Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
1 HISTORY
During the Time of Dragons
2 THE PEOPLE
Physical Features
Language
3 GOVERNMENT
Family Houses
Central Tower
4 PSI
5 PRIEST
6 WARRIOR
Juggernaut Warrior
7 MAGI
Magi Tower
8 EQUIPMENT
9 DISTRICT ONE
HOUSES
Arnad (Y)
Citamo (ee)
Ipzirel (S)
Goldfield (A)
Hesperion (B)
Molara (C)
Acabdur (T)
Bubka (V)
Siltomus (ii)
Bokary (pp)
Modore (tt)
Gobayuik (bb)
BUILDINGS
Theater
Carpentry (6)
Jewelry
Soapmake
Candlemake
9 DISTRICT TWO
HOUSES
Colart (jj)
Siquest (ii)
Tostoni (W)
Gasgal (G)
Bevrain (D)
Shastri (H)
Kazinshia (I)
Severnain (J)
Mirrius (K)
Sallavarian (cc)
BUILDINGS
Leatherwork
Clothing
Fish Hatchery
Alchemy
10...DISTRICT THREE
HOUSES
Jakartai (F)
Messandier (M)
Mandrona (O)
Norev (R)
Sharn (U)
Silakon (Z)
Masterion (aa)
Balotos (dd)
Hawk (ff)
Zintar (gg)
Alimbard (hh)
Diommod (ll)
Cumbar (nn)
Car-loatta (oo)
Paintomia (qq)
Unimarius (rr)
Distost (ss)
BUILDINGS
Glassmake
Metalsmith
Brewery
Bakery
11...DISTRICT FOUR
HOUSES
Tigana (E)
Tigira (N)
Gentain (P)
Greenhand (Q)
Nyrond (X)
Caultor (kk)
Tersoff (uu)
Wirimnaer (vv)
Adongala (ww)
Driiquar (xx)
Elandinai (yy)
Kiirquarlani (zz)
Xilokerym (aaa)
BUILDINGS
Papermake
Mason
12...SPACE
Turret Defense
Docks
Falcon Ships
Griffon Ships
13...UNDERSIDE
13...GARDEN
14...CRYSTAL CHAMBER
HISTORY
DURING THE TIME OF DRAGONS
(Unknown to 24,000 DR), Toril, is dominated
by dragons far more powerful than those on
Faern today. Isolated pockets of territory fall
under giant control, and these grow toward the
end of this age. This is when the Aril-tel-quessir
(avariel), along with the Sy-tel-quessir (green
elves), and the Ly-tel-quessir (lythari), first
came to Aber Toril as immigrants from the
realm of Faerie, passing through the fey
crossroads and backroads.
Upon first migrating to Faerun, they found the
world to be a vast, beautiful place.
Unfortunately, vicious dragons ruled the skies.
The newly arrived avariels were nearly wiped
out by the dragons before the First Flowering.
In their tenacity they were able to establish a
foothold though. Of these, the largest was the
temple-city of Aerie, located in the Star
Mountains at the heart of the High Forest. By
the time the second wave of elven immigrants,
the terrible wars with the dragons had driven
them to near extinction.
The martial strength and magical prowess of
the peoples in this second wave brought the
Time of Dragons to a close. All that's left now
of this time are legendary epics and songs of
elves overthrowing and slaying dragon and
giant overlords, and carving nations for
themselves.
During the First Flowering (-24000 to 12000
DR) the elves colonized the islands of
Evermeet and parts of the future Moonshaes,
taking the first steps towards what would
someday be known as elven high magic. This
powerful arcane knowledge allowed the elves
to contest with and finally drive back the
dragons for the first time in history. During
these centuries, the elves held back the orc
hordes, the dragons, and the giants,
slaughtering them all and allowing the other
races the chance to survive and thrive in safety.
The only major loss to the elves at this time
was their winged brethren, the aril-tel-quessir.
History
I N TR O D U C TI O N
History
Title
I N TR O D U C TI O N
THE PEOPLE
In winged elf culture young are produced to keep
the species alive, only sometimes out of love but
winged elves mate for life (till death) but will
reproduce with others if the community demands
it (example: different subspecies) winged elves
often being immortal will spend immensely long
periods of time alone with the one it loves (even
years) in winged elf culture mating is an optional
practice and doesn't happen before adulthood.
A winged elf is much like any other elf. They are
patient and aloof, however he or she has a short
temper if someone harasses his family or culture
because winged elves are all close.
Dwarves are hard for winged elves to get along
with because of their opposite domains and
behaviors. The only thing they share is sometimes
the general region. Gnomes are a bit easier to get
along with, but not that much due to domain.
They share a common usage of magic. Orcs are
hated by the winged elves and so is their spawn
half orcs. They view all elves as friends, even evil
species, because the winged elves believe that all
elves should live together in unity regardless of the
past and would go to the lengths of slaying a deity
to achieve that unity. Winged elves view humans
as corrupters of the elves and do not understand
them and their practices. Previously the winged
elves viewed them as allies, but because of all the
damage dealt to the wilderness by the humans and
the prevention of the creation of full blooded elves
by mating with elves, they are regarded with fear.
Half elves are viewed as a race that can be helped
because winged elves have spells that can bring out
their elvish blood, however they believe that any
who turn them down on these offers is viewed as a
lost cause. Winged elves hate dragons because
they were nearly driven to extinction by them.
Winged elves have great relationships with treants,
centaurs and good & neutral fey. Winged elves
view halflings as allies and will often help guard
halfling caravans winged elves and halflings share
the same love of family. Winged elves hate
raptorans and view them as traitors and will kill
them on sight in the wilderness. Winged elves also
hate goblins for war with them forced them to flee
to the haven realm. Winged elves regard lizardfolk
as allies as they too live in harmony with nature.
The People
I N TR O D U C TI O N
The People
Introduction
Title
I N TR O D U C TI O N
GOVERNMENT
Government
Adongala "Peacewhisper"
Driiquar "Airdance"
Elandinai "Arrowbreeze"
Kiirquarlani "Gemsoul"
Silathdiir "Mountainstone"
Xilokerym "Petalsword"
Male Names: Aerontar, Daedamai,
Peregrane, Raptiir, Sperenshay,
and Talasphir.
Female Names: Aerie, Cassae,
Esthaenie, Icaria, Lethri, and
Nahlrie.
A winged elf receives a name from
both parents a clan name a within
clan name for each clan (only one
after adulthood ceremony) a
childhood nickname any names
acquired from other cultures (as
marks of acceptance) any adulthood
nicknames and the right of passage
name.
Government
Title
Government
G O V E R N ME N T
Government
Title
Government
G O V E R N ME N T
1
2
3 Throne Room
4 Council Chambers
5 Great Hall
6 Landing
7 UnderLanding
8 War Room
9
10 Rooms
11 Spiritual Apex
12 Spiritual Bridge
13 Rooms
14 Rooms
15 Library lv1
16 Library lv2
17 Library lv3
18 Rooms
19 Rooms
20 Rooms
21 Rooms
22 Rooms
23 Rooms
24 Common Area lv1
25 Common Area lv2
26 Common Area lv3
27 Common Area lv4
28 Rooms
29 Rooms
30 Rooms
31 Fountain Falls
32 Rooms
33 Tube Landing
34 Storage
35 Storage
36 Storage
Government
Title
Government
G O V E R N ME N T
Level 3
THRONE ROOM
Government
Title
G O V E R N ME N T
Guards
This is the staircase entrance.
Guards
On either side of the throne.
Behind the throne is the Sidon Banner, a spread
white eagle on a blue back ground, the eagles
talons spread.
Government
Level 4
COUNCIL CHAMBERS
Government
Title
G O V E R N ME N T
Guards
This is the staircase entrance.
Government
Level 5
GREAT HALL
Government
Title
G O V E R N ME N T
Guards
Guard
Guard
Government
Level 5
KARAKS SPIRE
CONFERENCE CHAMBER
Mirrored wall when door is closed an
Illusionary Mirror comes into effect
making it all look like one solid wall.
Then it can be used as a Crystal Ball.
Transport System a mental command will
slowly move you threw the air up or
down making you move threw an
illusionary ceiling that is a continual
light.
On the marble table is a crystal jar#78
In crystal rack is crystal goblet platinum
rimmed (8), pitcher to match goblets,
platinum serving tray, crystal bottles of
(rum, gin, brandy, wine etc.), flask of
pills#95 (100), potion of sweet water.
Manned by a permeant unseen servant
that mans the kitchen below.
PRIVATE LIBRARY
1. Desk: Quill of Transcription, Everful
Inkwell, signature stone & ink pad,
parchment (3 reams), ivory scroll case
(3),
Mini Desk, platinum pens (4), crystal
prism.
2. Bookcase: Traveling Spell Books (24)
Government
Title
4
3
6
7
1
G O V E R N ME N T
OBSERVATION
SLEEPING CHAMBER
Government
Level 6
LANDING
Government
Title
G O V E R N ME N T
Guards
This is the entrance to the central towers throne
room.
Guards
Also will be located to entrance going down.
Guard
This area has art work that is rotated out once a
month.
Government
Level 7
UNDERLANDING
Government
Title
G O V E R N ME N T
Government
Level 8
WAR ROOM
Government
Title
G O V E R N ME N T
Government
Level 9
NAME
Government
Title
Government
G O V E R N ME N T
Level 10
NAME
Government
Title
Government
G O V E R N ME N T
Level 11
Government
Title
G O V E R N ME N T
Government
Spire
JAIL
Government
Title
Government
G O V E R N ME N T
Level 12
SPIRITUAL BRIDGE
Government
Title
G O V E R N ME N T
Government
Level 13
NAME
Government
Title
Government
G O V E R N ME N T
Level 14
NAME
Government
Title
Government
G O V E R N ME N T
Level 15
LIBRARY 1
Government
Title
Government
G O V E R N ME N T
Level 16
LIBRARY 2
Entrance
Government
Title
Government
G O V E R N ME N T
Level 17
Government
Title
Government
G O V E R N ME N T
Level 18
NAME
Government
Title
Government
G O V E R N ME N T
Level 19
NAME
Government
Title
Government
G O V E R N ME N T
Level 20
NAME
Government
Title
Government
G O V E R N ME N T
PSI
Psi
Psi
Title
PSI
Title
Psi
Warrior
Psion
Protector
The protector trains in unique tactics to protect his
allies from harm and to absorb their damage.
Mindwright
A psion who chooses to specialize in crafting
psionic items is known as a mindwright.
Kineticist
The martial kineticist eschews mundane weapons
to fight using only his psionic prowess. He gives
up the advanced combat training of most psychic
warriors in order to learn how to use the power of
psychokinesis as a weapon.
Constructor
Dervish
You are a whirlwind in combat. Your blades strike
out faster than the eye can perceive, sending enemies reeling from your twin-bladed attacks.
Interceptor
Infiltrator
You are adept at changing your form and altering
your physiology to meet any situation and strike
fear into your enemies.
Survivor
You are capable of surviving in harsh environments and enduring deadly assaults. You recognize the power of the bodys ability to overcome
even the most deadly of afflictions.
Traceur
You are a mobile fighter and you use techniques
that allow you to make the most out of your momentum and your speed. Where many psychic
warriors rely on their physical power or agility,
you have learned that motion is just as powerful a
tool at your disposal.
Psi
Title
Tactician
Vitalist
Guardian Method
A guardian vitalist focuses his skill on keeping his
allies from suffering wounds. He develops psionic
abilities that deflect, absorb, and reflect damage
proactively, rather than healing wounds after they
are suffered.
Mender Method
A mender vitalist is the most common found, as
he focuses on healing wounds more efficiently,
even bringing back life to the dead. The mender
vitalist learns how to boost the bodys natural
healing ability to unimaginable regenerative levels.
Wilder
Blasting Wilder
Wilders are known for invoking dangerous surges
of psionic power, yet some have learned to turn
that power into an actual weapon.
PSI
Title
Psi
Guardians Shield
Level
1
2
3
4
5
6
7
8
9
10
Wielder
4
6
8
10
12
14
16
18
20
+1 crystalline shield
Detect psionics
Evasion
Block ray
+2 crystalline shield
Power resistance
Improved evasion
Absorb energy
+3 crystalline shield
Nullify power
Warrior
W ARRIOR
Menders
Sometimes, children in
development are influenced by
the planes. Those affected by the
plane of positive energy can find
themselves with an excess of life
energy. Those who learn to cultivate this excess
energy and how to share it can be called menders.
Menders are some of the greatest healers in the
multiverse.
Menders are very good at healing. They also can
make a decent party face. However, they lack
combat skill, and so need protection by those who
can fight. They are however skilled at killing
undead.
Level
1 Vitalist method, collective, collective healing,
medic powers, knacks, transfer wounds (1d6)
2 Vitalist's touch, health sense (identify), spirit
of many
3 Steal health (touch), telepathy
4 Transfer wounds (2d6)
5 Request aid
6 Pulse
7 Health sense (stabilize), steal health (ranged),
transfer wounds (3d6)
8 Swift aid
9 Expanded Knowledge
10 Transfer Wounds (4d6)
11 Vitalist expertise
12 Health sense (treat poison)
13 Transfer wounds (5d6)
14 Steal life
15 Collective range (unlimited)
16 Transfer wounds (6d6)
17 Health sense (treat disease)
18 Expanded Knowledge
19 Transfer wounds (7d6), collective range
(planar)
20 Master vitalist
A mender vitalist is the most common found, as
he focuses on healing wounds more efficiently,
even bringing back life to the dead. The mender
vitalist learns how to boost the bodys natural
healing ability to unimaginable regenerative levels
Warrior
Title
Mender Power
A mender vitalist adds natural healing to his list of
powers known. This does not count against his
number of powers known.
Mender Snacks
The mender gains the talent below as his method
knack.
Halt Death: The mender can target one member of
his collective that is dying (at -1 hp or less). That
creature is automatically stabilized and does not
lose any further hit points. If the creature later
takes damage, it continues dying normally.
Mender's Touch
A mender vitalist of 2nd level who utilizes transfer
wounds heals the target an additional number of
hit points equal to his class level. This additional
healing is not transferred to the mender like the
normal amount healed.
Swift Aid
A mender of 8th level may, as an immediate action
and by expending his psionic focus, heal a member of
his collective as if he had used transfer wounds.
Mender's Expertise
Upon achieving 11th level, a mender is skilled at
restoring the psyche of the recently deceased and
efficiently healing his collective members. Any time a
mender manifests psionic revivify, the maximum
number of rounds after the target's death allowed
increases by his Wisdom modifier (minimum 1)
without the need to suffer additional negative levels.
In addition, anytime a mender manifests a power with
the [Healing] descriptor, it heals an additional 50% hit
points (round down).
Master Mender
A mender of 20th level is capable of healing even the
most grievous of injuries. As a full-round action and
by expending his psionic focus, the mender can heal a
member of his collective to full health, including
restoring any ability drain, removing fatigue or
exhaustion, and curing any poisons or diseases. The
mender can use this ability once every 10 minutes.
Stone
The healing touch is a remarkable healing ability that
can instantly heal cuts, burns, bruises and similar
physical wounds. The touch restores 2D6.
Induce sleep to bring relief, rest, and to help the
recuperative powers of those who are ill, exhausted, or
suffering from insomnia. The ailing person will fall
into a normal, restful sleep from which he or she can
be easily roused.
can instill a lust for life into someone who is in a coma
and apparently dying
The psychic healer can sense physical pain, external
and internal injury, disease and possession with
absolute clarity. This pinpoint accuracy enables the
character to suggest treatment or to conduct psychic
surgery.
The healer can use his abilities to slow a person's
metabolism and destroy chemicals, drugs, poisons,
and toxins in the body. The effects of the drugs/
impurities are immediately halted at the beginning of
the meditation, and completely destroyed/negated by
its end.
The ability to deaden pain can be used as a painkiller
which temporarily negates existing pain or as an
anesthetic to be used for surgery.
Psychic surgery is used to repair broken bones and
internal injuries, the removal of foreign objects
(arrowheads, bullets, etc.), or when a character has
suffered so much damage that he or she has lapsed
into a coma (zero or less hit points). The recovery
from a coma (near death) is equal to treatment from a
modern hospital, and 1-66% when psychic surgery is
used. Note that there is absolutely no scarring from
psychic surgery and minimal pain (no pain if the
deaden pain psi-ability is used). No
tools are needed, only the psychic's
hands. Note: A psychic diagnosis must
be made before surgery is possible.
The psychic character can scan the
brain to locate and identify both
physical and mental aberrations,
damage and impairment, including
bruises, tumors, aneurysms, diseases,
mental blocks, hypnotic suggestions,
phobias, obsessions, traumas, magic
insanities, magic curses, and similar
mental blocks and aberrations. A brain
scan does not reveal anything about
the character's personality, memories,
skills or thoughts. A brain scan is
necessary to remove mental blocks, magic insanity
and other forms of insanity.
Warrior
W ARRIOR
Mender's Pulse
As a free action, a mender of 6th level may project a
pulse to all members of his collective by spending one
power point, granting fast healing 1 for one round.
Every three vitalist levels thereafter, this fast healing
increases by 1. This healing is not eligible to be
redirected using collective healing.
Mindwright
Warrior
Title
Warrior
W ARRIOR
Efficient Artisan
At 2nd level, a mindwright decreases the cost of
creating a psionic item by 5%. In addition, the
mindwright treats the base price as if it were 5% lower
for the purpose of determining the time it takes to
create the psionic item. At 6th level and every four
levels thereafter, the mindwright decrease the cost and
time by an additional 5%. This ability does not stack
with other effects that decrease the cost or time of
creating a psionic item.
This ability replaces the discipline ability normally
gained at 2nd level.
PRIESTS
Priests
Priests
Title
PRIEST
Farmers
Healers
winged elves view religions as propaganda
Priests
Priests
Title
PRIEST
Priests
WARRIOR
Warrior
Priests
Title
Priests
W ARRIOR
Juggernaut
Armor & Helmet
Acts like heavy armor made
from ceramic/glass composite
and only weighs 8 lbs. giving
an AC 3. Two hit points of
every physical attack striking
the wearer are suffered by the armor, and are not
subtracted from the wearer's hit points. It protects
the wearer from all forms of natural or magical
mental influence and control, and similarly makes
him or her immune to the effects of poisonous
Vapors and can survive in space for 3 days.
Finally, armor confers 90-footrange infravision
upon any wearer. This armor also gives the
warrior the ability to fly at their half speed in
space.
Juggernauts use a variety of custom weapons.
A common tactic of the Juggernaut is jumping
from a Spelljamming ship in droves towards their
opponent.
Juggernaut Javelin
The javelin returns to its thrower and can be spun
like a deadly baton forming a shield +3.
Warrior
Title
W ARRIOR
Warrior
Title
Ranks:
Master
3rd Class
2nd Class
1st Class
W ARRIOR
Warrior
Sword of Quickness
This is a special Blade +2 that enables the wielder
to strike first in every combat round.
Warrior
Title
Level
1
2
3
4
5
6
7
8
9
10
Wielder
4
6
8
10
12
14
16
18
20
PSI
Warrior
Title
Warrior
W ARRIOR
Warrior
Title
Warrior
W ARRIOR
Warrior
Title
Warrior
W ARRIOR
MAGI
Magi
Magi
Title
MAGI
Magi
Magi
Title
MAGI
Magi
Warrior
Title
Warrior
W ARRIOR
EQUIPMENT
Equipment
Potion of Nutrition
Equipment
Title
Sandals
E Q U I P ME N T
Bracer
As your enemy's assault washes toward you,
you create a field of psionic energy to protect
yourself and your allies.
Encounter + Psionic Immediate
Interrupt Close burst 5 Trigger: An
enemy targets you with an area
or a close attack Target: You
and each ally in burst Effect:
Until the end of your next turn.
each target gains a bonus to AC.
Fortitude, and Reflex equal to your
Wisdom modifier.
If a storm or other
dense cloud
cover is available, the
wearer may walk on the
top of the clouds and may
ran across them at 480 feet
per turn. Also enables the
wearer to ascend or descend
vertically, at will. The speed of
ascent or descent is 20 feet per
round. With a maximum carrying
capacity of 500 lbs. There is no
limitation on duration.
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Equipment
Equipment
Title
Cot of Suspension
This cot appears to be a 4 inch rod. Upon command, it
will lengthen to 10 and another command a duplicate
pole appears beside it and, if the two are pulled apart,
a canvas can be seen connecting them like a stretcher.
The canvas may be up to 5 feet wide and 10 feet long.
If the poles and canvas are held horizontally and a
third command word given, the legless cot floats in the
air. A forth command word causes it to levitate to a
maximum height of 30 feet. A fifth command word
causes it to lower, a sixth word to "rewind" the canvas,
and a seventh to make the extra pole disappear. Eight
to shrink it. The commands are written on the rod, but
in Avariel.
Title
Equipment
Introduction
Title
Title
DISTRICT ONE
COUNCIL - Heruraina Colart
Domestic Master Carpenter, Cilir Arnad
Civil Master Gem Trader, Ghilnel Hesperion
Agriculture Master of the Fruit Harvest,
Alagosseth Modore
Controlling
Houses
Arnad (Y)
Citamo (ee)
Ipzirel (S)
Goldfield (A)
Hesperion (B)
Molara (C)
Acabdur (T)
Bubka (V)
Siltomus (ii)
Bokary (pp)
Modore (tt)
Gobayuik (bb)
Buildings/Fields
Theater (19)
Carpentry (6)
Jewelry (7)
Soap make (14)
Candlemake (11)
Font (16)
Greenery - a (9a)
Bee Hive - a (B1)
Fruit Wood (W1)
Water Wood (W4)
Grain - a (F2a)
Guest - a (21)
Cleric Tower
District Three
HOUSE PATRIARCH
District One
Title
Title
District One
HOUSE PATRIARCH
District One
Title
PRODUCTION
Bow (Elven)
Arrows
Furniture:
Title
District One
HOUSE PATRIARCH
NOTES: (further details needed)
District One
Title
D I S T R I C T TH R E E
PRODUCTION
0013
Jewler
0030
Gemcutter
0031
uu
Gemcutter
0032
ii
Gemcutter
0033
Silversmith
0034
Silversmith
0035
ll
Goldsmith
0036
Engraver
0037
Engraver
Gem Trader
0696
Fabro
Hesperion
Ghilnel
Ipzirel
Title
District One
RESOURCES
Beekeeper
Alchemy (14)
This house is a strong supporter of the Tower of
High Clerics. They are responsible for the city
lighting, from creating candles to the magical
lighting that is produced in the buildings and
grounds.
HOUSE PATRIARCH
PRODUCTION
Candles, beeswax (500/month)
Colors vary: White, yellow, red, blue, and
green.
Skendar makes a magical Wind Proof Candle
Also the Mage Tower uses:
Candle, timekeeping
Candle, vial heating
Sealing Wax (500/month)
District One
Title
District One
Alchemy (14)
PRODUCTION
District One
Title
D I S T R I C T TH R E E
RESOURCES
District One
District One
Title
District One
D I S T R I C T TH R E E
District One
Title
D I S T R I C T TH R E E
HOUSE PATRIARCH
NOTES: (fur ther details needed)
PRODUCTION
District One
District One
Title
D I S T R I C T TH R E E
HOUSE PATRIARCH
NOTES: (fur ther details needed)
PRODUCTION
District One
HOUSE PATRIARCH
HOUSE PATRIARCH
District One
Title
District One
D I S T R I C T TH R E E
DISTRICT TWO
Domestic Master Cloth Trader, Naraion Siquest
Civil Master Alchemist, Thalion Gasgal
Agriculture Master Leatherworker, Arwen Tostoni
Controlling
Houses
Buildings/Fields
Colart (jj)
Siquest (ii)
Tostoni (W)
Gasgal (G)
Leatherwork (5)
Clothing (2)
Fish Hatchery (15)
Alchemy (14)
Bevrain (D)
Shastri (H)
Kazinshia (I)
Severnain (J)
Mirrius (K)
Sallavarian (cc)
Greenery - b (9b)
Herb (F9)
Griffon Wood (W2)
Silkworm (F1)
Guest - c (23)
Warrior Tower
District Two
PRODUCTION
Item
Cost
Weight
Apron
1 cp
1
Belt (cloth)
3 Sp
0.3
Breeches
2 gp
1
Cap
1 sp
1
Cape, Cloth
3 cp
1
Cloak, Cloth
2 sp
2
Cloak, Good
8 sp
2
Cloth, Canvas
1 gp/sy 2/sy
Cloth, Thistledown
Cloth, Honey Leather
Cloth, Cotton
1 cp/sy 1/sy
Cloth, Linen
5 bp/sy 1/sy
Cloth, Satin
4 gp/sy 1/sy
Cloth, Silk
10 gp/sy 0.5/sy
Cloth, Velvet
4 gp/sy 1/sy
Cloth, Wool
8 bp/sy 2/sy
District Two
Title
Item
Cost
Weight
Dress
9 cp+
4
Gloves, Cloth
1-2 cp
0.5
Gown, Common
12 sp
2
Hat, Cloth
10 cp
1
Hose/Leggings
2 gp
0.5
Jacket, Silk
80 gp
1
Jerkin
1 gp
7.5
Loincloth
1 cp
0.5
Robe, Poor
6 cp
5
Robe, Common
9 sp
5
Robe, Embroidered 20 gp
5
Sash
1 gp
0.5
Shirt/blouse
4 cp+
1
Surcoat
6 sp
1
Tabard
6 sp
1
Thread,1 spool
5-10 bp 0.5
Toga, coarse
8 cp
1
Trouser/skirt
3 cp+
1
Tunic
8 sp
1
Vest, Cloth
1 gp
1
District Two
D I S T R I C T TW O
PRODUCTION
Type
Properties
Effect
Abaas
Healing
1-2 hp
Adder's tongue Healing
1-4 hp
Agath
Breath low oxygen
breath at 25%
Agrimony
Cures blood diseases
Akbutege
Heals flue
90% chance
Alambas
Relives burns
Alanthia
Cures diseases and heals 1-3 hp, new save vrs dis
Alkanet
Poison antidote
+1save, w/in 1 round
All-Heal
Increases healing draughts +25% effectiveness
Aloe
Temporary skin cover
used when severely burned
Amaranth
Stops hemorrhaging
clots bleeding
Anemone
Cures eye disorder
20% cure clouded eyes
Angelica
Cures lung disorders
Ankii
Restores one nights sleep res. sur. one night/dead
Ansereke
Coagulator
stops dam up to 3hp/rnd
Arfandas
Mends broken bones
heals at *3
Argsbargies
Antidote muscle poison new save
2 gp
Arkasu
Heals in hand of Royalties 3d10+5
1 gp
Arlan
Cures seasickness
new save at +5 6 sp
Asafoetida
Purify food and water
7 sp
Asarabaca
Cures violent tendencies mild opiate
5 sp
Asparagus
Cures paralysis
+1save w/in 1 round
1 sp
Atheland
Nutrition for one day
2d4 berries/bush 7 sp
Athelas
Heals starvation dam
2 sp
District Two
Title
Cost/dose
1 gp
10 gp
2 gp
3 sp
7 sp
5 sp
15 gp
5 sp
10 gp
2 sp
5 sp
3 sp
3 sp
7 gp
3 gp
2 gp
D I S T R I C T TW O
Atighast
Expands pupil
doubles sight in dark 7 sp
Awn
Anti-inflamitory (joints) reduces aches in joints 3 cp
Baalak
Mends sprains
healed in 1 day 6 sp
Balm
Antidote for depression
1 sp
Balm of Gilead Prot. intell. manifest. by DM's choice 15 gp
Baranie
Reduces Nausea
May prevent seasickness 1 sp
Barberry
Cures BURNS
heal double rate 2 sp
Basil
Draws poison
-25% dmge of the poison 2 sp
Belladonna
Cure Lycanthrpy(poison) 20%cure (1%death/dose) 5 gp
Bindwood
Eases pain
1 sp
Bishop's weed
Cures apathy
20% +5%/day
5 sp
Bitter sweet
Removes minor curses
15%
5 gp
Blue eyes
Sight range increase
range at *3
7 gp
Borate
Removes fear
20% w/in 1 round 5 gp
Breldiar
Dexterity one movement as pr 18 dex
12 gp
Burstheals
Mends crushed bones/spliners heals at *4 rate
2 gp
Bryony
Healing
1-2 hp
5 sp
Calamint
Cures mental disorders 10% cure insanity 10 gp
Carcatur
Stops spirit from leaving 24 h if given before 1h 12 sp
Caranan
Healing/pain reliever
1-4 hp
3 gp
Carefree Mustard Heals Concussions
-25% concussion effects 10 gp
Carneyar
Coagulator
Stops bleeding Imediate 15 gp
Celandine
Alertness of audio eff. +10% detect noise 5 gp
Cinquefoil
Love, seduce enhancer
+3 char/com one subject 3 gp
Clowe
Increase memmory
grants new check or +3
check
3 gp
Coriander
Cures disease
+5%/ day of use 4 sp
Culkas
Heals burns
2d4 burns/1d3 normal 4 gp
Cusamar
Heals seasickness
+4 to save
1 gp
Daffodil
Healing
1 hp
3 sp
Darsurio
Heals impotency
duration 2d4 days 5 gp
Degiik
Lifegiving
raises infants 50%
12 gp
Deleran
Repell insects
2d4 h awfull aroma
7 sp
Doilan buds
Nurishment
5 buds = 1 meal 6 gp
Draaf
Cures migrene and magic 45 % chance for magical 3 gp
Dragoneye
Long healing sleep
3d12+10 h sleep,
gain 1hp/5 h
7 gp
Dugumunthure
Heals wounds
2d4 Hp
9 gp
Edram
Strengthens broken bones makes normal use possible 3 gp
Elbens Basket
Heart stimulant
8 sp
Eldana
Antidote all poisons
new save et +5 35 gp
Elder
Protection norm lightning +4 to save vrs. norm
lightning 1 gp
Elendil's Basket Purify water, slow poison Purify 1pt, + 6 hour
survive poison
8 gp
Elfleave
Prot from undeads
ignored by 1 HD undeads 7 sp
Eyebright
Cures blindness
10% cure blindness 2 sp
Fek
Coagulator
stops normal bleeding 2 sp
Felmather
Cures plaughe
55% chance
9 sp
Fiis flower
Healing
1-6 hp
13 gp
Flax-Weed
Cures skin irritations prevents itching 1 sp
Floiscent
Cinsecration
5 sp
Fumitory
Cures melancholia
focus mind
5 sp
Garig
Heals stings and burns
3 sp
Garlic
Antiseptic, insect repelment
6 cp
Gefnu
Speeds hair growth
in 1h = growth for
5d6 days
1 sp
Germander
Relieves pain
5 sp
District Two
Gladwyn
Cures paralysis
gives extra save 4 gp
Goldenstar
Prot norm snakes
used to keep out snakes 2 gp
Grapeleaf
Sweat dreams
2 sp
Grarig
Potent Healing Herb
2-20 hp
60 gp
Groundselm
Relieves pain
1 gp
Gursaml
Mends bones
healing at *4
2 gp
Gylvir
One breath under water
9 sp
Harfy
Coagulator desinfection makes 3 hits, prot
infection
7 sp
Harlindar
Assures safe childbirth 5 sp
Hazel
Cure elemental dam
cures elemental dam
2d4 hp
8 gp
Hellebore
Cures love sickness
gives new save vs charm 2 sp
Henbane
Poison
2 gp
Himrose
Relieves inflammation
6 sp
Hyssop
Anti-parasitic
Drive parasites away 5 gp
Joeff
Telepaty one word
range 10+10/level yards 6 gp
John the Conquer Prosperity
2 gp
Kathuska
Adrenalin boost
+/- 1d3 dex str con dur
check in each stat
1d6 +1 turns then sleep 13 gp
Kelventari
Heals burns
1d3 + film as skin
3 gp
Klandum
Removes Paralysis
Get extra save 20 gp
Klynyk
Depillitory
Removes hair 1-6 days 5 sp
Lavender
Restores speech
sooths ragged voices 1 gp
Laurelil
Stops mummy-rot
45% chance
2 gp
Maiana
Decongestant
2 cp
Maragath
Anaesthetic (local)
Numb 1 area for 1-4 hrs 3 sp
Master of the woods Luck
one use +\- 5% 1 gp
Mastic
Prot life energy
+1 to save when worn 1 15 gp
40%+15%/use to expire one amulet pr.3 trees
Mendelar
Antidote poisons
new save at -2 8 sp
Mirenna
Enhance femininety
+4 to chr/com
5 gp
Mook
Cure respiratory probl 75 % chance
3 gp
Moonwort
Heals bruises,broken bones doubles healing rate
(1d6 days)
1 gp
Mulkin
Neg plan prot, speed recovery
grants bonus of 1d4+1 days
10 gp
Nelthadon
Emetic (induces Vomiting) new save vs indgesteds 1 sp
Nur-oilosse
as pr. death door
Sys. shock deathdoor/dead 2 gp
Oak
Expands life span
secretly chosen by DM 25 gp
Oilosse
as pr. death doo
Res. sur. deathdoor/dead
7 gp
Peony
Cures insanity
15% cure(5%/day addict) 12 gp
Periwinkle
Promotes happiness
3 sp
Plantain
Relieves skin irritations eases itching
1 sp
Rampion
Relieves fever
2 sp
Quilmufur
Induces wommetting
3 sp
Red Willow
Breaks Fever
Break Fever w/in 1 day 5 sp
Reglen
Enhance masculinity
+4 to chr/com
5 gp
Rewk
Heals cuts
1d6 +2 Hp
5 gp
Rose
Cures eye disorders
10% cure Blindess
1 sp
Rosemary
Promotes healing
1-3 hp
3 sp
Rowan
Heals insanity
new save
2 gp
Rumareth
Coagulant/sedative
stp bleeding (sleep 8hr) 7 sp
Sage
Restores memory
+2 int check (memory) 2 sp
Self-Heal
Promotes healing
1-6 hp
15 gp
Sendoluin
Anti-coagulant
Bleed +1hp/minute 10 gp
Shen
Shepherd's Purse Heals burns
heal 1-4 hp (burns)
3 sp
St. John's Moss Heals burns
heal 1-3 hp (1-4 days) 12 sp
District Two
Title
Poison antidote
extra sv (w/in 5 rnds) 10 gp
Cures sideffe spellcasting grants new save 7 gp
Protection vs Sun
Tan, prevent sun-blister 2 sp
Poison antidote
+2 save (w/in 2 rnds) 4 gp
Heals baldheads
35% chance
3 gp
Anti-parasitic
+1 save vs infestation 3 sp
Antidote for insect bites reduce swelling/itching 6 sp
Nutrition
1 fruit for 4 persons 8 sp
Harmony
Heals burns
1d3
8 sp
Speak with dead
dur 1d5 min
13 sp
Relieves fever
3 sp
Luck
one save at +2 2 gp
Nurishment
one seed 1/2 days ration 3 gp
D I S T R I C T TW O
Tamarisk
Tannaleaves
Tharm
Thistle
Thurl
Thyme
Trefoil
Ukur
Valerein
Velduras
Vulcurax
Whortle
Willow
Winterseed
District Two
DISTRICT THREE
Domestic Master Brewer, Kelvin Mandrona
Civil Master Bee Keeper, Gadoliel Messandier
Agriculture Master Baker, Sharyn Messandier
Controlling
Houses
Hawk (ff)
Sharn (U)
Mandrona (O)
Messandier (M)
Norev (R)
Jakartai (F)
Silakon (Z)
Masterion (aa)
Balotos (dd)
Zintar (gg)
Alimbard (hh)
Diommod (ll)
Cumbar (nn)
Car-loatta (oo)
Paintomia (qq)
Unimarius (rr)
Distost (ss)
Buildings/Fields
Glassmake (4)
Metalwork (3)
Brewery (13)
Bakery (10)
Temple (8)
Granary (18)
Bee Hive - b (B2)
Pathwood (W3)
Vinyard (F4)
Field - b (F5)
Field - c (F6)
Grain - b (F2)
Guest - d (24)
Psi Tower
District Three
District Two
Title
Item
Cost
Fieldglass
75gp
Hour Glass 1/2min 8gp
Hour Glass 1 min
10gp
Hour Glass 5 min
15gp
Hour Glass 10 min 20gp
Hour Glass 1 hr
25gp
Hour Glass 2 hr
30gp
Vial
2sp
Beaker 10oz
5sp
Beaker 42oz
1gp
Beaker 128oz
3gp
Glass Tubing 2
4sp
Distilling Coil
5gp
Container 2 oz
6cp
Container 4 oz
12cp
Container 6 oz
16cp
Container 10 oz
18cp
Container 12 oz
2sp
Container 14 oz
24cp
Container 16 oz
28cp
Container 20 oz
32cp
Container 24 oz
36cp
Container 32 oz (qrt) 4sp
Container 64 oz
1gp
Container 128 oz (gal) 2gp
Weight
RESOURCES
Alchemy (14)
The supply of the chemicals used in the varies
shades is negotiated with Alchemy.
Most of the time the glassmake is busily making
Adamantine glass blades
District Two
D I S T R I C T TW O
PRODUCTION
PRODUCTION
Item
Elven bread
Crackers (3 doz)
Sourdough
Cost
2gp
15sp
15sp
Weight
District Two
Title
Item
Cost
Weight
District Two
D I S T R I C T TW O
PRODUCTION
Item
Elvenmead
Alurlyath
Cost
30gp
2gp
Weight
bottle
bottle (ceramic)
District Two
Title
District Two
D I S T R I C T TW O
District Two
Title
D I S T R I C T TW O
PRODUCTION
Item
Cost
Weight
District Two
HOUSE PATRIARCH
TitleDistrict Three
District Three
D I S T R I C T TH R E E
DISTRICT FOUR
Domestic
Civil
Agriculture
Controlling
Houses
Tigana (E)
Tigira (N)
Gentain (P)
Greenhand (Q)
Nyrond (X)
Caultor (kk)
Tersoff (uu)
Wirimnaer (vv)
Adongala (ww)
Driiquar (xx)
Elandinai (yy)
Kiirquarlani (zz)
Xilokerym (aaa)
Buildings/Fields
Papermake (1)
Mason (12)
Pool (17)
Stable (20)
Beach (F10)
Field - e (F8)
Field - d (F7)
Guest - b (22)
Mage Tower
District Four
PRODUCTION
Item
Cost
Weight
District Two
Title
Item
Cost
Weight
District Two
D I S T R I C T TW O
District Four
Title
District Four
District Four
Title
District Four
SPACE
Space
Turret
Cannon
Range
12 Mile
Diameter
Control Air
Create Sound
Creating an area of clouds to obscure the city
within. With a bit of sound effects can detour any
ships from entering.
Space
Title
Space
Space
Title
Space
Space
Title
Space
Space
Title
Up
Down
Down
Down
Down
Up
Down
Down
Up
Down
Up
Space
Space
Title
Space
Space
Title
Space
45
44
43
10
46
41
48
12
42
47
11
38
51
15
39
50
14
40
49
13
37
52
16
17
18
19
20
53
21
36
22
35
67
55
23
34
64
58
26
31
65
57
25
32
66
56
24
33
27
63
59
62
30
61
29
28
Space
Title
68
54
60
DISTRICT ONE
Dock Master
Repair
Cargo
Restocking
Cleaning
Building
Space
Space
Title
Space
DISTRICT ONE
Space
Title
Space
DISTRICT ONE
45
44
43
10
46
41
48
12
42
47
11
38
51
15
39
50
14
40
49
13
16
52
21
53
37
17
18
19
20
36
35
34
67
55
23
33
64
58
26
31
65
57
25
32
66
56
24
27
63
59
62
30
61
29
28
Space
Title
68
54
22
60
Space
DISTRICT ONE
Space
Title
DISTRICT ONE
2 dia.
Space
Suspend Life
You can place yourself into a trance so deep that
you are almost in suspended animation. Even
powers that detect life or thought are incapable of
determining that you are alive.
While you are suspended, you are aware of your
surroundings. You feel the passage of one day for
every year that actually passes. Though on a
slower schedule, you grow hungry after a day
without food (though a year passes in actuality)
and begin to suffer the effects of thirst and
starvation as appropriate.
If you take any damage, you come out of your
trance 4 rounds later. The trance can also be ended
by a successful use of dispel psionics. If you
choose to dismiss the power, your trance ends 10
rounds later.
Psionic Revivify
Psionic revivify lets a manifester reconnect a
corpse's psyche with its body, restoring life to a
recently deceased creature. The power must be
manifested within 1 round of the victim's death.
Before the psyche of the deceased has completely
left the body, this power halts its journey while
repairing somewhat the damage to the body.
This power functions like the raisedead spell,
except that the affected creature receives no level
loss, no Constitution loss, and no loss of powers.
The creature has -1 hit points (but is stable) after
being restored to life.
Augment: For every 100 additional experience
points that both you and the subject pay, the
manifestation of this power can be delayed by 1
additional
Sustenance
You can go without food and water for one day. Each
time you manifest this power, your body
manufactures suffi- cient solid and liquid
nourishment to satisfy your needs for that time.
Space
Title
True Metabolism
You are difficult to kill while this power persists.
You automatically heal damage at the rate of 10
hit points per round.
This power is not effective against damage from
starvation, thirst, or suffocation. Also, attack
forms that don't deal hit point damage (for
example, most poisons) ignore true metabolism.
You can also use this power to regrow lost
portions of your body and to reattach severed
limbs or body parts, if you do nothing but
concentrate on regrowing the lost body part or
reattaching the severed limb for the duration of the
power. You do not gain the benefits described
earlier when you manifest true metabolism for this
purpose. You must have a Constitution score to
gain any of this power's benefits.
Restoration, Psionic
This power cures all ability damage, and it restores
all points drained from a single ability score (your
choice if more than one score is drained). It also
eliminates any fatigue or exhaustion suffered by
the target. Restoration does not restore levels or
Constitution points lost due to death.
Restoration can remove negative levels. It can also
restore one level to a creature who has had a level
drained, if the number of days since the creature
lost the level is equal to or less than your
manifester level. In such a case, restoration brings
the creature up to the minimum number of
experience points necessary to advance it to the
next higher level, gaining it an additional Hit Die
and level benefits accordingly.
Space
DISTRICT ONE
Space
Title
Space
DISTRICT ONE
7
6
10
11
12
3
2
13
14
28
15
27
16
26
17
25
18
24
19
23
Space
Title
22
21
20
Crew:
- Pilots (5)
- Dock Master
- Dock Crew (3)
Space
Space
Title
Space
Title
Space
DISTRICT ONE
Navigation (Celestial)
Space
Title
1 slot; Wizard/Priest/Rogue
Intelligence, -2 modifier
Characters with the cartography proficiency are
skilled at making maps. They can make maps to
scale and can represent complex land formations
through the use of perspective drawing and
coastal outlines.
A successful proficiency roll indicates that the
map is correct in every detail. A failed roll
indicates that some details, possibly some
significant ones, are in error. A roll of exactly 20
indicates that the map contains a serious error
that invalidates it. The success roll for this
proficiency should be made by the DM and kept
secret from the player.
Astronomy
Space
Planetology
Space
Title
?? Fall
?? Trail
?? Metal
?? Ametsuchi
13 - Tenebrousillithid worlds
?? Emerald
?? Aran
Astrogator
Astogators of Sidon are constantly looking to
update the charts and information of the many
systems.
Space
UNDERSIDE
Underside
Underside
Title
Underside
GARDEN
Garden
Garden
Title
Harrow-Heal Tree - A small tree with reddishbrown bark and star-shaped leaves, the HarrowHeal Tree is a soft wood much like pine, but its
true notoriety comes from its bright-yellow
blossoms, which, when diluted in water, are
known to heal several afflictions. Undiluted, they
will actually cause horrible visions of death and
destruction, often driving the victim insane.
Garden
Garden
Title
Garden
Dandetiger
Epiosoth
Garden
Title
Garden
CRYSTAL CHAMBER
Crystal Chamber
2 dia.
Crystal Chamber
Title
Crystal Chamber