ITEMS
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        There are no doubt countless mundane items associated with any fantasy setting - these are some of the more exotic. Each race produces a number of unique tools, crafts, and so forth, and these are just a few of them. Most are only available through direct trade with the race responsible for their construction, though on many occasions these items are made available on the open market, especially in regions where slavery is commonplace. Rarity determines cost and availability, and in some cases, only careful trade or extraordinary luck will get someone the item in question. Creator artifacts, in particular, are coveted on any market.
DATABASE     (Memory Storage Device)

Manufacture: Hoomiku
Composition:
Ceramic, Gold, Platinum
Energy Requirement:
One Type II Cell
Cost: 3500 (Reader) / 1500 (Spinner)          Availability: Rare

The database is an example of re-tooled equipment from the hoomiku colony ship. Most of these devices have been cobbled together from spare parts, but their function is generally the same; information storage. The reader, an oblong ceramic tablet roughly the size of a small book, forms both the input and the display, whereas the gold and platinum spinner stores the information itself.

Spinners are much like coded books. They can be exchanged and translated by any other working reader, and can contain up to five hundred pages of written text, or information fed in through other peripherals such as the translator or analyzer (see below). They may also be used as spellbooks, though they may not be protected by written glyphs such as 'Explosive Runes' or 'Sepia Snake Sigil'. Data may be added or removed from any spinner plugged into the reader's decoder socket (top). All input is done through the reader's miniscule runepad, appearing as luminescent green writing in the dark glass viewer. The viewer can only display one page at a time.

ANALYZER     (Database Add-On)

Manufacture: Hoomiku
Composition:
Ceramic, glass, leather
Energy Requirement:
One Type I Cell
Cost: 7000 Coin          Availability: Rare

The analyzer is actually a peripheral to the database, though it can be used on its own. Typically, these are re-manufactured sensors stripped out of the old colony ship, such as motion trackers or ultraviolet scanners. These are mounted on bracers or heavy gauntlets, allowing for the simultaneous use of the database. The display screen is generally a pearl-hued glass hemisphere into which a miniature three-dimensional layout of the immediate thirty foot radius is projected. This illusionary model rotates according to the direction the user is facing, complete with compass markings.

As might be expected, the analyzer is used to detect unknown features in the immediate area. Running off a standard Type I cell, the device can function as both a 'Wand of Enemy Detection' (mode one) and a 'Wand of Secret Door and Trap Detection' (mode two). In either case, hidden or otherwise unseen features detected by either function appear in red within the miniature model. Only one function can be used at a time, and each drains one charge from the device's cell. If the analyzer is hooked up to a database with appropriate information, the actual types of traps or monsters that are detected will also show up on the scan.

TRANSLATOR      (Database Add-On)

Manufacture: Hoomiku
Composition:
Brass, ceramic
Energy Requirement:
One Type II Cell
Cost: 6000 Coin          Availability: Rare

Like the analyzer, the translator can be connected to a working database or used on its own. This device resembles an irregular visor with one large ear-piece. It is reasonably light, but rather fragile and vulnerable to falls, blows in combat, and other hazards. Most are sized only for hoomiku, and were intended to help their colonists communicate with any strange new being they might encounter.

For all intents and purposes, the translator acts as a 'Helm of Comprehending Languages'. Anyone gazing through the text filter will be able to read 90% of all written languages, whereas the earpiece translates 90% of all spoken languages. If wired to a database with the appropriate information, languages can be identified, and helpful phrases will be displayed on the database screen (the translator doesn't allow two-way communication, simply understanding). Only 90% of these helpful phrases are guaranteed to be inoffensive.

LIGHT RODS     (Signal Markers)

Manufacture: Hoomiku
Composition:
Wood, ceramic/mineral
Cost: 200 Coin (standard) or 800 Coin (infravision)
Availability: Common

Instead of torches or lanterns, the hoomiku employ glowing mineral cylinders called light rods. This is really just a stone or crystal baton enchanted with a 'Continual Light' spell. Light rods require no power, can function underwater or without air, emit no heat or sound, and last forever. They are also quite common, often taking the form of more permanent light fixtures to provide a permanent source of illumination in dark areas.

A slightly rarer variation of these tools is the military infravision rod (MIR). Instead of producing light in any visible spectrum, it emits a wavelength of light that can only be seen by beings with infravision. The MIR doubles the infravision range of any creature holding it, and is of absolutely no use to any being without this mode of sight.

SPELLBUILDER      (Hoomiku Spellbook)

Manufacture: Hoomiku
Composition:
Rare Metals
Cost: Varies          Availability: Rare

The spellbuilder is a device used by hoomiku spellcasters to create and study their mystic equasions. What seems at first to be nothing more than a childish puzzle toy is, in fact, an algorhythm matrix containing thousands or even millions of working spell fragments. The sides are twisted and adjusted manually, and when all six faces complete a certain spell 'circuit', they may be studied and learned. Due to their highly complex mathematical nature, however, only hoomiku seem able to make sense of these cubes. To others, they are often valued simply for the metals they contain.

Spellbuilders are used to learn new magical equasions. The most basic two-tiered cubes have only four thousand or so combinations (see illustration), covering basic equasions that facilitate ultra-quick calculation and a near-mechanical calm. Three-tiered cubes, with nine runes per face and close to half a million permutations, are far more rare, and only given out to members of the elite intellectual caste. The higher order spells allow spacial and dimensional displacement, and are still tentatively being re-leared by the survivors of the ancient crash. In theory, all the spells are already there...one just needs to learn them by practicing the various combinations.

ENERGY CELLS     (Hoomiku Power Source)

Manufacture: Hoomiku
Composition:
Ceramic, copper, acid gel
Cost:
Type I (High Output) 1000 Coin (50 charges)
Cost: Type II (Low Output) 3000 Coin (perpetual)          Availability: Rare

The energy cell is the core of most hoomiku equipment. Their crashed ship's singularity drive provides the Haizat monestary with a limitless supply of energy, but this energy is only available in small portions elsewhere as the power that fills them must be leeched directly off the main ship reactor. Most energy cells are in rather poor condition, having been re-used hundreds or even thousands of times. They come in two varieties.

Type I cells tend to be larger and heavier, about the size of a soda can. They are filled with a clear blue acid gel, which reacts with copper catalysts to produce a powerful stored charge. Once the cell's energy has been depleted, it must be returned to the Haizat monestary to be recharged. Any cell found or purchased from looters will often be partially or entirely depleted. Type II cells are generally smaller and lighter, and contain a special low-energy charge that drains continuously over a period of several months. Again, the highly worn cells often prove unreliable, with power bleeding off inexplicably due to wear and tear or damage. As with type I cells, these may only be recharged at the Haizat monestary.

SOLAR COLLECTOR     (Recharging Unit)

Manufacture: Hoomiku
Composition:
Ceramic, Gold
Cost:
3500 Coin (150 for adapter)          Availability: Rare

One method the hoomiku have of recharging their power cells is the solar collector, also called a photocomb. These awkward, bulky units are capable of converting sunlight into electrical energy for their smaller devices, such as database and translator units. In order to do so, they must be placed on a stable surface and calibrated with a simple set of switches. Like a flower, it will angle its absorbing surface, the actual photocomb, towards the brightest point in te sky, and follow it for as long as possible. The light and heat gathered by the comb are then converted to electricity, either for immediate use or storage. The item is very useful for rebuilding the energy batteries that otherwise must be charged up at the Haizat reactor.

It was later discovered that the device could be adapted to recharge various Creator artifacts by using a modified coupler. The only real drawback is the slow charging time, and perhaps the bulkiness of the unit itself (around 20 pounds). It can be dismantled for easier storage and transportation, making it less fragile than most hoomiku devices. These collectors are often given to scientists who must venture deep into the field, without any for of support from the Haizat colony. They are only practical as far as instruments are concerned - larger devices and weapons charge far too slowly to make them a viable option. Only type II energy cells can be recharged in this way.

SOUL COLLAR     (Enslavement Device)

Manufacture: Gorg (Arcanar)
Composition:
Gold, Steel
Cost: 200-600 Coin          Availability: Uncommon

For their most prized slaves, the gorgs make use of a very special and highly-expensive pacification device. Far more subtle than most slave collars, these devices are enchanted by the Arcanar guild to give the master control over the wearer's emotions. In many ways, the device is even more insideous than the black dust, chith, stripping a slave of even the most basic empathic control. A rebellious servant can be pacified with fear, or drugged with lust, all by whim of the collar's inscribed owner. So great is this emotional control that weak-willed slaves can even be made to take their own lives.

The soul collar is typically fastened by a magic locking mechanism that may only be unfastened by a special spoken word. Unless uttered by the master, this word is powerless. In most cases, only the most expensive slaves are equipped with these devices, such as popular performers and personal bodyguards. The unfortunate side-effect, however, is often insanity for the slave, or else a crippling emotional detatchment and suicidal tendancies. Those of exceptional willpower may resist the collar's effects for a time, though eventually resistance is worn down and the wearer becomes a helpless emotional puppet.

TONECASTER     (Communication Device)

Manufacture: Gorg
Composition:
Gold, Crystal
Cost: 2500 each          Availability: Rare

This crown-like aparatus is used almost extensively by high-ranking members of the various gorgish merchant guilds. They are usually custom made, and quite decorative. The tonecaster is a communication device, translating speech into a high-frquency waveform that can cross vast distances. This sound can be received by a similar device located elsewhere, so long as the two are specifically attuned to each other. Networks of these devices keep the merchant houses up to date on their wares and finances, their orders, their slaves, their arena wagers, and a miriad of other affairs which perpetually occupy these social co-ordinators. Basically, this is the gorgish equivalent of a cellular telephone. Some of the more recent models are fitted with an irridescent crystal that projects an image of the speaker during two-way communications. Golden tines located near the ears transmit the audio. This device has recently become popular with thieves, assassins, and the Tamaran military.

GRAND PROJECTOR     (Modified Crystal Ball)

Manufacture: Gorg (Arcanar)
Composition:
Crystal, gold, ceramics
Cost: 20000 Coin          Availability: Rare

The gorgs, in their all-consuming quest for wealth and fame, have designed a device exclusively for the wealthy crowds of Tamaran arenas - a complex apparatus which augements a simple scrying device such as a crystal ball. By projecting a powerful light through the sphere, and angling the beam off a special concave mirror, the grand projector allows the relatively small image within to be cast across a massive surface, such as a specially constructed wall. Both the light source and the mirror are mounted on mobile clockwork arms, allowing the projector to angle around the image in true three-dimensional splendor. These rather expensive devices are used for a variety of purposes, including important public addresses by an absent Decider, or the broadcasting of distant events to throngs of arena fans.

The gorgs found that many crowds quickly grew bored of endless battles located in the same old colosseum, with little variation or 'natural feel'. So, in a joint venture with the Arcanar guild, they developed the scryball. Like a hovering camera, it broadcasts a continuous image to the projector's crystal sphere, and may by manipulated by the device's operator. The gorgs then contract groups of sport-adventurers or big game hunters to bring one of these devices along with them during their travels, so that every now and then, spectators in Tamara may witness some great battle in a distant land, or the slaughter of some rare beast in its natural setting. Scryballs are thus built very tough and are very difficult to hit, darting around their subjects with the agility of a hummingbird. Some can even be cloaked in illusion, so as to become invisible to mortal eyes.

MALOOM     (Simbiotic Organism)

Manufacture: Gorg/Arcanar
Composition:
Organic
Cost: 4000-5000 Coin          Availability: Rare

The gorgs are masters of marketing; this is but one example. One of the latest Tamaran crazes is so-called 'adventuring'. Small groups of wealthy private citizens will band together with the best weapons and armor money can buy, and blunder out into the Tamaran wilderness looking for 'adventure'. Most are a combination of big game hunters, treasure-seekers, and good old fashioned fools, and this is their trademark drink. When adventurers need that little extra boost, they drink Quest-Ade. Sold in elaborate, stylized bottles, Quest-Ade comes in three common varieties (though variations exist). Each provides a surge of some kind, usually narcotic in nature. This makes Quest-Ade rather addictive, and gives it a wide variety of long-term side-effects.

  • Binary Boost: This potent tonic is actually composed of two seperate liquids which combine during consumption, creating a chemical reaction. The violet nectar is syrupy and mildly psychotropic, with a slender spout that allows a 1 - 2 ratio when poured. The milky base solution contains alcohol and mineral sugars, serving to dilute the intense effects of the nectar without watering down the taste. When combined and quaffed, Binary Boost increases intelligence and charisma by 1d4+1 points each. The effect lasts three hours, characterized by blazing fits of intellect and inspiration, followed by a deep funk. Cost: 30 Coin

    VAIOTE     (Simbiotic Organism)

    Manufacture: Gorg/Arcanar
    Composition:
    Organic
    Cost: 7000-8000 Coin          Availability: Rare

    The gorgs are masters of marketing; this is but one example. One of the latest Tamaran crazes is so-called 'adventuring'. Small groups of wealthy private citizens will band together with the best weapons and armor money can buy, and blunder out into the Tamaran wilderness looking for 'adventure'. Most are a combination of big game hunters, treasure-seekers, and good old fashioned fools, and this is their trademark drink. When adventurers need that little extra boost, they drink Quest-Ade. Sold in elaborate, stylized bottles, Quest-Ade comes in three common varieties (though variations exist). Each provides a surge of some kind, usually narcotic in nature. This makes Quest-Ade rather addictive, and gives it a wide variety of long-term side-effects.

  • Binary Boost: This potent tonic is actually composed of two seperate liquids which combine during consumption, creating a chemical reaction. The violet nectar is syrupy and mildly psychotropic, with a slender spout that allows a 1 - 2 ratio when poured. The milky base solution contains alcohol and mineral sugars, serving to dilute the intense effects of the nectar without watering down the taste. When combined and quaffed, Binary Boost increases intelligence and charisma by 1d4+1 points each. The effect lasts three hours, characterized by blazing fits of intellect and inspiration, followed by a deep funk. Cost: 30 Coin

    DARKENERS     (Cepn Eyewear)

    Manufacture: Cepn
    Composition:
    Shadow Crystal, Gold, Mineral Oil
    Cost:
    200 Coin (Specs) 75 Coin (Oil)          Availability: Uncommon

    Cepn have a hard time with bright lights, being nocturnal by nature. When forced to operate during the day, they must protect their eyes from damaging ultraviolot radiation. Most will wear stylized spectacles of polished crystal to darken the bright colors of daytime, reducing glare and making their sly expressions even more difficult to read. These darkeners are fairly expensive - most have to be custom made to fit. They are commonly kept on a slender cord and worn around the neck, for they break easily. The more expensive designs wrap around the temples, keeping the darkeners in place even when running or fighting.

    A less expensive alternative exists for those who do not want to wear darkners. This is a mineral oil that can be applied to the eyes to much the same effect, creating a protective coating that lasts several hours. The oil polarizes on contact with light, and must be stored in heavily tinted vials. Used sparingly, a bottle of this liquid will last for months, each dose consisting of a mere two drops. One application lasts all day, and gives the eyes a slightly milky coloration.

    MIND UPGRADE     (Machine Intelligence Upgrade)

    Manufacture: Creator
    Composition:
    Ceramics, Gold
    Cost: N/A          Availability: Very Rare

    Machines are exceptional thinkers, though they may not always be correct in their highly logical predictions. To increase their brain power, the Creators built small co-processors to manage specific mental tasks such as mathematics, speech synthesis, or even combat maneuvers. Two types of broad upgrades exist - logic processors or reason processors. Logic chips will increase the Machine's raw brainpower, increasing speed and accuracy. Reason chips allow the Machine to store more information and thus increase its total memory. Both chips are fairly small, roughly the size of a coin, and somewhat fragile. They must be carefully inserted into slots within the Machine's braincase. There is a remote chance (about 1 in 10) that a scavenged chip will contain an antilogic virus (a so called 'cursed' chip).

    DIVINITY CIRCUIT     (Machine Holy Symbol)

    Manufacture: Creator
    Composition:
    Ceramics, Gold
    Cost: N/A          Availability: Rare

    Based on the City Mind's logic lattices, the scaled-down divinity circuit is a form of psychokinetic receiver employed by all U-frames, allowing them to receive their artificial god's power by remote. Through this device, the City Mind maintains a constantly-updated communication with its servants, distributing its vast interal resources throughout the planet. Though fragile, these receiving units are most often housed within the unit's durable head or torso casing, and is not considered optional (cannot be removed). Without the divinity circuit, a U-frame is reduced to insect intelligence, capable of carying out only the most basic flow chart instructions. As any given U-frame increases its command priority, either by aptitude or situation, it may by given larger degrees of energy in order to carry out its tasks.

  • Simply put, this is a Machine's holy symbol. In most respects, U-frames act just like priests, calling on the City Mind's command authorizations in order to solve anything that might be considered a problem. Once the requests are reviewed by the City Mind, appropriate ammounts of energy are them beamed directly to the individual unit and focused through its tassk module to create a variety of effects (spells). Each divinity circuit contains a full version of the universal program matrix (UPM), flaws and all.

    WIND ENGINE     (Flight Module)

    Manufacture: Creator
    Composition:
    Ceramics, Metals
    Cost: N/A          Availability: Very Rare

    The wind engine is a type of task module that allows Machines to fly short distances. They were used heavily by Machines engaging airborn creatures such as dragons. A single wind engine could generate enough lift to allow an average fighting unit to leap distances of up to thirty feet. Two engines would allow for hover capabilities or prevent damage from a fall. Four would allow flight with decent maneuverability, with the Machine able to orient each engine independantly. The only problem with the wind engine was that it gradually overheated under constant use, and would have to be cooled to avoid stalling. Most of these turbines are rather loud, and on dry ground they will generate a blinding cloud of dust in a sphere around the Machine when they are first activated. Essentially, these are simply scaled-down versions of the fan jets used by old Creator aircraft (see 'vehicles'). They are decorated with gold and inlaid with cloudscape images of pearl and lapis-lazuli. The concept of flight was especially sacred to the Creators.

    MAGNETIC PISTONS     (Silent Motion)

    Manufacture: Creator
    Composition:
    Metals, Magnetic Alloy
    Cost: N/A          Availability: Very Rare

    Most Machines move about as quietly as a suit of gear-drive plate armor, which is to say, not at all. However, there are some military units equipped with utterly silent joints and magnetic pistons. These use fairly simple electromagnetic repulsion fields to create a soundless, frictionless suspension. Far superior to the gel-filled hydraulics of earlier models, these pistons allowed an outfitted Machine to run in eerie silence, and absorb the shock of great leaps without so much as a hiss.

    The natural 'bounce' of the magnetic field never wears out, and can be modulated by increasing or decreasing charge in the same sort of minute adjustments made by an organic brain when balancing. This tends to make outfitted units a little more stable when walking as well. Pistons require no task modules, running off the Machine's internal energy supply. They allow the equipped Machine to run faster, jump further, and move in relative silence. Even on hard surfaces, they are able to adjust the pressure of their steps to such a fine degree as to make their passage virtually undetectable. Pistons are generally found in full sets, especially when scavenged from other Machines. The units themselves are quite bulky, constructed of dark adamas, with gold or silver piping.

    BRAIN CASE     (Processor Support)

    Manufacture: Creator
    Composition:
    Gold, Unknown Alloys
    Cost: N/A          Availability: Very Rare

    When destroyed, most Machines are permanently lost. Their memories last only as long as their power remains, and thus they cannot be raised in the conventional sense. Instead, when the contents of a Machine's mind were of vital importance to its maker, the unit would be equipped with a special task module called a brain case. This module protected the Machine's CPU from the destruction of its body, allowing it to be retrieved and inserted into a new chasis for re-activation. In a sense, this allows Machines to be raised from the dead, so long as the unit's destruction was not absolute (disintigration, for instance).

    The brain case is extremely durable, and contains an internal source of power to keep the CPU active for up to three years. While hibernating, the Machine is completely unaware of the outside world, and essentially quite helpless. If mounted in a new chasis, or the old chasis is repaired by a service unit, full recovery is possible, though any other task modules from the original frame may have been lost or destroyed.

    FINS     (Swimming Aids)

    Manufacture: Lutrai
    Composition:
    Sharkskin
    Cost: Trade          Availability: Uncommon

    Lutrai already have webbed feet for swimming, but even their considerable swimming skill can be augmented by increasing key surface areas. The lutrai took the hint from dolphins, who swim even better than the otter-folk. In truth, the dolphins gave it to the lutrai as a gift, with the possible underlying intent of motivating the lutrai to hunt more of their natual predators for the required sharkskin. The fins helped nicely in just such endeavours, allowing the smaller, more agile lutrai to outrun their own natural predators just like dolphins. Swimming with these flippers is generally accomplished through a fluid, full-body pumping motion as opposed to alternating kicks. The fins are treated with special oils to increase their flexibility and prolong their life under general wear and tear, and are usually made to fit. They are fairly uncommon, as only a scarce number of lutrai are brave enough to go out hunting sharks on the reef.

    Lutraic fins double the natural swimming speed of any bipedal creature that wears them. On land, however, they cut movement in half, making it very difficult to run or tread delicately. They may also be used to make great leaps from the water, a maneuver perfected by shark hunters. Luring their prey to the surface, they leap free of the water, twist over backwards, and fling their gill forks down at the breaching animal's head. This move is especially dangerous, as a miss will often result in the thrower falling right back down into the shark's mouth.

    SPIRIT MASK     (Enchanted Disguise)

    Manufacture: Lutrai
    Composition:
    Wood, feathers
    Cost: Trade          Availability: Uncommon

    Lutrai shamans construct elaborate totem masks for use in dance and ritual. Most of these are carved of wood and hand-painted, most often made to resemble animals such as deer, ravens, and wolves. Some spirit masks bear powerful enchantments that allow the wearer to deceive all who gaze upon him, walking among animals as if one of their own. More recently the Chainbreakers have demonstrated their endless adaptability by creating human disguises (at left). These eerie wooden masks allow the lutrai to pass through human cultures in order to free or even purchase their enslaved bretheren with pearls or raw emeralds from their homeland. The disguises are nearly flawless, though there is always a telltale trace of strange behavior or social blundering associated with the lutrai's profound inability to understand human thinking.

    Anyone wearing one of these spirit masks may change into the form portrayed in the carving. Sex, age, height, and weight can all be altered, along with fur/hair/skin color, eye color, and even attire. While wearing this mask, a lutrai shaman in a loincloth could walk the streets of a human city as a foppish noble in the latest finery, even down to the smell and touch, or a lutrai druid could assume the form of any species of wolf and blend into a pack for weeks at a time while scouting.

    WEB RINGS     (Elemental Foci)

    Manufacture: Lutrai
    Composition:
    Salvaged metals, gemstones
    Cost: Trade          Availability: Restricted

    As lutrai have webbed hands, they are unable to wear conventional rings. Instead, they wear a type of piercing called a web ring. These rings can be worn between fingers or toes instead around them, and are most frequently fashioned by the shamans or healers, to be used as magical foci. These minor foci, like the spirit feathers, help the lutrai tap the energies of the world around them, though many are worn owing to little more than the lutraic love of shiny stones. Availability is restricted, as the metal aspect of the ring must be salvaged from one of the many shipwrecks scattered throughout the coral maze. They are then carefully reworked and combined with native gemstones (lutrai seem to prefer rounded cabochon design as opposed to faceted).

    Turquoise Charm: This web ring is typically enchanted to protect the wearer from hostile elements by tapping the energies of Jova, the astral sky. So long as it is worn, the wearer does not suffer the adverse effects of temerature extremes between -20 and 140 degrees. Only the most extreme of climates will inhibit the wearer of this charm, and even then at a reduced level. The wearer may also impart this effect upon one additional person as long as physical contact is maintained.

    Pearl Charm: Used by lutrai healers, the pearl web ring enhances the power of curative magic. When worn by healers, it increases the potency of life-giving spells, and protects the wearer from disease and poison. The wearer's eyes will also develope a faint luminescence. Females seems more receptive to this form of magic than males.

    Aquamarine Charm: This ring is used by lutraic druids and healers to tap the elemental aspects of Ios, the water plane. It allows the wearer to draw breath underwater, and affords perfect vision. This is a popular charm for shark hunters and wreck divers alike, and is one of the more common varieties.

    Ruby Charm: This rare lutraic ring enables the wearer to tap the elemental aspect of Chon, the fire plane. As long as the ring is worn, no ordinary fire will burn the wearer. Furthermore, the charm renders the wearer completely invisible to fire elementals, and all other denizens of the fire plane. These are the most difficult charms to make.

    Emerald Charm: Perhaps the most powerful of the lutraic rings, this focus taps the very heart of the natural world, and draws upon the great energy cloud at the heart of the earth plane, Lith. Plants flourish in the wearer's footsteps, a sort of low-yield quintessant charge that can be distributed by touch. The wearer is constantly surrounded by this aura of life, causing a curious visual distortion that brightens and blurs their colors somewhat.

    FEATHER TALISMANS     (Totemic Foci)

    Manufacture: N/A
    Composition:
    Feathers, beads, bones
    Cost:
    None          Availability: Restricted

    The lutrai make use of a great variety of feathers in their tribal crafts and fetishes. They are also used as an identification marker for healers, shamans, and hunters. Most of such feathers must be earned or achieved through rites of passage that vary from tribe to tribe. Such decorations are combined with beads and shells, and most often hung around the neck or woven into hair and clothing. Many have minor powers unlocked by the lutrai spirit web though the wearer's own confidence.

    Red Eagle Feather: A symbol of courage and ability, the red eagle's feather is given to those whose excellent vision, speed, and stamina make them natural hunters. The hunters are the tribe's only true line of defense against monsters or raiders, and while most are treated with admiration and respect, they are rarely envied. Once per day, the wearer of the red feather may summon a tremendous jolt of strength from the spirit web.

    Dove Feather: This feather represents peace and purity of spirit. It is worn by the tribe's healers, often combined with pearls or pale bones. One feather represents an apprentice, with a new feather being added for each life saved (or each level gained). Once per day, the wearer of the dove feather can call upon the spirit web to double the effects of a healing spell.

    Raven Feather: The raven represents adaptability and cunning, and its feathers are worn by the chainbreakers. These lutrai pose as slaves in order to infiltrate the confusing and often deadly world beyond their islands, rescuing their hapless brothers and sisters and returning them to Cekus. Once per day, the wearer of the raven feather may call upon the spirit web to confuse and distract, rendering the chainbreaker invisible for brief period of time.

    Owl Feather: The owl is known for his wisdom, and these feathers are generally reserved for the members of the tribal council, or the shamans. It is these individuals who the entire tribe elects for guidance in times of need, and often age is a prerequisite for obtaining an owl feather. Once per day, the wearer may draw upon the wisdom of the great owl, and increase the power and accuracy of divination rituals.


    CRYSTAL WAND     (Elemental Summoning)

    Manufacture: Lutrai
    Composition:
    Wood, crystal, feathers
    Cost: Time          Availability: Restricted

    Topped with crystalized quintessence and adorned with the white feathers of peace, this is the traditional wand of lutrai mystics and shamans. Through this focus, they bring forth elemental forces and other feats of natural sorcery, using the power of the crystal as a catalyst. Acquiring the fifth element in this form is extremely difficult, however, and must be manifested out of the shaman's own life force. Solidified, it takes on a faint glow and will on occasion emit soft, ghostly tones. When bound to a specially prepared talisman, such as the wand, its magical qualities become aparent. Properly invoked, its rituals may summon elementals or manipulate elemental forces, such as waves or storms, but each spell temporarily drains the crystal, hence causing fatigue in its wielder.

    The wand is, in a sense, simply an extention of the wielder's life force, liberated from the body and made solid (such as the Aboriginal 'mabarn' crystals). The more life energy that goes into the wand's fabrication, the more powerful the wand becomes, but this in turn costs the maker more of her own vitality. In order to restore this energy, the crystal must be absorbed back into the body, which renders the wand inert. However, because each incarnation of life energy is different, the crystal's powers can only be tapped by its maker. The only exception to this biological link seems to be in the case of identical twins.

    NIRN MASK     (Environmental Breather)

    Manufacture: Spiral
    Composition:
    Steel, gold, laquer
    Cost: N/A          Availability: Uncommon

            In order to protect their bodies from the burning alien light of Rym's star, and the poisonous radiation of life energy, many of the Spiral minions wear ornate suits of sealed gothic armor and strange masks fixed with golden vents and valves. These are their 'breathing' masks, feeding them the ether-like gas that sustains them in the hostile, life-giving environment. There are three general designs, each corresponding to the three Orders, Vauz, Nirn, and Glut, though they all have a similar function. Without their masks, most Spiral priests and their converts quickly succumb to the searing sunlight and life energy all around them. Consequently, most of these breathers are actually fused to their upper torsos, making removal impossible. Most masks are also highly-durable, with well-armored pipes and grills. The only regions in which they may remove their masks are those that have been wiped clean of living things.

            The mask worn by the Order of Nirn is elongated and bird-like, with a single staring jewelled eye on the left side. This eye is simply decorative - the mask is completely sealed. Every few seconds, vents along the neck-guard will emit plumes of toxic emission, the burnoff of combusted life energy. This conversion powers the mask, which not only provides protection but allows them to communicate with each other across great distances, amplifies their senses, and even acts as an impaling weapon that can draw out a living creature's life force and convert it to more power within a few agonizing seconds. Destroying or even fracturing the mask will kill the being inside within moments, especially during the day, when the heat and radiation are at their peak. The small tendrils near the front are a type of biological sensor array that, if destroyed, will partially blind the creature until they regrow. The interior of the suit is well below freezing, and a rind of frost will cover parts of the mask if the wearer remains still for long. They have been given the nickname 'Ashbirds'.

    VAUZ MASK     (Environmental Breather)

    Manufacture: Spiral
    Composition:
    Steel, Gold, Cloth
    Cost: N/A          Availability: Uncommon

            Similar in design and function, the masks worn by priests of Vauz seal the wearer off from the outside environment. These masks tend to be more fragile, but are capable of storing greater quantities of power. This order is more powerful, magically, than the other two, their priests able to focus deadly thoughtwaves through the dozens of tiny golden pins buried in their skulls. They can cause weaker beings to die of fright, or read and even control the thoughts of their enemies. They are known by the nickname 'Silk Wraiths', due to the shroud of cloth that conceals the domed mirror-like covering beneath. The shroud ripples now and then as the creature breathes, issuing forth pale wisps of poisonous opalesecent vapor. If the mask is breached, this vapor will flood out in a huge, toxic cloud as the priest suffocates, killing living things just as quickly. Worse, this cloud is highly flammable, and can explode if exposed to open flame.

            Silk wraiths are utterly silent, speaking through telepathy, if at all. More commonly, they rely on a 'mouth', a mortal slave utterly dominated by the fell being, who speaks on its behalf. These slaves are kept alive through measures of dark alchemy, often appearing nearly-catatonic until their master bids them to speak. The mouth becomes a translator, of sorts, forced to convert the nightmarish thoughtwaves and images to something that approximates speech. Eventually, however, such close proximity to the Spiral takes its toll, and the mouth collapses into ruin and madness, to be melted down into necril or converted to a more common undead worker.

    GLUT MASK     (Environmental Breather)

    Manufacture: Spiral
    Composition:
    Steel, Gold, Cloth
    Cost: N/A          Availability: Rare

            The masks worn by priests of Molochon are the most heavily armored, built for combat. Filled with poisonous, oily sludge, they protect their undead wearers from light and quintessance. This sludge is a form of deadbile, the melted-down remains of life energy upon which the undead feed, and can be filled or drained via brass ports along the back of the headpiece whenever the priest within requires new sustenance. The same awful black oil insures that any spot upon which these beings are destroyed is rendered forever barren. A digestive gurgle emanates from the mask every now and then as the solution is pumped internally, along with the soft click of metallic ventricals. The fluid's acidic nature causes it to react with metals inside the mask, producing a low-level charge used to power the various pumps and valves.

            Priests of this order are the least powerful, magically, but possess greater strength and resistance as a result of their heavier armor. They are typically deployed as elite shock troops, or to defend ranks of undead spellcasters. Molochon's personal guard consists of no less than a hundred of these soulless warriors, most of them 'converted' by the undead dragon's own dark magic. Like many of the Spiral's higher agents, they speak telepathically, though their range is limited to a hundred feet or so. They are far more effective when directed by Molochon himself, and are generally the most heavily armed of the three orders.

    SPIRAL AUGMENTATION     (Conversion Rewards)

    Manufacture: Spiral
    Composition:
    Rare minerals, metals
    Cost: N/A          Availability: Rare

            Those converted by the Spiral or usually rendered down to minor undead drones of some kind. Those who give themselves over willingly are rewarded instead, especially if the volunteer is a powerful one. Of course, these rewards are somewhat agonizing, and not always consensual. They include a variety of replacement parts, artificial organs, and so forth, all designed to bring about conditions similar to undeath. These organs exact a terrible price upon their recipients, eating away at their spirits until they become hopelessly loyal to the Spiral and their dark god. Even surviving the process of replacement with one's sanity intact is a small miracle.

  • Dark Heart: The recipient's heart is pulled out and replaced with a Spiral idol. This effectively kills the individual, while holding thought and soul in place and allowing the person to continue their existance in a state of immortality. The body does not age or decay, and gains all undead immunities (disease, sleep, fear, poison, etc.). The recipient also becomes immune to critical hits and subdual damage. On the negative side, the dark heart leaves its possessor an emotional cripple, unable to feel even the slightest passion. Only anger and bitterness remain.

  • Husk Spine: Odds of surviving this procedure are one in three. Replacing the spine with an aritificial bone coil is perhaps the most painful of the augmentations, leaving its recipient with many scars (emotional and otherwise) and a row of sharp vertebral spines. It makes the individual completely immune to physical pain, and increses reflexes considerably, adding 4 to the recipient's Desxterity. The recipient also gains a damage resistance of 2. Negative side effects include chronic seizures, torn clothing, and a certain vulnerability to any Spiral priest capable of commanding undead. This form of control enslaves only the body, leaving the mind a prisoner for its duration.

  • Spectral Eyes: Relatively minor by comparison, the ordeal of having one's eyes plucked out is no less traumatizing. They eyes are replaced with cold black gemstones, which join with the skull and provide a new form of sight similar to that of the undead. The recipient receives a permanent Deathwatch and Darkvision spell, seeing everything through a nightmarish filter where the only colors are the life energies of mortal beings. Spectral eyes are immune to blindness and hypnotism effects. The only real drawback is the inability to shut one's eyes.

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