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Acre - An acre is a land measurement of 200 feet by 200 feet. All human agricultural measurements of land size will be in acres. There are 644 acres in a square mile. Return to Top |
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Justin Edmund Adier - Justin Edmund Adier is the second son of Count Otto Adair Adier of Azin. Justin is named after his uncle Justin Adar of the Northland. Justin became a Hero of Azin during the liberation of the city of Coventry during the Fourth War with the Horde. Justin holds the rank of Baron and commands the Eagle Brigades of Azin. Return to Top |
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Aha Olvar (Rage Plant) - Aha Olvar or Aha Olvarn (plural) was discovered by the Great Elves on the continent of Fyngel. The leaves, roots, and flowers of this plant if ingested reduces an individual's inhibitions (-50% to a Willpower AR% roll) and increases their rage (-75% willpower AR% roll). All that is needed for this effect to take place is that an individual ingest a single quantity. The leaves, roots, and flowers of the Aha Olvar are delicious to eat either raw or cooked. The effects last for 2 hours + ½D10 hours. There is no known antidote for the effects of the Aha Olvar. The Aha Olvar is magically rated at MR 3; magical element Earth. Within the continent of Fyngel, one can purchase a quantity of Aha Olvar for ¼P. There is a 95% chance of availability in a shop. Outside the continent of Fyngel, one will pay 5P per quantity and there is a 10% chance of availability in a shop. Return to Top |
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Aira Ocean - Please see Oceans. Return to Top |
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Alaunt - A term used to describe a large dog of the mastiff breed. Return to Top |
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Alchemical Metals - When metals are subjected to the 12 alchemical processes, they are called Pure metals or True metals. There are two sets of such metals, the True Sources and the True Alloys.
The True Source Metals are: ![]() True Gold True Gold is gold that is purified by the 12 alchemical processes. It has an MR of 20. ![]() True Silver True silver is silver that is purified by the 12 alchemical processes. It has an MR of 20. When used in a weapon, True Silver allows double damage to be done against lycanthropes. ![]() True Tin True tin is tin that is purified by the 12 alchemical processes. It has an MR of 20. ![]() True Copper True Copper is copper that is purified by the 12 alchemical processes. It has an MR of 20. ![]() True Lead True Lead is lead that is purified by the 12 alchemical processes. It has an MR of 22. Any user of magick cannot target True Lead or any object that has been coated or covered by True Lead. ![]() True Iron True Iron is iron that is purified by the 12 alchemical processes. It has an MR of 20. True Iron takes normal damage from magical weapons and attacks. ![]() True Bismuth True Bismuth is bismuth that is purified by the 12 alchemical processes. It has an MR of 20. ![]() True Dark Metal True Dark Metal is dark metal that is purified by the 12 alchemical processes. It has an MR of 20. ![]() True Aluminum True Aluminum is aluminum that is purified by the 12 alchemical processes. It has an MR of 20. The True Alloy Metals are: ![]() True Steel True Steel is steel that is purified by the 12 alchemical processes. It has an MR of 20. True Steel takes normal damage from magical weapons and attacks. Additionally, when used in a weapon, True Steel allows double damage against vampires. ![]() True Bronze True Bronze is bronze that is purified by the 12 alchemical processes. It has an MR of 20. ![]() True Brass True Brass is brass that is purified by the 12 alchemical processes. It has an MR of 20. It is possible to create True Alloys in two ways: The base metal alloy can be created prior to performing the 12 processes and then subjected to them. Alternatively, a True Alloy can be created from two True Source metals. The preferred method is to apply the 12 processes to an already created base alloy as alloying two True Source metals can result in impurities being added which can ruin the batch of the desired True Alloy. Each method will produce the desired True Alloy. However, depending upon the skill of the Alchemist, there may be some slight modifications to the properties of the True Alloy due to the method of its creation. Return to Top |
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Alchemical Opal - An Alchemical Opal by is the cast off from one of the 12 alchemical processes being performed on opals. All Alchemical Opals are fully enchanted at MR 0. Depending on which process the opal was cast off from will determine its special properties. Return to Top |
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Alchemical Products - Alchemical Products are products that have had been refined to near or almost perfection. Their refinement increases their MR value, as Alchemical products will not exchange energy with its surroundings. There is additional information on Alchemical Products that can be found in the upcoming Mystic Station Designs, LLC book entitled "SkillSkape Alchemy". A rare naturally occurring Alchemical product is True Lead with a natural MR of 20. Return to Top |
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Alchemist - An Alchemist is one that practices the art and science of Alchemy. Return to Top |
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Alchemy - Alchemy is the investigation of the universe in relation to all objects (matter) and creatures. As well as how those relationships can be changed and interchanged to alter and affect objects and creatures. Its goal is to perfect the objects and (heal) the creatures. There is additional information on Alchemy can be found in the upcoming Mystic Station Designs, LLC book entitled "SkillSkape Alchemy". Return to Top |
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Alchemy Time - Alchemy Time, also known as Alchemist Time, is a term used by non-alchemists to describe what an alchemist means when they say that they will be there or that they will do something when a process is done. This time varies greatly and usually not the same from one to another alchemist. The term, hurry up and wait is equated to Alchemy Time. Return to Top |
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Alder - Alder is a type of wood that grows well in wet conditions. It is used to make the soles of Clog style footwear. Return to Top |
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Ale - An Ale is a classification of beer that is usually brewed from malted Barley using what is called a warm-fermentation. There are several different types and varieties of Ales. Return to Top |
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Aleta Ocean - Please see Oceans. Return to Top |
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![]() If the Algo root is prepared correctly, there is a 68% Total success chance that the mixture can cure the effects of any normal venom. If the Algo root is prepared correctly, there is a 58% chance that the mixture can cure the effects of any unusual venom. If the Algo root is prepared correctly, there is a 48% chance that the mixture can cure the effects of any Magical or magically enhanced venom. The Algo root cannot cure Dragon Venom. Return to Top |
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Algo Root Poison - Algo Root Poison, by allowing the unshorn roots of the Algo tree to dry out in the sun and then grinding them up it becomes an odorless, tasteless and deadly poison that kills in minutes. The antidote is a quantity of distillation of Algo root. Return to Top |
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Alkahest - Alkahest is an alchemist's term that means universal solvent. This universal solvent breaks down compounds into their elemental parts. A specialized container must be constructed to house the Alkahest or it will dissolve the container into its base or elemental parts. Return to Top |
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Alkymi - Alkymi is Dwarven for Alchemy. Return to Top |
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Alkymimann - Alkymimann is Dwarven for Alchemist. Return to Top |
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![]() In documents, The Alliance of Nations is abbreviated as AON. For additional information, please see the Economics & Politics section. Return to Top |
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Alquennas - Alquennas is the name of the world and is universally translated as "of water" by all the languages on the world. For additional information, please see the World Atlas. Return to Top |
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The Alquennas Horizon at Sea Level - Alquennas Horizon at Sea Level is 10 miles of visibility. Return to Top |
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The Alquennas World Equestrian Games - The Alquennas World Equestrian Games were normally held every four years until TK 1026 when the sponsors the Alliance of Nations decided to hold off until the Fourth War with the Horde was completed. The Games are to resume in TK 1052. They are also referred to as the Mounted Games. The Games include: Steeple chasing Endurance Racing Equestrian Vault Show Jumping Cross Country Steeple Cross Country Jumping Hunting Horse Archery One-Mile Race Horse Dancing Standard bred horseracing with a harness with a Sulky Each country of any alliance may enter a team of riders and horses. Return to Top |
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Anchor Ballista - An Anchor Ballista is a naval weapon created by the Forces of the Queen of Fangs. It is a Trinity bow that is mounted on a ship. When fired, the 10-foot Iron bolt has a rope tethered to it. When the bolt impacts a ship, the hardened iron or steel tip can penetrate up to three inches of hard wood. Once the tip has penetrated a hull, fins open up securing the bolt to the ship. The other end of the rope that is tethered to the iron spike usually has an anchor on it and is pushed over the side of the attacking ship. This anchor disrupts or stops the ship that the iron spike has penetrated. Usually Anchor Ballistae are mounted in pairs on the bow or sides of an attacking ship. The Anchor Ballista has an effective range of 500 yards. Return to Top |
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![]() At the young age of 18, she was part of the Alliance of Nations diplomatic team sent to the Dresden Accord. The senior diplomat of the Alliance of Nations diplomatic team became ill. Kempley like her grandfather too charge and negotiated a favorable settlement for the Alliance of Nations. On the 410th day in TK 1044, almost a year after hostilities ended, the Dresden Accord was signed officially ending the Fourth War with the Horde. Return to Top |
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Angled Sails - Angled Sails allow the ship to sail at an angle to the wind direction. This allows a ship to appear as if it is sailing against the wind. In actuality, the ship is sailing slightly off the angle of the direction of the wind. This reduces sailing times by a great deal. In 200 BK, the sea engineers of Unadrian discovered the use of angled sails to benefit shipping. It took another 200 years for most of the other nations to adopt angled sails. Return to Top |
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Anima Mundi - Anima Mundi is an alchemical and ancient spiritual term meaning the soul of the world. Return to Top |
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The Anvil - The Anvil is one of the constellations of stars in the North Polar Region or Alquennas. It contains 14 stars and is in the shape of an Anvil. The Anvil is also referred as the Anvil of Saint Bridget. Return to Top |
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Aphane - Aphane is the name of one of the countries on the continent of the Vitainnia. For additional information, please see the World Atlas: Vitainnia. Return to Top |
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Aphanian - Aphanian is a term to describe a citizen from the country of Aphane. It is also used to describe goods from Aphane. Return to Top |
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![]() The University has an excellent naval engineering department as well as a siege-engineering department. It was established in TK 950. Return to Top |
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Arctic Fox - The Arctic Fox is a member of the fox species that lives on the southern regions of the Northern Shield. It is also known as the snow fox and, during the long winter, its coat is of the color of snow. Return to Top |
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"The Arctic Fox" - "The Arctic Fox" refers to the Ogre known as Crob Drak ath Northern Shield. His skillful military mind has made him an opponent of note. He has defeated many Alliance of Nations commanders on the field of battle on land and on the sea. Return to Top |
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Arctic Web - The Arctic Web is a naturally occurring ice formation off the Northern Shield in waters around 100 feet in depth. During the late fall and early winter, ice crystals begin to form into a shape that appears to be a giant web. This web can measure over 20 miles in diameter. By mid-winter, the web is covered by pack ice. Return to Top |
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Argra - Argra is a plant usually only found on the Horde continent of Cimmeran. The plant requires that it be planted in volcanic soil. There needs to be a minimum of two feet of volcanic soil for the plant to grow. An adult plant will measure 1 and 1/2 feet wide by up to four feet tall. The bright red and gold leaves of the plants are attached to brown stalks. All healers covet the plant.
One can make a paste out of one quantity of Argra roots that, once applied to an open wound, will stop the bleeding and double the normal natural healing rate. This mixture immediately restores two body points to the wounded character once the mixture is applied to the wound. One adult plant will normally provide 10 quantities of roots. One can make a tea from one quantity of leaves that will cure any common headache. Additionally, it will stop the suffering of a sore throat and most stomach illness. One adult plant will provide 20 quantities of leaves. One can make a mixture from the stalks of the Argra plant and apply it to any envenomed wounds. The mixture will stop the effects from any creature's venom and will restore 1 D10 Fatigue Points immediately and then will double the normal natural healing. One adult plant will provide 15 quantities of stalk materials. One will not find the Argra plant in the wild unless you are on the Horde continent of Cimmeran. One will have a 1% chance of finding Argra components in a shop in Azin or Kenda at a cost of 4 Crs per quantity. Return to Top |
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![]() ![]() ![]() Ariddia - The Ariddia, also called the Great Desert or the Ocean of Sands, crosses many national boundaries and is almost a culture of its own. It is called Ariddia, which translates into "Ocean of Sand" in Kingdom. Several small villages and towns live in Ariddia. The location of these villages and towns change for the people of the Ariddia are nomadic. They have been known to move entire towns of tents from one location to another location. There are two exceptions to this. The great city of Ramsen and the city of Carnat are remains from the ancient empire that once thrived in Ariddia when the great river flowed through the center of what is now the great desert. The ruins and great temples of this lost empire can be found throughout Ariddia. The inhabitants understand how to live off the sand. For additional information, please see the World Atlas: Terla. Return to Top |
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Ariddia - Kar - Ariddia - Kar or just Kar are the hunters of the Sand. They hunt the Sand Rays and the Worms. The bounty from a single adult worm can provide enough riches for a large town to sustain its needs for well over a year. Hunting the Worms is not easy. Return to Top |
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![]() She was born in 2000 BK and appears to be a 20-year-old woman with flowing read hair with a streak of brown on the right side. Her Emerald Green eyes can pierce the coldest heart as her charm and delightful nature masks the power she can wield. Return to Top |
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![]() Note: In the Fourth War with the Horde, The Horde Chieftain known as One Eye commanded 100 Armies of the Hand at the Battle of Forge Ridge. The Dwarven defenders numbered less than 2000. As of TK 1050, Forge Ridge is still under Horde control. Return to Top |
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Arrow Class Fast Sloops - The Arrow Class Fast Sloops were first built in TK 1046 at the ship fields of Fyngel. The Arrow Class ships are designed as a fast scout that can slug it out with comparable Horde Class ships. The ship has a cargo capacity of 20 tons. This does not include the storage for water and crew stores. The ship could be equipped with enough stores for a nine-month journey. Return to Top |
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Arsenic - Arsenic is a brittle steel-gray material that in its natural pure form is a crystal. It is normally found with sulfur and metals. Arsenic is poisonous to almost all life forms. The exception to this is Fire Drakes and Fire Worms. The Breath of a Fire Drake is said to be that of Arsenic. This is one of the reasons Arsenic is called "fire" in older tongues. Alchemists will create White Arsenic and then combine it with water to make a weak acid called Arsenic Acid or burning water. Burning Water is used to etch soft metals. Burning Water will not etch or dissolve the noble or royal metals. Return to Top |
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Assassin's Piercing Gauntlet - An Assassin's Piercing Gauntlet is a long metal gauntlet that has a spring-loaded piercing point hidden within it. The initial loosing of the point will inflict 7 points of Piercing damage with a Crit Die Modifier of +1. Used as a stabbing weapon the Crit Die modifier is a +2. The weapon is rated as a Light-Medium weapon, with a base damage of 5P. Return to Top |
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Astronomical Compass - The Astronomical Compass allows for greater accuracy of astronomical observation. The first Astronomical Compass was developed in Terla in BK 500 by the astrologer Kenna ath Terla. Return to Top |
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Atlas Moth - An Atlas Moth is the world's largest moth. It has a wingspan of up to 14 inches. It is native to Kenda, and Terla. There have been reports of sightings of Atlas Moths in Moshven, but these are unconfirmed. Return to Top |
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Aventuras Quaerare - An Aventuras Quaerare is ancient Kingdom for "Seeking Adventures" and is used to describe organized and unorganized military and knight adventures. Return to Top |
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A.W.S. - A.W.S. stands for Azin War Ship. Return to Top |
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Azin Imperial Glass Works - The Azin Imperial Glass Works opened its furnaces in TK 850 in the city of Corbis, and then the capital city of Azin. They are the producers of the finest glass and glassware of any realm. Return to Top |
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Azin Master Public Library - The Azin Master Public Library is the largest library open to citizens of the country in Azin. At the last count, the Master Public Library contains over 5,000 books, 30,000 scrolls, and over 5,000 tablets. This does not include the tax and census data or the material waiting to be copied for the copies to be placed into the library and the originals in the guarded archives. Return to Top |
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Azin Minister of Defense of the Country of Azin - The Azin Minister of Defense of the Country of Azin is a position created by High King Rene' Nari' in TK 1049 to administer the internal defenses of his country. Specifically, the job of the Azin Minister of Defense of the Country of Azin is to prepare the country to protect itself from invasion and all forms of foreign conflict. Return to Top |
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Azin Naval Command Structure - The Naval Command Structure of Azin was rearranged in TK 1050.
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Azin Silver Knights - Azin Silver Knights is the name of the Field Cross Team of the city of Azin. Return to Top |
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![]() ![]() ![]() ![]() The Wasteland of Azin The Wasteland of Azin is a highly magical desert in Azin. It is home to a great deal of strange and wonderful life forms. It also houses the free City of Freehold and several tribes of Desert Saurian: Dragon Kin. The Wasteland is also one of the official provinces of Azin. More detailed information about the Wasteland, please see the World Atlas: Cellenda:Azin. Return to Top |
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Azinian - Azinian is a term to describe a citizen of Azin. Return to Top |
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Azoth - Azoth is an alchemist's term for the universal medicine or in some instances the universal solvent also known as Alkahest. The symbol for Azoth is the Caduceus. The universal medicine of Azoth is said to be able to cure all diseases and illnesses but one – namely the illness of old age. Return to Top |
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