Sie sind auf Seite 1von 28

CHAPTER SEVENTEEN: APPENDIX B

XVI

CHAPTER XVII
APPENDIX B

MINERALS, GEMS
& METALS

LANGUAGES

VOCABULARY

225
225
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
MINERALS, GEMS, construction of certain good places of power, but the material
is rare and hard to work. In small quantities it is not very
useful.
METALS Sandstone: Another popular building material, sandstone is
sedimentary, created by compressed layers of sand. While
easy to carve, it resists erosion relatively well.
1•MINERAL FORMATION Slate: Grey, green or deep blue metamorphic rock easlity split
into flat smooth plates; often used in roofing.
Minerals are solid mixtures of chemicals. Miner-
als in turn combine to form rocks. For instance, gran-
ite rock can be made up of the minerals quartz, feld- 3•GEMS
spar, mica, and even the gem tourmaline. Among the most precious of objects in any pre-
Minerals are formed in three basic ways: industrial society are gems and jewels. Below is a list-
Sedimenary: The softest and often youngest minerals, ing of gemstones a PC might encounter (if he is
these are created by evaporation as sediments on sea lucky). A few of the gems described below are in-
bottoms or riverbeds are exposed and dry. trinsically enchanted and their properties are indi-
Igneous: The smallest group, these minerals are formed cated.
from cooled magma and lava. They include magnetite, GENERAL DESCRIPTION NOTES
granite, and the rock pumice. Most minerals gems are either crystalline, occur-
Metamorphic: heat and pressure deep in the earth form ring as single stones, each with a definite structure
these (the hardest) minerals, which include the that is regularly repeated throughout crystals of the
gemstones. same sort; or massive, occurring as continuous masses
of that mineral, having no regular structure that is
readily discernible.
2•SPECIFIC STONES Crystalline stones are generally smaller, more valu-
Most of the following minerals in this section are able, and often faceted—a process by which they are
architectural or sculptural materials, too common and/ flaked or ground into a series of flat faces that to-
or fragile to be used as jewelry but useful and lovely for gether usually form one of several customary cuts, in
more massive applications. the shape of symmetrical but irregular polyhedra.
Both crystalline and massive stones may be smooth
Cavarite: Metamorphic rock, deep grey-green or blue-green
cut, which is the act of forming them into regular
in color, used by the Earthwardens in all their most important
structures. It is incredibly hard and resists weathering better
shapes with flat surfaces suitable for engraving (such
than any other stone. Only the hardest steel tools can do as often found in signet rings). They may be made
more than scratch it. The source of Cavarite has never been into cabochons, which are oval or round dome-like
located. shapes with one flat side for mounting on various
Granite: Dense, igneous rock used in construction and outdoor surfaces. They may also be carved into beads, figu-
sculpture. Granite can be polished to a high luster, and most rines, or other shapes, or simply polished in the natu-
has an elegant dark grey or black color with inclusions of ral shape of the stone. Massive stones are sometimes
similar color. found large enough to be shaped like one would wood
Ky’taal: A translucent white marble, workable but resilient. or architectural stone; sections may be sawn off and
It is found almost exclusively in the Mur Fostisyr region of used decoratively as slabs; or, they may be carved into
northwest Jaiman. jars, bowls, and other functional shapes.
Limestone: Yellow-grey, sedimentary rock created from Inclusions are any of the specks of material,
fossilized remains of tiny creatures or from mineral deposits; bubbles, tiny flaws, impurities and the like which af-
it is a soft stone frequently used in construction. fect the appearance of a stone by their presence. Cat’s-
Marble: This decorative, dense limestone is formed in many eye stones, found among many mineral families, are
varieties. The finest, ungrained white marble is known as caused by certain patterns of inclusions which, when
Pentallic, used chiefly for sculpture because of its regularity. a stone is shaped properly, present an appearance like
Red, green and blue varieties with fine veins are valued the slit-shaped pupil of a cat’s eye. Star gems have
primarily for architectural uses such as building facings and analogous patterns creating the illusion of a pale, six-
floor tiles. Travertine is a pale brown color, laced with myriad rayed star. Both cat’s-eyes and stars must usually be
small wormholes (actually air bubbles) also favored for cut into cabochons to display these effects.
building use. Pentallic is white with a translucent appearance.
Porphyry: A smooth purplish rock, sometimes with veins, GEM VALUES
used as facings on special buildings and for sculpture. As noted above, gems listed below fall into two
Orhan Marble: While not really from the Great Moon, this basic types: crystalline and massive. This is to some
beautiful blue-white stone has innate properties which extent also how the gems break down into catego-
suggest an almost ‘heavenly’ origin. “Evil” beings or creatures ries of value. Obviously, a cut ten-tal diamond has
which serve the Unlife must make a RR vs a -th lvl value on a completely different scale than a jade bead
attack (depending on how much and how pure the marble necklace weighing a pound.
is) when passing through a doorway of Orhan Marble. Even Therefore, values are given for the more rare gems
if they succeed, if they do so by less than  (and have no (usually crystalline) per tal, a weight measurement
other identity-cloaking devices/spells) the marble will glow of about one th of an ounce (similar to about -
bright blue. Orhan Marble was used long ago in the
226
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
 Terran karats). a type of beryl, but it shows fewer flaws than an emerald of
GM Note: to help you get a ‘feel’ for the weights we equal size. It is normally faceted. A favorite of the Linæri
Elves. Mentalism.
are discussing, get five quarters. Together they weigh
almost exactly an ounce (ten tali). One quarter Aventurine: ( sp/ounce) Blue-green, opaque, with gold
flecks; usually polished into cabochons. Channeling. Brings
weighs about two tali.
joy; cures anxiety. Used in items repelling Fear.
In addition, this should not be a strictly sliding Azurite ( sp/ounce) Azurite is a form of copper ore, an
scale, as larger gems would be relatively much more opaque massive stone of a deep pure blue color, generally
valuable. In some of the most treasured gems, the uniform but sometimes slightly mottled. It is polished and
value may actually double for every additional tal. cut into beads, cabochons, and similar shapes; a stone of
(e.g., a one-tal diamond would be worth , a - uniform color is more valuable.
tal gem , -tal , -tal , etc. It Banded Agate ( bp/tal) This is the translucent-to-opaque,
is probably only this steep of a progression for a hand- multi-layered variety of massive quartz. The layers may
ful of gems: adamant, diamond, emerald, for instance. include brown, black or white (onyx), pale blue
The value of a given stone will depend on its size, (chalcedony), red-orange (carnelian), and many others, each
color, relative freedom from flaws, and the skill with in a thin layer.
which it has been polished and/or cut. Values given Beryl: A name given to a variety of gemstones, including
assume the gem has been cut and polished. aquamarines, emeralds and heliodors (a golden hued beryl).
Common: Common gems (including massive stones Value varies with color.
and some more plentiful crystalline forms) are val- Bloodstone: ( gp/ounce) A soft, sandy stone dark red in
ued per ounce. Unlike rare gems, common gem val- color. It can stop a wound bleeding up to  hits per round in
ues do not increase exponentially with the size of seconds by just placing the stone over it. Each  oz stone will
only work once before the virtue is spent, however.
the gem. While this is also generally the value of a
finished item, the value of the workmanship becomes Bluestone: ( gp/ounce) Similar to Azurite in appearance
relatively more important, multiplying the worth of but enchanted. Protecting against evil Essence, a talisman of a
Bluestone (of one ounce or more; though more than  ounce
the object from  to  to even  times.
adds no more protection) worn around the neck adds + to
GEM NOTES & MAGIC RRs vs all Essence spells (including spells the wearer may want
In italics after some gem descriptions are notes re- cast on him).
garding their intrinsic magical powers (if any), or Carnelian: ( sp/ounce) Red-orange in hue, another form
their potential usefulness as a receptacle for enchant- of massive quartz. Enhances creativity and prosperity. Sometimes
ing. Some gems are more receptive to certain realms used in counting-beads. Mentalism.
and types of enchantment than others. If a realm but Chalcedony ( sp/ounce): This is a translucent-to-opaque,
no specific power is mentioned this means the gem blue-white to pale blue or blue-gray form of massive quartz.
has no intrinsic powers but is well adapted for use in It occurs in evenly colored and in banded forms.
magical items of that realm, such as a spell point Chrysoberyl ( bp/tal): Chrysoberyl is a transparent, greenish-
enhancer. yellow to green, crystalline stone. Clear stones are faceted;
the cat’s-eyes are cut as cabochons. A favorite gem of the
GEM DESCRIPTIONS Erlini.
Adamant (+ sp/tal): A clear white stone similar in many Citrine ( bp/tal): This is transparent form of crystalline
ways to the diamond, but even harder and more brilliant. It quartz, ranging from pale yellow to amber in color. Many
is exceptionally rare and of course difficult to facet. stones are polished and made into beads, or carved into small
Alexandrite ( sp/tal): Alexandrite is an unique variety of cups, figurines, and other shapes; clear specimens are faceted.
chrysoberyl (see below). In daylight, an alexandrite is Coral (- sp/tal): Coral is the skeleton of tropical marine
brilliant green with a vague bluish tint; in the light of a polyp colonies; jewelry-quality coral is exceptionally
flame it appears red with a hint of blue. It is normally faceted. compact, solid and free of pores. The chief “red” variety
Amber ( sp/tal; varies): Amber is the hardened resin of also occurs in shades ranging from pure white to very dark
ancient giant conifers. It is normally pale-gold to deep-gold red; black and blue varieties also exist. All forms are polished
color, but also appears as murky, near-black “bog amber.” and carved into beads, cabochons, or figurines.
The most transparent golden pieces are more valuable, and Diamond (- sp/tal): Diamond is a transparent,
the rarest and most precious of these have bits of plants, or crystalline stone, the hardest substance known in nature
even whole insects, preserved within. More valuable still aside from Adamant. The most valued color is a clear bluish-
(-x) in the markets of Sel-kai is blue or green amber, found white, but other less valued color varieties are known, among
in the forests of Khûm-kaan (and of course blue or green them yellow and pink. The gem is always faceted.
amber with an imbedded insect is most prized). Amber is Eissa’s Tears † ( sp/tal): Clear, pale blue gems, Eissa’s
carved into beads and cabochons, and sometimes larger, more Tears are said to warn and protect against death. Indeed, if
intricate shapes. It is very brittle, somewhat flammable, and blessed by a Sister of Eissa, they have mystical powers. A
relatively soft. minimum of one carat is required, though a larger stone (or
Amethyst ( sp/tal): Amethyst is the pale to deep purple form more than one stone per person) does not enhance its
of transparent crystalline quartz. Amethyst of real value is qualities. Channeling; must have ‘Bless V’ cast by a sister of
completely clear; such stones are faceted. Pale stones, or Eissa; detects servants of the Unlife within ´ by giving off a
those with many inclusions, are often polished and used as bluish glow, and add + to RRs vs Absolutions cast by evil
beads. Mentalism. Enhances mental clarity; improves memory. beings (if the wearer’s RR fails, the gem shatters).
Aquamarine ( sp/tal): The Aquamarine is a transparent Emerald (- sp/tal): This is a deep bright green variety
crystalline stone of a pale blue-green; like the emerald, it is of beryl, transparent and crystalline. Usually it is faceted,
227
227
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
though an occasional stone with numerous inclusions will Onyx (5 sp/ounce): Onyx is a porous and opaque form of
be made into a cabochon. A large, comparatively flawless massive quartz, occurring in black or white or a black-and-
stone will be more valuable than a diamond of similar white layered variety. It is made into beads and cabochons;
qualities—and much more rare. It is favored by Linæri. smooth-cut for signets and the like; and carved into bowls
Fluorite (1-10 sp/ounce): Pale green or purple in color, it has and figurines.
a cloudy-translucent appearance, and can be made into beads Opal (10-20 sp/tal): This is a translucent, massive stone,
or cabochons. Technologically advanced smiths know of usually pale blue-white but displaying an array of red, yellow,
fluorite’s usefulness in making alloys. green, and violet highlights when light is reflected from its
Garnet (10 sp/tal): Garnet is a transparent crystalline stone; surface. Many varieties exist; a mosaic of small colored areas
in addition to the usual orangish-to purplish-red or red- of play is the mark of a “harlequin opal;” the near-
brown, garnets also occur in black, violet, and even green transparency and a moonstone-like appearance distinguish
color varieties. The violet form is most valuable. Small a “water opal;” near-opacity, paleness and limited play of
crystals, the most frequently occurring form, are sometimes color indicate the common “milky opal;” and there are
drilled and strung into necklaces; larger stones are faceted. several others (see black opal and fire opal). It is made into
Jacinth (500 sp/tal): The jacinth is the orange to fiery red- cabochons and other low, rounded shapes to best display
orange variety of the hard, transparent crystalline mineral the play of colors. It is a soft and somewhat brittle stone.
corundum (ruby and sapphire are also corundum). It is Heated opals may lose part or all of their opalescent color
faceted, except in the case of rare translucent cat’s-eye and play, and thus much of their beauty and value. Essence
star jacinths. Essence. Often used in PP multipliers. Opal, Black (10-25 sp/tal): Black opal is that variety of opal
Jade (4-20 sp/ounce): Jade is a translucent-to-opaque, massive in which the body color is smoke black, deep green, and
stone with an oily luster. It occurs in several color varieties: dark blue, forming an almost opaque background in which
shades of green, including a near-transparent bright green its opalescent color play is displayed. It otherwise has the
and the rare spinach-green jade with golden glints; white, properties of the other forms of opal. Favored by the Dyari.
waxy-looking white jade; and the uncommon yellow, blue, Essence
red, black and lavender varieties. It has been carved into Opal, Fire (10 sp/tal): This is an orange to orange-red form of
beads, cabochons, pendants, vases, buttons, figurines, bottles, opal, ranging from transparent to transparent with mottled
weapons, and a myriad of other forms, for it is hard and translucence. It does not always have the intricate color play
dense, and carves well. Promotes tranquility. A favorite of of other opals; when play is present, the stone is more
Animists and Herbalists. valuable. If transparent, it is often faceted; usually it is made
Jet (10 sp/ounce): Glossy black, opaque and massive, jet is into cabochons otherwise. Essence. Frequently used in fire-
actually a very hard, dense, compacted form of coal. It is related items.
usually faceted, or simply polished, for beads and pendants; Pearl (1-2 sp; pink, blue 2-5 sp; Black 5-10+ sp/tal): The pearl
it is sometimes carved into figurines and other shapes. is the end product of layers of secretion with which certain
Lapis Lazuli (1 sp/ounce): Lapis lazuli is a dense, opaque and mollusks surround bits of foreign matter in their shells. When
massive stone of a medium to deep blue color, sometimes the secretion hardens, it takes on a unique luster which
flecked with golden specks. It is carved into cabochons, beads originates in its dispersion of light just below its surface. It
or figurines, and is used in slabs for tables, boxes, etc., and occurs in many shapes: round, teardrop, “button” (flat on
for inlay work. one side), and the myriad irregular forms. As well as the
traditional “pearly white,” these stones come in less common
Malachite (1 sp/ounce): This is an opaque massive stone,
color varieties in a range from yellow and pale rose to the
striated in bands of lighter and darker green. It is carved
rare, lustrous deep black. They are mounted in all sorts of
into beads, figurines, cabochons, and the like, and is also
jewelry settings (mountings often use half-pearls), and, being
sawn into slabs that are used as inlays or veneers.
easily drilled, are strung in various ways—by graduated sizes
Moonstone (5 sp/ounce): Moonstone is a white, translucent, or in a uniform string; in single, multiple, or even braided
massive stone that shows a distinctive white or blue-white strands. Fresh-water mollusks sometimes yield pearls, but
play of light, resembling moonlight; there are also greenish, these are usually of much poorer quality than pearls from a
gray, and even red-brown varieties. It is always carved into salt-water mollusk. Pearls are quite vulnerable to acid, fire,
beads, cabochons, and similar shallow, rounded forms to and electrical attacks, to crushing blows, and other physical
bring out this effect. trauma. They may be damaged by sudden changes in
Moonstone [magical variety] (20 sp/ounce): As much temperature, and are alleged to deteriorate if left untouched
novelties as talismans, moonstones are carved in flat by human skin for great lengths of time, although sea water
cabochons, normally set in a hoop-shaped rim and worn will supposedly negate any such deterioration. Mentalism.
around the neck. They must then be aligned, either to Orhan Peridot (5 sp/tal): A transparent, crystalline stone, usually a
or Charón. To align to Orhan, white wine is poured over clear yellow-green, although it can vary from near emerald-
the stone, and it is left out on a cloudless night when Orhan green to almost an olive green. The better stones are faceted;
is full. Thereafter, it will match the phases of Orhan. To flawed or cloudy stones are polished for beads or made into
align to Charón, the same process is employed, but using cabochons, as are the occasional cat’s-eye peridots.
animal blood (it need not be human) instead of wine.
Piezoquartz † (1-20 gp/ounce): This special variety of quartz
Charón-aligned Moonstones will glow red on the Night of
is usually clear or pale blue and has the ability to acquire
the Third Moon. Channeling
and store powerful electrical charges. The Lords of Essænce
Obsidian (1 bp/ounce): This is a volcanic natural glass, opaque were no doubt the first to discover the properties of these
to semi-opaque, that occurs in black, gray, and red-brown gems, but for them the limited power available made them
varieties, as well as “snowflake obsidian,” which is black with more of a novelty. The cultures who were truly able to exploit
whitish specks. It is carved into figures and ornaments, and these gems were the Taranians and the Jinteni ???, who built
an obsidian blade can be flaked to a sharpness not attainable vehicles and tools powered by piezoquartz jewels. With the
by any metal edge—exceeded only by the much stronger exception of a rare variety of tourmaline, piezoquartz jewels
(and more expensive) laen. Channeling were usually fairly massive (8 oz—2 lbs) and faceted as
228
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
spheres. These gems are extremely rare, but of course much Zircon (5 bp/tal): This is a transparent, crystalline stone; in
of their value is based on their power which few understand addition to the usual pale blue-green and orange-red varieties
how to tap. (these two being the most valued), the stone also comes in
Purple Sapphire (10 sp/tal): Purple Sapphire is a variety of brownish-yellow, reddish-brown, green and purple varieties.
the hard, transparent, crystalline mineral corundum with a It is brittle and difficult to cut, and is traditionally finished
color closely resembling that of amethyst. It is normally as small faceted stones.
faceted, except for the rare cat’s-eye and star forms.
Quartz: (1 sp/tal) This mineral is actually the most common
in the planet’s crust. Crystalline quartz is the more rare,
4•USEFUL/PRECIOUS METALS
transparent variety. Purple quartz is amethyst, yellow quartz The following rare metals are (with the exception
is citrine. Mentalism. Cures mental illness, anxiety. of metals used for money such as gold and silver) usu-
Rhodochrosite (1 sp/ounce): This is an opaque stone ranging ally traded as ingots weighing 4 oz, 8 oz, one pound,
in color from pale pink to medium red. It occurs mostly in a five pounds. Normally the buyers are smiths,
massive, banded form, and occasionally in single-colored metalcrafters, and jewellers, rather than the average
opaque crystals. It is made into beads, vases and the like. It consumer.
is a somewhat soft stone. Mentalism. Strengthens self-identity; The more-or-less standard gold piece weight is one-
used in defense against mental attacks. half ounce; values below are listed in sp per ounce.
Rose Quartz (1 sp/tal) Pinkish translucent quartz, can be made Beryllium (30 sp): A pale grey metal, usually with a dull lustre,
into beads or cabochons. Channeling. Inner peace, healthy it is used in jewelry and some weapons. It is favored by the
skin. Used in some healing items. Loari and found in Kuluku baws.
Ruby (50 sp/tal): The ruby is a moderate-to-deep red, Braizium: (10 – 50 sp) A bronze-colored metal occurring
transparent variety of the hard crystalline mineral corundum naturally in certain mountains near vulcanism and in
(sapphire and jacinth are also corundum). The finest rubies underground caverns. It requires high temperatures to work,
are absolutely clear and uniformly of that deep red color but can be buffed to a bright shine and does not oxidize or
called “pigeon’s blood;” lesser stones may vary from a paler otherwise corrode over time. This quality makes the
red to a somewhat garnet-like red tinged with a purplish- substance ideal for structures exposed to the elements.
brown. It is usually faceted, but cloudy specimens may be Braizium does not hold an edge well, nor does it resist sudden
made into cabochons, as may the rare cat’s-eye. Essence stresses without cracking-thus it is not used to make weapons.
Sapphire (10 sp/tal): This name is traditionally reserved for Bronze (.2 sp): An alloy of copper and tin, bronze is used for
the moderate-to-deep blue gem, one of the hardest coinage, tools and implements, and cast sculpture.
substances in existence; “sapphire” is also sometimes used Gold (20 sp): Most precious of the ‘common’ metals, gold
to refer to other color varieties of corundum, such as the does not corrode, and has a yellow luster which cannot be
“orange sapphire” or jacinth. The sapphire is usually faceted, matched. Very soft in its pure state, it is usually alloyed with
but there are the occasional cat’s-eye sapphires; see also black other metals; used for coinage, jewelry and decorative work.
sapphire. Among the color varieties of corundum that are
not given other names, and are therefore called “(color) Iridium (40 sp): Usually used in making alloys (often with
sapphires,” are pinkish, chartreuse, clear/white, and brown; platinum), iridium is a white metal.
and each color of corundum occurs in cat’s-eye and star forms Platinum (40 sp): A hard, silvery-grey metal, platinum is used
as well. Channeling for coinage in some areas, but primarily used in jewelry. It
Sapphire, Black (50-70 sp/tal): The black sapphire is a blue- usually has a dull lustre.
black form of the sapphire, so dark as to approach Silver (2 sp): A gleaming, pale grey metal used for coinage
translucence. It is usually faceted. Dark Channeling and jewelry, it has the disadvantage of corroding when
Sardonyx (5 sp/ounce): This is a form of massive quartz exposed to air. Very malleable, it is usually alloyed.
consisting bands of the translucent to opaque “sard” (see Titanium (50 sp): A rare element used mainly to make
carnelian) and opaque white onyx. It is carved into beads, exceptionally hard steel alloys.
cabochons, figures, seals, and other shapes.
Topaz (5 sp/tal): Topaz is a transparent, crystalline stone, SPECIAL WEAPON ALLOYS
normally yellow to golden yellow-brown in color; colorless, These correspond (roughly) to alloys described in
pink, and blue varieties are also known. Because it cleaves Rolemaster. The number in brackets is the intrinsic
easily, it is often difficult to cut well; it is generally faceted, bonus given to a blade fashioned of this material be-
but cloudy specimens may be cut as cabochons or pendants. cause of its hardness and ability to hold an edge. The
Essence breakage factor is in addition to the weapon’s base
Tourmaline: (1 sp/tal): Greenish-black crystals often found BF.
with beryls. Some tourmalines have have the ability to be Steel (Low Steel) [+5]: A non-magical alloy of iron and
very effective piezoelectrical capacitors, and are valued carbon.
because of their relatively small size-to-power ratio.
High Steel [+10]: A non-magical alloy of iron, carbon and
Turquoise (1 sp/ounce): Turquoise is a translucent-to-opaque other elements. Does not rust; BF +30.
massive stone, blue to greenish blue in color; it frequently
occurs with brownish veining. The most valuable is sky- Tethium (White Alloy) [+15]: Developed by Tethior, a non-
blue, translucent, and without veining; the least valuable magical alloy of iron, carbon, zinc and titanium. Pale grey
(and most common) is green-blue, opaque and heavily- with a soft sheen, it does not corrode; BF +50.
veined. It is usually cut into cabochons, or beads and Krelin (Black Alloy) [+20]: Developed by Krelij, a non-
pendants; large pieces may be cut into figurines, and pebbles magical alloy of iron, carbon, and other materials. It has a
of a size may be polished and strung together. dark grey appearance and a dull luster; BF +50.
Enclatine (Enchanted Iron) [+5]: Magically infused iron; BF
+50.
229
229
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
Quevite (Enchanted Steel I) [+10]: Magically infused steel amount and proximity, but a small chamber lined with White
of lesser quality; BF +100. Eog panels 1˝ thick would prevent all but the most powerful
Tayn (Enchanted Steel II) [+15]: Magically infused high- Evil magicians from casting a spell. Note that, while a
quality steel; BF +150. Magician inside this chamber would have trouble casting
Keron [+20]: A black alloy; BF +200. spells, his Power Points are not actually drained.
Laen (True Glass [+25]: Enchanted glass of superior hardness. Ithloss (up to 2000 sp; but cannot be worked by any known
Becomes soft only in extreme cold; hardens with heat. The means, so few are interested buyers): A strong but light and
edge is as sharp as a sliver of normal glass but laen possesses somewhat flexible metal, it is an enchanted alloy created
a superior tensile strength; BF +200. (When it does break it by the Lords of Essence, the secret to which has been lost.
shatters into a spray of deadly shards). Armor made of this material is of almost unequalled value
because of the superior protective properties and its
Eog (enchanted True Steel) [+30]: An alloy including the
unencumbering lightness. Ithloss armor also provides the
rare material eog; BF +300.
wearer a +20 DB versus Elemental spell attacks. In
appearance it is a light golden color.
MAGICAL MATERIALS & ALLOYS Keron (200 sp): A black, very shiny alloy. The substance is
The description of these inherently magical ma- strong but flexible and holds a keen edge. When polished it
terials is provided more for general information than has such a high luster that it looks wet or oiled. It does not
for trade purposes. It is unlikely that PCs will elect corrode, and should be treated as enchanted.
to become miners or traders in magical ores. Rarely Kregora (20,000 sp): An extremely rare, golden alloy, Kregora
will they encounter these items in ingot form, but is by far the most powerful of the anti-Essence materials.
for reference their value in silver per ounce of re- Even powerful magical items are temporarily rendered
fined material is given. dormant when surrounded by a Kregora-lined receptacle.
Arinyark (200 sp): A metallic element which absorbs and Kregora’s damping qualities are equally effective against all
retains raw Essence radiations. Working like a battery or realms of Essænce (i.e., Essence, Mentalism and
capacitor, it constantly absorbs ambient Essence and can be Channeling). Unlike Eog, Kregora will sap a spell user’s
‘tapped’ like a Flow of Essence and thus utilized. It does not Power Points, the rate of drain corresponding to the amount
work in the same manner as a Spell Adder, however, and of Kregora. Fortunately for spell users, Kregora is rare beyond
cannot store specific spells. It is bluish-green and can be description and costly (almost) beyond price.
polished to a dull luster. The absorptive qualities can be an Laen (1000-10,000 sp): An extremely hard volcanic glass
effective defense as well: a full suit of armor with Arinyark which can be forged into very keen-edged, almost
lamination will add 50 to the wearer’s RR (or subtract 50 indestructible, weapons. Laen can also be tinted, and (vary
from an elemental spell attack roll). rarely) is naturally colored. It should be considered
Electrium: (10,000 sp)This alloy is made by mixing gold, enchanted. Laen is also very unusual in that it becomes more
silver, and iron at high temperatures while flooding the pliable as its temperature is lowered. Because of this, unique,
molten metals with Essænce. The resulting alloy is malleable magical cold forges must be used to work laen into tools and
and ductile with a color similar to electrum (gold and silver weapons.
mixed without the iron and the Essænce treatment). Spells Rularon (1000 sp): A metal, dull silver in color, which in
from all three realms of magic can be embedded more easily sufficient quantities has the ability to inhibit spells of
into electrium than most other materials. (Imbed I can be Mentalism. A full helm plated with Rularon, for instance,
cast as a I st level spell, Imbed 11 as a 2nd level spell, Imbed would most likely completely protect the wearer from mental
III as 3rd level, etc.) attacks (and prevent him from casting any Mentalism spells
Essicrysta: (10,000 sp – priceless) The ancient Lords of or having any sort of mental contact with anyone). It is a
Essænce alone knew the secrets of making essicrysta. And very soft and malleable material, and of course, enchanted.
only a few individuals living in the Third Era are able to use Shaalk (100 sp): An enchanted material, very lightweight,
remnants of the material forged in the past to make new pliable and resilient. Thinner sheets resemble the finest
items of their own devising. Essicrysta is a clear, crystalline white paper but are glossier and almost indestructible. When
substance that glows faintly and is always warm to the touch. exposed to extreme heat it melts, but normal fires do not
Detect Life spells register pieces of it as living, and Presence harm it. Shaalk lockpicks and similar tools can have a +20
spells report such as beings with presences! Essicrysta can bonus.
convert Essænce (as power points) into mass, or mass into Star Iron (up to 5000 sp; but cannot be worked by any known
Essænce (which it then stores) when connected magically means, so few are interested buyers): Actually an alloy forged
to the proper control device. It is a key component to their using metal gathered from certain meteorites. It is extremely
cronagenic suspended animation devices. strong once worked, and invariably has a dull, dark grey
Eog [Black] (5000 sp): Can inhibit or even nullify all non- appearance. The recipe has been lost with the First Era. Star
Dark Essence in the same way White Eog inhibits Evil Iron is believed to have other, more arcane powers, but the
Essence. For general properties see Grey Eog, below. nature of these is uncertain.
Eog [Grey or ‘common’] (2000 sp): An extremely hard metal, Taurith: (5000 sp) This is a is a silver-blue metal found near
it is brittle in its pure form, but when combined with certain deposits of arinyark. Although it behaves like most metals,
other elements the resulting alloy can be used to make molten at high temperatures and solid at cool ones, it loses
superior weapons and armor. It is enchanted, and ‘common’ some its most valuable properties permanently when
Eog has a dull silvery luster. An addition, certain pure types softened or melted by heat. These characteristics include:
of Eog have the power to locally inhibit the Flows of Essence the strength to withstand extreme torque without bending
(see black and white types). or cracking, the molecular structure permitting it to take
Eog [White] (5000 sp): Can limit the powers of Dark Essence and retain a very sharp cutting edge, and the extreme ease
(e.g., Essence originating from the Unlife or dark gods or with which it can be embedded with Essence spells (not
their minions). Eog’s inhibiting power varies with the Mentalism or Channeling; see electrium). Therefore, taurith

230
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
is usually worked cold-a proceeding requiring considerable Kuluk: The ‘personal’ language of the Kuluku, a gut-
skill on the part of the alchemist. Taurith marred by heating tural tongue with varied inflections and highly de-
can be detected by its lack of surface sheen; it cannot be pendent of facial expression.
polished to a high gloss.
Kayvis: Language of the Ky'taari of the Mur Fostisyr.
Trystrium: (5000 sp) A metal, greenish silver in color, usually
found in small nodules (1/4˝ to 1˝ diameter) among the roots Loariki: written and spoken language of the Loari.
of irnwood trees. Trystrium is a strong, flexible substance A very old tongue, it is rarely taught to anyone out-
and holds a keen edge (only laen, eog or taurith surpasses its side their race or even spoken even in the presence
sharpness). Additionally, it can be embedded with of others. It has an extensive vocabulary which al-
Channeling spells or runes with particular ease. Only the lows great precision — perfect for histories and tech-
difficulty experienced in collecting a sufficient quantity nical texts. It is often used by Loari scribes.
makes it little used.
Lugro: The language of the evil Lugrôki warrior-race.
Vaanum (10,000 sp): A strange, extremely rare silver-white
metal which is believed to exist only on Charón. Blades Mavaun: A tongue shared by the Lankan and
made of the material have a keen edge, and have the strange Pochanti peoples —though each has a very different
innate property of being Of Slaying any living creature they dialect. While no Lankan would admit it, Mavaun is
deliver a critical to. This perilous feature is believed to be actually the invention of the Pochanti and was
due to the alien nature of the material, and the malevolent adopted by the Lankani as knowledge of the more
origins of Charón. complex Thanorian was lost. The written language
Xenium (1000 sp): Blue-silver in hue, this alloy is created is heiroglyphic and known only by the aristocracy
from titanium, arinyark and other—more dangerous— and priesthood in Lankanok.
materials, which together nullify the force of gravity. It is Miir: The language of the Miirian states; descended
used primarily on the undersides of skyships. The exact
from Old Emer.
manner in which this is accomplished, and how Xenium is
successfully employed to balance a ship’s mass against gravity, Muri-Elven: a dialect of pure Erlin, it is spoken in
are factors which are extremely difficult to calculate. The Kelestia and NE Eme —including the isles of Vog
price given is the ‘street’ value; obviously the alchemists Mur and by some in Sel-kai. The vocabulary and
who created Eidolon and who make the skyships were able written forms are very similar, but the spoken ver-
to make such vast quantities that the relative cost was sion can vary considerably
considerably less.
Rhaya: (‘The Tongue’) The predominant language
of Jaiman, though there are seven very distinct dia-
1•LANGUAGES lects.
Following is a listing of some the languages of Shay: The ‘common’ tongue of Emer, it has many
Kulthea, with an emphasis on Emerian and Jaimani dialects.
tongues. Shulur: (Aquatic Elvish)† A sonar-like language of
high-pitched sounds; no other race can speak this
LIVING TONGUES tongue except mer-people and dolphins.
Arlak: The language of the amazon people of Sarnak; Syrkan: Language of the Syrkakar of NW Jaiman; it
it is remotely derived from Old Emer. is derived from Haidic and Umli roots but has its
Chíra: The chirping tongue of the avian species own unique character
Hírazi. T’loc-loc: the unique clucking tongue of the people
Danari: Spoken by the people of Danarchis, it is re- bearing the same name located in Silaar, it is noth-
lated to Old Emer, and the closest living tongue to ing like any other language in Emer.
that ancient language. Taal: The tongue of the Talath of NW Emer, it is
Dyar: (Dark Elvish) Originally a dialect of High complex and beautiful—and similar to the language
Elvish, this tongue has changed over the years and of the Myri of Jaiman.
now has only limited resemblances to its parent lan- Trolack: What you might expect. It is rather limited
guage. in vocabulary and sophistication.
Erlin: (‘Speech of the Forest’; Wood Elvish) While Uluka: A singsong, birdlike tongue the Kuluku use
not as ethereal as Iylar, the Erlin language has a mu- for long-distance signalling.
sical quality. It is more accessible to mortal tongues,
and is often a ‘common’ language between cultures. DEAD TONGUES
There are many dialects, including Muri-Erlin, GM Note: the learning opportunities for these
Jaimani-Erlin, and others. languages would be very limited.
Itanian: Actually a dialect of Old Emer, this language
is very similar to the ancient tongue, but has a large Enris-Sokal: While technically dead, it is very much
vocabulary of its own. alive on the Loremaster island of Karilôn and in the
halls of the Nomikos Library and other scholarly in-
Iylar: (High Elvish) High Elvish is a beautiful and stitutions (many very old tomes are written in Enris-
ancient tongue, lyrical and mystical, used primarily Sokal). Originally the language of the Terinians (an
by the Linæri for poetry and song. Men cannot speak intellectual Elven society in southern Palia during
it properly. the early Second Era, not to be confused with the
231
231
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
Taranians), it was carried across the seas by students Aludos:* The language of enruning (Essence).
of history who studied there. It is a very concise Enruth:† Tongue of plants and growing things; also
tongue (both written and spoken) with a large vo- of repelling Undead (Channeling).
cabulary and complex structure. Learning it is diffi-
Krônyt:* The language of Symbols and Glyphs
cult (assuming you can even find a teacher).
(Channeling).
Iruaric: The language of the Lords of Essence. In its
Kuskarûk: An arcane language utilized almost en-
‘true’ form, it was partially telepathic and powerful.
tirely by Dark Magicians and Sorcerers (used in the
It can be learned in an innocuous form by other races.
summoning of Demons).
Because true Iruaric is related to the Primal Essænce,
the extent of its true power can only be guessed at. Logos:† (‘The Word’) The tongue of word-thoughts
(Mentalism).
Kugor: Language of the Dragonlords (and other
mighty drakes); not commonly spoken or even known Sylmaria: Speech of the Flows. Almost musical in
of by most peoples. It was used in many ancient texts, nature, it allows control of the Flows of Essænce. This
however. Interestingly, it has similarities to Uscurac language is very difficult to learn. Its teaching is
and Xytos. closely guarded by Loremasters and Navigators.
Old Emer: From c. TE 1200 to c. 1800 the entire Uscurac: “Common” Language of the Essence, used
continent of Emer was united under one Emperor by Mages and Sorcerers in their spells.
and enjoyed a renaissance of culture. The people Var Arnak: Language of the High Priests of the Unlife.
spoke one language (called Emerian at the time). A word in Var Arnak can kill.
Now little is left of this civilization except ruins and
a handful of isolated kingdoms, whose people speak Xytos:† Language of Power-words (Essænce).
varying corruptions (most unrecognizable) of Old * Denotes Written only
Emerian. Old Emer was brought to the continent by † Denotes Spoken Only
the People of Aldraon (the first Emperor and is un-
related to Shay, the current common tongue.
4•VOCABULARY
MAGICAL TONGUES Following is some selected vocabulary from the
Many of these are languages known as part of the Elven tongues Erlin and Loari, as well as Ky'taari,
process of becoming a spell-user, and utilized as part Iruaric and Kugor.
of learning and casting spells. Others are more ar-
cane (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.

232
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
narrows shurth kai cliff yyn pirate
ERLIN part; piece lin karn spire zart wolf
ale gudd passing veurd kindag cloud zurt hound
avenue thal pirate yyn kirn spires
awake nem pit murten krem glass Note: plurals of indigenous
awaken nemrais plaza nadek krik frost words tend to be formed by
bay hel krin eat the addition of a second
point ien
bay yuil kruin eater vowel after the last vowel in
privateer yon the singular word; usually it
black burn rain udam kulag storm
blade saren is an i. Lone u’s are most
secret vurd kura break
often indicative of a
blue orn shore ras kurim broken singular. Compound words
break kura silver (1) dom kyr grand such as breakwater or
breaker (waves) sulem silver (2) sel lemira watching waterfall are commonly
bridge cisur sky ordye lenov canal separated by dashes, with
broken kurim slow derum lew cove any ending vowels dropped
burn lum smoke burth lin part; piece in both component words.
burning luim lon eye The language has four
spire karn distinct secondary vowels: a,
canal lenov spires kirn luim burning
cliff kai lum burn e, i, and y, and one primary:
steep galeb u.
cloud kindag storm kulag lyry lake
One further note: the term
cove lew straight water perce matha twin arc. that follows certain
coven dorth strait perac mur watch words is an abbreviation for
dark (night) ordak sword saren murten pit ‘archaic’, and it indicates
dawn cor twin matha nadek plaza the older and less common
death vog watch mur nadum woods term for a presently-used
deathless oevaag watching lemira nem awake word. More powerful or
depth surth nemrais awaken educated folk tend to use
water usiv (arc. usuv)
dweller eduum oedum moneyless the older forms in everyday
waterfall usiiv-daart speech.
dwelling edos waters usiva (arc. usuiv) oevaag deathless
eagle resiv west emer ordag heavens
east esov wild vurt ordak dark (night) IRUARIC
eat krin wind purll ordye sky English to Iruaric
eater kruin winds perll (arc. puirl) orn blue (modifier ‘to’; er) is
eye lon wolf zart orv gold (plural) i
fall daart woods nadum perac strait (of) ta
fire bur perce straight water apart lenn
fires buir perll (arc. puirl) winds assassin khâng
fool gorl
Erlin to English
purll wind barren; empty hulkanen
forever yenor baas hollow ras shore
buir fires beautiful iyla
frost krik rel lagoon blade dag
gate turic bur fire resiv eagle
burn black blind xyg
glass krem saren blade born thal
gold orv burs grey saren sword
burth smoke broken tairken
grand kyr sel silver (2) build loa
great hall tyrl cibur haven shurth narrows
cisur bridge builder loar
green voru sulem breaker (waves) cavern trog
grey burs cor dawn surth depth
daart fall circle; ring reth
guardian throk thal avenue claw raax
hall tyl dalla islet throg keep
daloiv islands cloud hulum
haven cibur throk guardian cold rak
head faal dalov island turic gate
derum slow cold; chilling kiskaa
heather haft tyl hall crystal iæn/laen
heavens ordag dom silver (1) tyrl great hall
dorth coven cult; sect Jerak
hidden gedal udam rain dark dyar
hill wode edos dwelling usiiv-daart waterfall
eduum dweller dead shon
hollow baas usiv (arc. usuv) water death shin
hound zurt emer west usiva (arc. usuiv) waters
encla iron dread lyx
ice wirs veurd passing dwell/home az
iron encla esov east vog death
faal head elder dæn
island dalov voru green enchanted vul
islands daloiv galeb steep vurd secret
gedal hidden enchanter vuul
islet dalla vurl mist endless malvin
jewel gref gorl fool vurt wild
gref jewel Essænce viir
keep throg wirs ice eternity; forever lan
lagoon rel gudd ale wode hill
haft heather female/feminine mur
lake lyry yenor forever fire; flame shú
mist vurl hel bay yon privateer
ien point first and
moneyless oedum yuil bay forbidden farok
233
233
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
forever lair arulis seer shulu wet burn urk
gather fol arus water syr male/masculine castle kritaal
giant ho az dwell/home ta- half cave norok
gift jai dæn elder tairken broken chasm yorn
glass kemm dag blade tesea sea cheerful tarin
green serem dir shackle thal born child laan
grower erlin dom shallow thea world chill larn
guardian throk dyar dark then haven city tykaar
half ta- emer heart thos mountain cloud ful
haven then erlin grower throk guardian cold krak
heart emer farok forbidden trog cavern common tan
hill mûn fol gather twist; turn(ing) iyx darkness (not night) kur
history gaalek; gaalenakh gaalek; gaalenakh history tykil tiny day (daylight) arlir
home man her vision usuiv ocean death aynon
island nuul hír sky viir Essænce dread runak
iyx twist; turn(ing) ho giant vir power edge ynka
lake lak hulkanen barren; empty vul enchanted enter nin
land -ia hulum cloud vuul enchanter ever oi
lonely loorn iæn/laen crystal xu mind evil anja
lord K’ -ia land xyg blind eye klyn
lore Pn -is place (n) fair (beautiful) arin
lost laakh iyla beautiful Notes: Some forms utilize fafl jirik
maker lavan jai gift the apostrophetic syllable fire nar
male/masculine syr Jerak cult; sect breaks, while later forms fish nyfan
master kort K’ lord smoothed the words for fly ika
mind xu kemm glass human tongues. Some forge korth
leeway is necessary to
mist ran khâng assassin freeze kryk
interpret the Iruaric to
mountain thos kiskaa cold; chilling common references. For giacier arkoyn
ocean usuiv kort master instance, the names of the glitter kyran
past nae kul; torg shadow Elvish races are actually gold araan
place (n) -is kygar star simplistic references to their good/pure thir
power ra laakh lost stereotypical aptitudes or green kali
power vir lair forever appearance. The High Elves hair fin
sea tesea lak lake are known as Iylari or hand rin
secret ahren lan eternity; forever literally ‘beauties’, because heal jan
see arul larn tall; high of their looks. Sometimes hidden nak
an ‘r’ is added before the
seer arulis lavan maker pluralizing ‘i’; this is high (supreme) a
separated lenn lenn apart; separated believed to be an indication hill vitan
shackle dir lin song of increase; instead of more holy aria
shadow kul; torg lina sing than one, it indicates many home itaal
shallow dom linær singer more — often applied to a husband atan
sing lina lo spirit race of beings. ice (clear) ky
singer linær loa build ice (cloudy) ku
song lin loar builder ice (treacherous) kon
soul ryk loorn lonely KY'TAARI initiate (monk) tarn
sky hír lug ugly The language of the Ky'taari iron chort
spirit lo lyx dread is soft and lyrical, with many jewel tayn
star kygar malvin endless whisperings like the sound king ataarn
stone aek man home of wind through the pines. lamp kaalin
stupid rôk mûn hill Overall, the tongue is very language star
tall; high larn mur female/feminine onomatopoetic, the words library tashishen
thirsty aer nae past imitating the things they light (glow) aian
describe.
tiny tykil nak tower look nyk
tower nak nuul island English to Ky'taari lord taarn
travel phœn phœn travel ale kel man ta
ugly lug Pn lore armor chaka monk tamaak
vision her puk wild arrow Jak month rif
water arus ra power birth kariiin moon (generic) tiril
wet shulu raax claw black nor mountain vintaarn
wild puk rak cold blade ashaan night dakur
world thea ran mist blanket falith pain anka
Iruaric to English reth circle; ring blind omok paper frol
aek stone rôk stupid blizzard kronof people taari
aer thirsty ryk soul blood thun plain, field kalash
ahren secret serem green blue lun priestess ryaan
and first shin death boat faryn rain katik
arul see shon dead book tanaar red thi
shú fire; flame bow trin river fath
234
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
road tal falith blanket shar ski
robe thon faryn boat shik skate
LOARIKI
run iral fath river shir wheat English to Loariki
shadow norin fath water (moving) siril vision air ayro
sharp akish faynar walk star language alchemist jeramian
shield fon fin hair ta man ancestor progha
short kun fon shield taal stone archaeology aeoyolia
sight ril frol paper taari people armor hyplon
silver itil ful cloud taarn lord Autumn thinoporo
skate shik ika fly tal road blacksmith sidhirdan
ski shar il weak tamaak monk blind tiphloa
sky lir ilaar star tan common blood ema
small koy iral run tanaar book boat varka
snow (wet) krof itaal home tarin cheerful boat plion
snow (dry) krilif itil silver tarn initiate (monk) boy agho
snow (falling) kiroyf jak arrow tashishen library bracelet vrachioli
song liraan jan heal tayn jewel burn engavma
spring lanaar jirik fafl thi red captain pliarchos
star ilaar jrok whip thir good/pure chemist pharzaka
steel torl kaalin lamp thon robe cloak sakaki
stone taal kalash plain, field thun blood cold kriox
strong atur kaldar water (still) tiril moon (generic) compass pixidha
sun ar kali green tonak tree craftsman vurga
tall arn kariiin birth torl steel cruel sklœr
temple arnaar katik rain trin bow dark skotinor
three kayn kayn three tyka town doctor yiatris
town tyka kej uniform (monk’s) tykaar city dreadful tromera
tree tonak kel ale urk burn East Dhur
twilight yial kiroyf snow (falling) vintaarn mountain engine mikani
uniform (monk’s) kej klyn eye vitan hill engineer vikanira
valley lain kon ice (treacherous) yial twilight Fall Iunio
vision siril korth forge ynka edge family ikoyenia
walk faynar koy small yorn chasm farmer yeorghian
warm rish krak cold fever pireta
water (still) kaldar krilif snow (dry) A few notes on pronuncia- fire photia
water (moving) fath kritaal castle tion: fish pisara
weak il krof snow (wet) glass votir
wheat shir kronof blizzard “A” at the beginning of any gold kris
whip jrok kryk freeze word is said ‘ay’. For goldsmith krisirdhan
wife aran ku ice (cloudy) example, the Ky'taari word grape stamil
wine oryk kun short for pain is pronounced guard phrurin
“aynka”. A double “a” is said
woman ana kur darkness (not night) hall ethusa
in the same manner, with a
ky ice (clear) slight break to accent it. hall dhiadromo
Ky'taari to English kyran glitter ‘Lord’is said ta-arn (the horrible tromera
a high (supreme) laan child break is very subtle and house kœnia
akish sharp lain valley should not sound like ink melaniak
alan light (glow) lanaar spring gagging). iron sidher
ana woman larn chill jeweller kosimatis
anja evil lir sky “Y”, when beginning a word judge dhikatis
liraan song or flanked by consonants, is knife makiera
anka pain always said like ‘eye.’ The
ar sun lun blue lady kiria
nak hidden word for town is said teyeka. library nomikos
araan gold When next to an “n”
aran wife nar fire lift asanser
however, it is a soft ‘ya’
aria holy nin enter sound. ‘Boat’ in Ky'taari is light phos
arin fair (beautiful) nor black pronounced far-yin. lord kirie
arkoyn giacier norin shadow magic uscura
arlir day (daylight) norok cave “0” and “I” are said short as merchant embrærian
arn tall nyfan fish in bomb and tin. narrow stenos
arnaar temple nyk look noble House evynikœnia
ashaan blade oi ever “U” is always pronounced in noble evyni
ataarn king omok blind the long form. The word for ocean okano
atan husband oryk wine dark is said koor. paper charkis
atur strong rif month passage perasma
aynon death ril sight To pluralize a noun, the passenger epivatis
rin hand letter “i” is used as a suffix; poison ditirion
chaka armor
rish warm hence lamp (kaalin) priest nosokoma
chort iron becomes lamps (kaalini,
dakur night runak dread proud iperianos
ryaan priestess pronounced ka’alinee). pure katharos
235
235
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
ring dhata kimeno text archive cuiva fireballs sig
sail pani kinatos strong armor-cloth paake fish (sing.) luub
sailor naftis kiria lady armor-clothes pake fish lub
sculpture glirtis kirie lord bane of hope chaurka flame chiig
sculptor ghlirtian klima vine battle bulchyy flames; fire chig
sea talasa kœnia house bay biar forest chaw
silver -hirdhan kosimatis jeweller bear dryyn forest horl
sky ayro kræsi wine bears dryn forge (noun) chooth
sky steamshipayroatmoplion kriox cold birthplace saer forge (verb) chort
Smith hirdhan kris gold birthplaces sar forges (noun) choth
spell taiphaes krisirdhan goldsmith black ulya forges (verb) choort
Spring Aniki makiera knife blade daag ghost khomul
steamship atmoplion melaniak ink blades dag gift of glass laen
storm ubrimo mikani engine blessed place goaak gift womuul
strong kinatos naftis sailor blessed places goak gifted folk womaw
Summer kalori nomikos library blood hurm gifts womul
sword gladen nosokoma priest blue ir glass rúan
sword (curved) saren okano ocean bow amriig golden utum
text kimeno pani sail bows amrig great bre
thirsty dipsasmen perasma passage burn hiig great spine h-in
vine klima pharzaka chemist burns hig great spine under the sun h-
wine ghliki phos light castle aalk in-ta
wine kræsi photia fire cave aayiig green pryka
warrior hokiter phrurin guard caves ayig group of assassins gaagur
Winter chimonask pireta fever circle awg groups of assassins gagur
wise sojos pisara fish clan AW growth Churk
writer singras pixidha compass claw aax guardian yaalc
yacht talasika pliarchos captain claws ax guardians yalc
plion boat cloud uon hammer tarmen
Loariki to English progha ancestor coast kael hate gart
sakaki cloak coast vraak hated one gaark
aeoyolia archaeology
saren sword (curved) coasts vrak hated one gark
agho boy
sidher iron cold (extreme) raath heat liig
Aniki Spring
sidhirdan blacksmith cold demon raathmaur heats lig
asanser lift
singras writer cold fire demonraathmauriig helm aed
atmoplion steamship
sklœr cruel colds rath hiding faaw
ayro air
skotinor dark cool raav hidings faw
ayro sky
sojos wise cove kraaw high; exalted folm
ayroatmoplionsky steamship
stamil grape coves kraw hill karn
charkis paper
stenos narrow crystalline ean hills brod
chimonask Winter
taiphaes spell cult awg history andros
dhata ring
talasa sea death gaak holy Y-
dhiadromo hall
talasika yacht deaths gak home haarg
dhikatis judge
thinoporo Autumn demon maaur home wom
Dhur East
tiphloa blind demons maur homes harg
dipsasmen thirsty
tromera dreadful desert vaalg hope pronaa
ditirion poison
tromera horrible deserts valg hopes prona
ema blood
ubrimo storm dragon kuugor ice jatar
embrærian merchant
uscura magic dragon’s breath stoyig interpreter druul
engavma burn
varka boat dragon’s fire stoyiig isle arg
epivatis passenger
vikanira engineer dragonhelms soeyaed isle molac
ethusa hall
votir glass dragons kugor isles aarg
evyni noble
vrachioli bracelet drake ssoei keepers urdu
evynikœnia noble House
vurga craftsman drakes ssoi keepings drur
ghliki wine
yeorghian farmer dreaded one gaath killer aarp
ghlirtian sculptor
yiatris doctor dreaded ones gath killers arp
gladen sword
Note: plural is -a to-æ elite hoerk land tuuriak
glirtis sculpture
elites hork lands turiak
hirdhan Smith
ember; fire riig leaping fire truliik
-hirdhan silver
KUGOR embers rig leaping fire trulik
hokiter warrior
empire drus leg tanuur
hyplon armor English to Kugor essence uscurac legs tanur
ikoyenia family all powerful (pl) folmurian eye kye library olas
iperianos proud all powerful folmuurian father of the sky kodur light piri
Iunio Fall allies chag fire drake stoyy lord kanga
jeramian alchemist ally chaag fire drakes stoy lord oran
kalori Summer ancient bu fire shaang lords kang
katharos pure anvil lesh fireball siig lost ord
236
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
magic uscurac snow Kuurf awduu sky folmuurian all powerful
maker leer snows kurf awg circle gaagur group of assassins
makers ler soft ithloss awg cult gaak death
man/male ul son of the sky kod ax claws gaark hated one
many bak song aen ayig caves gaath dreaded one
master muul south harn baag singular gaatu thief
master of arms byg star kygaar baak the one gagur groups of assassins
masters mul stars kygar baemic plague gak deaths
masters of arms byyg stone org bag multiple gark hated one
mayor kaag struggle cunaaci bak many gart hate
mayors kag swamp naag bamic plagues gath dreaded ones
mind shryy sweet simo banuk traitors gatu thieves
minds shry talisman shryaac banuuk traitor goaak blessed place
monastery orc talismen shryac biar bay goak blessed places
moving fire tiig text olyas boerk warship gug poisons
moving fires tig the first andos bork warships guug poison
multiple bag the N’ bowa wings h-in great spine
mystic fawshry the one baak bowaa wing h-in-ta great spine under the
never-ending glen locha the one of the sky kodaak bre great sun
north stone eog thief gaatu brod hills haarg home
of ac- thieves gatu bu ancient harg homes
offspring (sing) dusduur thought demiik bulchyades place of battle harn south
offspring dusdur thoughts demik bulchyy battle hig burns
one of the sky kodul traitor banuuk bulg warriors hiig burn
order ryt traitors banuk buulg warrior hoerk elite
outcast iirm trees horl byg master of arms hork elites
outcasts irm tribe aw byyg masters of arms horl trees
overlord oranir vale ny chaag ally horl forest
pain iirs wall alg chag allies hurm blood
pains irs wander suurk chaurka bane of hope iirm outcast
people aan warrior buulg chaw forest iirs pain
place afire viig warriors bulg chig flames; fire iis woman/female
place of battle bulchyades warship boerk chiig flame ir blue
places afire vig warships bork choort forges (verb) irm outcasts
plague baemic watch yenor chooth forge (noun) irs pains
plagues bamic water aactos chort forge (verb) ithloss soft
plain desdiis waters dawass choth forges (noun) jatar ice
plain syton wing bowaa Churk growth kaag mayor
plains desdis wings bowa cowi silver kael coast
point urul woman/female iis cuiva archive kag mayors
poison guug womb saers cunaaci struggle kang lords
poisons gug wombs sars daag blade kanga lord
priest trae word olias daath shadow karn hill
queen shek dag blades khomul ghost
rain lyyg Kugor to English dath shadows kod son of the sky
rains lyg aactos water dawass waters kodaak the one of the sky
rainy lygar aalk castle demiik thought kodul one of the sky
red sulthon aan people demik thoughts kodur father of the sky
river ams aarg isles deraamiis salvation kraaw cove
road taniis aarp killer deramiis salvations kraw coves
roads tanis aax claw desdiis plain kugor dragons
runner tanuuk aayiig cave desdis plains kurf snows
runners tanuk ac- of drakla scarlet; red kuugor dragon
salvation deraamiis aed helm drul seer Kuurf snow
salvations deramiis aen song drur keepings kye eye
scarlet; red drakla ain singing mail drus empire kygaar star
seer drul alg wall druul interpreter kygar stars
shadow daath amrig bows dryn bears laen gift of glass
shadows dath amriig bow dryyn bear leer maker
ship proga ams river dusdur offspring ler makers
silver cowi andos the first dusduur offspring (sing) lesh anvil
silver voriig andros history ean crystalline lig heats
silvers vorig arg isle eog north stone liig heat
singing mail ain arp killers faaw hiding locha never-ending glen
singular baag arxdu smith faw hidings lub fish
skies awdu aw tribe fawshry mystic luub fish (sing.)
sky awduu AW clan folm high; exalted lyg rains
smith arxdu awdu skies folmurian all powerful (pl) lygar rainy
237
237
MASTER ATLAS
CHAPTER SEVENTEEN: APPENDIX B
XVI
lyyg rain raath cold (extreme) ssoi drakes ulya black
maaur demon raathmaur cold demon stoy fire drakes uon cloud
maur demons raathmauriigcold fire demon stoyig dragon’s breath urdu keepers
molac isle raav cool stoyiig dragon’s fire urul point
mul masters rath colds stoyy fire drake uscurac magic
muul master rig embers sulthon red uscurac essence
N’ the riig ember; fire suurk wander utum golden
naag swamp rúan glass syton plain vaalg desert
ny vale ryt order taniis road valg deserts
olas library saer birthplace tanis roads vig places afire
olias word saers womb tanuk runners viig place afire
olyas text sar birthplaces tanur legs vorig silvers
oran lord sars wombs tanuuk runner voriig silver
oranir overlord shaang fire tanuur leg vraak coast
orc monastery shek queen tarmen hammer vrak coasts
ord lost shry minds tig moving fires wom home
org stone shryaac talisman tiig moving fire womaw gifted folk
paake armor-cloth shryac talismen trae priest womul gifts
pake armor-clothes shryy mind truliik leaping fire womuul gift
piri light sig fireballs trulik leaping fire Y- holy
proga ship siig fireball turiak lands yaalc guardian
prona hopes simo sweet tuuriak land yalc guardians
pronaa hope soeyaed dragonhelms ul man/male yenor watch
pryka green ssoei drake

238
MASTER ATLAS
Appendices 239

2•SPECIAL WEAPONS & CRITICALS

SPECIAL & FANTASY WEAPONS CHART


RANGEMOD(infeet) ARMORMODIFICATIONS
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 MainGauche -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 — — MainGauche 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.
NETHER BOLT ATTACK TABLE

240
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
UM 01-02 F F F F F F F F F F F F F F F F F F F F 01-02 UM
03-10 F F F F F F F F F F F F F F F F F F F F 03-10
11-20 F F F F F F F F F F F F F F F F F F F F 11-20
21-30 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 21-30
31-35 3 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 2 4 1 31-35
36-40 3 3 1 0 3 1 0 0 3 0 0 0 0 0 0 0 2 4 4A 3 36-40
41-45 5A 3 3 1 3 3 2 0 3 3 0 0 4 0 0 0 4A 5A 6A 5A 41-45
46-50 5A 5A 3 3 5A 3 2 2 5A 3 3 0 4A 4 0 0 5A 6A 7A 6A 46-50
51-55 7A 5A 5A 3 5A 5A 4A 2 5A 5A 3 3 5A 4A 4 0 6A 7A 8B 8A 51-55
56-60 7A 7A 5A 5A 7A 5A 5A 4A 7A 5A 5A 3 5A 5A 4A 4 6A 8B 9B 9B 56-60
61-65 9B 7A 7A 5A 7A 7A 6A 5A 7A 7A 7A 5A 7A 5A 5A 5A 7A 9B 10B 10B 61-65
66-70 9B 9B 7A 7A 9B 7A 7A 7A 7A 7A 8B 7A 7A 7A 7A 7A 9B 11B 12C 11B 66-70
71-75 11B 9B 9B 7A 9B 9B 8B 8B 7A 7A 8B 8B 7A 7A 9B 8B 11B 12B 14C 13C 71-75
76-80 11B 11B 9B 9B 11B 9B 8B 8B 8A 8B 10B 10B 9B 9B 11B 10B 13B 14C 16C 15C 76-80
81-85 13B 11B 11B 9B 11B 11B 10B 10B 9B 8B 10B 11B 9B 10B 12B 12C 15C 16C 18C 17C 81-85
86-90 13C 13B 11B 11B 13B 11B 12B 12B 11B 10B 11B 12B 11B 12B 13B 14C 16C 17C 19D 18C 86-90
91-95 13C 13C 13B 11B 13C 13B 14C 14C 13B 12B 13B 14B 13B 12B 14B 15C 16C 17C 19D 20D 91-95
96-100 15C 13C 13C 13B 13C 13C 14C 15C 13B 14B 14B 15C 13C 14C 15C 17C 17D 18D 20D 21D 96-100
101-105 15C 15C 13C 13C 15C 13C 15C 15C 15B 16C 16C 17C 15C 16C 16C 17D 18D 19D 21E 22D 101-105
106-110 16D 15C 15C 13C 15C 15C 15C 16D 15C 16C 18C 19D 15C 16C 17C 18D 19D 20D 22E 23E 106-110
111-115 16D 16D 16D 15C 16D 15C 16D 16D 16C 17C 18D 20D 17C 18C 18D 19D 20D 21E 23E 24E 111-115
116-120 16D 16D 17D 16D 16D 16D 16D 17D 16C 17C 18D 20D 18D 19D 20D 21D 21D 22E 24E 25E 116-120
121-125 17D 17D 18D 17D 16D 16D 17D 17D 16C 18C 19D 21D 18D 19D 20D 21E 22E 23E 25E 26E 121-125
126-130 17D 17D 18D 18D 17D 17D 18D 18D 17C 18D 19D 21E 19D 20D 21D 23E 24E 25E 27E 28E 126-130
131-135 18D 18D 19E 19E 18D 18D 19E 20E 18D 19D 20D 22E 20D 21E 23E 24E 26E 27E 29E 30E 131-135
136-140 18D 19E 19E 20E 18D 19E 20E 22E 19D 19D 21E 23E 22E 23E 25E 26E 27E 28E 30E 31F 136-140
141-145 19E 19E 21E 22E 19E 20E 21E 22E 20D 21E 22E 24E 24E 25E 27E 28E 28E 29E 31F 32F 141-145
146-150 19E 20E 21E 22E 20E 21E 22E 23E 22E 23E 24E 25E 26E 27E 28E 29E 30E 31F 32F 33F 146-150
UM 100 25E 26F 27F 28F 26F 27F 28F 29F 28F 29F 30F 31F 32G 33G 34G 35G 36G 37G 38G 39G 100 UM

Range: 0' — 10' : +35 (For A, B, C, D, E use Disruption criticals)


11' — 50' : 0 Use Use
51' — 100' : -25 Result Disruption Stress
101' — 200' : -40 UM = Unmodified Roll
F E A
201' — 300' : -55 G E B
301' — up : -75
World Atlas & Encyclopædia Kulthea
241

NETHER BALL ATTACK TABLE


20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
UM 01-04 F F F F F F F F F F F F F F F F F F F F 01-04 UM
05-08 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 05-08
09-12 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0 0 3 4 09-12
13-16 0 0 0 1 0 0 0 1 0 0 1 3 0 0 1 3 0 1 5A 6A 13-16
17-20 0 0 1 3 0 0 1 3 0 1 3 4A 0 1 3 5A 1 3 7A 8A 17-20
21-24 0 1 3 4A 0 1 3 4A 1 3 4A 5A 1 3 4A 7A 2 4A 8A 10A 21-24
25-28 1 3 4A 5A 1 3 4A 5A 3 4 5A 6A 3 4A 7A 8A 4A 5A 10A 12A 25-28
29-32 3 4A 5A 6A 3 4A 5A 6A 4 4A 6A 7A 4A 5A 6A 10A 5A 6A 12A 13A 29-32
33-36 4A 5A 6A 7A 4A 5A 6A 7A 4A 4A 7A 8A 5A 6A 7A 12B 6A 7A 13A 14B 33-36
37-40 5A 6A 7A 8A 5A 6A 7A 8A 5A 5A 8A 9B 6A 7A 8A 13B 7A 8A 14B 15B 37-40
41-44 6A 7A 8A 9A 6A 7A 8A 9B 6A 5A 9B 10B 7A 8A 9B 14B 8A 9A 15B 16B 41-44
45-48 6A 8A 9A 10B 7A 8A 9B 10B 6A 6A 10B 11B 8A 9B 10B 15B 9A 10B 16B 17B 45-48
49-52 7A 9A 10A 11B 8A 9A 10B 11B 7A 7B 11B 12B 9B 10B 11B 16B 10B 11B 17B 18C 49-52
53-56 7A 9A 11B 12B 9A 10A 11B 12B 7A 8B 12B 13B 10B 11B 12B 17C 11B 12B 18C 19C 53-56
57-60 8A 10A 12B 13B 10A 11A 12B 13B 8B 9B 13B 14C 11B 12B 13B 18C 12B 13B 19C 20C 57-60
61-64 8A 10B 13B 14B 11A 12B 13B 14B 8B 10B 14C 15C 12B 13B 14C 19C 13B 14B 20C 21C 61-64
65-68 9A 11B 14B 15B 12B 12B 14B 15C 9B 11B 15C 16C 13B 14C 15C 20C 14B 15C 21C 22C 65-68
69-72 9B 11B 15B 16C 12B 13B 15C 16C 9B 12C 16C 17C 14C 15C 16C 21C 15C 16C 21C 23C 69-72
73-76 10B 12B 16C 17C 13B 13B 16C 17C 10B 13C 17C 18C 15C 16C 17C 22C 16C 17C 22C 24D 73-76
77-80 10B 12B 16C 17C 13B 14B 17C 18C 11C 14C 18C 19C 15C 17C 18C 23D 17C 18C 23D 25D 77-80
81-84 11B 13C 17C 18C 14B 14C 18C 19C 12C 15C 19C 20D 17C 18C 20D 24D 18C 19C 23D 26D 81-84
85-88 11B 13C 17C 18C 14C 15C 18C 19C 13C 16C 20D 21D 18C 18D 22D 25D 19C 21C 25D 27D 85-88
89-92 12C 14C 18C 18C 15C 15C 19C 20C 14C 17C 21D 22D 18D 20D 24D 26D 21C 23D 26D 28D 89-92
93-95 12C 14C 18C 18C 15C 15C 19C 20C 15C 18C 23D 24D 21D 21D 26D 27D 23C 25D 27D 29D 93-95
UM 96-97 14D 16D 20D 20D 16D 16D 20D 21D 16D 19D 24E 25E 22E 22E 27E 28E 24E 27E 28E 30E 96-97 UM
UM 98-99 16E 18E 21E 22E 18E 18E 22E 23E 18E 21E 26F 27F 24F 24F 29F 30F 26F 29F 30F 32F 98-99 UM
UM 100 18F 20F 22F 24F 20F 20F 24F 25F 23F 28G 29G 30G 26G 26G 31G 32G 28G 31G 32G 34G 100 UM
Range: 0' — 10' : +35 (For A, B, C, D, E use Disruption criticals)
11' — 50' : 0 Use Use
51' — 100' : -25 Result Disruption Stress
101' — 200' : -40 UM = Unmodified Roll
F E A
201' — 300' : -55 G E B
301' — up : -75

Appendices
242 World Atlas & Encyclopædia Kulthea
PLASMA CRITICAL STRIKE TABLE
A B C D E
01-05 Tiny bubbles. + hits. Fizzle out. + hits. + hit. + hits. + hits.

06-10 + hit. + hits. + hits. + hits. Stunned for  rnd. + hits.

Foe loses initiative for next Spin foe. Loses initiative for  Unbalancing blast. Foe must Unbalancing blast. Foe must parry Foe is stunned for  rnd. + hits.
11-15 rnd. Scary. rnd. + hits. parry for  rnd. + hits. for  rnd. + hits.

Foe is spun about and loses Unbalancing blast forces foe to Unbalancing blast forces foe to Irritating burns force foe to parry Zap stuns foe for  rnd. + hits.
16-20 initiative for next rnd. + hits. parry for  rnd. + hits. parry for  rnd. + hits. for  rnd. + hits.

Unbalancing blast causes foe Minor burns. Foe must parry Crackling blast causes foe to Glancing blast. Foe must parry for Strong blast reels foe. Stunned for 
21-35 to lose initiative for  rnds. + for  rnd at -. + hits. parry for  rnd at -. + hits.  rnd at -.  hit per rnd. + hits. rnd. + hits.
hits.

Burns force foe to parry  rnd. Disconcerted foe must parry Blast forces foe to parry for  rnd. Explosion stuns foe for  rnd.  hits Strike leg. Stunned for  rnds.
36-45 + hits. for  rnd and loses initiative for  hit/rnd. + hits. per rnd. + hits. Fights at - if no foot covering.
 rnds. + hits + hits.

Distracted foe must parry for Staggering blast stuns foe for  Sizzling blast stuns foe for  rnd. Foe is spun about.  hits per rnd. Powerful blast. Stunned and
46-50  rnds. + hits. rnd and inflicts  hit/rnd. + + hits. Add + to your next roll. Stunned for  rnd. + hits. unable to parry for  rnd; drops all
hits. held objects. + hits.

Burn stuns foe for  rnd. + Unbalancing blast causes foe to Hard blow stuns foe for  rnd. Foe is forced back  feet. Stunned Forceful blast stuns foe for  rnd.
51-55 hits. take  hits per rnd. Stunned for + hits. Add + to your next roll. for  rnds.  hits per rnd. Add + to Stunned and unable to parry for 
 rnd. + hits. your next roll. rnds.  hits per rnd. + hits.

Crackling blast stuns foe for  Back blast spins foe; he takes  Foe is thrown back  feet and Hot strike. Foe stunned and unable Blast floors foe; out for  rnds. 
rnds. + hits. hits per rnd. All small metal must parry for  rnds. + hits. to parry for  rnd. Fights at -. + hits per rnd and fights at -. +
56-60 items on foe’s back are melted. hits. hits.
+ hits.

Powerful blow. Foe is stunned Blow delivers  hits per rnd. Leg strike; any metal greaves are Blast to shield arm. If no shield, Precision strike knocks foe down;
and unable to parry for  rnd. Stunned and unable to parry  destroyed; foe is stunned for  arms are useless due to nerve fights at - and drops held
61-65 + hits. rnd. Fights at -. + hits. rnds. + hits. damage, stunned and unable to objects. + hits.
parry for  rnds, + hits;
otherwise, + hits.

Hammer blast shatters foe’s Strike shatters weapon Chest strike breaks both arms; Impact ruptures eardrums and kills Direct hit. Surgical strike blows
shield arm; he is stunned and shoulder. Stunned for  rnds.  foe is stunned and down for  foe if he has no helm; else he is out head into particles of matter which
66 unable to parry for  rnds. + hits per rnd if metal armor is rnds. Fights at -. for  hours. scatter into the wind.
hits. worn. + hits.

Blow to back; foe is stunned Back strike. Stunned and Snap breaks both arms; foe is Focused blow takes foe down; out Blast to shield arm stuns foe for 
and unable to parry for  rnd unable to parry for  rnd. Fights stunned and down for  rnds. for  rnds. + hits. Add + to your rnd. If foe has a shield, it is broken;
67-70 and fights at - due to burns. at -. + hits. Fights at -. next roll. otherwise foe’s shoulder breaks.
+ hits.

Blow to mid-section; foe is Strike to side. Stunned  rnds Back blow. Foe is stunned for  Quick strike breaks shield arm. Numbing blast. Arms are useless
stunned and unable to parry and unable to parry next rnd.  rnds and is unable to parry next Stunned for  rnds. + hits. due to nerve damage. Fights at -.
71-75 for  rnd and fights at -. + hits per rnd. + hits. rnd. Foe fights at - due to nerve
hits. damage.

Weak strike to abdomen. Foe Blow to feet topples foe. Foe is Strike knocks foe down. Foe is Blast breaks weapon arm. Foe Awesome chest blast stuns foe for
is stunned for  rnds and down and out for  rnds and out for  rnds and fights at - fights at -. Stunned  rnds. +  rnds and knocks him down.
76-80 unable to parry next rnd. + takes  hits per rnd. + hits. due to internal bleeding. + hits. hits. Fights at -. + hits.
hits.

Ripping back strike breaks Horizontal strike fractures ribs Blistering blast sears skin. Foe is Foe attempts to deflect blast with Side strike rifles through organs.
ribs and snaps cartilage. Foe is and burns skin. Stunned for  stunned for  rnds, fights at -25, hands. Poor fool is down for  rnds Foe dies after  painful rounds of
81-85 stunned and unable to parry rnds. Fights at -.  hits per and takes  hits per rnd. + hits. and takes  hits per rnd. + hits. inactivity. + hits.
for  rnd and fights at -. + rnd due to burns. + hits.
hits.

Brutal blast knocks foe down. Calf strike burns muscle. Blast breaks thigh. Foe fights at Blast squeezes abdomen. Foe dies Heat wave. backbone is melted and
86-90 Stunned for  rnds. Foe fights Stunned for  rnds. Fights at - and is stunned for  rnds. in  rnds. + hits. foe dies of massive shock in  rnds.
at -. + hits. -. + hits. + hits. + hits.

Crushing strike breaks hip. Temple strike. If foe has helm, Strike twists and breaks hip. Foe Red-hot fragments of jaw drive Shock pulses through foe’s nervous
91-95 Foe fights at - and is he is sent into a permanent takes  hits per rnd and fights at into foe’s brain. Foe dies in  rnds. system. Foe dies in  rnds. + hits.
stunned for  rnds. + hits. coma; if not, he dies. + hits. -. + hits. + hits.

Strike contacts head and neck. Wedge-shaped strike severs Foe's feet are engulfed. Foe is Foe receives a lungful of plasma. Foe's body is a pulped, smoking
If foe has helm, he is knocked windpipe. Foe dies in  rnds. stunned and unable to parry for  Foe dies in  rnd. + hits. ruin. Add + to your next roll.
96-99 out; if not, he dies in  rnds. + hits. rnds.  hits per rnd. Fights at -.
+ hits. + hits.

Head strike. If foe has helm, Blast withers body below neck. Sizzling strike blasts through Foe's lungs and heart burn and Unfortunate foe is reduced to a
he is knocked out; if not, he Foe is paralyzed permanently both eyes and into brain, killing implode. + hits. Add + to your molten puddle. Fetch a mop.
100 dies in  rnds due to shock from neck down. + hits. Add foe. next roll.
and fractures. + hits. + to your next roll.
Appendices 243
ACID CRITICAL STRIKE TABLE
A B C D E
Only a drop. + hits.. Try again. + hits. + hit. + hits. + hits.
01-05
06-10 + hit. + hits. + hits. + hits. Foe loses initiative for  rnd. + hits.

Foes loses initiative for  rnd. Foe loses initiative for next rnd. Foe is unbalanced and must Foe is unbalanced and must parry Foe feels burns. If foe has armor, he
11-15 + hits. + hits. Foe is spun about. parry next rnd. + hits. next rnd. + hits. loses  rnd of initiative; if not, he
loses  rnds. + hits.

Nearby splash gives foe + Foe loses  rnd of initiative and Foe is unbalanced and must Foe is unbalanced and must parry Foe is unbalanced and must parry
16-20 hits, foe loses  rnd of takes + hits. parry next rnd. + hits. next rnd. + hits. next rnd. + hits.
initiative.

Blast unbalances foe. He loses Foe must parry next rnd. + Light burns. Foe must parry for  Minor burns. Foe must parry for  Foe reels from blast. + hits and foe
21-35  rnd of initiative. + hits. hits. rnd. + hits and  hit per rnd. rnds. + hits and  hit per rnd. is stunned for  rnd.

Foe must parry for  rnd. + Blow unbalances foe. + hits Foe must parry for  rnds. + hits Blast stuns foe for  rnd and fights Foe reels back  feet. + hits and
36-45 hits. and  hit per rnd. and  hits per rnd. at - for  rnds. + hits. foe is stunned for  rnds.

Light burns cause foe to parry Foe loses  rnds of initiative. + Foe is unbalanced and must Foe is spun about. + hits. Foe Foe is staggered. + hits and  hits
for  rnd. + hits and  hit per hits and  hit per rnd. parry for  rnds. + hits. Add + fights at - for  rnds. per rnd. If foe has non-magical non-
46-50 rnd. to your next action. metal weapon, it is destroyed.

Sizzling but weak blast stuns Foe is stunned for  rnd. + hits Blast stuns foe for  rnds. + Blast stuns foe for  rnds. If foe has Impact and acid stuns foe for  rnds.
foe for  rnd. + hits. and  hits per rnd. hits. If foe has leg armor,  hit per helm, he take + hits and  hits per Foe takes  hits per rnd.
51-55 rnd; if not,  hits per rnd. rnd. If not, he takes + hits and 
hits per rnd.

Foe is unbalanced and forced Foe is stunned for  rnds. Foe’s Blast stuns foe for  rnds. + hits Strike to foe's shield arm. If foe has Strike to foe’s weapon arm. Foe
56-60 to parry for the next  rnds. clothing is destroyed. and all foe’s clothing and leather no shield or metal armor, he is drops weapon. Foe fights at - and
are destroyed. knocked out for  day. + hits. takes  hits per rnd.

Chest strike. If foe has metal Leg strike. Foe is stunned and Upper leg strike. Foe is stunned + hits. If foe has abdomen Leg strike, foe is knocked down.
61-65 armor, stunned  rnds; if not, unable to parry for  rnd. Fights and unable to parry for  rnd. + armor, he takes  hits per rnd; if Stunned for  rnds. Cannot parry for
stunned for  rnds. + hits. at -. + hits, hits and foe fights at -. not,  hits per rnd.  rnd. + hits.

Blast stuns all within  of foe Foe is stunned  rnds. + hits. Chest strike, if foe has non- Neck blast knocks foe out. Foe Head strike. If foe has helm, it is
for  rnd. Foe drops all he is If foe is wearing organic armor, magical, metal armor, it becomes cannot speak for  months and destroyed and foe is in a coma for 
66 holding. Fights at -. + hits. it is useless and he fights at fused and arms unusable; if not, takes  hits per rnd. + hits. months; if not, foe’s brain liquefies
-. knock out for  days. + hits. and he dies. + to your next roll.

Back strike. Foe is stunned Back strike. Foe is stunned for  Back blast stuns foe for  rnds Back blast Foe is down for  rnd Back strike. Foe is stunned and
67-70 and unable to parry for  rnd. rnds, cannot parry for  rnd, and he cannot parry for  rnd. and  hits per rnd. Fights at -. unable to parry for  rnds. Minor
+ hits. and fights at -. + hits. Fights at -. + hits. + hits. shock. Fights at -. + hits.

Blast stuns foe for  rnds. Foe Shield arm strike. If foe has a Strike to shield arm. If foe has Strike to weapon arm. Arm is Shoulder strike shatters foes weapon
fights at - for  rnds. + hits. shield, he is stunned for  rnds; metal shield, he is stunned for  useless and foe is stunned for  arm, muscles and cartilage damage.
71-75 if not, arm is useless and he is rnds and takes + hits; if not, rnds. + hits. Arm is useless, foe is stunned for 
stunned and unable to parry for + hits and foe is knocked down rnd and takes  hits per rnd
 additional rnds. + hits. and arm is useless.

Strike to foe’s upper chest Arm strike burns foe. Stunned If foe has chest armor, he is Foe loses the hand on his weapon’s Chest strike knocks out foe due to
stuns him for  rnds and he for  rnd and takes  hits per stunned for  rnds, takes  hits arm. Foe is stunned and unable to shock, blood loss, and nerve damage.
76-80 cannot parry for  rnd. + rnd. All cloth on weapon arm is per rnd, and fights at -. If not, parry for  rnds and takes  hits per Foe take  hits per rnd. + hits.
hits. burnt off and he drops all he is foe is knocked out for  days due rnd. Severe Burns. + hits.
holding. + hits. to shock. + hits.

Back blast stuns foe for  rnds. Back blast. Foe is stunned and Blast to thighs. If foe has leg Lower back strike stuns foe for  Foe inhales acid and he loses throat
He is unable to parry for  unable to parry for  rnds. armor,  hits per rnd and fights at rnds and adds  hits per rnd. + and lungs. Foe dies in  rnds. +
81-85 rnds. + hits. Muscles destroyed. Foe fights at -; if not, massive leg damage hits. Nerve and shock damage. hits.
-. + hits. (muscle/tissue) and fights at -.

Foe knocked down. If foe has Leg strike. Any organic legging Lower leg burns, foe loses foot If foe has abdomen armor, it is Foe’s lower body turns to mush. Foe
metal armor legging, he loses is dissolved causing  hits per but wound is sealed. Stunned and destroyed, foe is out, knocked dies in  rnds due to loss. + hits.
86-90 use of legs due to nerve dam- rnd. Foe is stunned for  rnds. unable to parry for  rnds.  hit down, and takes  hits per rnd. If
age; if not, + hits and stun- + hits. per rnd. Fights at -. + hits. not, foe dies in  rnds due to
ned/unable to parry for  rnds. organ loss.

Hip strike. If foe has hip Head strike. Foe is blinded and Upper leg burns. Foe loses use of If foe has full helm, his eyes are Side strike melts foe’s lower body
armor, + hits and stunned fights at -. If foe has organic leg due to tissue loss. Stunned destroyed and he is in a coma for  and internal organs. Foe dies in 
91-95 for  rnds; if not, stunned for helm, it is destroyed. If no and unable to parry for  rnds.  days. If not, foe dies in  rnds due rnds. + hits.
 rnds and at - due to shock helm,  hits per rnd and loses hits/rnd. Fights at -. + hits. to massive brain damage. + hits.
and nerve damage . % of hair.

Neck strike. If foe has neck Neck strike destroys foe’s Chest strike destroys foe’s heart Chest strike knocks foe back . Chest strike destroys both of foe’s
armor, stunned for  rnds; if throat. + hits.  hits per rnd and lungs. If foe has metal armor, Massive nerve damage, foe dies of lungs. Blast throws foe back . Foe
96-99 not, stunned  rnds and + and he is inactive for  rnds it is fused to his chest and he dies fatal shock in  rnds. + hits. dies in  gasping rnds. + hits.
hits. If no head covering, before dying. in  rnds; if not, foe dies
splash into ear drives insane. instantly.

Blast to head. + hits. If Blow to back of neck paralyzes Foe’s head is no longer available Acid vaporizes foe’s midsection. All that remains of foe is a puddle of
helmed, foe is knocked out & foe from shoulders down. + for use. Acid smoke surrounds Destroys foe’s clothing, armor & all flesh. + to your next roll. Ugh.
takes + per rnd; if not, foe hits. Foe is very mad. the body. + to friendly he was carrying. Foe is cut in half
100 drops into coma for  month, witnesses for  rnds. and dies. Add + to your next roll.
- to Appearance.
244 World Atlas & Encyclopædia Kulthea
PHYSICAL ALTERATION CRITICAL STRIKE TABLE
A B C D E
    
01-05
06-10     + hit.

11-15    + hit. You gain initiative next rnd. + hit.

  + hit. You gain initiative next rnd. + hit. Foe reels backward and must parry
16-20 next rnd. + hits.

 + hit. You gain initiative next rnd. + Foe reels backward from hip strike Chest strike. Foe must parry next
21-35 hit. and must parry next rnd. + hits. rnd. Add + to your next action. +
hits.

+ hit. You gain initiative next rnd. + Thigh wound. Your attack stings Thigh strike. Foe must parry next Thigh wound. Foe is spun around
36-45 hit. your foe and he must parry next rnd. Add + to your next action. + and must parry next rnd at -. +
rnd. + hits. hits. hits.

You gain initiative next rnd. Your foe is unsure of what’s Back strike knocks foe down. Foe Back wound. Foe is spun around Back wound. Foe is stunned next
46-50 + hit. going on and must parry next must parry next rnd. Add + to and must parry next rnd at -. + rnd. + hits.
rnd. + hits. your next action. + hits. hits.

Chest strike. % change. Blast leaves foe’s chest smoking. Chest strike. Foe must parry next Chest wound. Foe is stunned next Chest wound. Foe is stunned next
Your attack stings your foe Foe must parry next rnd. Add rnd at -. + hits. rnd. + hits. rnd and fights at -. + hits.
51-55 and he must parry next rnd. + to your next action. + hits.
+ hits.

Leg strike. % change. Foe Leg wound. % change. Foe is Thigh wound. Foe is stunned. + Leg wound. Foe is stunned next Strike foe’s leg. Foe is stunned and
56-60 must parry next rnd. Add +
to your next action. + hits.
spun around and must parry
next rnd at -. + hits.
hits. rnd and fights at -. + hits. unable to parry next rnd. Foe fights
at -. + hits.

Arm strike. % change. Foe Minor arm wound. % Forearm strike. % change. Foe Strike foe’s arm. Foe is stunned Forearm wound. Foe is stunned for 
61-65 must parry next rnd at -. +
hits.
change. Foe is stunned next
rnd. + hits.
is stunned next rnd and fights at
-. + hits.
and unable to parry next rnd. Foe
fights at -. + hits.
rnds and fights at -. + hits.

Leg bender. % change. Foe Weapon arm strike. % Thigh strike. % change. Foe is Leg wound. Foe is stunned for  Chest strike. Foe’s lungs are filled
is stunned for  rnds. Add + change. Foe is stunned  rnds. stunned for  rnds. Add + to rnds. Add + to your next action. with smoke and he is overcome and
66 to your next action. + hits. Add + to your next action. your next action. + hits. + hits. stunned for  rnds and fights at -.
+ hits. + hits.

Neck strike. % change. Foe Strike foe’s neck. % change. Neck strike. % change. Foe is Shoulder strike. % change. Foe is Shoulder wound. Foe is stunned and
is stunned next rnd and fights Foe is stunned and unable to stunned for two rnds and fights stunned for  rnds. Add + to unable to parry for  rnds and fights
67-70 at -. + hits. parry next rnd. Foe fights at at -. + hits. your next action. + hits. at -. + hits.
-. + hits.

Thigh strike. % change. Leg wound. % change. Foe is Leg wound. % change. Foe is Leg wound. % change. Foe is Lower leg strike. % change. Foe is
Foe is stunned and unable to stunned for  rnds and fights at stunned for  rnds. Add + to stunned and unable to parry for  stunned and unable to parry for 
71-75 parry next rnd. Foe fights at -. + hits. your next action. + hits. rnds and fights at -. + hits. rnds and fights at -. + hits.
-. + hits.

Shield arm strike. % Shield arm strike. % change. Shield arm strike. % change. Shield arm strike. % change. Foe Weapon arm strike. % change.
change. Foe is stunned for two Foe is stunned for  rnds. Add Foe is stunned and unable to is stunned and unable to parry for Foe is stunned and unable to parry
76-80 rnds and fights at -. + hits. + to your next action. + parry for  rnds and fights at -.  rnds and fights at -. + hits. for  rnds and fights at -. + hits.
hits. + hits.

Side wound. % change. Side wound. % change. Foe Side wound. % change. Foe is Stomach strike. % change. Foe is Back wound. % change. Foe is
Foe is stunned for  rnds. Add is stunned and unable to parry stunned and unable to parry for  stunned and unable to parry for  stunned and unable to parry for 
81-85 + to your next action. + for  rnds and fights at -. + rnds and fights at -. + hits. rnds and fights at -. + hits. rnds and fights at -. You only
hits. hits. needed half a rnd. + hits.

Nail foe’s back. % change. Back of head strike. % Hit on back of head. % Bruise to kidneys. % change. Foe Leg wound. % change. Foe is
Foe is stunned and unable to change. Foe is stunned and change. Foe is stunned and is stunned and unable to parry for stunned and unable to parry for 
86-90 parry for  rnds and fights at - unable to parry for  rnds and unable to parry for  rnds and  rnds and fights at -. You only rnds and fights at -. You only
. + hits. fights at -. + hits. fights at -. + hits. needed half a rnd. + hits. needed half a rnd. + hits.

Head strike. % change. Foe Hip strike. % change. Foe is Chest wound. % change. Foe Side wound. % change. Foe is Arm wound. % change. Foe’s
is stunned and unable to parry stunned and unable to parry for is stunned and unable to parry stunned and unable to parry for  arms are struck numb and may not
91-95 for  rnds and fights at -. +  rnds and fights at -. + for  rnds and fights at -. You rnds and fights at -. You only be used for  agonizing rnds. +
hits. hits. only needed half a rnd. + hits. needed half a rnd. + hits. hits.

Zap to the Head. % Bruise to cheek. % change. Neck wound. % change. Foe Back wound. % change. Foe is Chest strike. % change. Foe’s
change. Foe is stunned and Foe is stunned and unable to is stunned and unable to parry struck in the back and is brought heart stops momentarily. It takes 
96-99 unable to parry for  rnds and parry for  rnds and fights at for  rnds and fights at -. You to his knees for  long rnds. + rnds before foe can do anything due
fights at -. + hits. -. You only needed half a only needed half a rnd. + hits. hits. to chest pains. + hits.
rnd. + hits.

Throat burns. % change. Eye wound. % change. Foe Head strike. % change. Foe’s Head strike. % change. Foe’s Head strike. % change. Foe’s eyes
Foe is stunned and unable to is blinded and is at - for  ears are blasted, staggers and falls brain is frazzled and is unable to roll into back of his head. Foe
parry for  rnds and fights at rnds. Stunned for  rnds. + prone for  long rnds. + hits. cope with any action for the next  awakens after  rnds and needs to re-
100 -. You only needed half a hits. rnds. + hits. orient (very hard). + hits.
rnd. + hits.
Appendices 245
DEPRESSION CRITICAL STRIKE TABLE
A B C D E
01-05     Stunned for  rnds.

   Stunned for  rnds. Stunned  rnds. Mild depres-


06-10 sion. - to actions for  min.

  Stunned for  rnd. Stunned for  rnds. Mild Stunned for  rnds. Mild
11-15 depression. - to all actions for depression. - to all actions for
 minutes.  minutes.

 Stunned for  rnd. Stunned for  rnds. Mild Stunned for  rnds. Mild Disoriented. Mild depression. -
16-20 depression. - to all actions depression. - to all actions for  to all actions for  minutes.
for  minutes.  minutes.

Stunned for  rnd. Stunned for  rnds. Mild Stunned for  rnds. Mild Disoriented. Mild depression. Disoriented. Moderate
21-35 depression. - to all actions depression. - to all actions - to all actions for  depression. - to all actions for
for  minutes. for  minutes. minutes.  hour.

Stunned for  rnds. Mild Stunned for  rnds. Mild Disoriented. Mild depres- Disoriented. Moderate Disoriented. Moderate
36-45 depression. - to all depression. - to all actions sion. - to all actions for  depression. - to all actions depression. - to all actions for
actions for  minute. for  minutes. minutes. for  hour.  hours.

Stunned for  rnds. Mild Disoriented. Mild Disoriented. Moderate Disoriented. Moderate Disoriented. Moderate
46-50 depression. - to all depression. - to all depression. - to all actions depression. - to all actions depression. - to all actions for
actions for  minute. actions for  minutes. for  minutes. for  hour.  hours.

Disoriented. Mild Disoriented. Moderate Disoriented. Moderate Disoriented. Moderate Disoriented. Severe depression.
51-55 depression. - to all depression. - to all actions depression. - to all actions depression. - to all actions - to all actions for  hours.
actions for  minutes. for  minutes. for  hour. for  hours.

Disoriented. Moderate Disoriented. Moderate Disoriented. Moderate Disoriented. Severe depres- Disoriented. Severe depression.
56-60 depression. - to all depression. - to all actions depression. - to all actions sion. - to all actions for  - to all actions for  week.
actions for  minutes. for  hour. for  hours. hours.

Disoriented. Moderate Disoriented. Moderate Disoriented. Severe Disoriented. Severe depres- Severe depression. - to all
61-65 depression. - to all depression. - to all depression. - to all actions sion. - to all actions for  actions for  month. Sad.
actions for  minutes. actions for  hours. for  hours. hours.

Foe falls unconscious. Foe goes into serious Foe’s mind goes elsewhere The shock was too great to Foe's mind finds refuge in final
Suicidal depression. % withdrawal from life due to on an extended vacation. handle and foe’s mind surcease of everlasting Death.
66 chance/day of a highly an extremely low self- Coma. collapses. Coma. Death if no
suicidal act. esteem catatonia. helm.

Disoriented. Moderate Disoriented. Severe Disoriented. Severe Severe depression. - to all Foe is now manic-depressive for
67-70 depression. - to all depression. - to all depression. - to all actions actions for  week. Enjoy the  months and is at - to all
actions for  hour. actions for  hours. for  hours. ride. actions.

Disoriented. Severe Disoriented. Severe Severe depression. - to all Foe is now manic-depressive Foe is now manic-depressive.
71-75 depression. - to all depression. - to actions actions for  week. Bummer. for  month. Lucky. Suicidal. Permanent. %/day
actions for  hours. for  hrs starting next rnd. chance of suicide. Pitiful.

Disoriented. Severe Severe depression. - to all Foe is now manic-depressive Foe is now manic-depressive. Mental Trauma. Roll  Random
76-80 depression. - to all actions for  hours. Much for  week. Permanent. It could have been Insanities. Permanent. Time for
actions for  hours. sadness here. worse. the looney bin.

Severe depression. - to Foe is now manic- Foe is now manic-depressive. Jolting. Roll  random Brain Fry. Roll  Random
81-85 all actions for  hours. depressive for  week. Permanent. Life is now a Insanities. Permanent. Ugly. Insanities. Foe is at a - for all
roller-coaster. actions. Unconscious.

Foe is manic-depressive Foe is now manic- Jolting. Roll  random Suicidal depression. Catatonic depression.
for  week. depressive. Permanent. Life Traumas. Permanent. Permanent. %/day of Permanent. Foe curls up to
86-90 will continue to have its suicide. Foe is now uncon- await Death.
ups and downs. scious.

Foe is manic-depressive. Mental shock. Roll  Suicidal depression. Catatonic depression. Foe decides on a strategic
Permanent. Not a pretty random Trauma. Permanent. % chance/day Permanent. Foe attempts to withdrawal from reality. Coma.
91-95 sight. Permanent. of outright suicide. get off the Merry-Go-Round
of life.

Mental shock. Roll  Suicidal depression. Catatonic. Permanent. Foe Foe hides in the Darkest Foe stops moving and slowly
96-99 random Trauma. Permanent. % chance/ opts out. corner of his mind. Coma. sits down, closing his eyes.
Permanent. day of a suicidal action. Death.

Suicidal depression. Catatonic depression. Severe depression. Too much Foe feels life is no longer Foe whimpers once as he falls to
Permanent. % chance/ Permanent. Foe wraps for foe to handle. Coma. worth living and gives up. the floor. Death.
100 day of a suicidal action. himself in a huddle and Death.
denies existence.
246 World Atlas & Encyclopædia Kulthea
STRESS CRITICAL STRIKE TABLE
A B C D E
Agony! + hits. Badly Oh Pain! + hits. - on all Racking Pain! + hits. - Totally Paralyzed. + hits. + hits. You are at - to all
sprained back. - to all actions. - to temp CO stat. to all actions. - to temp CO - to actions after paralyza- actions and die in  rnds. - to
01-05 maneuvers. stat. tion is healed. - to temp CO temp CO stat, - to potential
stat. CO stat.

+ hits. Pulled ligaments. Throbbing pain. + hits. Debilitating Pain. + hits. Crippling Pain from torn Incapacitating Agony. + hits.
06-10 - to all physical - on all actions. - to - to temp CO stat. - on muscle tissue. - from temp Paralyzed (no action). - to
maneuvers. temp CO stat. everything. Uh Oh. CO stat. - to all actions. temp CO stat, - to potential
CO stat.

Sprained muscle - to all + hits. Ligament and + hits. - to all actions - + big hits. - to everything. Crippling Pain. + hits. - off
physical maneuvers for tendon damage. - to all to temp CO stat. Nobody - off temp CO stat. temp CO stat. - off potential
11-15 next  hours. maneuvers. forced you. CO stat. - to all actions.

None + hits. - to all physical Terrible Agony. + hits. Prickly Torment + hits. - Excruciating Pain. + hits. -
maneuvers. Ouch! - to all actions. - to temp to all actions. - to temp CO off temp CO stat. - off
16-20 CO stat. stat. potential CO stat. - to all
actions.

None + hits. - to all physical + hits. - to all actions. + hits. - to all action. - to + very real hits. - to all
21-35 maneuvers. - to temp CO stat. temp CO stat. You did it to actions. - to temp CO stat. -
yourself . to potential CO stat. Agony.

None Pulled a muscle. - to all + hits. - to all actions due + hits. - to all action. - to + hits. - point off temp CO
36-45 physical maneuvers for  to stinging pain. temp CO stat. Retirement ain’t stat. - off potential CO stat.
hours. all bad. You are at - to do anything.

None None Bad Sprain. + hits. Pain. Pain lances through your + hits. You are at -. - to
- to physical actions. body. + hits damage. - to your temp CO stat. Time to
46-50 temp CO stat. - to all retire, think about it.
maneuvers.

None None + hits. That smarts. You are + hits. - to temp CO stat. + hits. - to temp CO stat.
51-55 at a - to physical maneuvers. - to all actions. Not good. Sprained  muscles, - to
activity.

None None Sprain for the next  hours. + hits. Screaming muscles Lacerating Agony. + hits.
56-60 - to all physical maneuvers. leave you -. - to temp CO - on all actions. - to temp
stat. CO stat.

None None None + hits. Splitting pain in back + hits. - to temp CO stat.
61-65 bestows - to all actions. - to all actions. Scourging
Pain.

None None None + hits. Good Job. You are at Now that really hurt. + hits.
66 - on all physical maneuvers. - to Temp CO stat. - to all
actions.

None None None Dull Ache in joints. + hits. + hits. - to all actions - to
67-70 You are at - to all physical temp CO stat. Much Pain.
maneuvers.

None None None + hits. Smooth move. - to all Gripping Pangs. + hits. - to
71-75 physical maneuvers. actions. - to temp CO stat.

None None None None + hits. Throbbing Pain gives -


76-80  to all actions. Not Pretty.

None None None None Sprained muscles and tendons.


81-85 + hits. - to all actions.

None None None None + hits. - to all physical


86-90 maneuvers.

None None None None Sore Muscles. + hit. - to all


91-95 actions.

Beneficial Stress. + add to None None None None


96-99 hit total (i.e., body
development). Enjoy.

Very Beneficial Stress. + Beneficial Stress. + to None None None


100 add to hit total (i.e., body temp CO stat (may not
development). You have raise stat above potential).
initiative.
Appendices 247
SHOCK CRITICAL STRIKE TABLE
A B C D E
01-05 None None None None  rnd of stun.

06-10 None None None Stunned for  rnd. Stunned for  rnds.

None None Stunned for  rnd. Stunned for  rnd. Stunned for  rnds. Parry at
11-15 half.

None Stunned for  rnd. Stunned for  rnd. Stunned for  rnds. Stunned for  rnds. Cannot
16-20 parry. - for  hour.

Stunned for  rnd. Stunned for  rnd. Stunned for  rnds. Parry at Stunned for  rnds. Parry at Stunned for  rnds. - for 
21-35 half. half. hour.

Stunned for  rnd. Stunned for  rnds. Parry at Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Cannot
36-45 half. parry. - for  hour. parry. - for  hour.

Stunned for  rnds. Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned  rnds. Cannot parry
46-50 parry. - for  hour. parry. - for  hour. or change facing. - for  hr.

Stunned for  rnds. Parry Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned  rnds. Cannot parry
51-55 at half. parry. parry. - for  hour. parry. - for  hour. or change facing. - for  hrs.

Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. - for  Stunned for  rnds. Cannot Stunned for  rnds. Cannot
Cannot parry. parry. - for  minutes. hour. parry. - for  hour. parry or change facing.
56-60 Disoriented. - for  days.

Stunned for  rnds. Stunned for  rnds. - for  Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned for  rnds. Cannot
Cannot parry. - for  hour. parry. - for  hour. parry or change facing. parry or change facing.
61-65 minutes. Disoriented. - for  hours. Disoriented. - for  days.

Stunned for  rnds. Stunned for  rnds. Foe slams himself to the Foe snaps rigid and slowly Foe collapses like card house in
Cannot parry or change Cannot parry or change Floor for  hits. Coma. falls, the air whistling audibly a stiff breeze. Death.
66 facing. - for  hours. facing. from his lips. Coma. Death if
no helm.

Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned for  rnds. Cannot
Cannot parry. - for  parry. - for  hours. parry or change facing. - parry or change facing. parry or change facing.
67-70 hour. for  hours. Disoriented. - for  hours. Disoriented. - for  days.

Stunned for  rnds. Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned for  rnds. Immobi-
Cannot parry. - for  Cannot parry or change parry or change facing. parry or change facing. lized for  rnds. Disoriented.
71-75 hour. facing. - for  hours. Disoriented. - for  hours. Disoriented. - for  days. - for  week.

Stunned for  rnds. Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Cannot Stunned for  rnds. Immobi-
76-80 Cannot parry or change Cannot parry or change parry or change facing. parry or change facing. lized for  rnds. Disoriented.
facing. - for  hours. facing. - for  hours. Disoriented. - for  hrs. Disoriented. - for  days. - for  week.

Stunned for  rnds. Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Cannot Foe spins about clutching his
Cannot parry or change Cannot parry or change parry or change facing. parry or change facing. head and falls. + Hits. - for 
81-85 facing. - for  hours. facing. Disoriented. - for Disoriented. - for  days. Disoriented. - for  days. week. Unconscious.
 hours.

Stunned for  rnds. Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Cannot One last howl punctuates foe’s
Cannot parry or change Cannot parry or change parry or change facing. parry or change facing. collapse. + Hits. - for  week.
86-90 facing. - for  hours. facing. Disoriented. - for Disoriented. - for  days. Disoriented. - for  days. Unconscious.
 hours.

Stunned for  rnds Stunned for  rnds. Stunned for  rnds. Cannot Stunned for  rnds. Roll  random phobias. + hits.
Cannot parry or change Cannot parry or change parry or change facing. Immobilized  rnds. - for  Coma.
91-95 facing. Disoriented. - for facing. Disoriented. - for Disoriented. - for  days. week. + hits.
 hours.  days.

Stunned for  rnds. Stunned for  rnds. Stunned for  rnds. Random brain damage. + Foe crumples in an untidy heap.
Cannot parry or change Cannot parry or change Immobilized  rnds. hits. Coma. Death.
96-99 facing. Disoriented. - facing. Disoriented. - for Disoriented. + Hit.
for  hours.  days.

Stunned for  rnds. Stunned for  rnds. When foe awakes he is Foe stops and remains in last Foe’s eyes glaze as he launches
Cannot parry or change Immobilized  rnds. - for mindless drooling idiot. + living position. Pity. Death. himself  backwards. Death.
100 facing. Disoriented. - for  days. hits. Coma.
 hours.
CHAPTER SIXTEEN: APPENDICES
XVI

CHAPTER XVIII
INDEX

A Antimatter Age 81 Avatars 15 Breathless 207


Anzeti 46 Aventurine 227 Brighthead City 104
Abarquan Islands 105 Apparition 186 Azurite 227 Bronze 229
Adamant 227 Apprenticeship Skill Bronze Age 80
Adolescent Skill Develop- Development 76 B Burdok-Rhu 100
ment 75 Aquamarine 227 Burning Abyss 19
Aenor 32 Aquitar 97 Background Options 76 Buryen 11
Aenor of Quaal 32 Ar-talisen 94 Baentar 31 Butterfly Scepter of Khôm
Agara-Klysus 31 Arajaku 87 Bæris 147 30
Agate 227 Aranmor 94 Baku-jagum 104
Agoth 13 Arcane Power 134 Barbuluk 41, 92 C
Agyra 86 Archprelate of Enov Turic Barellis 95
Ahnasan 97 35 Barrin Qaterris 36 Calendar 10
Ahren-Lyax 97 Ardan 30 Barrow-wight 186 Calermia 102
Ahrenlaakh 94 Ardan City 34, 97 Bartuche 89 Calwen 114
Ahrenreth 13 Ardania 34, 42, 96 Barzu-chaa 90 Cardinal Belock 32
Ahrenthrôk 97 Aregos 26 Battle of Uggoth Plain 31 Carnelian 227
Ahrentorg 86 Arej XI 26 Bay of Izar 110 Casting Spells 134
Airbarge 28, 37 Arelios 104 Belgor 94 Castle Sykara 35
Akalatan 32, 153, 202 Arg Arul 88 Bentara 114 Catheod 114
A’kesh 18 Arg Usc-urac 89 Beryl 227 Cavarite 226
Aldari 21, 64 Argos Nolgara 40 Beryllium 229 Cave Worm 184
Aldaron 21, 30 Arinyark 230 Beyris Dalan, Duke 26 Caves of the Drakes’
Alexandrite 227 Aritorg Mountains 30 Bildamur 114 Birthplace 87
Alien Races 63 Ark of Worlds 25 Black Dragonsteeth 106 Caves of Ulgon 96
Alizon of Saral 40 Arlak 231 Black Ice Realm 104 Cay 145
Alliance Arlandia 90 Black Plain 85 Centaurs 14, 46, 85
21, 22, 25, 27, 30, 33, 40, 43 Arnak 17 Black Squirrel 182 Cestos 86
Alloys 81, 229 Artha 96 Bloodstone 227 Chaal-chu 88
Alnorau Plain 86 Arûl Desert 97 Blue Forest 26 Chalcedony 227
Althan 12 Arulis Kygari 26 Bluestone 227 Changramai Monastery 97
Althan Installation 100 Aryen 11 Boag-kha’al 104 Channel Lighthouse 99
Althans 108 Asamis Arg 18, 35 Bodlea 95 Channeling Notes 136
Althoi 207 Ash, Forest of 97 Boko-ta 100 Channeling Power 137
Aludos 232 Ash Gate 32 Bokorean United Kingdoms Chaos 158
Amber 227 Ash Lairs 84, 121 99 Character Creation 75
Amethyst 227 Ash Pass Tower 119 Bola Wastes 103 Charón 149
Amoatul 102 Ashenoq 98 Bone Eaters 208 Chart: Giant Races 66
Anarchy 81 Astronomy 81 Book of Gates 24 Chart: Humanoid Races 65
Andaras 151 Atlas 78 Boren Alsec 36 Chart: Immortals 66
Andraax 14, 20, 38, 174 Autumn 11 Botha 105 Chíra 231

248
MASTER ATLAS
CHAPTER SIXTEEN: APPENDICES
XVI
Chronagenic hibernation Dijarka 108 Erlini 60 Giants, Lesser 57
13 Dimensional Rifts 130 Essænce 12 Gireg Jaan 36
Chrysoberyl 227 Dír 26 Essænce Barriers 128 Glaar 207
Church of Zanar 23 Dír, Forest of 94 Essænce Discharges 130 Glorithas 115
Citadel of the N. Eye 107 Dír, Shards of 94 Essænce Draining 130 Go-tjiin-kai 203
Citadel of the S. Eye 108 Doomstraits Isle 90 Essænce Lord 42 Goath 108
Citrine 227 Dragon Helms 16 Essænce Lords 108 Goblins 52
City of the Dead Dragonfly 177 Essicrysta 230 Gods 140
29, 33, 97 Dragonlords 157, 170 Evil 156 Gogor 191
Clan 81 Dragons 183 Evil Essence 157 Golaar 115
Climate 248, 209, 225 Drakiis 104 Eye of Agoth 30. See Heart Gold 229
Clocks 11 Dreaded Secret 97 of Agoth Golden Dragon
Cloudlords of Tanara 24 Dream Isles 90 Eyes of Utha 13, 38 17, 32, 38, 106. See
Cly 102 Droloi 46 also Kydak Dûm
Clycallah 29, 102 Drug Availability 219 F Golden Eye 17, 32
Clythul Mountains 91 Dryads 14 Golems 196
Codex Akalatan 37 Dúranaki 20, 46 Faaw Shryaac 20, 22 Good & Evil 156
Cold forges 230 Dusdurbulgaur 28 Faggor Hämol 27 Gorma’al Basin 87
Collar of the Great King 26 Duskwalkers 13, 108 Falias 99 Gosti Hyr 26
Conclave of Orhan 141 Dwarves 47 Falkenna 115 Govon 103
Coral 227 Dyar 231 Fall 11 Granite 226
Coral Road 87 Dyari 60 Fauns 14, 60 Grass Sea 84
Coral Road Entry 94, 102, Fen-Jorl 115 Gravitic Age 81
106 E Feoerin 115 Great Barrier 42
Coral Roads 14, 84 Feoras 115 Great Consolidation 29
Corpse Candle 186 Early Bronze Age 80 Fey Folk 14 Great Drakes 16
Corpse Lantern 186 Early Renaissance Age 80 Fire Years 27 Great Ice barrier 92
Crab 178 Early Space Age 80 Firephantom 186 Great Reef 99
Cronagenic 230 Earth-Demon 42 First Zanarian Purge 23 Greater Giants 57
Cult of Hrassk 29 Earthwarden 90 Fisherfolk 82 Green beach of Na-kor-Ru
Cult of Stars 25, 36 Earthwarden Ruins 102 Flow Storm 213 87
Cypharia 164 Earthwarden Tower 99 Flow-storm Effects 130 Grekka Spider 177
Earthwardens 14, 226 Flow-storm Isles 88 Grennhill 90
D Eastern Hemisphere 108 Flow-storms 12, 129 Grey Eog 230
Ebon City 104 Fluorite 228 Grotto Path 97
Daath Leerssoi 17 Eidolon 27, 98 Foci 128 Gryphon College 18, 94
Dænkú 13 Eissa 144 Folenn 106 Guardian Mind 26
Dænkú Ahrenreth 13, 169 Eissa’s Tears 227 Forest of Ash 97 Guardians 190
Dænok City 100 Ekeris 105, 108 Forests 214 Gufu Rainforest 90
Dagger-Ridge Bay 85 Electrium 230 Fossil Industrial Age 80 Guguth 207
Däkothal 104 Electronic Age 80 Frelik 32, 36 Guides of Vurn-kye 164
Dalov Dom 105 Elemental Demons 200 Frost King 102 Gunpowder 81
Dalov Griev 91 Elementals 195 FTL 80 Guynar the Pirate-Prince
Dalov Ram 106 Elengora 114 Fusion Age 80 32
Danarchis 94 Elfost 104 Fustir-Gost 48 Gyshon Vurg 28
Danari 231 Elgata 35
Dancers of Inis 154 Eloian 114 G H
Danris 103 Elor Once Dark 30
Dareu Elchai 85 Elven Peoples 59 Gaalt 102 Haalkitaine 5, 94
Dark Gods Elvenquay 29 Galeb-vorlui 31 Haalkitaine Fire 19
14, 24, 149, 150, 157 Emer 5 Garden of Songs 38 Haerogim 115
Dark Master 90 Emerald 227 Garks 48 Haid 48
Darugh 179 Emerian Empire 23 Garnet 228 Halek of Helyssa 32
Daruni Olkanin 164 Empire of a Thousand Gartyl 179 Half-Elves 56
Dawnwater’s Edge 14 Dawns 26 Gathgaatu 106 Hard Winter 32
Days of the Week 11 Empire of a Thousand Gaurkon Island 84 Harig Forest 113
Death 138 Dawns. 14 Gem Descriptions 227 Heart of Agoth
Death-Watchers 203 Empire of the Black Sun 27 Gem Values 226 30, 37, 41, 42
Deep Gates 122 Enclatine 229 Gems 226 Heastra 5
Democracy 81 Enik Foor 36 Gendael 86 Hemafly 177
Demons 198 Enris-Sokal 231 Gethæna 96 Herald of Night 35
Demons of the Essænce 198 Enruth 232 Gethanen 98 Heralds of Night 171
Demons of the Void 205 Eog 230 Gethyra 88 Herb Availability 219
Dhuria 26, 106 Grey 230 Ghost 186 Herders 82
Dia Khovaria 39, 91 White 230 Ghost Wolf 186 High Sentinels: 191
Diamond 227 Equinox 10 Ghoul 186 Hírazi 14, 48, 85, 86
Diaskar 106 Eritari 56 Giant Races Chart 66 History 12
Dictatorship 81 Erlin 231 Giants, Greater 57 Holy Places 137
249
249
MASTER ATLAS
CHAPTER SIXTEEN: APPENDICES
XVI
Hondorun 115 Jaiman 93 Khirn-Rhu 105 Lethys 94
Hrange 104 Jameri 49 Khofea Monastery 32, 100 Lich 186
H’taan 177 Ja’miil Targ 94 Khomal 100 Life, Death, and Beyond
Hui 49 JAN 29 Khortus 30 138
Hukoo 102 Jan, the 89 Khur Fiefdoms 90 Life Eaters 208
Hukoo-voo 102 Janak 208 Khurtûm 25, 31 Lifegiving 138
Humanoid Races Chart 65 Janaten River 112 Kier 32 Limestone 226
Humpback Mountains 85 Jantanen 116 Kier Ianis 35 Linæri 59
Hunter-gatherers 82 Jaynor 148 Kieron 145 Lindiis Lakes 85
Hurricane Island 93 Jaysek 145 Kijara 114 Lingering Pain 24
Hutsua Kang 27 Jaysten Tyrallion 162 Kindagyen 11 Liras 34
Hybrid Spell Users 133 Jengada United Nations 29 King of Helyssa 37 Loari 60
Hydra 184 Jenkyna 26, 28, 43 King of U-Lyshak 37 Loariki 231
Hynuria 107 Jerak Agothu, 98 Kinsai 50 Local Gods 154
Jerak Ahrenreth Kirin T’thaan 14 Logos 232
I 20, 34, 169 Kith 180 Lon Lemira 14
Jeral 108 Klysus 152, 202 Londelear 116
I-chaal 30 Jeraniis 108 Kodorian 26 Lonweriet 116
I-lat Norg 32 Jerel 32 Komaren Cluster 95 Lord of Ardania 30
Iæn Shiin 26, 34 Jerel of Plasidar 32 Koren Maas 36 Lord of Encla Turic 18
Ice Citadel 102 Jerrin III, Emperor of Koumesh 100 Lord of Shadows 28
Ice Grottoes 84 Rhakhaan 36 Kregora 230 Lords of Orhan 12, 141
Ice Skeleton 186 Jerrin Talus Malvion Krelek 100 Lords of the Blue Forest 26
Ice-bridge 40 Faslurin III 33 Krelij 16 Loremaster Reckoning 11
Ice-causeway 108 Jet 228 Krelin 229 Loremasters 160
Icebergs 40 Jhordi 49 Krônyt 232 Lorgalis of Ulor 35
Ieldran 115 Jhoridia 89 Krylites 33, 63 Lorgalis the White 17
Ikeya 96 Jiax Alizon 37 K’ta’kuli 28 Lorudier 116
Ilmaris Terisonen 14 Jineri 50 K’ta’viiri 12, 61 Loss of the Northern Eye 38
Iloura 145 Jinteni 64 K’thaalhír 108 Lothaas Valley 100
Ilourians 49 Jinteni Ruins 105 Kugor 232 Lugro 231
Ilred Faslurin 28 Jo-tjiin-kai 203 Kuluk 231 Lugrôki 50
Imarij Sea-tunnel 87 Joru Desert 88 Kuluku 27, 29, 50 Lu’nak 93
Immortal Races 59 Jorun of Yarmuth 40 Kuor 143 Luor’ka’tai 90
Immortals 66 Jyka Brust 26 Kuriis-Kinn lands 87 Lydians 51
Inis 151 Jytan 102 Kushua 104 Lypanax 88
Iorak 146 Kuskarûk 232 Lys 96
Irina 29 K K’ya Agarian 32
Irisa 29 Kyayen 11 M
Iron Age 80 Kadæna 13, 169 Kydak Dum 106
Iron Wind 26 Kadru 89 Kydak Dûm 17, 38, 42 Maelstrom of Quodoris 98
Iruaric 232 Kæden 28, 189 Kyjariis 108 Magalang 101
Isaria 108 Kah’hai’ree 87 Kykaia Cape 92 Magang 102
Isle of Fire 22, 97, 114 Kai-tjiin 202 Kykor Ku 90, 106 Magician 29
Isle of Ghosts 86 Kaitaine 24, 97 Kykynan 92 Majay 102
Isle of Jade 98 Kaitaine Fire. 39 Ky’taal 226 Makers of the Shadow
Isle of Jewels 91 Kakuda 105 Ky’taari 56, 86 Drakes 17
Isle of the Turning 92 Kalanda-nor Plateau 90 Kytan-Kûr 108 Malachite 228
Isle of Twilight 105 Kalen 34 Malqanar 97
Isles of Green Light 26 Kalen Avanir 30, 34 L Marble 226
Isra 101 Kalitaal 86 Maris Kodorian 32
Itanian 231 Kalon 32 Laakia 102 Marquess of Nolgara 32
Itanian Warlocks 34 Kalorn Drin 106 Laan 50 Maryen 11
Itanis 96 Karilôn 14, 88 Black Dragons 42 Master of Malice 15, 19
Ithloss 230 Kayvis 231 Laen 230 Masters of Emer 94
Iylar 231 Kelestia 101 Laia 147 Materials 230
Iyxia 98 Kelp Sea 87 Languages 231 Mavaun 231
Iyxian Shallows 99 Kenezan 97 Lankanôk 95 Mazatlak Pillar City
Izar 97 Keniv Kirian 32 Lapis 228 38, 85, 86
Izaran Crest 111 Kerian 116 Laslinur 116 Mazzara Delta 85
Keron 230 Late Bronze Age 80 Medicinal Herbs 215
J Kerovan States 88 Late Renaissance 80 Medieval Age 80
Kesh’ta’kai 151 Late Stone Age 80 Melyen 11
Jaaderi 49 Kestal Drang 92 L’chye Herónath 30 Mermaids 51
Jacinth 228 Ketalnor 90 Learning Spells 132 Mermen 51, 87
Jad Hurok 30 Ketharia 106 Leathes Castle 33 Merund 116
Jade 228 Khajir Goak 104 Lesser Giants 57 Messengers of Al-athuul 32
Jade, Isle of 98 Khal-tjiin-kai 203 Leste Kii Lormas: 194 Messengers of Ulkya 35

250
MASTER ATLAS
CHAPTER SIXTEEN: APPENDICES
XVI
Middle Stone Age 80 Norund River 112 Phar-Ahnekar 42 Rhaya 231
Miir 231 Nuyan Khôm 97 Phoenix Crown 32, 36 Rhiani 53
Mirataar 88 Nymphs 14, 148 Phoenix Pendant 34 Rhiani Plains 96
Mixed economies 82 Piezoquartz 228 Rhodochrosite 229
Mnekora 85 O Pillar of the Gods Rhôn 99
Molecutronic Age 80 12, 88, 90, 108 Rose Quartz 229
Monarchy 81 Oan Lyak 36 Planes of the Known Void Ruby 229
Months 10 Obsidian 228 206 Rudane 117
Moonstone 228 Oceanids 14 Planes of the Void 205 Rulaash 97
Moralis 152 Ochu 52, 86 Plantlife 214 Rularon 230
Morbek Highlands 111 Ohtah 90 Plasidar 94 Rylec Qaterris 36
Morloch 21 Ohtah-Nor 100 Platinum 229
Mortal Races 45 Old Emer 232 Pochantos 95 S
Mount Urgokh 91 Old Stone Age 79 Poisons 219
Mountains of Gold 111 Older Ones 207 Political Structures 81 Sa’kain 12
Muadani 52 Olgivana Centaurus 36 Porel 168 Salamander 178
Muarga 42 Oligarchy 81 Porphyry 226 Samli 102
Mulira 84 Omiar Akalataru 37 Port of Izar 117 Sandstone 226
Mummy 186 Omir 153 Portals 12 Sapphire 229
Mur Fostisyr 26, 93 Ondoval Præten 95 Saralis 93
Muri-Elven 231 20, 23, 27, 38, 43, 172 Pre-industrial Age 80 Sardiskandor 41, 92
Murlogi 52 Onel Hills 103 Precipitation Table 212 Sardonyx 229
Mutrial 116 Onyx 228 Pretender Frelik 36 Sarnak 95, 117
Myri 52, 54 Opal 228 Priests Arnak 17 Sarnak City 118
Mythenis 92 Oran Jatar 16 Printing 81 Saurkur 64
Orbaal jen Zamain 17 Procreators 202 Scalû 152
N Orbis 101 Prophet of Valri 38 Schrek 21, 27
Ordainer 91 Prophet of Valris 35 Scorpion Ridge 111
Naal 96 Ordainers 203 Punkari 26, 42, 56 Screaming Eel 179
Nadai-koru peninsula 87 Order and Chaos 158 Purlyen 11 Sea Drake pendant 35
Naem 117 Order of the Cloak 32 Purple Sapphire 229 Sea-drake Crown 35
Naiads 14 Order of the Eye 30, 34 Pyramid of Separation 37 Sea-drake Helm 27
Námar-Tol 97 Order of the Silver Sword Sea-drake Pendant 27
Nameless One 34 Q Seasons 10
18, 30, 33, 38, 173 Ordia 108 Second Zanarian Purge 23
Nandaar Darian 22 Ordyen 11 Qassah 100 Secret Circle 13
Nanuur 107 Orenoki 102 Quaidu 52 Seismic Activity 83
Nanworun 117 Orenoki Peninsula 86 Quarnak 180 Sel-kai 23, 97
Narash 104 Orgiana 151 Quartz 229 Sel-kai City 98
Navigator Guild Alliance Orgiana’s Fingers 178 Quellbourne 28, 94 Selas Vey 29, 33
17 Orhan Alliances 141 Quellburn 28 Seldjaal 92
Navigator Guilds 164 Orhan Marble 226 Quen 147 Selia Rendanaar 33
Navigators 163 Orhayen 11 Quevite 230 Sendar 18, 37
Navigators 17, 164 Oriana 144 Quintars 11 Sendil 18, 37
Near Planes 206 Orlak–Shar 194 Quodoris 98 Sentinels 190
Near Planes of the Void 205 Ormulu 86 Quon 97 Seremia 102
Neela 147 Orona Islands 100 Q’venna 31 Shaal 145
Nekuria 104 Orv Cibur: 98 Shaalk 230
Nemogûk 90 Osaran 35 R Shadow 186
Neng 194 Otah Rhi 100 Shadowstone
Nestakah 89 Otrane 117 Raathvaalg 106 13, 24, 28, 32
Nexus Complex 99 Outer Planes 206 Ran Tairi 14, 106 Shanarak 198
Nexus Island 98 Outer Void 207 Randae Terisonen 161 Shar-Ak 194
Night of the Third Moon Ovir 181 Randæ Terisonen 34 Shar-Ti 194
149 Ozyrin 108 Rasha-ai 52 Shards 26, 191
Nivean Atolls 87 Raven Queen 33, 41, 102 Shards of Dír 94
N’koru 32, 194 P Raven Queen of Gaalt 27 Sharin 119
Noakara 105 Razii City 86 Shark Bay 87
Nomari 47 Pahtôm 96 Realm 118 Shaskan 180
Nomikos 16 Palace of Gold 34 Realms of Power 133 Shay 53, 231
Nomikos Library 94 Pale Men 27, 52 Reandor 97 Shimmering Bay 86
Nonasa City 102 Palia 26, 105 Reann 143 Shinh Archipelago 95
Nontataku 87 Pathmasters of Hulgan 165 Red Dawn Pass 100 Shoneb Empire 89
Norek 34 Pearl 228 Redsky Marches 85 Shulur 231
North Plains 107 Peridot 228 Religion and Death 138 Shuluri 60
Northern Eye 32, 107 Pfurgh 180 Renaissance Age 80 Shulushú 179
Northern Frontier 29 Phaon 144 Republic 81 Silver 229
Northern Vault 38 P’har Ahnekar, 31 Rhakhaan 93 Silver Dawn 17, 43
251
251
MASTER ATLAS
CHAPTER SIXTEEN: APPENDICES
XVI
Singular Demons 203 Talaraine 147 Uj Desert 96 Wall of Darkness 38
Sirens of Sorak 17, 32 Talasfurin 100 Uka Closk 26 Warders 190
Six Crowns 17 Talath 27, 54 Ulaed 119 Wars of Dominion 20, 169
Six Pales 206 Tallis Moth 178 Ulak-shy 86 Waulok Ice Cluster 92
Skeletons 186 Tameki 181 Ulgon, Caves of 96 Weather 248, 209, 225
Skystone City 28 Tanai 55 Ulor 94 Weather Events 211
Slash & burn agriculturists Tanara 93 Uluka 231 Weeks 11
82 Tarania 14, 39, 87 Ulya Shek 26 Whispering Palace 86
Slate 226 Tartu 179, 208 Umli 48, 56 White Eog 230
Slicathu 208 Tashok Jungle 103 Unakai 99 White Mage 22
Slyak 208 Taurith 230 Undead 185 White Swan 32, 33, 42
Slyk 119 Tayn 230 Underearth 84 White Wood 97
Solev Kirik 178 Tazarah-Bushuy 100 Undersea 84 Wight 187
Solstice 10 Technology Levels 80 Unicorn 181 Will of the Wisp 187
Somurund 119 Technology Terms 79 United Orhan Church 25 Wind & Weather Chart
Sotar-ki 108 Telegris City 100 Unlife 17 213
Soulslayer 104 Temperature Table 210 Unlife Origins 157 Winter 11
Soulslayers 31, 202 Temple of Meditation 37 Ur Jujuy 99 Wojok 108
Soulsword 13, 28 Tenryk 104 Uronthis Kalthul 36 Wôrim 14, 29, 64
Southern Eye 38, 108 Terenis 22 Urulan 26, 94 Wôrim Ruins 104
Special Professions 134 Teris 146 Uscurac 232 Wraith 187
Spectre 187 Tetaum 88, 90 Usivyen 11 Wrangôr 90
Spell Manifestations 134 Tethior 16, 91 Utha 13 Wuliris 29, 93
Spells 132 Tethium 229 Uthula 180 Wyvern Isle 85
Spider Goddess 29 Thalan 44, 64 Wyverns 184
Spineshark 179 Thalassia 90, 106 V
Spiral of Marek 105 Thematic Demons 201 X
Spirits of Orhan 15, 146 Theocracy 82 Vaalg Stoyy 18
Spring 11 Thesians 55 Vaanum 231 Xa’iayn 90
Srill 180 Thesmoq 94 Vajaar 96 Xenium 231
Ssoei Womiis 18 Thuul 88 Vajaar-Komari 37 Xooba 42, 96
Ssoei Womuu 18 Thynar 89 Valris 143 Xou’oune 104
Ssoiayig Saer 16, 87 Tia Bat 182 Vampire 187 Xytos 232
Star Crown Empire 27, 103 Time 11 Vancu 104
Star Iron 230 Tirok Isles 114 Vandara Plain 101 Y
Steam Power 81 Titanium 229 Vania 22
Var Arnak 232 Y-tarmen 34
Steel 229 Titans 15, 62
Varin 11 Yandar Vit 41
Steel Rain 17, 32 T’kaal Arain 31, 32
Varkakonia 100 Yarkbalkas 34
Steep green coves 31 T’loc-loc 49, 231
Varnost 98 Yarlis City 86
Stone Age 79 To-to-knar 28
Vasai Republic 107 Yarmór 119
Stonetooth Mountains 85 Ton-Bor 120
Vashaan Domain 43, 99 Years With No Days 19
Storm Hawk 182 Topaz 229
Vashtak 90, 91 Yellow Death 24
Storm Wizard 21, 34 Torakh Gul 104
Vault of Crowns 35 Y’kin 56
Stroane 95 Tourmaline 229
Verya 101 Y’nari 56
Subsistence Patterns 82 Tovaynak 28
V’gliin 169 Yuar Noak 104
Sucathu 208 Tower Isle 91
Vingaard 92 Yugokh 100
Sul-zuah 89 Tree City 93
V’jarin 108 Yultûm 37
Sularin 32, 94 Tresh 207
Sulfean Kuldir 166 T’revor Arain 32 Vlech 208
Vœrken Mire 98 Z
Sulini 57 Tribe 82
Summer 11 Trogli 55 Vog Ien 100
Zæn 98
Summoning Demons 200 Trogli Warrens 91 Vog Mur 23, 97
Zagul 26
Sunset Island 100 Trolack 231 Voorg 182
Zania 154
Sylmaria 232 Trolls 58 Voriig Kye 17, 21
Zinvar 95
Sylphs 14 T’sai Steppe 85 Vorloi 57
Zircon 229
Synshari 53 Turquoise 229 Vornia 95
Zjedrahir 56
Syrkakang 26 T’vaar Dekdarion 36, 40 Votania 15, 95
Zojikiri 104
Syrkakar 26, 54, 231 Twilight, Isle of 105 Vour 97
Zombie 187
Syrkan 231 Twy Syrkakang 26 Vulcanism 83
Zor 18
Syton Kyr 106 Tyrinia 94 Vulm Shryac 106
Zor Wastes 33, 93
Vult 148
Zori 50
T U Vulth Horde 32, 33
Z’taar 151
Vulth-torgu 32, 106
Ta-Lairi 56 U-Lyshak 93 Vurkanan Tyes 160
Taal 231 Ubenmas 86
tal 226 Ugaar-Shú 90 W
Talæn 95 Ugus Fost 26
Talakyron 100 Ugus Syr 26 Wailing Marsh 113

252
MASTER ATLAS

Das könnte Ihnen auch gefallen