  tromera ............................... dreadful
  tromera ............................... horrible
  ubrimo .................................... storm
  uscura .................................... magic
  varka ......................................... boat
  vikanira ............................. engineer
  votir ......................................... glass
  vrachioli ...............................bracelet
  vurga................................ craftsman
  yeorghian .............................. farmer
  yiatris ..................................... doctor
  Note: plural is -a to-æ
  KUGOR
  English to Kugor
  all powerful (pl) ............... folmurian
  all powerful .................... folmuurian
  allies.......................................... chag
  ally .......................................... chaag
  ancient ......................................... bu
  anvil ........................................... lesh
  archive ..................................... cuiva
  armor-cloth ............................ paake
  armor-clothes ...........................pake
  bane of hope ....................... chaurka
  battle .................................... bulchyy
  bay ............................................. biar
  bear .........................................dryyn
  bears ........................................ dryn
  birthplace................................... saer
  birthplaces .................................. sar
  black ..........................................ulya
  blade ......................................... daag
  blades......................................... dag
  blessed place ........................... goaak
  blessed places ...........................goak
  blood....................................... hurm
  blue ................................................ir
  bow ........................................amriig
  bows........................................amrig
  burn ........................................... hiig
  burns .......................................... hig
  castle ..........................................aalk
  cave ......................................... aayiig
  caves .......................................... ayig
  circle .......................................... awg
  clan .............................................AW
  claw ............................................. aax
  claws .............................................ax
  cloud .......................................... uon
  coast........................................... kael
  coast........................................ vraak
  coasts ........................................ vrak
  cold (extreme) ......................... raath
  cold demon ..................... raathmaur
  cold fire demon ........... raathmauriig
  colds...........................................rath
  cool ........................................... raav
  cove ........................................ kraaw
  coves ........................................ kraw
  crystalline ...................................ean
  cult ............................................. awg
  death ......................................... gaak
  deaths .........................................gak
  demon.................................... maaur
  demons ....................................maur
  desert ....................................... vaalg
  deserts ....................................... valg
  dragon................................... kuugor
  dragon’s breath ....................... stoyig
  dragon’s fire ...........................stoyiig
  dragonhelms ....................... soeyaed
  dragons ................................... kugor
  drake ........................................ ssoei
  drakes ........................................ ssoi
  dreaded one ............................ gaath
  dreaded ones............................. gath
  elite ......................................... hoerk
  elites.......................................... hork
  ember; fire .................................. riig
  embers ......................................... rig
  empire....................................... drus
  essence ................................. uscurac
  eye ............................................... kye
  father of the sky ......................kodur
  fire drake.................................. stoyy
  fire drakes .................................. stoy
  fire......................................... shaang
  fireball......................................... siig
  fireballs ........................................ sig
  fish (sing.) ................................ luub
  fish .............................................. lub
  flame ........................................ chiig
  flames; fire .................................chig
  forest ........................................ chaw
  forest .......................................... horl
  forge (noun) ......................... chooth
  forge (verb) .............................. chort
  forges (noun) .......................... choth
  forges (verb) .......................... choort
  ghost .................................... khomul
  gift of glass ................................laen
  gift ...................................... womuul
  gifted folk............................. womaw
  gifts ....................................... womul
  glass ..........................................rúan
  golden ......................................utum
  great ............................................ bre
  great spine ................................ h-in
  great spine under the sun ..... h-in-ta
  green ....................................... pryka
  group of assassins................. gaagur
  groups of assassins ................. gagur
  growth ................................... Churk
  guardian .................................. yaalc
  guardians ................................... yalc
  hammer ............................... tarmen
  hate ............................................ gart
  hated one ................................ gaark
  hated one .................................. gark
  heat ............................................. liig
  heats ............................................ lig
  helm ............................................aed
  hiding ....................................... faaw
  hidings ........................................ faw
  high; exalted ............................. folm
  hill ............................................. karn
  hills ...........................................brod
  
  Part XIX: Appendices: Index
  205
  history................................... andros
  holy ............................................... Y-
  home ....................................... haarg
  home ........................................ wom
  homes ....................................... harg
  hope ...................................... pronaa
  hopes ...................................... prona
  ice.............................................. jatar
  interpreter............................... druul
  isle............................................... arg
  isle.......................................... molac
  isles ........................................... aarg
  keepers......................................urdu
  keepings .................................... drur
  killer.......................................... aarp
  killers .......................................... arp
  land ...................................... tuuriak
  lands ...................................... turiak
  leaping fire ............................. truliik
  leaping fire .............................. trulik
  leg ......................................... tanuur
  legs .......................................... tanur
  library ........................................ olas
  light.............................................piri
  lord ......................................... kanga
  lord ........................................... oran
  lords ......................................... kang
  lost .............................................. ord
  magic ...................................uscurac
  maker......................................... leer
  makers ......................................... ler
  man/male ..................................... ul
  many .......................................... bak
  master ...................................... muul
  master of arms............................byg
  masters ...................................... mul
  masters of arms ........................ byyg
  mayor ........................................ kaag
  mayors ........................................kag
  mind ....................................... shryy
  minds........................................ shry
  monastery ................................... orc
  moving fire ................................. tiig
  moving fires ................................. tig
  multiple ......................................bag
  mystic ..................................fawshry
  never-ending glen ....................locha
  north stone ................................. eog
  of ................................................. ac-
  offspring (sing) ...................dusduur
  offspring ............................... dusdur
  one of the sky.......................... kodul
  order ........................................... ryt
  outcast ...................................... iirm
  outcasts ...................................... irm
  overlord.................................. oranir
  pain ............................................. iirs
  pains ............................................ irs
  people ........................................ aan
  place afire................................... viig
  place of battle................. bulchyades
  places afire .................................. vig
  plague ...................................baemic
  plagues................................... bamic
  plain ...................................... desdiis
  plain ........................................ syton
  plains ..................................... desdis
  point ......................................... urul
  poison ...................................... guug
  poisons ...................................... gug
  priest.......................................... trae
  queen ........................................ shek
  rain ............................................ lyyg
  rains .............................................lyg
  rainy ......................................... lygar
  red ........................................ sulthon
  river ...........................................ams
  road......................................... taniis
  roads ........................................ tanis
  runner................................... tanuuk
  runners ................................... tanuk
  salvation .......................... deraamiis
  salvations ........................... deramiis
  scarlet; red ............................. drakla
  seer ........................................... drul
  shadow .................................... daath
  shadows .................................... dath
  ship ......................................... proga
  silver ......................................... cowi
  silver ....................................... voriig
  silvers ....................................... vorig
  singing mail ................................ ain
  singular ..................................... baag
  skies ......................................... awdu
  sky..........................................awduu
  smith....................................... arxdu
  snow........................................ Kuurf
  snows ........................................ kurf
  soft ......................................... ithloss
  son of the sky ............................. kod
  song ............................................aen
  south ......................................... harn
  star ........................................ kygaar
  stars ........................................ kygar
  stone ........................................... org
  struggle ................................ cunaaci
  swamp....................................... naag
  sweet ........................................ simo
  talisman ............................... shryaac
  talismen ................................. shryac
  text ........................................... olyas
  the first ................................... andos
  the .................................................N’
  the one ......................................baak
  the one of the sky..................kodaak
  thief......................................... gaatu
  thieves....................................... gatu
  thought ................................. demiik
  thoughts ................................. demik
  traitor................................... banuuk
  traitors ................................... banuk
  trees ........................................... horl
  tribe ............................................. aw
  vale............................................... ny
  wall ..............................................alg
  wander .................................... suurk
  warrior .................................... buulg
  warriors .................................... bulg
  warship ................................... boerk
  warships.................................... bork
  watch....................................... yenor
  water ...................................... aactos
  waters.................................... dawass
  wing ....................................... bowaa
  wings ....................................... bowa
  woman/female ..............................iis
  womb ....................................... saers
  wombs ....................................... sars
  word .......................................... olias
  Kugor to English
  aactos ...................................... water
  aalk ......................................... castle
  aan .........................................people
  aarg ........................................... isles
  aarp.......................................... killer
  aax ............................................ claw
  aayiig ........................................ cave
  ac- ................................................. of
  aed ........................................... helm
  aen ............................................song
  ain ................................ singing mail
  alg ..............................................wall
  amrig ....................................... bows
  amriig ........................................bow
  ams ........................................... river
  andos ................................... the first
  andros ................................... history
  arg ............................................... isle
  arp ......................................... killers
  arxdu ...................................... smith
  aw..............................................tribe
  AW .............................................clan
  awdu ........................................ skies
  awduu ......................................... sky
  awg...........................................circle
  awg............................................. cult
  ax .............................................claws
  ayig .......................................... caves
  baag .................................... singular
  baak ..................................... the one
  baemic ...................................plague
  bag ...................................... multiple
  bak .......................................... many
  bamic ................................... plagues
  banuk ................................... traitors
  banuuk................................... traitor
  biar..............................................bay
  boerk....................................warship
  bork ................................... warships
  bowa ....................................... wings
  bowaa....................................... wing
  bre ............................................ great
  brod .......................................... hills
  bu ......................................... ancient
  bulchyades ................. place of battle
  bulchyy ................................... battle
  bulg ..................................... warriors
  buulg.................................... warrior
  byg ........................... master of arms
  byyg ....................... masters of arms
  chaag...........................................ally
  chag.......................................... allies
  chaurka ........................bane of hope
  chaw ........................................ forest
  chig ................................ flames; fire
  chiig ........................................ flame
  choort ..........................forges (verb)
  chooth .......................... forge (noun)
  chort ............................. forge (verb)
  choth .......................... forges (noun)
  Churk .................................... growth
  cowi.......................................... silver
  cuiva ..................................... archive
  cunaaci ............................... struggle
  daag .........................................blade
  daath .................................... shadow
  dag ......................................... blades
  dath.....................................shadows
  dawass ................................... waters
  demiik.................................. thought
  demik................................. thoughts
  deraamiis ........................... salvation
  deramiis........................... salvations
  desdiis...................................... plain
  desdis......................................plains
  drakla..............................scarlet; red
  drul ............................................ seer
  drur.................................... keepings
  drus....................................... empire
  druul ............................... interpreter
  dryn .........................................bears
  dryyn ........................................ bear
  dusdur ...............................offspring
  dusduur .................. offspring (sing)
  ean .................................. crystalline
  eog ................................. north stone
  faaw ....................................... hiding
  faw ....................................... hidings
  fawshry .................................. mystic
  folm.............................. high; exalted
  folmurian ............... all powerful (pl)
  folmuurian.................... all powerful
  gaagur ................. group of assassins
  gaak ........................................ death
  gaark ................................. hated one
  gaath ............................ dreaded one
  gaatu ......................................... thief
  gagur ................. groups of assassins
  gak ......................................... deaths
  gark ................................... hated one
  gart ............................................hate
  gath ............................. dreaded ones
  gatu ....................................... thieves
  goaak .......................... blessed place
  goak ...........................blessed places
  gug ....................................... poisons
  guug ...................................... poison
  h-in ................................. great spine
  h-in-ta..... great spine under the sun
  haarg ....................................... home
  harg........................................homes
  harn ........................................ south
  hig ........................................... burns
  hiig ........................................... burn
  hoerk..........................................elite
  hork ......................................... elites
  horl ...........................................trees
  horl ......................................... forest
  hurm ....................................... blood
  
  206
  World Atlas & Encyclopædia Kulthea
  iirm ....................................... outcast
  iirs ............................................. pain
  iis ............................. woman/female
  ir ............................................... blue
  irm ...................................... outcasts
  irs .............................................pains
  ithloss ........................................ soft
  jatar.............................................. ice
  kaag ....................................... mayor
  kael .......................................... coast
  kag ........................................mayors
  kang ......................................... lords
  kanga ......................................... lord
  karn ............................................ hill
  khomul ................................... ghost
  kod ............................. son of the sky
  kodaak ................. the one of the sky
  kodul .......................... one of the sky
  kodur ..................... father of the sky
  kraaw ........................................ cove
  kraw .........................................coves
  kugor................................... dragons
  kurf ........................................ snows
  kuugor .................................. dragon
  Kuurf........................................ snow
  kye .............................................. eye
  kygaar ........................................ star
  kygar .........................................stars
  laen ................................ gift of glass
  leer ......................................... maker
  ler ......................................... makers
  lesh........................................... anvil
  lig ............................................. heats
  liig ............................................. heat
  locha ................... never-ending glen
  lub .............................................. fish
  luub ................................. fish (sing.)
  lyg ............................................ rains
  lygar ......................................... rainy
  lyyg ............................................ rain
  maaur ................................... demon
  maur ................................... demons
  molac .......................................... isle
  mul.......................................masters
  muul ..................................... master
  N’ ................................................ the
  naag ...................................... swamp
  ny ............................................... vale
  olas........................................ library
  olias ......................................... word
  olyas ........................................... text
  oran ........................................... lord
  oranir .................................. overlord
  orc ................................... monastery
  ord ..............................................lost
  org............................................stone
  paake ............................ armor-cloth
  pake .......................... armor-clothes
  piri ............................................ light
  proga ......................................... ship
  prona....................................... hopes
  pronaa ...................................... hope
  pryka....................................... green
  raath .........................cold (extreme)
  raathmaur ..................... cold demon
  raathmauriig ........... cold fire demon
  raav ............................................cool
  rath .......................................... colds
  rig ........................................ embers
  riig ..................................ember; fire
  rúan ......................................... glass
  ryt ............................................order
  saer .................................. birthplace
  saers ....................................... womb
  sar .................................. birthplaces
  sars ....................................... wombs
  shaang......................................... fire
  shek........................................ queen
  shry ........................................ minds
  shryaac .............................. talisman
  shryac ................................ talismen
  shryy ........................................mind
  sig ....................................... fireballs
  siig ........................................ fireball
  simo ........................................ sweet
  soeyaed ....................... dragonhelms
  ssoei ........................................ drake
  ssoi .........................................drakes
  stoy ................................. fire drakes
  stoyig ....................... dragon’s breath
  stoyiig ........................... dragon’s fire
  stoyy.................................. fire drake
  sulthon ........................................ red
  suurk.................................... wander
  syton ........................................ plain
  taniis ......................................... road
  tanis ........................................ roads
  tanuk................................... runners
  tanur .......................................... legs
  tanuuk .................................. runner
  tanuur .......................................... leg
  tarmen ................................hammer
  tig ................................. moving fires
  tiig .................................. moving fire
  trae.......................................... priest
  truliik ............................. leaping fire
  trulik .............................. leaping fire
  turiak .......................................lands
  tuuriak ...................................... land
  ul ...................................... man/male
  ulya .......................................... black
  uon .......................................... cloud
  urdu ..................................... keepers
  urul .......................................... point
  uscurac .................................. magic
  uscurac ................................ essence
  utum ..................................... golden
  vaalg....................................... desert
  valg .......................................deserts
  vig .................................. places afire
  viig ................................... place afire
  vorig ....................................... silvers
  voriig........................................ silver
  vraak ........................................ coast
  vrak........................................ coasts
  wom ........................................ home
  womaw............................. gifted folk
  womul ....................................... gifts
  womuul ....................................... gift
  Y- .............................................. holy
  yaalc ................................... guardian
  yalc................................... guardians
  yenor ....................................... watch
  
  Part XIX: Appendices
  207
  2•SPECIAL WEAPONS & CRITICALS
   SPECIAL & FANTASY WEAPONS CHART
  RANGE MOD (in feet)
  ARMOR MODIFICATIONS
  Weapon
  Type
  Wt.
  Len.
  F
  10
  25
  50
  100 150
  Table Used
  20-17 16-13 12-9
  8-5
  4-1
  Special
  Baw†
  1HS
  4-5
  2-3´
  5
  —
  —
  —
  —
  —
  Handaxe
  +15
  +15
  +10
  +10
  +10 Can be used as an ice axe.
  Chakram†
  TH
  1
  1´ dia.
  4
  +10
  0
  -10
  -20
  -30
  Dagger
  -10
  -15
  0
  +10
  +15 Throwing ring with sharp
  outer edge. (A.k.a. Quoit).
  Chegain†
  TH
  1.5
  2´
  4
  0
  0
  0
  -5
  -10
  Scimitar
  -10
  0
  0
  0
  +5
  Bladed boomerang. Returns
  to trained user (need glove).
  Cabis
  1HS
  2-3
  1.5-2.5´
  4
  0
  0
  -10
  -25
  —
  Handaxe
  –10
  –10
  –10
  –10
  –10
  Basically a throwing weapon.
  Dag
  1HS
  5-6
  3-4´
  6
  —
  —
  —
  —
  —
  Falchion
  +10
  +10
  +10
  +10
  +10 A very large bladed weapon.
  Gé†
  TH
  4-6
  4-5´
  8
  as Bola
  Bola (2x Dam)
  +10
  +10
  +10
  +10
  +10 Treat any criticals as both K
  and G. If fumbled, roll a “DG”
  on thrower.
  Ikasha†
  TH
  2
  1´ dia.
  5
  +15 +5
  0
  -30
  -75
  Main Gauche
  -10
  -5
  0
  0
  +10 Ky'taari throwing weapon.
  Irgaak*†
  2H
  5-6
  5-6´
  3
  —
  —
  —
  —
  —
  2-H Sword
  +15
  +15
  +15
  +15
  +15 Roll criticals twice applg all
  results.
  Kalta
  1H
  1.5
  6˝
  4
  —
  —
  -15
  -40
  -80
  Lt Cbw (1/2dam)
  -20
  -15
  -10
  0
  +5
  Loari Dart Pistol. Fire 2x/rnd
  (missile & melee). Can be
  poisoned. 10 dart clip.
  Kynac*†
  1HS
  1.5
  1´
  2
  0
  0
  0
  –25 –40
  Rapier
  –5
  –5
  0
  0
  0
  A great throwing dagger.
  Long Knife
  1HS
  1-2
  1.5-2´
  2
  0
  -10
  -25
  —
  —
  Main Gauche
  0
  0
  0
  0
  +5
  Long Kynac*† 1HS
  2
  2´
  3
  –20 –20 –20 –50
  —
  Rapier
  +15
  +15
  +15
  +15
  +15 A great long dagger.
  Net
  TH
  2-3
  4-6´
  5
  0
  —
  —
  —
  —
  Grapple
  +5
  +5
  +5
  +5
  +5
  Max result is Large.
  Saren*†
  1HS
  3
  3.5´
  3
  —
  —
  —
  —
  —
  Falchion
  +5
  +5
  +15
  +15
  +20 Loari sword; resembles
  Terran katana.
  Shangkana†
  1HC
  2-3
  2.5-3´
  7
  —
  —
  —
  —
  —
  Morning Star
  –5
  –5
  –5
  –5
  –5
  2 rods 18˝ long linked by
  short chain.
  Shuriken†
  TH
  3-8oz
  4-6˝
  5
  0
  0
  -20
  -30
  —
  Dagger
  +5
  +5
  +10
  +10
  +10 Throwing stars.
  Trident
  PA
  4-6
  5-8´
  5
  0
  0
  -20
  -30
  —
  Spear
  +5
  +5
  +5
  +10
  +10
  Typh†
  1HC
  4-5
  3-4´
  6
  0
  0
  –10
  —
  —
  Flail
  –10
  –10
  –10
  –10
  –10
  If fumbled, roll a “DK” on
  thrower.
  Yarkbalka*†
  1HS
  4-5
  3-4´
  6
  —
  —
  —
  —
  —
  2-H Sword
  –10
  –10
  –10
  –10
  –10
  I fumbled, roll a “CS” on
  thrower.
  * Weapon must be fashioned of special and/or enchanted materials to be effective.
  † User must have special training to be able to use weapon at full effectiveness
  Type:  2H = Two-Handed Weapon; 1HS = One-Handed Slashing Weapon; 1HC = One-Handed concussion Weapon:; MIS = Missile Weapon (not usable in melee);
  PA = Pole Arm; TH = Thrown Weapon (not usable in melee).
  Wt:  Weight of weapon in pounds.
  Len.: Length of weapon in feet.
  F:  Fumble Range (a fumble occurs if unmodified attack roll is less than or equal ro this number).
  RANGE MOD:  Modifications apply to use as missile  at ranges less than  or equal to the given distance (only one modifier applies). (— means not allowed.)
  Table Used:  The AL&CL attack table used to resolve  attack.
  ARMOR MOD:  Modifications to the attack roll based upon the armor of the defender.
  Special:  Varies for each weapon.
  
  208
  World Atlas & Encyclopædia Kulthea
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  01-02
  UM
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  03-10
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  11-20
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  2
  0
  21-30
  0
  0
  0
  0
  0
  0
  0
  0
  0
  2
  4
  1
  31-35
  3
  0
  0
  0
  0
  0
  0
  0
  2
  4
  4A
  3
  36-40
  3
  3
  0
  0
  4
  0
  0
  0
  4A
  5A
  6A
  5A
  41-45
  5A
  3
  3
  0
  4A
  4
  0
  0
  5A
  6A
  7A
  6A
  46-50
  5A
  5A
  3
  3
  5A
  4A
  4
  0
  6A
  7A
  8B
  8A
  51-55
  7A
  5A
  5A
  3
  5A
  5A
  4A
  4
  6A
  8B
  9B
  9B
  56-60
  7A
  7A
  7A
  5A
  7A
  5A
  5A
  5A
  7A
  9B
  10B
  10B
  61-65
  7A
  7A
  8B
  7A
  7A
  7A
  7A
  7A
  9B
  11B
  12C
  11B
  66-70
  7A
  7A
  8B
  8B
  7A
  7A
  9B
  8B
  11B
  12B
  14C
  13C
  71-75
  8A
  8B
  10B
  10B
  9B
  9B
  11B
  10B
  13B
  14C
  16C
  15C
  76-80
  9B
  8B
  10B
  11B
  9B
  10B
  12B
  12C
  15C
  16C
  18C
  17C
  81-85
  11B
  10B
  11B
  12B
  11B
  12B
  13B
  14C
  16C
  17C
  19D
  18C
  86-90
  13B
  12B
  13B
  14B
  13B
  12B
  14B
  15C
  16C
  17C
  19D
  20D
  91-95
  13B
  14B
  14B
  15C
  13C
  14C
  15C
  17C
  17D
  18D
  20D
  21D
  96-100
  15B
  16C
  16C
  17C
  15C
  16C
  16C
  17D
  18D
  19D
  21E
  22D
  101-105
  15C
  16C
  18C
  19D
  15C
  16C
  17C
  18D
  19D
  20D
  22E
  23E
  106-110
  16C
  17C
  18D
  20D
  17C
  18C
  18D
  19D
  20D
  21E
  23E
  24E
  111-115
  16C
  17C
  18D
  20D
  18D
  19D
  20D
  21D
  21D
  22E
  24E
  25E
  116-120
  16C
  18C
  19D
  21D
  18D
  19D
  20D
  21E
  22E
  23E
  25E
  26E
  121-125
  17C
  18D
  19D
  21E
  19D
  20D
  21D
  23E
  24E
  25E
  27E
  28E
  126-130
  18D
  19D
  20D
  22E
  20D
  21E
  23E
  24E
  26E
  27E
  29E
  30E
  131-135
  19D
  19D
  21E
  23E
  22E
  23E
  25E
  26E
  27E
  28E
  30E
  31F
  136-140
  20D
  21E
  22E
  24E
  24E
  25E
  27E
  28E
  28E
  29E
  31F
  32F
  141-145
  22E
  23E
  24E
  25E
  26E
  27E
  28E
  29E
  30E
  31F
  32F
  33F
  146-150
  28F
  29F
  30F
  31F
  32G
  33G
  34G
  35G
  36G
  37G
  38G
  39G
  100
  UM
  20
  19
  18
  17
  16
  15
  14
  13
  UM
  01-02
  F
  F
  F
  F
  F
  F
  F
  F
  03-10
  F
  F
  F
  F
  F
  F
  F
  F
  11-20
  F
  F
  F
  F
  F
  F
  F
  F
  21-30
  1
  0
  0
  0
  0
  0
  0
  0
  31-35
  3
  1
  0
  0
  1
  0
  0
  0
  36-40
  3
  3
  1
  0
  3
  1
  0
  0
  41-45
  5A
  3
  3
  1
  3
  3
  2
  0
  46-50
  5A
  5A
  3
  3
  5A
  3
  2
  2
  51-55
  7A
  5A
  5A
  3
  5A
  5A
  4A
  2
  56-60
  7A
  7A
  5A
  5A
  7A
  5A
  5A
  4A
  61-65
  9B
  7A
  7A
  5A
  7A
  7A
  6A
  5A
  66-70
  9B
  9B
  7A
  7A
  9B
  7A
  7A
  7A
  71-75
  11B
  9B
  9B
  7A
  9B
  9B
  8B
  8B
  76-80
  11B
  11B
  9B
  9B
  11B
  9B
  8B
  8B
  81-85
  13B
  11B
  11B
  9B
  11B
  11B
  10B
  10B
  86-90
  13C
  13B
  11B
  11B
  13B
  11B
  12B
  12B
  91-95
  13C
  13C
  13B
  11B
  13C
  13B
  14C
  14C
  96-100
  15C
  13C
  13C
  13B
  13C
  13C
  14C
  15C
  101-105
  15C
  15C
  13C
  13C
  15C
  13C
  15C
  15C
  106-110
  16D
  15C
  15C
  13C
  15C
  15C
  15C
  16D
  111-115
  16D
  16D
  16D
  15C
  16D
  15C
  16D
  16D
  116-120
  16D
  16D
  17D
  16D
  16D
  16D
  16D
  17D
  121-125
  17D
  17D
  18D
  17D
  16D
  16D
  17D
  17D
  126-130
  17D
  17D
  18D
  18D
  17D
  17D
  18D
  18D
  131-135
  18D
  18D
  19E
  19E
  18D
  18D
  19E
  20E
  136-140
  18D
  19E
  19E
  20E
  18D
  19E
  20E
  22E
  141-145
  19E
  19E
  21E
  22E
  19E
  20E
  21E
  22E
  146-150
  19E
  20E
  21E
  22E
  20E
  21E
  22E
  23E
  UM
  100
  25E
  26F
  27F
  28F
  26F
  27F
  28F
  29F
   NETHER BOLT ATTACK TABLE
  Range: 0' —  10'
  : +35
  11' —  50'
  :
  0
  51' —  100'
  :
  -25
  101' —  200'
  :
  -40
  201' —  300'
  :
  -55
  301' —  up
  :
  -75
  (For A, B, C, D, E use Disruption criticals)
  Use
  Use
  Result
  Disruption
  Stress
  F
  E
  A
  G
  E
  B
  UM = Unmodified Roll
  
  Part XIX: Appendices
  209
   NETHER BALL ATTACK TABLE
  Range: 0' —  10'
  : +35
  11' —  50'
  :
  0
  51' —  100'
  :
  -25
  101' —  200'
  :
  -40
  201' —  300'
  :
  -55
  301' —  up
  :
  -75
  20
  19
  18
  17
  16
  15
  14
  13
  UM
  01-04
  F
  F
  F
  F
  F
  F
  F
  F
  05-08
  0
  0
  0
  0
  0
  0
  0
  0
  09-12
  0
  0
  0
  0
  0
  0
  0
  0
  13-16
  0
  0
  0
  1
  0
  0
  0
  1
  17-20
  0
  0
  1
  3
  0
  0
  1
  3
  21-24
  0
  1
  3
  4A
  0
  1
  3
  4A
  25-28
  1
  3
  4A
  5A
  1
  3
  4A
  5A
  29-32
  3
  4A
  5A
  6A
  3
  4A
  5A
  6A
  33-36
  4A
  5A
  6A
  7A
  4A
  5A
  6A
  7A
  37-40
  5A
  6A
  7A
  8A
  5A
  6A
  7A
  8A
  41-44
  6A
  7A
  8A
  9A
  6A
  7A
  8A
  9B
  45-48
  6A
  8A
  9A
  10B
  7A
  8A
  9B
  10B
  49-52
  7A
  9A
  10A
  11B
  8A
  9A
  10B
  11B
  53-56
  7A
  9A
  11B
  12B
  9A
  10A
  11B
  12B
  57-60
  8A
  10A
  12B
  13B
  10A
  11A
  12B
  13B
  61-64
  8A
  10B
  13B
  14B
  11A
  12B
  13B
  14B
  65-68
  9A
  11B
  14B
  15B
  12B
  12B
  14B
  15C
  69-72
  9B
  11B
  15B
  16C
  12B
  13B
  15C
  16C
  73-76
  10B
  12B
  16C
  17C
  13B
  13B
  16C
  17C
  77-80
  10B
  12B
  16C
  17C
  13B
  14B
  17C
  18C
  81-84
  11B
  13C
  17C
  18C
  14B
  14C
  18C
  19C
  85-88
  11B
  13C
  17C
  18C
  14C
  15C
  18C
  19C
  89-92
  12C
  14C
  18C
  18C
  15C
  15C
  19C
  20C
  93-95
  12C
  14C
  18C
  18C
  15C
  15C
  19C
  20C
  UM
  96-97
  14D
  16D
  20D
  20D
  16D
  16D
  20D
  21D
  UM
  98-99
  16E
  18E
  21E
  22E
  18E
  18E
  22E
  23E
  UM
  100
  18F
  20F
  22F
  24F
  20F
  20F
  24F
  25F
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  01-04
  UM
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  05-08
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  3
  4
  09-12
  0
  0
  1
  3
  0
  0
  1
  3
  0
  1
  5A
  6A
  13-16
  0
  1
  3
  4A
  0
  1
  3
  5A
  1
  3
  7A
  8A
  17-20
  1
  3
  4A
  5A
  1
  3
  4A
  7A
  2
  4A
  8A
  10A
  21-24
  3
  4
  5A
  6A
  3
  4A
  7A
  8A
  4A
  5A
  10A
  12A
  25-28
  4
  4A
  6A
  7A
  4A
  5A
  6A
  10A
  5A
  6A
  12A
  13A
  29-32
  4A
  4A
  7A
  8A
  5A
  6A
  7A
  12B
  6A
  7A
  13A
  14B
  33-36
  5A
  5A
  8A
  9B
  6A
  7A
  8A
  13B
  7A
  8A
  14B
  15B
  37-40
  6A
  5A
  9B
  10B
  7A
  8A
  9B
  14B
  8A
  9A
  15B
  16B
  41-44
  6A
  6A
  10B
  11B
  8A
  9B
  10B
  15B
  9A
  10B
  16B
  17B
  45-48
  7A
  7B
  11B
  12B
  9B
  10B
  11B
  16B
  10B
  11B
  17B
  18C
  49-52
  7A
  8B
  12B
  13B
  10B
  11B
  12B
  17C
  11B
  12B
  18C
  19C
  53-56
  8B
  9B
  13B
  14C
  11B
  12B
  13B
  18C
  12B
  13B
  19C
  20C
  57-60
  8B
  10B
  14C
  15C
  12B
  13B
  14C
  19C
  13B
  14B
  20C
  21C
  61-64
  9B
  11B
  15C
  16C
  13B
  14C
  15C
  20C
  14B
  15C
  21C
  22C
  65-68
  9B
  12C
  16C
  17C
  14C
  15C
  16C
  21C
  15C
  16C
  21C
  23C
  69-72
  10B
  13C
  17C
  18C
  15C
  16C
  17C
  22C
  16C
  17C
  22C
  24D
  73-76
  11C
  14C
  18C
  19C
  15C
  17C
  18C
  23D
  17C
  18C
  23D
  25D
  77-80
  12C
  15C
  19C
  20D
  17C
  18C
  20D
  24D
  18C
  19C
  23D
  26D
  81-84
  13C
  16C
  20D
  21D
  18C
  18D
  22D
  25D
  19C
  21C
  25D
  27D
  85-88
  14C
  17C
  21D
  22D
  18D
  20D
  24D
  26D
  21C
  23D
  26D
  28D
  89-92
  15C
  18C
  23D
  24D
  21D
  21D
  26D
  27D
  23C
  25D
  27D
  29D
  93-95
  16D
  19D
  24E
  25E
  22E
  22E
  27E
  28E
  24E
  27E
  28E
  30E
  96-97
  UM
  18E
  21E
  26F
  27F
  24F
  24F
  29F
  30F
  26F
  29F
  30F
  32F
  98-99
  UM
  23F
  28G
  29G
  30G
  26G
  26G
  31G
  32G
  28G
  31G
  32G
  34G
  100
  UM
  (For A, B, C, D, E use Disruption criticals)
  Use
  Use
  Result
  Disruption
  Stress
  F
  E
  A
  G
  E
  B
  UM = Unmodified Roll
  
  210
  World Atlas & Encyclopædia Kulthea
  A
  B
  C
  D
  E
  8 6 - 9 0
  Tiny bubbles. + hits.
  + hit.
  Foe loses initiative for next
  rnd. Scary.
  Foe is spun about and loses
  initiative for next rnd. + hits.
  Unbalancing blast causes foe
  to lose initiative for  rnds. +
  hits.
  Burns force foe to parry  rnd.
  + hits.
  Distracted foe must parry for
   rnds. + hits.
  Burn stuns foe for  rnd. +
  hits.
  Crackling blast stuns foe for 
  rnds. + hits.
  Powerful blow. Foe is stunned
  and unable to parry for  rnd.
  + hits.
  Hammer blast shatters foe’s
  shield arm; he is stunned and
  unable to parry for  rnds. +
  hits.
  Blow to back; foe is stunned
  and unable to parry for  rnd
  and fights at - due to burns.
  + hits.
  Blow to mid-section; foe is
  stunned and unable to parry
  for  rnd and fights at -. +
  hits.
  Weak strike to abdomen. Foe
  is stunned for  rnds and
  unable to parry next rnd. +
  hits.
  Ripping back strike breaks
  ribs and snaps cartilage. Foe is
  stunned and unable to parry
  for  rnd and fights at -. +
  hits.
  Brutal blast knocks foe down.
  Stunned for  rnds. Foe fights
  at -. + hits.
  Crushing strike breaks hip.
  Foe fights at - and is
  stunned for  rnds. + hits.
  Strike contacts head and neck.
  If foe has helm, he is knocked
  out; if not, he dies in  rnds.
  + hits.
  Head strike. If foe has helm,
  he is knocked out; if not, he
  dies in  rnds due to shock
  and fractures. + hits.
  Fizzle out. + hits.
  + hits.
  Spin foe. Loses initiative for 
  rnd. + hits.
  Unbalancing blast forces foe to
  parry for  rnd. + hits.
  Minor burns. Foe must parry
  for  rnd at -. + hits.
  Disconcerted foe must parry
  for  rnd and loses initiative for
   rnds. + hits
  Staggering blast stuns foe for 
  rnd and inflicts  hit/rnd. +
  hits.
  Unbalancing blast causes foe to
  take  hits per rnd. Stunned for
   rnd. + hits.
  Back blast spins foe; he takes 
  hits per rnd. All small metal
  items on foe’s back are melted.
  + hits.
  Blow delivers  hits per rnd.
  Stunned and unable to parry 
  rnd. Fights at -. + hits.
  Strike shatters weapon
  shoulder. Stunned for  rnds. 
  hits per rnd if metal armor is
  worn. + hits.
  Back strike. Stunned and
  unable to parry for  rnd. Fights
  at -. + hits.
  Strike to side. Stunned  rnds
  and unable to parry next rnd. 
  hits per rnd. + hits.
  Blow to feet topples foe. Foe is
  down and out for  rnds and
  takes  hits per rnd. + hits.
  Horizontal strike fractures ribs
  and burns skin. Stunned for 
  rnds. Fights at -.  hits per
  rnd due to burns. + hits.
  Calf strike burns muscle.
  Stunned for  rnds. Fights at
  -. + hits.
  Temple strike. If foe has helm,
  he is sent into a permanent
  coma; if not, he dies. + hits.
  Wedge-shaped strike severs
  windpipe. Foe dies in  rnds.
  + hits.
  Blast withers body below neck.
  Foe is paralyzed permanently
  from neck down. + hits. Add
  + to your next roll.
  + hit.
  + hits.
  Unbalancing blast. Foe must
  parry for  rnd. + hits.
  Unbalancing blast forces foe to
  parry for  rnd. + hits.
  Crackling blast causes foe to
  parry for  rnd at -. + hits.
  Blast forces foe to parry for  rnd.
   hit/rnd. + hits.
  Sizzling blast stuns foe for  rnd.
  + hits. Add + to your next roll.
  Hard blow stuns foe for  rnd.
  + hits. Add + to your next roll.
  Foe is thrown back  feet and
  must parry for  rnds. + hits.
  Leg strike; any metal greaves are
  destroyed; foe is stunned for 
  rnds. + hits.
  Chest strike breaks both arms;
  foe is stunned and down for 
  rnds. Fights at -.
  Snap breaks both arms; foe is
  stunned and down for  rnds.
  Fights at -.
  Back blow. Foe is stunned for 
  rnds and is unable to parry next
  rnd. Foe fights at - due to nerve
  damage.
  Strike knocks foe down. Foe is
  out for  rnds and fights at -
  due to internal bleeding. + hits.
  Blistering blast sears skin. Foe is
  stunned for  rnds, fights at -25,
  and takes  hits per rnd. + hits.
  Blast breaks thigh. Foe fights at
  - and is stunned for  rnds.
  + hits.
  Strike twists and breaks hip. Foe
  takes  hits per rnd and fights at
  -. + hits.
  Foe's feet are engulfed. Foe is
  stunned and unable to parry for 
  rnds.  hits per rnd. Fights at -.
  + hits.
  Sizzling strike blasts through
  both eyes and into brain, killing
  foe.
  + hits.
  Stunned for  rnd. + hits.
  Foe is stunned for  rnd. + hits.
  Zap stuns foe for  rnd. + hits.
  Strong blast reels foe. Stunned for 
  rnd. + hits.
  Strike leg. Stunned for  rnds.
  Fights at - if no foot covering.
  + hits.
  Powerful blast. Stunned and
  unable to parry for  rnd; drops all
  held objects. + hits.
  Forceful blast stuns foe for  rnd.
  Stunned and unable to parry for 
  rnds.  hits per rnd. + hits.
  Blast floors foe; out for  rnds. 
  hits per rnd and fights at -. +
  hits.
  Precision strike knocks foe down;
  fights at - and drops held
  objects. + hits.
  Direct hit. Surgical strike blows
  head into particles of matter which
  scatter into the wind.
  Blast to shield arm stuns foe for 
  rnd. If foe has a shield, it is broken;
  otherwise foe’s shoulder breaks.
  Numbing blast. Arms are useless
  due to nerve damage. Fights at -.
  Awesome chest blast stuns foe for
   rnds and knocks him down.
  Fights at -. + hits.
  Side strike rifles through organs.
  Foe dies after  painful rounds of
  inactivity. + hits.
  Heat wave. backbone is melted and
  foe dies of massive shock in  rnds.
  + hits.
  Shock pulses through foe’s nervous
  system. Foe dies in  rnds. + hits.
  Foe's body is a pulped, smoking
  ruin. Add + to your next roll.
  Unfortunate foe is reduced to a
  molten puddle. Fetch a mop.
  + hits.
  + hits.
  Unbalancing blast. Foe must parry
  for  rnd. + hits.
  Irritating burns force foe to parry
  for  rnd. + hits.
  Glancing blast. Foe must parry for
   rnd at -.  hit per rnd. + hits.
  Explosion stuns foe for  rnd.  hits
  per rnd. + hits.
  Foe is spun about.  hits per rnd.
  Stunned for  rnd. + hits.
  Foe is forced back  feet. Stunned
  for  rnds.  hits per rnd. Add + to
  your next roll.
  Hot strike. Foe stunned and unable
  to parry for  rnd. Fights at -. +
  hits.
  Blast to shield arm. If no shield,
  arms are useless due to nerve
  damage, stunned and unable to
  parry for  rnds, + hits;
  otherwise, + hits.
  Impact ruptures eardrums and kills
  foe if he has no helm; else he is out
  for  hours.
  Focused blow takes foe down; out
  for  rnds. + hits. Add + to your
  next roll.
  Quick strike breaks shield arm.
  Stunned for  rnds. + hits.
  Blast breaks weapon arm. Foe
  fights at -. Stunned  rnds. +
  hits.
  Foe attempts to deflect blast with
  hands. Poor fool is down for  rnds
  and takes  hits per rnd. + hits.
  Blast squeezes abdomen. Foe dies
  in  rnds. + hits.
  Red-hot fragments of jaw drive
  into foe’s brain. Foe dies in  rnds.
  + hits.
  Foe receives a lungful of plasma.
  Foe dies in  rnd. + hits.
  Foe's lungs and heart burn and
  implode. + hits. Add + to your
  next roll.
  9 6 - 9 9
  1 0 0
  9 1 - 9 5
  8 1 - 8 5
  7 6 - 8 0
  7 1 - 7 5
  6 7 - 7 0
  6 6
  5 6 - 6 0
  6 1 - 6 5
  5 1 - 5 5
  4 6 - 5 0
  1 1 - 1 5
  1 6 - 2 0
  2 1 - 3 5
  3 6 - 4 5
  0 1 - 0 5
  0 6 - 1 0
  PLASMA CRITICAL STRIKE TABLE
  
  Part XIX: Appendices
  211
  A
  B
  C
  D
  E
  Only a drop. + hits..
  + hit.
  Foes loses initiative for  rnd.
  + hits.
  Nearby splash gives foe +
  hits, foe loses  rnd of
  initiative.
  Blast unbalances foe. He loses
   rnd of initiative. + hits.
  Foe must parry for  rnd. +
  hits.
  Light burns cause foe to parry
  for  rnd. + hits and  hit per
  rnd.
  Sizzling but weak blast stuns
  foe for  rnd. + hits.
  Foe is unbalanced and forced
  to parry for the next  rnds.
  Chest strike. If foe has metal
  armor, stunned  rnds; if not,
  stunned for  rnds. + hits.
  Blast stuns all within  of foe
  for  rnd. Foe drops all he is
  holding. Fights at -. + hits.
  Back strike. Foe is stunned
  and unable to parry for  rnd.
  + hits.
  Blast stuns foe for  rnds. Foe
  fights at - for  rnds. + hits.
  Strike to foe’s upper chest
  stuns him for  rnds and he
  cannot parry for  rnd. +
  hits.
  Back blast stuns foe for  rnds.
  He is unable to parry for 
  rnds. + hits.
  Foe knocked down. If foe has
  metal armor legging, he loses
  use of legs due to nerve dam-
  age; if not, + hits and stun-
  ned/unable to parry for  rnds.
  Hip strike. If foe has hip
  armor, + hits and stunned
  for  rnds; if not, stunned for
   rnds and at - due to shock
  and nerve damage .
  Neck strike. If foe has neck
  armor, stunned for  rnds; if
  not, stunned  rnds and +
  hits. If no head covering,
  splash into ear drives insane.
  Blast to head. + hits. If
  helmed, foe is knocked out &
  takes + per rnd; if not, foe
  drops into coma for  month,
  - to Appearance.
  Try again. + hits.
  + hits.
  Foe loses initiative for next rnd.
  + hits. Foe is spun about.
  Foe loses  rnd of initiative and
  takes + hits.
  Foe must parry next rnd. +
  hits.
  Blow unbalances foe. + hits
  and  hit per rnd.
  Foe loses  rnds of initiative. +
  hits and  hit per rnd.
  Foe is stunned for  rnd. + hits
  and  hits per rnd.
  Foe is stunned for  rnds. Foe’s
  clothing is destroyed.
  Leg strike. Foe is stunned and
  unable to parry for  rnd. Fights
  at -. + hits,
  Foe is stunned  rnds. + hits.
  If foe is wearing organic armor,
  it is useless and he fights at
  -.
  Back strike. Foe is stunned for 
  rnds, cannot parry for  rnd,
  and fights at -. + hits.
  Shield arm strike. If foe has a
  shield, he is stunned for  rnds;
  if not, arm is useless and he is
  stunned and unable to parry for
   additional rnds. + hits.
  Arm strike burns foe. Stunned
  for  rnd and takes  hits per
  rnd. All cloth on weapon arm is
  burnt off and he drops all he is
  holding. + hits.
  Back blast. Foe is stunned and
  unable to parry for  rnds.
  Muscles destroyed. Foe fights at
  -. + hits.
  Leg strike. Any organic legging
  is dissolved causing  hits per
  rnd. Foe is stunned for  rnds.
  + hits.
  Head strike. Foe is blinded and
  fights at -. If foe has organic
  helm, it is destroyed. If no
  helm,  hits per rnd and loses
  % of hair.
  Neck strike destroys foe’s
  throat. + hits.  hits per rnd
  and he is inactive for  rnds
  before dying.
  Blow to back of neck paralyzes
  foe from shoulders down. +
  hits. Foe is very mad.
  + hit.
  + hits.
  Foe is unbalanced and must
  parry next rnd. + hits.
  Foe is unbalanced and must
  parry next rnd. + hits.
  Light burns. Foe must parry for 
  rnd. + hits and  hit per rnd.
  Foe must parry for  rnds. + hits
  and  hits per rnd.
  Foe is unbalanced and must
  parry for  rnds. + hits. Add +
  to your next action.
  Blast stuns foe for  rnds. +
  hits. If foe has leg armor,  hit per
  rnd; if not,  hits per rnd.
  Blast stuns foe for  rnds. + hits
  and all foe’s clothing and leather
  are destroyed.
  Upper leg strike. Foe is stunned
  and unable to parry for  rnd. +
  hits and foe fights at -.
  Chest strike, if foe has non-
  magical, metal armor, it becomes
  fused and arms unusable; if not,
  knock out for  days. + hits.
  Back blast stuns foe for  rnds
  and he cannot parry for  rnd.
  Fights at -. + hits.
  Strike to shield arm. If foe has
  metal shield, he is stunned for 
  rnds and takes + hits; if not,
  + hits and foe is knocked down
  and arm is useless.
  If foe has chest armor, he is
  stunned for  rnds, takes  hits
  per rnd, and fights at -. If not,
  foe is knocked out for  days due
  to shock. + hits.
  Blast to thighs. If foe has leg
  armor,  hits per rnd and fights at
  -; if not, massive leg damage
  (muscle/tissue) and fights at -.
  Lower leg burns, foe loses foot
  but wound is sealed. Stunned and
  unable to parry for  rnds.  hit
  per rnd. Fights at -. + hits.
  Upper leg burns. Foe loses use of
  leg due to tissue loss. Stunned
  and unable to parry for  rnds. 
  hits/rnd. Fights at -. + hits.
  Chest strike destroys foe’s heart
  and lungs. If foe has metal armor,
  it is fused to his chest and he dies
  in  rnds; if not, foe dies
  instantly.
  Foe’s head is no longer available
  for use. Acid smoke surrounds
  the body. + to friendly
  witnesses for  rnds.
  + hits.
  + hits.
  Foe is unbalanced and must parry
  next rnd. + hits.
  Foe is unbalanced and must parry
  next rnd. + hits.
  Minor burns. Foe must parry for 
  rnds. + hits and  hit per rnd.
  Blast stuns foe for  rnd and fights
  at - for  rnds. + hits.
  Foe is spun about. + hits. Foe
  fights at - for  rnds.
  Blast stuns foe for  rnds. If foe has
  helm, he take + hits and  hits per
  rnd. If not, he takes + hits and 
  hits per rnd.
  Strike to foe's shield arm. If foe has
  no shield or metal armor, he is
  knocked out for  day. + hits.
  + hits. If foe has abdomen
  armor, he takes  hits per rnd; if
  not,  hits per rnd.
  Neck blast knocks foe out. Foe
  cannot speak for  months and
  takes  hits per rnd. + hits.
  Back blast Foe is down for  rnd
  and  hits per rnd. Fights at -.
  + hits.
  Strike to weapon arm. Arm is
  useless and foe is stunned for 
  rnds. + hits.
  Foe loses the hand on his weapon’s
  arm. Foe is stunned and unable to
  parry for  rnds and takes  hits per
  rnd. Severe Burns. + hits.
  Lower back strike stuns foe for 
  rnds and adds  hits per rnd. +
  hits. Nerve and shock damage.
  If foe has abdomen armor, it is
  destroyed, foe is out, knocked
  down, and takes  hits per rnd. If
  not, foe dies in  rnds due to
  organ loss.
  If foe has full helm, his eyes are
  destroyed and he is in a coma for 
  days. If not, foe dies in  rnds due
  to massive brain damage. + hits.
  Chest strike knocks foe back .
  Massive nerve damage, foe dies of
  fatal shock in  rnds. + hits.
  Acid vaporizes foe’s midsection.
  Destroys foe’s clothing, armor & all
  he was carrying. Foe is cut in half
  and dies. Add + to your next roll.
  + hits.
  Foe loses initiative for  rnd. + hits.
  Foe feels burns. If foe has armor, he
  loses  rnd of initiative; if not, he
  loses  rnds. + hits.
  Foe is unbalanced and must parry
  next rnd. + hits.
  Foe reels from blast. + hits and foe
  is stunned for  rnd.
  Foe reels back  feet. + hits and
  foe is stunned for  rnds.
  Foe is staggered. + hits and  hits
  per rnd. If foe has non-magical non-
  metal weapon, it is destroyed.
  Impact and acid stuns foe for  rnds.
  Foe takes  hits per rnd.
  Strike to foe’s weapon arm. Foe
  drops weapon. Foe fights at - and
  takes  hits per rnd.
  Leg strike, foe is knocked down.
  Stunned for  rnds. Cannot parry for
   rnd. + hits.
  Head strike. If foe has helm, it is
  destroyed and foe is in a coma for 
  months; if not, foe’s brain liquefies
  and he dies. + to your next roll.
  Back strike. Foe is stunned and
  unable to parry for  rnds. Minor
  shock. Fights at -. + hits.
  Shoulder strike shatters foes weapon
  arm, muscles and cartilage damage.
  Arm is useless, foe is stunned for 
  rnd and takes  hits per rnd
  Chest strike knocks out foe due to
  shock, blood loss, and nerve damage.
  Foe take  hits per rnd. + hits.
  Foe inhales acid and he loses throat
  and lungs. Foe dies in  rnds. +
  hits.
  Foe’s lower body turns to mush. Foe
  dies in  rnds due to loss. + hits.
  Side strike melts foe’s lower body
  and internal organs. Foe dies in 
  rnds. + hits.
  Chest strike destroys both of foe’s
  lungs. Blast throws foe back . Foe
  dies in  gasping rnds. + hits.
  All that remains of foe is a puddle of
  flesh. + to your next roll. Ugh.
  0 1 - 0 5
  0 6 - 1 0
  1 1 - 1 5
  1 6 - 2 0
  2 1 - 3 5
  3 6 - 4 5
  4 6 - 5 0
  5 1 - 5 5
  5 6 - 6 0
  6 1 - 6 5
  6 6
  6 7 - 7 0
  7 1 - 7 5
  7 6 - 8 0
  8 1 - 8 5
  8 6 - 9 0
  9 1 - 9 5
  9 6 - 9 9
  1 0 0
  ACID CRITICAL STRIKE TABLE
  
  212
  World Atlas & Encyclopædia Kulthea
  A
  B
  C
  D
  E
  
  
  + hit.
  You gain initiative next rnd. + hit.
  Foe reels backward from hip strike
  and must parry next rnd. + hits.
  Thigh strike. Foe must parry next
  rnd. Add + to your next action. +
  hits.
  Back wound. Foe is spun around
  and must parry next rnd at -. +
  hits.
  Chest wound. Foe is stunned next
  rnd. + hits.
  Leg wound. Foe is stunned next
  rnd and fights at -. + hits.
  Strike foe’s arm. Foe is stunned
  and unable to parry next rnd. Foe
  fights at -. + hits.
  Leg wound. Foe is stunned for 
  rnds. Add + to your next action.
  + hits.
  Shoulder strike. % change. Foe is
  stunned for  rnds. Add + to
  your next action. + hits.
  Leg wound. % change. Foe is
  stunned and unable to parry for 
  rnds and fights at -. + hits.
  Shield arm strike. % change. Foe
  is stunned and unable to parry for
   rnds and fights at -. + hits.
  Stomach strike. % change. Foe is
  stunned and unable to parry for 
  rnds and fights at -. + hits.
  Bruise to kidneys. % change. Foe
  is stunned and unable to parry for
   rnds and fights at -. You only
  needed half a rnd. + hits.
  Side wound. % change. Foe is
  stunned and unable to parry for 
  rnds and fights at -. You only
  needed half a rnd. + hits.
  Back wound. % change. Foe is
  struck in the back and is brought
  to his knees for  long rnds. +
  hits.
  Head strike. % change. Foe’s
  brain is frazzled and is unable to
  cope with any action for the next 
  rnds. + hits.
  
  
  
  
  
  + hit.
  You gain initiative next rnd.
  + hit.
  Chest strike. % change.
  Your attack stings your foe
  and he must parry next rnd.
  + hits.
  Leg strike. % change. Foe
  must parry next rnd. Add +
  to your next action. + hits.
  Arm strike. % change. Foe
  must parry next rnd at -. +
  hits.
  Leg bender. % change. Foe
  is stunned for  rnds. Add +
  to your next action. + hits.
  Neck strike. % change. Foe
  is stunned next rnd and fights
  at -. + hits.
  Thigh strike. % change.
  Foe is stunned and unable to
  parry next rnd. Foe fights at
  -. + hits.
  Shield arm strike. %
  change. Foe is stunned for two
  rnds and fights at -. + hits.
  Side wound. % change.
  Foe is stunned for  rnds. Add
  + to your next action. +
  hits.
  Nail foe’s back. % change.
  Foe is stunned and unable to
  parry for  rnds and fights at  -
  . + hits.
  Head strike. % change. Foe
  is stunned and unable to parry
  for  rnds and fights at -. +
  hits.
  Zap to the Head. %
  change. Foe is stunned and
  unable to parry for  rnds and
  fights at -. + hits.
  Throat burns. % change.
  Foe is stunned and unable to
  parry for  rnds and fights at
  -. You only needed half a
  rnd. + hits.
  
  
  
  
  + hit.
  You gain initiative next rnd. +
  hit.
  Your foe is unsure of what’s
  going on and must parry next
  rnd. + hits.
  Blast leaves foe’s chest smoking.
  Foe must parry next rnd. Add
  + to your next action. + hits.
  Leg wound. % change. Foe is
  spun around and must parry
  next rnd at -. + hits.
  Minor arm wound. %
  change. Foe is stunned next
  rnd. + hits.
  Weapon arm strike. %
  change. Foe is stunned  rnds.
  Add + to your next action.
  + hits.
  Strike foe’s neck. % change.
  Foe is stunned and unable to
  parry next rnd. Foe fights at
  -. + hits.
  Leg wound. % change. Foe is
  stunned for  rnds and fights at
  -. + hits.
  Shield arm strike. % change.
  Foe is stunned for  rnds. Add
  + to your next action. +
  hits.
  Side wound. % change. Foe
  is stunned and unable to parry
  for  rnds and fights at -. +
  hits.
  Back of head strike. %
  change. Foe is stunned and
  unable to parry for  rnds and
  fights at -. + hits.
  Hip strike. % change. Foe is
  stunned and unable to parry for
   rnds and fights at -. +
  hits.
  Bruise to cheek. % change.
  Foe is stunned and unable to
  parry for  rnds and fights at
  -. You only needed half a
  rnd. + hits.
  Eye wound. % change. Foe
  is blinded and is at - for 
  rnds. Stunned for  rnds. +
  hits.
  
  
  
  + hit.
  You gain initiative next rnd. +
  hit.
  Thigh wound. Your attack stings
  your foe and he must parry next
  rnd. + hits.
  Back strike knocks foe down. Foe
  must parry next rnd. Add + to
  your next action. + hits.
  Chest strike. Foe must parry next
  rnd at -. + hits.
  Thigh wound. Foe is stunned. +
  hits.
  Forearm strike. % change. Foe
  is stunned next rnd and fights at
  -. + hits.
  Thigh strike. % change. Foe is
  stunned for  rnds. Add + to
  your next action. + hits.
  Neck strike. % change. Foe is
  stunned for two rnds and fights
  at -. + hits.
  Leg wound. % change. Foe is
  stunned for  rnds. Add + to
  your next action. + hits.
  Shield arm strike. % change.
  Foe is stunned and unable to
  parry for  rnds and fights at -.
  + hits.
  Side wound. % change. Foe is
  stunned and unable to parry for 
  rnds and fights at -. + hits.
  Hit on back of head. %
  change. Foe is stunned and
  unable to parry for  rnds and
  fights at -. + hits.
  Chest wound. % change. Foe
  is stunned and unable to parry
  for  rnds and fights at -. You
  only needed half a rnd. + hits.
  Neck wound. % change. Foe
  is stunned and unable to parry
  for  rnds and fights at -. You
  only needed half a rnd. + hits.
  Head strike. % change. Foe’s
  ears are blasted, staggers and falls
  prone for  long rnds. + hits.
  
  + hit.
  You gain initiative next rnd. + hit.
  Foe reels backward and must parry
  next rnd. + hits.
  Chest strike. Foe must parry next
  rnd. Add + to your next action. +
  hits.
  Thigh wound. Foe is spun around
  and must parry next rnd at -. +
  hits.
  Back wound. Foe is stunned next
  rnd. + hits.
  Chest wound. Foe is stunned next
  rnd and fights at -. + hits.
  Strike foe’s leg. Foe is stunned and
  unable to parry next rnd. Foe fights
  at -. + hits.
  Forearm wound. Foe is stunned for 
  rnds and fights at -. + hits.
  Chest strike. Foe’s lungs are filled
  with smoke and he is overcome and
  stunned for  rnds and fights at -.
  + hits.
  Shoulder wound. Foe is stunned and
  unable to parry for  rnds and fights
  at -. + hits.
  Lower leg strike. % change. Foe is
  stunned and unable to parry for 
  rnds and fights at -. + hits.
  Weapon arm strike. % change.
  Foe is stunned and unable to parry
  for  rnds and fights at -. + hits.
  Back wound. % change. Foe is
  stunned and unable to parry for 
  rnds and fights at -. You only
  needed half a rnd. + hits.
  Leg wound. % change. Foe is
  stunned and unable to parry for 
  rnds and fights at -. You only
  needed half a rnd. + hits.
  Arm wound. % change. Foe’s
  arms are struck numb and may not
  be used for  agonizing rnds. +
  hits.
  Chest strike. % change. Foe’s
  heart stops momentarily. It takes 
  rnds before foe can do anything due
  to chest pains. + hits.
  Head strike. % change. Foe’s eyes
  roll into back of his head. Foe
  awakens after  rnds and needs to re-
  orient (very hard). + hits.
  0 6 - 1 0
  1 1 - 1 5
  1 6 - 2 0
  3 6 - 4 5
  2 1 - 3 5
  4 6 - 5 0
  5 1 - 5 5
  5 6 - 6 0
  6 1 - 6 5
  6 6
  6 7 - 7 0
  7 1 - 7 5
  7 6 - 8 0
  8 1 - 8 5
  9 1 - 9 5
  8 6 - 9 0
  9 6 - 9 9
  1 0 0
  0 1 - 0 5
  PHYSICAL ALTERATION CRITICAL STRIKE TABLE
  
  Part XIX: Appendices
  213
  A
  B
  C
  D
  E
  
  
  
  Stunned for  rnd.
  Stunned for  rnds. Mild
  depression. - to all actions
  for  minutes.
  Stunned for  rnds. Mild
  depression. - to all actions
  for  minutes.
  Disoriented. Mild
  depression. - to all
  actions for  minutes.
  Disoriented. Moderate
  depression. - to all actions
  for  minutes.
  Disoriented. Moderate
  depression. - to all actions
  for  hour.
  Disoriented. Moderate
  depression. - to all
  actions for  hours.
  Foe goes into serious
  withdrawal from life due to
  an extremely low self-
  esteem catatonia.
  Disoriented. Severe
  depression. - to all
  actions for  hours.
  Disoriented. Severe
  depression. - to actions
  for  hrs starting next rnd.
  Severe depression. - to all
  actions for  hours. Much
  sadness here.
  Foe is now manic-
  depressive for  week.
  Foe is now manic-
  depressive. Permanent. Life
  will continue to have its
  ups and downs.
  Mental shock. Roll 
  random Trauma.
  Permanent.
  Suicidal depression.
  Permanent. % chance/
  day of a suicidal action.
  Catatonic depression.
  Permanent. Foe wraps
  himself in a huddle and
  denies existence.
  
  
  Stunned for  rnd.
  Stunned for  rnds. Mild
  depression. - to all actions
  for  minutes.
  Stunned for  rnds. Mild
  depression. - to all actions
  for  minutes.
  Disoriented. Mild depres-
  sion. - to all actions for 
  minutes.
  Disoriented. Moderate
  depression. - to all actions
  for  minutes.
  Disoriented. Moderate
  depression. - to all actions
  for  hour.
  Disoriented. Moderate
  depression. - to all actions
  for  hours.
  Disoriented. Severe
  depression. - to all actions
  for  hours.
  Foe’s mind goes elsewhere
  on an extended vacation.
  Coma.
  Disoriented. Severe
  depression. - to all actions
  for  hours.
  Severe depression. - to all
  actions for  week. Bummer.
  Foe is now manic-depressive
  for  week.
  Foe is now manic-depressive.
  Permanent. Life is now a
  roller-coaster.
  Jolting. Roll  random
  Traumas. Permanent.
  Suicidal depression.
  Permanent. % chance/day
  of outright suicide.
  Catatonic. Permanent. Foe
  opts out.
  Severe depression. Too much
  for foe to handle. Coma.
  Stunned for  rnds.
  Stunned  rnds. Mild depres-
  sion. - to actions for  min.
  Stunned for  rnds. Mild
  depression. - to all actions for
   minutes.
  Disoriented. Mild depression. -
   to all actions for  minutes.
  Disoriented. Moderate
  depression. - to all actions for
   hour.
  Disoriented. Moderate
  depression. - to all actions for
   hours.
  Disoriented. Moderate
  depression. - to all actions for
   hours.
  Disoriented. Severe depression.
  - to all actions for  hours.
  Disoriented. Severe depression.
  - to all actions for  week.
  Severe depression. - to all
  actions for  month. Sad.
  Foe's mind finds refuge in final
  surcease of everlasting Death.
  Foe is now manic-depressive for
   months and is at - to all
  actions.
  Foe is now manic-depressive.
  Suicidal. Permanent. %/day
  chance of suicide. Pitiful.
  Mental Trauma. Roll  Random
  Insanities. Permanent. Time for
  the looney bin.
  Brain Fry. Roll  Random
  Insanities. Foe is at a - for all
  actions. Unconscious.
  Catatonic depression.
  Permanent. Foe curls up to
  await Death.
  Foe decides on a strategic
  withdrawal from reality. Coma.
  Foe stops moving and slowly
  sits down, closing his eyes.
  Death.
  Foe whimpers once as he falls to
  the floor. Death.
  
  Stunned for  rnds.
  Stunned for  rnds. Mild
  depression. - to all actions for
   minutes.
  Stunned for  rnds. Mild
  depression. - to all actions for
   minutes.
  Disoriented. Mild depression.
  - to all actions for 
  minutes.
  Disoriented. Moderate
  depression. - to all actions
  for  hour.
  Disoriented. Moderate
  depression. - to all actions
  for  hour.
  Disoriented. Moderate
  depression. - to all actions
  for  hours.
  Disoriented. Severe depres-
  sion. - to all actions for 
  hours.
  Disoriented. Severe depres-
  sion. - to all actions for 
  hours.
  The shock was too great to
  handle and foe’s mind
  collapses. Coma. Death if no
  helm.
  Severe depression. - to all
  actions for  week. Enjoy the
  ride.
  Foe is now manic-depressive
  for  month. Lucky.
  Foe is now manic-depressive.
  Permanent. It could have been
  worse.
  Jolting. Roll  random
  Insanities. Permanent. Ugly.
  Suicidal depression.
  Permanent. %/day of
  suicide. Foe is now uncon-
  scious.
  Catatonic depression.
  Permanent. Foe attempts to
  get off the Merry-Go-Round
  of life.
  Foe hides in the Darkest
  corner of his mind. Coma.
  Foe feels life is no longer
  worth living and gives up.
  Death.
  DEPRESSION CRITICAL STRIKE TABLE
  9 1 - 9 5
  8 6 - 9 0
  
  
  
  
  Stunned for  rnd.
  Stunned for  rnds. Mild
  depression. - to all
  actions for  minute.
  Stunned for  rnds. Mild
  depression. - to all
  actions for  minute.
  Disoriented. Mild
  depression. - to all
  actions for  minutes.
  Disoriented. Moderate
  depression. - to all
  actions for  minutes.
  Disoriented. Moderate
  depression. - to all
  actions for  minutes.
  Foe falls unconscious.
  Suicidal depression. %
  chance/day of a highly
  suicidal act.
  Disoriented. Moderate
  depression. - to all
  actions for  hour.
  Disoriented. Severe
  depression. - to all
  actions for  hours.
  Disoriented. Severe
  depression. - to all
  actions for  hours.
  Severe depression. - to
  all actions for  hours.
  Foe is manic-depressive
  for  week.
  Foe is manic-depressive.
  Permanent. Not a pretty
  sight.
  Mental shock. Roll 
  random Trauma.
  Permanent.
  Suicidal depression.
  Permanent. % chance/
  day of a suicidal action.
  1 0 0
  9 6 - 9 9
  8 1 - 8 5
  7 6 - 8 0
  7 1 - 7 5
  6 7 - 7 0
  6 6
  6 1 - 6 5
  5 6 - 6 0
  5 1 - 5 5
  4 6 - 5 0
  3 6 - 4 5
  2 1 - 3 5
  1 6 - 2 0
  1 1 - 1 5
  0 6 - 1 0
  0 1 - 0 5
  
  214
  World Atlas & Encyclopædia Kulthea
  A
  B
  C
  D
  E
  Agony! + hits. Badly
  sprained back. - to all
  maneuvers.
  + hits. Pulled ligaments.
  - to all physical
  maneuvers.
  Sprained muscle - to all
  physical maneuvers for
  next  hours.
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  Beneficial Stress. + add to
  hit total (i.e., body
  development). Enjoy.
  Very Beneficial Stress. +
  add to hit total (i.e., body
  development). You have
  initiative.
  Oh Pain! + hits. - on all
  actions. - to temp CO stat.
  Throbbing pain. + hits.
  - on all actions. - to
  temp CO stat.
  + hits. Ligament and
  tendon damage. - to all
  maneuvers.
  + hits. - to all physical
  maneuvers. Ouch!
  + hits. - to all physical
  maneuvers.
  Pulled a muscle. - to all
  physical maneuvers for 
  hours.
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  Beneficial Stress. + to
  temp CO stat (may not
  raise stat above potential).
  Racking Pain! + hits. -
  to all actions. - to temp CO
  stat.
  Debilitating Pain. + hits.
  - to temp CO stat. - on
  everything. Uh Oh.
  + hits. - to all actions -
  to temp CO stat. Nobody
  forced you.
  Terrible Agony. + hits.
  - to all actions. - to temp
  CO stat.
  + hits. - to all actions.
  - to temp CO stat.
  + hits. - to all actions due
  to stinging pain.
  Bad Sprain. + hits. Pain.
  - to physical actions.
  + hits. That smarts. You are
  at a - to physical maneuvers.
  Sprain for the next  hours.
  - to all physical maneuvers.
  None
  None
  None
  None
  None
  None
  None
  None
  None
  None
  Totally Paralyzed. + hits.
  - to actions after paralyza-
  tion is healed. - to temp CO
  stat.
  Crippling Pain from torn
  muscle tissue. - from temp
  CO stat. - to all actions.
  + big hits. - to everything.
  - off temp CO stat.
  Prickly Torment + hits. -
  to all actions. - to temp CO
  stat.
  + hits. - to all action. - to
  temp CO stat. You did it to
  yourself .
  + hits. - to all action. - to
  temp CO stat. Retirement ain’t
  all bad.
  Pain lances through your
  body. + hits damage. - to
  temp CO stat. - to all
  maneuvers.
  + hits. - to temp CO stat.
  - to all actions. Not good.
  + hits. Screaming muscles
  leave you -. - to temp CO
  stat.
  + hits. Splitting pain in back
  bestows - to all actions.
  + hits. Good Job. You are at
  - on all physical maneuvers.
  Dull Ache in joints. + hits.
  You are at - to all physical
  maneuvers.
  + hits. Smooth move. - to all
  physical maneuvers.
  None
  None
  None
  None
  None
  None
  + hits. You are at - to all
  actions and die in  rnds. - to
  temp CO stat, - to potential
  CO stat.
  Incapacitating Agony. + hits.
  Paralyzed (no action). - to
  temp CO stat, - to potential
  CO stat.
  Crippling Pain. + hits. - off
  temp CO stat. - off potential
  CO stat. - to all actions.
  Excruciating Pain. + hits. -
  off temp CO stat. - off
  potential CO stat. - to all
  actions.
  + very real hits. - to all
  actions. - to temp CO stat. -
  to potential CO stat. Agony.
  + hits. - point off temp CO
  stat. - off potential CO stat.
  You are at - to do anything.
  + hits. You are at -. - to
  your temp CO stat. Time to
  retire, think about it.
  + hits. - to temp CO stat.
  Sprained  muscles, - to
  activity.
  Lacerating Agony. + hits.
  - on all actions. - to temp
  CO stat.
  + hits. - to temp CO stat.
  - to all actions. Scourging
  Pain.
  Now that really hurt. + hits.
  - to Temp CO stat. - to all
  actions.
  + hits. - to all actions - to
  temp CO stat. Much Pain.
  Gripping Pangs. + hits. - to
  actions. - to temp CO stat.
  + hits. Throbbing Pain gives -
   to all actions. Not Pretty.
  Sprained muscles and tendons.
  + hits. - to all actions.
  + hits. - to all physical
  maneuvers.
  Sore Muscles. + hit. - to all
  actions.
  None
  None
  STRESS CRITICAL STRIKE TABLE
  1 0 0
  9 6 - 9 9
  9 1 - 9 5
  8 6 - 9 0
  8 1 - 8 5
  7 6 - 8 0
  7 1 - 7 5
  6 7 - 7 0
  6 6
  6 1 - 6 5
  5 6 - 6 0
  5 1 - 5 5
  4 6 - 5 0
  3 6 - 4 5
  2 1 - 3 5
  1 6 - 2 0
  1 1 - 1 5
  0 6 - 1 0
  0 1 - 0 5
  
  Part XIX: Appendices
  215
  A
  B
  C
  D
  E
  None
  None
  None
  None
  Stunned for  rnd.
  Stunned for  rnd.
  Stunned for  rnds.
  Stunned for  rnds. Parry
  at half.
  Stunned for  rnds.
  Cannot parry.
  Stunned for  rnds.
  Cannot parry. - for 
  minutes.
  Stunned for  rnds.
  Cannot parry or change
  facing. - for  hours.
  Stunned for  rnds.
  Cannot parry. - for 
  hour.
  Stunned for  rnds.
  Cannot parry. - for 
  hour.
  Stunned for  rnds.
  Cannot parry or change
  facing. - for  hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. - for  hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. - for  hours.
  Stunned for  rnds
  Cannot parry or change
  facing. Disoriented. - for
   hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. Disoriented. -
  for  hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. Disoriented. - for
   hours.
  None
  None
  None
  Stunned for  rnd.
  Stunned for  rnd.
  Stunned for  rnds. Parry at
  half.
  Stunned for  rnds.
  Stunned for  rnds. Cannot
  parry.
  Stunned for  rnds. Cannot
  parry. - for  minutes.
  Stunned for  rnds. - for 
  hour.
  Stunned for  rnds.
  Cannot parry or change
  facing.
  Stunned for  rnds. Cannot
  parry. - for  hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. - for  hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. - for  hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. Disoriented. - for
   hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. Disoriented. - for
   hours.
  Stunned for  rnds.
  Cannot parry or change
  facing. Disoriented. - for
   days.
  Stunned for  rnds.
  Cannot parry or change
  facing. Disoriented. - for
   days.
  Stunned for  rnds.
  Immobilized  rnds. - for
   days.
  None
  None
  Stunned for  rnd.
  Stunned for  rnd.
  Stunned for  rnds. Parry at
  half.
  Stunned for  rnds.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned for  rnds. - for 
  hour.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Foe slams himself to the
  Floor for  hits. Coma.
  Stunned for  rnds. Cannot
  parry or change facing. -
  for  hours.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  hours.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  hrs.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds.
  Immobilized  rnds.
  Disoriented. + Hit.
  When foe awakes he is
  mindless drooling idiot. +
  hits. Coma.
  None
  Stunned for  rnd.
  Stunned for  rnd.
  Stunned for  rnds.
  Stunned for  rnds. Parry at
  half.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  hours.
  Foe snaps rigid and slowly
  falls, the air whistling audibly
  from his lips. Coma. Death if
  no helm.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  hours.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds.
  Immobilized  rnds. - for 
  week. + hits.
  Random brain damage. +
  hits. Coma.
  Foe stops and remains in last
  living position. Pity. Death.
   rnd of stun.
  Stunned for  rnds.
  Stunned for  rnds. Parry at
  half.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned for  rnds. - for 
  hour.
  Stunned for  rnds. Cannot
  parry. - for  hour.
  Stunned  rnds. Cannot parry
  or change facing. - for  hr.
  Stunned  rnds. Cannot parry
  or change facing. - for  hrs.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Foe collapses like card house in
  a stiff breeze. Death.
  Stunned for  rnds. Cannot
  parry or change facing.
  Disoriented. - for  days.
  Stunned for  rnds. Immobi-
  lized for  rnds. Disoriented.
  - for  week.
  Stunned for  rnds. Immobi-
  lized for  rnds. Disoriented.
  - for  week.
  Foe spins about clutching his
  head and falls. + Hits. - for 
  week. Unconscious.
  One last howl punctuates foe’s
  collapse. + Hits. - for  week.
  Unconscious.
  Roll  random phobias. + hits.
  Coma.
  Foe crumples in an untidy heap.
  Death.
  Foe’s eyes glaze as he launches
  himself  backwards. Death.
  1 0 0
  9 6 - 9 9
  9 1 - 9 5
  0 6 - 1 0
  1 1 - 1 5
  1 6 - 2 0
  2 1 - 3 5
  3 6 - 4 5
  4 6 - 5 0
  5 1 - 5 5
  5 6 - 6 0
  6 1 - 6 5
  6 6
  6 7 - 7 0
  7 1 - 7 5
  7 6 - 8 0
  8 1 - 8 5
  8 6 - 9 0
  0 1 - 0 5
  SHOCK CRITICAL STRIKE TABLE
  
  216
  Shadow World Atlas & Encyclopædia Kulthea
  4•INDEX
  AAAAA
  Aarn Voru  101
  Abarquan Islands  50, 131
  Adamant  55
  Ag-Ak  114
  Agara-Klysus  177
  Agate  55
  Agothu  115
  Agothu Servants  116
  Agyra  124, 173
  Ahn sye Nokora  170
  Ahn sye Nomoke  170
  Ahn sye Shan  170
  Ahn sye Takla  170
  Ahn sye Talaus  170
  Ahn sye Woloka  170
  Ahn sye Zanar  170
  Ahnasan  43
  Ahren-lyax  41, 170
  Ahrenæk  43, 170
  Ahrendiir  39, 170
  Ahrenlaakh  39, 170, 173
  Ahrenraax  36, 170, 171
  Ahrenryak  170
  Ahrenthrôk  41, 170
  Ahrentorg  30, 31, 170
  Air Demons  106
  Air Drake  89
  Airbarges  175
  Akaal  173
  Akalatan  179
  A’kesh  168, 170
  Aldari  120, 170
  Aldaron  170, 171
  Alexandrite  55
  Alizon  182
  Alizon of Saral  184, 185
  Alliance
  35, 170, 171, 173, 174, 175
  Alligators  79
  Alloys  57
  Alnorau Plain  33
  Alpaca  80, 81
  Altha  130, 174
  Althoi (Overseers)  115
  Aludos  200
  Amber  55
  Amethyst  55
  Amoatul  47
  Amphibians  78
  Anakata  33
  Andaras  167
  Andraax  165, 174, 195, 197
  Ansilius  65
  Anteater  80
  Antelope  80
  Ants  74
  Anzeti  120
  Apparition  92
  Aquamarine  55
  Aquatic Beasts  76
  Aquatic Elves  129
  Aquitar  41
  Arajaku  33
  Aranmor  39
  Arcane Power  152, 157
  Ardan City  41
  Ardania  41, 180
  Aregos of Urulan  174
  Arej XI  174
  Arelios  49
  Arg Uscurac  35
  Argos Nolgara  185
  Arid  20
  Arinyark  58
  Ark of Worlds  39, 173
  Arlak  199
  Arlandia  36
  Armadillo  80
  Artha  41
  Artificial Beings  91, 95
  Arûl  42, 168
  Asamis Arg  168, 181
  Ash Gate  178
  Ash Lairs  29, 106
  Ashenoq  43
  Atalan  16
  Aventurine  55
  Axe-notch Bight  31
  Azdyaer  108
  Azure Mist  168
  Azurite  55
  BBBBB
  Baaka  78
  Bæris  142
  Baku-jagum  49
  Bakuul  Portal  39, 41
  Balloonpod  68
  Barellis  40
  Barriers, Essænce  153
  Barrow-wight  92
  Bartuche  35
  Battle of Uggoth Plain  177
  Bay of the Gods  36
  Bears  67, 74, 83
  Beaver  80
  Belgor  39
  Belock  178
  Beryl  55
  Beryllium  57
  Beyond the Pale, Demons  114
  Black Dragonsteeth  51
  Black Hel  145
  Black Ice Realm  49
  Black Plain  31
  Black Prince  170
  Black Squirrel  84
  Black Sun  175
  Black Unicorn  82
  Black Winds  22
  Blastnuts  65
  Blissful Kingdom of Pochantos
  176
  Bloodstone  55
  Bloodwillow  65, 67
  Bloody Sunsets, Isles of  32
  Blue Forest  38, 174
  Bluestone  55
  Boa  79
  Boag-kha’al  49
  Bodlea  40, 175
  Boko-ta  45
  Bokorean United Kingdoms
  44, 177
  Bola Wastes  49
  Bone Eaters  117
  Book of Gates  172
  Bore-Burr  65, 67
  Boriboth  51
  Botha  50
  Breathless  115, 116
  Brighthead City  49
  Bronze  57
  Bubble Kelp  68
  Buffalo  80
  Burdok-Rhu  45
  Burning Abyss  169
  Burning Lands  116
  Butterfly Scepter  177
  CCCCC
  Calendar  162
  Calermia  47
  Calthos  185
  Camel  81
  Camels  80
  Canopy Tree  68
  Caribou  81
  Carnelian  55
  Castle Sykara  181
  Cavarite  54, 165
  Cave Drake  89
  Cave Worm  90
  Caverns of Fire  29
  Caves of the Drakes’ Birthplace
  33
  Caves of Ulgon  41
  Cay  140, 169
  Centaurs  31, 120
  Cestos  33
  Chalcedony  55
  Chameleon Vine  68
  Changramai  166
  Changramai Monastery  41
  Channeling  159
  Charayh River  33
  Charón  166
  CharÓN  144
  CharÓn  17
  Cheetah  83
  Children of Gods  143
  Childrenof Gods  144
  Chíra  199
  Cho-Na-kudai  172
  Chrysoberyl  55
  Church of Zanar  172
  Churk Ta  171
  Circular Sea  167
  Circulatory Poisons  71
  Citadel of the Southern Eye  52
  Citrine  55
  City of the Dead
  31, 41, 176, 179
  Climate Overview  20
  Climate Types  20
  Clingleaf  65, 67
  Clivimis  65
  Cloudlords  178
  Cloudlords of Tanara  173
  Cly  47
  Clycallah  47
  Clythul Mountains  36
  Cobra  79
  Codex Akalatan  182
  Cold  20
  Cold Drake  87
  Cold forges  58
  Collar of the Great King  174
  comet  176
  Comets  18
  Compasses  167, 194
  Conclave of Orhan  138
  Constrictor Vine  65, 67
  Conversion Poisons  71
  Converting Hits & Bonuses  11
  Converting Statistics  11
  Cool Temperate  20
  Coral  55
  Coral Road  165, 167
  Coronan  171
  Corpse Candle  92
  
  Part XIX: Appendices: Index
  217
  Corpse Lantern  92
  Council of Karilôn  166
  Crab, Giant  76
  crab spider  66
  Cralmyk  173
  Creatures  73
  Crimson Cloak  170
  Crimson Order  170
  Crocodiles  79
  Cronagenic hibernation  58, 165
  Cult of Hrassk  176
  Cult of Stars  173, 181
  Cult of the Secret Circle  170
  Cynar  169, 182
  Cypharia  192
  DDDDD
  Daath Leerssoi  167, 168, 176
  Dændarus  177
  Dænkú  165
  Dænkú Ahrenreth
  29, 166, 170, 195
  Dænok City  45
  Dagger-Ridge Bay  31
  Däkothal  49
  Dalov Cor  51
  Dalov Dom  50
  Dalov Griev  36, 197
  Dalov Ram  51
  Danarchis  40
  Danari  199
  Dangerous Plants  65
  Danris  48
  Dansart  179
  Dark Gods  17, 144, 150, 166
  Dark Spirits  146
  Dartspore  65, 67
  Darugh  78
  Daruni Olkanin  192
  Dead, City of the  41
  Deadly Milk-white Trumpet  66
  Deeps  29
  Deer  80
  Deisa  16
  Dekdarion, T’vaar  166
  Delphinuris  66
  Demon  106
  Demons  108
  Demons Beyond the Pale  114
  Demons of the Burning Night  39
  Demons of the Essænce  105
  Demons of the Fifth Pale  113
  Demons of the First Pale  112
  Demons of the Fourth Pale  113
  Demons of the Pale  112
  Demons of the Second Pale  112
  Demons of the Sixth Pale  114
  Demons of the Third Pale  113
  Demons of the Void
  106, 111, 119
  Demons, Summoning  106
  Depths  21
  Dhuria  50, 174
  Dia Khovaria  36, 177
  Diamond  55
  Diaskar  51
  Dimensional Rifts  154
  Dír, Forest of  39
  Dír Tree  69
  Dogs  83
  Dom Naduum  50
  Donkey  81
  Doombringers  107
  Dragon Helms  167
  Dragon Kingdom  167
  Dragon Turtle  76
  Dragonfly  74
  Dragonlord  175
  Dragonlords  150
  Dragons  86
  Drakiis  49
  Dreaded Secret  41
  Dream Isles  34, 36
  Dream-master  139
  Dreamlords  36
  Dreamvine  66
  Dreena Vaal  182
  Driftfrond  68
  Drûl Churk  43
  Dryads  143, 165
  Dubach  41
  Dulucaborn  167, 169
  Dúranaki  121, 170, 175
  Dusdurbulgaur  33, 175
  Duskwalkers  29, 164
  Dust Storms  22
  Dyari  129, 199
  EEEEE
  Early Bronze Age  26
  Early Renaissance Age  27
  Earth Demons  107
  Earthwardens  54, 165
  Eastern Hemisphere  125
  Ebon City  49
  Eclipses  18
  Eidolon  43, 174
  Eissa  139
  Eissa’s Tears  55
  Ekeris  49
  Elders  170
  Electric Ray  76
  Electrium  58
  Elemental Demons  106
  Elemental Summoning  103
  Elementals  102
  Elephant  81
  Elephants  81
  Elfost  49
  Elk  80
  Elor Once Dark  177
  Elvenquay  177
  Elves  128
  Emerald  55
  Emperor of Jaiman  174
  Empire of a Thousand Dawns
  166
  Empire of the Black Sun  44, 175
  Enclatine  57
  Endless Sea  175
  Enris-Sokal  200
  Enruth  200
  Eog  57
  Grey  58
  White  58
  Eritari  126
  Erlin  199
  Erlini  129
  Esov Turic  181
  Essænce  152, 164
  Essænce Discharges  154
  Essænce Draining  154
  Essænce Lords  29, 116
  Essicrysta  58
  Evil Essænce  150
  Evil Ones  173
  Evil Spell Lists, Learning  150
  Exploding Mushrooms  66
  Eye of Agoth  177. See also Heart
  of Agoth
  Eye of Utha  178
  Eye of Utha, Northern  178
  Eyes  183
  Eyes of Utha  165, 166, 183
  FFFFF
  Faaw Shryaac  170, 171, 177
  Fauns  129
  Fell Beast  84
  Ferret  83
  Fey Folk  165
  Fifth Pale  113
  Fiori’k’hrina Confederation  179
  Fire demons  106
  Fire Drake  87
  Fire Hound  83
  Fire, Isle of  41
  Fire Years  175
  Firephantom  92
  First Pale  112
  First Zanarian Purge  172
  Flesh Eater  117
  Flow Storm  24
  Flow-Storm Effects  154
  Flow-storms  153
  Fluorite  55
  Fly Trap, Giant  66, 67
  Flying Beasts  84
  Foci  153
  Fogflowers  68
  Folenn  51
  Forest of Ash  41
  Forest of Dír  184
  Forests  60
  Fossil Industrial Age  27
  Fourth Pale  113
  Frelik  178
  Freshwater  20
  Frogs  79
  Frost King  167
  Frozen  20
  Fustir  184
  Fustir-Gost  121, 122
  GGGGG
  Gaalt  47
  Gale of Hues  51, 154
  Galeb-vorlui  178
  Garden of Songs  183
  Garks  121
  Garlon  177
  Garnet  55
  Gartyl  78
  Gas Drake  87
  Gathgaatu  51
  Gefting Sea  48
  Gem Descriptions  55
  Gem Values  54
  Gems  54
  Gemsting  74
  Gendael  31
  Gethæna  41
  Gethanen  43, 166, 167
  Gethryn  124
  Gethyra  35, 177
  Ghost  92
  Ghost Wolf  92
  Ghoul  92
  Giant Beetle  75
  Giant Crab  76
  Giant Mortals  127
  Giant Scorpion  74
  Giant Squid  78
  Giraffe  80
  
  218
  Shadow World Atlas & Encyclopædia Kulthea
  Glaar  116
  Glacier  20
  Glass, Isle of  43
  Go-tjiin-kai  109
  Goath  30
  Goblins  124
  Gogor  98
  Gold  57
  Golden Dragon
  167, 178, 183. See also
  Kydak Dûm
  Golden Eye  178
  Goldflow River  176
  Golems  103
  Gorma’al Basin  33
  Gort  68
  Gosti Hyr  174
  Gou’oune  49
  Granite  54
  Grass Sea  30
  Great Consolidation  176
  Great Drakes  167
  Great Moon. See Orhan
  Greater Powers  25, 189, 199
  Green beach of Na-kor-Ru  33
  Green Brotherhood  43
  Grekka Spider  74
  Grennhill  36
  Grey Eog  58
  Grippershrub  66, 67
  Grotto Path  41
  Gryphon  84
  Gryphon College  39, 168
  Guarded Isle  170
  Guardian Mind  174
  Guardian Secret  41
  Guardians  97
  Guarlu  47
  Gufu Rainforest  36
  Guguth  115
  Guides of Vurn-kye  192
  Gyshon Vurg  175
  HHHHH
  Haalkitaine  39, 170
  Haalkitaine Fire  169
  Haid  122
  Halek (King of Helyssa)  178
  Hanreth  169
  Hard Winter  179
  Heart of Agoth
  177, 182, 183, 185
  Hemafly  74
  Hemisphere Curtain  183
  Herald of Darkness  181
  High Sentinels  98
  Hírazi  31, 122
  Hoen  69
  Horses  81
  Housecat  83
  Hrange  49
  Hrassk  176
  H’taan  74
  Hue Eaters  116
  Hui  122
  Hukoo  47
  Hukoo-voo  47
  Humid  20
  Humpback Mountains  31
  Hungry  117
  Hûta’arn  171
  Hutsua Kang  175
  Hybrid Spell Users  156
  Hydra  90
  Hynuria  51
  IIIII
  I-chaal  177
  I-Lat Norg  101
  I-Lats  99
  Iæn Shiin  180
  Ianoris  16
  Iarsang  193
  Ice Grottoes  29
  Ice Hound  83
  Ice Skeleton  92
  Icebergs  21
  Ikeya  41
  Ilarsíri  168
  Ilmaris Terisonen  165
  Iloura  140
  Immortal Races  128
  Incubus  108
  Inis’ Fingers  76
  Inside  112
  Intelligent Plants  67
  Intelligent Trees  67
  Intermediarie  184
  Iorak  141
  Irina  176
  Irisa  176
  Irnwood  69
  Iron Age  26
  Iron Mountains  32
  Iron Wind  122, 168, 174
  Iruaric  200
  Isaria  52
  Island Tree  69
  Islands of the Oracle  50
  Isle of Fire  41, 171
  Isle of Ghosts  31, 168, 169
  Isle of Glass  43
  Isle of Jade  43
  Isle of Jewels  36
  Isle of Twilight  49
  Isles  28
  Isle’s End  33
  Isles of Bloody Sunsets  33
  Isles of Green Light  174
  Isra  42, 46
  Istaro  169
  Italana  178
  Itanian  199
  Itanians  123
  Itanis  41
  Ithaneus  16
  Ithloss  58
  Iylar  199
  Iyxia  43, 167
  Izar  41
  JJJJJ
  Jaaderi  122
  Jacinth  55
  Jad Hurok  177
  Jade  55
  Jade, Isle of  43
  Jadeback  74, 75
  Jaiman, Land of Twilight  38
  Jameri  122
  Ja’Miil Targ  39
  JAN  176
  Jan  35
  Janak (Hue-Eaters)  116, 117
  Jaysek  140, 167
  Jengada United Nations  176
  Jenkyna  174, 175
  Jerak Agothu  43
  Jerak Ahrenreth
  36, 41, 170, 172, 181, 183, 195
  Jerak Arenreth  52
  Jeranian  167
  Jerel of Plasidar  178
  Jerrin  178
  Jet  56
  Jhordi  35, 122
  Jhoridia  35
  Jiax Alison  182
  Jineri  122
  Jinteni  123, 125, 126
  Jo-tjiin-kai  109
  Jomeloto  49
  Joru Desert  35
  Jytan  47
  KKKKK
  Kadæna  164
  Kæden  96, 175
  Kah’hai’ree  33
  Kai-tjiin  108
  Kaitaine  41, 172
  Kaitaine Fire  183
  Kakuda  49
  Kal-chah  42, 173
  Kalanda-nor  36
  Kal’chah  175
  Kalen Avanir  177, 180
  Kalitaal  31, 126
  Kalorn Drin  51
  Karax  114
  Karilôn  33, 165, 183, 190
  Karzôk  173
  Karzôk Lankan  173
  Kelestia  46, 167, 174
  Kelfour’s Landing  39
  Kelp Sea  33
  Kenek  183
  Kenezan  41
  Kenezán  173
  Keniv Kirian  178
  Keron  57, 58
  Kesh’ta’kai  145
  Ketharia  51
  Khador Dûm  49
  Khal-tjiin-kai  109
  Kharuugh  169
  Khirn-Rhu  49
  Khofea Monastery  45, 178
  Khomal  44
  Khortus  177
  Khûm-kaan  171, 184
  Khur Fiefdoms  36
  Kier Ianis  178, 181, 182
  Kieron  141
  Kingdom of the Desert Jewel  35
  Kinsai  125
  Kirin T’thaan  165
  Kith  81
  Klysus  146, 173
  Koala  80
  Komaren Cluster  40, 41
  Koumesh  44
  Kraken  78
  Kregora  58
  Krelek  45
  Krelij  167
  Krelin  57
  Krônyt  200
  Krylites  41
  K’ta’kuli  175
  K’ta’viiri  29, 130, 164
  Kugor  200
  Kulthea  16
  Kulthean Gods  137
  Kuluk  199
  
  Part XIX: Appendices: Index
  219
  Kuluku
  123, 171, 175, 176, 179
  Druidic Oracle  176
  Kuluth  16
  Kuor  139
  Kurtiis-Kinn  33
  Kushua  49
  Kuskarûk  200
  Kydak Dûm  51, 167, 183, 186
  Kykor Ku  51
  Ky’taal  54
  Ky’taari  126, 184
  Kytan-Kûr  30
  LLLLL
  Laakia  47
  Laan  123
  Laen  57, 58
  Lævenus  66
  Laia  141
  Land Drake  89
  Land of Blue Light  174
  Languages  199
  Lankan Empire  176
  Lankani  173
  Lankanôk  41
  Lapis  56
  Last Planes  114
  Late Bronze Age  26
  Late Renaissance  27
  Late Stone Age  26
  L’chye Baentar  177
  L’chye Herónath  177
  Learning Spells  156
  Leathes Castle  179
  Lennai  129, 130
  Lesser Drakes  89
  Leste Kii Lormas  101
  Lethys  39, 169
  Lich  91, 93
  Life Eaters  116
  light Demons  106
  Light Drake  89
  Liis  16
  Limestone  54
  Linæri  128
  Lingering Pain  173
  lingering pain  173
  Lion  83
  Liras, Wizard-king  176
  Lizards  79
  Llama  81
  Llamas  80
  Loari  128
  Local Gods  147
  Logos  200
  Lord of Ardania  177
  Lord of Encla Turic  168
  Lord of Light  167
  Lords of Orhan
  138, 139, 164, 169, 173
  Lords of the Blue Forest  174
  Loremasters  165, 190
  Lorgalis  169
  Lorgalis the White  167
  Lothaas Valley  45
  Lugro  200
  Lugrôki  123, 175
  Lu’nak  38, 184
  Luzon  51
  Ly-aran  181
  Lyax Khâng  171
  Lygaar  175, 177
  Lypanax  35
  Lys  41, 173
  M
  M
  M
  M
  M
  Maelstrom of Quodoris  43
  Maelstroms  21
  Magalang  46
  Magang  47
  Magician  103
  Magnetosphere  22
  Mairel  81
  Majay  47
  Malachite  56
  Malqanar  43
  Manifestations, of Spells  157
  Marble  54
  Marek, Spiral of  49
  Master of Malice
  47, 166, 167, 169
  Masters of Emer  166
  Materials  57
  Mavaun  200
  Mazatlak Pillar City  31
  Mazzara Delta  31
  Medicinal Herbs  60
  Medieval Age  27
  Messengers of Ulkaya  180
  Meteor Storms  18
  Middle Stone Age  26
  Miir  200
  Mikori  17
  Milk-white Trumpet  66
  Mind Eater  117
  Mind-eaters  117
  Miran  69
  Mirtar  33
  Mistmoss  68
  Mnekora  31
  Modumah  49
  Mole  80
  Mongoose  83
  Moonstone  56
  Moose  80
  Morbeck Highlands  181
  Morl  113
  Morloch  35, 171
  Morloch the Ordainer  36
  Moth, Tallis  75
  Muarga  186
  Mule  81
  Mules  81
  Mummy  93
  Mur Fostisyr
  38, 121, 174, 184
  Murataria  51
  Murg  114
  Muri-Elven  200
  Murlis  49
  Murlogi  124
  Muscle Poisons  71
  Myri  125
  NNNNN
  Na-kor-Ru, Green beach of  33
  Naal  41
  Nadai-koru  33
  Naiads  143, 165
  Námar-Tol  42, 167, 169
  Nameless One
  168, 176, 177, 179, 183, 196
  Nanuur  52
  Narash  49
  Navaal  69
  Navigator Guild Alliance  167
  Navigators  167, 191, 192
  Near Planes  112
  Neela  142
  Nekuria  49
  Nemeris  16
  Nemoguk  36
  Neng  101
  Nereids  143
  Nerve Poisons  72
  Nexus  43, 167
  Night Hound  82, 83
  Night of the Third Moon
  17, 144
  Nimira  50, 166
  Nivean Atolls  33
  N’koru  101, 178
  Noakara  49
  Nocturnal  20
  Nomads of the Nine Nations  35
  Nomari  121
  Nomikos  166
  Nomikos Library  39
  Nonasa City  47
  Nontataku  33
  Nor  166
  Northern Frontier  176
  Nulakh  33
  Numbing Leech  76
  Nuyan Khôm
  42, 170, 171, 177
  Nymphs  142, 165
  O
  OO
  O
  O
  Obsidian  56
  Oceanids  129, 143
  Ochu  124
  Ohtah  36
  Ohtah-Nor  45
  Old Emer  200
  Old Stone Age  26
  Older ones  115
  Ombari  16
  Omiar Akalataru  182
  Ondoval  170, 183
  Onyx  56
  Opal  56
  Ophul  114
  Opossum  80
  Oran Jatar  167
  Orbaal jen Zamain  167
  Orbis  42, 46, 166, 167, 169
  Ordainer  169
  Ordainers  109
  Order of the Cloak
  170, 172, 178
  Order of the Eye  170, 180
  Order of the Flaming Sword  170
  Order of the Four Winds  170
  Order of the Hand  170
  Order of the Ring  170
  Order of the Sun  170
  Order of the Wind  171
  Ordia  52
  Oreads  143
  Orenoki  47
  Orgal  112
  Orhan  16, 138
  Orhan Marble  54
  Oriana  140
  Orlak–Shar  101
  Ormian  39
  Ormulu  33
  Orona Islands  45
  Orv Cibur  43
  Osaran  177, 180
  Otah Rhi  44
  Outer Void  115
  
  220
  Shadow World Atlas & Encyclopædia Kulthea
  Outsiders  112
  Overlord of the Blue Forest  174
  Overseers  115
  Ovir  82
  Ozyrin  30
  PPPPP
  Pahtôm  41
  Pakaal  168
  Pale Men  124, 169, 174
  Pales  164
  Palia  166
  Pangolin  80
  Pathmasters of Hulgan  193
  Pearl  56
  Pegasus  85
  Pelyar Mountains  179
  Peridot  56
  period of Consolidation  170
  Pfurgh  81
  Phaon  140, 167
  P'har Ahnekar  177
  Phoenix Crown  174
  Phoenix Pendant  180
  Piezoquartz  56
  Pig  80
  Pillar of the Gods  36, 164
  Pitcher Plant, Giant  67
  Planes of the Known Void  112
  Planets  16
  Plantlife  5, 15, 59
  Plants, Dangerous 67
  Plants, Intelligent  67
  Plasidar  39, 175, 177
  Platinum  57
  Platypus  80
  Plow Horse  81
  Pochantos  40
  Poisons  70
  Polar Bay  51
  Political Structures  27
  Pony  81
  Porel  194
  Porphyry  54
  Præten  40
  Prayer  159
  Priest of Yaarth  179
  Priests Arnak  168
  Procreator  108
  Procreator Demon Types  108
  Procreators  107
  Prophet of Valris  180, 183
  Puirl Buirn  22
  Punkari  174
  Purple Sapphire  56
  Pyramid of Separation  182
  Q
  QQ
  QQ
  Qassah  44
  Quaidu  124
  Quarnak  78
  Quarterhorse  81
  Quartz  56
  Queen Nor  50
  Quellbourne  39, 176
  Quellbourne, Land of the Silver
  Mist  39
  Quellburn  176
  Quen  142
  Quentar Daal  170
  Quevite  57
  Quon  42, 175
  Quorn-Tas  101
  Q’venna  177
  RRRRR
  Raathvaalg  51
  Rabbit  80
  Races  120
  Rainy  20
  Ran Tairi  50
  Randae Terisonen  190, 191
  RanTairi  166
  Rasha-ai  125
  Rashelles  108
  Raven Queen  174, 175
  Raven Queen of Gaalt  125
  Razii Eyrie  31
  Razorgrass  66, 67
  Reandor  42
  Reann  139
  Red Dawn Pass  45
  Red Jaw  76
  Redsky Marches  30
  Reduction Poisons  72
  Reefs  21
  Reindeer  81
  Religion and Death  160
  Remiraith  38
  Reptiles  78
  Respiratory Poisons  72
  Rhakhaan  38
  Rhaya  200
  Rhiani  125
  Rhiani Plains  41
  Rhodochrosite  56
  Rhogan  16
  Rhôn  44
  Rings of Ice  166
  Roak Ridge  32
  Roc  85
  Rodents  80
  Rorg  169
  Rose Quartz  56
  Ruby  56
  Ruins  20
  Rulaash  43
  Rularon  58
  SSSSS
  Sæzur Vranuk  167
  Sa’kain  18, 166, 167
  Salamanders  79
  Salorisa  67
  Saltwater  20
  Samli  47, 166, 169
  Sanaria  185
  Sandstone  54
  Sapphire  56, 57
  Saral  185
  Saralis  38, 168
  Sardonyx  57
  Sarnak  41
  Saurkur  168
  Schrek  43, 165, 170
  Screaming Eel  76
  Sea Drake  89
  Sea Drakes  76
  Sea Serpent  78
  Sea-Drake crown  181, 182
  Sea-Drake Helm  175, 181
  Sea-Drake Pendant  175, 181
  Sea-Drake Sword  175
  Seas  20
  Seasonal  20
  Seawall Mountains  41
  Second Pale  112
  Second Zanarian Purge  172
  Secret Claw  36
  Seeking  116
  Seismic Activity  28
  Sel-kai  42, 172
  Sel-kai City  43
  Selas Vey  176
  Selcarnen  169
  Selia Rendanaar  179
  Selis Dhur  51
  Semiarid  20
  Sendar  168, 182
  Sendil  182
  Sentient Plants  67
  Sentinels  97
  Seremia  47
  Servants of the Lords  143
  Shaal  140
  Shaalk  58
  Shaan  112
  Shadow  93
  Shadowed Secret
  30, 31, 178, 183
  Shadowstone
  29, 164, 172, 173, 175, 178
  Shæsra Talæl  167
  Shaman  157
  Shanarak  173
  Shar Tii  39
  Shar-Ak  101
  Shar-Bú  101, 183
  Shar-Ti  101
  Shards  98, 169, 174
  Shards of Dír  39, 184
  Shards of Samli  47
  Shards of Ubenmas  33, 178
  Shark Bay  33
  Shaskan  78
  Shay  125, 200
  Sheep  80
  Sherki  183
  Shimmering Bay  33
  Shinh Archipelago  40
  Shiron  16
  Shoneb Empire  35, 174, 175
  Shulur  200
  Shuluri  129
  Shulushú  78
  Siene  68
  Silaar  167
  Silver  57
  Silver Dawn  168
  Silver Dragon  42
  Silver Forest  50, 166, 167
  Silver Scales Lake  33
  Singular Demons  110
  Sirenflower  68
  Sirens of Sorak  168, 178
  Sirrush  78
  Six Crowns  167, 168
  Six Pales  112
  Sixth Pale  114
  Skeletons  93
  Skunk  83
  Skyship  174
  Skystone  170
  Skystone City  176
  Slate  54
  Slicathu  117
  Sloth  80
  Smoking Hills  33
  Snakes  79
  Snow-gark  178
  Solar System   16
  Solev Kirik  75
  Sotar-ki  30
  Soulsword  165, 175, 183
  South Polar Region  52
  
  Part XIX: Appendices: Index
  221
  Space Master  36
  Special Professions  157
  Special Undead  92
  Special Weapons 207
  Spectre  93
  Spell Lists  156
  Spell Manifestations  157
  Spells  156
  Spiders, Giant  75
  Spineshark  78
  Spinewood  66, 67
  Spirits of Orhan  141
  Spirium  67
  Squid  78
  Srill  79
  Ssamis T’zang  184
  Ssoei Womiis  168
  Ssoei Womuul  168
  Ssoiayig Saer  33, 167
  Star Crown Empire  184
  Star Iron  36, 58
  Steardan  85
  Steel  57
  Steel Rain  168
  Steersman  122
  Stickvine  69
  Stone Age  26
  Stonetooth Mountains  31
  Storm Herald  171, 181
  Storm Hound  84
  Storm Wizard  120, 170
  Storms  22
  Stroane  41
  Subsistence Patterns  28
  Sucathu  116
  Succubus  108
  Sul-zuah  35
  Sularin  39
  Sulfean  181
  Sulfean Kuldir  193
  Sulini  127
  Sulthon Ni’shaang  39, 180
  Summoning Demons  106
  Summoning, Elementals  103
  Sun-gems  41
  Sundew, giant  67
  Sunset Island  45
  Swamp  20
  Swamp Star  75
  Swordmaker  167
  Sybarus  171
  Syclax  174
  Sylmaria  200
  Sylphs  165
  Syrkakang  174
  Syrkakar  122, 125, 174, 200
  Syrkan  200
  Syton Kyr  51
  TTTTT
  Taal  200
  Taiga  69
  Tal  54
  Talæn  40
  Talakyron  45
  Talaraine  142
  Talasfurin  45
  Talath  125, 126, 175
  Taldaar Plain  176
  Talisman of Hiding  170
  Tallis Moth  75
  Tameki  82
  Tanai  125
  Tanara  38
  Tanarans  169
  Tanris Dekdarion  166
  TARA  177
  Tarania  33, 168, 183
  Taranians  120
  Tartu  78, 116
  Taurith  58
  Tayn  57
  Tazarah-Bushuy  44
  Teak  69
  Technology Levels  27
  Telegris City  45
  Temperate  20
  Temple of Meditation  182
  Tenryk  49
  Teris  141
  Terran Empire  16, 177
  Tethior  36, 167, 169, 176, 197
  Tethium  57
  Thalan  170
  Thalassia  51
  Thanor  167
  Thasia  16
  The Lindiis Lakes  31
  Theg  69
  Thematic Demons  107
  Thenia  168
  Thesians  125
  Thesmoq  40
  Third Moon  17
  Third Pale  112
  Thokot  67
  Thourghbred  81
  Thousand Fiefdoms  177
  Thuul  171
  Thyfur  85
  Thynar  36
  Tia Bat  85
  Tides  20
  Tiger  83
  Tinturi  177
  Titanium  57
  Titans  130, 166
  T’Kaal Arain  178
  Tlilok  17
  T’loc-loc  122, 181, 200
  To-to-nar  176
  Tokeke  51
  Tonak  69
  Topaz  57
  Torakh Gul  49
  Torchstalk  69
  Torque of the Golden Puma  177
  Tortoises  79
  Tourmaline  57
  Trees, Intelligent  67
  Tresh  116
  Trogli  125
  Trolack  200
  Trolls  128
  Tropical  20
  Truthsayers  41
  T’sai Steppe  31
  Turiak Shek  51
  Turquoise  57
  T’vaar Dekdarion  166, 181
  Twy Syrkakang  174
  UUUUU
  U-Lyshak  38, 169, 170, 182
  Ubenmas  33
  Udahir  126, 184
  Ugaar-Shú  36
  Ugus Fost  174
  Ugus Syr  174
  Uj Desert  41
  Uka Closk  174
  Ulor  39
  Uluka  200
  Ulya Shek
  33, 78, 174, 175, 184
  Umli  126, 166, 167
  Unakai  43
  Underearth  29
  Underground  20
  Unicorn  81
  Unicorn (Black)  82
  Unicorn Sword  39
  United Orhan Church  173, 175
  Unlife  166
  Unusual Plants  68
  Unusual Woods  69
  Ur Jujuy  44
  Urgokh  37
  Urki  113
  Uronthis Kalthul  39, 181
  Urulan  39, 170, 174, 176
  Uscurac  200
  Utha  164
  Uthula  79
  Uthuro  117
  Utor Keza  178
  VVVVV
  Vaalg Stoyy  168
  Vaanum  58
  Vajaari  41, 124
  Valaan  171
  Valris  139
  Vampire  93
  Vampire  91
  Vandara Plain  46
  Var Arnak  200
  Varin  17
  Varkakonia  45
  Varnost  43
  Vasai Republic  52
  Vashaan Domain  44
  Vashtak  36
  Vault of Crowns  181
  Vegetation  60
  Venoms  70
  Veriadar  176
  Verya  42, 46, 166, 167
  V’gliin  195
  Viper  79
  Vlech  117
  Vœrken Mire  43, 168, 181
  Vog Ien  45
  Vog Mur  42, 167, 172
  Void  112
  Volcanic  20
  Volcanic Activity  28
  Vooj  112
  Voorg  82
  Voriig Kye
  42, 168, 171, 177, 178
  Voris Gunnaria  176
  Vorloi  127
  Vornia  40
  Votania  41, 166, 170
  Vour  173
  Vour, Tower of  41, 170
  Vulm Shryac  51
  Vulth Horde  50, 178
  Vulth-torgu  50
  Vulthon Empire  179
  Vurg  175
  Vurkanan Tyes  190
  Vuul  16
  Vyans  44
  
  222
  World Atlas & Encyclopædia Kulthea
  W
  W
  W
  W
  W
  Wall of Darkness  183
  Warders  97
  Warhorse  81
  Warlock  41, 157
  water Demons  107
  Water Drake  90
  Water Hound  84
  Weather  22
  Weather Events  22
  Western Marches  176
  Wet & Dry  20
  Whirlpools  21
  Whispering Palace  31
  White Dragon  167
  White Eog  58
  White Mage  171
  White Rock Mountains  31
  XXXXX
  Xa’iayn  36
  Xarok-Taal  35
  Xenium  58
  Xio  16
  Xooba  41
  Xuun  114
  Xyr  117
  Xytos  200
  YYYYY
  Y-tarmen  180
  Yarkbalkas  180
  Yarlis City  31
  Yathlu  116
  Years With No Days  169
  Yellow Death  172
  Y’kin  126, 179
  White Wood  41
  Whiterock Mountains  47
  Wight  93
  Will of the Wisp  93
  Wind & Weather Chart  24
  Witch  157
  Wojok  30
  Wolf  83
  Wolverine  83
  Wombat  80
  Wôrim  124, 126
  Wraith  93
  Wrangôr  36
  Wuliris
  38, 175, 176, 177, 180
  Wyrmian Mountains  49
  Wyvern Isle  31
  Wyverns  90
  Y’nari  126
  Yuar Noak  49
  Yugokh  45
  Yultûm  182
  ZZZZZ
  Zæn  43
  Zagul  174
  Zanarian Purge, Second  172
  Zebra  80
  Zephyr Hounds  83
  Zinvar  40, 176
  Zircon  57
  Zjedrahir  126
  Zokar  49
  Zombie  93
  Zor  168
  Zor Wastes  38, 179
  Zori  123
  Zyta Nikaru  185
  
  …A planet hangs on the threshold between Order
  and Chaos, a focus of strange powers and portals to
  alien dimensions. Sorcery clashes with ancient
  technology while capricious deities make war and
  the Dragonlords walk as men. Against them all
  rises the Unlife, a force whose dark servants seek
  the destruction of all that lives…
  The long wait is over…
  Return to the Shadow World, home of
  Dragonlords and Loremasters, ancient civi-
  lizations and Navigators who ride the magi-
  cal Flows of Essænce. The Master Atlas
  Third Edition has arrived, completely
  updated and revised.
  ISBN:1-883716-21-7  Stock# 6003
  Some Highlights of the Third Edition:
  • More beasts, demons, plants, poisons, rare gems
  and magical  elements.
  • Complete race listings and statistics.
  • Greatly expanded history, updated to 6054 Third
  Era of Ire.
  • Geopolitical overview of the entire Western
  Hemisphere.
  • New information about the East.
  • Vocabulary of five languages.
  • Exhaustively indexed.
  • Info on the major good and evil deities, stats on
  selected Loremasters, Navigators and other
  NPCs.
  • Many new illustrations, including 3D renderings.
  • Color maps of the western hemisphere.
  • Designed for Rolemaster,® but includes conver-
  sion information to other systems.
  A Centaur Mage
  
SOURCE: textdata/thevault/Rolemaster/Shadow World/RM2 & RMSS Master Atlas 3th edition.pdf