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Cosmology - The Guild Companion

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Copyright Lowell R. Matthews<br />

THE WORLD OF NOVI<br />

Introduction to the World of Novi .......................................................................................................2<br />

Or How High can Fifteen Years' Worth of Game Notes Pile Up?................................................................ 2<br />

Voyage to the Beginnings - Discussions on the <strong>Cosmology</strong> of the World of Novi...................................... 3<br />

<strong>The</strong> view from afar...............................................................................................................................7<br />

Part I - Land and Sea..................................................................................................................................... 7<br />

Part II - Nations........................................................................................................................................... 11<br />

Part III - Beyond the world ......................................................................................................................... 20<br />

Character Creation .............................................................................................................................27<br />

Professions .................................................................................................................................................. 30<br />

New Professions.......................................................................................................................................... 36<br />

Races ........................................................................................................................................................... 37<br />

Languages ................................................................................................................................................... 53<br />

Selectable Background options ................................................................................................................... 57<br />

Free skill ranks for starting characters ........................................................................................................ 60<br />

Skills rules................................................................................................................................................... 61<br />

Appendix............................................................................................................................................64<br />

Herbs ........................................................................................................................................................... 64<br />

Weapons.................................................................................................................................................... 108<br />

Spell Lists Rules........................................................................................................................................ 116<br />

Lowell R Matthews: A Retrospective ....................................................................................................... 152<br />

1


<strong>The</strong> World of Novi<br />

Introduction to the World of Novi<br />

Or How High can Fifteen Years' Worth of Game Notes Pile Up?<br />

Greetings, Rolemaster aficionados! Since I'm going to be writing about my campaign in the World of Novi<br />

as the setting for a lot of Rolemaster Second Edition discussions, I thought it might be wise to say a few<br />

words about how the world came to be.<br />

I created the World of Novi using the AD&D system in 1984 (give or take a year) because the "Middleearth"<br />

AD&D game (a very loose interpretation indeed) I'd run since the summer of 1980 had simply gotten<br />

too silly to exist. Sure, we had truckloads of fun getting to that point, but still....<br />

So I created an area I called the Five Kingdoms to be the home of my new AD&D campaign. When I<br />

decided to make a unified world for all of my fantasy campaigns, including my first experiments with<br />

Rolemaster, the Five Kingdoms area became part of the continent of Annuvia in Novi's Northwest Quadrant<br />

-- which is a fancy way to say that Annuvia lies mostly north of Novi's equator and west of its "Earthcore<br />

Meridian", the zero point of longitude.<br />

When some friends persuaded me to try Rolemaster, I created the city-state of Alvaron and its neighboring<br />

haunted valley of Aquilonia (and no, I didn't consciously realize I had ripped the name off Conan; anyway,<br />

my Aquilonia is nothing like Howard's). Alvaron eventually became the center of the continent of Almir in<br />

Novi's Northeast Quadrant.<br />

<strong>The</strong> AD&D and RM campaigns ran in parallel for a couple of years, but as our gaming preferences shifted<br />

away from AD&D toward RM the development of the Eastern Hemisphere became far more advanced than<br />

that of the Western, and eventually I stopped playing AD&D altogether in 1989. (At the time it was a bargain<br />

with my newlywed wife, whose parents (and mine) were strongly opposed to AD&D. Long story.)<br />

Since then I have worked to refine more details on the rest of the world, and bring the West into greater<br />

conformity with the East, although the West is still backwards in many respects. As barriers to interhemisphere<br />

travel are large, and none of the current adventuring parties have tried to break them, it hasn't<br />

been a problem. <strong>The</strong> good thing about all of this is that I have over 15 years' worth of notes, and most of<br />

them are computerized. Maybe someday I'll have the opportunity to get it all published somewhere... such as<br />

<strong>The</strong> <strong>Guild</strong> <strong>Companion</strong>, and to that end I'll strive very hard to keep everyone interested.<br />

<strong>The</strong> first map for your consideration is a biome map of central Almir and most of the Sundering Seas area<br />

which divides Almir from the Southeastern Quadrant continents of Amazulia and Kharlak. Most of the Novi<br />

campaigns to date have focused upon or at least have begun in either the city-state of Alvaron (somewhat<br />

comparable to Genoa or Venice) or Paraven, capital of the tropical island kingdom of Paragon. Those cities<br />

and the others marked will be detailed in the near future.<br />

How is all this relevant to you as an RM2 or RMSS GM/player? <strong>The</strong> process of world creation is a<br />

fundamental part of any campaign. I opted for a kind of "fantastic realism," using the tools which RM2 made<br />

possible. Let's share experiences!<br />

2


By Lowell R. Matthews<br />

Voyage to the Beginnings - Discussions on the <strong>Cosmology</strong> of the World of<br />

Novi<br />

With Thanks to John Menzie, Marcum Curlee, and Dale Maxwell<br />

<strong>The</strong> Snowball's Chance slipped from her moorings early this fine spring morning with just a hint of frost in<br />

the air, and soon the harbor of elegant Taranlonde, capital of the far-flung maritime Western Empire, faded<br />

into the dawn-lit mists. Her master and captain, Briann mac Diarmid of Clan Mac Ardbheáin, smiled and<br />

breathed deeply of the salty mist as he stood on the Chance’s bridge, watching the helmsman and listening to<br />

the sail-master bark orders to the crew. I’ll be havin’ a verra profitable trip this time fer sure, he thought. A<br />

good load o’ fineries fer the mainland ports, and then goin’ to the Sundering Seas and beyond fer even better<br />

profit on the returnin’! And that odd duck o’ a passenger’s payin’ more than his freight fer him and his boys.<br />

Good omens all!<br />

But Captain Mac Ardbheáin's high spirits on departure soon turned to frustration. <strong>The</strong> Snowball’s Chance<br />

slowed considerably, as the winds became contrary and sudden squalls tried the patience of even his<br />

experienced crew. What should have been a three-week voyage to Londell, capital of the Kingdom of Allon<br />

and one of the oldest and largest cities in the world, would now probably take five or even six weeks. It was<br />

not long before the captain was thanking Fate for the presence of his "odd duck" passenger. Professor Fearin<br />

mac Feinnin of Clan Uí Conghaill of the University of the West had proved to be a masterful storyteller, and<br />

his lessons to his three young students had become a great diversion for his tired crew.<br />

On a rare fair afternoon late in the voyage's third week, the Professor was the center of attention in the<br />

foredeck, where he and his students leaned over the rail to watch a school of dolphins playing in the<br />

Chance’s wake. "Hey, Perfesser, what yarns ye gonna be spinnin’ today?" smirked Timinn mac Shaill, a<br />

hulking rope-hauler whose fists and face bore the scars of innumerable brawls.<br />

"Please be tellin' us o’ the Beginnin’s again," begged Adaim mac Fiona, the captain’s cabin-boy, who had<br />

become quite enthralled with the Professor and dearly wished he could become one of his students someday.<br />

"'Tis rubbish, I be tellin’ ye. <strong>The</strong>m stories do be fancy words tied together after a night of too much drink and<br />

too little companionship," scoffed Aodha mac Dáill, the bosun’s mate, who trusted in little save his own wits<br />

and a good ship.<br />

Adaim, "Oh, no, Bosun Aodha, they be much more than that. Please, sir, we wish to be hearin' the stories o’<br />

the creation o’ the World, and all." Several other sailors chimed in their agreements, and the Professor soon<br />

began to meet their wishes.<br />

"So you wish to hear about the Beginnings," he said in his resonant bass. "Know you, then, that Before the<br />

Beginning, there was On ["own"] and only On, the One, the Dreamer and the Creator, who wandered the<br />

formless Void for eons in happiness and wonder, dreaming of all the things which could be, until at last He<br />

felt the stirrings of loneliness. Bringing His dreams into reality, He released a portion of His substance with<br />

beautiful, terrifying suddenness in the Light To End All Lights. To His joy, new voices answered His call.<br />

"<strong>The</strong> first Children of Creation were four in number, whom we now call the Cal-Erani or ‘Nature Powers':<br />

Ariella of Earth, Hydrus of Water, Jenelle of Fire, and Tarsis of Air. Each could assume whatever form he<br />

wished, of either gender, but the most fundamental aspects of their character were already fixed, Hydrus and<br />

Tarsis to male, Ariella and Jenelle to female. Through times uncounted the four Powers found delight in<br />

communion with On and in their own companionship. Together they learned the joys of creation and<br />

discovery, gaining much knowledge. After long periods of wandering, observing, and creating such things as<br />

the stars, the Powers wearied of their constant travels. On, the omnipresent Creator, was One with the<br />

Multiverse; He could be literally everywhere at the same time. But the Powers, although possessing abilities<br />

far beyond the understanding of men, could only be in one place at a time, and their travels eventually<br />

wearied them. And so, with the Creator’s help, the four Powers chose to make one world their home, which<br />

became our own World of Novi in its youth. <strong>The</strong>re they built the fabulous palace that would come to be<br />

called Tarmen-Erana (literally ‘the Royal House of the Powers’) and shaped the world on which it rested to<br />

suit their desires. <strong>The</strong>se great works involved all four of the Powers’ attributes, and great beauty came from<br />

their union.<br />

"Aw, Perfesser, do ye really be believin' that load o’ bull ’bout this world bein’ the same as that?" Timinn<br />

sneered.<br />

3


<strong>The</strong> World of Novi<br />

"Yes, I do," the Professor answered with the forced patience of one used to confronting disbelief. "<strong>The</strong>re are<br />

souls still living who saw the Powers walk this world in the flesh. But bear with me, and I shall tell of how<br />

the world was diminished."<br />

"Let him be, Timinn," growled Aodha the bosun's mate. <strong>The</strong> two glared at each other silently, but that let the<br />

Professor continue.<br />

"Soon, On and the Powers desired the company of other creatures, since so far none of the lights of the<br />

heavens answered their calls. With His blessing and instruction, the Powers discovered those joys that would<br />

come to be called intimate," several knowing chortles rose at that, "even though they did not truly possess<br />

physical bodies or life as we know it. Neither did they restrict themselves as yet to the marriage of two<br />

partners, because On had not yet so commanded. <strong>The</strong>ir unions bore fruit, and a second generation of Powers<br />

was born. <strong>The</strong> firstborn of the No-Erani (literally ‘second Powers') was Shaya, daughter of Tarsis and<br />

Jenelle, she who delights in the Light of Day and became caretaker of the Sun. Celestra, daughter of Tarsis<br />

and Ariella, was born a few days later. She prefers the softer lights and mysteries of evening and became<br />

guardian of the Moon. Before long Rhiana was born to Hydrus and Ariella. In her youth before the coming<br />

of Life, she delighted in all kinds of sport and challenge; afterwards she was to fall in love with the trees,<br />

mightiest of living things, and to become the Power of the Forests.<br />

"<strong>The</strong> romance of Hydrus and Jenelle was more fiery and tempestuous than any before or since. <strong>The</strong>ir<br />

elements clashed with unbridled fury, but this led to a lasting affection. In fact, ever since, opposites have<br />

always attracted one another. From their union came the twins Michelle and Jeron, created from their<br />

parents' ecstasies, anger, pain, and passions. Together, these two bring much happiness to the Multiverse, but<br />

also much regret."<br />

"Ah, but now, let's be havin’ three cheers for happiness and regrets," chimed in Liam mac Cluanáin, a<br />

rakishly handsome rigging-walker who allegedly had half a dozen women of as many races in as many ports<br />

of the Sundering Seas. <strong>The</strong> cheering was loud and long for that one.<br />

"Happiness and regrets, indeed," Professor Uí Conghaill nodded. "Before long, the first hint of the conflicts<br />

to come arose when Jeron persuaded the Cal-Erani to experiment by taking different shapes and partners. On<br />

cautioned against such actions, but did not forbid them outright at that time, so they went ahead. Jenelle<br />

came to Ariella in masculine form, and then Fire and Earth merged in a time of powerful disruption. <strong>The</strong><br />

inner fires of the world ran red upon the ground. From their union was born Atredus, called the Soul-Forger,<br />

who despised the ‘unnatural' acts of Jeron and imposed rigid Law upon his desert domains. At the same time,<br />

Hydrus came to Tarsis in feminine form. From this tempestuous union came Tharan, called the Wrathful,<br />

Power of the Storm, who delights in Chaos and the conflicts of the elements. As the Powers observed the<br />

consequences of these unions, they conceded that On’s warning was true, and from then on, they have<br />

preserved their inherent natures, whether male or female. On was so pleased with their decision that He made<br />

it an imperative, and He looks with disfavor on all those who break it."<br />

"Ha!" Timinn barked. "A few o' our mates dinna believe ye," he winked lewdly.<br />

"Sad, but too often true on long voyages," the Professor agreed. "For another age without measure, On and<br />

the Powers, now eleven in number, explored their surroundings, creating or destroying to their hearts'<br />

content. Tarsis explored the vastness of the heavens, spending the most time in the company of On. Ariella<br />

observed the marvels of the world before there was life, delighting in its stark beauty. Hydrus and Jenelle<br />

traveled the world together, sharing their passions, sometimes meeting in anger and sometimes in love.<br />

Shaya and Celestra sailed the heavens, making sure their charges took proper turns crossing the skies so that<br />

the home of the Erani was blessed with both the bright light of day and the softer light of the full moon.<br />

Atredus fell in love with Shaya, but could not allow himself the luxury of sharing his feelings. To this day<br />

the only sign of his affections is her strength in his domains. Tharan twisted the elements in his wrath and<br />

Jeron enjoyed changing them for his own purposes, but their actions inspired many new creations and were<br />

welcomed, in their own way. Rhiana governed the contests and careful balances of the elements, also<br />

encouraging more and more fantastic creations. Of them all, only Michelle found little satisfaction, for<br />

though all the Erani shared the pleasures of her domain on occasion, there seemed to be little purpose to her<br />

existence."<br />

"Michelle's hopes and dreams did not fall on deaf ears, and the time came when On granted her prayers. On<br />

called to her one day and told her to prepare herself, for the world was about to change, then He gave to her<br />

the Spark, a glowing ember of unknowable power. Michelle joyously accepted the power, realizing that it<br />

4


By Lowell R. Matthews<br />

would fulfill her dreams and share more happiness than ever before. Invoking the blessings and power of all<br />

the Erani, she gathered all the elements inside her being, the Spark last of all. At On’s command, two new<br />

Powers sprang from her: Annon and Kristine, the Rulers of Life or Kris-Erani, fully as powerful as the Cal-<br />

Erani. On a hilltop overlooking the sea, they announced their engagement, and On proclaimed them husband<br />

and wife, examples for the living creatures that would follow them. As the new Powers kissed their brothers<br />

and sisters in greeting, the smallest kinds of life spread out from their presence to fill all the world.<br />

"Is Annon," Adaim nearly whispered the dread name, "really as evil as they say?"<br />

"No," the Professor answered over Timinn's disagreeing snort. "No, Annon is not truly evil, unlike some<br />

others. But let us continue: Life began. <strong>The</strong> Kristani, living creatures, were simple at first, but grew ever<br />

more complex under the Powers’ guidance. Each Power took pleasure in guiding the development of favorite<br />

creatures, and many of these retain their affinities for particular elements or environments to this day. Shortly<br />

after their wedding, Annon and Kristine bore a son, Basold the Seer, Lord of Time and eighth of the No-<br />

Erani. On took great pride in Basold, and Basold has always communed with On. Basold came to know the<br />

mind of On perhaps more than any other Power of the age. As On had decreed, after the birth of Time,<br />

Annon assumed his duties to end that life which had outlived its purpose and vitality, and to judge its Fate.<br />

Thus began the Great Cycle of life, death, and rebirth that continues to this day.<br />

"As time passed and life flourished in its great diversity of creatures, the Powers of Life bore their second<br />

son, Mikhail, the Power of Strength, whose favorites are the great beasts whose strength and prowess is<br />

legend. Basold loved his younger brother, and took pride in his education. As Mikhail grew, so did his<br />

laughter and endless good humor. <strong>The</strong> contrast between Mikhail and the quiet, reserved Basold served the<br />

two brothers well. Basold chose to remain near the Tarmen-Erana and eventually was appointed its guardian<br />

and steward. Mikhail, though, filled with wanderlust, voyaged the corners of the Multiverse, sometimes<br />

alone, and sometimes with other explorers like Tarsis, Rhiana, and Jeron. In time love bloomed between<br />

Mikhail and Rhiana, but they sought no formal ties."<br />

"But ye can imagine the informal ones!" Liam chortled.<br />

"Ahem," the Professor had to clear his throat at that. "As this age of Life neared its end, Annon and Kristine<br />

bore a daughter, Sirene, born Power of Intelligence or Cunning, though we know her best as Power of<br />

Magic. She took special care of those creatures that showed special talents for animal intelligence or<br />

cunning, and also those that could manipulate the Essence of all things in their limited fashions. Sirene was<br />

much like her brother Mikhail, and the two grew very close. Most of all, they enjoyed competition, and their<br />

special charges contest with one another to this day."<br />

"Sirene's birth heralded a fundamental change in the nature of life. On revealed his most potent secrets to<br />

date to Basold, who gathered all the Erani except the absent Mikhail and Sirene and revealed the visions to<br />

them. On had declared that Mikhail and Sirene together would discover a second powerful Spark, so massive<br />

and potent that only they together could bear it to the Tarmen-Erana. Once there, the ultimate fulfillment of<br />

the Creator’s great plan would begin. No longer would On and the Erani wander the Multiverse alone, with<br />

only mute beasts for company. Countless voices would answer them." <strong>The</strong> Professor’s audience was now<br />

enthralled, even Timinn.<br />

"And so the Erani gathered many of the Kristani to them, and they all gathered in the palace garden to wait.<br />

Mikhail and Sirene were in even higher spirits than usual when they returned with their find, but they<br />

sobered quickly when they learned just what their burden, which took the form of a huge, brilliantly faceted<br />

jewel, really was. Of course they knew the manner of their parents' creation, and they hoped that they were to<br />

be the deliverers of new wonders. How true that was! Slowly, the Erani and the bolder Kristani drew near to<br />

touch the Great Jewel. As they did so, they felt the great power and majesty of On radiating through them.<br />

And that Kristani who most resembled the Erani in form cried with a new voice, ‘Yes! I accept this Fate.’<br />

Other Kristani who had followed his lead answered as well, but soon all their replies were drowned out in<br />

elemental fury as the Jewel exploded. When the light and sound subsided, the assembly saw two miracles.<br />

<strong>The</strong>y saw two new Powers, fully formed and glorious: Arisa, crowned with nobility and Wisdom, and<br />

Valkorath, cloaked with the majesty and power of Will, known together as the Savan-Erani, Powers of<br />

Sapience." Several brows furrowed at that, and the Professor paused to explain. "By sapience I mean rational<br />

thought, that which separates us from animals.<br />

"And the second miracle was that those who had touched the Jewel could now speak and understand. And<br />

the thundering voice of On rumbled, ‘Behold my Gift, my Children, the power to Speak! Will shall give you<br />

5


<strong>The</strong> World of Novi<br />

the power to choose; let Wisdom guide your choices!' And so from chosen Kristani were created the Savan-<br />

Kristani or Savani, the sapient races."<br />

<strong>The</strong> Professor smiled and released the hypnotic spell of his voice. "And that, my friends, is enough for this<br />

afternoon. Some of you will have duty soon."<br />

"Please be tellin' us more tomorrow, sir," Adaim begged. "I dinna be carin’ for these stories before. You do<br />

tell them as if you watched with your own eyes."<br />

<strong>The</strong> Professor nodded and smiled. "Until the next time. Have an easy watch, lads." And so the Snowball's<br />

Chance sailed eastward as the Professor and his students went below decks to their dinner, while the setting<br />

sun gilded the vessel in magnificent scarlets and golds.<br />

6


<strong>The</strong> view from afar<br />

By Lowell R. Matthews<br />

Greetings once more, Rolemaster aficionados! It's time to talk about the World of Novi from afar, and look<br />

at what makes it go round. We'll have a look at the most prominent geographical features, the nations that<br />

Novi sapient races have carved from the land and some features beyond the ordinary.<br />

Part I - Land and Sea<br />

<strong>The</strong> first thing we should do is to have a look at the world map.<br />

<strong>The</strong> following selected entries from the Encyclopedia of Novi describe the most prominent geographical<br />

features and should clarify the companion series of articles on "Character Creation in the World of Novi."<br />

LAND AND SEA<br />

Almir<br />

<strong>The</strong> continent of the Northeastern Quadrant, bounded by the Arctic Ocean on the north, the Sea of Night and<br />

the Sunsea Ocean on the east, the Sundering Seas on the south, and the Western Sea and Earthsea Ocean on<br />

the west. It is divided into the subcontinents of Almaren in the west, Almoria in the east, and Zoria in the far<br />

southeast.<br />

Almaren: <strong>The</strong> western subcontinent of Almir.<br />

Lon River: <strong>The</strong> main river of southwestern Almaren, which runs some 1,400 miles from about 39° N, 75° E,<br />

to the Western Sea near 26° N, 69° E. It has two major tributaries, the Luel and the Gaellor.<br />

Marga Peninsula: <strong>The</strong> mountainous peninsula, triangular in shape with points near 26° N, 69° E; 12° N,<br />

72° E; and 20° N, 78° E, which divides the Lon and Margel Rivers and the Western and Sundering Seas. It is<br />

known for its tropical hardwoods and savage Margani tribesmen.<br />

Margel River: <strong>The</strong> main river of south-central Almaren, which runs some 1,300 miles from about 35° N,<br />

83° E, to the Sundering Seas near 20° N, 78° E. It has many tributaries, including the Permargel, Wallin,<br />

Galnen, Almargel, Kenaxel, Marin, Lazhel, and Jennardil Rivers.<br />

Almoria: <strong>The</strong> east-central subcontinent of Almir.<br />

Frigania: <strong>The</strong> general name for those regions of far northern Almir which are the home of the Frigani.<br />

Great Central Mountains: <strong>The</strong> major north-south mountain range which runs from the Arctic Ocean to the<br />

Sundering Seas, dividing Almaren from Almoria.<br />

Zoria: <strong>The</strong> far southeastern subcontinent of Almir.<br />

Finger of Zoria: <strong>The</strong> peninsula which is the southernmost point in Almir, located in southeastern Zoria near<br />

10° S, 145° E.<br />

Amakhar Sea<br />

<strong>The</strong> narrow ocean that separates Amazulia from Kharlak. It runs roughly north from 60° S, 110° E, to 2° S,<br />

105° E.<br />

Amazulia<br />

<strong>The</strong> western continent of the Southeastern Quadrant, bounded by the Sundering Seas on the north, the<br />

Amakhar Sea on the east, the Antarctic Ocean on the south, and the Southsea and Earthsea Ocean on the<br />

west. It is divided into the subcontinents of Zulia in the northwest, Amazia in the northeast, and Galazia in<br />

the south.<br />

Amazia: <strong>The</strong> northeastern subcontinent of Amazulia.<br />

Galazia: <strong>The</strong> southern subcontinent of Amazulia.<br />

Zulia: <strong>The</strong> northwestern subcontinent of Amazulia.<br />

Annuvia<br />

<strong>The</strong> continent of the Northwestern Quadrant, bounded by the Arctic Ocean on the north, the Sunrise Sea and<br />

Earthsea Ocean on the east, the Sea of Light on the south, and the Sunsea Ocean on the west. It is divided<br />

7


<strong>The</strong> World of Novi<br />

into the subcontinents of Eldania in the north and east and Malanuvia in the south and west. <strong>The</strong> central<br />

portion, while part of Malanuvia, is separately named Cylonuvia.<br />

Annuvian Desert: <strong>The</strong> semiarid to barren region which cuts across the Malanuvia subcontinent eastward<br />

from about 30° N, 135° W, to 105° W, then southward to about 10° S, 110° W. <strong>The</strong> east-west arm is drier,<br />

but the north-south arm has more extreme temperatures.<br />

Eldania: <strong>The</strong> northern and eastern subcontinent of Annuvia.<br />

Malanuvia: <strong>The</strong> southern and western subcontinent of Annuvia.<br />

Cylonuvia: <strong>The</strong> portion of Malanuvia northeast of the Annuvian Desert, also known as the Five Kingdoms.<br />

Five Kingdoms:Another name for Cylonuvia, taken from the five kingdoms of Abilla, Astarra, Axel,<br />

Coryland, and Cylonacar.<br />

Antarctic Circle<br />

<strong>The</strong> line of latitude at 65° S which denotes the northern limit of perpetual daylight in the Southern<br />

Hemisphere, which occurs on Sun's End, the Southern Hemisphere summer solstice. <strong>The</strong> other solar<br />

boundaries are the Arctic Circle at 65° N, the Tropic of Shaya at 25° N, and the Tropic of Celestra at 25° S.<br />

Antarctic Ocean<br />

<strong>The</strong> ice-capped south polar ocean.<br />

Arctic Circle<br />

<strong>The</strong> line of latitude at 65° N, which denotes the southern limit of perpetual daylight in the Northern<br />

Hemisphere, which occurs on Sun's King, the Northern Hemisphere summer solstice. <strong>The</strong> other solar<br />

boundaries are the Antarctic Circle at 65° S, the Tropic of Shaya at 25° N, and the Tropic of Celestra at<br />

25° S.<br />

Arctic Ocean<br />

<strong>The</strong> ice-capped north polar ocean.<br />

Earthcore<br />

<strong>The</strong> mysterious, legendary island in the center of the Earthsea Ocean, said to be the final resting place of<br />

Savatar, first sapient being, and his sons. Since it is believed to be the focus of the Earthpower, it is<br />

supposedly full of magic and danger, promising great power to anyone who can overcome its perils.<br />

Although anyone who knows anything about navigation knows that the center of Earthcore is located at 0°,<br />

0°, the island seems to be impossible to find.<br />

Earthsea Ocean<br />

<strong>The</strong> ocean that divides Annuvia and Soldunia on its western shores from Almir and Amazulia on its eastern<br />

shores.<br />

Outer Sea: <strong>The</strong> division of the Earthsea Ocean which separates the Outer Solduni Islands from mainland<br />

Soldunia. It runs roughly northeast from about 80° S, 90° W, to 15°<br />

S, 60° W.<br />

Southsea: <strong>The</strong> division of the Earthsea Ocean which separates the Southsea Isles from mainland Amazulia. It<br />

runs roughly north from about 60° S, 30° E, to 10° S, 35° E.<br />

Sunrise Sea: <strong>The</strong> division of the Earthsea Ocean which separates the Islands of the Sunrise from mainland<br />

Annuvia. It runs roughly northeast from about 20° N, 50° W, to 60° N, 25° W.<br />

Western Sea: <strong>The</strong> division of the Earthsea Ocean which separates the Western Isles from mainland Almir. It<br />

runs roughly northwest from about 10° N, 70° E, to 60° N, 30° E.<br />

Western Sea: <strong>The</strong> division of the Earthsea Ocean which separates the Western Isles from mainland Almir. It<br />

runs roughly northwest from about 10° N, 70° E, to 60° N, 30° E.<br />

Islands of Night (Yubeshima)<br />

<strong>The</strong> archipelago which lies off the eastern coast of Almir and which contains the four medium to large<br />

islands of Kirinanda, Yakinta, Okama, and Yakaza (south to north) and many smaller islands, all currently<br />

8


By Lowell R. Matthews<br />

controlled by the Mintakan Empire. <strong>The</strong> chain runs north from about 16° S, 150° E, to 77° N, 163° E. (<strong>The</strong><br />

archipelago was named "Islands of the Sun (Taiyóshima)" until 1936, when the World Emperor ordered the<br />

name changed to avoid confusion with the Islands of the Sunrise in the Western Hemisphere.)<br />

Islands of the Sunrise<br />

<strong>The</strong> archipelago that lies off the eastern coast of Annuvia and which contains the three large islands of<br />

Koma, Konchin, and Katmin (south to north) and several smaller islands. <strong>The</strong> chain curves northeast from<br />

about 15° N, 50° W, to 60° N, 25° W.<br />

Kharlak<br />

<strong>The</strong> eastern continent of the Southeastern Quadrant, bounded by the Sundering Seas on the north, the Sunsea<br />

Ocean on the north and east, the Antarctic Ocean on the south, and the Amakhar Sea on the west.<br />

Outer Solduni Islands<br />

<strong>The</strong> archipelago that lies off the eastern coast of Soldunia. It contains four sizable islands and several smaller<br />

ones. <strong>The</strong> chain curves northeast from about 76° S, 81° W, to 15° S, 53° W. <strong>The</strong> southernmost islands lie<br />

underneath the Antarctic ice cap.<br />

Sea of Light<br />

<strong>The</strong> long, narrow ocean that separates Annuvia from Soldunia. It runs roughly northeast from about 50° S,<br />

130° W, to 30° N, 50° W, and connects to the Sunsea and Earthsea Oceans on the west and east respectively.<br />

It contains four large islands and a great number of smaller ones, many of them active volcanoes (the source<br />

of the name).<br />

Soldunia<br />

<strong>The</strong> continent of the Southwestern Quadrant, bounded by the Sea of Light on the north, the Outer Sea and<br />

Earthsea Ocean on the east, the Antarctic Ocean on the south, and the Sunsea Ocean on the west.<br />

Southsea Isles<br />

<strong>The</strong> archipelago that lies off the western coast of Amazulia. It contains three sizable islands and several<br />

smaller ones. <strong>The</strong> chain curves north from about 62° S, 25° E, to 15° S, 35° E, and connects with the<br />

mountains of northwestern Zulia. Its members are currently divided between the Western Empire and<br />

Galazia.<br />

Sundering Seas<br />

<strong>The</strong> small, island-filled ocean that separates Almir from Amazulia and Kharlak. It runs roughly east from<br />

about 0°, 70° E, to 15° S, 150° E, and is commonly divided into quadrants named the Cobalt Sea (northeast),<br />

Steel Sea (southeast), Golden Sea (southwest), and Emerald Sea (northwest).<br />

Cobalt Islands: Sundering Seas island chain which runs eastward and southward from Paragon, about 10° N,<br />

105° E to 15° S, 140° E.<br />

Cobalt Sea: <strong>The</strong> northeastern quadrant of the Sundering Seas.<br />

Emerald Islands: Sundering Seas island chain which runs northward from Paragon, about 14° N, 98° E to<br />

28° N, 102° E.<br />

Emerald Sea: <strong>The</strong> northwestern quadrant of the Sundering Seas.<br />

Golden Islands: Sundering Seas island chain which runs westward and southward from Paragon, about<br />

10° N, 95° E, to 5° S, 65° E.<br />

Golden Sea: <strong>The</strong> southwestern quadrant of the Sundering Seas.<br />

Marga Current: A warm current in the Sundering Seas, which runs southwest to northeast from near the<br />

Equator and the 70° E meridian to about 20° N, 90° E.<br />

Paragon (Island): <strong>The</strong> largest island in the Sundering Seas, roughly triangular in shape with points near 5° N,<br />

96° E; 13° N, 97° E; and 12° N, 102° E. Paragon is the junction of the four Sundering Seas island chains and<br />

straddles three tectonic plates.<br />

Steel Islands: Sundering Seas island chain which runs southeastward from Paragon, about 5° N, 100° E, to<br />

10° S, 105° E.<br />

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<strong>The</strong> World of Novi<br />

Steel Sea: <strong>The</strong> southeastern quadrant of the Sundering Seas.<br />

Sunsea Ocean<br />

<strong>The</strong> ocean that divides Almir and Kharlak on its western shores from Annuvia and Soldunia on its eastern<br />

shores.<br />

Sea of Night: <strong>The</strong> division of the Sunsea Ocean which separates the Islands of Night from mainland Almir. It<br />

runs roughly north from about 10° S, 150° E, to 75° N, 160° E.<br />

Tropic of Celestra<br />

<strong>The</strong> line of latitude at 25° S, which denotes the limit of the sun's advance into the Southern Hemisphere,<br />

which occurs on Sun's End, the Southern Hemisphere summer solstice. <strong>The</strong> other solar boundaries are the<br />

Tropic of Shaya at 25° N, the Arctic Circle at 65° N, and the Antarctic Circle at 65° S.<br />

Tropic of Shaya<br />

<strong>The</strong> line of latitude at 25° N, which denotes the limit of the sun's advance into the Northern Hemisphere,<br />

which occurs on Sun's King, the Northern Hemisphere summer solstice. <strong>The</strong> other solar boundaries are the<br />

Tropic of Celestra at 25° S, the Arctic Circle at 65° N, and the Antarctic Circle at 65° S.<br />

Western Isles<br />

<strong>The</strong> archipelago that lies off the western coast of Almir and which contains the three large islands of<br />

Alzudor, Ardamir, and Galering (south to north). It also contains the small islands scattered throughout the<br />

Western Sea. <strong>The</strong> main chain curves west from about 5° N, 60° E, to 10° N, 25° E, then north to about<br />

60° N.<br />

Alzudor: <strong>The</strong> southeastern large Western Isle, roughly trapezoidal in shape with points near 5°30' N,<br />

54°45' E; 10°45' N, 53° E; 11°15' N, 62°45' E; and 4°45' N, 60°30' E. It measures about 700 miles along the<br />

north coast, 420 miles along the south coast, and 440 miles along the east and west coasts, so it covers about<br />

235,000 square miles. It is part of the Western Empire and contains two kingdoms: Uister in the south and<br />

Rayel in the north.<br />

Ardamir: <strong>The</strong> southeastern large Western Isle, roughly trapezoidal in shape with points near 5°30' N,<br />

54°45' E; 10°45' N, 53° E; 11°15' N, 62°45' E; and 4°45' N, 60°30' E. It measures about 700 miles along the<br />

north coast, 420 miles along the south coast, and 440 miles along the east and west coasts, so it covers about<br />

235,000 square miles. It is part of the Western Empire and contains two kingdoms: Uister in the south and<br />

Rayel in the north.<br />

Galering: <strong>The</strong> northern large Western Isle, about 1,040 miles long and 150 miles wide, which runs north<br />

from about 36° N, 25° E, to 51° N, 27° E. It is part of the Western Empire and contains two kingdoms.<br />

10


Part II - Nations<br />

By Lowell R. Matthews<br />

Now that we have seen the shape of the World of Novi from afar, let us look at some of the nations its<br />

sapient races have carved from the land. <strong>The</strong> following selected entries from the Encyclopedia of Novi<br />

describe some of the more prominent nations of Novi.<br />

Yes, as is true for most fictional worlds created as settings for role-playing games, these nations are the ones<br />

about which the most has been written to support adventuring campaigns.<br />

NATIONS<br />

Abilla, Kingdom of<br />

Abanyi Human nation in central Annuvia (Cylonuvia), near 40° N, 100° W, currently part of the Empire of<br />

Cylondir.<br />

Citizen: "Abillan."<br />

Allon, Kingdom of<br />

A nation of southwestern Almaren that controls some 500,000 square miles of the Lon River Basin. Since the<br />

collapse of the Pentarchy, Allon has become the largest unified state in Almaren, governed by a feudal<br />

monarchy with a powerful but not absolute king. On New Sun, 3868, both King Frederick IV (Mowbray)<br />

and Crown Prince Gregory were murdered, and now the rival pretenders Harold II (Cromwell) and Elaine<br />

(Mowbray) fight for the Lion Crown. <strong>The</strong> Lon, Luel, and Gaellor Rivers cut Allon into northern, eastern, and<br />

western thirds. <strong>The</strong> kingdom is divided into ten duchies: Wondervale, Hissell, and Vivacar to the west;<br />

Formelon, Nordelon, and Rollon to the north; Gaellor, Hollingael, and Sungael to the east; and the Crown<br />

Duchy of Londell, which is reserved for the heir to the Lion Crown. Allon gained its newest provinces,<br />

Camelon and Cambria, from Limellia in 3863; they are ruled by military governors and are not part of a<br />

duchy. Each duchy is divided in turn into counties, baronies, and other feudal or administrative units.<br />

Citizen: "Allonan."<br />

Arms of Dominion: Gules, a lion rampant argent for Richard "Roaring Lion" Mowbray, Allon's founder and<br />

first king. Queen Elaine uses this device unaltered; King Harold quarters these arms in first and fourth and<br />

his own arms in second and third, namely, sable, a lion rampant argent. <strong>The</strong> similarity of their arms led to<br />

the names "Red" and "Black" for their factions and "War of the Lions" for their conflict.<br />

Londell (3666): <strong>The</strong> largest, oldest, and most famous city in Almaren, population 100,000. It is the largest of<br />

the four major Almareni seaports. Londell is built on three hilly islands near the mouth of the Lon River,<br />

near 26° N, 71° E; three collapsible bridges on either side connect the center island to the other two, but there<br />

are no bridges to the mainland.<br />

Almadil, Duchy of<br />

A sovereign duchy of southeastern Almaren that controls some 12,000 square miles of the Almadil River<br />

Basin. It is currently governed by an enlightened absolute monarch.<br />

Citizen: "Almadilian."<br />

Almaden: <strong>The</strong> capital of the Duchy of Almadil and seat of the Power Arisa, population 55,000. It is the<br />

smallest of the four major Almareni seaports, located between the mouths of the Almadil and Den Rivers,<br />

near 30° N, 99° E.<br />

High Crags Pass: A narrow break in the King's Range, centered at 31°5'13" N, 99°57'27" E, 75 miles north<br />

of Alvaron on Almadil's eastern border. It has a peak elevation of 8,750 feet and is about three miles long,<br />

east-west, and 250 feet wide. Before the abandonment of Aquilonia in 3663, a paved road, now in ruins, ran<br />

through High Crags Pass, connecting Aquilonia to Almadil. Two centuries of neglect have made the High<br />

Crags Pass very dangerous and crossings are rare.<br />

Wereguard Castle: A border citadel of Almadil, garrison 1,000 (by treaty with Alvaron), population 2,500,<br />

located about 80 miles northeast of Almaden in the northwest end of Redgate Pass. It is the administrative<br />

center for Almadil's Redgate Pass traffic and the surrounding area.<br />

Alvaron (Nation), Republic of<br />

A large city-state, population 120,000, with 100,000 in the city proper. It is located in a fork of the Great<br />

Central Mountains which divide Almaren from Almoria, around 30° N, 100° E. It is governed by a republic<br />

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<strong>The</strong> World of Novi<br />

with a strong head of state. Its oldest institution, the Alvaron Academy, was founded in 2001 A.R., and the<br />

city-state grew up around the Academy. Except for brief periods, Alvaron has been independent throughout<br />

its history, protected by two high mountain ranges and the sea. Its population is mainly Almareni, but with<br />

large numbers of other peoples of all mannish races.<br />

Citizen: "Alvaronan."<br />

Alvaron (City): <strong>The</strong> city-state's largest population center, seat of the Powers Mikhail and Sirene. Its strategic<br />

location between Almaren and Almoria and halfway between Amazulia and Kharlak across the Sundering<br />

Seas has made Alvaron a major trading seaport rivaling Londell, Allon.<br />

Council of Captains: <strong>The</strong> city-state's governing body, composed of 20 Captains or Lords and the Prince.<br />

Each Captain represents a district of Alvaron and is selected by Electors or voting citizens for a ten-year<br />

term.<br />

Electors: Alvaron's voting citizens, about ten to twenty percent of the total population, automatically<br />

armigers. Electorship may be bought, inherited, or awarded by the Council of Captains. <strong>The</strong> prospective<br />

Elector must meet certain qualifications, including a minimum age of 30.<br />

Grand Fork Bay: <strong>The</strong> protected inlet of the Sundering Seas immediately south of Alvaron, some 25 miles<br />

long and wide.<br />

Guardians: <strong>The</strong> city-state's special protectors, very powerful mages who have transformed themselves into<br />

Mage Drakes (or Arcane Drakes) and have become Earthguardians of Alvaron's huge Earthnode. <strong>The</strong>y<br />

regulate the flow of Earthblood in the Alvaron Valley, serve as defenders or champions of the realm, and<br />

perform other services for the state. Most of Alvaron's Guardians were former presidents of the Alvaron<br />

Academy. <strong>The</strong> current Guardians are Arloki and Aruruwen.<br />

Prince: <strong>The</strong> city-state's chief executive, head of state, and head of government; currently Prince Cirgon<br />

Travara. Princes are selected for life terms by two-thirds majorities of the Council of Captains, but may also<br />

be removed from office by two-thirds majority. By law, no two individuals from the same house or family<br />

may serve consecutive terms.<br />

Redgate Castle: <strong>The</strong> land border citadel of Alvaron, garrison 1,000 (by treaty with Almadil), population<br />

3,000, located about 60 miles north of Alvaron at the source of the Alvaron River in the southeast end of<br />

Redgate Pass. It is the administrative center for Alvaron's Redgate Pass traffic, which is essentially all of<br />

Alvaron's land traffic.<br />

Redgate Pass: <strong>The</strong> pass which joins the Almadil Range to the King's Range at the northern end of the<br />

Alvaron Valley, centered at 30°51'18" N, 99°55'26" E. It has a peak elevation of 6,500 feet and is about four<br />

miles long, southeast-northwest, and 1,000 feet wide. By long-standing treaty, the states of Almadil and<br />

Alvaron consider Redgate Pass neutral territory; Almadil maintains Wereguard Castle at the northwestern<br />

end of the pass and Alvaron maintains Redgate Castle at its southeastern end.<br />

Amelianan Union<br />

<strong>The</strong> confederation of the city-states of the Golden Island of Amelian. It is governed by a council composed<br />

of the rulers of the individual city-states; the presidency of the council rotates each year. <strong>The</strong> Amelianan<br />

Union pays tribute to Paragon for the protection of its navy.<br />

Citizen: "Amelianan."<br />

Loveport: A city-state republic located just south of Love Point on Amelian's west coast, near 8° N, 81° E,<br />

population 20,000 with 10,000 in the city proper.<br />

Anaril (Nation), Grand Duchy of<br />

Almareni nation which controls the island of Anaril (one of the Sundering Seas Emerald Islands), governed<br />

by a nominally sovereign absolute monarch who nevertheless pays tribute to Paragon for noninterference and<br />

the protection of its navy.<br />

Citizen: "Anarilian."<br />

Aquilonia, Principality of<br />

A historical city-state abandoned in 3663, Aquilonia was a demon-infested magical wilderness until 3869. At<br />

its height, it had a total population of 150,000, with 60,000 in the city proper. <strong>The</strong> city's ruins are located on<br />

12


By Lowell R. Matthews<br />

the north shore of Lake Mornen in a valley of the Great Central Mountains, near 30°56.5' N, 100°6.5' E,<br />

about 65 miles north of Alvaron. During the Pentarchy, Aquilonia was the capital of Ambarlach, Pentarch of<br />

Fire. On Firesong 7, 3663, the Free Alliance defeated Ambarlach in the Battle of the Scarlet Tower, which is<br />

located 15 miles south of the city proper, but not before Ambarlach cast a powerful curse which opened a rift<br />

in the area's dimensional fabric and allowed many demons of all kinds to enter it. <strong>The</strong> horrified Free Alliance<br />

mages could not undo the damage, so they limited it by magically confining the demons to the Mornen<br />

Valley and imprisoning Ambarlach in the Scarlet Tower. Ambarlach gained his freedom on Sun's End, 3868,<br />

by marrying Crown Princess Valonya of Rona; he has assumed the title of Prince of Aquilonia and has<br />

dedicated the bulk of his vast resources to rebuilding the city-state. Citizen: "Aquilonian."<br />

Astarra, Kingdom of<br />

Eldani nation in central Annuvia (Cylonuvia), near 42° N, 90° W.<br />

Citizen: "Astarran."<br />

Axel, Kingdom of<br />

Omikhani nation in central Annuvia (Cylonuvia), near 30° N, 103° W.<br />

Citizen: "Axellian."<br />

Beretaur, Forest See of<br />

A country of west-central Almaren which controls about 79,000 square miles between the White Luel and<br />

Luel Rivers to the southeast and the Schwartze and Murgen Rivers to the north. Beretaur is a densely<br />

forested, sparsely inhabited country hemmed in by larger neighbors, including Calamar, Seremon,<br />

Murgenheim, and the powerful kingdoms of Allon and Limellia. Most of the inhabitants are Eldani, with<br />

significant Onovani and Novani minorities. As is true for many Eldani countries, Beretaur is governed by<br />

churchmen in a relatively enlightened "feudal theocracy." <strong>The</strong> head of state is the primate, chosen by election<br />

from the ranks of the archbishops of the various Powers (one archbishop per Power in Beretaur); likewise,<br />

the 20 provincial prefects are chosen from the ranks of the bishops.<br />

Citizen: "Beretauran."<br />

Arms of Dominion:Vert, three fleurs-de-lis argent.<br />

Coryland, Kingdom of<br />

Corloni Human nation in central Annuvia (Cylonuvia), near 35° N, 82° W.<br />

Citizen: "Coryllan."<br />

Cylonacar, Kingdom of<br />

Corloni Human nation in central Annuvia (Cylonuvia), near 35° N, 90° W, currently the center of the Empire<br />

of Cylondir.<br />

Citizen: "Cylonan."<br />

Cylondir, Empire of<br />

Human empire centered on the Kingdom of Cylonacar; includes Abilla.<br />

Del Rio, Grand Duchy of<br />

Abanyi Human nation in central Annuvia (Cylonuvia), near 40° N, 100° W.<br />

Citizen: "Del Rian."<br />

Grindenwald, Kingdom of<br />

A nation of southwestern Almaren which controls about 122,000 square miles between the Moon River and<br />

the Grinden Mountains, also called the "Seventy Caverns." It is governed by a feudal monarchy with strong<br />

theocratic overtones. Its population is roughly half Almareni and half Sisaromikhani, but the founders and<br />

rulers have always been Sisaromikhani. Grindenwald has become Allon's most important trading partner, and<br />

vice versa.<br />

Citizen: "Grindenwalder."<br />

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<strong>The</strong> World of Novi<br />

Grindenhold: <strong>The</strong> capital of Grindenwald and seat of the Power Arkan, population 87,000, located in the<br />

Grinden Mountains near 26°36'10" N, 65°50'40" E.<br />

Margand, Principality of<br />

A city-state located at the mouth of the Margel River, near 20° N, 78° E, population 250,000 with 75,000 in<br />

the city proper. It is governed by a democratic monarchy and is the second of the four major seaports in<br />

Almaren. <strong>The</strong> city of Margand is also the seat of the Powers Hadrak and Sonya.<br />

Citizen: "Margandan."<br />

Mintakan Empire (Mintaki Teikoku)<br />

Mintaki empire centered on the Islands of Night, which currently includes portions of the eastern coasts and<br />

mountains of Almoria, eastern Zoria, and the northern coast of Kharlak.<br />

Citizen: "Mintakan (Mintaki-jin)."<br />

History: In 1499, the last two hundred survivors of the Min Dynasty of the Khar Kang people of northern<br />

Kharlak, led by the six-year-old genius Min Taki and four of his father's generals, fled from their Hung<br />

Dynasty conquerors only to be shipwrecked on the island of Okama by a Sunsea Ocean hurricane. In spite of<br />

the exiles' small numbers, their relative sophistication enabled them to subdue the few thousand primitive<br />

Almori fishermen and herders already inhabiting Okama within two years. When the conquest was complete,<br />

Min Taki ascended the Peacock Throne as Emperor of Okama on New Sun, 1502, and gradually extended<br />

his power to the small islands nearest Okama. After Min Taki's death in 1578, his son changed the Empire's<br />

name to its present form to honor him. Over the centuries, the Khar Kang and Almori peoples mingled and<br />

multiplied to become the Mintaki, and their Empire spread north to Yakaza, south to Yakinta and Kirinanda,<br />

west to the coasts of Almoria and Zoria, and finally south to the coast of Kharlak. With that conquest, the<br />

heirs of the Min Dynasty had finally regained their ancestral homeland. <strong>The</strong> Mintakan Empire has existed as<br />

a sovereign nation since its founding except for the World Empire period, the High Kingdom period, and the<br />

early Pentarchy. <strong>The</strong> Empire was one of the first nations to reclaim sovereignty from the Pentarchy in a<br />

successful revolt against the tyrant Calien, Pentarch of Light, in 3477.<br />

Order of the Dragon's Fang (Ryú no Ha Dantai): A Mintakan religious organization and martial arts order<br />

dedicated to Mikhail. Most members of the Order are High Warrior Monks, with lesser numbers of Sohei,<br />

Warrior Monks, and other professions; they concentrate on self-discipline, philosophy, and combat arts. All<br />

members forswear the use of magic and poison; in return, they learn the Adrenal Move Magic Strike (see<br />

below), gain a +10 bonus to all Meditations and BDS, and earn double development points (as the Focus<br />

background option) for Self-Discipline. <strong>The</strong> Order's ranks, in English, are Petitioner (Apprentice), Novice<br />

(Journeyman), Initiate (Senior Journeyman), Disciple (Master), and Master (Shujin) (Senior Master and<br />

above); the head of the Order is the Grand Master (Yúdai na Shujin). All members wear a red and blue<br />

dragon tattoo on their upper right arms.<br />

Magic Strike: Preparation for this Adrenal Move follows the normal procedures. If the attempt is successful,<br />

the user's next attack is treated as a magic weapon for scores of 101+, mithril for 151+, holy for 201+, and<br />

slaying for 251+. This Adrenal Move may also be extended following the normal procedures.<br />

Mormelar, Kingdom of<br />

A nation of southeastern Almaren that controls some 400,000 square miles of the Elar River Basin. It is<br />

currently the second-largest state in Almaren, behind Allon. It is governed by a parliamentary monarchy in<br />

which Parliament is the most powerful entity and its chancellor is by far its most powerful individual<br />

(virtually a dictator, since it requires a two-thirds majority to overrule his decrees); its king is the head of<br />

state and is effectively the second-most-powerful individual as he usually commands the loyalty of the<br />

masses.<br />

Citizen: "Mormelarian."<br />

Elarven: <strong>The</strong> capital of the Kingdom of Mormelar and seat of the Power Ariella, population 60,000. It is the<br />

third of the four major Almareni seaports, located just north of the swampy delta of the Elar River, near<br />

26° N, 94° E.<br />

Ostengael (Nation), Kingdom of<br />

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By Lowell R. Matthews<br />

A nation of south-central Almaren that controls some 170,000 square miles between the Gaellor and Margel<br />

Rivers. It is governed by a centralized (nonfeudal) monarchy with a powerful but not absolute king.<br />

Ostengael is divided into eight provinces, which are divided in turn into counties.<br />

Citizen: "Ostengaelian" or sometimes "Gaelian," although that reference is better reserved for the old realm<br />

of Gael.<br />

Arms of Dominion: Quarterly Or and sable, four chessrooks counterchanged.<br />

Ost-en-Gael or Ostengael (City): An old, famous fortress city, population 43,000, near 30°31'35" N,<br />

81°48'45" E. It is currently the capital of the Kingdom of Ostengael and the seat of the Power Rhiana, but it<br />

has been an important center of government since its founding in 251 A.R. by Gael, later Targael, first King<br />

of Gael. Following the collapse of the Gael Empire in 486, Ost-en-Gael has been the capital of several<br />

successor states, both independent and provincial.<br />

Paragon (Nation), Kingdom of<br />

<strong>The</strong> nation that controls the Island of Paragon. It is a nominally feudal monarchy in which the true power<br />

resides in the royal government ministries, not the feudal titles. Paragon claims dominion over all the<br />

Sundering Seas islands, but directly controls only Paragon Island and several small neighboring islands. Its<br />

navy is superior to that of all states except perhaps the combined Westerendi dominions. <strong>The</strong> kingdom is<br />

peaceful and ordered, but its reputation suffers because of its harsh judicial system. Its racial tolerance is<br />

noteworthy, and it encourages immigration from all countries and all races of the Savatari. It also emphasizes<br />

merit over primogeniture in both inheritance and social advancement.<br />

Citizen: "Paragonian."<br />

Arms of Dominion: Or, a lion passant gardant azure, armed and langued gules, upon a trident fesswise points<br />

to dexter of the second.<br />

Law: Paragonian law is harsh by many standards. Paragonians firmly believe in the deterrent effects of<br />

beatings, criminal slavery, and savage methods of execution (not without justifiable results). <strong>The</strong>y also have<br />

a thriving gladiatorial-combat circuit, so many convicts are condemned to the arena.<br />

Paramir: Paragon's principal naval base and seat of the Duchy of Paramir, population 40,000, located near<br />

8° N, 100.5° E.<br />

Paraven: <strong>The</strong> capital of the Kingdom of Paragon and seat of the Power Jenelle, population 60,000. It is<br />

located on a protected fjord on Paragon's north coast, near 11° N, 101° E, and is the most important trading<br />

center in the Sundering Seas islands. Its towering black basalt walls are both imposing and beautiful.<br />

Western Empire<br />

Westerendi and Eldani empire centered on the Western Isles which currently includes portions of western<br />

Almaren, the coasts of Zulia, and the Southsea Isles.<br />

Citizen: "Western."<br />

Arms of Dominion: Sable, a warship in full sail argent.<br />

Alzudor (Island)<br />

Rayel (Kingdom): <strong>The</strong> northern kingdom of Alzudor.<br />

Uister (Kingdom): <strong>The</strong> southern kingdom of Alzudor.<br />

15


<strong>The</strong> World of Novi<br />

Heraldry - RECORDED ARMORIAL BEARINGS<br />

Abbreviations<br />

A.U. Amelianan Union<br />

C. County of<br />

D. Duchy of<br />

F.S. Forest See of (Beretaur)<br />

R. Republic of<br />

K. Kingdom of<br />

NYA Not Yet Assigned in Novite Heraldry<br />

NDNP No Direct Novite Parallel<br />

NKNP No Known Novite Parallel<br />

R. Republic of<br />

W.E. Western Empire<br />

ALPHABETICAL LISTING OF NOVITE ARMIGERS BY NAME<br />

ADELA the Tigress (K. Murgenheim). Arms: Sable, a Bengal tigress rampant argent.<br />

AFTON, Samuel (K. Coryland). Arms: Barry wavy of six argent and azure, a trident in bend sinister sable,<br />

surmounted by a halberd gules in bend.<br />

ALLON, Kingdom of. Arms of Dominion: Gules, a lion rampant argent. Adopted from the private arms of<br />

Richard MOWBRAY (Elaine, q.v.).<br />

ANGANEL, Feangil (F.S. Beretaur). Arms: Vert, a pegasus saliant wings elevated and addorsed Or.<br />

ANORDIL, Firshel (K. Astarra). Arms: Per fess embattled bleu de ceil and sable, in chief the sun in his<br />

splendor. Crest: On a baron's helm, out of a baron's coronet, an eagle displayed sable, armed Or, charged on<br />

the breast with the sun in his splendor.<br />

AQUILAREN, Trajan (K. Rona). Argent, an eagle displayed sable. Line extinct?<br />

ASTARRA, Kingdom of. Arms of Dominion: Sable, an estoile argent. Adopted from the private arms of the<br />

House of<br />

MENELDUR (Valacarion II, q.v.).<br />

BERETAUR, Forest See of. Arms of Dominion: Vert, three fleurs-de-lis argent.<br />

LOVAL PREFECTURE. Arms of Dominion: Ermine, two fleurs-de- lis in fess gules.<br />

GOLDEN ARROW BATTALION. Corporate Arms: Vert, a sheaf of arrows Or, on a chief ermine, two<br />

fleurs-de-lis gules.<br />

CARANARDAN, Archel (W.E.). Arms: Argent, five maple leaves vert.<br />

Lochel. Arms: Caranardan, a label vert for difference.<br />

Moranel: Arms: Caranardan, a label vert charged with as many crescents argent for difference.<br />

Turanel. Arms: Caranardan, a label of five points vert for difference.<br />

CROMWELL, Harold (K. Allon). Private Arms: Sable, a lion rampant argent.* Arms of Pretence: Quarterly<br />

1 and 4, Allon (Mowbray); 2 and 3, Cromwell.<br />

DHUUL, Quitur (K. Astarra). Arms: Gyronny tenn‚ and sable. Crest: On a baron's helm, out of a baron's<br />

coronet, a dexter arm embowed in armor tenn‚ holding a javelin in bend sinister point downwards sable.<br />

EILOMA, Chieera (K. Coryland). Arms: Azure, a harp Or between eight estoiles in bordure argent. Lady's<br />

Crest: Out of a baron's coronet, a dragon wings elevated and addorsed azure playing a harp Or.<br />

16


By Lowell R. Matthews<br />

ELENA, Finras (K. Astarra). Arms: Quarterly argent and azure, two estoiles counterchanged. Crest: On a<br />

count's helm, out of a count's coronet, a dexter cubit arm in armor azure clutching an estoile argent. (See also<br />

Chayna Elena FITZALAN.)<br />

EOL, Nazel (K. Astarra). Arms: Quarterly azure and argent, five bezants counterchanged, two, one, and two.<br />

Crest: On a baron's helm, out of a baron's coronet, an heraldic tyger rampant sable, armed and langued gules,<br />

supporting an escutcheon of the arms.<br />

FALACAR, Durmegil (K. Astarra). Arms: Per bend sinister Or and azure, in dexter chief a cross patt‚e sable.<br />

Crest: On a baron's helm, out of a baron's coronet, a lion saliant azure, armed and langued Or, holding in the<br />

fore paws a sword erect sable, bladed Or sem‚e of crosses patt‚e of the third.<br />

FITZALAN, Chayna Elena (K. Astarra). Arms: Quarterly argent and azure, two estoiles counterchanged<br />

(Elena); on a chief Or, a rose proper pink garbed and seeded proper. Lady's Crest: Out of a baron's coronet, a<br />

dragon segreant Or supporting a rose as in the arms. (See also Finras ELENA.)<br />

FYLOR, Fean (K. Astarra). Arms: Ocher, three mullets Or. Crest: On a count's helm, out of a count's<br />

coronet, a hippogriff proper, charged upon the breast with a mullet Or. (See also Telcontarion FYLOR.)<br />

FYLOR, Telcontarion (K. Astarra). Arms: Argent, three mullets sable. Crest: On a baron's helm, out of a<br />

baron's coronet, a hippogriff argent, langued gules, armed and winged sable. (See also Fean FYLOR.)<br />

GOLDTYNE, James (K. Allon). Arms: Vert, a trident Or. GONDELMIR, Targond (K. Allon). Arms: Sable,<br />

six faceted diamonds proper.<br />

GURINGAL, Miron (F.S. Beretaur). Arms: Or fleury sable, a fusil vert.**<br />

LINDARRE (House), Lindarre (W.E.). Arms: Bleu de ceil, the sun Or charged with a falcon preying sable.<br />

LINDUIN, Lithare (K. Allon). Arms: Or, on a pale azure, three scrolls fesswise of the first.<br />

Lalaithal. Arms: Linduin, a mullet argent for difference.<br />

Rochandil. Arms: Linduin, a crescent argent for difference.<br />

Vallaure. Arms: Linduin, a label argent for difference.<br />

LOMAREL, Nolarin (F.S. Beretaur). Arms: Sable sem‚e-de-lis Or, on a fess vert, an open book argent,<br />

bound and tasseled of the second.<br />

MAC EOCHAID, Conan (W.E.). Arms: Vert, three telperion trees uprooted proper (argent).<br />

MARDOL, Ulmar (K. Astarra). Arms: Argent, a bend doubly cottised sable; for augmentation, a chief of<br />

Astarra, fimbriated of the first. Crest: On a duke's helm, out of a duke's coronet, a unicorn saliant argent,<br />

armed, crined, and unguled sable, langued gules. Supporters: Two unicorns saliant as in the crest.<br />

MENELDUR, Valacarion II (K. Astarra). Private Arms, Meneldur, and Arms of Dominion, Kingdom of<br />

Astarra: Sable, an estoile argent. Crest: <strong>The</strong> Celestial Crown of Astarra proper, thereupon a griffin segreant<br />

proper clutching in its dexter claw an estoile argent. Supporters: On the dexter, a griffin segreant proper,<br />

gorged with a celestial crown of estoiles Or; on the sinister, a unicorn argent, armed, crined, unguled, and<br />

gorged with a celestial crown of estoiles and therefrom a chain reflexed over the back Or.<br />

Durafin. Arms: Astarra, a bordure Or. Crest: On a prince's helm, out of a coronet composed of a band Or and<br />

eight estoiles argent, a griffin segreant argent, armed and winged sable. Supporters: On the dexter, a griffin<br />

as in the crest, gorged with a celestial crown of estoiles Or; on the sinister, a unicorn argent, armed, crined,<br />

unguled, and gorged with a celestial crown of estoiles and therefrom a chain reflexed over the back Or.<br />

Vanir. Arms: Astarra, a label Or for difference. Crest: On a prince's helm, out of a coronet composed of a<br />

band Or and eight estoiles argent, a griffin segreant proper clutching in its dexter claw an estoile of the first,<br />

gorged with a label Or for difference. Supporters: On the dexter, a griffin segreant proper, gorged with an<br />

astral crown of estoiles Or; on the sinister, a unicorn argent, armed, crined, unguled, and gorged with an<br />

astral crown of estoiles and therefrom a chain reflexed over the back Or.<br />

MENELDUR, Yavanion (K. Astarra). Arms: Sable, an estoile argent between three unicorn's horns erased<br />

point upwards bendwise Or. Crest: On a prince's helm, out of a coronet composed of a band Or and eight<br />

estoiles argent, a griffin segreant proper clutching in its dexter claw a unicorn's horn erased in bend sinister<br />

Or. Supporters: On the dexter, a griffin segreant proper, gorged with a celestial crown of estoiles and charged<br />

17


<strong>The</strong> World of Novi<br />

with three unicorn's horns in fess bendwise point upwards Or; on the sinister, a unicorn argent, armed,<br />

crined, unguled, and gorged with a celestial crown of estoiles and therefrom a chain reflexed over the back<br />

Or. (Cadet of Valacarion II MENELDUR.) MIR, Thuvir (K. Astarra). Arms: Vert, two diamonds faceted<br />

point downwards argent. Crest: On a baron's helm, out of a baron's coronet, an eagle close argent, supporting<br />

in its dexter talon an escutcheon of the arms. (See also Valfin MIR.) MIR, Valfin (K. Astarra). Arms: Vert, a<br />

diamond faceted point downwards argent. Crest: On a viscount's helm, out of a viscount's coronet, an eagle<br />

rising Or, charged upon the breast with an escutcheon of the arms. (See also Thuvir MIR.) MOWBRAY,<br />

Elaine (K. Allon). Private Arms, Mowbray, and Arms of Dominion, Kingdom of Allon: Gules, a lion<br />

rampant argent.* NARO, Colot (K. Astarra). Arms: Argent, a roundel inflamed proper. Crest: On a count's<br />

helm, out of a count's coronet, a phoenix argent in flames proper.<br />

NICHOLS, Thomas (K. Allon). Arms: Ermine, six laurel crowns vert.<br />

O'RIVER, Thomas (W.E. and K. Allon). Arms: Argent, a fess sable between four fountains.<br />

OSTENGAEL, Kingdom of. Arms of Dominion: Quarterly Or and sable, four chessrooks counterchanged.<br />

PARAGON, Kingdom of: Arms of Dominion: Or, a lion passant gardant azure, armed and langued gules,<br />

above a trident of the second fesswise, points to dexter.<br />

LORD ADMIRAL. Arms of Office: Gules, a trident between two estoiles of twelve points Or.<br />

LORD JUSTICIAR. Arms of Office: Gules, a trident surmounted by balances Or.<br />

ORDER OF JUSTICE. Corporate Arms: Quarterly 1 and 4, Paragon; 2 and 3, the Lord Justiciar of Paragon.<br />

ORDER OF THE TRIDENT. Corporate Arms: Quarterly 1 and 4, Paragon; 2 and 3, the Lord Admiral of<br />

Paragon.<br />

QUILLAR, Vandir (K. Astarra). Arms: Argent gutt‚e de sang, a fleur-de-lis gules. [Uncertain.] (See also<br />

Yave QUILLAR.) QUILLAR, Yave (K. Astarra). Arms: Argent gutt‚e de sang, a fleur-de-lis and a bordure<br />

engrailed, both gules. [Uncertain.] (See also Vandir QUILLAR.)<br />

RAVENSCROFT, Ian (R. Alvaron). Arms: Gules, on a pale Or, three ravens close sable, a bordure also<br />

sable. (Cadet of Talamin RAVENSCROFT.) RAVENSCROFT, Talamin (R. Alvaron). Arms: Gules, on a<br />

pale Or, three ravens close sable.<br />

Gwalchmai (R. Alvaron, K. Allon). Arms: Ravenscroft, a crescent gules for difference.<br />

Robardin. Arms: Ravenscroft, a label argent for difference.<br />

RON, Aldar (W.E., K. Allon). Arms: Or, a dragon segreant wings elevated and addorsed azure, armed and<br />

langued gules.<br />

SELENE (K. Paragon). Arms: Argent, an upper skull adorned with spikes, a bordure, all sable.<br />

SHULA, Sandale (K. Astarra). Arms: Azure, a pall, in chief a fleur-de-lis, both Or. Crest: On a duke's helm,<br />

out of a duke's coronet, a dexter cubit arm with fist clenched in armor Or. Supporters: Two warhorses<br />

rampant argent, chain barded Or, with knights mounted, mailed azure, the dexter with a sword in the dexter<br />

hand and the sinister with a scroll in the sinister hand, both proper.<br />

SIRENE'S ORDER OF THE SILVER UNICORN. Corporate Arms: Argent, on a pile sable, a unicorn<br />

rampant of the first, armed, langued, crined, and unguled Or.<br />

TALON, Randol (W.E., K. Allon). Arms: Ermine, a falcon preying proper.<br />

TARANGEL, Arthur (A.U.). Arms: Sable, three swords in fess erect Or.<br />

TIRAN, Vanmegil (F.S. Beretaur). Arms: Quarterly 1 and 4, argent, a falcon preying proper; 2 and 3, vert.<br />

TIRLOVAL, Anganir (F.S. Beretaur). Arms: Ermine, on a bend gules, two fleurs-de-lis Or. (Cadet of Calahir<br />

TIRLOVAL.) TIRLOVAL, Calahir (F.S. Beretaur). Private Arms: Ermine, on a fess gules, two fleurs-de-lis<br />

Or. Arms of Office: Quarterly 1 and 4, Tirloval; 2, Loval Prefecture; 3, Sirene's Order of the Silver Unicorn.<br />

Angval. Arms: Tirloval, a label azure for difference.<br />

Calandur. Arms: Tirloval, a label of five points azure for difference.<br />

18


By Lowell R. Matthews<br />

Lorminal. Private Arms: Tirloval, a bordure sable for difference. Arms of Office: Impaled on the dexter,<br />

Tirloval, a bordure sable for difference; on the sinister, Sirene's Order of the Silver Unicorn.<br />

TRALOVIL, Cirgil (K. Astarra). Arms: Gules, a cross flory Or. Crest: On a duke's helm, out of a duke's<br />

coronet, a stag courant Or, gorged with an oak-leaf wreath vert and charged with a cross flory gules.<br />

Supporters: On the dexter, a stag saliant gardant proper; on the sinister, a grizzly bear rampant proper.<br />

TULIRNOREL, Shylor (K. Astarra). Arms: Gyronny of eight, gules and Or. Crest: On a duke's helm, out of<br />

a duke's coronet, a taloned dexter hand apaum‚ Or, armed gules.<br />

Supporters: Two wolves rampant gardant, the dexter gules, armed and langued Or, the sinister<br />

counterchanged.<br />

TURANCAL, Arvandur (F.S. Beretaur). Arms: Or, six acorns vert.<br />

UIDAN, Viron (K. Astarra). Arms: Or, a saltire voided in the center purpure. Crest: On a count's helm, out of<br />

a count's coronet, a griffin segreant Or, gorged purpure.<br />

VALEL, Valanna (K. Paragon). Arms: Sable, a tower between five estoiles Or.<br />

WESTERN EMPIRE. Arms of Dominion: Sable, a warship in full sail argent.<br />

WYVERNHALL, Barony of (K. Allon). Corporate Arms: Quarterly Or and gules, a wyvern wings elevated<br />

and addorsed vert.<br />

XYLOS, Quentin (A.U.). Arms: Barry wavy of eight azure and argent, a mermaid proper bearing a comb and<br />

mirror Or.<br />

YESTARE, Hyarmendil (K. Astarra). Arms: Quarterly gules, vert, azure, and tenn‚, a cross argent. Crest: On<br />

a count's helm, out of a count's coronet, a warhorse forcen‚ sable, caparisoned of the arms.<br />

References<br />

Dennys, Rodney. Heraldry and the Heralds. London: Jonathan Cape Ltd., 1982.<br />

Pine, L. G. <strong>The</strong> Story of Heraldry.<br />

Puttock, Col. A. G. A Dictionary of Heraldry and Related Subjects.<br />

19


<strong>The</strong> World of Novi<br />

Part III - Beyond the world<br />

<strong>The</strong> lands and seas of Novi and its nations are only part of the World of Novi, the part that its ordinary<br />

inhabitants can see and feel. Now let us look at some of its features beyond the ordinary. <strong>The</strong> following<br />

selected entries from the Encyclopedia of Novi chiefly describe the Erani, the Powers who rule Nature as<br />

servants of ON the Creator, and the Eranimari, the planes of reality in which the Erani make their homes.<br />

BEYOND THE WORLD<br />

Erani<br />

"<strong>The</strong> Powers," the divine beings who rule Nature, nominally subject to On the Creator.<br />

Annon:<strong>The</strong> Power of Death and the Judge of Souls.<br />

Alignment: N (NE).<br />

Symbol: a white skull or a lantern and a scythe.<br />

Colors: Black and white.<br />

Holy Days: Solstices and funerals.<br />

EH Seat: Londell.<br />

Husband and brother of Kristine.<br />

Ariella:<strong>The</strong> Power of the Earth. Also called the Earth Mother.<br />

Alignment: N (NG).<br />

Symbol: <strong>The</strong> sacred White Doe.<br />

Colors: Green and white.<br />

Holy Days: Solstices, equinoxes, and Tuesdays.<br />

EH Seat: Elarven.<br />

Sister of Tarsis, Hydrus, and Jenelle.<br />

Arisa: <strong>The</strong> Power of Wisdom and the Forces of Light, and Queen of the Powers. Also called the Great<br />

Lady, the White Lady, and the Guardian of Light.<br />

Alignment: NG.<br />

Symbol: A white dove.<br />

Colors: White, silver, and purple.<br />

Holy Days: Spring and Fall Festivals, Sundays.<br />

EH Seat: Almaden.<br />

Sister of Valkorath, wife of Tarsis.<br />

Arkan the Smith: <strong>The</strong> Power of Skills and the Crafts. Also called the Guardian of Craftsmen.<br />

Alignment: LG.<br />

Symbol: A hammer and an anvil, or a hammer and a cogwheel, or a beaver.<br />

Colors: Orange, black, white, brown, etc.<br />

Holy Days: <strong>Guild</strong> days, Sundays.<br />

EH Seat: Grindenhold.<br />

Son of Valkorath and Jenelle, husband of Tianna, eleventh Noeran.<br />

Atredus the Soul-Forger: <strong>The</strong> Power of Law and the Deserts. Also called the Lord of Discipline and the<br />

Two-Edged Destroyer.<br />

Alignment: LN (special).<br />

20


Symbol: <strong>The</strong> desert hawk.<br />

Colors: Brown and yellow.<br />

Holy Days: Rains, solstices.<br />

EH Seat: Al Atredin.<br />

By Lowell R. Matthews<br />

Son of Jenelle in male incarnation and Ariella, sixth Noeran. Atredus appears to have good tendencies to his<br />

worshippers but evil tendencies to those who fear him.<br />

Basold the Seer: <strong>The</strong> Power of Time and Fate. Also called the Doomsman, Lord of Time, and Guardian of<br />

the Holy Halls.<br />

Alignment: N.<br />

Symbol: An hourglass or a sundial.<br />

Colors: Gray and black, gold jewelry.<br />

Holy Days: New Sun, the first day of each month.<br />

EH Seat: Ost-en-Ambar.<br />

Son of Annon and Kristine, eighth Noeran.<br />

Calerani<br />

"<strong>The</strong> Nature Powers," Ariella, Hydrus, Jenelle, and Tarsis, offspring of the First Creation.<br />

Celestra: <strong>The</strong> Power of the Moon. Also called the Guardian of the Night and the Mistress of Illusion.<br />

Alignment: CG.<br />

Symbol: A silver crescent.<br />

Colors: silver (white) and midnight blue.<br />

Holy Days: Full moon, Mondays.<br />

EH Seat: Mintakyo.<br />

Daughter of Tarsis and Ariella (before Arisa), second Noerana.<br />

Hadrak the Law-Giver: <strong>The</strong> Power of Law, Justice, and Vengeance.<br />

Alignment: LG (LN).<br />

Symbol: Gold sword and balances.<br />

Colors: Black and white.<br />

Holy Days: Fridays.<br />

EH Seat: Margand.<br />

Son of Tarsis and Arisa, fifteenth Noeran.<br />

Hydrus: <strong>The</strong> Power of the Waters. Also called Lord of the Seas.<br />

Alignment: CG (CN).<br />

Symbol: A leaping dolphin (the mammal), a crested wave, or an albatross.<br />

Colors: Blue, white, and green.<br />

Holy Days: Any return to port, Thursdays.<br />

EH Seat: Taranlonde.<br />

Brother of Tarsis, Ariella, and Jenelle.<br />

Jenelle: <strong>The</strong> Power of Fire. Also called Mistress of Flame, Passion, and Love.<br />

Alignment: N (CG).<br />

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<strong>The</strong> World of Novi<br />

Symbol: A tongue of flame or a red-haired woman.<br />

Colors: Red and gold.<br />

Holy Days: <strong>The</strong> summer solstice and Fridays.<br />

EH Seat: Paraven.<br />

Sister of Tarsis, Ariella, and Hydrus.<br />

Jeron the Reveler: <strong>The</strong> Power of the Vices. Also called the Master of Rogues, Lord of Thieves, Lord of<br />

Lust, Lord of Stealth, and Master of Chaos.<br />

Alignment: CN.<br />

Symbol: A leaping panther, or a bunch of grapes.<br />

Colors: Purple and white.<br />

Holy Days: <strong>The</strong> wine harvest and Mondays.<br />

EH Seat: Jeronsbury.<br />

Son of Hydrus and Jenelle, twin brother of Michelle, fifth Noeran.<br />

Korthak the Ravager: <strong>The</strong> Power of War. Also called the Swordsman.<br />

Alignment: CE.<br />

Symbol: A red sword.<br />

Colors: Blood-red and steel-gray.<br />

Holy Days: Equinoxes and Thursdays.<br />

EH Seat: Korthagorod.<br />

Son of the Rape of Arisa by Valkorath, twin brother of Sonya, thirteenth Noeran.<br />

Kriserani<br />

"<strong>The</strong> Powers of Life," Annon and Kristine, offspring of the Second Creation.<br />

Kristine: <strong>The</strong> Power of Life (or New Life). Also called the Lady of Youth, Guardian of Children and the<br />

Innocent, and Patron of Physicians and Midwives.<br />

Alignment: NG (N).<br />

Symbol: A shepherd's crook or a haloed infant girl.<br />

Colors: White, pale blue, pink, and gold.<br />

Holy Days: <strong>The</strong> winter solstice and any birth.<br />

EH Seat: Londell.<br />

Wife and sister of Annon.<br />

Michelle the Amorous: <strong>The</strong> Power of Love. Also called Mistress of Eroticism and the Sensuous.<br />

Alignment: N.<br />

Symbol: A rose or a nude blonde woman.<br />

Colors: Red, yellow, and<br />

Holy Days: Full moon, Fridays.<br />

EH Seat: Micharon.<br />

Daughter of Hydrus and Jenelle, twin sister of Jeron, fourth Noerana.<br />

Mikhail the Valorous: <strong>The</strong> Power of Strength. Also called Lord of Prowess and the Glorious.<br />

Alignment: N.<br />

22


Symbol: A clenched fist or a white mace.<br />

Colors: White, red, and green.<br />

Holy Days: Saturdays and Sundays.<br />

EH Seat: Alvaron.<br />

Son of Annon and Kristine, ninth Noeran.<br />

By Lowell R. Matthews<br />

Noerani<br />

"<strong>The</strong> Second Powers", the sixteen Powers who are the metaphysical descendants of the eight primary<br />

Powers of the Three Creations.<br />

Rathanerani<br />

"<strong>The</strong> Rebel Powers" against On the Creator, Korthak, Tharan, and especially Valkorath. At times, the natures<br />

of Jeron, Michelle, Mikhail, Sirene, and others conflict with the will of On as well, but their fates are not yet<br />

sealed.<br />

Rhiana the Huntress: <strong>The</strong> Power of the Forests and Games. Also called the Guardian of the Trees and the<br />

Mistress of Challenge.<br />

Alignment: CG (N).<br />

Symbol: An oak tree and a golden arrow, or a golden eagle.<br />

Colors: Forest green, gold, and brown.<br />

Holy Days: Equinoxes and Tuesdays.<br />

EH Seat: Ost-en-Gael.<br />

Daughter of Hydrus and Ariella, third Noerana.<br />

Before the coming of Life Rhiana delighted most in games and challenges, then afterwards she fell in love<br />

with the trees, mightiest of living things.<br />

Savanerani<br />

"<strong>The</strong> Powers of Knowledge-Awareness-Intelligence-Wisdom", Arisa and Valkorath, offspring of the Third<br />

Creation.<br />

Shaya: <strong>The</strong> Power of the Sun. Also called the Bright Lady or the Lady of Light.<br />

Alignment: LG (N).<br />

Symbol: A gold rayed disk, or a phoenix or sun hawk.<br />

Colors: Gold, with red, sky-blue, and white as lesser colors.<br />

Holy Days: Solstices, equinoxes, Sundays.<br />

EH Seat: Mintakyo.<br />

Daughter of Tarsis and Jenelle (before Arisa), first Noerana.<br />

Sirene the Sorceress: <strong>The</strong> Power of Magic. Also called the Lady of Enchantments.<br />

Alignment: N.<br />

Symbol: A bat or a pentacle, or one of many different magical creatures.<br />

Colors: Black, white, gray, and gold.<br />

Holy Days: Solstices, equinoxes, and astral conjunctions.<br />

EH Seat: Alvaron.<br />

Daughter of Annon and Kristine, tenth Noerana.<br />

Sirene is associated with animal intelligence or sentience where Arisa is associated with sapience.<br />

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<strong>The</strong> World of Novi<br />

Sonya the Heroine: <strong>The</strong> Power of Victory (all the good aspects of war). Also called the Lady of Triumph<br />

and Mistress of Fortune in Battle.<br />

Alignment: LG (NG).<br />

Symbol: A winged or crowned sword.<br />

Colors: Scarlet, silver, and blue.<br />

Holy Days: Equinoxes and Wednesdays.<br />

EH Seat: Margand.<br />

Daughter of the Rape of Arisa by Valkorath, twin sister of Korthak, fourteenth Noerana.<br />

Tariel the Dancer: <strong>The</strong> Power of Grace and Beauty. Also called Mistress of the Cats.<br />

Alignment: N (CG).<br />

Symbol: A cat or a cat's face.<br />

Colors: Black, green, and yellow.<br />

Holy Days: Tuesdays.<br />

EH Seat: Ost-en-Tinuve.<br />

Daughter of Tarsis and Arisa, sixteenth Noerana.<br />

Tarsis: <strong>The</strong> Power of the Air and King of the Powers. Also called Lord of the Sky, Ruler of the Heavens,<br />

Lord of the Winds, Lord of Eagles, the Great Power, the Star-Lord.<br />

Alignment: LG (N).<br />

Symbol: a silver eagle, sometimes crowned.<br />

Colors: Blue and silver or white.<br />

Holy Days: Solstices, equinoxes, New Sun, Wednesdays.<br />

EH Seat: Zoraj.<br />

Brother of Ariella, Hydrus, and Jenelle; husband of Arisa.<br />

Tharan the Wrathful: <strong>The</strong> Power of Storms and Disasters. Also called the Wrathman.<br />

Alignment: CE (N).<br />

Symbol: A cloud and lightning bolt, or the stormy petrel.<br />

Colors: Midnight blue, gold, and orange.<br />

Holy Days: During storms, etc.<br />

EH Seat: Sturmberg.<br />

Son of Tarsis and Hydrus in female incarnation, seventh Noeran.<br />

Tianna the Minstrel: <strong>The</strong> Power of the Arts. Also called the Guardian of Lore and Song.<br />

Alignment: CG (N).<br />

Symbol: A golden harp.<br />

Colors: Gold, green, red, blue, etc.<br />

Holy Days: <strong>Guild</strong> days, Saturdays.<br />

EH Seat: Rayel.<br />

Daughter of Valkorath and Ariella, wife of Arkan, twelfth Noerana.<br />

Valkorath: <strong>The</strong> Power of Will and the Forces of Darkness, King of the Hells. Also called the Master of<br />

Evil, Ruler of Darkness, Master of Pestilence, the Great Devourer, and the Black King.<br />

24


Alignment: LE (NE).<br />

Symbol: A horned and fanged skull, usually red or black; many others.<br />

Colors: Black and scarlet.<br />

By Lowell R. Matthews<br />

Holy Days: <strong>The</strong> nights prior to equinoxes and solstices, the new moon, certain astral conjunctions, and<br />

eclipses.<br />

EH Seat: Kept secret, as is the identity of Valkorath's High Priest.<br />

Brother of Arisa.<br />

Eranimari<br />

<strong>The</strong> dimensions which are the homes of On the Creator and the Erani or Powers, which include Eranor and<br />

the heavens and hells.<br />

Ellanor: "<strong>The</strong> Heaven of Earth" or "First Heaven", the home dimension of the Powers Ariella and Rhiana. It<br />

has environments of every kind with appropriate flora and fauna, but with no magical or altered creatures. It<br />

represents Nature's balance without the influences of intelligence, magic, or power.<br />

Eranor: "Home of the Spirits", the home dimension of On and the Powers and location of the Tarmen Erana<br />

and the thrones of Tarsis and Arisa. In addition, all of the Powers maintain estates in Eranor, and Annon,<br />

Arkan, Basold, Hadrak, Jeron, Michelle, and Tianna live there. Eranor has environments of every kind with<br />

appropriate flora and fauna, but no sapient creatures except the Erani and their servants.<br />

Tarmen Erana: "<strong>The</strong> Royal House of the Powers".<br />

Exalor: "<strong>The</strong> Highest Heaven". It is the home dimension of the city of Meni Caryani ("<strong>The</strong> Halls of the<br />

Faithful") and the Powers Kristine, Sonya, Tariel, and Tianna. Additionally, Mikhail and Sirene maintain<br />

estates here. Exalor's environments resemble those of Eranor, but show much more directly the influence of<br />

intelligence. Magic and science coexist in harmony, and the wonders of the city and estates are without<br />

number.<br />

Meni Caryani: "<strong>The</strong> Halls of the Faithful", the heavenly city in Exalor.<br />

Hydralantor: "<strong>The</strong> Heaven of Water" or "Third Heaven", the home dimension of the Power Hydrus. It<br />

represents watery environments, and is about 90% covered by a vast ocean. <strong>The</strong> above-water climate is<br />

uniformly humid although ranging from polar to tropical temperatures, so rain forest and wetland ecosystems<br />

dominate.<br />

Jennor: "<strong>The</strong> Heaven of Fire" or "Fourth Heaven", the home of the Power Jenelle. It represents the ages<br />

when the world was young and hot, with most of the land and sea-floor actively volcanic. <strong>The</strong> climate is<br />

uniformly hot, but ranges from barren desert to lush tropical rain forest.<br />

Korthanath: "<strong>The</strong> Hell of War" or "First Hell", the home dimension of the Power Korthak. Except for the<br />

protected region adjoining Korthak's fortress, Korthanath is the least hostile Hell in terms of weather, always<br />

temperate, and terrain, mostly vast plains, low, rolling hills, and occasional forest belts and lakes: ideal battle<br />

conditions. <strong>The</strong> greatest danger is Korthanath's creatures: all the fauna are dangerously aggressive, and the<br />

intelligent spirits roam wild, filled with battle-lust.<br />

Morrath: "<strong>The</strong> Highest Hell", home dimension of the Power Valkorath. Additionally, Mikhail and Sirene<br />

maintain estates here. Morrath resembles Eranor, but is eternally gloomy and dark, with light varying from<br />

that of a stormy day to pitch blackness. However, the land is beautiful, in a cruel way, and Valkorath's palace<br />

rivals the Meni Caryani in dark majesty and splendor. In Morrath the violence of Evil is not overt and<br />

physical survival is not in question—the struggle is for the life of the soul.<br />

Sisar: "<strong>The</strong> Heaven of Air" or "Second Heaven", the home dimension of the Powers Tarsis and Atredus. Its<br />

terrain is mostly mountains, deserts, ice, and towering forests; the major fauna are the flying creatures,<br />

especially birds and dragons. <strong>The</strong> weather is often turbulent, providing challenges and updrafts, and is colder<br />

than the other Heavens. Sisar represents Nature's awe-inspiring, dramatic environments.<br />

Surinath: "<strong>The</strong> Hell of Pestilence" or "Second Hell". <strong>The</strong> Powers Tharan and Valkorath maintain estates<br />

here. <strong>The</strong> climate is uniformly damp and fetid. Surinath has small open seas full of foul creatures and<br />

pollution and vast wetlands, ranging from cold, slimy bogs to noisome tropical swamps. Parasites and<br />

creatures of decay rule here, and their predators are numerous as well.<br />

25


<strong>The</strong> World of Novi<br />

Thinorath: "<strong>The</strong> Hell of Famine" or "Third Hell". <strong>The</strong> Powers Atredus, Korthak, Tharan, and Valkorath<br />

maintain estates here. Thinorath has hot and cold climates, but all are uniformly arid and mostly barren—<br />

sand dunes, dust, wind-eroded rock, and sheer mountains capped with glaciers. Its seas are wide but so salty<br />

that few creatures live there. For the creatures of Thinorath life is a never-ending struggle to survive, and<br />

those which do can protect themselves effectively.<br />

Voidath: "<strong>The</strong> Hell of Chaos" or "Fourth Hell", home dimension to the Power Tharan. Additionally, Jeron<br />

maintains an estate here. Voidath is a land of extremes—heat and cold, wet and dry, high and low—and the<br />

violence of nature in all its forms, including earthquakes, landslides, volcanic eruptions, meteorite impacts,<br />

solar flares, and ever-present storms. Its creatures are all the perversions of nature which have ever existed—<br />

all the failed experiments, accidents, and alterations of man and nature. Survival here is simple: <strong>The</strong> strong<br />

and powerful survive by their might, while the weak survive by manipulating or evading the strong.<br />

Eranori: "<strong>The</strong> Lesser Powers", the innumerable spirit beings who serve the 24 Erani (Powers). <strong>The</strong>y include<br />

the Champions, Demons, Elementals, and similar creatures, and range in power from the weakest Demons to<br />

beings just short of the Erani, with power far beyond that of the most powerful mortals.<br />

On: <strong>The</strong> Creator of Novi and the Multiverse.<br />

Zodiac: <strong>The</strong> twelve constellations through which Novi appears to move and which form the basis for Novi's<br />

astrology. As in Earth's, in Novi's astrology the signs are associated with the four alchemical elements.<br />

However, where Earth's astrology gives ascendancy to the sign directly behind the Sun, Novi's gives<br />

ascendancy to the sign most directly above the equator at midnight; and where Earth's signs begin around the<br />

21st day of the month, Novi's begin on the first of the month. <strong>The</strong>y are: Beginnings, Aquila (Eagle, Air);<br />

Snowfall, Serpentes (Serpent, Water); Windsong, Capricorn (Goat, Earth); Awakening, Unicorn (Fire);<br />

Lifesong, Pegasus (Air); Festival, Charcharius (Shark, Water); Sunlight, Leo (Lion, Earth); Firesong,<br />

Phoenix (Fire); Harvest, Falco (Falcon, Air); Glowing, Delphinus (Dolphin, Water); Graying, Bos (Ox,<br />

Earth); and Frosting, Draco (Dragon, Fire).<br />

26


Character Creation<br />

By Lowell R. Matthews<br />

Greetings yet again, Rolemaster aficionados! Now that we've seen the World of Novi from afar, let us look at<br />

its people, and more closely at those few special individuals with the capacity to become heroes—or heroes'<br />

nemeses. <strong>The</strong> following articles from <strong>The</strong> Encyclopedia of Novi provide supporting information about the<br />

sapient races and peoples of Novi, including the details necessary for creation of a character to adventure<br />

within the World of Novi:<br />

• Professions<br />

• New Professions (currently limited to the Time Traveller)<br />

• Races<br />

• Languages<br />

• Selectable Background Options<br />

• Free Skills for Starting Characters<br />

• Skills Rules<br />

Maybe the best way to describe character creation is to actually do it, one step at a time. <strong>The</strong> author's<br />

character sheets are written in QuattroPro 5 "*.wb1" format, but these can be easily transported to more<br />

recent versions of QuattroPro and other popular spreadsheet programs like Microsoft Excel.<br />

Profession<br />

We begin with a blank character sheet, in this case, making a new copy of the spreadsheet. Now we must<br />

choose the two most fundamental aspects of the new character: Race and Profession. Characters created for<br />

one of the more typical beginning sites, the City-State of Alvaron, located on the southern coast of central<br />

Almir in the Eastern Hemisphere, can choose almost all of the Prime Races and virtually any profession.<br />

Since this is a first character, let us keep things simple and opt for a Rogue (the Non-Spell-Using generalist)<br />

of the dominant Human race, the Almareni. We copy the relevant information—prime requisites (ST/AG),<br />

skills costs, level bonuses (at the bottom of the sheet), spell lists (none)—from the Rogue template onto the<br />

appropriate areas of the character sheet and save it.<br />

Race<br />

Now we have a still relatively blank Rogue character sheet, and it's time to put in the information for the<br />

Almareni race. From Part I we learn that Almareni like all other Novani (Humans) can choose either one<br />

skill for a special +25 bonus or three skills for special +10 bonuses, representing natural talents or hobbies.<br />

<strong>The</strong>n we note the race description: "Almareni generally have Almirans' Caucasian features, light to medium<br />

complexions, and the full range of Caucasian hair and eye colors. Males average 5'10" tall and tend to<br />

medium builds." Let's make John of Firstfork (a village about seven miles north of Alvaron) a little short,<br />

5'9", and nondescript with medium brown hair and eyes. Moving to the statistics tables in Part II, we see that<br />

Almareni get +5 bonuses to CO, SD, ST, and PR. <strong>The</strong>y have 10 Soul Departure rounds, a Recovery<br />

multiplier of 0.8 (healing faster than normal), 2 Language points (meaning 20 ranks each spoken and<br />

written), a d10 for hits, a racial maximum of 135 hits from dice and level bonuses, and 5 Background<br />

Options or 500 Selectable BGO points. In Novi, languages are more closely associated with races than with<br />

nations, as described in Languages.<br />

Stats<br />

<strong>The</strong> next step is assigning the character stat values. Because the World of Novi has a reasonably high<br />

population, and individuals selected to become player characters or important non-player characters tend to<br />

come from the cream of society, the original Rolemastermethod of rolling stat temporary and potential<br />

values has been abandoned in favor of a purchase system based on stat bonus points. <strong>The</strong> author generally<br />

runs campaigns based on 120 stat bonus points (90/+10 in nine stats plus 95/+15 in the two prime requisites),<br />

but referees desiring a less powerful group could choose a lower total, perhaps 90, 75, or 65 (75/+5 in nine<br />

stats plus 90/+10 in the two prime requisites). Note that the point total must be distributed over eleven<br />

stats—the ten main stats plus AP. <strong>The</strong> author uses the smoothed stat distribution chart from the Rolemaster<br />

<strong>Companion</strong> (I), which is already programmed into the spreadsheet. Let's look at the following stats for John<br />

of Firstfork:<br />

27


<strong>The</strong> World of Novi<br />

Stat Temp Pot Dev Norm Race Total<br />

Constitution 95 95 9.0 15 5 20<br />

Agility* 97 97 9.4 19 0 19<br />

Self-Discipline 85 85 8.0 8 5 13<br />

Memory 90 90 8.4 10 0 10<br />

Reasoning 90 90 8.4 10 0 10<br />

Strength* 97 97 -- 19 5 24<br />

Quickness 97 97 -- 19 0 19<br />

Presence 75 75 -- 5 5 10<br />

Empathy 75 75 -- 5 0 5<br />

Intuition 75 75 -- 5 0 5<br />

Appeal 75 75 -- 5 0 5<br />

43 120 140<br />

This set of stats makes John a well-rounded individual, with very good but not incredible (i.e. 100+)<br />

strengths and no glaring weaknesses. Note that the stats so purchased are both potentials and temporaries.<br />

Should the referee or player have appropriate reasons, either could lower the temporaries to account for such<br />

factors as youth, late development, or temporarily substandard physical health. <strong>The</strong>se stats might still be<br />

modified by Background Options.<br />

Background Options<br />

And Background Options are probably the next important item for us to consider. <strong>The</strong> author uses the<br />

Selectable Background Options system detailed in the Rolemaster <strong>Companion</strong> IV, in which John's 5 BGO’s<br />

become 500 S-BGO points, with the addition of a new special "Gifts" table. Because the "Gifts," "Skill at<br />

Arms," and "Skill at Magic" tables contain the most powerful special abilities, characters may purchase only<br />

one ability each from them; however, since many of the Gifts are duplicates of S/A or S/M abilities, they can<br />

be used as exceptions. <strong>The</strong>re are no purchase limits on the other tables, but stat increases from the "Set<br />

Options" table cannot raise a stat higher than 102. Let's make John special and give him an expensive Gift:<br />

#66, 225 points, "Quick Concentration: Character's exceptional ability to quickly concentrate and focus on<br />

matters enables him to prepare actions (i.e., spells, bow attacks, etc.) one round quicker than normal." That<br />

could help him in many different ways; he has 275 points left. Now let's look for an appropriate Skill at<br />

Magic: #39, 75 points, "Destiny Sense: Character knows the direction which will lead to a desired<br />

objective"—always useful for an adventurer; he has 200 points left. Now let's make him lucky from this Skill<br />

at Arms: #23, 100 points, "Lucky III (Adjustment): Any die roll directly concerning the character may be<br />

modified by either +5 or –5 at his discretion." That leaves 100 points to spend on a money roll to gain more<br />

starting money than the usual 50 silver pieces; a good roll gives him another 200 SP. Since none of these<br />

BGO's affects stat bonuses, that portion doesn't change.<br />

Skill Development<br />

And now it's time to develop skills. Since the publication of the expanded skills list in the Rolemaster<br />

<strong>Companion</strong> II the author has used a 20% bonus system. Every character gains 120% of the normal<br />

development point allocation. <strong>The</strong> first 100%, the "primary" DP's (43 for John), may be used to develop any<br />

skill, while the extra 20%, the "secondary" DP's (9 for John), may only be used to develop secondary skills.<br />

<strong>The</strong>refore, if all of his development stat temporaries match their potentials, John will have a total of 43 + 9 =<br />

52 D P's per level. In addition to the 20% bonus DP's, the author has created a system of twelve Free Skill<br />

Ranks for Starting Characters based on the environment in which the character spent his childhood. <strong>The</strong><br />

Skills Rules describe how some of the skills listed in the RC2 apply specifically to the World of Novi.<br />

Once the twelve free ranks have been assigned, it is time to develop the character's skills in the standard<br />

Rolemaster fashion, once for childhood (level 0) and once for apprenticeship (level 1). Once that's done, all<br />

28


By Lowell R. Matthews<br />

we have to do is make John's initial purchases from his stash of 250 SP, and he'll be ready to head out on an<br />

adventure.<br />

29


<strong>The</strong> World of Novi<br />

Professions<br />

During the late 39th Century A.R., the setting in which all Novi campaigns to date have been run, the Eastern<br />

Hemisphere (East for short) is in many ways more technologically advanced than is the West, site of the<br />

original Novi AD&D campaign. <strong>The</strong> East is currently experiencing an age of discovery and therefore has<br />

essentially the full range of RM professions available. <strong>The</strong> distinctive "Oriental" cultures of Kharlak, the<br />

Mintakan Empire, and the Mornikai domains feature specialized professions as detailed in a special section<br />

below.<br />

Profession Abbr. Book Class Realm Annuvia<br />

Alchemist<br />

<strong>The</strong> mage-engineer, the primary creator<br />

of magic items.<br />

Animist<br />

<strong>The</strong> herbalist, a nature Channeler.<br />

Archmage<br />

<strong>The</strong> first mage, uses primal forces of all<br />

three Realms.<br />

Arcist<br />

Archmage using the individual spell<br />

development rules.<br />

Arms Master<br />

Command specialist, essentially a Semi<br />

Leader.<br />

Ashigaru<br />

<strong>The</strong> basic Oriental Fighter.<br />

Assassin<br />

<strong>The</strong> classic infiltration and assassination<br />

specialist.<br />

Astral Traveller<br />

<strong>The</strong> mage of dimensional travel.<br />

Astrologer<br />

Reader of the stars, essentially a Cleric-<br />

Seer.<br />

Barbarian<br />

<strong>The</strong> classic primitive, a survival<br />

specialist.<br />

Bard<br />

<strong>The</strong> classic entertainer, uses music magic.<br />

Bashkar<br />

<strong>The</strong> berserker, specialist in frenzied<br />

fighting.<br />

Beastmaster<br />

<strong>The</strong> master of animal familiars, also uses<br />

combat magic.<br />

Bounty Hunter<br />

Fighter specializing in tracking.<br />

Burglar<br />

Essentially a Thief-Acrobat.<br />

ALC CL Pure E Yes, M<br />

ANM CL Pure C Yes, D<br />

AMG RC1 Arcane All Yes, M<br />

ARC RC4 Arcane All Yes, M<br />

ARM RC7 Semi M No<br />

ASH OC Non — No<br />

ASN RC3 Non — Yes, A<br />

ATR RC4 Hybrid E/M No<br />

AST CL Hybrid C/M No<br />

BAR RC1 Non — Yes, Bn<br />

BRD CL Semi M+ Yes, B<br />

BSH RC3 Non — Yes, Bn<br />

BMR RC2 Semi E+ Yes, R<br />

BHR RC3 Non — Yes, R<br />

BRG RC1 Non — Yes, TA<br />

30


Cavalier<br />

<strong>The</strong> classic chivalrous Fighter.<br />

Chaotic Lord<br />

<strong>The</strong> Black master of Chaos magic.<br />

Cleric<br />

<strong>The</strong> classic direct Channeler.<br />

Conjuror<br />

<strong>The</strong> Gray mage of summoning and circles<br />

of power.<br />

Crafter*<br />

Essentially a Semi Craftsman.<br />

Craftsman*<br />

A craft specialist largely supplanted by<br />

the Professional.<br />

Crystal Mage<br />

<strong>The</strong> material-component mage of Earth<br />

and Fire.<br />

Dancer<br />

Essentially a martial artist acrobat.<br />

Delver*<br />

<strong>The</strong> mage-architect, essentially a Thief<br />

with Alchemist magic.<br />

Dervish<br />

Religious Dancer.<br />

Doppelgänger<br />

<strong>The</strong> mage of shape-shifting.<br />

Dream Lord<br />

<strong>The</strong> mage of dreams and dream realities;<br />

the C/M variant is called Spirit Dream<br />

Lord (SDL).<br />

Druid<br />

Nature Channeler specializing in Earth<br />

and animal magics.<br />

Duelist<br />

Fighter specializing in ritual combat.<br />

Elementalist<br />

<strong>The</strong> Warrior Mage of elemental forms.<br />

Enchanter<br />

<strong>The</strong> mage of charms, also the second-best<br />

illusionist.<br />

Farmer*<br />

<strong>The</strong> classic agriculture specialist.<br />

Fighter<br />

<strong>The</strong> classic generic combat specialist.<br />

Forcemage<br />

<strong>The</strong> mage of physical forces, magnetism,<br />

and gravity.<br />

By Lowell R. Matthews<br />

CAV RC3 Non — Yes, Cv<br />

CHL RC3 Semi C No<br />

CLR CL Pure C Yes, C<br />

CNJ RC2 Pure E Yes, M<br />

CFR RC3 Semi E+ Yes, M<br />

CFM RC3 Non — Yes, T<br />

CMG RC3 Hybrid E/C Yes, M<br />

DNC RC2 Non — Yes, Mk<br />

DLV RC1 Semi E Yes, M<br />

DRV RC2 Semi C Yes, Mk<br />

DPG RC7 Pure M No<br />

DRL RC3 Hybrid E/M+ No<br />

DRD RC1 Pure C Yes, D<br />

DUE RC3 Non — Yes, F<br />

ELM RC7 Semi E Yes, M<br />

ENC RC4 Hybrid E/M No<br />

FRM RC3 Non — Yes<br />

FTR CL Non — Yes, F<br />

FMG RC5 Pure E Yes, M<br />

31


<strong>The</strong> World of Novi<br />

Geisha<br />

Oriental mistress of the arts and<br />

manipulation.<br />

Gypsy<br />

Essentially a Trader-Thief.<br />

Healer<br />

<strong>The</strong> empathic religious healers, who heal<br />

by taking others' wounds onto<br />

themselves.<br />

High Warrior Monk<br />

Essentially a Warrior Monk with greater<br />

specialization.<br />

Houri<br />

Essentially a Rogue with seduction<br />

magic.<br />

Illusionist<br />

<strong>The</strong> classic mage of illusions.<br />

Kuge*<br />

Members of the Oriental nobility who do<br />

not follow another profession; they are<br />

most often diplomats or bureaucrats.<br />

Lay Healer<br />

Essentially a magically enhanced<br />

surgeon.<br />

Leader<br />

Command and tactical skills specialist.<br />

Macabre<br />

<strong>The</strong> Black Warrior Mage of curse and<br />

sickness magics.<br />

Magician<br />

<strong>The</strong> classic mage of the elements.<br />

Magus<br />

<strong>The</strong> mage of Spirit Runes and Command<br />

Words.<br />

Maleficant<br />

<strong>The</strong> Black voodoo priest.<br />

Mentalist<br />

<strong>The</strong> classic mage of the mind.<br />

Monk<br />

Essentially a magically enhanced Warrior<br />

Monk.<br />

Montebanc<br />

Essentially a Gray Illusionist-Thief.<br />

Moon Mage<br />

Channeler of moon magic.<br />

Mystic<br />

<strong>The</strong> mage of subterfuge, also uses the<br />

elements.<br />

GSH OC Semi M+ No<br />

GYP RC3 Non — Yes, T<br />

HLR CL Pure C No<br />

HWM RC1 Non — Yes, Mk<br />

HOU RC4 Semi M No<br />

ILL CL Pure E Yes, I<br />

KUG OC Non — No<br />

LHR CL Pure M No<br />

LDR RC4 Non — Yes, F<br />

MCB RC3 Semi E/C No<br />

MAG CL Pure E Yes, M<br />

MGS RC3 Hybrid E/C+ No<br />

MLF RC5 Hybrid M/C No<br />

MNT CL Pure M No<br />

MNK CL Semi E+ Yes, Mk<br />

MBC RC3 Semi M+ Yes<br />

MMG RC3 Semi C No<br />

MYS CL Hybrid E/M No<br />

32


Necromancer<br />

<strong>The</strong> classic Black mage of death magic<br />

and the Undead.<br />

Nightblade<br />

Essentially a Thief with Gray combat<br />

magic.<br />

Ninja<br />

<strong>The</strong> Oriental master infiltrator and<br />

assassin.<br />

No Profession<br />

Jack of all trades, master of none.<br />

Noble Warrior<br />

<strong>The</strong> secular version of the Paladin.<br />

Paladin<br />

<strong>The</strong> classic magically enhanced religious<br />

warrior.<br />

Professional*<br />

<strong>The</strong> preferred class for noncombat<br />

specialists, Professionals can be masters<br />

of professions yet still relatively low<br />

level.<br />

Ranger<br />

<strong>The</strong> classic wilderness Fighter, uses<br />

nature magic.<br />

Rogue<br />

Essentially a Fighter-Thief.<br />

Runemaster<br />

<strong>The</strong> mage of the written and spoken<br />

word.<br />

Sage*<br />

<strong>The</strong> classic mage of information, a spellusing<br />

Scholar.<br />

Sailor<br />

<strong>The</strong> classic mariner.<br />

Samurai<br />

<strong>The</strong> noble Oriental Fighter to whom<br />

honor is all.<br />

Scholar*<br />

<strong>The</strong> classic information specialist.<br />

Seer<br />

<strong>The</strong> mage of vision.<br />

Shadow Mage<br />

<strong>The</strong> Black Necromancer of the Fey.<br />

Shaman<br />

Channeler specializing in dealings with<br />

the spirit world.<br />

Sleuth<br />

<strong>The</strong> mage-detective, essentially a Rogue<br />

By Lowell R. Matthews<br />

NEC RC2 Hybrid E/C Yes, M<br />

NBL RC1 Semi M No<br />

NIN OC Non -- No<br />

NPF CL Semi One Yes<br />

NWR RC3 Semi M No<br />

PLD RC1 Semi C Yes, P<br />

PRO RC3 Non — Yes<br />

RNG CL Semi C Yes, R<br />

ROG CL Non — Yes, F<br />

RUM RC2 Pure E Yes, M<br />

SAG RC2 Pure M No<br />

SLR RC3 Non — Yes, F<br />

SAM OC Non -- No<br />

SCL RC2 Non -- Yes<br />

SEE CL Pure M No<br />

SMG RC7 Hybrid E/C Yes, M<br />

SHM RC2 Pure C Yes, C<br />

SLU RC3 Semi C+ Yes<br />

33


<strong>The</strong> World of Novi<br />

with detection magic.<br />

Sohei<br />

An Oriental religious variant of the<br />

Warrior Monk.<br />

Sorcerer<br />

<strong>The</strong> Gray mage of destruction, physical,<br />

mental, and spiritual.<br />

Tarot Mage<br />

<strong>The</strong> master of the mysteries of the Tarot.<br />

Thief<br />

<strong>The</strong> classic subterfuge specialist.<br />

Time Traveller<br />

<strong>The</strong> mage of time travel.<br />

Trader<br />

<strong>The</strong> classic merchant and financial<br />

specialist.<br />

Warlock<br />

<strong>The</strong> mage of fear and physical alterations.<br />

Warrior<br />

Essentially a primitive Fighter with<br />

greater specialization.<br />

Warrior Mage<br />

Essentially a Fighter-Magician.<br />

Warrior Monk<br />

<strong>The</strong> classic master of the martial arts.<br />

Witch<br />

Essentially an Alchemist-Conjuror-Druid.<br />

Witch Hunter<br />

Essentially a Ranger specialized for<br />

hunting spell-users.<br />

Wizard<br />

<strong>The</strong> mage who manipulates the laws of<br />

magic.<br />

Wu Jen<br />

<strong>The</strong> Oriental Black variant of the<br />

Conjuror.<br />

Yamabushi<br />

An Oriental religious variant of the<br />

Monk, or a magically enhanced Sohei.<br />

SOH OC Non -- No<br />

SRC CL Hybrid E/C Yes, M<br />

TRM RC7 Hybrid E/C Yes, M<br />

THF CL Non — Yes, T<br />

TTR Novi Hybrid E/M No<br />

TDR RC2 Non — Yes, T<br />

WRL RC2 Hybrid E/M No<br />

WAR RC3 Non — Yes, F<br />

WMG RC2 Semi E Yes<br />

WMK CL Non — Yes, Mk<br />

WTC RC2 Hybrid E/C Yes, M<br />

WHR RC7 Semi C Yes, R<br />

WIZ RC5 Pure E No<br />

WUJ OC Hybrid E/C No<br />

YMB OC Semi E+ No<br />

<strong>The</strong> professions marked with an asterisk (*) are not usually chosen by adventurers. (Of course, even the<br />

"adventuring" professions are not equally adept at survival.) "Book" refers to the Rolemaster book in which<br />

the profession was introduced, namely Character Law, Rolemaster <strong>Companion</strong>s I-V and VII (RC VI contains<br />

no new professions), the Oriental <strong>Companion</strong>, and the author's original creation (the Time Traveller) marked<br />

"Novi." <strong>The</strong> professions from the Elemental <strong>Companion</strong> are not in use because they do not fit properly into<br />

the Novi world-view (possibly excepting the largely "unexplored" continent of Soldunia), and neither do the<br />

Buddhist and Shinto Priests from the Oriental <strong>Companion</strong>. "Class" refers to the profession’s ability to use<br />

magic, being "Non" for nonmagical Arms specialists, "Semi" for those professions which combine combat or<br />

34


By Lowell R. Matthews<br />

subterfuge ability with limited magic use, "Pure" for those Spell-Users which use only one Realm of magic,<br />

"Hybrid" for those which combine two Realms, and "Arcane" for those which use the primal magic which<br />

combines all three Realms.<br />

Those Realms of magic are Essence, Channeling, and Mentalism. Essence mages or "Essentialists"<br />

manipulate the primal forces which bind the cosmos together, Channelers obtain power from supernatural<br />

beings (in Novi's case, the Creator and the Powers), and Mentalism mages or "Mentalismists" (distinct from<br />

the RM profession Mentalist) channel the Essence through their own minds to enhance their mental abilities<br />

in a manner similar to that of the Powers but on a mortal scale. <strong>The</strong> Realm of Mentalism, in particular, is<br />

poorly developed in Annuvia; however, it is still accessible through the Archmage and Arcist professions.<br />

Those professions marked with a plus sign (+) in this column have variants of differing Realms. <strong>The</strong>se<br />

include Channeling and Essence Bards and Geishas; Channeling and Mentalism Beastmasters, Crafters,<br />

Monks, and Yamabushi; Essence Montebancs; Mentalism Sleuths; Pure Essence and Pure Channeling Magi;<br />

and Mentalism/Channeling Dream Lords. Of course, Mentalism variants are generally not available in<br />

Annuvia. <strong>The</strong>re are many more RM professions allowed in Annuvia than there are in AD&D; however, many<br />

of the additions are simply small variations on or specializations of the standard AD&D classes, particularly<br />

Magic-User and Thief. <strong>The</strong> simplest solution would have been to simply declare that all Annuvian magicusers<br />

are Archmages.<br />

Special Professions of the "Oriental" Cultures<br />

<strong>The</strong> Oriental <strong>Companion</strong> suggests that the following standard or "Western" professions (through the RC V)<br />

should be allowed in an "Oriental" culture, with the appropriate cultural restrictions: Alchemist, Animist,<br />

Archmage, Arcist, Assassin, Astral Traveller, Astrologer, Burglar, Conjuror, Crafter, Craftsman, Delver,<br />

Dream Lord, Farmer, Forcemage, Healer, High Warrior Monk, Illusionist, Lay Healer, Macabre, Magician,<br />

Magus, Mentalist, Montebanc, Mystic, Necromancer, Nightblade, Noble Warrior, Professional, Rogue, Sage,<br />

Sailor, Scholar, Seer, Sorcerer, Thief, Trader, Warlock, Warrior Mage, and Wizard. It furthermore suggests<br />

that the following professions should not be allowed: Barbarian, Bard, Bashkar, Beastmaster, Bounty Hunter,<br />

Cavalier, Chaotic Lord, Cleric, Crystal Mage, Dancer, Dervish, Druid, Duelist, Fighter, Gypsy, Houri,<br />

Leader, Maleficant, Monk, Moon Mage, Paladin, Ranger, Runemaster, Shaman, Sleuth, Warrior Monk,<br />

Warrior, and Witch.<br />

<strong>The</strong> "Oriental" cultures of Novi consist of the four main Novani (Human) cultures of the continent of<br />

Kharlak (the Khar Kang, Khar Sum, Khar Tam, and Khar Zin) and their cultural descendants in the Mintakan<br />

Empire and the mountainous Mornikai domains. "Western" influence is noticeable in the Almiran "colonies,"<br />

but very low in Kharlak itself, where the suggestions of the OC are generally honored with one significant<br />

exception: the Cleric is not replaced by the OC Buddhist and Shinto Priests.<br />

35


<strong>The</strong> World of Novi<br />

New Professions<br />

Time Traveller (TTR)<br />

<strong>The</strong> Time Traveller is a variant of the Astral Traveller profession, a Hybrid Spell-User of the Realms of<br />

Essence and Mentalism. Where the Astral Traveller specializes in contacting other Dimensions, the Time<br />

Traveller contacts other Timelines.<br />

<strong>The</strong> Time Traveller's prime requisites (Empathy and Presence) and level bonuses (Academic +3,<br />

Concentration +2, Magical +1, Base Spells +2, Directed Spells +1, Social Skills +1) are identical to those of<br />

the Astral Traveller. <strong>The</strong> Time Traveller’s unique Development Point costs are listed below. <strong>The</strong> costs for all<br />

other skills are identical to those of the Astral Traveller.<br />

Academic<br />

Magical<br />

Advanced Math 2/6 Attunement 2/6<br />

Anthropology 1/3 Directed Spells 3/7<br />

Astronomy 2/5 Runes 1/5<br />

Basic Math 1/4<br />

Demon/Devil Lore 1/4<br />

Perception<br />

Dragon Lore 1/4 Direction Sense 1/4<br />

Faerie Lore 1/4 General Perception 2/7<br />

Mapping 2/7 Time Sense 1/*<br />

Navigation 1/4<br />

Physics 2/5<br />

Racial History 2/*<br />

Star-Gazing 1/4<br />

Xeno-Lores 1/4<br />

<strong>The</strong> Time Traveller's base lists are centered upon the three time-travel lists from the Rolemaster <strong>Companion</strong><br />

V: Time Law (RC5 68), Time’s Master (RC5 69), and Space-Time (RC5 69). In the World of Novi they do<br />

not exist as "special" or Arcane lists.<br />

<strong>The</strong> fourth Time Traveller base list is Time Lores (Novi LISTS), adapted from the Astral Traveller list Xeno-<br />

Lores (RC4 59). Its spells are identical except for the "Xeno-Lores" (levels 10, 14, 19, and 30) and<br />

"Dimension Lore" (levels 12, 16, 20, and 50) spells. <strong>The</strong>se become "Time Lore" and "Period Lore" spells,<br />

respectively, which refer to other time periods rather than other planes or dimensions.<br />

<strong>The</strong> fifth list is Time's Bridge (SL 44), functionally identical to the Astrologer base list.<br />

<strong>The</strong> sixth list is not standardized. Because Time Travellers have a special affinity for the spatial and temporal<br />

aspects of magic, they may choose their sixth base list from among the following four Closed Essence lists:<br />

Rapid Ways (SL 72), Spell Coordination (RC1 16, CE version), Spell Enhancement (SL 72), and Spell Reins<br />

(SL 70). <strong>The</strong> three lists not chosen as the sixth base list may be learned as if they were Open.<br />

36


Races<br />

By Lowell R. Matthews<br />

Part I: Race Descriptions<br />

<strong>The</strong> following tables from <strong>The</strong> Encyclopedia of Novi provide supporting information about the sapient races<br />

and peoples of Novi, including the details necessary for creation of a character to adventure within the World<br />

of Novi.<br />

THE PRIME RACES (SAVATARI)<br />

Eldani<br />

<strong>The</strong> Elves, the near-immortal descendants of Eldanar, the oldest of the three sons of Savatar, the Father of<br />

All Men and the first sapient creature. At the Challenge of Annon, Eldanar agreed to be bound to the fate of<br />

the world and to bear its burdens; his descendants are denied the release of death until their burdens become<br />

too heavy to bear. All the Eldani have fine, sharp, generally flawless features. <strong>The</strong>y are also resistant to<br />

natural heat and cold, possess keen senses including Nightvision, and usually meditate (1–3 hours) rather<br />

than sleep. All Eldani gain +25 to Meditation skills, including Meditation Ki but excluding the Oriental<br />

<strong>Companion</strong> Ki powers. On many skills (e.g. Stalk/Hide), Eldani Self-Discipline penalties do not apply. Also,<br />

the Eldani's (and several of the Fey Folks’) Recovery Multipliers greater than 1.0 apply only to magical or<br />

herbal healing, not natural healing, because the Eldani have superior natural healing abilities, Rec. 0.5,<br />

which resist acceleration by external forces.<br />

Exalaeldani or Exali (Fair Elves), Ex: One of the four main Eldani races, native to both Almir and Annuvia.<br />

Exali have the features common to all Eldani, fair to pale complexions, golden-blond or lighter hair, and blue<br />

eyes. Males average 6'6" tall and tend to slender builds. <strong>The</strong> Exali generally prefer to live in small towns or<br />

villas in scenic landscapes and tend to prefer white, silver, or gold clothing in everyday life. <strong>The</strong>ir primary<br />

language is a dialect of Savaeldani which emphasizes the musical talents which virtually all Exali possess.<br />

All Exali may choose either a +25 bonus to one or +10 bonuses to three musical skills, including musical<br />

(Bard) spell Base Attack Rolls.<br />

Hydraeldani or Hydri (Gray or Sea Elves), Hy: One of the four main Eldani races, native to all continents<br />

except Soldunia. Hydri have the features common to all Eldani, tanned to fair complexions, a wide range of<br />

hair colors from dark brown to light blond, and blue or gray eyes. Males average 6'5" tall and tend to slender<br />

or medium builds. <strong>The</strong>ir language Hydraeldani is preferred by mariners throughout the world because it<br />

reflects the Hydri fascination with the sea and seafaring. <strong>The</strong>y prefer towns near large bodies of water. <strong>The</strong><br />

name "Gray Elves" comes from the gray outerwear most Hydri prefer as protection against the wind and<br />

spray. All Hydri may choose either a +25 bonus to one of or +10 bonuses to each of the skills Rowing,<br />

Sailing, and Swimming.<br />

Koreldani (Dark Elves), Kr: A branch of the Savaeldani or Savi (High Elves) who turned to evil and life<br />

underground. <strong>The</strong> largest numbers of Koreldani live in Galazia, and like the Galazaturi have been shaped by<br />

their preoccupations with power, magic, and their dark sides. <strong>The</strong>y physically resemble the Savi, but many<br />

have white or silver hair and reddish eyes. <strong>The</strong>ir primary language is a dialect of Savaeldani which<br />

emphasizes their magical preoccupations. All Koreldani may choose either a +25 bonus to one or +10<br />

bonuses to three skills from the Deadly (+5 or +2 to Ambush), General, Magical, Social, or Subterfuge<br />

categories, including one type of spell Base or Elemental Attack Rolls. (For example, one Koreldani Sorcerer<br />

chooses +10 bonuses to Sorcerer BAR's, Attunement, and Interrogation).<br />

Lantaeldani or Lanti (Aquatic or Water Elves), La: A branch of the Hydraeldani or Hydri (Gray Elves) who<br />

carried their race's love of the sea to extremes. <strong>The</strong>y are almost indistinguishable from the Hydri, but ages<br />

ago the Powers gave them the ability to exist equally well on land or under water. (<strong>The</strong>y are perfectly<br />

amphibious, not so completely adapted to water as are the races who suffer out of the water—mermen, for<br />

example.) All Lanti gain a +25 bonus to Swimming.<br />

Rhiaeldani or Rhiali (Wood Elves), Rh: One of the four main Eldani races, native to Almir, Annuvia, and<br />

Amazulia. Rhiali generally have the sharp features of all Eldani, medium to ruddy complexions, sandy to<br />

brown hair, and blue or green eyes. Males average 6'0" tall and tend to slender builds. <strong>The</strong> Rhiaeldani have<br />

their own language and tend to live in forest cities, sometimes in elaborate tree-houses. All Rhiali may<br />

choose either a +15 bonus to one or +10 bonuses to two musical skills, including musical (Bard) spell Base<br />

Attack Rolls where applicable, and also gain a +10 bonus to Stalk and Hide.<br />

37


<strong>The</strong> World of Novi<br />

Savaeldani or Savi (High Elves), Sa: One of the four main Eldani races, native to all continents except<br />

Soldunia. Savi have the features common to all Eldani, tanned to fair complexions, black or dark brown hair,<br />

and the full Caucasian range of eye colors. Males average 6'8" tall and tend to slender or medium builds. <strong>The</strong><br />

Savi generally prefer cities and towns. <strong>The</strong>ir language Savaeldani is preferred by scholars throughout the<br />

world because it reflects the Savaeldani’s curiosity and passion for the crafts. Of all the Eldani, they and their<br />

offshoot Koreldani (Dark Elves) are the most likely to become powerful, build empires, or fall into evil. All<br />

Savi may choose either a +25 bonus to one or +10 bonuses to three art/craft skills, including art/craft<br />

(Alchemist) spell Base Attack Rolls and magic rituals where applicable.<br />

Novani<br />

<strong>The</strong> Humans, the fiery-spirited mortal descendants of Novanar, the youngest and most ambitious of the three<br />

sons of Savatar, the Father of All Men and the first sapient creature. Novanar desired dominion more than he<br />

feared death, so at the Challenge of Annon his life was not increased but he was given a fiery spirit to master<br />

nature and live on through his children, primarily the Humans and the Halflings. <strong>The</strong> Novani peoples and<br />

languages have far more subdivisions than do the other races, primarily because of their short lives and<br />

colonization of the most difficult terrestrial environments, which lead to rapid diversification. <strong>The</strong>y are the<br />

only creature to colonize all five continents of Novi. All Novani may choose either a +25 bonus to one or<br />

+10 bonuses to three skills which cost 5 or fewer development points for their particular profession. (If used<br />

for Ambush it becomes +5 or +2 respectively.) Bonuses represent natural talents, hobbies, parents'<br />

professions, etc.<br />

Almiran<br />

One of the five main Novani (Human) races, native to Almir. <strong>The</strong>y generally resemble Earth's Caucasians.<br />

Almareni, Al: A Novani (Human) people and language of the Almiran race, native to southern and central<br />

Almaren. Almareni generally have Almirans' Caucasian features, light to medium complexions, and the full<br />

range of Caucasian hair and eye colors. Males average 5’10" tall and tend to medium builds. <strong>The</strong>y are<br />

closely related to the Nordeskai and Westerendi peoples. <strong>The</strong>ir language resembles English with German<br />

characteristics. (Western Hemisphere Corloni resembles English with French characteristics.)<br />

Almori, Am: A Novani (Human) people and language of the Almiran race, native to the grasslands and<br />

deserts of Almoria. Almori generally have Almirans' Caucasian features, but include protective facial<br />

characteristics common in Orientals and Eskimos due to Almoria’s violent winters. Most Almori have light<br />

to medium complexions, blond to brown hair, and brown eyes. Males average 5’7" tall and tend to slender<br />

builds. Most Almori are nomadic horsemen and frequently fight with the Nordeskai and Mintaki over<br />

territory. <strong>The</strong>ir language resembles Russian.<br />

Frigani, Fr: A Novani (Human) people and language of the Almiran race, native to far northern Almir and<br />

the Arctic ice-cap. Like the Almori, their close relatives, the Frigani generally have Almirans' Caucasian<br />

features but include some Oriental facial characteristics as adaptations to their icy environment. Most have<br />

pale to fair complexions, blond to white or silver hair, and gray eyes. Males average 5’0" tall and tend to<br />

heavy builds. Most Frigani are nomadic herders and hunters who peacefully share territory with the Almori,<br />

Nordeskai, and Nordomikhani, and who avoid the frequent conflicts between Almori and Nordeskai.<br />

Mintaki, Mn: A Novani (Human) people and language of the Almiran race, native to the Islands of Night,<br />

with domains in parts of eastern Almoria, eastern Zoria, and northern Kharlak. Mintaki, like the Mornikai,<br />

descend from intermarriages between Almori and Kharlakan explorers. Most Mintaki have Almirans'<br />

Caucasian features, modified by Kharlakans’ Oriental facial characteristics and coloration, resulting in<br />

medium to dark complexions and brown to black hair and eyes. Males average 5’5" tall and tend to stocky<br />

builds. <strong>The</strong>y are closely related to the Almori and Mornikai peoples of Almoria and frequently seek to<br />

dominate their lands. <strong>The</strong>ir language has Kharlakan roots and resembles Japanese.<br />

Mornikai, Mo: A Novani (Human) people and language of the Almiran race, native to the mountains of<br />

Almir's East Coast Range and the Mountains of Zoria. Mornikai, like the Mintaki, descend from<br />

intermarriages between Almori and Kharlakan explorers. Most Mornikai have Almirans’ Caucasian features,<br />

modified slightly by Kharlakans’ Oriental facial characteristics. Most have medium complexions, brown to<br />

red hair, and brown, black, or green eyes. Males average 5’3" tall and tend to stocky builds. <strong>The</strong>y are closely<br />

related to the Almori and Mintaki and frequently fight with them over territory, which has significantly<br />

reduced their population. <strong>The</strong>ir language has Kharlakan roots and resembles Korean.<br />

38


By Lowell R. Matthews<br />

Nordeskai, Nd: A Novani (Human) people and language of the Almiran race, native to far northern Almir,<br />

with domains in portions of Almaren and Almoria. Nordeskai generally have Almirans' Caucasian features,<br />

light to medium complexions, blond or red hair, and blue eyes. Males average 6’0" tall and tend to stout<br />

builds. Most Nordeskai are nomadic herders or foresters with a warrior culture; they frequently fight with the<br />

Almareni, Almori, and each other. This is one reason their population is relatively small. <strong>The</strong>ir language<br />

resembles German.<br />

Nordursani, Nu: A branch of the Nordeskai whose members have a special affinity for wild animals,<br />

particularly bears. <strong>The</strong>y appear almost identical to the Nordeskai, but are generally taller, heavier, and have<br />

redder hair. Males average 6'6" tall and tend to huge builds. All Nordursani have an empathic talent which<br />

allows them limited communication with many northern mammals, primarily the carnivores, particularly<br />

wolves and bears; no northern mammal will attack a Nordursani except in self-defense. Additionally, 25%<br />

possess the ability to Shapechange to one animal form, usually a bear or wolf. Character Nordursani must<br />

spend one background option to gain this feature.<br />

Westerendi, We: A Novani (Human) people and language of the Almiran race with traces of Eldani ancestry,<br />

native to the Western Isles, with domains in portions of coastal Almaren and Zulia. Westerendi generally<br />

have Almirans' Caucasian features, light to medium complexions, and the full range of Caucasian hair and<br />

eye colors; however, black, blond, and red hair and blue, gray, and green eyes are more common than the<br />

brown shades. Males average 6’0" tall and tend to heavy builds. Westerendi are sometimes called "High<br />

Men" because of their height, 150- to 200-year lifespans, and presence. <strong>The</strong>ir native language resembles<br />

Gaelic, but almost all Westerendi speak Almareni or an Eldani language, particularly Hydraeldani—so much<br />

so that Westerendi is an endangered language.<br />

Zori, Zo: A Novani (Human) people and language of the Almiran race, native to the subcontinent of Zoria.<br />

Zori generally have Almirans' Caucasian features, dark to very dark complexions, and black hair and eyes.<br />

Males average 5’9" tall and tend to medium builds. <strong>The</strong>ir language resembles Hindu.<br />

Amazulian<br />

One of the five main Novani (Human) races, native to Amazulia. <strong>The</strong>y generally resemble Earth's Africans.<br />

Amazi, Az: A Novani (Human) people and language of the Amazulian race, native to hot, arid Amazia.<br />

Amazi generally have Amazulians' African features, very dark complexions, and black hair and eyes. About<br />

one Amazi in every 500 has auburn or red hair, and these individuals are highly prized. Males average 6’0"<br />

tall and tend to slender builds. <strong>The</strong>ir language resembles Arabic with heavy borrowing from Central African<br />

tongues.<br />

Galazaturi, Gz: A branch of the Galazi whose members have been shaped by their preoccupation with power<br />

and magic, particularly their dark sides. <strong>The</strong>y are nearly identical in appearance to the Galazi but are taller,<br />

thinner, and frequently live much longer, sometimes for several generations. Males average 6'3" tall and tend<br />

to slender builds. Over the generations the Galazaturi have ruled the Galazi they have developed a strong<br />

affinity for magic. As a result, regardless of profession, all Galazaturi may change the sign of their ±10<br />

RR/ESF Mods for all three realms at will.<br />

Galazi, Ga: A Novani (Human) people and language of the Amazulian race, native to Galazia. Galazi have<br />

the Amazulians' African features, but Galazia’s temperate climate permits lighter skin tones than do those of<br />

Amazia and Zulia. Most Galazi have medium complexions and dark brown hair and eyes, but individuals<br />

may possess the full range of Caucasian hair and eye colors. Males average 5’9" tall and tend to medium<br />

builds. <strong>The</strong>ir native language resembles Zulu. Throughout Galazia the Galazi form the lower and middle<br />

layers of society and the Galazaturi form the upper layer.<br />

Zuli, Zu: A Novani (Human) people and language of the Amazulian race, native to Zulia. Zuli generally<br />

have Amazulians' African features, medium to very dark complexions, and black or brown hair and eyes.<br />

Males average 5’4" tall and tend to stocky builds. Most of the Zuli are hunter-gatherers and are thus<br />

discounted as savages by other peoples, but the wise know otherwise. <strong>The</strong>ir language resembles Masai.<br />

Zulomi, Zm: A Novani (Human) people and language of the Amazulian race, native to the mountains of far<br />

northwestern Zulia. Zulomi generally have Amazulians' African features, dark to very dark complexions, and<br />

black or brown hair and eyes. Zulomi are much shorter than most other Novani; males average 4’3" and tend<br />

to medium builds. Nearly all Zulomi are tribal hunter-gatherers who specialize in missile weapons and the<br />

39


<strong>The</strong> World of Novi<br />

use of natural herbs and poisons; another (somewhat derogatory) name for them is "pigmy poison people."<br />

<strong>The</strong>ir language resembles Bushman.<br />

Annuvian<br />

One of the five main Novani (Human) races, native to Annuvia. <strong>The</strong>y somewhat resemble Earth's<br />

Polynesians and Native Americans, but have Caucasian features as well.<br />

Abanyi, Ab: A Novani (Human) people and language of the Annuvian race, native to the arid regions of<br />

Malanuvia and Cylonuvia. Abanyi generally have Annuvian features tilted towards Oriental by their climate;<br />

medium to dark, frequently reddish, complexions; and dark hair and eyes. Males average 5'7" tall and tend to<br />

slender builds. <strong>The</strong>ir language resembles Spanish.<br />

Corlonaturi, Ct: A branch of the Corloni whose members are "High Men" (see Westerendi) possessing traces<br />

of Eldani ancestry. <strong>The</strong>y have appearances almost identical to those of the Corloni but tend to be taller and<br />

live longer, many exceeding 200 years. Males average 6'6" tall and tend to medium builds.<br />

Corloni, Co: A Novani (Human) people and language of the Annuvian race, native to Cylonuvia and<br />

Eldania. Corloni generally have Annuvian features with the Oriental characteristics very subdued, a wide<br />

range of complexions, and the full range of Caucasian hair and eye colors. Males average 6'0" tall and tend<br />

to medium builds. Many of their important families have traces of Eldani ancestry and belong the separate<br />

Corlonaturi people. <strong>The</strong>ir language resembles English with French characteristics. (Eastern Hemisphere<br />

Almareni resembles English with German characteristics).<br />

Kharlaka<br />

One of the five main Novani (Human) races, native to Kharlak. <strong>The</strong>y generally resemble Earth's Orientals.<br />

Khar Kang, Kk: A Novani (Human) people and language of the Kharlakan race, native to the mountains and<br />

coastal lands of northern Kharlak. Khar Kang have Kharlakans' Oriental features; medium complexions; and<br />

medium brown to black hair and eyes. Those few individuals with green or hazel eyes are almost always<br />

selected for religious or medical professions. Males average 5’5" tall and tend to medium builds. <strong>The</strong>ir<br />

language resembles Wu Chinese.<br />

Khar Sum, Ks: A Novani (Human) people and language of the Kharlakan race, native to east-central and<br />

southeastern Kharlak. Khar Sum have Kharlakans' Oriental features; light to medium, frequently yellowish,<br />

complexions; and medium brown to black hair and eyes. Males average 5’6" tall and tend to medium builds.<br />

Because the Khar Sum occupy the most productive regions of Kharlak, they are the most numerous of the<br />

four Kharlakan races and are frequently in conflict with the others, particularly the Khar Zin. <strong>The</strong>ir language<br />

resembles Mandarin Chinese.<br />

Khar Tam, Kt: A Novani (Human) people and language of the Kharlakan race, native to southwestern<br />

Kharlak. Khar Tam have Kharlakans' Oriental features; light to medium, frequently yellowish, complexions;<br />

and dark (usually black) hair and eyes. Males average 5’7" tall and tend to slender builds. <strong>The</strong> Khar Tam<br />

were the first Kharlakan race to become civilized. <strong>The</strong>ir language resembles Yue Chinese.<br />

Khar Zin, Kz: A Novani (Human) people and language of the Kharlakan race, native to the arid lands of<br />

central Kharlak, the Great Desert. Khar Zin have Kharlakans' Oriental features; medium to dark, frequently<br />

yellowish, complexions; and dark hair and eyes. Males average 5’9" tall and tend to medium builds. Most<br />

Khar Zin are nomads, but some of those who have settled in less arid regions form cities. In spite of their<br />

aggressive, nomadic nature, the Khar Zin have a highly developed culture. <strong>The</strong>ir language resembles<br />

Mongolian.<br />

Soldunian<br />

One of the five main Novani (Human) races, native to Soldunia. <strong>The</strong>y somewhat resemble Earth's Australian<br />

Aborigines, but have Caucasian features as well. Soldunians have survived the isolation of Soldunia and<br />

competition from nonhuman, even nonmammalian, races which drove the Eldani, Omikhani, and Onovani<br />

away from the continent.<br />

Solduni, Sd: <strong>The</strong> dominant Novani (Human) people and language of the Soldunian race, native to Soldunia's<br />

west-central river basins. Solduni have Soldunians’ features and the full range of Caucasian coloration, but<br />

dark complexions and brown hair and eyes dominate. Males average 5’11" tall and tend to medium builds.<br />

<strong>The</strong>ir language resembles Aborigine.<br />

40


By Lowell R. Matthews<br />

Omikhani<br />

<strong>The</strong> Dwarves, the strong and wise descendants of Mikhanar, the second of the three sons of Savatar, the<br />

Father of All Men and the first sapient creature. At the Challenge of Annon, Mikhanar agreed to sacrifice<br />

portions of his stature, appearance, and fertility in return for strength and knowledge. His name was changed<br />

to Omikhanar ("Mikhanar the Short") and his descendants carry his shortened stature. All the Omikhani have<br />

strong, rounded features with deep-set eyes and wiry hair and beards, lifespans frequently exceeding 400<br />

years, and superior dark sight (Darkvision). Only a third of Omikhani are females, so the large number of<br />

males who never marry turn their energies to crafts instead of families. All Omikhani may choose either a<br />

+25 bonus to one art/craft skill or +10 bonuses to three art/craft skills, including art/craft spell Base Attack<br />

Rolls where applicable. All Omikhani speak the language Omikhani, kept secret from all other peoples, in<br />

their particular variant or dialect; they use an Eldani or Novani language in dealings with other races.<br />

Kharomikhani or Kharomi (Desert Dwarves), Ko: One of the four main Omikhani races, native to all<br />

continents except Soldunia. Kharomi have the features common to all Omikhani, dark to very dark<br />

complexions, and medium to dark brown hair and eyes. Males average 4'3" tall and tend to heavy builds. <strong>The</strong><br />

Kharomi prefer underground dwellings in desert hills or mountains near sources of minerals and water. <strong>The</strong>ir<br />

language Kharomikhani is a variant of Omikhani that stresses their desert environment.<br />

Nordomikhani or Nordomi (Arctic Dwarves), No: One of the four main Omikhani races, native to Almir and<br />

Annuvia. Nordomi have the features common to all Omikhani, fair to dark complexions, and the full range of<br />

Caucasian hair and eye colors (blond hair and blue eyes dominate, however). Males average 4'2" tall and<br />

tend to heavy builds. <strong>The</strong> Nordomi prefer underground dwellings in Arctic mountains near sources of<br />

minerals, food, and water, but some inhabit caves in the Arctic ice-cap. <strong>The</strong>ir language Nordomikhani is a<br />

variant of Omikhani which stresses their Arctic environment.<br />

Rhianomikhani or Rhiomi (Forest Dwarves), Ro: One of the four main Omikhani races, native to Almir,<br />

Annuvia, and Amazulia. Rhiomi have the features common to all Omikhani, ruddy to dark complexions, and<br />

the full range of Caucasian hair and eye colors. Males average 4'8" tall and tend to stocky builds. <strong>The</strong><br />

Rhiomi prefer underground dwellings in forested hills or mountains near sources of minerals. One important<br />

difference between the Rhiomi and the other Omikhani races is that long ago their leaders learned to<br />

manipulate the Essence, removing both their descendants’ Empathy penalties and Essence Resistance Roll<br />

bonuses. <strong>The</strong>ir language Rhianomikhani is a variant of Omikhani which stresses their forest environment and<br />

borrows words dealing with Essence from Savaeldani.<br />

Sisaromikhani or Sisomi (Mountain Dwarves), So: One of the four main Omikhani races, native to all<br />

continents except Soldunia. Sisomi have the features common to all Omikhani, ruddy to dark complexions,<br />

and the full range of Caucasian hair and eye colors. Males average 4'5" tall and tend to stocky builds. <strong>The</strong><br />

Sisomi prefer underground dwellings in hills or mountains near sources of minerals. <strong>The</strong>ir language is<br />

essentially pure Omikhani.<br />

Onovani<br />

<strong>The</strong> Halflings, "Little Humans," a branch of Novani who gained durability and dexterity in return for a lesser<br />

stature. <strong>The</strong>y are also descendants of Novanar. All the Onovani have rounded features, large, "furry" feet,<br />

and high constitutional strength and dexterity in spite of their tendency to be fat. <strong>The</strong>ir lifespans average 110<br />

years but may approach 150. All Onovani may choose either a +25 bonus to one or +10 bonuses to three<br />

skills from the General, Linguistic, Medical, Outdoor, Perception, or Subterfuge categories. Onovani do not<br />

have their own languages; they use the dominant language in the region in which they live.<br />

Eronovani or Erovi (Plains Halflings), Ev: <strong>The</strong> dominant Onovani race, native to Almir and Annuvia. Erovi<br />

have the features common to all Onovani, fair to dark complexions, and the full range of Caucasian hair and<br />

eye colors. Males average 3'6" tall and tend to stocky builds. <strong>The</strong> Erovi’s ideal dwelling place is a hilly<br />

region permitting underground dwellings and surrounded by rich grasslands suitable for agriculture.<br />

Rhianonovani or Rhiovi (Forest Halflings), Rv: One of the three main Onovani races, native to Almir and<br />

Annuvia. Rhiovi have the features common to all Onovani, fair to tan complexions, brown to blond hair, and<br />

blue to green eyes. Males average 3'9" tall and tend to medium builds. <strong>The</strong> Rhiovi prefer forested hills which<br />

allow underground dwellings and agriculture or forestry.<br />

Sisaronovani or Sisovi (Mountain Halflings), Sv: One of the three main Onovani races, native to Almir and<br />

Annuvia. Sisovi have the features common to all Onovani, medium to dark complexions, and light to dark<br />

41


<strong>The</strong> World of Novi<br />

brown hair and eyes. Males average 3'6" tall and tend to heavy builds. <strong>The</strong> Sisovi prefer mountainous<br />

regions which allow underground dwellings plus agriculture or herding.<br />

THE FAIRY RACES (ELUMADI)<br />

Fey Folk: See C&T pp. 55–56.<br />

Dwelfs, Df: A race and language of the Fey Folk (see C&T pp. 55–56) native to Almir and Annuvia. <strong>The</strong>y<br />

have fair to tan complexions and the full range of Caucasian hair and eye colors. Males average 3'3" tall and<br />

tend to medium builds. Dwelfs have Darkvision and may choose either a +25 bonus to one or +10 bonuses to<br />

three skills from the Academic, General, Linguistic, Magical, Medical, Outdoor, Perception, or Subterfuge<br />

categories.<br />

Gremlins, Gr: A race and language of the Fey Folk (see C&T p. 56) native to all continents. <strong>The</strong>y have dark<br />

complexions, hair, and eyes. Males average 2'6" tall and tend to medium builds. Gremlins have both Night-<br />

and Darkvision and may choose either a +15 bonus to one or +10 bonuses to two skills from the Deadly (+3<br />

or +2 to Ambush), General, Medical, Outdoor, Perception, or Subterfuge categories. Additionally, all<br />

Gremlins gain +10 bonuses to Poison Lore, Poison Perception, and Use/Remove Poison.<br />

Nixies, Nx: A race and language of the Fey Folk (see C&T p. 56) native to all continents and oceans. <strong>The</strong>y<br />

resemble the Eldani in features and have the full Caucasian range of hair and eye colors. Males average 2'6"<br />

tall and tend to slender builds. Nixies have Watervision and may choose either a +25 bonus to one or +10<br />

bonuses to three skills from the General, Linguistic, or Social categories and gain a +25 bonus to Swimming.<br />

Pysk or Pixies, Px: A race and language of the Fey Folk (see C&T p. 56) native to Almir and Annuvia. Most<br />

Pixies have fair complexions, red hair, and green eyes. Males average 16" tall and tend to slender builds.<br />

Pixies have Nightvision and may choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to<br />

five skills from any category except Combat or Concentration.<br />

Sylphs, Sl: A race and language of the Fey Folk (see C&T p. 56) native to all continents. <strong>The</strong>y resemble the<br />

Eldani in features and have the full Caucasian range of hair and eye colors. Males average 15" tall with a 2'<br />

wingspan and tend to slender builds. All Sylphs have Nightvision, gain +25 to Flying/Gliding, and may<br />

choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, General, Linguistic,<br />

Medical, Outdoor, Perception, or Social categories.<br />

Tylweth Teg or Peries, Ty: A race and language of the Fey Folk (see C&T p. 56) native to Almir and<br />

Annuvia. <strong>The</strong>y closely resemble the Exalaeldani in appearance. Males average 2'9" tall and tend to slender<br />

builds. All Peries have both Night- and Darkvision and may choose either a +40 bonus to one, +20 bonuses<br />

to two, or +10 bonuses to five skills from the Athletic, General, Linguistic, Medical, Outdoor, Perception, or<br />

Social categories.<br />

House Spirits: See C&T p. 56.<br />

Ellyllon, El: A race and language of House Spirits (see C&T p. 56) native to all continents. <strong>The</strong>y closely<br />

resemble the Rhiaeldani in appearance. Males average 12" tall and tend to slender builds. All Ellyllon have<br />

Nightvision and may choose either a +50 bonus to one, +20 bonuses to three, or +10 bonuses to seven skills<br />

from the General, Linguistic, Medical, Outdoor, Perception, or Subterfuge categories.<br />

Occupational Spirits: See C&T pp. 56-57.<br />

Leprechauns, Le: A race and language of Occupational Spirits (see C&T pp. 56–57) native to Almir and<br />

Annuvia. Most Leprechauns have fair complexions, red or blond hair, and blue or green eyes. Males average<br />

2'6" tall and tend to stocky builds. As the Occupational Spirits of shoemaking in particular and leatherworking<br />

in general, all Leprechauns may choose either a +40 bonus to one, +20 bonuses to two, or +10<br />

bonuses to five skills dealing with magical and physical leather-working. Suggested skills are Alchemy and<br />

Fauna Lore (Academic); Appraisal, Leather-Working, Painting, and Skinning (General); Alchemical Magical<br />

Rituals (Magical); and Foraging-Hunting (Outdoor). Additionally, all Leprechauns have Nightvision and<br />

gain +75 to Stalk/Hide and Hide Item.<br />

Pechs, Pe: A race and language of Occupational Spirits (see C&T pp. 56–57) native to all continents except<br />

Soldunia. <strong>The</strong>y resemble the Eldani in features, have fair complexions, silver hair, and gray to blue eyes.<br />

Males average 2'4" tall and tend to stocky or heavy builds. As the Occupational Spirits of masonry, all Pechs<br />

may choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to five skills dealing with magical<br />

42


By Lowell R. Matthews<br />

and physical stone-working. Suggested skills are Alchemy, Architecture, Drafting, Engineering, Mining, and<br />

Stone Lore (Academic); Sculpting, Stone Crafts, and Stone Evaluation (General); Alchemical Magical<br />

Rituals (Magical); and Caving and Foraging (Outdoor). Additionally, all Pechs have both Night- and<br />

Darkvision. According to C&T, 50% possess the Alchemist base lists Inorganic Skills, Channeling<br />

Imbedding, and Enchanting Ways to their level. Character Pechs must spend one background option to gain<br />

this feature.<br />

Rural Spirits: See C&T pp. 56–57.<br />

Fosse-Grim, Fg: A race and language of Rural Spirits (see C&T pp. 56–57) native to all continents and<br />

related to the Undines. Fosse-Grim have features resembling those of the Eldani, fair to greenish<br />

complexions, and green to black hair and eyes. Males average 5'10" and tend to medium builds. All Fosse-<br />

Grim have Watervision, gain +25 to Swimming, and may choose either a +25 bonus to one or +10 bonuses<br />

to three skills from the Academic, General, Linguistic, Medical, Outdoor, or Social categories.<br />

Nymphs, Ny: A group of races and languages of Rural Spirits (see C&T pp. 56–57) which includes the<br />

Dryads (tree spirits), Naiads (river/lake spirits), Nereids (sea spirits), Oceanides (ocean spirits), and Oreads<br />

(hill spirits). All these spirits are usually closely tied to a particular ecological or geographical feature, and<br />

damage to it causes damage to them. Nymphs generally resemble Eldani or Novani, but a close examination<br />

for unusual coloration usually reveals the nature of their environmental tie. Males average 5'6" tall and tend<br />

to slender builds, but females are encountered far more frequently than males. All Nymphs may freely Merge<br />

with their environmental feature, see while Merged, and gain +25 to appropriate Moving Maneuvers within it<br />

or within 0.25 miles per level of it. All Nymphs may choose either a +25 bonus to one or +10 bonuses to<br />

three skills from the Academic, General, Outdoor, Perception, or Subterfuge categories.<br />

Satyrs (male) and Fauns (female), Sf: A race and language of Rural Spirits (see C&T pp. 56–57) native to all<br />

continents except Soldunia. Satyrs are composite creatures with a basically human upper body and the legs<br />

and horns of a goat. <strong>The</strong>y have sharp, angular facial features and pointed ears. Most Satyrs have medium to<br />

dark complexions and chestnut-brown hair, fur, and eyes. Satyrs are as musically talented as the Exalaeldani<br />

and may choose either a +25 bonus to one or +10 bonuses to three musical skills, and may choose +10<br />

bonuses to three additional skills from the Athletic, Linguistic, Outdoor, Perception, Social, or Subterfuge<br />

categories.<br />

Undines, Un: A race of Rural Spirits (see C&T pp. 56–57) native to all continents and related to the Fosse-<br />

Grim. Undines greatly resemble the Exalaeldani. Males average 5'8" and tend to medium builds. All Undines<br />

have Watervision, gain +25 to Swimming, and may choose either a +25 bonus to one or +10 bonuses to three<br />

skills from the Athletic, General, Outdoor, Social, or Subterfuge categories. Undines use the language of the<br />

Fosse-Grim.<br />

Yaai, Ya: A race and language of Rural Spirits (see C&T pp. 56–57) native to all continents except Soldunia.<br />

Yaai greatly resemble the Savaeldani. Males average 6'0" and tend to slender builds. All Yaai have<br />

Nightvision; gain +50 to Climbing, +25 to Stalk/Hide, and +25 to Singing; and may choose either a +15<br />

bonus to one or +10 bonuses to two skills from the Athletic, General, Linguistic, Medical, Outdoor,<br />

Perception, Social, or Subterfuge categories.<br />

THE GIANT RACES (LEVANI)<br />

Cyclopes, Cy: A race and language of one-eyed Giants (see C&T p. 52) native to all continents. Most<br />

Cyclopes are ugly by human standards and have medium to dark skin; brown hair; and a single green, red, or<br />

yellow eye. Males average 25' tall and tend to huge builds. All Cyclopes have poor depth perception, so<br />

avoid missile weapons; however, they all are critical class Super-Large, have AT 11 skin, do triple weapon<br />

damage, and have a natural Large Grapple–Large Crush attack to make up for it. <strong>The</strong>y may choose either a<br />

+25 bonus to one or +10 bonuses to three skills from the Athletic, General, Medical, or Outdoor categories.<br />

Giants (Savalevani): <strong>The</strong> intelligent or "greater giants." See C&T, pp. 52–53.<br />

Giants, Cloud, Gc: A race and language of Giants (see C&T p. 52) native to all continents. Cloud Giants<br />

have pale to fair complexions; gray, white, silver, or bluish hair; and blue or gray eyes. Males average 18' tall<br />

and tend to stocky builds. All Cloud Giants know the Mystic list Liquid Alteration, Open Essence list<br />

Essence Hand, Closed Essence list Lofty Bridge, and Magician list Wind Law to their level; noncharacters<br />

have (4 x level) PP and characters are natural 2x PP multipliers. <strong>The</strong>y are all critical class Super-Large, have<br />

43


<strong>The</strong> World of Novi<br />

AT 16 skin, and do quadruple weapon damage. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses<br />

to three skills from the Academic, General, Magical, or Perception categories.<br />

Giants, Fire, Gf: A race and language of Giants (see C&T p. 52) native to all continents. Fire Giants have tan<br />

to very dark complexions, black or red hair, and black eyes. Males average 13' tall and tend to heavy builds.<br />

All Fire Giants know the Magician list Fire Law to their level; noncharacters have (3 x level) PP and<br />

characters are natural 1.5x PP multipliers. <strong>The</strong>y are all critical class Large, have AT 11 skin, and do triple<br />

weapon damage. <strong>The</strong>y are all immune to heat and fire, even volcanic, but take double damage from cold or<br />

ice attacks. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic,<br />

Combat, General, Medical, or Outdoor categories.<br />

Giants, Forest, Gr: A race and language of Giants (see C&T p. 52) native to all continents. Forest Giants<br />

have the full range of Caucasian coloration. Males average 12' tall and tend to medium builds. All Forest<br />

Giants know the Animist lists Nature’s Lore and Nature’s Protection to their level; noncharacters have (3 x<br />

level) PP and characters are natural 1.5x PP multipliers. <strong>The</strong>y are all critical class Large, have AT 11 skin,<br />

and do double weapon damage. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three skills<br />

from the Athletic, Combat, General, Medical, Outdoor, Perception, or Subterfuge categories.<br />

Giants, Frost, Gt: A race and language of Giants (see C&T p. 52) native to all continents. Frost Giants have<br />

pale to fair complexions; blond, red, white, or bluish-white hair; and blue or gray eyes. Males average 18' tall<br />

and tend to stocky builds. All Frost Giants know the Magician list Ice Law to their level; noncharacters have<br />

(3 x level) PP and characters are natural 1.5x PP multipliers. <strong>The</strong>y are all critical class Large, have AT 11<br />

skin, and do triple weapon damage. <strong>The</strong>y are immune to cold, but take double damage from fire. <strong>The</strong>y may<br />

choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical,<br />

or Outdoor categories.<br />

Giants, Hill, Gh: A race and language of Giants (see C&T p. 52) native to all continents. Hill Giants have the<br />

full range of Caucasian coloration. Males average 11' tall and tend to stocky builds. All Hill Giants know the<br />

Mystic list Solid Alteration to their level; noncharacters have (2 x level) PP and characters have their normal<br />

PP. <strong>The</strong>y are all critical class II, have AT 12 skin, and do double weapon damage. <strong>The</strong>y may choose either a<br />

+25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical, Outdoor,<br />

Perception, or Subterfuge categories.<br />

Giants, Mountain, Gm: A race and language of Giants (see C&T p. 52) native to all continents. Mountain<br />

Giants have the full range of Caucasian coloration. Males average 19' tall and tend to huge builds. All<br />

Mountain Giants know the Sorcerer list Solid Destruction and Magician list Earth Law to their level;<br />

noncharacters have (3 x level) PP and characters are natural 1.5x PP multipliers. <strong>The</strong>y are all critical class<br />

Super-Large, have AT 12 skin, and do quadruple weapon damage. <strong>The</strong>y may choose either a +25 bonus to<br />

one or +10 bonuses to three skills from the Academic, Athletic, General, Magical, Outdoor, or Perception<br />

categories.<br />

Giants, Stone, Gs: A race and language of Giants (see C&T p. 52) native to all continents. Stone Giants have<br />

the full range of Caucasian coloration but tend to have gray or black hair and eyes. Males average 12' tall and<br />

tend to huge builds. All Stone Giants know the Magician list Earth Law to their level; noncharacters have (2<br />

x level) PP and characters have their normal PP. Additionally, Stone Giants have a magical ability to tunnel<br />

through stone at 1/10 of their base movement rate. <strong>The</strong>y are all critical class II, have AT 12 skin, and do<br />

double weapon damage. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three skills from the<br />

Athletic, Combat, General, Outdoor, or Perception categories or skills related to stone.<br />

Giants, Storm, Gi: A race and language of Giants (see C&T p. 52) native to all continents. Storm Giants have<br />

the full range of Caucasian coloration and may also have white, blue-white, or blue hair. Males average 20'<br />

and tend to stocky builds. All Storm Giants know the Magician lists Ice Law, Light Law, Water Law, and<br />

Wind Law to their level; noncharacters have (4 x level) PP and characters are natural 2x PP multipliers. <strong>The</strong>y<br />

are all critical class Super-Large, have AT 16 skin, and do quintuple weapon damage. <strong>The</strong>y gain +50 to<br />

Weather-Watching and may choose either a +25 bonus to one or +10 bonuses to three skills from the<br />

Academic, Athletic, General, Linguistic, Magical, Medical, Outdoor, Perception, or Social categories.<br />

Giants, Water, Gw: A race and language of Giants (see C&T p. 52) native to all continents. Water Giants<br />

have fair to medium complexions; black, blond, blue, gray, green, or red hair; and black, blue, green, or gray<br />

eyes. Males average 15' tall and tend to medium builds. All Water Giants know the Mystic list Liquid<br />

Alteration and the Magician list Water Law to their level; noncharacters have (2 x level) PP and characters<br />

44


By Lowell R. Matthews<br />

have their normal PP. <strong>The</strong>y have Watervision and can breathe both air and water. <strong>The</strong>y are all critical class<br />

Large, have AT 11 skin, and do double weapon damage. <strong>The</strong>y gain +25 to Swimming and may choose either<br />

a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical, Outdoor, or<br />

Perception categories.<br />

Ogres, Og: A race related to Giants and Trolls (see C&T pp. 52–53) native to all continents. Ogres have<br />

coarse features unattractive by human standards, medium to dark complexions, and dark hair and eyes.<br />

Males average 9' tall and tend to huge builds. All Ogres are critical class II and have AT 4 skin. <strong>The</strong>y may<br />

choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or<br />

Outdoor categories. Ogres have their own language.<br />

Titans, Ti: A powerful race related to Giants (see C&T pp. 52–53), and possibly also the Powers, native to all<br />

continents. Titans are handsome by human standards and have the full range of Caucasian coloration. Males<br />

average 21' and tend to medium builds. All Titans know at least the six Mentalist base lists to their level;<br />

noncharacters have (5 x level) PP and characters are natural 2.5x PP multipliers. <strong>The</strong>y are all critical class<br />

Super-Large, have AT 3 skin (but usually wear armor, particularly AT 18), do quadruple weapon damage,<br />

and have a natural Huge Grapple-Huge Crush attack. <strong>The</strong>y may choose either a +25 bonus to one or +10<br />

bonuses to three skills from any category. Titans use pure Old Novite, the original language of Novi.<br />

Trolls (Torathi): See C&T pp. 52–53.<br />

All Trolls are hideous by human standards, have reddish-black to black blood and heavy to huge builds, are<br />

immune to normal heat and cold, and take only half damage from heat- and cold-based attacks. Most races of<br />

Trolls suffer severe penalties in sunlight, but usually only if exposed to direct sunlight unobscured by clouds,<br />

precipitation, foliage, shade, etc.<br />

Trolls, Cave, Tc: A race and language of trolls (see C&T pp. 52–53) native to all continents. Cave Trolls<br />

have gray to brown skin and dark hair and eyes. Males average 12' tall. All Cave Trolls are critical class<br />

Large, have AT 11 skin, and may use Huge Claw attacks. If Cave Trolls go outside in the daytime they take<br />

10 hits per hour regardless of whether they are exposed to direct sunlight. <strong>The</strong>y may choose either a +25<br />

bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.<br />

Trolls, Forest, Tf: A race and language of trolls (see C&T pp. 52–53) native to all continents. Forest Trolls<br />

have gray to green skin and green to black hair and eyes. Males average 9' tall. All Forest Trolls are critical<br />

class II, have AT 11 skin, and may use Large Claw and Large Bite attacks. Forest Trolls exposed to direct<br />

sunlight are –50 to all activities. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three skills<br />

from the Athletic, Combat, General, or Outdoor categories.<br />

Trolls, Hill, Th: A race and language of trolls (see C&T pp. 52–53) native to all continents. Hill Trolls have<br />

gray, brown, or black skin, hair, and eyes. Males average 10.5' tall. All Hill Trolls are critical class Large,<br />

have AT 11 skin, and may use Large Bash and Large Claw attacks. If Hill Trolls go outside in the daytime<br />

they are –30 to all activities; if exposed to direct sunlight, they are blinded for the duration. <strong>The</strong>y may choose<br />

either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor<br />

categories.<br />

Trolls, Mountain, Tm: A race and language of trolls (see C&T pp. 52–53) native to all continents. Mountain<br />

Trolls have gray to brown skin; brown, gray, or white hair; and black or brown eyes. Males average 13.5'<br />

tall. All Mountain Trolls are critical class Large, are immune to Stun, have AT 16 skin, and may use Large<br />

Bash attacks. <strong>The</strong>y hate sunlight, but take no penalties from exposure to it. <strong>The</strong>y may choose either a +25<br />

bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.<br />

Trolls, Snow, Ts: A race and language of trolls (see C&T pp. 52–53) native to the cold regions of all<br />

continents. Snow Trolls have gray to white skin, hair, and eyes, frequently with bluish tints. Males average<br />

11' tall. All Snow Trolls are critical class Large, have AT 11 skin, and may use Huge Bash and Huge Claw<br />

attacks. Snow Trolls exposed to direct sunlight turn to ice, but return to normal after nightfall (which can be<br />

a long time in high latitudes). <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three skills from<br />

the Athletic, Combat, General, or Outdoor categories.<br />

Trolls, Stone, Tr: <strong>The</strong> most numerous race and language of trolls (see C&T pp. 52–53), native to all<br />

continents. Stone Trolls have the full normal range of Caucasian coloration with gray undertones. Males<br />

average 9' tall. All Stone Trolls are critical class II, have AT 11 skin, and may use Large Bash and Large<br />

Claw attacks. Stone Trolls exposed to direct sunlight return to the stone of which they were made; the only<br />

45


<strong>The</strong> World of Novi<br />

way to cure a petrified Troll is to carry his stone body underground, sprinkle fresh blood on his body, then<br />

cast Lifegiving on him. Stone Trolls may choose either a +25 bonus to one or +10 bonuses to three skills<br />

from the Athletic, Combat, General, or Outdoor categories.<br />

Trolls, War, Tw: A superior race of trolls bred for war in any environment and native to all continents (see<br />

C&T pp. 52–53). War Trolls have black, gray, green, or brown scaly skin, hair, and eyes. Males average 10'<br />

tall. All War Trolls are critical class Large, are immune to Stun, have AT 16 skin, and may use Large Bash<br />

attacks. Even though their hide protects as well as a mail hauberk, many War Trolls wear plate armor over it;<br />

if they wear AT 17, 18, 19, or 20, they are protected as AT 19, 20, 20 (+20 DB), and 20 (+40 DB),<br />

respectively. War Trolls mock the sun and take no penalties from sunlight. <strong>The</strong>y have their own language.<br />

THE UNDERGROUND RACES (KORSAVI)<br />

Gnolls, Gl: A race and language distantly related to the Novani (Humans), native to the mountainous areas of<br />

all continents except Soldunia (see C&T p. 54). Gnolls have wrinkled features and gray to brown skin, hair<br />

(what little there is) and eyes. Males average 3'6" tall and tend to medium builds. All Gnolls have both<br />

Night- and Darkvision and have AT 3 skin. <strong>The</strong>y dislike daylight and are –25 to all activities in it. <strong>The</strong>y may<br />

choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to five skills from any category except<br />

Combat.<br />

Gnomes, Gn: A race and language distantly related to the Omikhani (Dwarves), native to cavernous areas of<br />

all continents (see C&T p. 54). Gnomes have Omikhani features, the full range of Caucasian coloration, and<br />

the males tend to be bald. Males average 4'6" tall and tend to medium builds. All Gnomes have both Night-<br />

and Darkvision and may choose either a +50 bonus to one, +20 bonuses three, or +10 bonuses to seven skills<br />

from the Lore/Knowledge category (RC2 p. 101).<br />

Goblin Races<br />

<strong>The</strong> Goblin races (Kobolds, Goblins, and Hobgoblins in order of size) are native to all continents and were<br />

corrupted from the Novani (Humans) by the evil Powers (see C&T pp. 54–55). <strong>The</strong>y are frequently mistaken<br />

for Orcs. <strong>The</strong> Goblin language is badly fractured, with each tribe speaking its own dialect.<br />

Goblins (Lesser), Go: <strong>The</strong> most numerous Goblin race; they have greenish to yellowish skin and dark or<br />

greenish hair and eyes. Males average 4'0" tall and tend to medium builds. All Goblins have both Night- and<br />

Darkvision and are blinded by sunlight (–75 to all actions if outdoors). Goblins gain +10 bonuses to Caving,<br />

Interrogation, Mechanition, and Mining, and may choose +10 bonuses to two skills from the Academic,<br />

Deadly (+2 to Ambush), General, Perception, or Subterfuge categories.<br />

Goblins, Greater or Hobgoblins, Hg: <strong>The</strong> largest and usually dominant Goblin race; they have muddy brown<br />

skin, hair, and eyes. Males average 4'6" tall and tend to stocky builds. All Hobgoblins have both Night- and<br />

Darkvision and dislike daylight (–25 to all actions if outdoors). Hobgoblins gain +10 bonuses to Caving,<br />

Interrogation, Mechanition, and Mining, and may choose +10 bonuses to two skills from the Academic,<br />

Deadly (+2 to Ambush), General, Perception, or Subterfuge categories.<br />

Goblins, Least or Kobolds, Kb: <strong>The</strong> smallest Goblin race; they have ruddy skin, hair, and eyes and short<br />

horns. Males average 3'6" tall and tend to medium builds. All Kobolds have both Night- and Darkvision and<br />

are blinded by daylight (-75 to all actions if outdoors). Kobolds may choose +10 bonuses to seven skills from<br />

the Deadly (+2 to Ambush), Social, or Subterfuge categories.<br />

Orc Races<br />

<strong>The</strong> Orc races (Orcs and Uruks) are native to all continents except Soldunia and were corrupted from the<br />

Eldani (Elves) by the evil Powers (see C&T pp. 54–55). Orcs are frequently mistaken for Goblins, but Uruks<br />

are usually too tall to pass for Goblins. <strong>The</strong> Orc language is badly fractured, with each tribe speaking its own<br />

dialect.<br />

Orcs (Lesser), Or: <strong>The</strong> most numerous Orc race; they have dark, swarthy hides and hair, and dark or red<br />

eyes. Males average 4'6" tall and tend to heavy builds. All Orcs have both Night- and Darkvision and are<br />

nearly blinded by direct sunlight (–50 to all actions). <strong>The</strong>y may choose either a +25 bonus to one or +10<br />

bonuses to three skills from the Combat, Deadly (+5 or +2 to Ambush), Perception, or Subterfuge categories<br />

or Metal Lore, Military Organization, Mining, Poison Lore, Siege Engineering, Stone Lore and Tactics<br />

(Academic), Climbing and Distance Running (Athletic), Rope Mastery and the craft and evaluation skills<br />

related to waging war (General), First Aid (Medical), and Caving and Foraging (Outdoor).<br />

46


By Lowell R. Matthews<br />

Orcs, Greater or Uruks, Ur: <strong>The</strong> larger and dominant Orc race; they have almost identical appearances to<br />

Orcs except for size. Males average 5'6" and tend to heavy builds. All Uruks have both Night- and<br />

Darkvision; they hate sunlight but take no penalties from it. <strong>The</strong>y may choose either a +25 bonus to one or<br />

+10 bonuses to three skills from the Academic, Athletic, Combat, Concentration, Deadly (+5 or +2 to<br />

Ambush), General, Medical, Outdoor, Perception, or Subterfuge categories.<br />

Troglodytes, Td: A race and language distantly related to the Novani (Humans), native to the cavernous<br />

areas of all continents (see C&T pp. 54–55). Troglodytes have sloping foreheads and massive jaws, bluishwhite<br />

skin, and black hair and eyes. Males average 4'9" tall and tend to heavy builds. All Troglodytes have<br />

Darkvision and AT 3 skin. <strong>The</strong>y are terrified of daylight but take no penalties from it and may become<br />

adjusted to it over time. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three skills from the<br />

Athletic, Combat, Deadly (+5 or +2 to Ambush), Perception, or Subterfuge categories or Cookery, Leather-<br />

Working, Skinning, and Stone Crafts (General), and Caving and Foraging (Outdoor).<br />

THE UNUSUAL RACES<br />

Centaurs, Ce: A race and language of composite creatures whose human upper body joins at the waist to the<br />

quadrupedal body of a horse, native to all continents except Soldunia (see C&T pp. 58–59). Centaurs have<br />

the full range of Caucasian coloration in their human parts and the full range of equine coloration in their<br />

horse parts. Males average 7'0" tall from head to front hooves and tend to stout builds. All Centaurs gain +15<br />

bonuses to all missile or thrown weapons and may choose either a +25 bonus to one or +10 bonuses to three<br />

appropriate skills (feasible for a horse body) from all categories except Deadly and Subterfuge, including<br />

Astrologer Base or Elemental Attack Rolls.<br />

Garks, Gk: A race and language of primates native to all continents (see C&T pp. 58–59). Garks have<br />

mottled gray fur and prehensile tails. Males average 4'3" tall and tend to stocky builds. All Garks have AT 3<br />

skin and may use Small Grapple attacks. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three<br />

skills from the Athletic, Combat, Deadly, General, Outdoor, Perception, Social, or Subterfuge categories.<br />

Hira'razhir or Avians, Hi: A race and language of avians native to all continents (see C&T pp. 58–59). Hira'<br />

have basically human features, fair skin, silver or white hair, blue or gray eyes, and beautiful blue wing<br />

feathers. Hira’ are extremely resistant to natural temperature extremes, have superior distance vision, and<br />

may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, Athletic,<br />

Concentration, General, Linguistic, Magical, Medical, Outdoor, Perception, or Social categories.<br />

Idiyva or Felines, Id: A race and language of felines native to all continents (see C&T pp. 58–59). Idiyva<br />

have feline features, brown skin, tawny fur, golden manes, and green feline eyes. All Idiyva have superior<br />

senses including both Night- and Darkvision, AT 3 skin, may use Medium Claw attacks, gain +10 bonuses to<br />

Foraging-Hunting and Tracking, and may choose +10 bonuses to two skills from any category.<br />

Maazhat, Mz: An insect race native to the Southern Hemisphere (see C&T pp. 58–59). <strong>The</strong> race is divided<br />

into castes: infertile female warriors and workers, fertile male drones, occasionally fertile female lieutenants,<br />

and fully fertile female queens. Average heights are 6'3" for warriors, 5’6" for workers, 5’3" for drones, 7’0"<br />

for lieutenants, and 9’0" for queens. Usually only lieutenants and queens can learn languages other than their<br />

own. Warriors, lieutenants, and queens are critical category I; warriors are immune to Stun; all Maazhat have<br />

AT 12 chitin and natural Medium Grapple or Medium to Large Pincer attacks. All Maazhat may choose<br />

either a +25 bonus to one or +10 bonuses to three skills; warriors and workers are limited to the Athletic,<br />

Combat, Outdoor, and Perception categories; drones, lieutenants, and queens add the Academic, Deadly (+5<br />

or +2 to Ambush), General, Social, and Subterfuge categories.<br />

Mermen, Me: A race and language of composite creatures whose human upper body joins at the waist to the<br />

lower body and tail of a fish, native to all continental shelves (see C&T p. 59). Mermen have the full range of<br />

Caucasian coloration in their human parts and blue, green, or silver gray scales on their fish parts. Males<br />

average 7'0" tall from head to tail and tend to medium builds. All Mermen gain +50 to Swimming and may<br />

choose either a +25 bonus to one or +10 bonuses to three appropriate skills (feasible for a fish body) from all<br />

categories. According to C&T, 5% of Mermen possess the ability to shapechange their fish tail into a pair of<br />

scaled human legs. Character Mermen must spend one background option to gain this feature.<br />

Neanderthals, Ne: A relatively primitive race and language of the Novani (Humans) surviving only on<br />

Amazulia and Soldunia (see C&T p. 59). Neanderthals have sloping foreheads and oversized jaws, tan skin,<br />

and brown hair and eyes. Males average 5'4" tall and tend to stocky builds. <strong>The</strong>y may choose either a +25<br />

bonus to one or +10 bonuses to three skills from any category.<br />

47


<strong>The</strong> World of Novi<br />

Sea-Krals, Sk: A race and language of seagoing primates who prey on the shipping of all nations (see C&T<br />

p. 59). Sea-Krals have dark gray or blue skin and thick white hair. Males average 4'9" tall and tend to heavy<br />

builds. All Sea-Krals have Nightvision and AT 3 skin (but most wear AT 9) and may choose either a +25<br />

bonus to one or +10 bonuses to three skills from the Athletic, Combat, Deadly (+5 or +2 to Ambush),<br />

Outdoor, Perception, or Subterfuge categories or Boat Pilot, Mapping, Navigation, and Weather Watching<br />

(Academic), and Leather-Working, Rope Mastery, Skinning, and Wood Crafts-Shipbuilding (General).<br />

Sohleugir or Lizardmen, So: A race and language of saurians native to the warmer seacoasts of all<br />

continents, particularly Soldunia (see C&T p. 59). Most Sohleugir have jade-green scales and yellow or<br />

green catlike eyes. Males average 6'1" tall and tend to stocky builds. All Sohleugir have Watervision and AT<br />

11 skin, may use their tails as a Medium Bash attack, and may hold their breath for (50 + CO bonus)<br />

minutes. All Sohleugir gain +25 to Swimming and may choose either a +15 bonus to one or +10 bonuses to<br />

two skills from any category.<br />

Sstoi'isslythi or Reptilians, Ss: A race and language of saurians native to the warmer areas of all continents,<br />

particularly Soldunia (see C&T p. 59). Most Sstoi' have golden scales and yellow or green catlike eyes.<br />

Males average 5’7" tall and tend to slight builds. All Sstoi’ have AT 3 skin and venomous fangs (a Small<br />

Stinger attack delivering poison) similar to those of the pit vipers (family Crotalidae). All Sstoi’ gain +25 to<br />

Diplomacy and Racial History-Sstoi’isslythi and may choose +10 bonuses to two skills from any category.<br />

Vulfen or Wolfmen, Vf: A race and language of lupines native to Almir and Amazulia (see C&T p. 59).<br />

Most Vulfen have black, brown, or gray fur and brown or yellow eyes. Males average 6'3" tall and tend to<br />

medium builds. All Vulfen have superior senses including Nightvision, have AT 3 skin, and may use<br />

Medium Claw attacks. <strong>The</strong>y may choose either a +25 bonus to one or +10 bonuses to three skills from the<br />

Athletic, Combat, Deadly, Outdoor, Perception, Social, or Subterfuge categories.<br />

48


Part II: Statistics Tables<br />

Table 1-A: Prime Races Statistics<br />

Eldani (Elves)<br />

CHARACTERISTICS RR/ESF MOD<br />

By Lowell R. Matthews<br />

Prime Races CO AG SD ME RE ST QU PR EM IN Total E C M P D Ht Cd Sl dep St det Rec Lng HD Max<br />

HP BG<br />

Novani (Humans)<br />

Exala- (Fair) 5 15 -20 10 5 0 15 15 10 5 60 0 0 0 10 100 10 10 1 5 3.0 5 10 120 2<br />

Hydra- (Gray) 0 10 -10 5 0 0 10 10 5 0 30 0 0 0 10 100 10 10 2 3 2.0 4 8 120 3<br />

Kor- (Dark) 10 10 -5 5 0 5 10 15 10 -5 55 0 0 0 10 100 10 10 1 5 3.0 4 10 135 2<br />

Lanta- (Aquatic) 5 10 -20 5 0 5 10 5 5 0 25 0 0 0 10 100 -10 30 2 4 1.5 4 8 110 3<br />

Rhia- (Wood) 0 10 -20 5 0 0 5 5 5 0 10 0 0 0 10 100 10 10 3 2 1.5 3 8 100 4<br />

Sava- (High)<br />

Annuvians<br />

Almirans<br />

Amazulians<br />

5 10 0 5 0 5 10 15 5 0 55 0 0 0 10 100 10 10 1 5 3.0 4 10 135 2<br />

Abanyi 5 0 5 0 0 0 0 0 0 5 15 0 0 0 0 0 20 20 12 0 1.0 2 8 120 5<br />

Corlonaturi 10 0 0 0 0 10 0 10 0 0 30 0 0 0 5 5 5 5 10 0 0.7 3 10 150 4<br />

Corloni 5 0 5 0 0 5 0 5 0 0 20 0 0 0 0 0 0 0 10 0 0.8 2 10 135 5<br />

Almareni 5 0 5 0 0 5 0 5 0 0 20 0 0 0 0 0 0 0 10 0 0.8 2 10 135 5<br />

Almori 5 5 0 0 0 0 5 0 5 0 20 0 0 0 0 0 0 10 12 0 1.0 2 8 150 5<br />

Frigani 10 0 5 0 5 5 0 0 0 5 30 0 0 0 0 15 -20 50 12 0 1.0 2 8 120 4<br />

Mintaki 5 5 5 0 0 0 5 0 0 0 20 0 0 0 0 0 0 0 12 0 1.0 2 8 150 5<br />

Mornikai 10 10 0 0 0 5 5 0 0 0 30 0 0 0 0 0 0 20 12 0 1.0 2 10 150 4<br />

Nordeskai 10 0 5 0 0 10 0 5 0 0 30 0 0 0 0 10 0 10 12 0 1.0 3 10 150 4<br />

Nordursani 15 0 0 0 0 15 0 5 0 5 40 0 0 0 20 15 0 20 12 0 0.7 3 10 160 3<br />

Westerendi 10 0 0 0 0 10 0 10 0 0 30 0 0 0 5 5 5 5 10 0 0.7 3 10 150 4<br />

Zori 0 5 5 0 0 0 0 0 0 0 10 0 0 0 0 0 10 0 12 0 1.0 2 8 120 6<br />

Amazi 5 0 0 0 0 5 0 0 0 0 10 0 0 0 0 0 10 0 12 0 1.0 2 8 120 6<br />

Galazaturi 5 5 5 0 0 5 5 10 10 10 55 ±10 ±10 ±10 10 10 10 10 2 2 0.5 4 10 150 2<br />

Galazi 5 0 0 0 0 5 0 0 5 0 15 0 0 0 0 0 0 0 10 0 1.0 2 8 120 6<br />

Zuli 0 5 0 0 0 0 5 0 0 0 10 0 0 0 5 0 5 0 12 0 1.0 2 8 120 6<br />

Zulomi 0 10 5 0 0 -5 10 -5 5 5 25 0 0 0 25 25 10 10 12 0 1.0 2 8 100 5<br />

49


<strong>The</strong> World of Novi<br />

Kharlakans<br />

Soldunians<br />

Omikhani (Dwarves)<br />

Onovani (Halflings)<br />

Khar Kang 5 5 0 0 0 5 5 -5 -5 0 20 0 0 0 0 0 0 0 12 0 1.0 2 8 120 5<br />

Khar Sum 5 0 5 0 0 5 0 -5 -5 5 10 0 0 0 0 0 0 0 12 0 1.0 2 8 120 6<br />

Khar Tam 5 0 5 0 0 0 5 -5 0 0 10 0 0 0 0 0 0 0 12 0 1.0 2 8 120 6<br />

Khar Zin 5 0 0 0 0 5 0 0 0 0 10 0 0 0 0 10 20 20 12 0 1.0 2 10 125 5<br />

Solduni 0 0 5 0 0 5 0 0 0 0 10 0 0 0 0 0 0 0 12 0 1.0 2 8 120 6<br />

Khar- (Desert) 15 -5 5 0 0 5 -5 -10 -10 0 -5 40 0 40 20 15 30 10 18 -1 0.5 2 10 120 5<br />

Nord- (Arctic) 20 -5 5 0 0 5 -5 -15 -15 5 -5 40 0 40 20 50 -10 50 18 -1 0.5 2 10 120 5<br />

Rhian- (Forest) 15 0 5 0 0 5 0 -10 0 5 20 0 0 40 20 15 20 20 15 -1 0.5 2 10 120 3<br />

Sisar- (Mountain) 15 0 5 0 0 5 0 -10 -10 0 5 40 0 40 20 15 25 25 18 -1 0.5 2 10 120 4<br />

Er- (Plains) 15 15 -10 0 0 -20 10 -15 -5 0 -10 50 0 40 30 15 10 10 18 -1 0.5 2 8 80 5<br />

Sisar- (Mountain) 20 10 0 0 0 -5 5 -15 -10 0 5 50 0 40 40 60 20 20 18 -1 0.5 2 10 110 4<br />

Rhian- (Forest) 10 20 -20 0 5 -15 15 -10 0 0 5 20 0 20 20 50 20 20 15 0 0.7 3 8 90 4<br />

50


Table 2: C&T Fairy and Giant Races Statistics Total and Background Options †<br />

By Lowell R. Matthews<br />

C&T Fairy Races Total BG C&T Giant Races Total BG<br />

Fey Folk Cyclopes 15 -8<br />

Dwelfs 10 4+1 Giants, Greater<br />

Gremlins 5 4+1 Cloud 50 -10<br />

Nixies 15 3+1 Fire 20 -7<br />

Pysk/Pixies 10 5+1 Forest 10 -5<br />

Sylphs 20 2+1 Frost 20 -7<br />

Tylweth/Peries 15 3+1 Hill 10 -5<br />

House Spirits Mountain 50 -9<br />

Ellyllon 10 5+1 Stone 10 -5<br />

Occupational Spirits Storm 60 -11<br />

Leprechauns 10 4 Water 20 -6<br />

Pech 10 3<br />

Rural Spirits Ogres -40 4+1<br />

Fosse-Grim 15 2<br />

Nymphs 10 3 Titans 115 -15<br />

Satyrs/Fauns 10 2<br />

Undines 10 3 Trolls<br />

Yaai 10 3 Cave -45 4<br />

51<br />

Forest -50 4+1<br />

Hill -50 4+1<br />

Mountain -45 3<br />

Snow -45 4<br />

Stone -50 4+1<br />

War 15 -3


<strong>The</strong> World of Novi<br />

Table 3: C&T Underground and Unusual Races Statistics Total and Background Options<br />

C&T UG Races Total BG C&T UG Races Total BG<br />

Gnolls 5 4+4 Maazhat/Insects<br />

Gnomes 15 5+2 Warriors 5 0<br />

Goblins (Mannish) Workers 0 2+1<br />

Orcs (Elvish)<br />

Goblins -20 4+4 Drones 15 2<br />

Hobgoblins -15 3+4 Lieutenants 15 1<br />

Kobolds -5 4+4 Queens 40 -1<br />

Lesser -35 5+7 Mermen 10 5+1<br />

Greater -10 4+3<br />

Troglodytes -10 4+1<br />

Neanderthals 10 3<br />

C&T UU Races Total BG Sea-Kral 10 3<br />

Garks 10 3<br />

Hira'/Avians 10 5+3<br />

Idiyva/Felines 10 4<br />

Sohleugir/Lizardmen 15 3<br />

Sstoi'/Reptiles 15 4<br />

Vulfen/Wolfmen 10 2<br />

Table 4-A: Centaur Statistics (Modified from the C&T)<br />

C&T UU Races CO AG SD ME RE ST QU PR EM IN Total E C M P D Ht Cd<br />

Sl<br />

dep<br />

St<br />

det<br />

Rec Lng HD Max<br />

HP<br />

BG<br />

Centaurs 10 -5 0 0 0 0 -5 10 0 10 20 0 0 0 10 15 0 0 10 0 1 4 10 150 3<br />

† Notes on Background Options<br />

Negative background point values must usually (GM discretion) be bought off with disadvantage points or some sort of compensation for the other players before a<br />

player may create a PC from this powerful race.<br />

Where the background point value is shown as X+Y, the race has X full background options and Y limited background options that cannot be used for skill or<br />

special ability tables. Limited background options should be used for set options, equipment or wealth, buying off racial disadvantages, etc.<br />

52


Languages<br />

By Lowell R. Matthews<br />

<strong>The</strong> great majority of the languages of Novi are far more intimately connected with the individual sapient<br />

species, races, and subraces of Novi rather than with nations. Such influences as the extremely long lifespans<br />

of some of the sapient races and two periods of great political unification, the World Empire of the 20th<br />

Century A.R. and the High Kingdom and Pentarchy of Almir of the 35th to 37th Centuries, linguistic drift<br />

and divergence on Novi is not as extreme as it is on Earth. Aside from differences in accent, most members<br />

of a particular Novite race will have little difficulty communicating with another member of the same race<br />

but a different nation or locality. (See also the article "Races.")<br />

Languages of the Prime Races (Savatari)<br />

Novani (Humans)<br />

Eldani (Elves): Because of the millennial lifespans of the Eldani Kindreds, their languages<br />

have had relatively little time to diverge, and the differences in their languages which do<br />

exist are almost always linked to lifestyle preferences. <strong>The</strong>refore, all Eldani languages are at<br />

least ½-ranks similar to each other, including those of the Western Hemisphere.<br />

Exalaeldani (Fair Elf): A dialect ¾-ranks similar to Savaeldani which emphasizes<br />

the musical and largely carefree nature of the Exali.<br />

Hydraeldani (Sea/Gray Elf): A language that reflects the Hydri fascination with the<br />

sea and seafaring, learned by mariners throughout the world.<br />

Koreldani (Dark Elf): A dialect ¾-ranks similar to Savaeldani which emphasizes the<br />

magical preoccupations and subterranean dwellings of the Kori.<br />

Lantaeldani (Aquatic Elf): A dialect ¾-ranks similar to Hydraeldani which<br />

emphasizes the Lanti life under water.<br />

Rhiaeldani (Wood Elf): A language that reflects the Rhiali life in the forests and<br />

other wilderness areas away from other civilizations.<br />

Savaeldani (High Elf): A language that reflects the Savi curious nature and passions<br />

for learning and the arts and crafts, learned by scholars throughout the world.<br />

Almirans: Human races native to the large Northeast Quadrant continent of Almir.<br />

Almareni: <strong>The</strong> dominant language of Almaren, the western subcontinent of Almir,<br />

and most of the Sundering Seas. It translates as English with German characteristics.<br />

Almori: <strong>The</strong> dominant language of Almoria, the eastern subcontinent. It has fairly<br />

strong regional dialects based on the diverging lifestyles of the relatively settled<br />

Almori of the southern and eastern coasts and the nomads of the interior plains; it<br />

translates as Russian.<br />

Frigani: A language ½-ranks similar to Almori spoken by the natives of far northern<br />

Almir and the Arctic icecap. It focuses upon survival in this hostile environment, the<br />

primarily nomadic herding and hunting lifestyle, and the relatively peaceful nature<br />

of the Frigani; it translates as Finnish.<br />

Mintaki: <strong>The</strong> artificial language created from the intermingling of Khar Kang and<br />

Almori peoples on the island of Okama in the Islands of Night, which has since<br />

spread throughout the Mintakan Empire and to the west with Sundering Seas trade;<br />

it translates as Japanese.<br />

Mornikai: A language which evolved from the union of a presently unknown<br />

Kharlakan people and the native Almori of the East Coast Range and later spread to<br />

the Mountains of Zoria; it translates as Korean. <strong>The</strong> Mornikai are not numerous and<br />

the language is not widespread.<br />

Nordeskai: <strong>The</strong> dominant language of the peoples of northern Almir whose<br />

territories comprise most of the boreal forests and plains, most heavily concentrated<br />

north of the Almareni domains but extending across the Great Central Mountains<br />

into northern Almoria. <strong>The</strong> Nordeskai language is also used by the closely related<br />

53


<strong>The</strong> World of Novi<br />

Nordursani people and translates as German.<br />

Westerendi: <strong>The</strong> original language of the Almiran peoples of the Western Isles,<br />

whose domains now extend to portions of coastal Almaren and Zulia; it translates as<br />

Gaelic. Because almost all Westerendi also speak Almareni or an Eldani language,<br />

particularly Hydraeldani, Westerendi has become an endangered language.<br />

Zori: <strong>The</strong> dominant language of Zoria, the tropical far southeastern subcontinent of<br />

Almir. It translates as Hindi.<br />

Amazulians: Human races native to the western Southeast Quadrant continent of Amazulia.<br />

Amazi: <strong>The</strong> dominant language of the peoples of Amazia, the hot and arid<br />

northeastern subcontinent of Amazulia. It translates as Arabic with heavy borrowing<br />

from Central African languages.<br />

Galazi: <strong>The</strong> dominant language of the peoples of Galazia, the temperate southern<br />

subcontinent. <strong>The</strong> Galazi language is also used by the closely related Galazaturi<br />

people and translates as Zulu.<br />

Zuli: <strong>The</strong> dominant language of the peoples of Zulia, the heavily forested tropical<br />

northwestern subcontinent. It translates as Masai with a heavy emphasis on survival<br />

in a jungle environment.<br />

Zulomi: <strong>The</strong> language of the peoples of the mountains of far northwestern Zulia.<br />

<strong>The</strong>ir "click" language translates as !Kung Bushman.<br />

Kharlakans: Human races native to the eastern Southeast Quadrant continent of Kharlak.<br />

Khar Kang: <strong>The</strong> language of the peoples of the mountains and coastal lands of<br />

northern Kharlak. It translates as Wu Chinese.<br />

Khar Sum: <strong>The</strong> language of the peoples of east-central and southeastern Kharlak, the<br />

most productive and populous region. It translates as Mandarin Chinese.<br />

Khar Tam: <strong>The</strong> language of the peoples of southwestern Kharlak, home of the<br />

continent's oldest civilization. It translates as Yue Chinese.<br />

Khar Zin: <strong>The</strong> language of the peoples of the Great Desert of central Kharlak. It<br />

translates as Mongolian.<br />

Omikhani (Dwarves): <strong>The</strong> four races of the Omikhani in the Eastern Hemisphere, variously<br />

called Sunderings, Houses, or Kindreds, each use their own particular dialect of the Hidden<br />

Language, also called Omikhani, among other Omikhani, but use the local Novani or Eldani<br />

languages with outsiders.<br />

Onovani (Halflings): <strong>The</strong> three races of the Onovani in the Eastern Hemisphere, usually<br />

called Peoples or Kindreds, use the local Novani languages.<br />

C&T Fairy Races (Elumadi): all at least 1/4 similar to each other<br />

Fey Folk<br />

Dwelf: variant of Tylweth Teg (1/2 similar)<br />

Gremlin<br />

Nixie<br />

Pixie: variant of Tylweth Teg (1/2 similar)<br />

Sylph<br />

Tylweth Teg: dominant Elumadi language<br />

House Spirits (e.g. Ellyllon): all languages ¾-ranks similar to each other and ½-ranks similar<br />

to Tylweth Teg<br />

Occupational Spirits (e.g. Leprechaun and Pech): all languages ½-ranks similar to each other<br />

and to Tylweth Teg<br />

54


Rural Spirits<br />

C&T Giant Races (Levani)<br />

Cyclops<br />

Fosse-Grim (also used by the Undines)<br />

Nymphs: all languages ¾ similar<br />

Satyr/Faun<br />

Dryad: emphasis on trees<br />

Naiad: emphasis on fresh water<br />

Nereid: emphasis on shallow seas<br />

Oceanid: emphasis on deep oceans<br />

Oread: emphasis on hills<br />

Yaai: ½ similar to Tylweth Teg<br />

Giants, Greater (Savalevani): all languages at least ½ similar<br />

Ogre<br />

Cloud Giant: ¾ similar to Storm and Water<br />

Fire Giant<br />

Forest Giant<br />

Frost Giant<br />

Hill Giant: ¾ similar to Mountain and Stone<br />

Mountain Giant: ¾ similar to Hill and Stone<br />

Stone Giant: ¾ similar to Hill and Mountain<br />

Storm Giant: ¾ similar to Cloud and Water<br />

Water Giant: ¾ similar to Cloud and Storm<br />

Titans: use pure Old Novite, the only race to still do so<br />

Trolls (Torathi): all languages at least ½ similar<br />

Cave Troll: ¾ similar to Hill, Mountain, and Stone<br />

Forest Troll<br />

Hill Troll: ¾ similar to Cave, Mountain, and Stone<br />

Mountain Troll: ¾ similar to Cave, Hill, and Stone<br />

Snow Troll<br />

Stone Troll: ¾ similar to Cave, Hill, and Mountain<br />

War Troll<br />

C&T Underground Races (Korsavi)<br />

Gnoll<br />

Gnome<br />

By Lowell R. Matthews<br />

Goblin Races (Goblins, Hobgoblins, Kobolds): Goblin is a badly fractured language, with<br />

each tribe speaking its own dialect only ½ similar to others. Each tribe usually contains a<br />

mixture of all Goblin races, however.<br />

Orc Races (Orcs and Uruks): See Goblin Races above.<br />

Troglodyte<br />

55


<strong>The</strong> World of Novi<br />

C&T Unusual Races<br />

Centaur<br />

Gark<br />

Hira'razhir<br />

Idiyva: other Novite feloid races under construction, based on the Idiyva, have languages ½<br />

similar to Idiyva<br />

Maazhat<br />

Merman<br />

Neanderthal<br />

Sea-Kral<br />

Sohleugir<br />

Sstoi'isslythi<br />

Vulfen<br />

Achiyva (Cheetah)<br />

Ardaniyva (Leopard)<br />

Guagiyva (Jaguar)<br />

Hysisiyva (Ounce)<br />

Idiyva (Panther)<br />

Khagiyva (Tiger)<br />

Pargiyva (Lynx)<br />

Regiyva (Lion)<br />

Sygiyva (Sabertooth)<br />

56


Selectable Background options<br />

General Information<br />

By Lowell R. Matthews<br />

(Adapted from Rolemaster <strong>Companion</strong> IV)<br />

<strong>The</strong> selectable background options tables allow players to choose to purchase specific background options<br />

for a character, if they so desire, or to use the old system of random rolls. When characters are created for the<br />

World of Novi, most of these tables are used as originally presented in the Rolemaster <strong>Companion</strong> IV.<br />

<strong>The</strong>refore, only the new Gift Table, adapted from one of the Chaotic Lord tables in the Rolemaster<br />

<strong>Companion</strong> III, is included in this article. Copyright concerns restrict republication to the new costs and the<br />

old ability names.<br />

Each background option available to a race is worth 100 points, which may be spent at the player’s discretion<br />

subject to the following guidelines:<br />

• A random roll on any table costs 100 points and requires strict GM adjudication.<br />

• Disadvantages are worth negative points and add to the point total available to spend.<br />

• <strong>The</strong> Gift, Skill at Arms, and Skill at Magic Tables contain the most powerful beneficial abilities; therefore,<br />

characters may only purchase one such beneficial ability from each of these tables. (<strong>The</strong> fact that many of the<br />

abilities listed on the Gift Table also appear on either the Skill at Arms or Skill at Magic Tables provides an<br />

exception to this rule in some cases.)<br />

• Certain races (e.g. Orcs) have limited background options. <strong>The</strong>se are still worth 100 points each, but<br />

cannot be used on the Gift, Skill at Arms, or Skill at Magic Tables. <strong>The</strong>y are probably most effective when<br />

used to negate racial disadvantages.<br />

57


<strong>The</strong> World of Novi<br />

d100 Points<br />

Gift Table<br />

(Adapted from Rolemaster <strong>Companion</strong> III)<br />

Ability;<br />

01 100 Accelerated Mending.<br />

02 100 Acute Hearing.<br />

03 100 Acute Smell.<br />

04 100 Aggression.<br />

05 200 Archetype.<br />

06 100 Archmage Abilities.<br />

07 150 Armored Skin.<br />

08 100 Aura.<br />

09 75 Bane. Multiple "Banes" may be purchased without counting against the table limit.<br />

10 100 Blessed.<br />

11 150 Breath Weapon. Its OB development point cost is 1/5. Multiple uses may be purchased for 50 points each.<br />

12 100<br />

Danger Sense. This ability may be purchased multiple times without counting against the table limit,<br />

raising the chance of warning to 2 x IN, 3 x IN, etc.<br />

13 *<br />

Dark Temptation. <strong>The</strong> point cost is either –25 or 100, depending upon whether or not Dark Temptation is<br />

a disadvantage to the character.<br />

14 100 Destiny Sense.<br />

15 100 Agility Focus.<br />

16 100 Constitution Focus.<br />

17 100 Memory Focus.<br />

18 100 Reasoning Focus.<br />

19 100 Self-Discipline Focus.<br />

20 100 Differing Eyes.<br />

21 75 Directed Weapons Master.<br />

22 75 Disarm Skill. This ability requires a 75% action; it may be used in "must parry" rounds.<br />

23 150 Eloquence.<br />

24 200 Enchanted Quality<br />

25 125 Enticing Eyes.<br />

26 75 Ethereal Sight.<br />

27 200 Exceptionally Enchanted.<br />

28 50 Eye of the Tiger.<br />

29 100 Favored.<br />

30 100 Hammerhand.<br />

31 125 Immovable Will.<br />

32 100 Firewalker. Multiple uses may be purchased for 50 points each.<br />

Power-taker. A character’s absorption capacity may be increased by one point for 25 background points<br />

33 75 each; however, he may never absorb more power points from a particular spell than are present in that<br />

spell.<br />

34 100 Infravision.<br />

35 150 Innate Magician<br />

36 150 Invincible. "Stunned, unable to parry" rounds become "must parry" rounds.<br />

37 100 Chaney.<br />

38 50 Beman.<br />

39 125 Leg Spring.<br />

40 150 Lightning Reactions.<br />

41 100<br />

Light Sleeper. Waking rolls are made as a "medium" moving maneuver instead of the normal "absurd"<br />

maneuver.<br />

42 100<br />

Lore. For an Archmage or Arcist, Lore has the same effect as Archmage Abilities, reducing the cost of<br />

Spell List Acquisition to half normal.<br />

43 100<br />

Lucky I (Bonus): Character may add +5 x 1d20 to any roll once per day; he must decide before making<br />

the roll.<br />

44 100 Lucky II (Reroll): Character may reroll one die roll per day.<br />

45 100 Lung Capacity.<br />

46 100 Mana Reading.<br />

47 75 Mana Sensing.<br />

48 100 Martial Arts Training.<br />

49 75<br />

Master Tactician. This ability may be purchased multiple times without counting against the table limit,<br />

raising the chance of success to 2 x IN, 3 x IN, etc.<br />

50 200 Mind Over Matter I (Moves).<br />

51 150 Mind Over Matter II (Defense).<br />

52 125 Mover.<br />

58


By Lowell R. Matthews<br />

53 *<br />

Multiple Limbs. If this result is determined randomly, the character has 1d4 extra limbs; otherwise, the<br />

cost is 50 points per limb.<br />

54 100 Natural Archer I.<br />

55 100 Natural Assassin.<br />

56 100 Natural Facility with Armor.<br />

57 150 Natural Physique.<br />

58 100<br />

Natural Weapons Master. Multiple similar weapons categories may be purchased without counting<br />

against the table limit.<br />

59 75 Neutral Body Odor.<br />

60 150 Awareness.<br />

61 175 Nimble Skeleton.<br />

62 150 Outdoorsman.<br />

63 200 Power. If higher level spells are available on the list, they may be purchased for 25 points each.<br />

64 75 Portage Skill.<br />

Psionic: Character has an additional set of power points based on his PR stat to use with the lists in Space<br />

65 * Master (or the Spell-User's <strong>Companion</strong>); the lists may be developed as if the character were a Semi-<br />

Telepath. <strong>The</strong> character may purchase the capacity to learn 1–6 lists at 25 points each.<br />

66 225 Quick Concentration.<br />

67 150 Quick Stride.<br />

68 100<br />

Regenerative Power. This ability may be purchased multiple times, increasing the healing rate, without<br />

counting against the table limit.<br />

69 100 Resiliency I.<br />

70 200 Resiliency II.<br />

71 100 Resiliency III (Class I).<br />

72 200 Resiliency IV (Class II).<br />

73 50 Resiliency V.<br />

74 100 Resiliency VI.<br />

75 50 Resiliency VII.<br />

76 100 Resiliency VIII.<br />

77 50 Resiliency IX.<br />

78 100 Resiliency X.<br />

79 50 Resiliency XI.<br />

80 100 Resiliency XII.<br />

81 100<br />

Resistance. Resistance may be purchased multiple times without counting against the table limit, but<br />

bonuses must be taken in separate categories, not stacked.<br />

82 100 Scope Skills.<br />

83 400 Shape Change I.<br />

84 200 Shape Change II.<br />

85 200 Shape Change III.<br />

86 400 Shape Change IV.<br />

87 100 Spatial Skills.<br />

88 75 Spell Invincibility I.<br />

89 100 Spell Invincibility II.<br />

90 100<br />

Spits Contain Acid. Its OB development point cost is 1/5. Multiple uses may be purchased for 50 points<br />

each.<br />

91 75 Subconscious Preparation.<br />

92 100 Survival Instinct.<br />

93 75 Taste Bad.<br />

94 100 Temporal Skills.<br />

95 100 Tolerance.<br />

96 150 Null Factor.<br />

97 75 Unnatural Stamina.<br />

98 200 Unusually Strong.<br />

99 150 Withstand Pain.<br />

00 200 Wings.<br />

Gift Table Extensions<br />

300 Resiliency XIII (Class Large): Character uses the Large Creature critical tables.<br />

500 Resiliency XIV (Class Super-Large): Character uses the Super-Large Creature critical tables.<br />

59


<strong>The</strong> World of Novi<br />

Free skill ranks for starting characters<br />

Starting characters in the World of Novi are given twelve free ranks in certain basic skills to reflect<br />

knowledge gained from early childhood through adolescence. <strong>The</strong>se free ranks do not require the use of<br />

development points and are additions to the ranks normally developed during childhood (level 0) and<br />

apprenticeship (level 1). As shown below, the first six ranks are the same for all characters, the seventh is<br />

dependent upon gender, and the final five are dependent upon the character's living environment from<br />

infancy to early adolescence.<br />

All Characters<br />

• 1 Fauna Lore • 1 Racial History<br />

• 1 Flora Lore • 1 Region Lore<br />

• 1 Philosophy/Religion • 1 rank of one craft skill (based on parents' skills)<br />

(All skills refer to the character's home region.)<br />

All Male Characters<br />

• 1 Foraging (general or specific) OR one craft skill<br />

All Female Characters<br />

• 1 Cookery OR 1 Craft-Tailor OR 1 Craft-Spinner<br />

Environments<br />

City—Port Ranching Town/Rural Farming Town/Rural<br />

1 Foraging-Fishing 1 Animal Handling 1 Animal Handling<br />

1 Sailing 1 Driving 1 Flora Lore<br />

1 Streetwise 1 Herding 1 Weather-Watching<br />

1 Swimming 1 Loading 1 Horticulture<br />

1 Trading 1 Riding 1 Riding<br />

Fishing Town/Rural Mining Town/Rural Hunting/Trapping Town/Rural<br />

1 Foraging-Fishing 1 Caving 1 Fauna Lore<br />

1 Rowing 1 Climbing 1 Foraging-Hunting<br />

1 Sailing 1 Direction Sense 1 Skinning<br />

1 Swimming<br />

1 Mining<br />

1 Weather-Watching 1 Metal Lore OR 1 Stone Lore XXXXXX<br />

1 Diplomacy<br />

1 Leadership<br />

Noble<br />

1 Administration OR 1 Military Organization<br />

1 Heraldry OR 1 Tactics<br />

1 Seduction OR 1 Sense Ambush/Assassin<br />

1 Set Traps OR 1 Read Tracks<br />

In the Environments table above, the main difference between all categories except Noble is the underlying<br />

economy of the region. In a typical fantastic medieval or Renaissance economy, it is not possible for an<br />

urban area to grow from a town into a city without navigable waterways to enhance trade. Towns and smaller<br />

rural population centers like villages and hamlets generally do not have the diversified economies of cities,<br />

but rather tend to focus upon one particular source of income. Nobles, of course, have their own specialized<br />

concerns.<br />

60


Skills rules<br />

By Lowell R. Matthews<br />

This article details how certain skills presented in the ICE source books (especially the Rolemaster<br />

<strong>Companion</strong> II) apply to the World of Novi.<br />

Cookery General IN/RE RC2 27 "Bonus when detecting bad food, or<br />

preparing/neutralizing dangerous herbs and food<br />

ingredients. Includes poison preparations as well as<br />

normal cooking"(RC2).<br />

Specializations, all ½-ranks similar: Baker, Brewer,<br />

Curer (food preservation), Distiller, Poisoner, and<br />

Vintner.<br />

Crafting General AG/SD RC2 27 "Bonus for particular craftsman skill, such as<br />

jeweler, copper etching, cloth work, etc. Different<br />

skills must be developed separately" (RC2).<br />

<strong>The</strong> subskills are not similar except were noted<br />

otherwise within the following categories, and some<br />

use different stats than AG/SD.<br />

Ceramics Crafts (½ Similar): Enameler, Glassblower, Glazer (Glazing, staining of<br />

pottery, glass, etc. and firing it in a kiln to harden<br />

it.), and Potter.<br />

Needleworking Crafts<br />

(½ Similar)<br />

Management Crafts<br />

(½ Similar):<br />

Preservation Crafts<br />

(½ Similar):<br />

Book Maker/Bookbinder, Crocheter, Dyer,<br />

Embroiderer, Furrier, Knitter, Net Maker, Quilter,<br />

Sail Maker, Spinner, Tailor, Upholsterer, Weaver,<br />

and Wicker Worker.<br />

Billeter/Innkeeper (RE/SD), Seneschal (running of a<br />

household, daily routines, etc. RE/SD), Steward<br />

(Management of land and people in the absence of<br />

the overlord. RE/SD), and Valet (Assists others in<br />

getting dressed and ready for various occasions.<br />

EM/SD).<br />

Embalmer and Taxidermist.<br />

Writing Crafts (½ Similar): Calligrapher, Etcher, and Scribe.<br />

Miscellaneous: Barber, Candlemaker, Cooper (barrels), Counselor<br />

(EM/SD), Critic (Analysis and description of faults<br />

and merits of art works. ME/RE), Guide (ME/SD),<br />

Jeweler, Masseur/Masseuse, Messenger/Runner<br />

(CO/SD), Miller, Paper Maker, Roofer, Trapper, and<br />

Tube Hollower.<br />

Directed Spells AG RC2 28 Option 2 is in force without professional<br />

restrictions, making all of the various Directed<br />

Spells at least ¼-ranks similar to each other.<br />

Fire Ice Lightning Shock Water<br />

Fire — ¼ ¼ ¼ ¼<br />

Ice ¼ — ¼ ¼ ½<br />

61


<strong>The</strong> World of Novi<br />

Lightning ¼ ¼ — ¾ ¼<br />

Shock ¼ ¼ ¾ — ¼<br />

Water ¼ ½ ¼ ¼ —<br />

Foraging Survival IN/ME RC2 30 "Bonus chance of finding any local source of<br />

potable water or edible plants and animals. Includes<br />

basic food acquisition such as gathering or fishing"<br />

(RC2).<br />

Hostile<br />

Environments<br />

General Foraging primarily applies to gathering.<br />

Specializations, all ½-ranks similar: Clamming,<br />

Fishing, and Hunting.<br />

Survival AG/SD RC2 30 "<strong>The</strong> bonus for this skill is taken as the percentage<br />

of the character's offensive, defensive, or maneuver<br />

bonus under the given condition. Conditions must be<br />

developed separately. Each one must be learned as a<br />

separate skill" (RC2).<br />

Sample Hostile Environments: Arctic, Desert, Fire<br />

Planes, High Gravity, Underwater, and Vacuum.<br />

Law Academic PR/RE Bonus for successfully functioning within the legal<br />

system of a particular culture or nation, including<br />

knowledge of the law and the ability to construct<br />

legal arguments in court. Must be developed<br />

separately for each culture or nation or be treated as<br />

a ½-ranks similar skill. In Novi, Law uses the same<br />

costs as Administration, but it is listed as a Crafting<br />

subskill in the RC2.<br />

Leather<br />

Working<br />

Military<br />

Organization<br />

General AG/RE RC2 31 "Bonus for working with hides and creating leather<br />

goods (e.g., leather armor, bolas, etc.)" (RC2).<br />

Specializations, all ½-ranks similar: Cobbler,<br />

Saddler, Tanner, and Tooler.<br />

Academic PR/RE RC2 34 "Bonus for organization of a military force, not<br />

actual deployment, into battle [sic] which is tactics.<br />

Includes knowledge of how to billet and supply a<br />

unit, posting of watch, running of patrols, etc."<br />

(RC2).<br />

Specializations, all ½-ranks similar: Aerial Forces,<br />

Ground Forces, Marine Forces, and Naval Forces.<br />

Mining Academic IN/RE RC2 34 "Bonus for assessing the possibilities of mining in<br />

an area, and supervising the creation and running of<br />

the mine. Each type of mining process must be<br />

learned as a separate skill" (RC2). Specializations,<br />

all ½-ranks similar: Dredging, Open Pit Mining,<br />

Quarrying, and Tunneling.<br />

Power Point<br />

Development<br />

Power<br />

Projection<br />

RC2 35 Not used in the World of Novi.<br />

RC2 36 Not used in the World of Novi.<br />

62


By Lowell R. Matthews<br />

Smithing General AG/ST RC2 38 "Bonus for working with normal metals to create or<br />

repair desired objects (e.g., horse shoes, metal<br />

ornaments). Bonus for oven or kiln building, and<br />

doubling effects of fires" (RC2). <strong>The</strong> subskills are<br />

all at least ¼-ranks similar to each other, and those<br />

within the iron and precious metals groups are ½ranks<br />

similar.<br />

Iron. (½ Similar): Armorer, Blacksmith/Ironsmith, Founder, Tooler,<br />

and Weaponsmith<br />

Precious Metals (½ Similar):. Bronzesmith, Coppersmith, Goldsmith, Silversmith,<br />

and Whitesmith/Tinsmith<br />

Miscellaneous: Fire Starter.<br />

Stone Crafts General AG/SD RC2 39 "Bonus for working with stone and creating<br />

sculptures, writings, or any other form of inscription<br />

or relief" (RC2). Specializations, all ½-ranks<br />

similar: Brick Maker, Gem Cutter, Mason, Stone<br />

Carver, and Stone Cutter.<br />

Tactics Academic IN/RE RC2 40 "Bonus for perceiving and planning appropriate and<br />

effective strategy in a tactical military situation....<br />

<strong>The</strong> skill roll over 100 is the negative modifier<br />

applied to another trying to figure out your tactics"<br />

(RC2). Specializations, all ½-ranks similar: Aerial,<br />

Battlefield (cavalry and infantry), Naval, Sabotage,<br />

Siege, Small Unit, and Strategy.<br />

Undead Lore Academic ME/RE Bonus for recognizing and identifying the major<br />

powers and abilities of Undead beings, and things<br />

pertaining to them; uses the same costs as<br />

Demon/Devil Lore.<br />

Wood Crafts General AG/EM RC2 43 "Bonus for fashioning any object out of the required<br />

amount of wood, bone or similar material" (RC2).<br />

Specializations, all ½-ranks similar: Carpenter,<br />

Cartwright, Builder, Lumberjack, Shipwright,<br />

Wheelwright, and Woodcarver.<br />

63


<strong>The</strong> World of Novi<br />

Appendix<br />

This appendix will cover the Herbs section, the Weapons Section and the retrospective that Nicholas H.M.<br />

Caldwell wrote about Lowell R. Matthews.<br />

Herbs<br />

(Including Breads, Drugs, Poisons, and Biological Weapons)<br />

Introduction<br />

Greetings, Rolemaster aficionados!<br />

Several years ago, while I was running a RM2 game, I found myself trying to look up prices for some of the<br />

healing herbs the PC's had requested. Unfortunately, I couldn't remember whether they were listed in<br />

Rolemaster (part of the RM2 Character Law), the Rolemaster <strong>Companion</strong> (I), or another book, so they took<br />

me awhile to find. Naturally, I looked in the wrong place first.<br />

Another time, some of the PC's went actively searching for herbs in the wild, and I found myself wondering<br />

for what precisely it was they should be searching! <strong>The</strong> descriptive information presented in RM for, say, the<br />

powerful Lifegiving herb vulcurax is limited to: "Vulcurax | h-J-9 | Berry/apply | 1000 gp | AF 0. Lifegiving,<br />

if given within 30 days." (<strong>The</strong> information in RC1 and RM modules was just as scant, if not more so.) I've<br />

always been interested in the sciences. While I chose to specialize in inorganic chemistry and materials<br />

science, I've loved nature lore since at least my Boy Scout days. <strong>The</strong> RM herb entries work for the purposes<br />

of game mechanics, but they leave the herbalist in me unsatisfied.<br />

<strong>The</strong>refore, because I wanted to compile all of the various lists of herbs (and the related breads, drugs,<br />

poisons, and diseases or biological weapons) into one resource and to create much more detailed<br />

descriptions, I decided to write my own herbs article. Over the years since, I have had numerous requests for<br />

it, so I must have done something at least halfway right.<br />

<strong>The</strong> main article, Part I, lists the herbs and related items by category of effect or use, for the most part<br />

following the outline given in RM. It also contains notes on their effects and dosages, searching, preparation<br />

methods, and mechanics. <strong>The</strong> codes directly behind each entry indicate the RM source cited, the search code<br />

for the item's native biome, preparation, base price, and addiction factor; the text describes more fully the<br />

item's characteristics and use.<br />

Part II lists the items alphabetically, with codes for use category and RM source; it serves mainly as an index<br />

to the original source books or modules. <strong>The</strong> sources cited in the current version of this article are RM, RC1,<br />

and <strong>The</strong> Court of Ardor module, all for Rolemaster Second Edition, and Gamemaster Law for Rolemaster<br />

Fantasy Role Playing (RM Fourth Edition). To the best of my ability, I have reconciled the conflicts that<br />

arose between the different sources. Additions and revisions to this article will be made in the near future,<br />

beginning with the Middle-Earth Role Playing supplement Hands of the Healer.<br />

Part III lists the items by climate code, the most convenient format I have found for determining which herbs<br />

or related items might be found in a particular locale. It allows the GM to streamline events for PC's when<br />

searching for herbs in the wild or bargaining for them in the market. Besides climate code, each entry<br />

contains the use code and RM source.<br />

<strong>The</strong>se climate or biome codes should have substantial overlap, at least for the more common, hence<br />

widespread, herbs. For example, while mirenna (c-M-3) might be native to and relatively easy to find (+10)<br />

in cold mountainous areas, its range should extend to similar biomes, though it should be progressively<br />

harder to find for each degree of separation. As I have made mirenna a thorny vine related to the blackberry<br />

(rose family), I can make the following quick-best-guess table of similar biomes (some with multiple<br />

locales), keeping the search difficulty always higher than the reference value of 3:<br />

64


c-A 6 f-A 8<br />

c-C 6 f-C 7 m-CD 8 t-CD 7<br />

c-BF 4 f-BF 5 m-BF 6 t-BF 5<br />

c-H 4 f-H 5 m-H 6 t-H 5<br />

c-M 3 f-M 4 m-M 5 t-M 4<br />

c-S 6 f-S 7 m-S 8 t-S 7<br />

c-T 5 f-T 6 m-T 7 t-T 6<br />

By Lowell R. Matthews<br />

Of course, such tables of extended ranges will not be very useful for many herbs, especially the rarer ones<br />

with home-biome search difficulties of 7–9. Vulcurax (h-J-9), for instance, can presumably thrive only in the<br />

tropical-rain-forest canopy. Part III also notes several items described as cultivated or domesticated; such<br />

intervention by sapient races can greatly increase their availability and consequently lower their prices in<br />

some areas. Likewise, some other items described as pests will be actively eradicated by sapient races, which<br />

can greatly decrease their availability and consequently raise their prices in those areas.<br />

I hope you find these articles useful.<br />

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<strong>The</strong> World of Novi<br />

Part I: Categorical Listing<br />

Effects and Dosage Level. All the beneficial herbs described below have an effect based upon a fairly large<br />

standardized dose weighing 1/2 ounce (14.2 grams) for most herbs, drugs, and poisons, or 4 oz (113 g) for<br />

breads. Lesser amounts have proportionately reduced effects or none at all (GM discretion); greater amounts<br />

have proportionately increased effects but can cause overdoses. <strong>The</strong> effects of poisons do not change with<br />

dosage level, but their attack level varies proportionately. Generally, only one dose of any herb can take<br />

effect in a given melee round.<br />

Search Codes. <strong>The</strong> three-character code given for each herb contains a description of the herb's native<br />

climate and terrain, and a difficulty modifier applied to searching in the wild. Neither search codes nor prices<br />

were provided in the original Rolemaster <strong>Companion</strong> I article on "Poisons and Rotten Things."<br />

Climate Codes<br />

Terrain or Locale Codes<br />

Search Difficulty Modifiers<br />

a Arid h hot and humid<br />

c Cold m mild temperate<br />

e everlasting cold s semi-arid<br />

f frigid (everlasting cold) t cool temperate<br />

A alpine O ocean/saltwater shores<br />

B breaks/wadis M mountain<br />

C coniferous forest R rolling hills<br />

D deciduous/mixed forest S shortgrass<br />

F freshwater coasts/banks T tallgrass<br />

G glacier/snowfield U underground<br />

H heath/scrub/moor V volcanic soil<br />

I islands W waste<br />

J jungle/rain forest Z desert<br />

1 Routine (+30) 4 Medium (0) 7 Extremely Hard (–30)<br />

2 Easy (+20) 5 Hard (–10) 8 Sheer Folly (–50)<br />

3 Light (+10) 6 Very Hard (–20) 9 Absurd (–70)<br />

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By Lowell R. Matthews<br />

Form and Preparation. Herbs, breads, and drugs fall into three use categories: ingest (I), apply (A), and<br />

brew (B). Those that may be ingested, including all the breads, are immediately usable and may be eaten,<br />

chewed, drunk, or inhaled as appropriate. Those herbs and drugs which must be applied require 1–10 rounds<br />

of preparation time unless noted otherwise, then may be applied directly onto the injured area; those which<br />

must be brewed (usually into teas) are effective 20 melee rounds after the water boils.<br />

Refined poisons have three different use categories: paste (P), liquid (L), and powder (Pd). Pastes may be<br />

put in food or drink or be applied to tools or weapons; they remain effective up to one week or until an object<br />

or person is struck. Liquids have the same uses as poison pastes, but are only effective for one hour. Powders<br />

may only be put in food or drink, but often maintain their effectiveness indefinitely.<br />

Addiction Factor (AF). Many herbs, particularly the mind-altering drugs, are potentially addictive. Each time<br />

an herb is employed after its initial use in any given week the GM should roll to see if the user becomes<br />

addicted, doubling the addiction factor number with each subsequent use (after the second) in the given<br />

week. If the roll is under the adjusted addiction factor number, addiction results. Subsequent effects can<br />

include (a) a gradual loss of effectiveness of the herb (tolerance), (b) loss of effectiveness of the user (e.g., –<br />

50 to all actions) when not using the herb, (c) loss of user's ability to resist using the herb when under stress,<br />

or (d) unpleasant, possibly violent, withdrawal symptoms without usage. (Also consult the section on<br />

chemical disease in Rolemaster.)<br />

Attack Levels and Resistance Rolls. Poisons and diseases have attack levels based on their potency<br />

(sometimes subject to variation by the methods detailed in Creatures & Treasures or Creatures & Monsters)<br />

used to determine whether they affect the intended victim. Antidotes and cures also have attack levels that<br />

determine their efficacy against poisons or diseases.<br />

When a poison or disease attacks a target creature, an attack roll (AR) is made on the General column of the<br />

Base Spell Attack Table in Spell Law. This AR is generally not subject to modifiers, but the GM may allow<br />

modifiers in special circumstances (for example, the GM might allow poisoners to add their Deadly Skills<br />

level bonus to their poison's AR, or a set bonus for a particularly effective delivery mechanism). <strong>The</strong> target's<br />

RR is modified by the AR result, the target's poison or disease RR bonus (Constitution and racial bonuses),<br />

Drug Tolerance skill bonus if applicable, and certain spells or magic items. If the target fails to resist, the<br />

poison or disease takes effect; like natural poisons (venoms), some refined poisons and diseases have varying<br />

effects depending upon the severity of the failure, but most do not.<br />

Note: All Rolemaster <strong>Companion</strong> I poisons and diseases have full effects on RR failures of 21 or more and<br />

minimum effects on RR failures of 1–20 and successes of 0–20.<br />

Note: As redefined in Gamemaster Law, poisons have specific effects which occur on RR failures in<br />

addition to the general effects of that type of poison as described in GML §11.2. (Specific effects override<br />

general effects in cases of conflict.) <strong>The</strong> GML also extends the use of C&M variability codes, previously<br />

limited to natural poisons (venoms), to refined poisons.<br />

When an antidote or cure attacks its target poison or disease, the target makes an unmodified RR. (However,<br />

the GM might allow poisoners to add their Deadly Skills level bonus to their poison's RR and physicians to<br />

subtract their Medical Skills level bonus, or allow certain other set bonuses or penalties.) If the target fails to<br />

resist, the antidote or cure takes effect, halting further damage to the victim. Unfortunately, most antidotes<br />

and cures cannot reverse damage already done.<br />

Bone Repair Agents<br />

Healing Rate<br />

Arfandas (RM 608/GML 610, c-F-6, A, 2 SP, AF 1): A mildly enchanted cattail native to cool, temperate<br />

wetlands and streams. When applied to the area of a fracture, the stem doubles the rate of healing.<br />

Shatter Repairs<br />

Baalak or Bálak (RM 609/GML 611, h-O-8, B, 160 GP, AF 12): A rare enchanted bamboo native to humid,<br />

tropical ocean shores. It has light green, hairy leaves about 1' long, and its flowers resemble those of corn; it<br />

frequently grows 8' or more high. A tea brewed from young baalak stalks magically repairs shattered bones.<br />

Warning: If ingested improperly, baalak is a level 3 reduction poison.<br />

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<strong>The</strong> World of Novi<br />

Bursthelas (RM 610/GML 612, t-S-8, B, 110 GP, AF 22): An enchanted grass native to cool, temperate<br />

shortgrass prairies, usually found near willow groves. It has very dark green leaves with a golden vein. A tea<br />

brewed from its leaf stalks magically repairs shattered bones.<br />

Simple Fracture Repairs<br />

Edram (RM 611/GML 613, c-F-8, I, 31 GP, AF 10): An enchanted, bluish green moss native to cool,<br />

sheltered areas near water. It is edible (but very bitter) and mends broken bones.<br />

Gursamel (RM 612/GML 614, t-S-7, A, 30 GP, AF 5): An enchanted grass native to cool, temperate<br />

shortgrass prairies, which has light green leaves and pale yellow stalks. When applied to the area of a<br />

fracture, the stalks mend broken bones.<br />

Burn and Exposure Remedies<br />

Burn Remedies<br />

Alambas (RM 613/GML 620, s-O-4, A, 66 SP, AF 4): A tall grass native to semiarid saltwater shores that<br />

contains a powerful burn remedy. One dose of crushed alambas applied to a burn will heal 4 square feet of<br />

burns of any degree.<br />

Aloe or Aloe Vera (RM 614/GML 621, t-H-4, A, 5 BP, AF 0): A succulent related to the yucca and agave,<br />

originally native to cool, semiarid to arid scrublands and deserts, now cultivated. It has a cluster of fleshy,<br />

light green leaves with rows of toothlike thorns along each edge, which can reach 18" long. When a leaf is<br />

broken and its sap is applied (1 round), aloe doubles the healing rate for burns and minor cuts and heals 5<br />

hits from burn damage.<br />

Culkas or Hagrir (RM 615/GML 622, a-Z-4, A, 35 GP, AF 0): An enchanted desert succulent "tree" related<br />

to aloe. Its branches have clusters of fleshy, 12" gray-green leaves with a reddish vein in the center and rows<br />

of toothlike thorns along each edge. One dose of broken culkas leaves applied to a burn will heal 10 square<br />

feet of burns of any degree.<br />

Himros (RC1 16, A, 55 GP, AF 0): An ointment made from an herb mixture, himros heals first- and seconddegree<br />

burns and relieves the effects of contact with plants such as nettle, pangwood, and thistle in one<br />

round. Its active ingredient is the sap of himros aloe (m-F-6), a water-loving distant relative of aloe vera,<br />

native to temperate stream banks and wetlands. It has a cluster of fleshy, dark green leaves with three yellow<br />

stripes and rows of toothlike thorns along each edge, which can reach 24" long.<br />

Kelventari (RM 617/GML 624, t-T-3, A, 19 GP, AF 0): A bush related to sumac, native to cool, temperate<br />

tallgrass prairies or steppes. When rubbed on a first- or second-degree burn, its reddish-black berries heal the<br />

burn and 1–10 hits resulting from burn damage in one round.<br />

Vessin (RC1 40, m-O-5, A, 30 GP, AF 0): A small clam native to temperate and tropical shallow seas,<br />

valued as a delicacy and sometimes cultivated. It is primarily valued for its secretions, which when applied to<br />

a burn can cure first- and second-degree burns in seconds and third-degree burns in one day.<br />

Frostbite Remedies<br />

Jojojopo (RM 616/GML 623, f-M-4, A, 9 SP, AF 0): A low-growing succulent related to kathkusa, native to<br />

frigid mountains, usually found just above and below the timber line or at the base of glaciers. When its gray<br />

to dull green fleshy leaves are crushed and applied, jojojopo cures frostbite and heals 2–20 hits of cold<br />

damage.<br />

Veldurak (RM 618/GML 625, h-O-5, A, 8 SP, AF 2): A kelp native to warm ocean shallows. It grows up to<br />

50' long and it has a single broad greenish-brown leaf. When applied, it cures frostbite and heals 1–50 hits<br />

resulting from cold. It is also prized as a delicacy in many coastal countries.<br />

Circulatory Repair Agents<br />

Anserke (RM 619/GML 630, h-O-6, A, 75 GP, AF 7): A short bush distantly related to carneyar, native to<br />

humid, tropical ocean shores. It grows up to 3' tall; it has dark green, glossy, round leaves about 1" long and<br />

pale yellow flowers with ten petals about 0.5" wide which produce a small yellow berry. Its roots contain a<br />

powerful astringent that stops any bleeding 3 rounds after the root is prepared by laceration and applied to<br />

the wound. <strong>The</strong> patient cannot move suddenly or the wound may reopen.<br />

68


By Lowell R. Matthews<br />

Carneyar (RC1 07, h-O-7, B, 400 GP, AF 15): A mildly enchanted bushy vine distantly related to anserke,<br />

native to humid, tropical ocean shores and rain forests with salty soil. It can grow up to 5' tall on its own, or<br />

all the way to the canopy with sufficient support. It has dark green, oval leaves about 1.5" long and pale pink<br />

to bright red flowers with ten petals about 1" wide which produce a small pink berry. A tea brewed from its<br />

flowers contains a powerful drug that immediately heals all concussion hits and stops all bleeding.<br />

Fek (RM 620/GML 631, h-O-6, B, 50 GP, AF 5): A medium-sized tree native to humid, tropical ocean<br />

shores. It grows up to 60' tall as a single straight trunk. It has dull green, narrow leaves about 3" long, and<br />

small white flowers with five petals. A viscous tea brewed from its 0.5" nuts will stop any bleeding 1–10<br />

rounds after application. <strong>The</strong> patient cannot move suddenly or the wound may reopen. Warning: If ingested,<br />

this tea is a level 10 reduction poison that attacks the gastrointestinal system.<br />

Harfy (RM 621/GML 632, s-S-6, A, 175 GP, AF 9): A dark gray-green barrel cactus originally native to<br />

semiarid regions, now cultivated as an herb and ornamental. It usually grows about 15" tall and wide; it has<br />

2" thorns, bright red 3" flowers with yellow centers, and delicious dark red fruit. When applied (1–3 rounds),<br />

the resin from its succulent stem immediately stops all forms of bleeding.<br />

Hugburtun (RM 622/GML 633, s-Z-6, A, 180 GP, AF 6): A cactus of semiarid to arid deserts, related to the<br />

prickly pear. It has large pink flowers that produce a reddish-purple fruit. When prepared by laceration and<br />

applied to a wound, this fruit immediately stops all forms of bleeding. Warning: If ingested, the fruit is a<br />

level 5 circulatory poison.<br />

Miretar's Crown (RC1 24, c-S-6, A, 125 GP, AF 10): A wildflower of the composite family originally native<br />

to cold shortgrass prairies, now cultivated, although with some difficulty because it cannot tolerate heat. A<br />

salve made from its beautiful blue and gold flowers will immediately stop all forms of bleeding when applied<br />

to a wound (1 round).<br />

Rumareth (RC1 28, B, 125 GP, AF 25): An herb mixture usually made into tea or used as seasoning in soup.<br />

Rumareth contains a powerful drug which stops bleeding, but also makes the user drowsy (–25 to actions and<br />

very likely to fall asleep) for 1–4 hours. Its active ingredient is rumareth grass (m-T-6), originally native to<br />

temperate tallgrass plains and steppes, now cultivated.<br />

Tulaxar (RC1 36, c-T-6, B, 110 GP, AF 10): A wildflower of the composite family, originally native to cold<br />

tallgrass plains or steppes, now cultivated. It resembles the chrysanthemum. A tea brewed from its leaves<br />

contains a powerful drug that stops bleeding.<br />

Concussion Relief Agents<br />

Abaas or Abás (RC1 01, h-O-3, I, 1 GP, AF 1): A small shrub, related to akbutege and draaf, native to<br />

humid, tropical saltwater shorelines. It has fleshy, dark green, palmate leaves; pale blue, five-petaled flowers;<br />

and small dark blue berries. <strong>The</strong> edible leaves contain a stimulant that heals 2–12 concussion hits.<br />

Akbutege (RM 623/GML 640, s-O-2, I, 3 SP, AF 1): A small shrub, related to abaas and draaf, native to<br />

semiarid or arid saltwater shorelines. It has fleshy, light green, palmate leaves; pale pink, five-petaled<br />

flowers; and small pink berries. <strong>The</strong> edible leaves contain a stimulant that heals 1–10 concussion hits.<br />

Arlan (RM 624/GML 641, t-T-2, A, 13 SP, AF 1): A tall, dark green grass, related to darsurion and mountain<br />

arlan, native to cool, temperate tallgrass prairies. <strong>The</strong> leaves of wild arlan contain a stimulant that heals 1–6<br />

concussion hits when crushed and applied to a wound. <strong>The</strong> potency of the widely cultivated domestic variety<br />

has been improved by selective breeding; it heals 4–9 concussion hits.<br />

Carefree Mustard (RC1 06, m-C-5, A, 10 GP, AF 0): A mustard originally native to temperate coniferous<br />

forests, now widely cultivated, although with some difficulty because it requires pine resins to thrive. A<br />

poultice made from its fragrant leaves and applied to the skin heals all concussion-hit damage proportionally<br />

over a one-hour period.<br />

Carneyar (RC1 07, h-O-7, B, 400 GP, AF 15): A medium-sized bush distantly related to anserke, native to<br />

humid, tropical ocean shores. It grows up to 5' tall; it has dark green, oval leaves about 1.5" long and pale<br />

pink flowers with ten petals about 1" wide which produce a small pink berry. A tea brewed from its flowers<br />

contains a powerful drug that immediately heals all concussion hits and stops all bleeding.<br />

Cusamar (RM 625/GML 642, c-H-7, I, 30 GP, AF 3): A small shrub, related to heather, originally native to<br />

cold moors and scrublands, now cultivated as an herb and ornamental, although with some difficulty because<br />

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<strong>The</strong> World of Novi<br />

it cannot tolerate heat. Its edible, bright pink flowers contain a strong stimulant which heals 15–60 (10 +<br />

5d10) concussion hits.<br />

Darsurion (RM 626/GML 643, c-M-3, A, 35 BP, AF 1): A short, dark green grass, related to arlan, originally<br />

native to cold mountains, now cultivated, although with difficulty because it cannot tolerate heat, dryness, or<br />

pests. It is most easily identified by its blood-red leaf veins. Its leaves contain a stimulant that heals 1–6<br />

concussion hits when crushed and applied to a wound.<br />

Draaf or Dráf (RM 627/GML 644, a-O-2, I, 7 SP, AF 1): A small shrub related to abaas and akbutege,<br />

originally native to arid or semiarid saltwater shorelines, now cultivated. It has fleshy, blue-green, palmate<br />

leaves; pale purple, five-petaled flowers; and small purple berries. <strong>The</strong> edible leaves contain a stimulant that<br />

heals 1–10 concussion hits for each of two consecutive rounds.<br />

Dugmuthur (RM 628/GML 645, t-M-3, I, 9 GP, AF 2): A thorny vine related to the blackberry and mirenna,<br />

originally native to cool, temperate mountains, now widely cultivated, although with some difficulty because<br />

it cannot tolerate excessive heat or dryness. Its delicious royal purple berries contain a powerful stimulant<br />

that instantly heals 10 concussion hits.<br />

Fiis or Fís, Mountain (Ardor H2, t-F-1, B, 5 SP, AF 0): A dwarf pine native to cool lake shores, especially<br />

those found at high altitudes in the tropics, closely related to salt fiis. Its resin contains a stimulant that heals<br />

1–5 concussion hits when dissolved in boiling water, then cooled and ingested. If mistaken for salt fiis and<br />

applied it is less effective (1–3).<br />

Fiis or Fís, Salt (RC1 11, s-O-2, A, 8 SP, AF 0): A dwarf pine native to semiarid ocean shores and other<br />

areas with saline soil, closely related to mountain fiis. Its resin contains a stimulant that heals 1–6 concussion<br />

hits when rubbed on the affected area. If mistaken for mountain fiis and brewed it is less effective (1–3).<br />

Gariig or Garíg (RM 629/GML 646, a-Z-3, I, 55 GP, AF 3): A desert barrel cactus with a dark green body,<br />

red thorns which grow in quartets, large flowers with brilliant scarlet petals and yellow stamens, and yellow<br />

fruit. It is sometimes cultivated as an herb and ornamental. Large individuals may grow 1' high and wide, but<br />

most are only one third that size. <strong>The</strong> interior pulp is edible, although extremely sour, and contains a<br />

powerful stimulant that heals 30 concussion hits. Gariig fruit tastes like grapefruit and contains a mild<br />

hallucinogen (also AF 3). Due to similarities of name and effect, gariig is often confused with grarig.<br />

Gefnul (RM 630/GML 647, e-V-5, I, 90 GP, AF 10): A blue-white lichen native to volcanic areas of<br />

everlasting cold, found most frequently growing on glacier-scarred granite. It contains a powerful and<br />

potentially addictive stimulant. When properly gathered and cleaned, gefnul is marginally edible; a halfounce<br />

dose heals 100 concussion hits.<br />

Grarig, Greater (RC1 14, h-V-4, I, 50 GP, AF 8): A canopy tree of tropical rain forests with heavily volcanic<br />

soil, closely related to the shrubby lesser grarig of volcanic islands and may in fact be the same species. Its<br />

edible, though extremely sour, young red-tinged leaves contain a powerful stimulant which heals 30<br />

concussion hits. Grarig wood is also valuable; it is reddish brown and has a +5 enchantment value (magic<br />

column) and an alchemical inertia factor of 4. Due to similarities of name and effect, grarig is often confused<br />

with gariig.<br />

Grarig, Lesser (Ardor H3, h-I-1, B, 15 GP, AF 12): A tall shrub of tropical islands with heavily volcanic soil,<br />

one of the first plants to grow on fresh lava flows. It is closely related to greater grarig, a rain-forest tree, and<br />

may in fact be the same species. A tea brewed from its crushed young red leaves contains a powerful<br />

stimulant that heals 30 concussion hits. Warning: If ingested directly, the leaves are a level 2 circulatory<br />

poison.<br />

Mirenna (RM 631/GML 648, c-M-3, I, 10 GP, AF 1): A thorny vine related to the blackberry and<br />

dugmuthur, originally native to cold mountains, now widely cultivated, although with some difficulty<br />

because it cannot tolerate heat. Its delicious brilliant berries, crimson in acidic soils or silvery-red in basic<br />

soils, contain a powerful stimulant which instantly heals 10 concussion hits.<br />

Reglen (RM 632/GML 649, t-M-3, B, 75 GP, AF 7): A bright green moss native to cool, temperate<br />

mountains, found most frequently near forest springs. When properly washed and boiled, reglen tea heals 50<br />

concussion hits.<br />

Rewk (RM 633/GML 650, t-D-3, B, 9 SP, AF 1): A tuber vine related to the sweet potato, originally native<br />

to cool, temperate deciduous forests, particularly those with abundant maples. <strong>The</strong> vine has dark green heart-<br />

70


By Lowell R. Matthews<br />

shaped leaves, small orange-yellow flowers, and small orange fruit. <strong>The</strong> large root tubers, which strongly<br />

resemble those of the sweet potato, contain a stimulant in their skin. When boiled, the tea or broth from a<br />

medium to large tuber heals 2–20 concussion hits, and the tuber itself is highly nutritious. Rewk has<br />

therefore become one of the most widely cultivated herbs.<br />

Telperion (RC1 34, s-D-7, I, 100 GP, AF 1): An enchanted deciduous tree, distantly related to laurelin,<br />

originally native to semiarid mixed forests, now cultivated. It usually grows taller than 100' with a single<br />

straight trunk. It has 3" arrowhead-shaped leaves, dark green above and silver below; 0.5" silver-white nightblooming<br />

flowers which resemble those of the apple; and small silver nuts, valued for their flavor which<br />

resembles that of the pecan. Its edible young leaves contain a strong stimulant that heals 10–100 concussion<br />

hits. Telperion is also highly prized for its wood, which has a +15 enchantment value (mithril column) and a<br />

very low alchemical inertia factor of 1.<br />

Thurl (RM 634/GML 651, t-D-1, B, 2 SP, AF 1): A clove native to cool, temperate deciduous forests, now<br />

widely cultivated and used in cooking. Thurl tea heals 1–4 concussion hits and remains effective for 1–2<br />

weeks.<br />

Winclamit (RM 635/GML 652, c-C-7, I, 100 GP, AF 12): A rare, somewhat enchanted gooseberry native to<br />

cold coniferous forests, especially spruce forests. Its pale green to yellow 0.5"–1" fruit contains a powerful,<br />

potentially addictive stimulant that heals 3–300 concussion hits.<br />

Yavethalion (RM 636/GML 653, m-O-5, I, 45 GP, AF 4): A mildly enchanted golden grape, originally<br />

native to mild, temperate ocean shores but now widely cultivated. Its fruit, sometimes called the sweetest in<br />

the world, contains a stimulant that heals 5–50 concussion hits when eaten raw. When cooked or made into<br />

wine, yavethalion retains its sweetness but loses most of the stimulant. In these forms, it heals only 1<br />

concussion hit, but its addiction factor goes down to 0.1. (Psychological addiction is another matter.)<br />

Cosmetics<br />

Klynyk (RC1 19, m-O-2, A, 25 BP, AF 0): A large oyster native to temperate shallow seas, prized as a<br />

delicacy. When spread on the skin, a cream prepared from klynyk broth removes hair for several days.<br />

Tharm (RC1 35, m-O-1, A, 0.5 CP, AF 0): A kelp native to temperate ocean shallows. It grows up to 20' long<br />

and it has a single broad brown leaf. When the clear oil pressed from its leaf is applied, it protects the skin<br />

from sunburn and aids tanning. It is also prized as a delicacy in many coastal countries.<br />

Disease Cures and Resistance Enhancers<br />

Arlan, Mountain, or Arthond (RM 638/GML 661, c-M-2, I, 1 BP, AF 3): A shortgrass related to darsurion<br />

and arlan, native to cold mountains. It has dark green leaves with yellowish edges and veins, tiny but bright<br />

yellow flowers and seeds, and a root system that frequently grows 1'–2' deep. If properly cleaned, the edible<br />

roots contain a decongestant which adds +20 to resistance versus the common cold and related respiratory<br />

illnesses for one week and also increases the recovery rate from these illnesses by a factor of five. Its price<br />

often increases greatly due to such market factors as respiratory epidemics, weather, and overgrazing by<br />

mountain sheep and goats.<br />

Attanar (RM 640/GML 663, t-F-4, A, 8 GP, AF 1): A dark green moss native to cool, temperate, sheltered<br />

areas near water. When crushed and applied to the patient's chest, attanar cures fever. Warning: If ingested,<br />

attanar is a level 1 reduction poison that attacks the gastrointestinal system.<br />

Latha (RM 643/GML 666, t-F-4, B, 9 SP, AF 4): A rooted freshwater plant native to cool, temperate areas,<br />

usually found growing in calm water 1–3 feet deep. A tea brewed from its fleshy stems immediately heals 1–<br />

2 concussion hits and cures the common cold and related respiratory illnesses. It also adds +10 to disease<br />

resistance for one week.<br />

Maiana (RC1 22, B, 0.5 CP, AF 0): An herb mixture usually made into tea or used as seasoning in soup.<br />

Maiana is a decongestant drug used to treat most respiratory illnesses. Its active ingredient is the needles of<br />

the maia fir (t–C–1), a tall conifer originally native to cool, temperate coniferous forests, now widely<br />

cultivated.<br />

Margath (RC1 23, A, 1 GP, AF 0): A salve made from an herb mixture, margath is a potent anesthetic (1<br />

round). Its active ingredient is the berries of margath (h-J-2), a creeper native to tropical rain forests.<br />

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Red Willow (RC1 27, t-F-2, B, 5 SP, AF 0): A close relative of the weeping willow, native to cool,<br />

temperate stream banks and wetlands, so named because its leaves turn bright red in the autumn (those of<br />

most other willows turn yellow). A tea brewed from its leaves reduces fever.<br />

Teldalion (RC1 33, m-C-3, A, 2 GP, AF 0, level 10): A medium-sized pine tree native to temperate<br />

coniferous forests. A poultice prepared from teldalion bark (the soft inner part) reduces inflammation and<br />

cures most infections.<br />

Trudurs (RM 644/GML 667, c-F-4, B, 12 SP, AF 8): A very dark green moss native to cool, sheltered areas<br />

near water. When properly cleaned and brewed, trudurs tea adds +10 to disease resistance for 1–10 days.<br />

Diseases (Biological Weapons)<br />

Angurth (RC1 03, level 2): A bacterial infection carried by many species of fleas, found in all but the coldest<br />

climates. Angurth attacks the circulatory and digestive systems, causing slow, painful death; at minimum, it<br />

causes severe fever and nausea (2–20 days).<br />

Cyclic Fever (RC1 08, level 15): A rare bacterial infection carried by several species of ticks and lice, found<br />

in warmer climates. It causes 3–12 cycles of high fever lasting 4 days each, with a 50% chance of blindness<br />

and 25% chance of death each cycle; at minimum, it causes 2–3 cycles of low fever.<br />

Frulowg (RC1 13, level 5): A bacterial infection spread by airborne spores, found in all climates. It causes<br />

the loss of the victim's sense of smell for several days or weeks; at minimum, it has no ill effects.<br />

Gurth-nu-fuin (RC1 16, level 3): A viral infection spread by casual contact, found in all climates. It attacks<br />

muscle tissue, causing slow, painful debilitation and eventual death from heart failure or secondary<br />

infections; at minimum, it causes severe nausea (1–100 hours).<br />

Kaskamak (RC1 23, level 12): An extremely rare ailment characterized by surface feeling loss; at minimum,<br />

it has no ill effects. Its cause and transmission method are not known, but its effects are similar to those of<br />

leprosy, a bacterial infection.<br />

Marsh Flux (RC1 26, level 20): An amebic waterborne infection found in nearly all climates, but usually in<br />

warmer climates or those areas with sewage-contaminated water. It causes severe dehydration from diarrhea<br />

and vomiting, resulting in coma (2–7 days) or death due to shock (20% chance); at minimum, it causes<br />

diarrhea and vomiting (1–3 days).<br />

Pakiik or Pakík (RC1 33, level 25): An extremely rare, virulent bacterial infection spread by contact with<br />

contaminated bodily fluids. It produces random body growths, i.e. tumors.<br />

Quaking Fever (RC1 38, level 20): A rare bacterial infection carried by several species of freshwater leeches<br />

from warmer climates. It causes fever, convulsions, and coughing (6–10 days) which can lead to loss of<br />

temporary Constitution (30% chance, 1–20 points) or death (15% chance); at minimum, it causes swelling,<br />

fever, and trembling.<br />

Red Fever (RC1 39, level 25): A virulent bacterial infection spread by contaminated food or water, usually<br />

found in warmer climates. It causes severe vomiting (10–14 days), and often (40% chance) leads to death<br />

from pneumonia, peritonitis, meningitis, or heart failure; at minimum, it causes fever, nosebleed, and<br />

headache (7–10 days).<br />

Vaxvarna (RC1 51, level 20): A rare viral infection spread by airborne spores and casual contact, found in all<br />

climates. It attacks the circulatory system, causing dangerous internal bleeding; at minimum, it causes severe<br />

weakness (1–100 days).<br />

Yellow Rheum (RC1 57, level 30): A virulent bacterial infection carried by many species of mosquitoes,<br />

found in all but the coldest climates. It attacks the digestive system, leading to severe vomiting, with death<br />

due to shock possible (20% chance); at minimum, it causes vomiting, jaundice, and fever.<br />

Food Substitutes<br />

Cram (RM 712/GML 751, I, 14 SP per 4-oz slice or 13 GP per 10-slice loaf, AF 1): An enchanted multigrain<br />

bread commonly known as Dwarven Waybread; it tastes of mushrooms and pepper and keeps fresh for<br />

7 weeks. Each slice of cram provides five days' nutrition. Its active ingredient is the zuvar mushroom (c-U-<br />

2), originally native to cold, damp, mineral-rich caverns but now widely cultivated. Most Dwarves<br />

(Omikhani) develop a resistance to cram's slightly addictive nature at an early age.<br />

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Lembas (I, AF 0): <strong>The</strong> famous enchanted Elven Waybread, made in secret by many of the great Elven ladies<br />

and given away to the deserving, never sold. Each preparer has a slightly different recipe. If kept clean and<br />

dry, lembas keeps fresh indefinitely. Each slice contains 30 small square doses; each dose heals 1–10 hits,<br />

provides a full day's nutrition, and adds +10 to the user's Constitution bonus for that day. It is also reputed to<br />

have a number of other beneficial effects.<br />

Nelisse (RM 807/GML 806, s-V-5, B, 9 SP, AF 15): A bush native to semiarid regions with heavily volcanic<br />

soil, distantly related to coca. A tea brewed from nelisse leaves causes euphoria (–50 to all actions) for one<br />

hour and yields one day's nutrition. Warning: A substantial overdose (more than 4 doses at once) of nelisse<br />

tea acts as a level 5 nerve poison.<br />

Ukur (RM 645/GML 668, f-H-4, I, 34 SP, AF 1): A dwarf pine related to the piñon, native to frigid<br />

scrublands and moors and frequently found near the timber line. Its delicious nuts contain a full day's<br />

nutrition.<br />

Ulginor (RM 716/GML 755, I, 4 SP per 4-oz slice or 35 SP per 10-slice loaf, AF 0): An enchanted multigrain<br />

bread commonly known as Spinach-and-Cheese Waybread; it tastes of cheese and spinach and keeps<br />

fresh for 1–2 months. Each slice of ulginor provides one day's nutrition. Its active ingredient is ulginor<br />

spinach (c-O-1), originally native to cold ocean shores but now widely cultivated.<br />

General Healing Agents<br />

Arkasu (RM 637/GML 660, m-T-4, A, 12 GP, AF 2): A mildly enchanted milkweed originally native to<br />

mild, temperate tallgrass prairies, now widely cultivated. When applied to a wound, its milky yellow sap<br />

heals 2–12 concussion hits and doubles the wound's healing rate. Also, all parts of the plant are edible.<br />

Athelas (RM 639/GML 662, t-C-5, B, 300 GP, AF 20): A small highly enchanted shrub originally native to<br />

cool, temperate coniferous forests, now widely cultivated. A tea brewed from its dark green leaves is<br />

potentially capable of curing any disease or injury while the patient is still alive, although it cannot keep or<br />

give life. <strong>The</strong> magic of athelas is highly dependent upon the status of the healer, however, only reaching full<br />

potency in the hands of an "ordained" king or similar individual. Athelas leaves and fruit are also edible and<br />

highly nutritious, and are frequently used in the Elven Waybread lembas.<br />

Baranie (RC1 04, m-D-2, B, 3 BP, AF 1): A wildflower of the composite family which resembles the daisy,<br />

originally native to temperate forests, now widely cultivated. A tea brewed from its young leaves reduces<br />

nausea.<br />

Caranan (RC1 05, B, 3 GP, AF 0): An herb mixture usually baked into bread or used as seasoning in soup.<br />

Caranan heals 2–8 concussion hits and relieves pain and swelling, frequently reducing injury penalties (GM<br />

discretion). Although caranan is not addictive, the maximum number of effective doses is 10 per day. Its<br />

active ingredient is carano (m-F-4), an oregano relative originally native to temperate stream banks,<br />

wetlands, and other well-watered areas, now widely cultivated.<br />

Sindoluin (RC1 30, m-T-2, B, 2 SP, AF 0): A wildflower of the composite family that resembles the daisy,<br />

originally native to temperate tallgrass plains and steppes, now cultivated. When properly refined, sindoluin<br />

flowers contain an anticoagulant drug used to treat heart disease, stroke, and related illnesses. It is also a<br />

level 5 antidote for blood-clotting poisons (GM discretion). Sindoluin is prepared by boiling the golden<br />

flowers in water, then straining the extract. Warning: If used improperly, sindoluin can cause a patient to<br />

bleed to death.<br />

Insect Repellents<br />

Delrean (RM 641/GML 664, c-C-2, A, 3 SP, AF 1): A small fir native to cold coniferous forests. It has short<br />

silvery green needles which grow in clusters of three and short, fat golden brown cones. Its bark contains a<br />

powerful insect repellent, used by rubbing strips of bark onto exposed skin. Unfortunately, the smell is<br />

noticeably foul, detectable by Humans at 50'.<br />

Life Preservation Agents<br />

Lifegiving Agents<br />

Laurelin (RM 648/GML 672, m-O-9, I, 999 GP, AF 21): A rare enchanted deciduous tree, distantly related to<br />

telperion, originally native to mild, temperate ocean shores, now cultivated. It usually grows taller than 50'<br />

with a single straight trunk. It has 4" arrowhead-shaped leaves, emerald green above and golden below; 0.5"<br />

golden flowers which resemble those of the cherry, and small golden nuts. When young and undamaged, the<br />

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edible leaves are Lifegiving for Elves (Eldani) if given within 28 days of death. Laurelin is also highly prized<br />

for its wood, which has a +20 enchantment value (mithril column) and a low alchemical inertia factor of 2.<br />

Nur-oiolosse (RM 649/GML 673, f-F-8, I, 200 GP, AF 13): An enchanted clove native to frigid wetlands,<br />

closely related to oiolosse. Its edible cloves are Lifegiving for one day for all races; however, they kill the<br />

patient one day later unless the antidote, a sorul or sorel nut, is available.<br />

Sorul Nut or Sorel Nut (RM 649a/GML 606, c-F-2, I, 1 SP, AF 0, level 20): <strong>The</strong> sorul or sorel is a medium<br />

pine related to the piñon, originally native to cold, well-watered forests, now widely cultivated. Its delicious<br />

nuts stabilize the enchantment of nur-oiolosse, a Lifegiving herb, and are prized as a delicacy in many cold<br />

to mild countries. <strong>The</strong> tree itself is attractive, often planted as an ornamental, and its soft wood is dark<br />

yellow.<br />

Oiolosse or Ololosse (RM 650/GML 674, f-F-8, I, 600 GP, AF 22): An enchanted clove originally native to<br />

frigid wetlands, closely related to nur-oiolosse, now cultivated. Its edible golden cloves are Lifegiving for<br />

Elves (Eldani) if given within 7 days of death.<br />

Tyr-fira (RM 653/GML 677, f-A-9, A, 1,200 GP, AF 33): A small, rare, powerfully enchanted member of<br />

the lily family, native to arctic and alpine tundra. It has dark gold 5" bladed leaves and brilliant blue and red<br />

flowers that resemble those of the iris. When crushed and applied to the patient's forehead and chest, tyr-fira<br />

leaves are Lifegiving if given within 56 days of death. Attempts at cultivation and crossbreeding with lilies<br />

from warmer climates have been largely unsuccessful.<br />

Vulcurax (RM 654/GML 678, h-J-9, A, 1,000 GP, AF 0): A rare enchanted creeper native to the canopies of<br />

tropical rain forests. Its leaves closely resemble those of poison ivy, but its tiny flowers and large berries are<br />

bright purple. <strong>The</strong> berries are Lifegiving if applied (spread on the forehead or chest) within 30 days of death.<br />

Lifekeeping Agents<br />

Carcatu (RM 646/GML 670, h-O-7, A, 89 GP, AF 25): A short, golden green, enchanted grass native to<br />

humid, tropical ocean shores. When crushed and applied to the patient's forehead, it is Lifekeeping for one<br />

day.<br />

Degiik or Degík (RM 647/GML 671, h-O-5, I, 100 GP, AF 10): A short to medium-sized enchanted bush<br />

native to humid, tropical ocean shores and rain forests. It grows up to 4' tall; it has bright green, oval leaves<br />

about 2" long, pale pink flowers with five petals about 1" wide, and small red berries. Its young leaves are<br />

edible and Lifekeeping for one day.<br />

Olvar (RM 651/GML 675, f-O-6, I, 200 GP, AF 20): Two small enchanted perennials native to frigid ocean<br />

shores. Both subspecies have round, hairy, light green leaves about 0.5" long. <strong>The</strong>ir tiny flowers, blood-red<br />

or white, and dull red fruit grow in tight clusters on 4" long spikes. <strong>The</strong> flowers are edible and Lifekeeping<br />

for 2–20 days. Warning: If ingested, the fruit is a level 2 nerve poison. Note: A third subspecies with redstreaked<br />

white flowers, found in alpine tundra regions (f-A-7), particularly in saline soils, has identical<br />

properties.<br />

Pathur (RM 652/GML 676, a-H-4, B/A, 35 GP, AF 7): A small enchanted shrub related to the sage, native to<br />

arid scrublands. When rubbed on the patient's chest, a broth brewed from its water-storing root nodules is<br />

Lifekeeping for one hour. Warning: If ingested, this broth is a level 2 nerve poison.<br />

Muscle, Cartilage, and Tendon Repair Agents<br />

Cartilage<br />

Arnuminas (RM 655/GML 680, m-S-2, A, 6 BP, AF 8): A short wild rose originally native to mild,<br />

temperate shortgrass prairies, now widely cultivated as an herb and ornamental. It has light pink to white<br />

flowers. When crushed and applied to the wounded area, arnuminas leaves double the healing rate for<br />

sprains, torn ligaments, damaged cartilage, and related injuries.<br />

Dagmather (RM 658/GML 683, s-S-5, B/A, 28 GP, AF 12): A short, enchanted, thorny bush native to<br />

semiarid to temperate shortgrass prairies. It has light green leaves, attractive yellow flowers, and burrs. A<br />

broth or poultice brewed from either the seed spines or the thorns and applied to a wound heals damaged<br />

cartilage.<br />

Ebur (RM 659/GML 684, m-O-4, I, 22 GP, AF 18): A short enchanted tree closely related to tarfeg, native to<br />

mild, temperate ocean shores. It grows up to 25' tall with a single straight trunk. It has dark green, oval<br />

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leaves about 2" long, pale yellowish-white flowers with eight petals about 1" wide, and yellow-brown nuts.<br />

Its edible flowers repair sprains.<br />

Hegheg (RM 660/GML 685, h-S-8, A, 25 GP, AF 5): A thorny bush native to tropical grasslands or<br />

savannas. It has small gray-green leaves, 1.5" reddish-yellow flowers with eight petals, and 2" seed pods.<br />

When ground into paste and applied to a wound, its younger roots heal damaged cartilage.<br />

Tarfeg (RM 661/GML 686, h-O-7, I, 23 GP, AF 3): A short enchanted tree closely related to ebur, native to<br />

humid, tropical ocean shores. It grows up to 20' tall with a single straight trunk. It has dark green, oval leaves<br />

about 2" long, pale greenish-white flowers with eight petals about 1" wide, and yellow-brown nuts. Its edible<br />

flowers repair sprains.<br />

Muscle<br />

Arpsusar (RM 656/GML 681, t-F-5, B/A, 30 GP, AF 15): A mildly enchanted cattail native to cool,<br />

temperate wetlands and streams. A broth or poultice brewed from its stalks and applied to a wound heals<br />

damaged muscles.<br />

Curfalaka (RM 657/GML 682, h-J-7, I, 40 GP, AF 6): A rare enchanted canopy tree of tropical rain forests.<br />

Its edible orange-red, pear-shaped fruit heals damaged muscles.<br />

Nervous System Restoratives<br />

Belramba (RM 662/GML 690, s-C-6, B, 60 GP, AF 20): A greenish-black lichen native to semiarid<br />

coniferous forests, related to wifurwif. It thrives on pine resins, so it is found most frequently growing on<br />

rocks surrounded by pines. A tea brewed from a properly gathered and cleaned half-ounce dose of belramba<br />

contains a powerful and potentially addictive drug that repairs damaged nerves.<br />

Culan (RC1 08, B, 15 GP, AF 3): An herb mixture usually made into tea or used as seasoning in soup. Culan<br />

is an anti-spasmodic drug used to treat conditions like epilepsy; it also reduces the effect of certain poisons<br />

(GM discretion). Its active ingredient is culan rye (h-T-4), a grass that closely resembles rye, originally<br />

native to tropical tallgrass plains or savannas, now cultivated.<br />

Felmather (RM 642/GML 665, m-O-5, I, 105 GP, AF 15): A short enchanted bush adapted to mild,<br />

temperate regions with highly saline and sandy soils, such as beachfront dunes. Its edible but bitter leaves<br />

have two magical properties; the first allows the user to mentally summon one "friend" (beasts or folk)<br />

within a range of 300' times the user's level, while the second relieves the effects of coma.<br />

Hoak-foer (RM 805/GML 804, s-S-2, I, 67 GP, AF 30): A flower of the composite family native to semiarid<br />

to temperate shortgrass prairies and hills which resembles the daisy, now widely cultivated. Its edible,<br />

beautiful white or yellow flowers contain a powerful hallucinogenic drug that cures mind loss and mental<br />

diseases, but prevents all movement for 1–10 weeks.<br />

Klandun (RC1 18, h-B-6, I, 300 GP, AF 3): A fern native humid, tropical areas near water. Its edible leaves<br />

contain a drug capable of curing most forms of paralysis (as the spell "Paralysis Cures," Closed Channeling<br />

list "Nerve Law"), including thrayniis, which do not require nerve regeneration (GM discretion).<br />

Tatharsul (RM 715/GML 754, 75 GP per 4-oz slice or 690 GP per 10-slice loaf, AF 15): An enchanted<br />

pumpkin bread which tastes of pumpkin and lemon and keeps fresh for 1–2 months. Tatharsul is an effective<br />

remedy for many nerve diseases and injuries (GM discretion); when effective, it restores the user's nervous<br />

system to normal in 1–10 rounds. Its active ingredient is tathar lemon juice; the tathar lemon (t-O-3) is a<br />

short, shrubby, thorny tree native to cool, temperate ocean shores and other saline soils.<br />

Terbas (RM 663/GML 691, m-D-3, A, 2 GP, AF 4): A low-growing plantain relative originally native to<br />

mild, temperate deciduous forests, now cultivated. When applied to the area of a nerve injury, its dark green,<br />

4"–6" leaves double the rate of healing.<br />

Wifurwif (RM 664/GML 692, t-M-7, I, 55 GP, AF 15): A dark green lichen native to cool, temperate<br />

mountain regions, related to belramba. When properly gathered and cleaned, wifurwif is edible; a half-ounce<br />

dose contains a powerful drug which repairs damaged nerves.<br />

Yuth (RM 665/GML 608, h-J-8, I, 29 GP, AF 8, level 20): A rare tropical orchid whose pale lavender, edible<br />

flowers are both a powerful antidote for nerve venoms and a restorative for poison-induced nerve damage.<br />

Obstetrical Agents<br />

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Harlindar (RC1 15, B, 50 GP, AF 0): An herb mixture usually made into tea or used as seasoning in soup. In<br />

most circumstances, harlindar assures safe childbirth (GM discretion) and improves the mother's nutritional<br />

balance. Its active ingredient is harlindar grass (s-S-4), which closely resembles bluegrass, originally native<br />

to semiarid to temperate shortgrass prairies, now widely cultivated.<br />

Organ Repair Agents and Preservatives<br />

General<br />

Gildarion (RC1 13, A, 350 GP, AF 20): A salve made from an herb mixture, gildarion repairs damaged<br />

organs with a recovery time of 1–10 days (subject to the racial recovery multiplier). Its active ingredient is<br />

gildar (h-J-7), an orchid native to tropical rain forests, related to tarnas and wek-wek, which has 2" purplishwhite<br />

flowers.<br />

Siran (RM 671/GML 705, s-S-6, I, 80 GP, AF 31): An enchanted clove native to semiarid to temperate<br />

shortgrass prairies. When eaten, the cloves magically restore one organ or area of the body. Warning: Siran<br />

is toxic. It causes a skin rash which reduces Appearance by 1–10 points and which causes bleeding at 6 hits<br />

per round when afflicted skin is exposed to full sunlight; these effects heal slowly in 4–6 weeks.<br />

Tarnas (RM 673/GML 707, h-J-6, B, 220 GP, AF 60): An orchid native to tropical rain forests, related to<br />

gildar (see gildarion) and wek-wek. It has 2" yellowish-white flowers. A tea prepared from its root nodules<br />

repairs damaged organs, but causes nausea for 1–10 hours (–50% to all actions) and is highly addictive.<br />

Wek-wek (RM 674/GML 708, h-J-8, B, 220 GP, AF 50): An orchid native to tropical rain forests, related to<br />

gildar (see gildarion) and tarnas. It has 3" pink flowers. A tea prepared from its root nodules repairs damaged<br />

organs, without the side effects of tarnas, but it is still highly addictive.<br />

Hearing<br />

Febfendu (RM 668/GML 702, c-F-4, B, 90 GP, AF 24): An enchanted water plant related to and frequently<br />

mistaken for the water lily, native to cool, temperate wetlands and streams. It has dark green rounded-heartshaped<br />

leaves that float on the water and beautiful large yellow flowers. When its root tubers are boiled, the<br />

tea or broth restores hearing.<br />

Kakduram (RM 669/GML 703, h-J-7, I, 90 GP, AF 6): A rare mid-level tree of tropical rain forests. Its<br />

edible, fig-shaped brown fruit restores hearing.<br />

Limb Reattachment and Regeneration<br />

Awn (RC1 03, t-D-9, B, 1,900 GP, AF 20): A rare enchanted elm originally native to cool, temperate forests,<br />

now cultivated, although with some difficulty. It is shorter than most elms, rarely exceeding 30' tall. Its<br />

emerald green leaves are veined and edged in reddish gold, turning entirely red-gold in autumn. A tea<br />

brewed from awn bark (the soft inner part) can rejoin severed limbs, acting as all the necessary "Joining<br />

True" spells (Closed Channeling healing lists) simultaneously. Warning: Even small overdoses of awn tea<br />

are dangerous. For every ounce ingested over the recommended four, the user must resist a level 15<br />

circulatory poison.<br />

Kolandor (RC1 20, h-D-9, A, 15,000 GP, AF 0): An extremely rare enchanted elm native to the cooler areas<br />

of tropical rain forests (higher altitudes) and warmer areas of temperate rain forests. It is taller than most<br />

elms, often exceeding 200'. Its dark green leaves have gold veins and undersides, turning entirely gold in<br />

autumn. A poultice made from kolandor leaves can completely regenerate severed limbs in six months,<br />

subject to racial recovery multipliers. Unfortunately, attempts at cultivation and crossbreeding with elms<br />

from other climates have not been successful.<br />

Preservation<br />

Berterin (RM 667/GML 701, m-D-3, B, 19 GP, AF 20): A pale green moss native to mild, temperate<br />

deciduous forests, normally found growing on oak trees. When properly cleaned and brewed, berterin broth<br />

preserves organic material (up to body size) for one day. Warning: If ingested, this broth is a level 5<br />

reduction poison that attacks the gastrointestinal system.<br />

Pasamar (RM 670/GML 704, h-S-8, B, 75 GP, AF 40): A short, fine, dark green grass, related to siriena,<br />

native to tropical grasslands or savannas, which grows in tight clumps. When properly cleaned and brewed,<br />

pasamar broth preserves organic material (up to body size) indefinitely. Warning: If ingested, this broth is a<br />

level 15 reduction poison that attacks the gastrointestinal system.<br />

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Siriena (RM 672/GML 706, s-S-5, B, 70 GP, AF 27): A short, fine, dark green grass, related to pasamar,<br />

native to semiarid to temperate shortgrass prairies, which grows in tight clumps. When properly cleaned and<br />

brewed, siriena broth preserves organic material (up to body size) for one week. Warning: If ingested, this<br />

broth is a level 12 reduction poison that attacks the gastrointestinal system.<br />

Slagen (RC1 31, t-C-6, A, 120 GP, AF 24): A dark green moss native to cool, temperate coniferous forests.<br />

When cleaned and applied to a severed limb, slagen will preserve it indefinitely.<br />

Sight<br />

Baldakur (RM 666/GML 700, c-M-8, B, 102 GP, AF 7): A rare enchanted carrot, related to atigax, native to<br />

cold mountains. A stew made from its tough (essentially inedible) central root tuber magically restores sight,<br />

short of those injuries requiring regeneration.<br />

Ucason (RC1 37, m-O-7, I, 75 GP, AF 40): An enchanted grass closely related to ul-ucason, native to<br />

temperate ocean shores, usually found growing on dunes. When crushed and dried, its very dark green and<br />

yellow leaves may be smoked like tobacco; the euphoric smoke cures blindness, short of those injuries<br />

requiring regeneration.<br />

Ul-ucason (RC1 38, m-O-8, I, 250 GP, AF 80): An enchanted grass closely related to ucason, native to<br />

temperate ocean shores, especially those of islands, usually found growing on dunes. When crushed and<br />

dried, its dark blue-green and golden leaves may be smoked like tobacco; the euphoric smoke restores<br />

(regenerates) the user's eyes and cures nongenetic blindness.<br />

Physical and Mental Ability Alteration Agents and Enhancers<br />

Breathing Aids<br />

Agaath or Agáth (RM 675/GML 710, e-G-2, I, 5 GP, AF 3): A tiny, low-growing, enchanted plant native to<br />

glaciers and permanent snowfields, usually found in sheltered crevices. It has pale green leaves, small yellow<br />

flowers, and wax-colored berries. <strong>The</strong> berries are edible and enable the user to breathe normally in air with<br />

low oxygen levels (to 25% normal) for 12 hours. Warning: Agaath is highly toxic! If used more than once<br />

every other day (36–48 hours minimum between doses, depending on the user's Constitution bonus) it causes<br />

a lethal respiratory overreaction (no RR).<br />

Gylvir (RM 681/GML 716, m-O-6, I, 45 GP, AF 20): An edible but slimy and utterly foul-tasting algae<br />

found on temperate saltwater shores. It turns an air-breather into a water-breather (only) for four hours.<br />

Mental Ability Enhancers<br />

Breldiar (RM 678/GML 713, m-V-4, I, 25 GP, AF 7): A climbing rose related to brorkwilb, originally native<br />

to temperate areas with heavily volcanic soil, now widely cultivated as an herb and ornamental, although<br />

with difficulty. Its beautiful, edible 1" crimson flowers contain a mildly euphoric drug which gives the user<br />

+50 to cast and overcast spells, to all perception, and to missile attacks for one hour, at the cost of –30 to<br />

physical maneuvers and melee.<br />

Breldiar Hips (AF 35): <strong>The</strong> ripe fruit of the breldiar rose contains the euphoric drug in much more<br />

concentrated form, increasing the effects listed above to +100 and<br />

–75 for one hour, afterwards causing the user to fall into a coma-like sleep for 2–4 hours.<br />

Brorkwilb (RM 802/GML 801, m-V-3, I, 9 GP, AF 45): A climbing rose related to breldiar, originally native<br />

to temperate areas with heavily volcanic soil, now widely cultivated as an herb and ornamental, although<br />

with difficulty. Its beautiful, edible 1" pink flowers contain a powerful, fairly addictive euphoric drug which<br />

allows the user to share the dreams of one family member who lies sleeping within the range of 100 miles<br />

times the user's level. Warning: A large overdose (4 or more doses at once) acts as a level 9 nerve poison.<br />

Felmather (RM 642, m-O-5, I, 105 GP, AF 15): A short enchanted bush, distantly related to fukavar, adapted<br />

to mild, temperate regions with highly saline and sandy soils, such as beachfront dunes. Its edible but bitter<br />

leaves have two magical properties; the first allows the user to mentally summon one "friend" (beasts or<br />

folk) within a range of 300' times the user's level, while the second relieves the effects of coma.<br />

Fukavar (RC1 12, t-I-6, I, 230 GP, AF 25): An enchanted bush, distantly related to felmather, native to cool,<br />

temperate islands and other well-watered areas with saline soil. When crushed and dried, fukavar flowers<br />

may be smoked like tobacco; the euphoric smoke allows the user to mentally summon one friendly<br />

individual within a range of 20 miles.<br />

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<strong>The</strong> World of Novi<br />

Grapeleaf (RM 682/GML 717, m-D-6, I, 7 GP, AF 18): A vine related to the honeysuckle, originally native<br />

to temperate forests but now widely cultivated as an herb and ornamental. As suggested by its name, its<br />

leaves are shaped like those of wild grapes, but its silver-white flowers are almost identical to those of<br />

honeysuckle. <strong>The</strong> flowers gain a rich, sweet, dreamy odor from their intoxicating nectar, which when<br />

ingested in fairly large quantities (i.e. a half-ounce dose) causes intoxication (actions at –50) and dreams (1–<br />

4 as the "Dream" spells) for two hours and also serves as one day's nutrition. Grapeleaf is also used in<br />

cooking, perfumes, and beekeeping.<br />

Joef (RM 683/GML 718, t-B-3, I, 35 GP, AF 23): A bush distantly related to coca, originally native to cool,<br />

temperate streambeds, particularly seasonally dry ones, now widely cultivated. Joef powder is prepared by<br />

boiling the dark green leaves in vinegar, straining the extract, then evaporating the extract. It may be ingested<br />

by inhalation or absorption under the tongue; it allows the user to mentally summon one known sentient<br />

friend with a range equal to 100 feet times the user's level, up to one-half mile (2,640 feet). If eaten raw<br />

(actually the most frequent use), the bitter leaves act as a mild stimulant like caffeine or coca.<br />

Rud-tekma (RM 689/GML 724, h-J-6, I, 25 GP, AF 10): A creeper of the rose family native to tropical rain<br />

forests. Its small edible fruit gives the user +20 to cast and overcast spells for one hour, at the cost of –20 to<br />

maneuvers and melee. <strong>The</strong>re is a 10% chance any spell cast under the influence of this drug will be cast on<br />

the nearest unintended target.<br />

Splayfoot (RM 690/GML 725, m-F-4, B, 23 GP, AF 16): A highly enchanted (blessed) dandelion originally<br />

native to cool, temperate wetlands and streams, now widely cultivated. It has bright green splayed leaves<br />

with golden edges, beautiful golden flowers, and a root system that frequently grows 4' deep. For those who<br />

are "good in heart," a tea brewed from splayfoot seeds instills confidence and singleness of purpose (+25 to<br />

all actions) for 1–4 hours.<br />

Tukamur (RM 810/GML 809, s-S-4, B, 38 SP, AF 100): A bluish-green grass native to semiarid to temperate<br />

shortgrass prairies. Tukamur contains a powerful, dangerously addictive euphoric drug, which is prepared by<br />

boiling the grass, straining the extract, and boiling again to condense the extract into a syrup. It allows two<br />

users, both under the influence of tukamur syrup and friendly to one another, to share dreams. If eaten raw,<br />

tukamur grass is sweet and mildly euphoric, making the user –25 to all actions for 30 minutes (AF 10). In<br />

many areas, herders attempting to keep livestock away from it have eradicated tukamur.<br />

Physical Ability Enhancers<br />

Elben's Basket (RM 680/GML 715, t-S-7, B, 10 GP, AF 15): A sunflower originally native to cool,<br />

temperate shortgrass prairies, now widely cultivated. It closely resembles the common sunflower except its<br />

flowers are white, not yellow. A tea brewed from its roots contains a powerful heart stimulant. Although it<br />

has uses in treating heart disease, it is mainly used as a combat stimulant because it can double the user's<br />

speed for one round. Warning: Elben's basket is highly toxic! If taken more than once per hour (45–60<br />

minutes minimum between doses, depending on the user's Constitution bonus), Elben's-basket tea causes a<br />

lethal cardiac arrest (no RR).<br />

Hesguratu (RM 713/GML 752, 45 GP per 4-oz slice or 350 GP per 10-slice loaf, AF 10): An enchanted<br />

whole-wheat bread that tastes of wheat and onions and keeps fresh for one month. Hesguratu doubles the<br />

user's strength for 6 rounds, or longer for races with recovery multipliers less than 1.0, resulting in double<br />

damage inflicted upon foes and +10 to OB. Its active ingredient is sap from the guratu (c-M-3), a tough<br />

succulent related to jojojopo and kathkusa, native to cold mountain and arctic regions.<br />

Kathkusa (RM 684/GML 719, f-W-3, I, 50 GP, AF 35): A tough succulent related to jojojopo and guratu<br />

(see hesguratu), native to frigid wastes, both alpine and arctic. Its marginally edible, dark green leaves<br />

contain a powerful combat stimulant which doubles the user's strength for 1–10 rounds, resulting in double<br />

damage inflicted upon foes and +10 to OB.<br />

Kirsemal (RC1 17, c-I-4, B, 110 GP, AF 22): A rare spruce originally native to cold island forests, now<br />

cultivated. It is shorter than most spruces, rarely exceeding 20' tall, and has blue-green needles that grow in<br />

clusters of five. A tea brewed from kirsemal bark (the soft inner part) contains a powerful combat stimulant<br />

which triples the duration of all Adrenal Moves for one hour, or longer for races with recovery multipliers<br />

less than 1.0.<br />

Zulsendura (RM 692/GML 727, a-U-4, I, 70 GP, AF 22): A mushroom originally native to dry limestone<br />

caverns, now cultivated, although with a high degree of difficulty. Zulsendura mushrooms contain a<br />

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By Lowell R. Matthews<br />

powerful stimulant which Hastes the user as the "Haste" spells for 3 rounds, beginning on the round<br />

following ingestion.<br />

Protectives<br />

Kilmakur (RM 685/GML 720, h-S-7, B/A, 65 GP, AF 33): A small thorny tree native to tropical grasslands<br />

or savannas. A salve brewed from its roots protects the wearer from flame and heat for 1–10 hours as the<br />

"Fire Armor" spell (Closed Essence list "Elemental Shields").<br />

Restoratives and Relaxants<br />

Alcohol (GML 810, I, AF 1): <strong>The</strong> chemical ethanol, commonly called grain alcohol to distinguish it from the<br />

poisonous methanol (wood alcohol) and isopropanol (rubbing alcohol). Alcohol is a natural byproduct of the<br />

fermentation or digestion of sugars by yeasts in a process that left unchecked will eventually continue until it<br />

has been converted into acetic acid or vinegar. Alcohol has been used as a disinfectant, preservative, solvent,<br />

and recreational drug since prehistoric times; any sugar-containing solution can be fermented to produce<br />

alcohol, then distilled to increase the alcohol concentration with respect to water. <strong>The</strong> GML suggests that<br />

addiction checks be made only when the imbiber reaches a "drunken" state, and that some alcoholic<br />

beverages may have higher or lower addiction factors. Beverage prices and qualities vary significantly.<br />

Ankii or Ankí (RM 676/GML 711, s-B-7, I, 100 GP, AF 9): A thorny vine related to the blackberry,<br />

originally native to semiarid to temperate streambeds, particularly seasonally dry ones, now cultivated as an<br />

herb and ornamental. Its dark violet, delicious berries immediately restore the user as does a good night's<br />

sleep. Warning: Ankii is toxic. It can dangerously lower temporary Constitution (1 point for the first use in a<br />

given week, 5 points for the second, or 25 points for the third).<br />

Arunya (RM 801/GML 800, m-S-3, B, 2 BP, AF 50): A dandelion related to hugar, originally native to<br />

temperate shortgrass prairies, now cultivated. It has dark green leaves, amber to burnt-orange flowers, and a<br />

root system that frequently grows 2'–4' deep. A tea brewed from its roots causes sleep and quick<br />

unconsciousness; one hour of arunya-induced sleep is equivalent to four hours of normal sleep. Warning:<br />

Arunya tea contains a highly addictive barbiturate. A serious overdose (3 or more doses at once) acts as a<br />

level 10 respiratory poison.<br />

Galenas (RM 803/GML 802, m-H-4, I, 5 SP, AF 10): A tall plant of the hemp family, related to swuth,<br />

originally native to temperate scrublands and moors, now cultivated. When dried and slowly burned, galenas<br />

leaves produce an incense-like smoke which fills a 20' radius volume, relaxing all persons within (–75 to all<br />

actions) for 1–10 rounds.<br />

Galenas, Sweet (RC1 32, m-H-2, I, 5 SP, AF 5): A less potent, sweeter variety of galenas. When dried, sweet<br />

galenas leaves may be smoked like tobacco; the smoke relaxes the user (–75 to all actions) for 1–10 rounds.<br />

Gort Powder (Ardor H16, h-J-5, I, 2 GP, AF 10): Gort is an orchid native to tropical rain forests that has 1"<br />

purplish-white flowers. When old and faded to white, its leaves can be made into a powder which when<br />

inhaled creates psychologically addictive euphoria (–50 to all actions) for one hour, but it does not have the<br />

statistic-altering properties of gort leaf (q.v.).<br />

Hugar (RM 806/GML 805, h-O-4, I, 1 SP, AF 33): A dandelion related to arunya, originally native to humid,<br />

tropical ocean shores, now cultivated. It has dark green leaves, orange to red flowers, and a root system that<br />

frequently grows 2'–4' deep. Its edible roots cause sleep and quick unconsciousness; one hour of arunyainduced<br />

sleep is equivalent to six hours of normal sleep. Warning: Hugar roots contain an addictive<br />

barbiturate. A serious overdose (3 or more doses at once) acts as a level 12 respiratory poison.<br />

Miruvor (I, AF 1): <strong>The</strong> famous enchanted Elven Brandy, made in secret by many of the great Elven lords and<br />

given away to the deserving, never sold. Each preparer has a slightly different recipe. Miruvor renews the<br />

user's Endurance up to three times per day and adds +30 to the user's resistance rolls against fatigue and<br />

mental attacks for three hours. It is also reputed to have a number of other beneficial effects, but like all<br />

stimulants, the user cannot benefit from it indefinitely.<br />

Silraen (RC1 29, s-H-2, B, 1 BP, AF 3): A small shrub related to heather, native to semiarid and temperate<br />

scrublands. When properly refined, silraen leaves contain an analgesic and sleep-inducing drug. Silraen is<br />

prepared by boiling its tiny gray-green leaves in water, then straining the extract. It may be used in this form,<br />

but in normal practice the extract is allowed to evaporate into powder, which has a much longer shelf life and<br />

can be measured much more accurately. <strong>The</strong> powder is then dissolved into water and ingested. Warning:<br />

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<strong>The</strong> World of Novi<br />

Overdoses of silraen can be dangerous. For every ounce ingested over the recommended four, the user must<br />

resist a level 1 nerve poison.<br />

Swigmakril (RM 808/GML 807, a-Z-6, B, 50 GP, AF 25): A desert cactus related to the euphorbia. A tea<br />

brewed from its night-blooming white flowers contains a powerful relaxant (–30 to all actions) which also<br />

allows the user to take twice the usual amount of concussion hits before passing out, although death due to<br />

hits occurs at the normal total; the effects last 1–2 hours.<br />

Swuth (RM 809/GML 808, h-O-4, I, 4 SP, AF 3): A tall plant of the hemp family, related to galenas,<br />

originally native to humid, tropical ocean shores, now cultivated. When dried, swuth leaves may be smoked<br />

like tobacco. <strong>The</strong> invisible swuth smoke relaxes (–75 to all actions) the user for 1–10 rounds.<br />

Tobacco (GML 811, m-H-1, I, 1–5 CP, AF 1): A tall plant, archetype of the tobacco family, originally native<br />

to temperate clearings, scrublands, and moors, now widely cultivated. It notoriously depletes soil nutrients,<br />

so crops must be rotated or new fields must be cleared. When dried, cured, and properly cut, tobacco leaves<br />

may be smoked, e.g., shredded into pipes or rolled into cigars. Tobacco smoke is a relaxant, but generally<br />

does not interfere with physical performance. In fact, many people believe it enhances performance by<br />

reducing anxiety. <strong>The</strong> GML suggests that addiction checks be made only when the imbiber has smoked more<br />

than three ounces of tobacco, though some strains may have higher or lower addiction factors. Prices and<br />

qualities vary significantly.<br />

Sense Enhancers<br />

Alshana or Alshanak (RM 701/GML 750, 35 GP per 4-oz slice or 290 GP per 10-slice loaf, AF 5): An<br />

enchanted wheat bread which tastes of raisins and carrots and keeps fresh for 1–2 months. Alshana gives the<br />

user heat-sensitive vision or Infravision (50'–300' range depending upon local conditions) for one hour, or<br />

longer for races with recovery multipliers less than 1.0. Its active ingredient is shanku-nut flour; shanku (t-T-<br />

2) is a tall shrub related to hazelnut and klagullu (see klagul), native to cool, temperate tallgrass prairies and<br />

steppes.<br />

Atigax (RM 677/GML 712, f-H-4, B/A, 40 GP, AF 12): A dwarf carrot, related to baldakur, native to frigid<br />

scrublands and moors, usually found in well-watered sandy soil. Atigax root tubers may be boiled into a<br />

thick broth, which when applied to the eyes will protect them from intense or glaring light, allowing sight<br />

despite sudden or blinding light. <strong>The</strong> effect lasts for 9 hours, or longer for users with recovery multipliers<br />

less than 1.0. In addition, once boiled, the root tubers are edible.<br />

Blue Eyes (RM 679/GML 714, m-S-7, B, 15 GP, AF 25): A wildflower of the composite family that<br />

resembles the marigold, originally native to temperate plains. It is now cultivated, though primarily as an<br />

ornamental. Its beautiful royal blue flowers contain a powerful drug, which when brewed into a tea and<br />

ingested enhances the user's vision, giving a +25 bonus, extending perception range (3×), and giving mild<br />

Infravision capabilities (minimum 50' range). <strong>The</strong> effects last for 3 hours, or longer for users with recovery<br />

multipliers less than 1.0. Warning: Blue eyes is highly toxic! If used more than once per day (18–24 hours<br />

minimum between doses, depending on the user's Constitution bonus) it causes a lethal central-nervoussystem<br />

overreaction (no RR).<br />

Klagul (RM 686/GML 721, s-HS-3, B, 27 GP, AF 7): <strong>The</strong> buds of the klagullu, a tall shrub related to<br />

hazelnut and shanku (see alshana), native to semiarid to temperate scrublands and shortgrass prairies. Both<br />

its late winter buds (called klagul), which must be brewed into a tea, and its edible autumn nuts (called<br />

marku) enhance visual sensitivity. Klagul tea gives the user Nightvision (or Infravision if the user already<br />

has Nightvision) to 100' range for 6 hours, or longer for races with recovery multipliers less than 1.0.<br />

Kykykyl (RM 714/GML 753, 50 GP per 4-oz slice or 440 GP per 10-slice loaf, AF 6): An enchanted ginger<br />

bread which tastes of garlic, carrots, and ginger and keeps fresh for 2–20 weeks. Kykykyl allows the user to<br />

see with complete clarity (as on a cloudless day) for one hour, or longer for races with recovery multipliers<br />

less than 1.0, regardless of weather, lighting conditions, or eye injuries (unless the eye is destroyed). Its<br />

active ingredient is kykykyl powder; kykykyl (m-D-2) is a garlic relative originally native to temperate<br />

forests, now cultivated.<br />

Marku (RM 687/GML 722, s-HS-6, I, 30 GP, AF 5): <strong>The</strong> nuts of the klagullu (see klagul). Marku nuts give<br />

the user Darkvision (or Infravision and Ultravision if the user already has Darkvision) to 30' range for 6<br />

hours, or longer for races with recovery multipliers less than 1.0. Although they are more useful than the<br />

buds (klagul), good nuts (marku) are harder to find.<br />

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By Lowell R. Matthews<br />

Megillos (RM 688/GML 723, c-M-3, I, 12 SP, AF 19): A willow originally native to cold mountain regions,<br />

usually found growing near water or in aspen groves, now cultivated. Its long, narrow, dark green leaves<br />

have silver veins and white undersides, making them resemble the "white swords" of the tree's Elven name.<br />

<strong>The</strong>se leaves are edible, though sour, and contain a drug which increases the user's visual perception, +25<br />

bonus and doubled range, for 10 minutes, or longer for races with recovery multipliers less than 1.0.<br />

Megillos is also prized for its hard white wood, which has a +10 enchantment value (magic column) and a<br />

reasonably low alchemical inertia factor of 3.<br />

Yaran (RM 691/GML 726, t-S-2, I, 9 SP, AF 7): A wildflower of the lily family originally native to cool,<br />

temperate shortgrass prairies, now cultivated, primarily as an ornamental. Its attractive red-orange flowers<br />

closely resemble those of the tiger lily, with which it is often confused. Yaran pollen is edible and enhances<br />

the user's senses of taste and smell by +50 for one hour, or longer for races with recovery multipliers less<br />

than 1.0.<br />

Zur (RM 693/GML 728, c-U-4, B, 12 GP, AF 8): A fungus distantly related to corn rust, native to cold<br />

caverns, most frequently found near water. When properly cleaned and brewed, zur enhances the user's<br />

senses of smell, taste, and hearing by +50 and triples their range for one hour, or longer for races with<br />

recovery multipliers less than 1.0.<br />

Statistic Modifiers<br />

Gort Leaf (RM 804/GML 803, h-J-5, I, 10 GP, AF 20): Gort is an orchid native to tropical rain forests that<br />

has 1" purplish-white flowers. Its leaves contain an euphoric hallucinogen. When the leaves are harvested<br />

young and dark green, dried, and smoked (in a pipe or rolled into a cigar), gort leaf adds 10 to the user's<br />

Presence and Appearance statistics for 2 hours, but afterwards the weakened user acts at –50 for 1–10 hours.<br />

Its old and faded leaves can be made into gort powder (q.v.).<br />

Lestagii or Lestagí (RM 694/GML 730, a-Z-9, I, 520 GP, AF 45): <strong>The</strong> amber-colored hexagonal crystal of<br />

auropyrinine, a complex, possibly enchanted amino acid secreted by several species of golden fire ants<br />

(genus Auropyrica), all native to hot, dry deserts or dune seas. Lestagii crystals are so rare because they are<br />

highly water-soluble; any exposure to water destroys them. Lestagii is edible and extremely sweet, but is<br />

valuable primarily because it can restore any statistic losses other than those due to age; however, it affects<br />

only one statistic at a time, the one most heavily damaged.<br />

Merrig (RM 695/GML 731, s-S-8, B, 90 GP, AF 50): A small, very thorny wild rose bush originally native<br />

to semiarid to temperate shortgrass prairies, now cultivated, primarily as an ornamental. Its leaves look like<br />

those of other roses; its flowers have five red-veined and red-edged white petals and yellow centers. A tea<br />

brewed from merrig thorns contains a drug that can increase the user's Presence and Appearance scores by 5<br />

points each for one day, so it is particularly prized by Mentalism spell-users. Unfortunately, merrig tea is<br />

highly addictive, and withdrawal causes the loss of 10 points from Constitution and 15 points each from<br />

Reasoning and Memory; these losses heal naturally at one point per month.<br />

Poison Antidotes<br />

Circulatory<br />

Fraw (Ardor H18, h-O-5, B, 80 GP, AF 5, level 15): A golden lichen native to tropical ocean shores. A tea<br />

brewed from fraw contains an anticoagulant drug used to restore blood flow, usually in the treatment of heart<br />

disease, stroke, and related illnesses, and is also an antidote for many circulatory poisons (GM discretion).<br />

Warning: If used improperly, fraw can cause a patient to bleed to death.<br />

Menelar (RM 603/GML 602, f-C-5, B, 65 GP, AF 4, level 7): A rare dwarf spruce of frigid coniferous<br />

forests, found most frequently growing among firs or near the timber line. It has dark blue-green needles,<br />

which grow in clusters of five, and long, tapering, dark brown cones. A tea brewed from the mature but<br />

unopened cones contains an antidote for circulatory poisons, and has a 50% chance to cure the effects of<br />

sharduvaak outright (prior to the RR).<br />

Sindoluin (RC1 30, m-T-2, B, 2 SP, AF 0): A wildflower of the composite family that resembles the daisy,<br />

originally native to temperate tallgrass plains and steppes, now cultivated. When properly refined, sindoluin<br />

flowers contain an anticoagulant drug used to treat heart disease, stroke, and related illnesses. It is also a<br />

level 5 antidote for blood-clotting poisons (GM discretion). Sindoluin is prepared by boiling the golden<br />

flowers in water, then straining the extract. Warning: If used improperly, sindoluin can cause a patient to<br />

bleed to death.<br />

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<strong>The</strong> World of Novi<br />

Valanar (RC1 39, h-O-9, I, 1,000 GP, AF 0, level 10): A bush native to tropical ocean shores and rain<br />

forests, related to coca. Its edible, dark blue-green leaves contain a powerful drug that cures the effects of the<br />

circulatory poison karfar (no RR) and acts as an antidote for most other circulatory poisons (GM discretion).<br />

Conversion<br />

Quilmufur (RM 605/GML 604, m-C-7, B, 49 GP, AF 1, level 8): A rare floor plant of temperate coniferous<br />

forests, found most frequently near clearings or aspen groves. It has dark green leaves with five leaflets, a<br />

large night-blooming white flower, and a cluster of white berries. A tea brewed from its roots contains an<br />

antidote for conversion poisons. Warning: If ingested, the leaves, flowers, and fruit contain a reduction<br />

poison that attacks the gastrointestinal system at level 2, 4, or 8, respectively.<br />

Muscle<br />

Argsbargies (RM 601/GML 600; a-Z-5, I, 38 GP, AF 7, level 4): A desert daisy adapted to rapid growth and<br />

reproduction within the week following a rain. Its bright yellow, edible 1" flowers contain an antidote for<br />

muscle poisons.<br />

Nerve<br />

Durad (RC1 09, h-O-8, I, 2,000 GP, AF 0, level 30): A bush native to humid, tropical ocean shores and other<br />

warm areas with saline soil. It has emerald green 2" pointed oval leaves and small red flowers that produce<br />

small brown nuts. Its edible roots contain a powerful drug which slows the deadly nerve reduction poison<br />

morgurth by 50%–85% (no RR) and acts as an antidote for most other nerve and reduction poisons (GM<br />

discretion).<br />

Shen (RM 606/GML 605, t-F-6, I, 27 GP, AF 3, level 1 or 4): An ivy native to cool, temperate river and<br />

creek banks and wetlands. Its three-fingered leaves are pink when first opened and dark green when mature.<br />

Both phases are edible and contain an antidote for nerve poisons, but the pink phase is more effective; both<br />

are also five times as effective (levels 5 or 20) against acaana and ul-acaana.<br />

Vipersweed (RC1 41, m-H-4, B, 15 GP, AF 0, level 3): A wildflower of the composite family that resembles<br />

the marigold, originally native to temperate scrublands, now cultivated. A tea brewed from its roots contains<br />

a powerful drug that cures the effects of the nerve poison asgurash or asgurath (no RR) and acts as an<br />

antidote for most other nerve poisons (GM discretion).<br />

Reduction<br />

Durad (RC1 09, h-O-8, I, 2,000 GP, AF 0, level 30): A bush native to humid, tropical ocean shores and other<br />

warm areas with saline soil. It has emerald green 2" pointed oval leaves and small red flowers that produce<br />

small brown nuts. Its edible roots contain a powerful drug which slows the deadly nerve reduction poison<br />

morgurth by 50%–85% (no RR) and acts as an antidote for most other nerve and reduction poisons (GM<br />

discretion).<br />

Eldaana or Eldána (RM 602/GML 601, c-O-4, B, 99 GP, AF 2, level 9): A mildly enchanted creeper<br />

originally native to cold ocean shores, now cultivated, although with difficulty as it requires saline soils and<br />

cannot tolerate heat. It has dark green, arrow-shaped leaves, white five-petaled flowers with blue centers, and<br />

dark blue berries. A tea brewed from its leaves contains an antidote for reduction poisons that also reverses<br />

the effect of the curse "Ugliness of Orn."<br />

Respiratory<br />

Mook or Mók (RM 604/GML 603, t-M-3, I, 30 GP, AF 5, level 3): A shrub native to cool, temperate<br />

mountain forests. It has light green leaves that resemble those of the silver maple, small pink flowers, and<br />

dark pink to bronze-colored berries. <strong>The</strong> berries are edible, considered a delicacy in some cultures, and<br />

contain an antidote for respiratory poisons which also has a 50% chance to cure the effects of jegga outright<br />

(prior to the RR).<br />

Universal<br />

Arduvaar or Arduvár (RC1 02, s-Z-9, B, 5,000 GP, AF 0, level 100): A shrub related to mesquite, native to<br />

deserts (but not dune seas) and semiarid regions. When properly refined, arduvaar leaves contain an<br />

extremely powerful universal antidote. Arduvaar is prepared by boiling its tiny gray-green leaves in strong<br />

alcohol, then straining the extract. It may be used in this form, but in normal practice the extract is allowed to<br />

evaporate into a bluish powder, which has a much longer shelf life and can be measured much more<br />

82


By Lowell R. Matthews<br />

accurately. <strong>The</strong> powder is then dissolved into wine or spirits and ingested. Warning: Even small overdoses of<br />

arduvaar are dangerous. For every ounce ingested over the recommended four, the user must resist a level 20<br />

poison or lose 1–10 points each of temporary Constitution and Strength; furthermore, for every tenth<br />

temporary point lost, the user loses one point from the potential.<br />

Elendil's Basket (RC1 10, f-H-3, B, 8 GP, AF 0): A sunflower native to frigid scrublands which closely<br />

resembles the common sunflower except it is much shorter, rarely exceeding 1' tall. A tea or broth brewed<br />

from its roots purifies water (permanently) and slows the progress of poisons by a factor of 10 for 12 hours<br />

(no RR). Although Elendil's-basket tea is not addictive, the maximum number of effective doses is one per<br />

day.<br />

Laurre (RC1 21, f-V-9, I, 29,500 GP, AF 0, level 120): A small, rare, powerfully enchanted member of the<br />

lily family, native to arctic and alpine tundra with heavily volcanic soil. It has dark green 3" bladed leaves<br />

and brilliant gold and purple flowers that resemble those of the Easter lily in miniature. Its edible but bitter<br />

flowers contain an extremely powerful drug that cures the effects of the deadly nerve reduction poison<br />

morgurth (no RR) and acts as an antidote for most other poisons (GM discretion). Attempts at cultivation<br />

and crossbreeding with lilies from warmer climates have not been successful.<br />

Naza (RC1 25, e-W-9, I, 6,800 GP, AF 3, level 100): A small, highly enchanted dandelion, related to ulnaza,<br />

native to arctic and alpine frozen wastes. It has pale green leaves with reddish edges, red-tinged golden<br />

flowers, and a root system that frequently grows more than 6' deep. Its edible leaves contain an extremely<br />

powerful, immediately effective universal antidote.<br />

Nelthandon (RC1 26, s-R-1, I, 1 BP, AF 0): A wildflower of the composite family native to semiarid rolling<br />

hills which resembles the marigold. When eaten, its light green leaves are an emetic, inducing vomiting in 20<br />

minutes or less. (Vomiting is an effective treatment for many ingested poisons, GM discretion.)<br />

Ul-naza (RM/GML 607, s-W-8, I, 430 GP, AF 9, level 50): A small, highly enchanted dandelion, related to<br />

naza, native to semiarid wastes and scrublands. It has dark green leaves with reddish edges, red-tinged<br />

golden flowers, and a root system that frequently grows 6' deep. If eaten raw within one day of a poisoning,<br />

its leaves contain a potent universal antidote.<br />

Poisons (Refined)<br />

Circulatory<br />

Athanar (RC1 01, m-T-5, L, 600 GP, level 15): A gray condensed venom obtained from the athanar viper, a<br />

large (6'–8') gray and black snake of the pit viper family Crotalidae, native to temperate tallgrass plains or<br />

steppes. Athanar attacks the victim's entire circulatory system, weakening Constitution by 5–50 temporary<br />

points per dose and 1 permanent point for every 10 temporary points; at minimum, has no ill effects. Note:<br />

Raw athanar has the same effects but is level 5.<br />

Carnegurth (RM 901/GML 900, a-Z-4, L, 53 GP, AF 0, level 1 (C)): A reddish juice prepared by pressing<br />

the beautiful, brilliant crimson flowers of carnegurth, a barrel cactus native to fertile deserts (not dune seas).<br />

Carnegurth causes massive blood clotting and death in 1–100 hours. Note: <strong>The</strong> unpressed flowers and fruit<br />

are also somewhat toxic, acting as a generic level 0 circulatory poison.<br />

Daxamas (RC1 10, m-F-7, Pd, 400 GP, level 15): A yellowish-white powder refined from the leaves of the<br />

daxa, a water-loving plant related to the cattail. Daxamas is refined by boiling daxa leaves, straining the<br />

extract, then allowing it to evaporate. Daxamas damages the heart, causing natural-seeming heart disease; at<br />

minimum, it has no ill effects.<br />

Etarka (RC1 12, m-F-5, P, 120 GP, level 2): A white paste prepared from the roots of the vandar, a potato<br />

relative native to temperate freshwater coasts and wetlands. Etarka is prepared by boiling vandar roots to<br />

soften them, then grinding them into paste with a mortar and pestle. Etarka causes slow death by destroying<br />

the circulatory system, beginning at its point of entry. Note: Raw vandar roots have the same effect.<br />

Gartaan or Gartán (RC1 14, h-J-8, L, 350 GP, level 15): A clear liquid obtained from the sap of the ky, a<br />

large water-storing vine native to tropical rain forests. Gartaan causes severe hemophilia; at minimum, it has<br />

no ill effects.<br />

Jeggarukh (RM 902/GML 901, m-U-5, Pd, 71 GP, AF 3, level 6 (B)): A black powder refined from the<br />

guano of the jegga bat (see jegga) which inflicts 10–100 hits (and a maximum of moderate general effects).<br />

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<strong>The</strong> World of Novi<br />

It is prepared by leaching jegga guano with strong lye, boiling the extract with flowers of sulfur, filtering,<br />

then allowing the water to evaporate.<br />

Karfar (RM 903/GML 902, h-J-4, P, 142 GP, AF 0, level 7 (C)): A reddish paste prepared from the young<br />

leaves of karfar, a canopy tree of tropical rain forests, related to teak. Karfar causes the victim's heart to shut<br />

down, resulting in massive shock and death; effects begin in 2–12 rounds. Note: <strong>The</strong> raw leaves, flowers, and<br />

fruit are also toxic, acting as a circulatory poison of level 1, 4, or 2, respectively.<br />

Klytun (RM 904/GML 903, s-B-4, P, 53 GP, AF 0, level 5 (A)): A golden paste prepared from the roots of<br />

klytun, a wildflower of the composite family native to semiarid to temperate streambeds, particularly<br />

seasonally dry ones. Klytun causes a coma lasting 1–10 days, modified by the victim's racial recovery<br />

multiplier. Notes: All parts of the plant are toxic, acting as a level 1 circulatory poison. <strong>The</strong> coma begins<br />

after all general effects have begun.<br />

Sharduvaak or Sharduvák (RM 906/GML 905, a-Z-7, L, 36 GP, AF 6, level 3 (E)): A brown juice pressed<br />

from the berries of sharduvaak, a rare desert juniper. Sharduvaak slows the victim's blood flow; the victim is<br />

sluggish, at –50 for all activity, and needs twice the normal amount of sleep. <strong>The</strong>se effects can last several<br />

weeks or months. Notes: <strong>The</strong> raw berries have same effect but are level 0. <strong>The</strong>se specific effects are<br />

accompanied by a maximum of moderate general effects.<br />

Sharkasar (RM 905/GML 904, m-C-6, P, 2 GP, AF 0, level 10 (D)): A brown paste prepared from the roots<br />

of sharkasar, a floor plant of temperate coniferous forests, found most frequently near clearings or aspen<br />

groves. It has dark green splayed leaves, a 1" purple and white flower, and a single white fruit. Sharkasar<br />

inflicts 1–10 hits (and a maximum of moderate general effects). Note: <strong>The</strong> fruit is also toxic, acting as a level<br />

2 circulatory poison.<br />

Conversion<br />

Bragolith (RM 907/GML 910, c-C-8, L, 120 GP, AF 4, level 5 (B)): A bluish liquid extracted with wood<br />

alcohol (methanol) from the green phosphorescence-producing glands of the bragolith firefly, an enchanted<br />

species native to cold coniferous forests. Bragolith is a powerful oxidizer that causes most substances<br />

(excluding quartz and glass) to spontaneously combust. In a living creature, it causes the victim's body to<br />

heat up; severe effects will cause spontaneous combustion even of a living creature.<br />

Brithagurth (RM 908/GML 911, f-F-8, L, 25 GP, AF 0, level 2 (A)): A black condensed venom obtained<br />

from the spines of several species of stickleback fish native to frigid, rapid fresh water. Brithagurth causes<br />

the tendons in 1–4 appendages (one per 25% RR failure) to harden; severe effects make them useless. Note:<br />

<strong>The</strong> raw venom has the same effect but is level –2.<br />

Henuial (RM 909/GML 912, c-C-8, L, 80 GP, AF 1, level 6 (E)): A yellow concentrated venom obtained<br />

from the henuial honey bee, a mildly enchanted species originally native to cold coniferous forests, now<br />

domesticated and prized for its honey and beeswax. <strong>The</strong> severe effects of henuial convert the optic fluids of<br />

the victim's eyes to honey, causing permanent blindness. Note: <strong>The</strong> raw venom is also level 6 but only causes<br />

temporary blindness, lasting one hour per 10% RR failure.<br />

Muilfana (RM 911/GML 914, t-C-4, L, 52 GP, AF 0, level 2 (C)): An orange liquid concentrated from the<br />

sap of the muilfana pine, a species native to cool, temperate coniferous forests with acidic soils. Muilfana<br />

reacts with certain enzymes present in mucus, producing a powerful acid, which in severe exposures destroys<br />

mucous membrane tissue. Target organs include the eyes, the respiratory system (particularly the windpipe<br />

or trachea), the digestive system (particularly the esophagus), the urinary tract, and the genitalia.<br />

Ondokamba (RM 910/GML 913, c-U-3, L, 29 GP, AF 2, level 2 (C)): A green condensed venom obtained<br />

from the saliva of the ondokamba bat, an enchanted species native to cold, dry caves. <strong>The</strong> severe effects of<br />

ondokamba turn 1–4 hands and/or feet to stone, making each affected area operate at –75. Note: <strong>The</strong> raw<br />

saliva is also level 2 but only causes a mild, temporary loss of dexterity in the hands and/or feet (–15 to<br />

actions for 1–4 hours).<br />

Taynaga (RM 912/GML 915, c-C-5, Pd, 27 GP, AF 0, level 8 (D)): A brownish powder refined from the soft<br />

inner bark of the taynaga fir, a species native to cold coniferous forests. <strong>The</strong> powder is prepared by boiling<br />

the shredded bark in water, filtering the extract, then evaporating the extract, which may be then be ingested<br />

orally or by inhalation. Taynaga sterilizes the victim and inflicts 5–50 hits (and a maximum of moderate<br />

general effects).<br />

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By Lowell R. Matthews<br />

Wuchyga (RC1 54, a-Z-5, Pd, 100 GP, level 10): A white powder obtained by grinding the bones of the<br />

wuchyga sand lizard, a desert species of dune seas. Wuchyga alters the victim's retina, causing extreme light<br />

sensitivity, effectively giving him/her Darkvision but making him/her act at –50 in bright light or –75 in<br />

direct sunlight; at minimum, it has no ill effects.<br />

Muscle<br />

Dynallca (RM 913/GML 920, h-F-3, P, 14 GP, AF 3, level 3 (B)): A tan paste prepared from the sevenfingered<br />

leaves of dynallca, a creeper native to tropical river banks and wetlands. Dynallca inflicts 1–10 hits<br />

and affects the victim's hearing; severe exposures destroy it. Note: If eaten raw, dynallca leaves have the<br />

same effect but are level 0.<br />

Jadaras (RC1 21, h-T-5, L, 750 GP, level 15): A clear oil extracted from janar, a medium-sized blue-green<br />

grass native to tropical grasslands (both tall- and shortgrass) or savannas. Jadaras is prepared by boiling janar<br />

in soda water or weak lye. <strong>The</strong> oil floats to the surface, where it is collected and filtered. Jadaras causes loss<br />

of coordination and dexterity, leading to losses of 5–50 points each from temporary Agility and Quickness<br />

and one point from potential for every 10 temporary points lost; at minimum, it has no ill effects.<br />

Kaktu (RM 914/GML 921, s-S-7, L, 29 GP, AF 3, level 1 (A)): A clear oil refined from the flowers of kaktu,<br />

a member of the composite family native to semiarid to temperate shortgrass prairies. Kaktu oil is extracted<br />

by boiling the flowers for several hours in a large container. <strong>The</strong> oil floats to the surface, where it is collected<br />

and filtered. Kaktu affects 1–4 appendages (one per 25% RR failure); the resulting dexterity loss in each<br />

affected area reduces associated maneuver rolls by 1–100 (average the rolls if more than one area is used).<br />

Note: If eaten raw, the flowers have the same effect but are level –5.<br />

Trusa (RM 915/GML 922, h-J-8, P, 31 GP, AF 6, level 4 (C)): A clear paste refined from the venom of the<br />

trusa tree frog, one of a number of related "arrow poison frogs" native to tropical forests. <strong>The</strong> trusa is a small<br />

emerald-green frog, rarely exceeding 1.5", easily recognized by its brilliant red and yellow vertical stripes<br />

and royal blue eyes. <strong>The</strong> raw venom may be collected from the frog's back after irritating or frightening the<br />

frog. <strong>The</strong> venom may be used raw at attack level 1, or refined to level 4; in either case, trusa acts in 1–10<br />

rounds. Mild exposures produce blindness in 1–2 eyes; moderate, complete blindness and coma; severe,<br />

death.<br />

Nerve<br />

Acaana or Acána (RM 916/GML 930, f-M-7, P, 600 GP, AF 0, level 10 (E)): A black paste prepared from<br />

the flower of the acanloth rose, a close relative of the ul-acanloth rose (see ul-acaana) native to frigid<br />

mountains, particularly the alpine tundra just above the timber line. Acaana acts instantly; in extreme<br />

exposures, it kills by completely destroying the victim's nervous system. Note: If eaten raw, the flowers act<br />

as a generic level 5 nerve poison.<br />

Adder Venom (RC1 01, m-D-5, P, 500 GP, level 10): A black paste condensed from the venom of several<br />

species of adder, all small to medium snakes of the viper family Viperidae, most native to temperate forests.<br />

Adder-venom paste kills in 5 rounds by destroying the nervous system; at minimum, it causes paralysis for<br />

1–100 rounds. Note: Raw adder venoms are generic nerve poisons of varying level.<br />

Ajkara (RC1 02, h-J-5, I, 750 GP, AF 25, level 10): A beautiful blue and white orchid native to tropical rain<br />

forests. When the flowers are dried, powdered, and burned with incense, the smoke acts as a "truth serum,"<br />

causing its victim to freely reveal secrets; at minimum, it disorients the victim (–10 to actions for 1–10<br />

hours).<br />

Asgurash or Asgurath (RM 917/GML 931, c-T-7, P, 31 GP, AF 1, level 3 (F)). A brownish-red condensed<br />

venom obtained from the asgur, a small (12"–15") green and brown snake of the cobra family Elapidae,<br />

native to cold tallgrass plains or steppes. Asgurash (in maximum moderate exposures) causes complete<br />

paralysis of portions of the body in man-sized targets or total paralysis in targets less than 3' tall. It is usually<br />

applied by cuts to the torso, causing upper body paralysis. Notes: <strong>The</strong> raw venom has the same effect but is<br />

level –1. Vipersweed is a specific antidote.<br />

Asp Venom (RC1 04, a-Z-2, P, 50 GP, level 5): A white paste condensed from the venom of several species<br />

of asp, all small snakes of the cobra family Elapidae, most native to tropical deserts near water (rivers or<br />

oases). Asp-venom paste destroying the nerves in the target limb; at minimum, it damages the nerves,<br />

causing partial paralysis (–50 to actions). Note: Raw asp venoms are generic nerve poisons of varying level.<br />

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<strong>The</strong> World of Novi<br />

Cathaana or Cathána (I) (RM 917a/GML 932, m-D-6, Pd, 36 GP, AF 1, level 1 (D)): A white powder<br />

prepared from cathan, the nut of the cathantaur, a medium tree of the hickory family native to mild,<br />

temperate deciduous and mixed forests. <strong>The</strong> cathantaur grows to about 60' tall, frequently in multiple trunks,<br />

and has dark green leaves with nine leaflets that resemble those of the pecan. Cathaana is prepared by<br />

roasting and crushing the cathan nuts. It can be deceptively deadly—even mild exposures instantly cause<br />

mild euphoria (–50 to actions for 1–10 rounds); extreme exposures destroy the victim's brain after 1–10<br />

minutes. Note: If eaten raw, cathan nuts are mildly euphoric (–10 to actions for 1–10 minutes, addiction<br />

factor 5) but nontoxic. (See also cathaana nolgurth.)<br />

Cathaana Nolgurth or Cathána Nolgurth (Cathaana II) (RC1 09, m-D-6, Pd, 1,000 GP, level 15): A white<br />

flaky powder refined from cathaana, prepared by boiling cathaana in strong lye, then cooling the mixture as<br />

quickly as possible to precipitate cathaana nolgurth, the powerfully euphoric, relatively nontoxic essence of<br />

cathaana. Whereas cathaana is relatively weak but nevertheless destroys the brain, cathaana nolgurth<br />

destroys the mind without damaging the brain; at minimum, it is powerfully euphoric (–75 to actions for 1–<br />

10 hours).<br />

Din Fuinen (RC1 11, t-F-4, L, 320 GP, level 8): A green oil pressed from din fuinen, a bright green moss<br />

native to cool, temperate, well-watered shady areas. Din fuinen causes total amnesia (1–100 days); at<br />

minimum, it causes disorientation (–30 to actions) for 1–10 hours.<br />

Grelnixar (RC1 15, m-T-9, special, 3,000 GP, level 45): A powerful, deadly hallucinogen produced by the<br />

vrel, a nettle relative native to temperate tallgrass plains or steppes, and emitted through its leaf hairs.<br />

Grelnixar causes its victims to run until they die of exhaustion, as does the "Running Death" curse; at<br />

minimum, it causes severe hallucinations for 1–10 days.<br />

Hemlock, Blade (RC1 06, m-F-3, P, 90 GP, level 6): A white paste prepared by mixing water hemlock oil<br />

with cream. Hemlock kills in 6–10 rounds by destroying the nervous system; at minimum, it causes complete<br />

incapacity for 1–10 hours.<br />

Hemlock, Water (RC1 53, m-F-3, L, 45 GP, level 3): A clear amber liquid pressed from the leaves and stalks<br />

of water hemlock, a member of the parsley family native to temperate, well-watered areas. Hemlock kills in<br />

6–10 rounds by destroying the nervous system; at minimum, it causes complete incapacity for 1–10 hours.<br />

Hevik (RC1 18, h-J-6, Pd, 900 GP, level 30): A gray powder refined from the leaves of orn-hevik, a canopy<br />

tree native to tropical forests, particularly "cloud forests." Hevik is prepared by boiling orn-hevik leaves in<br />

strong alcohol, filtering the extract, then evaporating the extract. Hevik induces deep sleep (11–20 hours); at<br />

minimum, it has no ill effects.<br />

Hulmiikak or Hulmíkak (RC1 19, m-D-8, L, 800 GP, level 15): <strong>The</strong> venom of the hulmiis ant, a large (1/2")<br />

black carpenter ant native to temperate forests. To most arthropods and other invertebrates, hulmiikak is a<br />

lethal nerve poison, but in vertebrates, it attacks the optic nerves, causing blindness; at minimum, it impairs<br />

vision (–30 to perception).<br />

Igturfas (RC1 20, m-J-9, Pd, 1,800 GP, level 25): A brown powder prepared from the blood of the iguri, a<br />

rare gold and brown tree viper (family Viperidae) native to temperate rain forests and tropical rain forests at<br />

high elevations. Igturfas is prepared by straining iguri blood and evaporating the plasma. Igturfas causes<br />

feeblemindedness (GM discretion); at minimum, it causes disorientation (–50 to actions for 10–100 hours).<br />

Note: Iguri venom is a generic level 5 nerve poison.<br />

Juth (RM 918/GML 933, a-Z-5, L, 41 GP, AF 0, level 2 (B)): A clear liquid extracted from the venom of the<br />

painted scorpion, a fairly large (2") desert species, glossy black with red stripes. Juth is prepared by distilling<br />

the venom with wood alcohol (methanol), saving the first fraction (10% or so from each batch) to emerge<br />

from the condenser. At a maximum severe exposure, juth causes gradual insanity over a period of 1–100<br />

weeks. Note: <strong>The</strong> raw venom is a generic level 2 nerve poison.<br />

Klabas (RC1 24, m-H-5, Pd, 400 GP, level 10): A white powder refined from the buds of the klane, a shrub<br />

distantly related to the hazelnut, native to temperate scrublands. Klabas is prepared by boiling klane buds in<br />

water, straining the extract, and allowing the extract to cool and evaporate slowly into powder. Klabas causes<br />

nervous breakdowns (GM discretion); at minimum, it causes depression (–25 to most activities, GM<br />

discretion).<br />

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By Lowell R. Matthews<br />

Murnan or Murtan (RC1 31, h-J-7, L, 500 GP, level 10): A canopy tree of tropical rain forests which<br />

frequently grows taller than 150'. It has long, fleshy, dark green leaves like those of the rubber tree and a tall,<br />

straight trunk. Its yellow sap causes paralysis; at minimum, it causes fever and delirium (4 days).<br />

Pentanoth (RC1 36, h-O-5, L, 4,000 GP, level 40): A clear oil pressed from the pentanoth, a kelp native to<br />

warm ocean shallows. It grows up to 20' long and it has a cluster of five broad blue leaves. Pentanoth causes<br />

coma (1–4 days); at minimum, it causes loss of will (6–12 hours). Note: As the minimum effect is frequently<br />

more desirable, many users cut the dosage level. Note: Raw pentanoth has the same effects, but is level 5.<br />

Boiling alters the toxin, making pentanoth a flavorful, slightly intoxicating delicacy in some cultures.<br />

Phoroz (RC1 37, m-T-1, L, 48 GP, level 4): A clear liquid extracted from the pollen of the phoroz lily, native<br />

to temperate tallgrass plains and steppes. Phoroz is prepared by steeping the pollen in vinegar for 7–10 days,<br />

straining the extract, then allowing the extract to evaporate to half its former volume. Phoroz causes slow<br />

paralysis (1–10 hours) and death (1–4 days); at minimum, it numbs the limbs (–40 to actions for 1–10 hours).<br />

Ruth-i-Iaur (RM 919/GML 934, s-U-7, L, 56 GP, AF 1, level 4 (C)): A brownish liquid which can be refined<br />

from the saliva of most species of drakes and their relatives, usually by extracting the saliva with vegetable<br />

oils, then distilling the extract. Ruth-i-iaur causes rapid (1–20 rounds) erosion of the victim's nervous system,<br />

penalizing all activities by -50 to -100 (-50 for RR failures of 1-25, -75 for failures of 26-50, or -100 for<br />

failures of 51 or more) (and a maximum of severe general effects).<br />

Sarnumen (RC1 41, m-O-8, L, GP, level 30): A blue concentrated venom obtained from the spines of the<br />

numen eel, a large bluish-black eel which lives in temperate shallow seas for most of its life but migrates to<br />

fresh water to spawn. Sarnumen causes a nervous disorder that causes the victim to act at –50; at minimum,<br />

it has no ill effects.<br />

Shirolos (RC1 42, m-T-3, L, 300 GP, level 10): A clear yellow brandy distilled from shira, a grass, originally<br />

native to temperate tallgrass plains or steppes, now cultivated, which closely resembles rye. Shira beer,<br />

called shirale, is only slightly more intoxicating than normal beer; however, shirolos immobilizes the victim<br />

and causes a suggestive trance; at minimum, it causes severe drowsiness (–100 to actions).<br />

Shutinis (RC1 43, h-J-7, L, 600 GP, level 13): A brown concentrated venom obtained from the hultif, a large<br />

beetle related to the stag beetle, native to tropical rain forests. It has a jade-green back with brown scale-like<br />

patternings. Shutinis causes insanity; at minimum, it causes distraction (1–100 hours). Note: Hultif venom<br />

has the same effects but is only level 1.<br />

Slird (RM 920/GML 935, h-J-8, P, 13 GP, AF 1, level 2 (C)): A white paste prepared from the crushed fruit<br />

of slird, a creeper native to tropical forests which resembles English ivy. Slird acts in 1–2 rounds; with even<br />

moderate exposures the victim loses the feeling in 1–6 extremities (head, genitals, hands, feet) for 1–100<br />

days. Note: If eaten raw, slird fruit has the same effects.<br />

Thrayniis or Thraynís (RC1 48, h-S-5, P, 300 GP, level 10): A brown paste prepared from the ayniic flea, a<br />

fairly large (1/8") flea native to tropical plains (both tall- and shortgrass) or savannas, where it feeds on most<br />

mammals, particularly large herbivores like cattle and antelopes. <strong>The</strong> ayniic flea itself is quite common, but<br />

the knowledge of its preparation into thrayniis is much less common. Ayniic fleas are captured by coating a<br />

cowhide with a sticky mixture that usually contains five parts honey, five parts glue, and one part cow urine,<br />

then stretching the coated cowhide in the sun on a tree near ground level. <strong>The</strong> captured fleas are then ground<br />

into thrayniis paste with a mortar and pestle. Thrayniis causes paralysis; at minimum, it has no ill effects.<br />

Thurviik or Thurvík (RC1 49, a-U-6, gas, 600 GP, level 20): A pinkish natural gas occasionally found in dry<br />

caves of volcanic origin, encountered more often as a natural hazard than as a weapon. Thurviik causes the<br />

victim to sleep for 3 hours, modified by the victim's recovery multiplier; at minimum, it has no ill effects.<br />

Ul-acaana or Ul-acána (RM 921/GML 936, e-M-8, P, 1,200 GP, AF 0, level 20 (A)): A white paste prepared<br />

from the flower of the ul-acanloth rose, a close relative of the acanloth rose (see acaana) native to the coldest<br />

mountains, usually found near glaciers or snowfields. Ul-acaana acts instantly; in extreme exposures it<br />

paralyzes the victim instantly and kills in 1–10 minutes by destroying the nervous system. Note: If eaten raw,<br />

the flowers act as a generic level 10 nerve poison.<br />

Umakilis (RC1 50, h-J-6, L, 5,000 GP, level 10/60): A red concentrated venom obtained from the umakil, an<br />

"arrow poison frog" native to tropical forests. <strong>The</strong> umakil is a small frog, rarely exceeding 1", easily<br />

recognized by its brilliant golden color with red and purple vertical stripes and purple eyes. Umakilis may be<br />

ingested or absorbed through the skin, but is far more dangerous if directly injected into the victim's<br />

87


<strong>The</strong> World of Novi<br />

bloodstream. Raw umakilis is collected from the umakil's back after irritating or frightening it. <strong>The</strong> venom<br />

may be used raw at attack levels 3 or 15, or concentrated to levels 10 or 60; in any case, umakilis kills<br />

instantly by destroying the victim's brain; at minimum, it causes coma (1–10 days).<br />

Ungollos (Spider Venom I) (RC1 44a, _-_-5, P, 400 GP, level 10): A white concentrated venom obtained<br />

from most species of "greater great" spiders, which produce both nerve and reduction venoms. Ungollos is<br />

concentrated from the nerve poison. It causes paralysis; at minimum, it causes fever and delirium (10–100<br />

hours).<br />

Wek-baas or Wek-bás (RM 922/GML 937, h-O-9, L, 70 GP, AF 0, level 5 (D)): A clear condensed venom<br />

obtained from the spines of several species of lionfish native to warm ocean shallows, particularly coral<br />

reefs. Wek-baas acts in 1–100 rounds, causing sleep on any exposure plus degeneration of balance and<br />

hearing (loss of 1–100 temporary Agility, –50 penalty to perception) in 1–10 days on moderate exposures or<br />

total paralysis on severe or extreme exposures. Note: <strong>The</strong> raw venom has the same effects but is level 1.<br />

Yavin Girith (RC1 56, h-O-5, L, 400 GP, level 10): A fig native to tropical ocean shores, despised as a<br />

dangerous pest by farmers. Yavin girith fruit looks, smells, and tastes like that of the sweet fig, but its clear<br />

golden juice contains a nerve poison which causes mild coma and memory loss; at minimum, it causes<br />

dizziness (–25 to actions for 1–10 days).<br />

Reduction<br />

Heen or Hén (RC1 17, t-S-8, Pd, 800 GP, level 20): A black powder prepared from the seeds of the geen<br />

(gén), a sunflower native to cool, temperate shortgrass prairies which closely resembles the common<br />

sunflower except it is shorter, rarely exceeding 2' tall, and has orange flowers. Heen is prepared by roasting<br />

geen seeds, then grinding them to powder. Heen attacks the mucous membranes lining the digestive system,<br />

causing ulceration; at minimum, it inflicts 5–50 hits. Note: Raw geen seeds have the same effect but are only<br />

level 4.<br />

Lhugruth (RM 923/GML 940, e-U-6, L, 300 GP, AF 11, level 10 (B)): <strong>The</strong> highly corrosive gray or black<br />

blood of several species of cold-dwelling drakes, which upon severe or extreme exposures rapidly (1–10<br />

rounds) dissolves metals and organic materials, but not glass, sand, or pottery.<br />

Moourark or Móurark (RC1 29, f-U-9, L, 250 GP, level 5): A blue condensed venom obtained from the<br />

saliva of the rark bat, an enchanted white species native to frigid caves, often ice caves. Moourark dissolves<br />

bone; at minimum, it has no ill effects. Note: <strong>The</strong> raw saliva has the same effects but is only level 1.<br />

Nimnaur (RM 925/GML 942, t-D-5, L, 23 GP, AF 0, level 3 (A)): A milky white concentrated venom<br />

obtained from the whitefiddle, a species of "lesser great" spider native to cool, temperate deciduous and<br />

mixed forests named for the distinctive white mark on its back. In severe or extreme exposures, nimnaur<br />

slowly (over 1–10 minutes) liquefies one organ per dose (usually the one closest to the entry point). Note:<br />

<strong>The</strong> raw venom is a generic level 3 reduction poison (variability class A).<br />

Ondohithui (RM 924/GML 941, e-A-5, P, 60 GP, AF 0, level 3 (D)): A blue-gray paste prepared from<br />

ondohithui, a lichen native to the coldest mountains, found most frequently growing between the highest<br />

peak rocks. Ondohithui is prepared by carefully collecting, washing, and grinding the lichen into powder,<br />

then mixing the powder with lard. Exposure causes dehydration; extreme exposures are fatal in 1–10<br />

minutes.<br />

Orn (RC1 32, m-T-3, L, 10 GP, level 5): <strong>The</strong> yellow sap of the turid, a parsley relative native to temperate<br />

tallgrass prairies and steppes. Orn causes warts and scars; at minimum, it inflicts 1–10 hits..<br />

Pangwood (RC1 34, m-D-2, special, 10 GP, level 2): A medium-sized tree native to temperate forests. <strong>The</strong><br />

fine hairs on its dark green, five-fingered leaves contain an acid-like reduction poison which causes contact<br />

burns; at minimum, it has no ill effects. Himros is a specific antidote.<br />

Pawlun (RC1 35, h-F-5, L, 1 SP, level 1): <strong>The</strong> sap of the pawf vine, a large creeper native to tropical forests,<br />

found most often near rivers. Pawlun causes the victim to lose his/her teeth; at minimum, it has no ill effects.<br />

It is encountered far more often as a natural hazard than as a weapon.<br />

Rorkandis (RC1 40, m-M-7, P, 200 GP, level 5): A white paste prepared from the saliva of the uster, a black<br />

and white hawk originally native to temperate mountains, now sometimes domesticated, which usually feeds<br />

on fish. When fed salty foods, the hawk salivates excessively; the saliva may be carefully collected and<br />

mixed with lard to form a paste. Rorkandis dissolves cartilage; at minimum, it has no ill effects.<br />

88


By Lowell R. Matthews<br />

Silmaana or Silmána (RM 926/GML 943, m-T-2, Pd, 4 GP, AF 0, level 9 (C)): A silver powder refined from<br />

the stalks of silmanar, a plant related to parsley and water hemlock, native to temperate tallgrass prairies and<br />

steppes. Silmaana is prepared by boiling silmanar stalks in water, then filtering and boiling the extract to<br />

dryness. Silmaana scars the skin and gives 2–20 hits (and a maximum of moderate general effects); it and<br />

similar toxins are used by a number of cultures for personal decoration (scarification) or for the identification<br />

of slaves.<br />

Slota (RM 927/GML 944, t-D-7, P, 36 GP, AF 0, level 5 (A)): A white paste refined from the venom of the<br />

lightning spider, a tarantula-sized trapdoor spider named for its lightning-swift hunting strike. It was<br />

originally native to cool, temperate deciduous and mixed forests, but is now bred in captivity, if not truly<br />

domesticated. Slota is prepared by extracting the venom of at least a dozen lightning spiders, then allowing it<br />

to dry slowly in a warm, dark container (usually an earthenware pot kept near a fireplace). In extreme<br />

exposures, slota causes slow paralysis in 1 day and death 1–10 days afterwards. Note: <strong>The</strong> raw venom has<br />

the same effects, but is not generally dangerous to humans (effective level –5).<br />

Surlok (RC1 45, m-F-5, L, 200 GP, level 10): A clear condensed venom obtained from the spines of the surn,<br />

a catfish native to temperate, slow fresh water. In mammals, surlok dissolves the nerve receptors in the<br />

victim's fingers and toes, destroying the sense of touch and ultimately leading to gangrene; at minimum, it<br />

causes loss of sensitivity. Note: <strong>The</strong> raw venom has the same effect but is level 2.<br />

Symk-arg-wy (RC1 46, h-O-3, L, level 10): <strong>The</strong> spine venom of the wyg, a flatfish native to warm ocean<br />

shallows. Symk-arg-wy causes the victim to lose all of his/her hair; at minimum, it has no ill effects. It is<br />

encountered far more often as a natural hazard than as a weapon.<br />

Thrang (RC1 47, m-D-5, L, 150 GP, level 10): An oil secreted from special scent glands by the thorf panther,<br />

a species native to temperate forests, particularly near hills or mountains. Thrang attacks the victim's retina,<br />

causing loss of color vision; at minimum, it has no ill effects.<br />

Ungolgalen (Spider Venom II) (RC1 44b, _-_-5, P, 400 GP, level 10): A greenish-white concentrated venom<br />

obtained from most species of "greater great" spiders, which produce both nerve and reduction venoms.<br />

Ungolgalen is concentrated from the reduction poison. It kills by slowly (1–10 minutes) reducing the victim's<br />

organs to liquid; at minimum, it causes fever and delirium (10–100 hours).<br />

Vemaak or Vemák (RC1 52, m-T-5, Pd, 1 GP, level 1): A yellow powder obtained by grinding the venom<br />

glands of the larn, a hornet native to temperate tallgrass plains or steppes. Vemaak dissolves the victim's<br />

auditory nerves, causing permanent hearing loss.<br />

Yake (RC1 55, t-F-6, L, 1,200 GP, level 30): A fern native to cool, well-watered, shady areas. Its pale green<br />

sap attacks mucous membranes like acid, causing the victim's tongue to rot; at minimum, it causes seconddegree<br />

mouth burns.<br />

Zaganzar (RM 928/GML 945, t-M-6, L, 139 GP, AF 0, level 5 (H)): A bluish oil extracted from the roots of<br />

the zagan, a columbine relative native to cool, temperate mountains, found most frequently near, but not<br />

actually in, clearings. Zaganzar is extracted from zagan roots by boiling them in vinegar, filtering the extract,<br />

then adding soda, lye, or some other base to separate the oil, which floats to the surface where it is collected<br />

and filtered again. Even mild exposures to zaganzar inflict 1–10 hits; severe exposures cause permanent<br />

blindness by reducing the victim's optic nerves to water.<br />

Respiratory<br />

Bukandas Bulch (RC1 07, t-C-7, L, 800 GP, level 20): An oil secreted from special scent glands by the<br />

bukandas wolf, a species native to cool, temperate coniferous forests. Bukandas bulch damages the victim's<br />

lungs, causing permanent severe asthma; at minimum, it causes mild asthma.<br />

Galenaana or Galenána (RM 929/GML 950, c-A-6, Pd, 179 GP, AF 0, level 9 (D)): A bright green powder<br />

refined from the leaves of the galendur, a dwarf willow native to alpine and arctic tundras near the timber<br />

line. Galenaana is refined by boiling galendur leaves in water, filtering, then boiling the extract to dryness. In<br />

severe or extreme exposures, galenaana kills Elves (Eldani), but leaves others in a coma for 1–100 weeks.<br />

Hith-i-Girith (RM 930/GML 951, f-M-5, L, 12 GP, AF 2, level 4 (C)): A dwarf pine native to frigid<br />

mountains near the timber line. During the short alpine growing season, its leaves emit a fragrant and volatile<br />

oil that acts as a depressant, causing immediate and continuing sleep (without general effects).<br />

89


<strong>The</strong> World of Novi<br />

Jegga (RM 931/GML 952, m-U-5, P, 92 GP, AF 0, level 7 (B)): A brown paste refined from the guano of the<br />

jegga bat (see also jeggarukh), a vampire bat native to mild climates which usually feeds upon cattle. It is<br />

prepared by leaching jegga guano with strong lye, filtering, then allowing most of the water to evaporate.<br />

Jegga inflicts 1–100 hits (with maximum mild general effects).<br />

Jitsu (RM 932/GML 953, m-O-4, L, 34 GP, AF 0, level 5 (B)): A yellow concentrated venom obtained from<br />

the jitsu, a large clam native to temperate shallow seas, closely related to the jitsukar and jitsutyr, despised as<br />

a dangerous pest by fishermen. Jitsu is prepared by immersing the clams in cold fresh water, inducing them<br />

to secrete the oily venom as a protective measure. Some of the oil floats to the surface, where it is collected<br />

and heated until its color darkens from pale straw to bright canary yellow. Refined jitsu inflicts 5–50 hits<br />

(and maximum mild general effects); raw jitsu is level 2 and inflicts 2–20 hits.<br />

Jitsukar (RC1 22, t-F-8, P, 4,000 GP, level 40): A brown paste refined from the venom of the jitsukar, a large<br />

clam native to cool freshwater lakes, closely related to the jitsu and jitsutyr, despised as a dangerous pest by<br />

fishermen. Jitsukar is prepared by immersing the clams in cold salt water, inducing them to secrete the oily<br />

venom as a protective measure. Some of the oil floats to the surface, where it is collected and mixed with<br />

flowers of sulfur and finely ground charcoal to form the sticky paste. Jitsukar kills in 1–100 rounds by<br />

destroying the victim's lungs; at minimum, it has no ill effects..<br />

Jitsutyr (RM 933/GML 954, c-F-6, P, 145 GP, AF 4, level 2 (A)): A tan paste refined from the venom of the<br />

jitsutyr, a large clam native to cold freshwater lakes, closely related to the jitsu, despised as a dangerous pest<br />

by fishermen. Jitsutyr is prepared by immersing the clams in hot salt water, inducing them to secrete the oily<br />

venom as a protective measure. Some of the oil floats to the surface, where it is collected. <strong>The</strong> oil is then<br />

boiled in vegetable oil with flowers of sulfur and finely ground charcoal. <strong>The</strong> sticky jitsutyr paste collects on<br />

the container's walls. In extreme exposures, jitsutyr kills in 1–100 rounds by destroying the victim's lungs.<br />

Kly (RM 934/GML 955, s-H-5, P, 154 GP, AF 0, level 3 (F)): A brown paste made from the crushed berries<br />

of kly, a member of the nightshade family native to semiarid to temperate scrublands. Kly inflicts 3–300 hits<br />

(and maximum mild general effects). Note: Intact berries have the same effects.<br />

Kuwurn Yorf (RC1 25, c-C-6, Pd, 80 GP, level 5): A golden mold native to cold coniferous forests near<br />

water, where it grows on dead wood. Its spores cause death in 3 days by gradually destroying the lungs; at<br />

minimum, it has no ill effects.<br />

Uraana or Urána (RM 935/GML 956, t-S-3, P, 12 GP, AF 6, level 6 (A)): A creamy paste refined from the<br />

leaves or flowers of uranil, a wildflower of the composite family closely related to vuranar, native to cool,<br />

temperate shortgrass prairies. Its leaves and flowers resemble those of the chrysanthemum in miniature.<br />

Uraana is prepared by boiling uranil in salt water containing finely ground flour, which collects on the<br />

container's walls as uraana paste. Uraana inflicts 3–30 hits (and maximum mild general effects). Note: If<br />

eaten raw, uranil is a generic level 1 respiratory poison.<br />

Vuraana or Vurána (RM 936/GML 957, h-T-4, P, 42 GP, AF 6, level 2 (A)): A pinkish paste refined from<br />

the leaves or flowers of vuranar, a wildflower of the composite family closely related to uranil, native to<br />

tropical tallgrass plains or savannas. Its leaves and flowers resemble those of the chrysanthemum. Vuraana is<br />

prepared by boiling vuranar in salt water containing finely ground flour, which collects on the container's<br />

walls as vuraana paste. Vuraana inflicts 1–100 hits (and maximum mild general effects). Notes: If eaten raw,<br />

vuranar is a generic level 1 respiratory poison. Vuraana can be further refined into vurnaana.<br />

Vurnaana or Vurnána (Ardor P5, h-T-4, P, 400 GP, level 20): A pink paste refined from vuraana paste by<br />

boiling it in a mixture of lye and olive oil, then recovering it from the oil layer. Vurnaana inflicts 2–200 hits;<br />

at minimum, it inflicts 1–100 hits.<br />

Special or Combination<br />

Morgurth (RC1 30, s-U-9, L, 12,000 GP, level 60): Probably the most potent poison known, morgurth is a<br />

black liquid refined from the venom and/or blood of greater drakes by an alchemical ritual which usually<br />

includes distillation with strong alcohol in the presence of powdered gold or platinum. It must then be<br />

protected from sunlight in a glass or ceramic container. Morgurth dissolves the victim's brain; at minimum, it<br />

causes a long coma (1–100 years). Note: Morgurth is both a nerve poison and a reduction poison, requiring<br />

two separate antidotes. Durad slows the effects of morgurth; laurre is a specific antidote.<br />

Stun Relief Agents<br />

90


By Lowell R. Matthews<br />

Januk-ty (RM 696/GML 740, s-S-6, B, 110 SP, AF 2): A medium-sized dark green grass, related to vinuk,<br />

native to semiarid to temperate shortgrass prairies. A tea brewed from its roots relieves three rounds of stun.<br />

Suranie (RM 697/GML 741, t-F-3, I, 2 GP, AF 3): A dense bush related to the blueberry, originally native to<br />

cool, temperate areas near water, now cultivated. Its dark blue, delicious berries relieve one round of stun.<br />

Vinuk (RM 698/GML 742, s-S-4, B, 12 SP, AF 4): A medium-sized emerald green grass, related to januk-ty,<br />

native to semiarid to temperate shortgrass prairies. A tea brewed from its roots relieves 1–10 rounds of stun.<br />

Welwal (RM 699/GML 743, h-J-7, I, 12 GP, AF 3): A bush related to coca and witav, originally native to<br />

tropical rain forests, now cultivated. Its edible, dark green leaves relieve three rounds of stun.<br />

Witav (RM 700/GML 744, h-J-6, I, 12 GP, AF 5): A bush related to coca and welwal, originally native to<br />

tropical rain forests, now cultivated. Its edible, jade green leaves relieve two rounds of stun.<br />

91


<strong>The</strong> World of Novi<br />

Part II: Short Alphabetical Listing<br />

Classification Codes<br />

Bo Bone Repair F Food Substitutes Ob Obstetrics<br />

Bu Burn/Exposure<br />

Remedies<br />

Ci<br />

Circulatory<br />

Repair<br />

Co Concussion<br />

Relief<br />

G General Healing Or Organ<br />

Repair<br />

I Insect Repellents Ph<br />

L Life Preservation Pa<br />

Physical<br />

Alteration<br />

Poison<br />

Antidotes<br />

Cs Cosmetics M Muscle/Cartilage/Tendon Po Poisons<br />

Dc Disease Cures N Nervous System S<br />

Di Diseases<br />

A<br />

Abaas (Abás) (Co, RC1 01)<br />

Acaana (Acána) (Po, RM 916/GML 930)<br />

Adder Venom (Po, RC1 01)<br />

Agaath (Agáth) (Ph, RM 675/GML 710)<br />

Ajkara (Po, RC1 02)<br />

Akbutege (Co, RM 623/GML 640)<br />

Alambas (Bu, RM 613/GML 620)<br />

Alcohol (Ph, GML 810)<br />

Aloe (Aloe Vera) (Bu, RM 614/GML 621)<br />

Alshana (Alshanak) (Ph, RM 701/GML 750)<br />

Angurth (Di, RC1 03)<br />

Ankii (Ankí) (Ph, RM 676/GML 711)<br />

Anserke (Ci, RM 619/GML 630)<br />

Arduvaar (Arduvár) (Pa, RC1 02)<br />

Arfandas (Bo, RM 608/GML 610)<br />

Argsbargies (Pa, RM 601/GML 600)<br />

Arkasu (G, RM 637/GML 660)<br />

Arlan (Co, RM 624/GML 641)<br />

Arlan, Mountain (Arthond) (Dc, RM 638/<br />

92<br />

Stun<br />

Relief<br />

GML 661)<br />

Arnuminas (M, RM 655/GML 680)<br />

Arpsusar (M, RM 656/GML 681)<br />

Arunya (Ph, RM 801/GML 800)<br />

Asgurash (Asgurath) (Po, RM 917)<br />

Asp Venom (Po, RC1 04)<br />

Athanar (Po, RC1 01)<br />

Athelas (G, RM 639/GML 662)<br />

Atigax (Ph, RM 677/GML 712)<br />

Attanar (Dc, RM 640/GML 663)<br />

Awn (Or, RC1 03)<br />

B<br />

Baalak (Bálak) (Bo, RM 609/GML 611)<br />

Baldakur (Or, RM 666/GML 700)<br />

Baranie (G, RC1 04)<br />

Belramba (N, RM 662/GML 690)<br />

Berterin (Or, RM 667/GML 701)<br />

Blue Eyes (Ph, RM 679/GML 714)<br />

Bragolith (Po, RM 907/GML 910)


Breldiar (Ph, RM 678/GML 713)<br />

Breldiar Hips (Ph)<br />

Brithagurth (Po, RM 908/GML 911)<br />

Brorkwilb (Ph, RM 802/GML 801)<br />

Bukandas Bulch (Po, RC1 07)<br />

Bursthelas (Bo, RM 610/GML 612)<br />

C<br />

Caranan (G, RC1 05)<br />

Carcatu (L, RM 646/GML 670)<br />

Carefree Mustard (Co, RC1 06)<br />

Carnegurth (Po, RM 901/GML 900)<br />

Carneyar (Ci/Co, RC1 07)<br />

Cathaana (Cathána) (I) (Po, RM 917a/GML 932)<br />

Cathaana (Cathána) Nolgurth (Cathaana II) (Po,<br />

RC1 09)<br />

Cram (F, RM 712/GML 751)<br />

Culan (N, RC1 08)<br />

Culkas (Hagrir) (Bu, RM 615/GML 622)<br />

Curfalaka (M, RM 657/GML 682)<br />

Cusamar (Co, RM 625/GML 642)<br />

Cyclic Fever (Di, RC1 08)<br />

D<br />

Dagmather (M, RM 658/GML 683)<br />

Darsurion (Co, RM 626/GML 643)<br />

Daxamas (Po, RC1 10)<br />

Degiik (Degík) (L, RM 647/GML 671)<br />

Delrean (I, RM 641/GML 664)<br />

Din Fuinen (Po, RC1 11)<br />

Draaf (Dráf) (Co, RM 627/GML 644)<br />

Dugmuthur (Co, RM 628/GML 645)<br />

Durad (Pa, RC1 09)<br />

Dynallca (Po, RM 913/GML 920)<br />

E<br />

Ebur (M, RM 659/GML 684)<br />

Edram (Bo, RM 611/GML 613)<br />

Elben's Basket (Ph, RM 680/GML 715)<br />

Eldaana (Eldána) (Pa, RM 602/GML 601)<br />

Elendil's Basket (Pa, RC1 10)<br />

Etarka (Po, RC1 12)<br />

93<br />

F<br />

Febfendu (Or, RM 668/GML 702)<br />

Fek (Ci, RM 620/GML 631)<br />

By Lowell R. Matthews<br />

Felmather (N/Ph, RM 642/GML 665)<br />

Fiis (Fís), Mountain (Co, Ardor H2)<br />

Fiis (Fís), Salt (Co, RC1 11)<br />

Fraw (Pa, Ardor H18)<br />

Frulowg (Di, RC1 13)<br />

Fukavar (Ph, RC1 12)<br />

G<br />

Galenaana (Galenána) (Po, RM 929/GML 950)<br />

Galenas (Ph, RM 803/GML 802)<br />

Galenas, Sweet (Ph, RC1 32)<br />

Gariig (Garíg) (Co, RM 629/GML 646)<br />

Gartaan (Gartán) (Po, RC1 14)<br />

Gefnul (Co, RM 630/GML 647)<br />

Gildarion (Or, RC1 13)<br />

Gort Leaf (Ph, RM 804/GML 803)<br />

Gort Powder (Ph, Ardor H16)<br />

Grapeleaf (Ph, RM 682/GML 717)<br />

Grarig, Greater (Co, RC1 14)<br />

Grarig, Lesser (Co, Ardor H3)<br />

Grelnixar (Po, RC1 15)<br />

Gursamel (Bo, RM 612/GML 614)<br />

Gurth-nu-fuin (Di, RC1 16)<br />

Gylvir (Ph, RM 681/GML 716)<br />

H<br />

Harfy (Ci, RM 621/GML 632)<br />

Harlindar (Ob, RC1 15)<br />

Heen (Hén) (Po, RC1 17)<br />

Hegheg (M, RM 660/GML 685)<br />

Hemlock, Blade (Po, RC1 06)<br />

Hemlock, Water (Po, RC1 53)<br />

Henuial (Po, RM 909/GML 912)<br />

Hesguratu (Ph, RM 713/GML 752)<br />

Hevik (Po, RC1 18)<br />

Himros (Bu, RC1 16)<br />

Hith-i-Girith (Po, RM 930/GML 951)<br />

Hoak-foer (N, RM 805/GML 804)


<strong>The</strong> World of Novi<br />

Hugar (Ph, RM 806/GML 805)<br />

Hugburtun (Ci, RM 622/GML 633)<br />

Hulmiikak (Hulmíkak) (Po, RC1 19)<br />

Igturfas (Po, RC1 20)<br />

J<br />

Jadaras (Po, RC1 21)<br />

Januk-ty (S, RM 696/GML 740)<br />

Jegga (Po, RM 931/GML 952)<br />

Jeggarukh (Po, RM 902/GML 901)<br />

Jitsu (Po, RM 932/GML 953)<br />

Jitsukar (Po, RC1 22)<br />

Jitsutyr (Po, RM 933/GML 954)<br />

Joef (Ph, RM 683/GML 718)<br />

Jojojopo (Bu, RM 616/GML 623)<br />

Juth (Po, RM 918/GML 933)<br />

K<br />

Kakduram (Or, RM 669/GML 703)<br />

Kaktu (Po, RM 914/GML 921)<br />

Karfar (Po, RM 903/GML 902)<br />

Kaskamak (Di, RC1 23)<br />

Kathkusa (Ph, RM 684/GML 719)<br />

Kelventari (Bu, RM 617/GML 624)<br />

Kilmakur (Ph, RM 685/GML 720)<br />

Kirsemal (Ph, RC1 17)<br />

Klabas (Po, RC1 24)<br />

Klagul (Ph, RM 686/GML 721)<br />

Klandun (N, RC1 18)<br />

Kly (Po, RM 934/GML 955)<br />

Klynyk (Cs, RC1 19)<br />

Klytun (Po, RM 904/GML 903)<br />

Kolandor (Or, RC1 20)<br />

Kuwurn Yorf (Po, RC1 25)<br />

Kykykyl (Ph, RM 714/GML 753)<br />

L<br />

Latha (Dc, RM 643/GML 666)<br />

Laurelin (L, RM 648/GML 672)<br />

Laurre (Pa, RC1 21)<br />

Lembas (F)<br />

Lestagii (Lestagí) (Ph, RM 694/GML 730)<br />

94<br />

Lhugruth (Po, RM 923/GML 940)<br />

M<br />

Maiana (Dc, RC1 22)<br />

Margath (Dc, RC1 23)<br />

Marku (Ph, RM 687/GML 722)<br />

Marsh Flux (Di, RC1 26)<br />

Megillos (Ph, RM 688/GML 723)<br />

Menelar (Pa, RM 603/GML 602)<br />

Merrig (Ph, RM 695/GML 731)<br />

Mirenna (Co, RM 631/GML 648)<br />

Miretar's Crown (Ci, RC1 24)<br />

Miruvor (Ph)<br />

Mook (Mók) (Pa, RM 604/GML 603)<br />

Moourark (Móurark) (Po, RC1 29)<br />

Morgurth (Po, RC1 30)<br />

Muilfana (Po, RM 911/GML 914)<br />

Murnan (Murtan) (Po, RC1 31)<br />

N<br />

Naza (Pa, RC1 25)<br />

Nelisse (F, RM 807/GML 806)<br />

Nelthandon (Pa, RC1 26)<br />

Nimnaur (Po, RM 925/GML 942)<br />

Nur-oiolosse (L, RM 649/GML 673)<br />

O<br />

Oiolosse (Ololosse) (L, RM 650/GML 674)<br />

Olvar (L, RM 651/GML 675)<br />

Ondohithui (Po, RM 924/GML 941)<br />

Ondokamba (Po, RM 910/GML 913)<br />

Orn (Po, RC1 32)<br />

P<br />

Pakiik (Pakík) (Di, RC1 33)<br />

Pangwood (Po, RC1 34)<br />

Pasamar (Or, RM 670/GML 704)<br />

Pathur (L, RM 652/GML 676)<br />

Pawlun (Po, RC1 35)<br />

Pentanoth (Po, RC1 36)<br />

Phoroz (Po, RC1 37)<br />

Quaking Fever (Di, RC1 38)<br />

Quilmufur (Pa, RM 605/GML 604)


R<br />

Red Fever (Di, RC1 39)<br />

Red Willow (Dc, RC1 27)<br />

Reglen (Co, RM 632/GML 649)<br />

Rewk (Co, RM 633/GML 650)<br />

Rorkandis (Po, RC1 40)<br />

Rud-tekma (Ph, RM 689/GML 724)<br />

Rumareth (Ci, RC1 28)<br />

Ruth-i-Iaur (Po, RM 919/GML 934)<br />

S<br />

Sarnumen (Po, RC1 41)<br />

Sharduvaak (Sharduvák) (Po, RM 906/GML 905)<br />

Sharkasar (Po, RM 905/GML 904)<br />

Shen (Pa, RM 606/GML 605)<br />

Shirolos (Po, RC1 42)<br />

Shutinis (Po, RC1 43)<br />

Silmaana (Silmána) (Po, RM 926/GML 943)<br />

Silraen (Ph, RC1 29)<br />

Sindoluin (G/Pa, RC1 30)<br />

Siran (Or, RM 671/GML 705)<br />

Siriena (Or, RM 672/GML 706)<br />

Slagen (Or, RC1 31)<br />

Slird (Po, RM 920/GML 935)<br />

Slota (Po, RM 927/GML 944)<br />

Sorul Nut (Sorel Nut) (L, RM 649a/GML 606)<br />

Splayfoot (Ph, RM 690/GML 725)<br />

Suranie (S, RM 697/GML 741)<br />

Surlok (Po, RC1 45)<br />

Swigmakril (Ph, RM 808/GML 807)<br />

Swuth (Ph, RM 809/GML 808)<br />

Symk-arg-wy (Po, RC1 46)<br />

T<br />

Tarfeg (M, RM 661/GML 686)<br />

Tarnas (Or, RM 673/GML 707)<br />

Tatharsul (N, RM 715/GML 754)<br />

Taynaga (Po, RM 912/GML 915)<br />

Teldalion (Dc, RC1 33)<br />

Telperion (Co, RC1 34)<br />

Terbas (N, RM 663/GML 691)<br />

95<br />

Tharm (Cs, RC1 35)<br />

Thrang (Po, RC1 47)<br />

Thrayniis (Thraynís) (Po, RC1 48)<br />

Thurl (Co, RM 634/GML 651)<br />

Thurviik (Thurvík) (Po, RC1 49)<br />

Tobacco (Ph, GML 811)<br />

Trudurs (Dc, RM 644/GML 667)<br />

Trusa (Po, RM 915/GML 922)<br />

Tukamur (Ph, RM 810/GML 809)<br />

Tulaxar (Ci, RC1 36)<br />

Tyr-fira (L, RM 653/GML 677)<br />

U<br />

Ucason (Or, RC1 37)<br />

Ukur (F, RM 645/GML 668)<br />

By Lowell R. Matthews<br />

Ul-acaana (Ul-acána) (Po, RM 921/GML 936)<br />

Ul-naza (Pa, RM/GML 607)<br />

Ul-ucason (Or, RC1 38)<br />

Ulginor (F, RM 716/GML 755)<br />

Umakilis (Po, RC1 50)<br />

Ungolgalen (Spider Venom II) (Po, RC1 44b)<br />

Ungollos (Spider Venom I) (Po, RC1 44a)<br />

Uraana (Urána) (Po, RM 935/GML 956)<br />

V<br />

Valanar (Pa, RC1 39)<br />

Vaxvarna (Di, RC1 51)<br />

Veldurak (Bu, RM 618/GML 625)<br />

Vemaak (Vemák) (Po, RC1 52)<br />

Vessin (Bu, RC1 40)<br />

Vinuk (S, RM 698/GML 742)<br />

Vipersweed (Pa, RC1 41)<br />

Vulcurax (L, RM 654/GML 678)<br />

Vuraana (Vurána) (Po, RM 936/GML 957)<br />

Vurnaana (Vurnána) (Po, Ardor P5)<br />

W<br />

Wek-baas (Wek-bás) (Po, RM 922/GML 937)<br />

Wek-wek (Or, RM 674/GML 708)<br />

Welwal (S, RM 699/GML 743)<br />

Wifurwif (N, RM 664/GML 692)<br />

Winclamit (Co, RM 635/GML 652)


<strong>The</strong> World of Novi<br />

Witav (S, RM 700/GML 744)<br />

Wuchyga (Po, RC1 54)<br />

Y<br />

Yake (Po, RC1 55)<br />

Yaran (Ph, RM 691/GML 726)<br />

Yavethalion (Co, RM 636/GML 653)<br />

Yavin Girith (Po, RC1 56)<br />

Yellow Rheum (Di, RC1 57)<br />

Yuth (N, RM 665/GML 608)<br />

Z<br />

Zaganzar (Po, RM 928/GML 945)<br />

Zulsendura (Ph, RM 692/GML 727)<br />

Zur (Ph, RM 693/GML 728)<br />

96


Part III: Short Listing by Climate Code<br />

Note: Please consult Part I for the full item descriptions.<br />

By Lowell R. Matthews<br />

<strong>The</strong> eight climate codes (the first lower-case letters in the complete biome code) form two continua, the first<br />

six related mainly to temperature, the second two to the availability of water. <strong>The</strong> average annual<br />

temperatures increase in the order of codes e (everlasting cold) < f (frigid) < c (cold) < t (cool temperate) < m<br />

(mild temperate) < h (hot and humid). Codes s (semi-arid) and a (arid) lie outside the temperature continuum<br />

and mainly apply to warmer (not e or f) areas with less water than usual (that is, they would otherwise belong<br />

to c, t, m, or h).<br />

Arid (a): <strong>The</strong> outstanding feature of arid climates is dryness. Rain is rare, and often falls in destructive<br />

cloudbursts when it does fall. Usable water is hard to find and usually buried deep, so plants often have huge<br />

root systems and animals have special adaptations to the dry conditions. Temperatures can range from polar<br />

cold to the oven heat of tropical deserts.<br />

Heath/Scrub/Moor (H): Describes sagebrush country like that found in much of the American West.<br />

Pathur (L, RM 652/GML 676, a-H-4)<br />

Ocean/Saltwater Shores (O): Describes the intersection of desert and ocean, found in many coastal regions<br />

of North Africa, Arabia, Australia, Baja California, Chile, etc.<br />

Draaf (Dráf) (Co, RM 627/GML 644, a-O-2, cultivated)<br />

Underground (U): Describes caverns in otherwise arid areas.<br />

Thurviik (Thurvík) (Po, RC1 49, a-U-6, a natural gas)<br />

Zulsendura (Ph, RM 692/GML 727, a-U-4, cultivated with high difficulty)<br />

Desert (Z): Describes "hard" hot desert, whether "fertile" like much of the American Southwest or "dune<br />

seas" like much of the African Sahara.<br />

Argsbargies (Pa, RM 601/GML 600, a-Z-5)<br />

Asp Venom (Po, RC1 04, a-Z-2, Asp species)<br />

Carnegurth (Po, RM 901/GML 900, a-Z-4)<br />

Culkas (Hagrir) (Bu, RM 615/GML 622, a-Z-4)<br />

Gariig (Garíg) (Co, RM 629/GML 646, a-Z-3, cultivated)<br />

Juth (Po, RM 918/GML 933, a-Z-5, Painted Scorpion)<br />

Lestagii (Lestagí) (Ph, RM 694/GML 730, a-Z-9, Golden Fire Ant species)<br />

Sharduvaak (Sharduvák) (Po, RM 906/GML 905, a-Z-7)<br />

Swigmakril (Ph, RM 808/GML 807, a-Z-6)<br />

Wuchyga (Po, RC1 54, a-Z-5, Wuchyga Sand Lizard)<br />

Cold (c): This climate, warmer than Frigid (e) but cooler than Cool Temperate (t), usually describes the taiga<br />

or boreal forests of North America and Eurasia. Its long, cold winters yield to relatively short spring,<br />

summer, and fall seasons. Usable water is generally readily available, even in winter.<br />

Alpine (A): Describes the warmer tundras (whether alpine or arctic), regions which cannot support trees for<br />

reasons other than the cold.<br />

Galenaana (Galenána) (Po, RM 929/GML 950, c-A-6, Galendur Dwarf Willow)<br />

Coniferous Forest (C): Describes the taiga or boreal forest like the huge belts spread across North America<br />

and Eurasia.<br />

Bragolith (Po, RM 907/GML 910, c-C-8, Bragolith Firefly)<br />

Delrean (I, RM 641/GML 664, c-C-2)<br />

Henuial (Po, RM 909/GML 912, c-C-8, Henuial Honey Bee, domesticated)<br />

97


<strong>The</strong> World of Novi<br />

Kuwurn Yorf (Po, RC1 25, c-C-6)<br />

Taynaga (Po, RM 912/GML 915, c-C-5)<br />

Winclamit (Co, RM 635/GML 652, c-C-7)<br />

Freshwater Coasts/Banks (F): Describes gullies and the banks of lakes or rivers, which are usually much<br />

wetter than the surrounding terrain.<br />

Arfandas (Bo, RM 608/GML 610, c-F-6)<br />

Edram (Bo, RM 611/GML 613, c-F-8)<br />

Febfendu (Or, RM 668/GML 702, c-F-4)<br />

Jitsutyr (Po, RM 933/GML 954, c-F-6, Jitsutyr Clam, despised as a pest)<br />

Sorul Nut (Sorel Nut) (L, RM 649a/GML 606, c-F-2, widely cultivated)<br />

Trudurs (Dc, RM 644/GML 667, c-F-4)<br />

Heath/Scrub/Moor (H): Describes boreal brushlands that cannot support trees for reasons other than the cold.<br />

Cusamar (Co, RM 625/GML 642, c-H-7, cultivated with difficulty)<br />

Islands (I): Describes the special microclimates of cold, isolated lands surrounded by water, whether fresh or<br />

salt.<br />

Kirsemal (Ph, RC1 17, c-I-4, cultivated)<br />

Mountain (M): Describes cold mountainous areas generally below the tree line but otherwise without regard<br />

to vegetation.<br />

Arlan, Mountain (Arthond) (Dc, RM 638/GML 661, c-M-2)<br />

Baldakur (Or, RM 666/GML 700, c-M-8)<br />

Darsurion (Co, RM 626/GML 643, c-M-3, cultivated with difficulty)<br />

Guratu (c-M-3; active ingredient of Hesguratu, Ph, RM 713/GML 752)<br />

Megillos (Ph, RM 688/GML 723, c-M-3, cultivated)<br />

Mirenna (Co, RM 631/GML 648, c-M-3, widely cultivated with difficulty)<br />

Ocean/Saltwater Shores (O): Describes the intersection of cold lands and ocean, often with forests or<br />

brushlands reaching to the water, found on both the Atlantic and Pacific coasts of North America and many<br />

parts of northern Europe and Asia.<br />

Eldaana (Eldána) (Pa, RM 602/GML 601, c-O-4, cultivated with difficulty)<br />

Ulginor Spinach (c-O-1, widely cultivated; active ingredient of Ulginor, F, RM 716/GML 755)<br />

Shortgrass (S): Describes those cold grasslands too dry to support the taller grasses; they can be found<br />

throughout the northern Great Plains of North America or the northern steppes of Eurasia.<br />

Miretar's Crown (Ci, RC1 24, c-S-6, cultivated with difficulty)<br />

Tallgrass (T): Describes those cold grasslands wet enough to support the taller grasses; they can be found<br />

throughout the northern Great Plains of North America or the steppes of Eurasia.<br />

Asgurash (Asgurath) (Po, RM 917, c-T-7, Asgur Cobra)<br />

Tulaxar (Ci, RC1 36, c-T-6, cultivated)<br />

Underground (U): Describes caverns in otherwise cold areas.<br />

Ondokamba (Po, RM 910/GML 913, c-U-3, Ondokamba Bat)<br />

Zur (Ph, RM 693/GML 728, c-U-4)<br />

Zuvar Mushroom (c-U-2, widely cultivated; active ingredient of Cram, F, RM 712/GML 751)<br />

98


By Lowell R. Matthews<br />

Everlasting Cold (e): <strong>The</strong> outstanding feature of this climate, usually found on the highest mountain peaks or<br />

in the polar latitudes, is cold that never ends, accompanied by unending dryness because the cold air cannot<br />

hold moisture. Usable water is hard to find because most of it is frozen. <strong>The</strong> few lifeforms present have<br />

special adaptations to the cold and dry conditions.<br />

Alpine (A): Describes the coldest alpine tundras, often adjacent to glaciers.<br />

Ondohithui (Po, RM 924/GML 941, e-A-5)<br />

Glacier/Snowfield (G): Describes the coldest terrestrial environments, practically sterile, locked in ice. Life<br />

can still be found in unexpected places.<br />

Agaath (Agáth) (Ph, RM 675/GML 710, e-G-2)<br />

Mountain (M): Describes those coldest mountain areas that still support lifeforms other than those found in<br />

true tundra or waste.<br />

Ul-acaana (Ul-acána) (Po, RM 921/GML 936, e-M-8, Ul-acanloth Rose)<br />

Underground (U): Describes caverns in otherwise frozen areas, often ice-caves.<br />

Lhugruth (Po, RM 923/GML 940, e-U-6, Drake species)<br />

Volcanic Soil (V): Describes frozen areas with volcanic soil, like the extinct volcanoes of Antarctica.<br />

Gefnul (Co, RM 630/GML 647, e-V-5)<br />

Waste (W): Describes frozen, generally rocky areas with poor soil.<br />

Naza (Pa, RC1 25, e-W-9)<br />

Frigid (Everlasting Cold) (f): This climate, slightly warmer than Everlasting Cold (e), usually describes the<br />

tundras of high mountain peaks and polar latitudes. Its cold does end for a short season, often only a month<br />

or two long. While its air is generally dry, its land is often sodden and marshy from the brief thaw. Usable<br />

water is hard to find most of the year because it is frozen, then readily available for a short time. <strong>The</strong><br />

lifeforms present have special adaptations to the cold and short growing season.<br />

Alpine (A): Describes most tundra (whether alpine or arctic), the regions of low-growing plants between the<br />

timberline and the barrens whether rocks or ice.<br />

Olvar (f-A-7 variant; L, RM 651/GML 675, f-O-6)<br />

Tyr-fira (L, RM 653/GML 677, f-A-9)<br />

Coniferous Forest (C): Describes those coldest areas that still support trees, often dwarfed and blasted by the<br />

winter winds, up to the tree line.<br />

Menelar (Pa, RM 603/GML 602, f-C-5)<br />

Freshwater Coasts/Banks (F): Describes gullies and the banks of lakes or rivers, which are usually much<br />

wetter than the surrounding terrain.<br />

Brithagurth (Po, RM 908/GML 911, f-F-8, Stickleback species)<br />

Nur-oiolosse (L, RM 649/GML 673, f-F-8)<br />

Oiolosse (Ololosse) (L, RM 650/GML 674, f-F-8, cultivated)<br />

Heath/Scrub/Moor (H): Describes the colder, well-watered portions of sagebrush country or brushlands like<br />

those of Scotland.<br />

Atigax (Ph, RM 677/GML 712, f-H-4)<br />

Elendil's Basket (Pa, RC1 10, f-H-3)<br />

Ukur (F, RM 645/GML 668, f-H-4)<br />

Mountain (M): Describes cold mountainous areas generally near (both above and below) the tree line.<br />

Acaana (Acána) (Po, RM 916/GML 930, f-M-7, Acanloth Rose)<br />

Hith-i-Girith (Po, RM 930/GML 951, f-M-5)<br />

99


<strong>The</strong> World of Novi<br />

Jojojopo (Bu, RM 616/GML 623, f-M-4)<br />

Ocean/Saltwater Shores (O): Describes the intersection of frigid lands and ocean, often with tundra reaching<br />

to the salt water, found along most of the northern coasts of Canada or Russia.<br />

Olvar (L, RM 651/GML 675, f-O-6)<br />

Underground (U): Describes caverns in otherwise frigid areas, sometimes seasonal ice-caves.<br />

Moourark (Móurark) (Po, RC1 29, f-U-9, Rark Bat)<br />

Volcanic Soil (V): Describes frigid areas with volcanic soil, like the summits of Mt. Rainier or Mt. Shasta.<br />

Laurre (Pa, RC1 21, f-V-9)<br />

Waste (W): Describes frigid, generally rocky areas with poor soil.<br />

Kathkusa (Ph, RM 684/GML 719, f-W-3)<br />

Hot and Humid (h): This is the climate of the wet tropics, warmer than Mild Temperate (m) but cooler and of<br />

course much wetter than Arid (a). It describes most of South America, Africa, southern Asia, and the Pacific<br />

islands. Some parts of the tropics have no seasons, like the Amazon Basin of South America; others, like<br />

Africa and south Asia, have basically two seasons, rainy and dry. Usable water is generally readily available<br />

except in the dry season.<br />

Breaks/Wadis (B): Describes gullies and the beds of seasonal rivers, which often have substantially more<br />

water than the surrounding terrain but do not actually have open water.<br />

Klandun (N, RC1 18, h-B-6)<br />

Deciduous/Mixed Forest (D): Describes those subtropical or tropical forests unable to support the classic<br />

triple-canopy jungle, most likely due to insufficient rainfall.<br />

Kolandor (Or, RC1 20, h-D-9)<br />

Freshwater Coasts/Banks (F): Describes gullies and the banks of lakes or rivers, which are usually much<br />

wetter than the surrounding terrain.<br />

Dynallca (Po, RM 913/GML 920, h-F-3)<br />

Pawlun (Po, RC1 35, h-F-5, Pawf Vine)<br />

Islands (I): Describes the special microclimates of tropical, isolated lands surrounded by water, whether<br />

fresh or salt, such as most of the Pacific islands.<br />

Grarig, Lesser (Co, Ardor H3, h-I-1)<br />

Jungle/Rain Forest (J): <strong>The</strong> classic triple-canopy tropical-rain-forest of towering broadleaf evergreens.<br />

Ajkara (Po, RC1 02, h-J-5)<br />

Curfalaka (M, RM 657/GML 682, h-J-7)<br />

Gartaan (Gartán) (Po, RC1 14, h-J-8, Ky Liana)<br />

Gildar (h-J-7; active ingredient of Gildarion, Or, RC1 13)<br />

Gort (Leaf) (Ph, RM 804/GML 803, h-J-5)<br />

Gort (Powder) (Ph, Ardor H16, h-J-5)<br />

Hevik (Po, RC1 18, h-J-6, Orn-Hevik Tree)<br />

Kakduram (Or, RM 669/GML 703, h-J-7)<br />

Karfar (Po, RM 903/GML 902, h-J-4)<br />

Margath (h-J-2; active ingredient of salve, Dc, RC1 23)<br />

Murnan (Murtan) (Po, RC1 31, h-J-7)<br />

Rud-tekma (Ph, RM 689/GML 724, h-J-6)<br />

Shutinis (Po, RC1 43, h-J-7, Hultif Stag Beetle)<br />

100


Slird (Po, RM 920/GML 935, h-J-8)<br />

Tarnas (Or, RM 673/GML 707, h-J-6)<br />

Trusa (Po, RM 915/GML 922, h-J-8, Trusa Tree Frog)<br />

Umakilis (Po, RC1 50, h-J-6, Umakil Tree Frog)<br />

Vulcurax (L, RM 654/GML 678, h-J-9)<br />

Wek-wek (Or, RM 674/GML 708, h-J-8)<br />

Welwal (S, RM 699/GML 743, h-J-7, cultivated)<br />

Witav (S, RM 700/GML 744, h-J-6, cultivated)<br />

Yuth (N, RM 665/GML 608, h-J-8)<br />

By Lowell R. Matthews<br />

Ocean/Saltwater Shores (O): Describes the intersection of tropical lands and ocean, often with jungle or<br />

savanna reaching to the salt water, found along the tropical coasts of Africa, Asia, Australia, and South<br />

America.<br />

Abaas (Abás) (Co, RC1 01, h-O-3)<br />

Anserke (Ci, RM 619/GML 630, h-O-6)<br />

Baalak (Bálak) (Bo, RM 609/GML 611, h-O-8)<br />

Carcatu (L, RM 646/GML 670, h-O-7)<br />

Carneyar (Ci/Co, RC1 07, h-O-7)<br />

Degiik (Degík) (L, RM 647/GML 671, h-O-5)<br />

Durad (Pa, RC1 09, h-O-8)<br />

Fek (Ci, RM 620/GML 631, h-O-6)<br />

Fraw (Pa, Ardor H18, h-O-5)<br />

Hugar (Ph, RM 806/GML 805, h-O-4, cultivated)<br />

Pentanoth (Po, RC1 36, h-O-5)<br />

Swuth (Ph, RM 809/GML 808, h-O-4, cultivated)<br />

Symk-arg-wy (Po, RC1 46, h-O-3, Wyg Flatfish)<br />

Tarfeg (M, RM 661/GML 686, h-O-7)<br />

Valanar (Pa, RC1 39, h-O-9)<br />

Veldurak (Bu, RM 618/GML 625, h-O-5)<br />

Wek-baas (Wek-bás) (Po, RM 922/GML 937, h-O-9, Lionfish species)<br />

Yavin Girith (Po, RC1 56, h-O-5, despised as a pest)<br />

Shortgrass (S): Describes those tropical grasslands too dry to support the taller grasses; they can be found<br />

throughout the East African savanna.<br />

Hegheg (M, RM 660/GML 685, h-S-8)<br />

Kilmakur (Ph, RM 685/GML 720, h-S-7)<br />

Pasamar (Or, RM 670/GML 704, h-S-8)<br />

Thrayniis (Thraynís) (Po, RC1 48, h-S-5, Ayniic Flea)<br />

Tallgrass (T): Describes those tropical grasslands wet enough to support the taller grasses; they can be found<br />

throughout the East African savanna.<br />

Culan Rye (h-T-4, cultivated; active ingredient of Culan, N, RC1 08)<br />

Jadaras (Po, RC1 21, h-T-5, Janar Grass)<br />

101


<strong>The</strong> World of Novi<br />

Vuraana (Vurána) (Po, RM 936/GML 957, h-T-4, Vuranar)<br />

Vurnaana (Vurnána) (Po, Ardor P5, h-T-4, Vuranar)<br />

Volcanic Soil (V): Describes tropical areas with volcanic soil, like Hawaii or Rwanda.<br />

Grarig, Greater (Co, RC1 14, h-V-4)<br />

Mild Temperate (m): This climate, warmer than Cool Temperate (t) but cooler than Hot and Humid (h),<br />

describes most of southern Europe and approximately the southern half of the continental United States. Its<br />

long, warm to hot summers yield to relatively short fall, winter, and spring seasons. Usable water is generally<br />

readily available.<br />

Coniferous Forest (C): Describes the temperate coniferous forests like those of the American Southeast.<br />

Carefree Mustard (Co, RC1 06, m-C-5, widely cultivated with difficulty)<br />

Quilmufur (Pa, RM 605/GML 604, m-C-7)<br />

Sharkasar (Po, RM 905/GML 904, m-C-6)<br />

Teldalion (Dc, RC1 33, m-C-3)<br />

Deciduous/Mixed Forest (D): Describes the warmer portions of deciduous or mixed forests like those of<br />

eastern North America.<br />

Adder Venom (Po, RC1 01, m-D-5, Adder species)<br />

Baranie (G, RC1 04, m-D-2, widely cultivated)<br />

Berterin (Or, RM 667/GML 701, m-D-3)<br />

Cathaana (Cathána) (I) (Po, RM 917a/GML 932, m-D-6, Cathantaur Hickory)<br />

Cathaana Nolgurth (Cathána Nolgurth) (Cathaana II) (Po, RC1 09, m-D-6, Cathantaur Hickory)<br />

Grapeleaf (Ph, RM 682/GML 717, m-D-6, widely cultivated)<br />

Hulmiikak (Hulmíkak) (Po, RC1 19, m-D-8, Hulmiis Carpenter Ant)<br />

Kykykyl (m-D-2, cultivated; active ingredient of bread, Ph, RM 714/GML 753)<br />

Pangwood (Po, RC1 34, m-D-2)<br />

Terbas (N, RM 663/GML 691, m-D-3, cultivated)<br />

Thrang (Po, RC1 47, m-D-5, Thorf Panther)<br />

Freshwater Coasts/Banks (F): Describes gullies and the banks of lakes or rivers, which are usually much<br />

wetter than the surrounding terrain.<br />

Carano (m-F-4, widely cultivated; active ingredient of Caranan, G, RC1 05)<br />

Daxamas (Po, RC1 10, m-F-7, Daxa Cattail)<br />

Etarka (Po, RC1 12, m-F-5, Vandar Potato)<br />

Hemlock, Blade (Po, RC1 06, m-F-3, Water Hemlock)<br />

Hemlock, Water (Po, RC1 53, m-F-3)<br />

Himros Aloe (m-F-6; active ingredient of Himros, Bu, RC1 16)<br />

Splayfoot (Ph, RM 690/GML 725, m-F-4, widely cultivated)<br />

Surlok (Po, RC1 45, m-F-5, Surn Catfish)<br />

Heath/Scrub/Moor (H): Describes warmer temperate brushlands that cannot support trees, generally because<br />

of poor soil or insufficient water.<br />

Galenas (Ph, RM 803/GML 802, m-H-4, cultivated)<br />

Galenas, Sweet (Ph, RC1 32, m-H-2, cultivated)<br />

Klabas (Po, RC1 24, m-H-5, Klane Shrub)<br />

102


Tobacco (Ph, GML 811, m-H-1, widely cultivated)<br />

Vipersweed (Pa, RC1 41, m-H-4, cultivated)<br />

By Lowell R. Matthews<br />

Jungle/Rain Forest (J): Describes those dense forests which grow in temperate areas with abundant rainfall,<br />

like the Olympic Peninsula of the American Northwest, or the cooler (high altitude) portions of tropical rain<br />

forests.<br />

Igturfas (Po, RC1 20, m-J-9, Iguri Tree Viper)<br />

Mountain (M): Describes warmer temperate mountainous areas without regard to vegetation.<br />

Rorkandis (Po, RC1 40, m-M-7, Uster Hawk, sometimes domesticated)<br />

Ocean/Saltwater Shores (O): Describes the intersection of warmer temperate lands and ocean, often with<br />

forests or marshes reaching to the salt water, found along warmer temperate coasts throughout the world.<br />

Ebur (M, RM 659/GML 684, m-O-4)<br />

Felmather (N/Ph, RM 642/GML 665, m-O-5)<br />

Gylvir (Ph, RM 681/GML 716, m-O-6)<br />

Jitsu (Po, RM 932/GML 953, m-O-4, Jitsu Clam, despised as a pest)<br />

Klynyk (Cs, RC1 19, m-O-2, prized delicacy)<br />

Laurelin (L, RM 648/GML 672, m-O-9, cultivated)<br />

Sarnumen (Po, RC1 41, m-O-8, Numen Eel)<br />

Tharm (Cs, RC1 35, m-O-1, prized delicacy)<br />

Ucason (Or, RC1 37, m-O-7)<br />

Ul-ucason (Or, RC1 38, m-O-8)<br />

Vessin (Bu, RC1 40, m-O-5, valued delicacy, sometimes cultivated)<br />

Yavethalion (Co, RM 636/GML 653, m-O-5, widely cultivated)<br />

Shortgrass (S): Describes those temperate grasslands too dry to support the taller grasses; they can be found<br />

throughout the southern Great Plains of North America.<br />

Arnuminas (M, RM 655/GML 680, m-S-2, widely cultivated)<br />

Arunya (Ph, RM 801/GML 800, m-S-3, cultivated)<br />

Blue Eyes (Ph, RM 679/GML 714, m-S-7, cultivated)<br />

Tallgrass (T): Describes those temperate grasslands wet enough to support the taller grasses; they can be<br />

found throughout the southern Great Plains of North America.<br />

Arkasu (G, RM 637/GML 660, m-T-4, widely cultivated)<br />

Athanar (Po, RC1 01, m-T-5, Athanar Pit Viper)<br />

Grelnixar (Po, RC1 15, m-T-9, Vrel Nettle)<br />

Orn (Po, RC1 32, m-T-3, Turid Parsley)<br />

Phoroz (Po, RC1 37, m-T-1)<br />

Rumareth Grass (m-T-6, cultivated; active ingredient of Rumareth, Ci, RC1 28)<br />

Shirolos, Po, RC1 42, m-T-3, Shira Grass, cultivated)<br />

Silmaana (Silmána) (Po, RM 926/GML 943, m-T-2, Silmanar Hemlock)<br />

Sindoluin (G/Pa, RC1 30, m-T-2, cultivated)<br />

Vemaak (Vemák) (Po, RC1 52, m-T-5, Larn Hornet)<br />

Underground (U): Describes caverns in otherwise temperate areas.<br />

103


<strong>The</strong> World of Novi<br />

Jegga (Po, RM 931/GML 952, m-U-5, Jegga Bat)<br />

Jeggarukh (Po, RM 902/GML 901, m-U-5, Jegga Bat)<br />

Volcanic Soil (V): Describes temperate areas with volcanic soil, like Italy and Sicily.<br />

Breldiar and Breldiar Hips (Ph, RM 678/GML 713, m-V-4, widely cultivated with difficulty)<br />

Brorkwilb (Ph, RM 802/GML 801, m-V-3, widely cultivated with difficulty)<br />

Semi-Arid (s): Like arid climates, the outstanding feature of semi-arid climates is dryness, though not as<br />

harsh and usually broken by seasonal rains. Usable water is still hard to find and usually buried, forcing most<br />

lifeforms to make similar adaptations to those found in harsher climates. Temperatures can vary widely, but<br />

are not as extreme as those in arid climates. Semi-arid climates are transition zones between arid and<br />

"normal" wetter climates.<br />

Breaks/Wadis (B): Describes gullies and the beds of seasonal rivers, which often have substantially more<br />

water than the surrounding terrain.<br />

Ankii (Ankí) (Ph, RM 676/GML 711, s-B-7, cultivated)<br />

Klytun (Po, RM 904/GML 903, s-B-4)<br />

Coniferous Forest (C): Describes the dry coniferous forests found throughout much of the American West.<br />

Belramba (N, RM 662/GML 690, s-C-6)<br />

Deciduous/Mixed Forest (D): Describes dry forests with conifers and such hardier deciduous trees as oaks,<br />

also found in much of the American West.<br />

Telperion (Co, RC1 34, s-D-7, cultivated)<br />

Heath/Scrub/Moor (H): Describes the better-watered portions of sagebrush country.<br />

Klagul (Ph, RM 686/GML 721, s-HS-3, Klagullu Shrub)<br />

Kly (Po, RM 934/GML 955, s-H-5)<br />

Marku (Ph, RM 687/GML 722, s-HS-6, Klagullu Shrub)<br />

Silraen (Ph, RC1 29, s-H-2)<br />

Ocean/Saltwater Shores (O): Describes the intersection of scrublands and ocean, found in many dry coastal<br />

regions.<br />

Akbutege (Co, RM 623/GML 640, s-O-2)<br />

Alambas (Bu, RM 613/GML 620, s-O-4)<br />

Fiis (Fís), Salt (Co, RC1 11, s-O-2)<br />

Rolling Hills (R): Describes the rougher, hillier, often rockier portions of sagebrush country.<br />

Nelthandon (Pa, RC1 26, s-R-1)<br />

Shortgrass (S): Describes those grasslands too dry to support the taller grasses; they can be found throughout<br />

the Great Plains of North America or the savannas of East Africa.<br />

Dagmather (M, RM 658/GML 683, s-S-5)<br />

Harfy (Ci, RM 621/GML 632, s-S-6, cultivated)<br />

Harlindar Grass (s-S-4, widely cultivated; active ingredient of Harlindar, Ob, RC1 15)<br />

Hoak-foer (N, RM 805/GML 804, s-S-2, widely cultivated)<br />

Januk-ty (S, RM 696/GML 740, s-S-6)<br />

Kaktu (Po, RM 914/GML 921, s-S-7)<br />

Klagul (Ph, RM 686/GML 721, s-HS-3, Klagullu Shrub)<br />

Marku (Ph, RM 687/GML 722, s-HS-6, Klagullu Shrub)<br />

104


Merrig (Ph, RM 695/GML 731, s-S-8, cultivated)<br />

Siran (Or, RM 671/GML 705, s-S-6)<br />

Siriena (Or, RM 672/GML 706, s-S-5)<br />

Tukamur (Ph, RM 810/GML 809, s-S-4, despised as a pest)<br />

Vinuk (S, RM 698/GML 742, s-S-4)<br />

Underground (U): Describes caverns in otherwise arid areas.<br />

Morgurth (Po, RC1 30, s-U-9, Greater Drake species)<br />

Ruth-i-Iaur (Po, RM 919/GML 934, s-U-7, Drake species)<br />

By Lowell R. Matthews<br />

Volcanic Soil (V): Describes semi-arid areas with volcanic soil, like the cinder cones of New Mexico.<br />

Nelisse (F, RM 807/GML 806, s-V-5)<br />

Waste (W): Describes semi-arid, generally rocky areas with poor soil.<br />

Ul-naza (Pa, RM 607/GML 607, s-W-8)<br />

Desert (Z): Describes "fertile" hot or cold desert, not "dune seas."<br />

Arduvaar (Arduvár) (Pa, RC1 02, s-Z-9)<br />

Hugburtun (Ci, RM 622/GML 633, s-Z-6)<br />

Cool Temperate (t): This climate, warmer than Cold (c) but cooler than Mild Temperate (m), describes most<br />

of northern Europe and approximately the northern half of the continental United States. It has four seasons<br />

of roughly equal length. Usable water is generally readily available.<br />

Breaks/Wadis (B): Describes gullies and the beds of seasonal rivers, which often have substantially more<br />

water than the surrounding terrain but do not actually have open water.<br />

Joef (Ph, RM 683/GML 718, t-B-3, widely cultivated)<br />

Coniferous Forest (C): Describes the warmer portions of the taiga or boreal forests, or the wetter portions of<br />

mountain forests like those of western North America.<br />

Athelas (G, RM 639/GML 662, t-C-5, widely cultivated)<br />

Bukandas Bulch (Po, RC1 07, t-C-7, Bukandas Wolf)<br />

Maia Fir (t-C-1, widely cultivated; active ingredient of Maiana, Dc, RC1 22)<br />

Muilfana (Po, RM 911/GML 914, t-C-4, Muilfana Pine)<br />

Slagen (Or, RC1 31, t-C-6)<br />

Deciduous/Mixed Forest (D): Describes the cooler portions of deciduous or mixed forests like those of<br />

eastern North America.<br />

Awn (Or, RC1 03, t-D-9, cultivated with difficulty)<br />

Nimnaur (Po, RM 925/GML 942, t-D-5, Whitefiddle Spider)<br />

Rewk (Co, RM 633/GML 650, t-D-3, widely cultivated)<br />

Slota (Po, RM 927/GML 944, t-D-7, Lightning Spider, bred in captivity but not truly domesticated)<br />

Thurl (Co, RM 634/GML 651, t-D-1, widely cultivated)<br />

Freshwater Coasts/Banks (F): Describes gullies and the banks of lakes or rivers, which are usually much<br />

wetter than the surrounding terrain.<br />

Arpsusar (M, RM 656/GML 681, t-F-5)<br />

Attanar (Dc, RM 640/GML 663, t-F-4)<br />

Din Fuinen (Po, RC1 11, t-F-4)<br />

Fiis (Fís), Mountain (Co, Ardor H2, t-F-1)<br />

105


<strong>The</strong> World of Novi<br />

Jitsukar (Po, RC1 22, t-F-8, Jitsukar Clam, despised as a pest)<br />

Latha (Dc, RM 643/GML 666, t-F-4)<br />

Red Willow (Dc, RC1 27, t-F-2)<br />

Shen (Pa, RM 606/GML 605, t-F-6)<br />

Suranie (S, RM 697/GML 741, t-F-3, cultivated)<br />

Yake (Po, RC1 55, t-F-6)<br />

Heath/Scrub/Moor (H): Describes cooler temperate brushlands that cannot support trees, generally because<br />

of poor soil or insufficient water.<br />

Aloe or Aloe Vera (Bu, RM 614/GML 621, t-H-4, cultivated)<br />

Islands (I): Describes the special microclimates of cooler temperate, isolated lands surrounded by water,<br />

whether fresh or salt.<br />

Fukavar (Ph, RC1 12, t-I-6)<br />

Mountain (M): Describes cooler temperate mountainous areas without regard to vegetation.<br />

Dugmuthur (Co, RM 628/GML 645, t-M-3, widely cultivated with difficulty)<br />

Mook (Mók) (Pa, RM 604/GML 603, t-M-3)<br />

Reglen (Co, RM 632/GML 649, t-M-3)<br />

Wifurwif (N, RM 664/GML 692, t-M-7)<br />

Zaganzar (Po, RM 928/GML 945, t-M-6, Zagan Columbine)<br />

Ocean/Saltwater Shores (O): Describes the intersection of cooler temperate lands and ocean, often with<br />

forests or marshes reaching to the salt water, found along cooler temperate coasts throughout the world.<br />

Tathar Lemon (t-O-3; active ingredient of Tatharsul, N, RM 715/GML 754)<br />

Shortgrass (S): Describes those cooler temperate grasslands too dry to support the taller grasses; they can be<br />

found throughout the central Great Plains of North America or the steppes of Eurasia.<br />

Bursthelas (Bo, RM 610/GML 612, t-S-8)<br />

Elben's Basket (Ph, RM 680/GML 715, t-S-7, widely cultivated)<br />

Gursamel (Bo, RM 612/GML 614, t-S-7)<br />

Heen (Hén) (Po, RC1 17, t-S-8, Geen (Gén) Sunflower)<br />

Uraana (Urána) (Po, RM 935/GML 956, t-S-3, Uranil)<br />

Yaran (Ph, RM 691/GML 726, t-S-2, cultivated)<br />

Tallgrass (T): Describes those cooler temperate grasslands wet enough to support the taller grasses; they can<br />

be found throughout the central Great Plains of North America or the steppes of Eurasia.<br />

Arlan (Co/Dc, RM 624/GML 641, t-T-2, widely cultivated)<br />

Kelventari (Bu, RM 617/GML 624, t-T-3)<br />

Shanku (t-T-2; active ingredient of Alshana, Ph, RM 701/GML 750)<br />

Many Climates<br />

Alcohol (Ph, GML 810): all climates<br />

Angurth (Di, RC1 03): all except the coldest climates; bacterium carried by fleas<br />

Cyclic Fever (Di, RC1 08): warmer climates; bacterium carried by ticks and lice<br />

Frulowg (Di, RC1 13): all climates; bacterium spread by airborne spores<br />

Gurth-nu-fuin (Di, RC1 16): all climates; virus spread by casual contact<br />

106


Kaskamak (Di, RC1 23): all climates; source unknown<br />

Lembas (F, I): all climates with Elves<br />

Marsh Flux (Di, RC1 26): all but the coldest climates; waterborne ameba<br />

Miruvor (Ph, I): all climates with Elves<br />

Pakiik (Di, RC1 33): all climates; bacterium spread by contaminated bodily fluids<br />

Quaking Fever (Di, RC1 38): warm, wet climates; bacterium carried by freshwater leeches<br />

Red Fever (Di, RC1 39): warmer climates; bacterium spread by contaminated food or water<br />

Ungolgalen (Spider Venom II) (Po, RC1 44b): all climates with "greater great" spiders<br />

Ungollos (Spider Venom I) (Po, RC1 44a): all climates with "greater great" spiders<br />

Vaxvarna (Di, RC1 51): all climates, virus spread by airborne spores and casual contact<br />

Yellow Rheum (Di, RC1 57): all but the coldest climates, bacterium carried by mosquitoes<br />

107<br />

By Lowell R. Matthews


<strong>The</strong> World of Novi<br />

Weapons<br />

By the time of the late 39th Century A.R., a great many types of weapons have been developed by the<br />

various races and nations of Novi. Fortunately, these can usually be described by the archetypes described in<br />

this article, which serves two purposes. First, it compiles all of the weapons described in the Rolemaster<br />

Second Edition sources Arms Law, Rolemaster <strong>Companion</strong> III, and Oriental <strong>Companion</strong> in one cumulative<br />

list. Second, it details how the weapons of Rolemaster and a few original creations fit into the World of<br />

Novi.<br />

<strong>The</strong> entries for each weapon include its Rolemaster parameters, following the AL template, and notes on its<br />

historical development and distribution (or lack thereof) in the World of Novi. <strong>The</strong> parameters include the<br />

Source (AL, RC3, OC, or Novi original), Standard Attack Table (for nonstandard weapons), Base Cost,<br />

Weight, Length, Skill Type (one-hand concussion, one-hand edged, two-hand, missile, polearm, or thrown),<br />

Fumble, Missile Range Mod. (at 10', 25', 50', 100', and 150' by default), and Armor Mod. (for nonstandard<br />

weapons versus plate, chain, rigid leather, soft leather, or no armor).<br />

AXE, BATTLE: AL 38 Standard, 13 SP, 5-9#, 2.5-4', 2H, F 5. Widespread but used most often in forested<br />

areas; a favorite of such races as the Nordeskai and Omikhani.<br />

AXE, HAND: AL 19 Standard, 5 SP, 4-6#, 2-3', 1HE/TH, F 4, Range -15 -30 -45 (50' max). Widespread in<br />

forested and coastal areas, e.g. Allon, Alvaron, and Margand.<br />

AXE, WOODMAN'S: AL 65-1, Hand Axe, ___, 4-6#, 2.5-3', 2H/TH, F 4, Range -30 (10' max), Armor -5<br />

to all. Widespread in forested areas but normally used as a tool, not a weapon.<br />

BARE FIST: AL 25 Standard; now primarily used for gauntlet attacks while a real bare fist is a rank 1<br />

Martial Strike attack.<br />

BAW: AL 65-2, Hand Axe, 4-5#, 2-3', 1HE, F 5, Armor +15 +15 +10 +10 +10. A fantastic weapon derived<br />

from an ice axe, the baw has a spike on the base of its haft and a double-bitted hatchet head, one blade of<br />

which is perpendicular to the haft rather than parallel as usual; at present there is no known Novite<br />

equivalent.<br />

BLACKJACK: AL 65-1, Bare Fist, 2 CP, 0.5-2#, 0.5-1', 1HC, F 1, Armor 0 to all; reduce E criticals to D.<br />

Widespread but almost always used in the urban underworld; a special padded club designed for subdual.<br />

BLOWGUN: AL 65-1, Sling, 12 SP, 1.5-4#, 3-6', MIS, F 5, Range 0 0 -20 -40 (100' max), Armor -5 +10 0<br />

+5 +10; all criticals are Puncture. Also called a "blowpipe"; most often used by "primitive" hunter-gatherers<br />

of such regions as the Marga Peninsula and Zulia and "civilized" assassins.<br />

BOLA: AL 31 Standard, 5 SP, 2-6#, 3-6', TH, F 7, Range 0 0 0 -20 -40. Intentionally damaging attacks are<br />

resolved on the standard Bola table, but intentionally entangling attacks are resolved on the Large Grapple<br />

table. It is mainly used from horseback and by the Almori nomads far more often than by anyone else.<br />

BOOMERANG: AL 65-1, Club, 2 SP, 0.5-1#, 1.5-2', TH, F 4, Range 0 0 0 -20 -30, Armor -5 to all. <strong>The</strong><br />

historic Australian Aborigine throwing club; at present there is no known Novite equivalent. A<br />

boomerang that misses can return to a trained user.<br />

BOW, COMPOSITE: AL 32 Standard, 17 SP, 2-3#, 2.5-4', MIS, F 4, Range +25 0 0 0 -35 (200') -60 (300'<br />

max). Widespread; a favorite of mounted and marine archers from such areas as the Almori and Amazi<br />

nations, Allon, Paragon, and the Western Empire.<br />

BOW, LONG-: AL 35 Standard, 10 SP, 2-3#, 5-7', MIS, F 5, Range +20 0 0 0 -30 (200') -40 (300') -50 (400'<br />

max). Widespread; a particular favorite of such races as the Centaurs and Eldani.<br />

BOW, SHORT-: AL 36 Standard, 6 SP, 1.5-3#, 2.5-3.5', MIS, F 4, Range +10 0 0 0 -40 (180') -70 (240'<br />

max). Widespread but relatively uncommon.<br />

BULBOVA: RC3 18, Battle-Axe, 15 SP, 4.5#, 3', F 6. Triple use: 2H/TH, Range -5 -25 -50 (50' max),<br />

Armor -10 -5 0 +5 +5; 1HE, Armor -15 -10 -5 0 0. A lighter battle axe specially designed to allow twohanded<br />

throwing and one-handed melee attacks in addition to that of the normal battle axe. It was invented<br />

by an Ulvarin Omikhani during the High Kingdom; its use spread first to such other heavily Omikhani<br />

nations as Grindenwald and Kenax, then within the last century to such other nations as Allon, Alvaron, and<br />

Paragon, where it is also called a "bastard axe" or "hand-and-a-half axe."<br />

108


By Lowell R. Matthews<br />

CABIS: AL 65-2; Hand Axe, 2-3#, 1.5-2.5', 1HE/TH, F 4, Range 0 0 -10 -25 (100' max), Armor -10 to all. A<br />

fantastic throwing weapon composed of a haft and a double-bitted head with roughly lozenge-shaped points<br />

in place of the usual straight or curved edges; at present, there is no known Novite equivalent.<br />

CAT-O'-NINE-TAILS: AL 65-1, Whip, 1 SP, 1-5#, 2.5-3.5', 1HC, F 7, Armor -15 -10 -5 0 +10. Historic<br />

Roman flogging implement, used most often as an instrument of punishment or torture rather than as a<br />

weapon.<br />

CAZINGAL: RC3 18, Hand Axe, 6 SP, 2.5#, 2', 1HE/TH, F 3, Range 0 0 -10 -20 (75') -30 (100' max),<br />

Armor -10 -10 -5 -5 -5. A small hand axe specially designed for throwing in tunnels or other restricted areas,<br />

invented by a Great Central Mountains Omikhani during the 30th Century; its use spread first to such other<br />

heavily Omikhani nations as Grindenwald, Kenax, and Ulvarin, then to other nations during the late<br />

Pentarchy, where it is also called a "tunnel axe."<br />

CLAYMORE: AL 65-1, Two-Hand Sword, 20 SP, 5-10#, 3.5-5', 2H, F 4, Armor -5 -5 -5 +5 +5. Historic<br />

Scottish THS, used most frequently in its nearest Novite parallel, the Western Empire.<br />

CLUB: AL 26 Standard, 1HC, 1 CP, 3-7#, F 4. Probably the oldest weapon and still effective and universal.<br />

CORRELEDGE: RC3 18, Broadsword, 30 SP, 4#, 4', 1HE, F 5, Armor +10 +5 0 +5 +10. <strong>The</strong> classic<br />

"Elvish Longsword," a somewhat leaf-shaped sword invented in Eldanar with its companion blade the corris<br />

and brought to the Eastern Hemisphere during the World Empire. It is used most often in such heavily Eldani<br />

nations as Aquilonia, Beretaur, Taur Pelanna, Taurangel, and the Western Empire; although it is widely<br />

recognized, the Eldani have kept the details of its fighting style and forging methods largely secret.<br />

CORRIS: Novi, Shortsword, 10 SP, 1-1.5#, 1-1.5', 1HE/TH, Range -10 -20 -30 (50' max), Armor 0 to all.<br />

<strong>The</strong> classic "Elvish Longknife," essentially a somewhat leaf-shaped dagger which strikes on the Shortsword<br />

table. It was invented in Eldanar with its companion blade the correledge and brought to the Eastern<br />

Hemisphere during the World Empire. It is used most often in such heavily Eldani nations as Aquilonia,<br />

Beretaur, Taur Pelanna, Taurangel, and the Western Empire; although it is widely recognized, the Eldani<br />

have kept the details of its fighting style and forging methods largely secret.<br />

CROSSBOW, HEAVY: AL 33 Standard, 25 SP, 8-12#, 3.5-4.5', MIS, F 5, Range +30 (20') 0 (100') -25<br />

(200') -40 (300') -55 (360' max). Widespread; used most often for defense of fortifications or by ranks of<br />

crossbowmen arrayed behind ranks of heavy footmen.<br />

CROSSBOW, LIGHT: AL 34 Standard, 11 SP, 4-8#, 2-4', MIS, F 5, Range +15 0 0 0 -35 (200') -50 (300')<br />

-75 (360' max). Widespread.<br />

CUDGEL: AL 65-1, Club, 5 CP, 2-4#, 2-3', 1HC/TH, F 3, Range -35 (10' max), Armor +5 +5 +5 +10 +10.<br />

Essentially a large walking stick.<br />

CUTLASS: AL 65-1, Broadsword, 9 SP, 2.5-5#, 2-3', 1HE/TH, F 3, Range -20 (10' max), Armor +5 0 -5 -5<br />

-5. A single-edged sword historically preferred by mariners.<br />

DAG: AL 65-2; Falchion, 5-6#, 3-4', 1HE, F 6, Armor +10 to all. A fantastic "very large bladed weapon"<br />

(AL) composed of a heavy leaf-shaped and two-edged blade, widest about ¼ of its length from the point; at<br />

present there is no known Novite equivalent.<br />

DAGGER: AL 17 Standard, 3 SP, 0.5-1.5#, 0.75-1.5', 1HE/TH, F 1, Range -10 -20 -30 (50' max). While the<br />

basic weapon type is universal, this particular western long isosceles-triangular style pictured in AL is found<br />

in such countries as Allon and Grindenwald.<br />

DAI-KYU: OC 74, Longbow, 25 SP, 2-3#, 6-7', MIS, F 5, Range +25 0 -30 -40 -50, Armor 0 to all<br />

(dependent upon the arrow). "This is the largest of the Oriental bows, standing some seven feet in height.<br />

Unlike most other bows, it is designed with two thirds of its length above the archer's shoulder. This allows<br />

those using the bow on horseback or whilst kneeling to use it without penalty. Due to its design, the Dai-kyu<br />

produces more power than other bows and can be difficult to master. Until a character as developed eight<br />

ranks in the use of the Dai-kyu, he receives a -20 penalty to use it" (OC). This particular specialized historic<br />

Japanese bow is largely restricted to its Novite parallel, the Mintakan Empire.<br />

DALWAL: RC3 18, Two-Hand Sword, 4#, 5.5', 2H, F 7, Armor 0 0 +5 +10 +15. "Used by Desert Folk"<br />

(RC3); at present there is no known Novite equivalent.<br />

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<strong>The</strong> World of Novi<br />

DART: RC5 102 new Standard (copy inserted after AL 46), 1 SP, 0.1-1#, 0.25-0.5', TH, F 1, Range 0 -10 -<br />

20 (50' max). Essentially a small hand-thrown arrow, widespread but nowhere common.<br />

DIRK: AL 65-1, Dagger, 4 SP, 0.5-1#, 0.5-1', 1HE/TH, F 1, Range -15 -30 -40 (50' max), Armor +5 +5 0 -5<br />

-5. Historic Scottish dagger, used most frequently in its nearest Novite parallel, the Western Empire.<br />

DRAGONBLADE: RC3 18, Broadsword, 4#, 3.5', 1HE, F 4, Armor +5 0 0 +5 +5. "Used by Easterners"<br />

(RC3); at present there is no known Novite equivalent.<br />

FALCHION: AL 18 Standard, 15 SP, 3.5-5#, 2-3', 1HE, F 5. Used most often in seafaring nations such as<br />

Alvaron and especially the Western Empire.<br />

FLAIL: AL 39 Standard, 19 SP, 4-8#, 2.5-4', 2H, F 8. Widespread but not particularly common; used most<br />

often in areas where the use of heavy plate armors is frequent, e.g. Alvaron.<br />

FOIL: AL 65-1, Dagger, 21 SP, 1.5-3.5#, 2.5-3.5', 1HE, F 3, Armor +10 to all; all criticals are Puncture. A<br />

fencing weapon without an edge, designed for speed and even faster than a rapier.<br />

GE: AL 65-2; Bola (double damage), 4-6#, 4-5', TH, F 8, Range 0 0 0 -20 -40, Armor +10 to all. "Treat any<br />

criticals as both K and G. If fumbled, roll a 'DG' on the thrower" (AL). A fantastic "super bola" (AL)<br />

composed of three weighted and possibly spiked heads attached by lines to a throwing handle; at present,<br />

there is no known Novite equivalent.<br />

GOODAR: RC3 18, Falchion, 3#, 3', 1HE, F 4, Armor +5 +5 0 0 -5. "Used by Desert Folk" (RC3); at<br />

present there is no known Novite equivalent.<br />

HAMBO: OC 74, Club, 3 CP, 1-3#, 3', 1HC/TH, F 3, Range -10 (10' max), Armor 0 0 0 +5 +5. Historic<br />

Japanese short staff, used most frequently in its Novite parallel, the Mintakan Empire; "...a popular weapon<br />

among the monastic and Ninja societies due to its versatility" (OC).<br />

HAMMER, WAR: AL 27 Standard, 15 SP, 4-7#, 1.5-4', 1HC/TH, F 4, Range -20 -40 -60 (50' max).<br />

Widespread but used most often in areas with large numbers of miners or smiths, e.g. Allon and<br />

Grindenwald.<br />

HAN-KYU: OC 74, Shortbow, 16 SP, 1-2#, 2-3', MIS, F 4, Range +10 0 -40 -70 -90, Armor 0 to all<br />

(dependent upon the arrow). "This is the bow of the Ninja, designed for compactness and concealment rather<br />

than for power of shot. It is basically a short bow, powerful enough for the work required of it by the Ninja,<br />

but small enough to be concealed in the sleeves of a kimono" (OC). This particular specialized historic<br />

Japanese bow is largely restricted to its Novite parallel, the Mintakan Empire.<br />

HARPOON: AL 65, Javelin, 25 BP, 4-8#, 6-7', PA/TH, F 4, Range -5 -20 (25' max), Armor -5 to all;<br />

barbed. Used most often by whalers.<br />

HISHI: OC 74, Dagger, 1 SP, 1#, 1', 1HE/TH, F 1, Range -10 (10' max), Armor 0 to all. "This is the simple<br />

dagger of the Orient, carried by most and used for a variety of purposes in the everyday lives of its users"<br />

(OC); common throughout Kharlak and the Mintaki and Mornikai domains.<br />

IRGAAK: AL 65-2; Two-Hand Sword, 5-6#, 5-6', 2H, F 3, Armor +15 +15 +15 +15 +10. "Roll any critical<br />

twice applying all results" (AL). A fantastic sword composed of a heavy straight blade with two triangular<br />

projections about ¼ of its length from the tang and made from superior materials, similar to the yarkbalka; at<br />

present, there is no known Novite equivalent.<br />

JAMBIVA: RC3 18, Dagger, 1.75#, 1', 1HE/TH, F 3, Range -15 -25 -50 (50' max), Armor +5 +5 +5 0 0.<br />

"Used by Desert Folk" (RC3); at present there is no known Novite equivalent.<br />

JAVELIN: AL 43 Standard, 3 SP, 3-5#, 4-7', PA/TH, F 4, Range 0 -20 -20 -40 (100' max). <strong>The</strong> archetypal<br />

throwing spear, lighter and shorter than the standard melee spear; a nearly universal weapon used for both<br />

hunting and war.<br />

JO: AL 65-1 or OC 74, 3 CP, 1.5-6#, 4-5'. Dual use: 2H, Staff, F 5, Armor 0 to all; 1HC, Club, F 3, Armor<br />

+5 to all (the author disagrees with the OC recommendation of -5 -5 -5 0 0). Historic Japanese mid-length<br />

staff, shorter and more maneuverable than the bo (quarterstaff) but longer than the hambo; used most<br />

frequently in its Novite parallel, the Mintakan Empire.<br />

KAGINAWA: OC 74, Whip (double damage), 6 SP, 5-8#, 30', 2H/TH, F 8, Range 0 0 -20 (50' max), Armor<br />

-5 to all; also adds +25 to Climbing. "Although this is designed as a climbing tool, it has come to be used as<br />

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By Lowell R. Matthews<br />

a weapon (primarily by the Ninja clans) in recent years. <strong>The</strong> Kaginawa is a thirty feet long rope weighted at<br />

one end, and attached to a two or three-pronged grappling iron at the other. <strong>The</strong> applications of this tool are<br />

obvious to the trained user" (OC). It is used most often in the Mintakan Empire.<br />

KATANA: AL 65-1 or OC 74, 23 SP, 4-6#, 3.5-4'. Dual use in Novi: 1HE, Broadsword, F 3, Armor 0 0 +5<br />

+5 +5; 2H, Two-Hand Sword, max result 140, F 4, Armor -10 -5 +5 +5 +5. Historic Japanese sword, the<br />

long blade of the samurai; used most frequently in its Novite parallel, the Mintakan Empire. Some scholars<br />

believe that the katana is the best sword design ever invented.<br />

KATARI: RC3 18, Dagger, 1#, 1.5', 1HE/TH, F 4, Range -10 -10 -25 (40') -50 (100' max), Armor -10 +5 +5<br />

+10 +10. "Used by Easterners and Desert Folk" (RC3); at present there is no known Novite equivalent.<br />

KHAZORZIM: RC3 18, Morning Star, 25 SP, 7#, 3', 1HC, F 10, Armor -10 +10 -5 0 +5. "Give double<br />

criticals (roll each critical twice). Also called Twin Star" (RC3). A double-headed morning star invented by a<br />

Kenaxer Omikhani during the early Pentarchy; although nowhere particularly common, its use has spread to<br />

such other heavily Omikhani nations as Grindenwald and Ulvarin.<br />

KILLAJ: RC3 18, Scimitar, 5.5#, 3.5', 1HE, F 6, Armor +10 +5 0 0 +5. "Used by Desert Folk" (RC3); at<br />

present there is no known Novite equivalent.<br />

KLHAIZAIL: RC3 18, War Hammer, 25 SP, 6#, 3', 1HC/TH, F 5, Range -10 -20 (20') -40 (30') -80 (40'<br />

max), Armor 0 +10 +5 +5 +5. "If desired, can be used to cause an unbalancing critical in addition to the<br />

regular critical (equal severity). However, this drops the user's initiative next round by 75 points" (RC3). A<br />

heavy war hammer specially designed to penetrate mail invented by a Grindenwalder Omikhani during the<br />

late 22nd Century; while its use has spread to such other heavily Omikhani nations as Kenax and Ulvarin, the<br />

Omikhani have kept the details of its fighting style and forging methods largely secret.<br />

KOZUKA: OC 74, Dagger, 8 BP, 0.5#, 0.5', 1HE/TH, F 1, Range -15 (10' max), Armor -5 -5 0 0 0. A small<br />

dagger designed for easy concealment, common throughout Kharlak and the Mintakan Empire.<br />

KUMADE: OC 74, Spear, 7 SP, 6-8#, 6-7', PA/TH, F 6, Range +5 -15 (25' max), Armor -5 -5 0 0 +5; also<br />

adds +15 to Climbing. "Another weapon favoured by Ninja from time to time. <strong>The</strong> Kumade is a long shaft<br />

with a rake-like head attached to it. It is often used as a climbing tool, the head being jammed into crevices to<br />

aid ascent. Alternatively, and more frequently it is employed as a weapon, usually by Ninja who can carry it<br />

without arousing suspicion due to its everyday uses" (OC); common throughout Kharlak and the Mintaki and<br />

Mornikai domains although used more often as a tool than as a weapon.<br />

KUSARI: OC 74, Morning Star, 5 SP, 4-5#, 12', 2H/TH, F 6, Range 0 -30 (25' max), Armor -5 -5 0 +5 +10;<br />

also usable as a garrote or restraint. "This is basically the Kusari-Gama minus the sickle. It is a length of<br />

chain, weighted at one end, usable as both a weapon and a tool" (OC). It is used most often in the Mintakan<br />

Empire.<br />

KUSARI-FUNDO: OC 74, 7 SP, 4-5#, 2-3', Armor -5 to all. Triple use: 2H/TH (chain), Flail, F 5, Range 0 -<br />

10 -20 (50' max); 1HC (haft), Morning Star, F 4. "This weapon, again used by the Ninja clans, is a two to<br />

three feet long chain, weighted at both ends (normally with iron weights). Its primary use is as a defensive<br />

weapon, with the chain length being used to block incoming blades. However, it is also used from time to<br />

time as a garotte [sic] and occasionally as an impromptu whip" (OC). It is used most often in the Mintakan<br />

Empire.<br />

KUSARI-GAMA: OC 74, 12 SP, 5-7#, 12', Armor -5 to all. Triple use: 2H/TH (chain), Flail, F 7, Range 0 -<br />

30 (25' max); 1HE (haft), Shortsword, F 4. "This weapon is a twelve foot length of chain weighted at one<br />

end. <strong>The</strong> other end is attached to a sickle-like implement designed to be used if the opponent avoids the<br />

chain and reaches the user. Its applications are similar to those of the Kyoketsu-Shogei" (OC). It is used most<br />

often in the Mintakan Empire.<br />

KYNAC: AL 65-2; Rapier, 25 SP, 1-2#, 1-2', 1HE/TH, F 2, Range 0 0 0 -25 -40, Armor -5 -5 0 0 0. "A great<br />

throwing dagger" (AL); a fantastic weapon composed of a long slender blade like a stiletto and made from<br />

superior materials. <strong>The</strong> Novite version was invented in Paraven during the Pentarchy.<br />

KYNAC, LONG: AL 65-2; Rapier, 30 SP, 2-3#, 2-3', 1HE/TH, F 3, Range -20 -20 -20 -50 (100' max),<br />

Armor +15 to all. "A great long dagger" (AL); a fantastic weapon composed of a long slender blade like a<br />

stiletto, slightly leaf-shaped, and made from superior materials. <strong>The</strong> Novite version was invented in Paraven<br />

during the Pentarchy.<br />

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<strong>The</strong> World of Novi<br />

KYOKETSU-SHOGEI: OC 74, 13 SP, 5-7#, 12', Armor -5 to all. Triple use: 2H/TH (chain), Flail, F 7,<br />

Range 0 -30 (25' max); 1HE (haft), Hand Axe, F 5. "This weapon is a twelve-foot chain or cord attached to a<br />

steel ring at one end. <strong>The</strong> other end terminates in a wooden handle from which project two blades at ninetydegrees<br />

to each other. Designed and used (almost exclusively) by the Ninja, this weapon has several<br />

functions. Firstly the chain can be used to grapple and entangle foes, or with the steel ring to aid in climbing<br />

and scaling structures. Secondly, the two blades provide close protection for the user against any foes<br />

capable of bridging the twelve feet between them and the Ninja. Like all Ninja weapons, use of the<br />

Kyoketsu-Shogei in public will mark the character as a suspected Ninja!" (OC). It is used most often in the<br />

Mintakan Empire.<br />

LANCE (Mounted): AL 44 Standard, 5 SP, 8-15#, 9-15', PA, F 7. Widespread but used most often in areas<br />

with strong cavalry or equine traditions, such as Allon, Mormelar, or the Almori horse nomads. If used with<br />

a jousting tip, all criticals are reduced to A. If used while dismounted the attack is resolved on the Spear<br />

table.<br />

LANCE, MEDIEVAL (Mounted): AL 65-1, Lance, 8 SP, 8-12#, 10-15', PA, F 7, Armor +10 +10 +5 0 0.<br />

Used most often in areas which combine a strong cavalry tradition with frequent use of heavy armors, e.g.<br />

Allon, Alvaron, and Mormelar. If used with a jousting tip, all criticals are reduced to A. If used while<br />

dismounted the attack is resolved on the Spear table.<br />

LASSO: AL 65-1, Medium Grapple, 4 TP, 2-10#, 1-2', TH, F 6, Armor 0 to all. (Strangely, AL gives no<br />

range mod.) Essentially a loop of rope, used most often to capture wild animals rather than as a weapon.<br />

MACE: AL 28 Standard, 6 SP, 3.5-8#, 1-3', 1HC/TH, F 2, Range -35 (10' max). Used most often in areas<br />

where the use of heavy plate armors is frequent, e.g. Alvaron.<br />

MAIN GAUCHE: AL 20 Standard, 12 SP, 1-2#, 1-1.5', 1HE, F 2, Range -15 (10' max). <strong>The</strong> archetypal<br />

parrying sword, +25 vs. melee if not used to attack; widespread but nowhere common.<br />

MATTOCK, WAR: AL 40 Standard, 15 SP, 4-8#, 3.5-5', 2H, F 6. Widespread but relatively uncommon;<br />

used most often in areas with large numbers of miners, e.g. Alvaron, Grindenwald, and Paragon.<br />

MORNING STAR: AL 29 Standard, 16 SP, 4-8#, 2.5-4', 1HC, F 8. Used most often in areas where the use<br />

of heavy plate armors is frequent, e.g. Alvaron.<br />

NAGIMAKI (Mounted): OC 74, Lance, 12 SP, 5-7#, 10', PA/TH, F6, Range +10 -15 (25' max), Armor 0 0<br />

0 +5 +5. A horseman's weapon similar to the naginata but shorter and designed for mounted use. It is used<br />

throughout Kharlak and the Mintaki and Mornikai domains. If used dismounted, the OC recommends<br />

resolution on the Lance table with an OB penalty of -20, but the author prefers to follow the AL lance<br />

example by changing the attack resolution table to Polearm with no OB penalty.<br />

NAGINATA: OC 74, Polearm, 14 SP, 7-9#, 12', PA/TH, F 6, Range +5 -10 (25' max), Armor 0 0 +5 +5<br />

+10. Also spelled "Naginate" (RC3 18). "<strong>The</strong> Naginata is comprised of a shaft of wood some six to eight feet<br />

in length, with a two to three feet curved blade attached to one end. This is a typical spear of the Oriental<br />

culture and sees wide use across the land. Unusually, the naginata is often the preferred weapon of the<br />

peasant women" (OC); common throughout Kharlak and the Mintaki and Mornikai domains.<br />

NET, FISHING: AL 65-1, Medium Grapple, 1 SP, 3-5#, 5-8', 1HC/TH, F 8, Range -5 (10' max), Armor -5<br />

to all. Nearly universal in coastal areas (both freshwater and saltwater) but normally used as a tool, not a<br />

weapon.<br />

NET, GLADIATOR'S: AL 65-1, Large Grapple, 7 SP, 1.5-4#, 4-6', 1HC/TH, F 5, Range 0 (10' max),<br />

Armor +5 to all. Historic Roman fighting net, designed as an entangling weapon and used most often by<br />

arena gladiators, frequently in a net-and-trident combination. In Novi it is found most often in areas with<br />

strong gladiatorial or maritime traditions, especially Paragon, which has both.<br />

NINJATO: OC 74, Scimitar, 20 SP, 3-4#, 2-3', 1HE, F 3, Armor 0 0 +5 +5 +5. A straight single-edged<br />

sword with a steel guard which adds +10 to parry attempts and which "...often contains secret compartments<br />

in the hilt to hide various items. Also, the scabbards of ninjato are often designed to be open at both ends,<br />

allowing them to be used as blowpipes or breathing apparatus whilst underwater" (OC). It is found most<br />

often in the Mintakan Empire.<br />

NO-DACHI: AL 65-1 or OC 74, Two-Hand Sword, 25 SP, 5-9#, 5-6', 2H, F 5, Armor +5 to all. Historic<br />

Japanese THS, used most frequently in its Novite parallel, the Mintakan Empire. "<strong>The</strong> No-Dachi has a blunt<br />

112


By Lowell R. Matthews<br />

tip allowing it to be used to subdue instead of slashing (All criticals become Stun/Crush). To do this, the user<br />

must specify his intent before making the attack" (OC).<br />

NUNCHAKU: AL 65-1 or OC 74, 4 CP, 1-3#, 2-3', F 7, Armor -5 to all. Dual use: 1HC, Morning Star; 2H,<br />

Flail. Historically derived from an Okinawan cereal beater; commonly used in Kharlak and the Mintaki and<br />

Mornikai domains.<br />

OYUMI: OC 74, Heavy Crossbow, 25 SP, 7-12#, 3-4', MIS, F 5, Range +30 0 -25 -40 -55, Armor +5 to all.<br />

This historic Japanese crossbow is "mainly a commoner's weapon (due to the Samurai reliance upon the Daikyu)"<br />

(OC) and is used most frequently in its Novite parallel, the Mintakan Empire.<br />

PICK: AL 65-1, War Mattock, 4 SP, 3-8#, 3-4', 2H, F 6, Armor -10 to all. Widespread in mining areas but<br />

normally used as a tool, not a weapon.<br />

PILUM: AL 65, Javelin, 10 SP, 4-7#, 5.5-6', PA/TH, F 5, Range 0 -20 -30 (50' max), Armor +5 to all.<br />

Historic Roman throwing spear; at present there is no known Novite equivalent.<br />

POLEARM: AL 45 Standard, 14 SP, 5-12#, 6-15', PA, F 7. This generic weapon represents such historic<br />

polearms as the bill, halberd, pike, ranseur, etc. Polearms are widespread but used most often in areas with<br />

strong heavy infantry traditions, e.g. Grindenwald.<br />

RAPIER: AL 22 Standard, 22 SP, 1.5-3#, 3-5', 1HE, F 4. <strong>The</strong> archetypal fencing sword, designed for speed<br />

and skillful maneuvering, historically developed after gunpowder had rendered armor obsolete and often<br />

paired with the main gauche. In Novi, it is found most often in tropical and maritime regions where heavy<br />

armors are seldom used, e.g. Paraven.<br />

RUNK: RC3 18, Polearm, 6#, 7', PA, F 7, Armor +10 +10 +5 +5 0. "Used by Desert Folk" (RC3); at<br />

present there is no known Novite equivalent.<br />

SABER: AL 65-1, Broadsword, 9 SP, 3-4#, 2-3', 1HE, F 3, Armor 0 -5 -5 -5 -5; also spelled "sabre."<br />

Historically a cavalry and fencing weapon.<br />

SAI: AL 65-1 or OC 74, Maine Gauche, 13 SP, 2-4#, 1-2', 1HE/TH, F 2, Range -20 -20 (25' max), Armor -5<br />

to all. Historic Japanese parrying weapon, +25 vs. melee if not used to attack; used most frequently in its<br />

Novite parallel, the Mintakan Empire.<br />

SCIMITAR: AL 21 Standard, 10 SP, 3-5#, 2.5-4', 1HS, F 4. <strong>The</strong> archetypal curved sword, heavily used in<br />

the Amazi nations and by most of the Korsavi races.<br />

SHANG: AL 65-2, Scimitar, 1-2#, 1-2', 1HE/TH, F 1, Range 0 -10 (25' max), Armor -10 to all. A fantastic<br />

parrying sword, +30 vs. melee if not used to attack, composed of a straight blade, relatively large straight hilt<br />

guards, and two slightly curved projections branching out from the hilt guards; at present there is no<br />

known Novite equivalent.<br />

SHINOBE-ZUE: OC 74, Spear or Staff, 5 SP, 3-5#, 4-6', PA/TH, F 5, Range +5 -15 (25' max), Armor -10 -<br />

5 -5 -5 0; "can be fitted with a number of weapons apart from a spear-tip, including chains, smoke-powder,<br />

etc." "<strong>The</strong> Shinobe-Zue is in appearance a simple bo staff, quite unremarkable in every way except one. By<br />

twisting one end of the shaft, a blade springs forth, turning the staff into a formidable spear. Again, this<br />

weapon is often used by the Ninja, who often use other secret weapons within it instead of the spear-tip"<br />

(OC). It is used most often in the Mintakan Empire.<br />

SHURIKEN: AL 65-1 or OC 74, Dagger, 4 SP, 0.25-0.75#, 0.25-0.75', TH, F 5, Range 0 0 -20 -30 (100'<br />

max), Armor +5 +5 +10 +10 +10. Historic Japanese throwing star, used most frequently in its Novite<br />

parallel, the Mintakan Empire, and in Kharlak. (<strong>The</strong> author prefers the AL recommendations for range mod<br />

and armor mod as listed above rather than the OC Range +10 0 -30 (50' max) and Armor 0 to all.)<br />

SLAN MAHRR: RC3 18, Broadsword, 2.5#, 3.5', 1HE/TH, F 5, Range -15 -15 (20') -30 (30') -50 (50' max),<br />

Armor -10 0 +5 +10 +20. "Weapon of Honor" (RC3); at present there is no known Novite equivalent.<br />

SLAN ORR: RC3 18, Shortsword, 2.5#, 1.5', 1HE, F 2, Armor -20 -15 0 +15 +30. "Weapon of Honor, Slash<br />

Criticals only" (RC3); at present there is no known Novite equivalent.<br />

SLAN SHYRR: RC3 18, Rapier, 2.5#, 2.5', 1HE/TH, F 6, Range -15 -30 (20') -50 (30'), Armor 0 +5 +5 +10<br />

+20. "Weapon of Honor" (RC3); at present there is no known Novite equivalent.<br />

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<strong>The</strong> World of Novi<br />

SLING: AL 37 Standard, 9 BP, 0.5-1#, 1.5-3', MIS, F 6, Range +15 0 (60') -40 (120') -65 (180' max).<br />

Widespread, especially in dry or rocky areas; a favorite of such races as the Almori, Amazi, and Onovani.<br />

SPEAR: AL 46 Standard, 23 BP, 3-8#, 5-10', PA/TH, F 5, Range -10 -20 -30 (50' max). <strong>The</strong> archetypal pole<br />

weapon, nearly universal and used for both hunting and war; a favorite of nearly all races.<br />

SPEAR, BOAR: AL 65-1, Spear, 25 BP, 3-7#, 4.5-6', PA/TH, F 5, Range -15 -30 (25' max), Armor +5 +5 0<br />

0 -5. <strong>The</strong> crossbar behind the head prevents impaled creatures from advancing up the shaft.<br />

STAFF: AL 41 Standard, 5 CP, 3-5#, 5-7', 2H, F 3. A nearly universal weapon known by many names,<br />

including quarterstaff and bo (Mintaki); more common in wooded or coastal areas; a favorite of nearly all<br />

races and the traditional weapon of spell-users. (<strong>The</strong> author disagrees with the OC recommendation of giving<br />

the bo a thrown range mod of -10 (10') and armor mod of +5 to all.)<br />

SULTARI: RC3 18, Broadsword, 3.5#, 5', 1HE, F 5, Armor -5 -5 0 +5 +5. "Used by Desert Folk" (RC3); at<br />

present there is no known Novite equivalent.<br />

SWORD, BASTARD: AL 65-1, 20 SP, 4-6#, 3-4'. Dual use: 1HE, Broadsword, F 4, Armor +5 0 -5 -10 -10;<br />

2H, Two-Hand Sword, max result 140, F 5, Armor -5 -5 -5 -10 -10. Also called a "hand-and-a-half sword";<br />

used most often by the Nordeskai and Westerendi.<br />

SWORD, BROAD-: AL 23 Standard, 10 SP, 3-5#, 2-3.5', 1HE, F 3. <strong>The</strong> archetypal straight sword, almost<br />

universal.<br />

SWORD, LONG-: AL 65-1, Broadsword, 18 SP, 3.5-5#, 2.5-3.5', 1HE, F 4, Armor +5 +5 0 -5 -5. A longer<br />

and heavier version of the broadsword used most often in areas where the use of heavy plate armors is<br />

frequent, e.g. Alvaron.<br />

SWORD, SHORT-: AL 24 Standard, 7 SP, 2-4#, 1.5-2', 1HE/TH, F 2, Range -30 (10' max). Widespread,<br />

e.g. in Allon, Alvaron, and the Western Empire; often used by missile or polearm troops as a backup<br />

weapon; also a favorite choice for two-weapon combinations.<br />

SWORD, TWO-HAND: AL 42 Standard, 20 SP, 5-12#, 3.5-6.5', 2H, F 5. Also called a "greatsword";<br />

widespread but not especially common.<br />

TANTO: OC 74, Dagger, 3 SP, 1.5#, 1.5', 1HE/TH, F 1, Range -5 (10' max), Armor 0 0 +5 +5 +10. "Like<br />

the Hishi, the Tanto is another dagger-type weapon, but of a more military nature. Warriors are more likely<br />

to carry the Tanto, rather than the standard Hishi favoured more by commoners" (OC); common throughout<br />

Kharlak and the Mintaki and Mornikai domains.<br />

TOMAHAWK: AL 65-1, Hand Axe, 4 CP, 2-4#, 1-2', 1HE/TH, F 2, Range -5 -15 -30 (50' max), Armor -10<br />

to all. A smaller, lighter hand axe designed for throwing, historically invented by the American Indians.<br />

TONFA: AL 65-1, Club, 9 CP, 1.5-5#, 2-2.5', 1HC, F 4, Armor +10 to all. Historically derived from an<br />

Okinawan rice husking rod; used most frequently in Kharlak, the Mintakan Empire, and Zoria.<br />

TRIDENT: AL 65-1, Spear, 4 SP, 4-6#, 5-8', PA/TH, F 5, Range -15 -30 -40, Armor 0 +5 +5 +10 +10. Used<br />

most often in seafaring nations such as the Western Empire and especially Paragon, where it is a national<br />

emblem.<br />

TYPH: AL 65-2, Flail, 4-5#, 3-4', 1HC/TH, F 6, Range 0 0 -10 (50' max), Armor -10 to all. "If fumbled, roll<br />

a 'DK' on thrower" (AL). A fantastic weapon composed of two balanced metal mace heads joined by a short<br />

chain, made from superior materials. <strong>The</strong> Novite version was invented in Mintakyo by an Omikhani<br />

immigrant during the Mintakan rebellion against Calien, Pentarch of Light. <strong>The</strong> Almareni name "typh" is<br />

likely a corruption of the Mintaki taifun or perhaps an Omikhani word.<br />

WAKIZASHI: OC 74, Shortsword, 7 SP, 2-4#, 1-2', 1HE, F 2, Armor 0 0 0 +5 +5. Historic Japanese sword,<br />

the short blade of the samurai; used most frequently in its Novite parallel, the Mintakan Empire.<br />

WHIP: AL 30 Standard, 2 SP, 2-5#, 6-9', 1HC, F 6. A trained user can change the criticals delivered from<br />

Krush to Entangle or, with superior materials, Slash.<br />

YARI: OC 74, Spear, 10 SP, 4-7#, 6-7', PA/TH, F 5, Range +5 -15 (25' max), Armor 0 to all. A style of<br />

spear common to Kharlak and the Mintaki and Mornikai domains, "primarily an infantry weapon" (OC).<br />

YARINAGE: OC 74, Javelin, 12 SP, 4-7#, 6-7', PA/TH, F 5, Range 0 -10 -30 -90 (100' max), Armor 0 to<br />

all. A shorter yari designed for throwing, common to Kharlak and the Mintaki and Mornikai domains.<br />

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By Lowell R. Matthews<br />

YARKBALKA: AL 65-2, Two-Hand Sword, 30 SP, 4-5#, 3-4', 1HE, F 6, Armor -10 to all. "If fumbled, roll<br />

a 'CS' on thrower" (AL). A fantastic sword composed of a heavy straight blade with two triangular<br />

projections about ¼ of its length from the tang and made from superior materials, similar to the irgaak. <strong>The</strong><br />

Novite version was reinvented during the early High Kingdom period by an Amazi immigrant to Alvaron<br />

from a design considered lost since the collapse of the World Empire. From Alvaron its use spread to most of<br />

eastern Almaren and the Sundering Seas isles during the reign of Ambarlach, Pentarch of Fire, but is now<br />

used most often in Mormelar. <strong>The</strong> Almareni name "yarkbalka" is likely a corruption of an Amazi name,<br />

perhaps ya'arak b'alqah, and it is also frequently called a "diamondback sword."<br />

ZHARENZAK: RC3 18, Battle-Axe, 25 SP, 10#, 4', 2H, F 5, Armor +5 +10 +5 0 0. "An 'E' critical<br />

Destroys part of any armor/shield struck for a +15 next strike" (RC3). A heavier battle-axe specially<br />

designed to penetrate mail invented by a Grindenwalder Omikhani during the 23rd Century; its use has<br />

spread to such other heavily Omikhani nations as Kenax and Ulvarin.<br />

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Spell Lists Rules<br />

This article details how the various spell lists presented in the ICE source books (including Spell Law,<br />

Rolemaster <strong>Companion</strong>s I-VII, Oriental <strong>Companion</strong>, and Spell-Users <strong>Companion</strong>) apply to the World of<br />

Novi, particularly in regard to the history and availability of individual spell lists. Source page numbers are<br />

included.<br />

Lists referred to as "ancient" were certainly created before the World Empire, possibly even before the<br />

Recorded Years, and their origins have been hidden by the mists of time. Lists with "universal" distribution<br />

are available throughout the World of Novi in appropriate libraries or research facilities.<br />

All Semi and many Spell-User professions now have access to more than the standard five or six base lists,<br />

respectively. As a general rule, Semis choose six lists from their set as primary base lists with full picks (B,<br />

D, E) and three as secondary base lists learned with Open picks (A, C); any other lists in the set can only be<br />

learned with the appropriate Extraordinary Spell Picks. Pure Spell-Users choose six lists from their set as<br />

primary base lists with full picks. <strong>The</strong>y then choose four secondary base lists, also with full picks, from Open<br />

lists, Closed lists, or their set. Any lists in their set which are not chosen as base lists may be learned with<br />

Open picks (B, D).<br />

Hybrid Spell-Users choose six lists from their set as primary base lists with full picks. Any lists in their set<br />

which are not chosen as base lists may be learned with Open picks (B).<br />

Knowledge of even one of the Black spell lists, those inherently attuned to Evil, automatically makes an<br />

individual an "Evil Spellcaster" for the purposes of certain magics. <strong>The</strong> most common of these is the Holy<br />

True weapon enchantment, which is Slaying against Evil Spellcasters. (<strong>The</strong>re are few explicitly White lists<br />

for the equivalent Unholy True enchantment; whether an individual is a "Good Spellcaster" subject to its<br />

Slaying attack is determined by his/her character.) Gray lists are those either explicitly Neutral or less<br />

attuned to Evil than Black lists and therefore "tainted." Most Black and many Gray lists are widely banned<br />

and therefore harder to find than White lists.<br />

Channeling<br />

Open Channeling (OC)<br />

BARRIER LAW (SL 26): Created in Eldania in the Fourth Century in the Church of Ariella; universal but<br />

found most often among Channelers of the Nature Powers.<br />

CONCUSSION'S WAYS (SL 27): Ancient and universal, attributed to the Church of Arisa.<br />

DETECTION MASTERY (SL 26): Ancient and universal, attributed to the Church of Sirene.<br />

GUARDIAN WAYS (RC1 29): Ancient, usually attributed to the Church of Sonya; universal in distribution<br />

but usually learned by Semis like Paladins and Rangers, not Spell- Users. It was originally defined as a<br />

Special list in the RC1.<br />

LIGHT'S WAY (SL 27): Ancient and universal, attributed variously to the Churches of Arisa and Shaya.<br />

LOFTY MOVEMENTS (SL 26): Created in Eldania in the Second Century in the Church of Rhiana;<br />

universal but found most often among Channelers of the Nature Powers and the Eldani.<br />

NATURE'S LAW (SL 27): Ancient, attributed to the Church of Ariella; universal, but generally found<br />

among Channelers of the Nature Powers.<br />

PLEASURES (RC4 67): <strong>The</strong> OC, OE, and OM versions of this list were all created sometime between the<br />

Tenth and Twelfth Centuries under the sponsorship of the Church of Jeron. All three are universal, but the<br />

OM version is much less common in the West.<br />

PURIFICATION (SL 27): Ancient and universal, attributed to the Church of Kristine.<br />

SOUND'S WAY (SL 27): Ancient, attributed to the Church of Sirene; universal but somewhat uncommon.<br />

SPELL DEFENSE (SL 26): Ancient and universal, attributed to the Church of Sirene.<br />

WEATHER WAYS (SL 26): Ancient, attributed to the Church of Tarsis; universal, but generally found<br />

among Channelers of the Nature Powers.<br />

Closed Channeling (CC)<br />

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By Lowell R. Matthews<br />

BLOOD LAW (SL 28): All five Closed Channeling healing lists are ancient and universal, created before the<br />

various professional healing lists and therefore not as powerful.<br />

<strong>The</strong>y are usually attributed to the Churches of Arisa and Kristine.<br />

BONE LAW (SL 28): See Blood Law.<br />

BUBBLE MAGIC (RC7 95): Ancient and universal but rare, attributed to the Church of Jeron.<br />

CALM SPIRITS (SL 29): Ancient and universal, attributed to the Church of Arisa.<br />

CEREMONIES (RC1 28): Ancient and universal, variously attributed to the churches of Arisa and<br />

Valkorath.<br />

In most churches, knowledge of this list is required before a Channeler can become the pastor of a<br />

congregation or a bishop.<br />

<strong>The</strong> RC1 suggests that each Ceremony should require an additional 1-10 rounds of casting time above the<br />

normal 1-3. Most of the noncombat Ceremonies, however, should require at least ten minutes to perform<br />

properly, and some could well take hours. <strong>The</strong> following minimum additional times apply in Novite<br />

Ceremonies: None: (1) Prayer (no longer requires PP), (6) Chant, (11) Vestment of War, (17) Sanctuary, (20)<br />

Dispel Magic.<br />

1-5 Rounds: (15) Exorcism, (19) Abjuration, (25) Death Prayer.<br />

6-10 Rounds: (14) Anathematize, (16) Dismissal, (50) Invocation.<br />

2-5 Minutes: (8) Dedication.<br />

10-15 Minutes: (3) Marriage, (4) Burial, (5) Coming of Age, (7) Vows/Oaths, (10) Investiture.<br />

30+ Minutes: (2) Holy Vestment, (9) Consecration, (12) Ordination, (13) Consecrate Grounds, (18)<br />

Holy/Unholy Water, (30) Just War.<br />

CREATIONS (SL 29): Created in Londell in the Fifth Century by Arimel, Priest of Arkan; made universal<br />

during the World Empire. According to legend, Arimel created the list after narrowly surviving a shipwreck.<br />

LOCATING WAYS (SL 29): Ancient and universal, attributed variously to the Churches of Arisa and<br />

Sirene.<br />

LORE (SL 29): Ancient and universal, attributed to the Church of Arisa.<br />

MIDWIFERY (RC1 31): Ancient and universal, attributed to the Church of Kristine.<br />

MUSCLE LAW (SL 28): See Blood Law.<br />

NATURE SUMMONS (RC5 55): Ancient, attributed to the Church of Ariella; universal but somewhat rare<br />

and usually found among Channelers of the Nature Powers. This list was originally defined as a Druid base<br />

list in the RC5.<br />

NERVE LAW (SL 28): See Blood Law.<br />

ORGAN LAW (SL 28): See Blood Law.<br />

SERPENT LAW (RC7 92): Ancient, attributed to the Church of Sirene; universal but rare.<br />

SYMBOLIC WAYS (SL 29): Ancient and universal, attributed variously to the Churches of Sirene and<br />

Valkorath.<br />

WEATHER MASTERY (RC5 56): Ancient, attributed to the Church of Tarsis; universal but rare and usually<br />

found among Channelers of the Nature Powers or Tharan. This list was originally defined as a Druid base list<br />

in the RC5.<br />

Evil Channeling (EC)<br />

Note: All of these lists are Black except Dark Lore, which is Gray. <strong>The</strong>y are considered Closed for the<br />

purposes of spell list acquisition.<br />

ARACHNEMANCY (RC4 63): <strong>The</strong> EC and EE versions of this list, both universal but somewhat rare, were<br />

created by Yusora Kumihito of Kirinanda in 1954 (during the World Empire).<br />

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CURSES (SL 42): Ancient and universal, attributed to the Church of Tharan.<br />

DARK CHANNELS (SL 42): Ancient and universal, developed from the Cleric list Channels by the Church<br />

of Valkorath.<br />

This list is used much more often by Clerics of the Rebel Powers, who learn it in place of Channels, than it is<br />

by other Evil Channelers or Hybrids.<br />

DARK LORE (SL 42): Ancient and universal, developed from the CC list Lore by the Church of Valkorath.<br />

Even so, it is merely Gray, not inherently Black.<br />

DISEASE (SL 42): Ancient and universal, attributed to the Church of Tharan.<br />

FOUL CHANGES I (RC4 64): <strong>The</strong> EC, EE, and EM versions of the Foul Changes lists, all universal but<br />

rare, were created by Gorimir Durangel of Taranlonde in 1961 (during the World Empire).<br />

FOUL CHANGES II (RC4 65): See Foul Changes I.<br />

NECROMANCY (SL 42): Ancient and universal, corrupted from the Cleric list Life Mastery by the Church<br />

of Valkorath.<br />

Animist Base (ANM) (SL)<br />

ANIMAL MASTERY (SL 38): <strong>The</strong> six standard SL Animist base lists are ancient and universal. In legend,<br />

they were personally given by Ariella to her Church before the Recorded Years.<br />

ENRICHMENT (RC4 66): <strong>The</strong> Animist and Druid versions of Enrichment were created by Taryaviel,<br />

Eastern High Priestess of Ariella, during the Seventh Century; they are universal but relatively uncommon.<br />

HERB MASTERY (SL 39): See Animal Mastery.<br />

NATURE'S LORE (SL 39): See Animal Mastery.<br />

NATURE'S MOVEMENT (SL 38): See Animal Mastery.<br />

NATURE'S PROTECTION (SL 39): See Animal Mastery.<br />

PLANT MASTERY (SL 38): See Animal Mastery.<br />

Chaotic Lord Base (CHL) (RC3)<br />

CHAOS MASTERY (RC3 46): <strong>The</strong> nine Chaotic Lord base lists (three original, six adapted) were created in<br />

the late Fifth Century by Goranore the Unspeakable of Barad Elenvale (son of Valamore the Horrible). <strong>The</strong><br />

lists spread throughout the world over the next four centuries, and Chaotic Lords gained special prominence<br />

during the final dark days of the World Empire. All the existing Chaotic Lords were destroyed in the Great<br />

Catastrophe. <strong>The</strong> profession as a whole has never reemerged in the West, although rumors of these lists<br />

having been hidden away in the libraries of certain Archmages and Clerics have circulated for centuries. In<br />

the East, a new order of Chaotic Lords was created in 3622 under the sponsorship of Ambarlach Calumar,<br />

then Pentarch of Fire. Six of these lists are darkest Black; the other three, including Chaos Mastery itself, are<br />

merely Gray. Even so, most Chaotic Lords are fiercely Evil servants of Tharan the Wrathful.<br />

CHAOTIC ARMOR (RC3 47): Black; see Chaos Mastery.<br />

CHAOTIC WEAPONS (RC3 46): Black; see Chaos Mastery.<br />

DARK CHANNELS (SL 42): Black and identical to the EC list; generally learned only by Chaotic Lords<br />

who are also members of the clergy. See also Chaos Mastery.<br />

DARK CONTACTS (SL 82): Black; identical in function to the EE list. See also Chaos Mastery.<br />

DARK LAW (RC2 45): Black; identical in function to the Necromancer list. See also Chaos Mastery.<br />

DARK LORE (SL 42): Gray; identical to the EC list. See also Chaos Mastery.<br />

DARK SUMMONS (SL 82): Black; identical in function to the EE list. See also Chaos Mastery.<br />

DARKNESS (SL 82): Gray; identical in function to the EE list. See also Chaos Mastery.<br />

Note: Chaotic Lords learn the Arcane lists Conjurations (RC5 73) and Spiritwrack (RC5 72) with the normal<br />

Semi acquisition costs (4/* or 8/* for E picks) but with Pure picks (A, C, A', C', E).<br />

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Cleric Base (CLR) (SL)<br />

By Lowell R. Matthews<br />

CHANNELS (SL 34): Ancient and universal. This is the version used by Good Clerics and is therefore<br />

explicitly White; Neutral and Evil Clerics use the Gray Channels and EC Dark Channels lists, respectively.<br />

COMMUNAL WAYS (SL 34): Ancient and universal.<br />

GRAY CHANNELS (Novi LISTS): Developed in the 18th Century from the Channels list by the Church of<br />

Annon as an intermediate between Channels and Dark Channels.<br />

LIFE MASTERY (SL 35): Ancient and universal, personally given by Annon to his first High Priest, from<br />

whom it passed to most of the other Churches, including that of Valkorath. Annon will still intervene on<br />

occasion to prevent its misuse.<br />

PROTECTIONS (SL 35): Ancient and universal.<br />

REPULSIONS (SL 35): Ancient and universal, personally given by Annon to his Church after the creation of<br />

undead by Valkorath.<br />

SUMMONS (SL 34): Ancient and universal, attributed to the Church of Sirene.<br />

Dervish Base (DRV) (RC2)<br />

CHANGING DANCES (RC2 78): All six standard (RC2) Dervish base lists are ancient and universal. In<br />

legend, they were personally given by Tariel to her Church before the Recorded Years. <strong>The</strong> three additional<br />

(RC4) lists are all adapted from old lists, but the Dervish versions date from the Pentarchy and are therefore<br />

not available in the West.<br />

COMMUNING DANCES (RC2 79): See Changing Dances.<br />

DAMAGE RESISTANCE (SL 90): Identical in function to the OM list, although expressed in dance. See<br />

also Changing Dances.<br />

DEADLY DANCES (RC2 77): See Changing Dances.<br />

FASCINATION DANCES (RC2 76): See Changing Dances.<br />

HOLY WARRIOR (RC1 26): Essentially identical to the Paladin base list, although expressed in dance. See<br />

also Changing Dances.<br />

SPELLBREAKER (RC1 27): Essentially identical to the Paladin base list, although expressed in dance. See<br />

also Changing Dances.<br />

TELEDANCE (RC2 78): See Changing Dances.<br />

TRAVELLING DANCES (RC2 77): See Changing Dances.<br />

Druid Base (DRD) (RC1)<br />

ANIMAL MASTERY (RC1 18): <strong>The</strong> six standard RC1 Druid base lists are ancient and universal. In legend,<br />

they were personally given by Ariella to Mithriel, her First Century Western High Priestess.<br />

BEAST'S WAYS (RC5 54): Created in 1740 by Aezal the Swift, a Murgen Priestess of Rhiana living in Osten-Gael;<br />

universal.<br />

DRUID'S PEACE (RC1 18): See Animal Mastery.<br />

DRUIDSTAFF (RC1 19): See Animal Mastery.<br />

ENRICHMENT (RC4 66): <strong>The</strong> Animist and Druid versions of Enrichment were created by Taryaviel,<br />

Eastern High Priestess of Ariella, during the Seventh Century; they are universal but relatively uncommon.<br />

INSECT MASTERY (RC5 54): Created by Acalahanna, Priestess of Ariella, in southwestern Malanuvia<br />

during the Ninth Century; now widespread but much more common in the West.<br />

NATURE'S FORMS (RC1 20): See Animal Mastery.<br />

STONE MASTERY (RC1 21): See Animal Mastery.<br />

TREE MASTERY (RC1 22): See Animal Mastery.<br />

Healer Base (HLR) (SL)<br />

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BLOOD WAYS (SL 36): <strong>The</strong> six SL and one RC2 Healer base lists are all ancient. <strong>The</strong>y were universal<br />

before the Great Catastrophe of 2000, after which the Healer profession and its lists were essentially lost to<br />

the West. <strong>The</strong>y were created after the CC healing lists but before the Lay Healer base lists; in legend, they<br />

were personally given by Kristine to her Church before the Recorded Years.<br />

BONE WAYS (SL 36): See Blood Ways.<br />

LIFE ESSENCE HEALING (RC2 86): See Blood Ways.<br />

MUSCLE WAYS (SL 36): See Blood Ways.<br />

ORGAN WAYS (SL 36): See Blood Ways.<br />

SURFACE WAYS (SL 36): See Blood Ways.<br />

TRANSFERRING WAYS (SL 37): See Blood Ways.<br />

Moon Mage Base (MMG) (RC3)<br />

METAMORPHOSE (RC3 55): <strong>The</strong> three RC3 Moon Mage lists were created in Mintakyo in the early 22nd<br />

Century under the sponsorship of the Church of Celestra. <strong>The</strong> Light (Good) variant of the profession and the<br />

Order of Saint Isilie within the Church of Celestra were established in 2123.<br />

By 2250, the Churches of Sirene and Valkorath had heard of the Moon Mage lists and had created Gray<br />

(Neutral) and Dark (Evil) variants of the profession for their own purposes. <strong>The</strong> three original Moon Mage<br />

lists and the adapted lists of the three variants are known throughout the East, but are generally held closely<br />

by the three sponsoring churches. <strong>The</strong> profession as a whole is unknown in the West, but the three RC3 lists<br />

may be known to certain Clerics or Archmages there.<br />

MOON MADNESS (RC3 53): See Metamorphose.<br />

MOON MASTERY (RC3 54): See Metamorphose.<br />

Light Variant: Note: Three of these lists may be chosen as base lists; the other three may be learned as Open<br />

lists.<br />

BRILLIANCE (SL 92): Identical in function to the OM list.<br />

BRILLIANCE MAGIC (RC3 72): Identical in function to the Crystal Mage base list.<br />

LIGHT LAW (SL 75): Identical in function to the Magician base list.<br />

LIGHT MOLDING (SL 77): Identical in function to the Illusionist base list.<br />

LIGHT'S WAY (SL 27): Identical to the OC list.<br />

STARLIGHTS (SL 45): Identical in function to the Astrologer base list.<br />

Gray Variant: Note: Three of these lists may be chosen as base lists, and three more may be learned as Open<br />

lists, but the other eight can only be learned through extraordinary spell picks.<br />

CLOAKING (SL 90): Identical in function to the OM list.<br />

CONFUSING WAYS (SL 108): Identical in function to the Mystic base list.<br />

DISTRACTIONS (RC1 23): Identical in function to the Nightblade base list.<br />

ETHEREAL MASTERY (RC1 14): Identical in function to the Arcane list.<br />

GLAMOURS (RC2 53): Identical in function to the Witch base list.<br />

GUISES (SL 76): Identical in function to the Illusionist base list.<br />

HIDING (SL 108): Identical in function to the Mystic base list.<br />

LESSER ILLUSIONS (SL 68): Identical in function to the OE list.<br />

MYSTICAL CHANGE (SL 108): Identical in function to the Mystic base list.<br />

NATURE'S FORMS (RC1 20): Identical to the Druid base list.<br />

NATURE'S GUISES (SL 40): Identical to the Ranger base list.<br />

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PHANTOM'S FACE (RC1 23): Identical in function to the Nightblade base list.<br />

SHAPECHANGING WAYS (RC1 17): Identical in function to the Arcane list.<br />

SHIFTING (SL 94): Identical in function to the CM list.<br />

By Lowell R. Matthews<br />

Dark Variant: Note: Three of these lists may be chosen as base lists; the other three may be learned as Open<br />

lists.<br />

DARK CHANNELS (SL 42): Identical to the EC list; generally learned only by Dark Moon Mages who are<br />

also members of the clergy.<br />

DARK CONTACTS (SL 82): Identical in function to the EE list.<br />

DARK LAW (RC2 45): Identical in function to the Necromancer base list.<br />

DARK LORE (SL 42): Identical to the EC list.<br />

DARK SUMMONS (SL 82): Identical in function to the EE list.<br />

DARKNESS (SL 82): Identical in function to the EE list.<br />

Paladin Base (PLD) (RC1)<br />

ARM'S WAY (RC2 81): <strong>The</strong> five RC1 Paladin base lists (two original, three adapted) are ancient and<br />

universal. As recorded in histories considered by many to be legends, they were personally given by Sonya<br />

to her First Century Eastern and Western High Priestesses. <strong>The</strong> five RC2 lists (all original) were created<br />

centuries later, but still long before the World Empire, and are therefore also universal.<br />

COMMUNION (RC1 26): Communion is identical to the Cleric base list Communal Ways (SL 34). See also<br />

Arm's Way.<br />

EXORCISM (RC2 80): See Arm's Way.<br />

HAND OF CLEANSING (RC1 26): Identical to the OC list Purification (SL 27). See also Arm's Way.<br />

HAND OF HEALING (RC1 26): Identical to the OC list Concussion's Ways (SL 27). See also Arm's Way.<br />

HOLY WARRIOR (RC1 26): See Arm's Way.<br />

INSPIRATIONS (RC2 82): See Arm's Way.<br />

LAYING ON HANDS (RC2 81): See Arm's Way.<br />

SHIELDING WAY (RC2 80): See Arm's Way.<br />

SPELL BREAKER (RC1 27): See Arm's Way.<br />

Ranger Base (RNG) (SL)<br />

ANIMAL MASTERY (RC1 18): <strong>The</strong> Ranger profession was created separately by Taurdil in the West in the<br />

First Century and Elentaur in the East in the Second Century. Both were Eldani Archmage servants of<br />

Rhiana who survived past 1200, and their stories have been preserved by the Church of Rhiana. <strong>The</strong> current<br />

nine Ranger base lists (five SL original, four RC4 adapted) were standardized by a World Imperial<br />

Commission in 1933 and are universal. Animal Mastery is identical to the namesake Druid base list.<br />

GUARDIAN WAYS (RC1 29): Identical to the special OC list.<br />

See also Animal Mastery.<br />

INNER WALLS (SL 40): See Animal Mastery.<br />

MOVING WAYS (SL 40): See Animal Mastery.<br />

NATURE'S GUISES (SL 40): See Animal Mastery.<br />

NATURE'S WAYS (SL 40): See Animal Mastery.<br />

PATH MASTERY (SL 40): See Animal Mastery.<br />

SENSE MASTERY (SL 94): Identical in function to the CM list. See also Animal Mastery.<br />

WAY OF THE NAVIGATOR (RC3 78): Identical in function to the Arcane list. See also Animal Mastery.<br />

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Shaman Base (SHM) (RC2)<br />

ANIMAL WAYS (RC2 66): All eight Shaman base lists (seven original, one adapted) are ancient and<br />

universal. In legend, they were personally given by Sirene to her Church before the Recorded Years.<br />

HERB MASTERY (SL 39): Identical to the Animist base list.<br />

See also Animal Ways.<br />

SPIRIT HEALING (RC2 68): See Animal Ways.<br />

SPIRIT MANIFESTATIONS (RC5 59): See Animal Ways.<br />

SPIRIT MASTERY (RC2 68): See Animal Ways.<br />

SPIRIT SUMMONING (RC2 67): See Animal Ways.<br />

TRANCES (RC2 70): See Animal Ways.<br />

VISIONS (RC2 69): See Animal Ways.<br />

Sleuth Base (SLU) (RC3)<br />

ANALYSES (RC3 58): <strong>The</strong> nine Channeling Sleuth base lists (four original, five adapted) were created in<br />

the 1490's under the sponsorship of Tar-Antoval the World Emperor while King of Elenvaldor. <strong>The</strong> first<br />

guild of Sleuths, the Order of the Seekers, was chartered in 1500. <strong>The</strong> Mentalism variant was created under<br />

its sponsorship in the 1510's. <strong>The</strong> Channeling Sleuth lists are universal, but the Mentalism versions have<br />

fallen into disuse in the West. <strong>The</strong> distribution in the East is roughly 70% Channeling and 30% Mentalism.<br />

DISTRACTIONS (RC1 23): Identical in function to the Nightblade base list. See also Analyses.<br />

ESCAPING WAYS (RC3 59): See Analyses.<br />

LOCATING WAYS (SL 29): Identical to the CC list. See also Analyses.<br />

MANNISH WAYS (RC1 40): Very similar in function to the Delver base list, with two alterations: there is<br />

no third-level spell and the fifth-level spell is Spell Signature Feel from the Delving Law list (RC1 40). See<br />

also Analyses.<br />

PHANTOM MOVEMENT (RC1 24): Identical in function to the Nightblade base list. See also Analyses.<br />

PHANTOM'S FACE (RC1 23): Identical in function to the Nightblade base list. See also Analyses.<br />

SLEUTH'S SENSES (RC3 58): See Analyses.<br />

TIME'S SENSE (RC3 59): See Analyses.<br />

Note: Sleuths learn the Arcane list Subdual Ways (RC5 82) with the normal Semi acquisition costs (4/*, 8/*<br />

for E picks) but with Hybrid picks (A", C", D", E).<br />

Witch Hunter Base (WHR) (RC7)<br />

THE AEGIS (RC7 85): <strong>The</strong> five original (RC7) Witch Hunter base lists were created under the sponsorship<br />

of the Church of Hadrak during the late Fifth Century. Five more were adapted gradually from other<br />

professions' lists. <strong>The</strong> current set was standardized by a World Imperial Commission in 1936.<br />

THE BRIDGE: Identical to the Cleric base list Communal Ways (SL 34). See also <strong>The</strong> Aegis.<br />

THE CHAINS (RC7 84): See <strong>The</strong> Aegis.<br />

THE EXORCIST: Identical to the Paladin base list Exorcism (RC2 80). See also <strong>The</strong> Aegis.<br />

THE EYE (RC7 87): See <strong>The</strong> Aegis.<br />

THE FIST (RC7 88): See <strong>The</strong> Aegis.<br />

THE GUARDIAN: Identical to the special OC list Guardian Ways (RC1 29), but Witch Hunters direct it<br />

against professions, not races. See also <strong>The</strong> Aegis.<br />

THE QUESTION (RC7 86): See <strong>The</strong> Aegis.<br />

THE TOUCH: Identical to the Paladin base list Laying on Hands (RC2 81). See also <strong>The</strong> Aegis.<br />

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THE VOID: Gray; identical to the Chaotic Lord base list Chaos Mastery (RC3 46). White Witch Hunters use<br />

it almost exclusively to counter its use by Chaotic Lords. See also <strong>The</strong> Aegis.<br />

Essence<br />

Open Essence (OE)<br />

DELVING WAYS (SL 68): Ancient and universal.<br />

DETECTING WAYS (SL 68): Ancient and universal.<br />

ELEMENTAL SHIELDS (SL 68): Ancient and universal.<br />

ESSENCE HAND (SL 66): Ancient and universal.<br />

ESSENCE WING (RC7 90): Created by Angmorgul of Gorthonion (the most powerful Wizard in history) in<br />

1903; universal but nowhere common.<br />

ESSENCE'S PERCEPTIONS (SL 66): Ancient and universal.<br />

LESSER ILLUSIONS (SL 68): Ancient and universal.<br />

PHYSICAL ENHANCEMENT (SL 68): Ancient and universal.<br />

PLEASURES (RC4 67): <strong>The</strong> OC, OE, and OM versions of this list were all created sometime between the<br />

Tenth and Twelfth Centuries under the sponsorship of the Church of Jeron. All three are universal, but the<br />

OM version is much less common in the West.<br />

RUNE MASTERY (SL 66): Ancient and universal.<br />

SPELL WALL (SL 66): Ancient and universal.<br />

UNBARRING WAYS (SL 66): Ancient and universal.<br />

WEAPON ALTERATIONS (RC4 69): Published by Professor John Bloodmoon of the Alvaron Academy in<br />

3706; now held by most Eastern university libraries and many private ones.<br />

Closed Essence (CE)<br />

COUNTERSPELLS (RC4 70): Universal but never common; created by Vardael the Silver of Barad<br />

Elenvale in the early Ninth Century.<br />

DISPELLING WAYS (SL 72): Universal; created by Vardael the Silver of Barad Elenvale in the early<br />

Fourth Century.<br />

FAMILIAR'S LAW (RC1 29): Ancient and universal; probably created in Eldania before the Fourth<br />

Century.<br />

GATE MASTERY (SL 72): Ancient and universal.<br />

INVISIBLE WAYS (SL 70): Ancient and universal.<br />

LIVING CHANGE (SL 70): Ancient and universal.<br />

LOFTY BRIDGE (SL 70): Ancient and universal.<br />

MAGICAL ROPES (RC7 91): Created by Professor Mithengaer at the University of Londell in CE and CM<br />

versions during the Sixth Century. Both versions are universal in the East, but since the Great Catastrophe<br />

and the collapse of Mentalism which followed in the West, the CE version is dominant in the West.<br />

MIRROR MAGIC (RC7 93): Universal; created by Diran the Azure (son of Pinvael the Silver) of Barad<br />

Elenvale during the Sixth Century.<br />

RAPID WAYS (SL 72): Universal; created by Vangil the Golden of Taranlonde during 451-458. An ancient<br />

collection of his manuscripts called the First, Second, and Third Treatises on the Rapid Ways is preserved at<br />

the University of the West.<br />

SHIELD MASTERY (SL 72): Ancient and universal.<br />

SPELL COORDINATION (RC1 16): Ancient and universal; adapted from and identical in function to the<br />

namesake Arcane spell.<br />

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SPELL ENHANCEMENT (SL 72): Ancient and universal.<br />

SPELL MASTERY (RC5 81): Ancient and universal; adapted from and identical in function to the namesake<br />

Arcane spell.<br />

SPELL REINS (SL 70): Ancient and universal.<br />

SPELL SHAPING (RC5 83): Universal but rare and often closely guarded; personally created in Arcane and<br />

CE versions by Tar-Antoval the World Emperor in 1968.<br />

SPIRIT MASTERY (SL 70): Ancient and universal.<br />

Evil Essence (EE)<br />

Note: All of these lists are Black except Darkness, which is Gray. <strong>The</strong>y are considered Closed for the<br />

purposes of spell list acquisition.<br />

ARACHNEMANCY (RC4 63): <strong>The</strong> EC and EE versions of this list, both universal but somewhat rare, were<br />

created by Yusora Kumihito of Kirinanda in 1954 (during the World Empire).<br />

CORROSION MASTERY (RC5 60): Created by the Sorcerer Murvirel of Taranlonde in 1941 (during the<br />

World Empire); universal but rare. This list is Black because it follows the same philosophy as the Sorcerer<br />

base lists; it is still possible for an individual user to be Neutral rather than Evil.<br />

DARK CONTACTS (SL 82): Dark Contacts and Dark Summons are both universal and were created in the<br />

Third Century by Eadmuir Dragon's-Fang of Londell. <strong>The</strong>y provided the basis for the creation of the<br />

Conjuror base lists in the Fifth Century.<br />

DARK SUMMONS (SL 82): See Dark Contacts.<br />

DARKNESS (SL 82): Ancient and universal; considered Gray, not Black.<br />

FOUL CHANGES I (RC4 64): <strong>The</strong> EC, EE, and EM versions of the Foul Changes lists, all universal but<br />

rare, were created by Gorimir Durangel of Taranlonde in 1961 (during the World Empire).<br />

FOUL CHANGES II (RC4 65): See Foul Changes I.<br />

MATTER DISRUPTION (SL 82): Matter Disruption and Physical Erosion are both universal and were<br />

created in the late First Century by Mormare the Black, High Mage of Barad Elenvale. His refinements of<br />

this early work led to the creation of the Sorcerer base lists.<br />

PHYSICAL EROSION (SL 82): See Matter Disruption.<br />

Alchemist Base (ALC) (SL)<br />

CHARMCRAFT (RC5 46): <strong>The</strong> six SL Alchemist base lists and the RC1 Alchemical Preparations list are all<br />

ancient and universal, and many of the slightly newer RC5 lists are also common. <strong>The</strong> Alchemist profession<br />

was developed within a decade of the Magician and also antedates the Recorded Years. Charmcraft was<br />

created during the Fifth Century by Ronirril of eastern Eldania and is universal.<br />

ENCHANTING WAYS (SL 78): See Charmcraft.<br />

ALCHEMICAL PREPARATIONS (RC1 30): An Alchemist who gains a spell pick on Enchanting Ways<br />

automatically gains the - 11 - same pick on Alchemical Preparations with no acquisition cost, and this list<br />

does not count against his/her base list quota. See also Charmcraft.<br />

ESSENCE IMBEDDING (SL 78): See Charmcraft.<br />

INORGANIC SKILLS (SL 79): See Charmcraft.<br />

LIQUID-GAS SKILLS (SL 79): See Charmcraft.<br />

MENTALISM-CHANNELING IMBEDDING (SL 78): See Charmcraft.<br />

ORGANIC SKILLS (SL 79): See Charmcraft.<br />

ORGANISM SKILLS (RC5 48): Created by Kinjitsu Yoshi of Mintakyo in 1667; most easily found in the<br />

Mintakan Empire, Kharlak, and the Islands of the Sunrise in the West. See also Charmcraft.<br />

PALINGENESIS (RC5 52): Created by Johan Marr, ruler of Margand during the Tenth Century; universal<br />

but rare. See also Charmcraft.<br />

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PERIMETER WARDINGS (RC5 50): Perimeter Wardings and Structure Wardings were both created by<br />

Elril the White, High Mage of Barad Elenvale, during the First Century; both are universal. See also<br />

Charmcraft.<br />

STRUCTURE WARDINGS (RC5 51): See Perimeter Wardings and Charmcraft.<br />

Note: Alchemists learn the Arcane lists Bladerunes (RC1 10), Crystal Visions (RC5 75), Entity Mastery<br />

(RC1 13), Metal Lore (RC2 83), Stone Lore (RC2 83), and Wood Shaping (RC2 84) as if they were<br />

Archmages. <strong>The</strong>y learn Acid Law (RC4 71) as if they were Hybrids.<br />

Beastmaster Base (BMR) (RC2)<br />

ANIMAL BONDING (RC2 71): <strong>The</strong> ten standard Essence Beastmaster base lists (five original, five adapted)<br />

and their Channeling and Mentalism variants are all universal.<br />

<strong>The</strong> overlapping Beastmaster and Warrior Mage base lists were all created by Tar-Antoval the World<br />

Emperor from about 1300-1330, while he was still Crown Prince of Elenvaldor. <strong>The</strong> present distribution in<br />

the East is roughly 70% Essence, 25% Mentalism, and 5% Channeling; while that in the West is roughly<br />

70% Essence and 30% Channeling, with very few Mentalism variants. <strong>The</strong> base lists of all three variants are<br />

essentially the same; the current selection was standardized by a World Imperial Commission in 1932.<br />

ANIMAL CONTROL (RC2 5): Identical in function to the Animist base list Animal Mastery (SL 38). See<br />

also Animal Bonding.<br />

CALM SPIRITS (SL 29): Identical in function to the CC list.<br />

See also Animal Bonding.<br />

COMBAT ENHANCEMENT (RC2 72): See Animal Bonding.<br />

HORSEMAN'S WAY (RC7 96): See Animal Bonding.<br />

MOVEMENT ENHANCEMENT (RC2 72): See Animal Bonding.<br />

NATURE'S FORMS (RC1 20): Identical in function to the Druid base list. See also Animal Bonding.<br />

SENSE ENHANCEMENT (RC2 73): See Animal Bonding.<br />

SENSE THROUGH OTHERS (SL 101): Identical in function to the Seer base list. See also Animal<br />

Bonding.<br />

WEATHER WAYS (SL 26): Identical in function to the OC list.<br />

See also Animal Bonding.<br />

Conjuror Base (CNJ) (RC2) ANIMAL WAYS (RC2 66): <strong>The</strong> six standard Conjuror base lists (four original,<br />

two adapted) are universal but not infrequently outlawed. <strong>The</strong> lists are not truly tainted, but Good Conjurors<br />

are relatively rare. <strong>The</strong> lists were created by Tar-Antoval the World Emperor in the 1350's, while he was still<br />

Crown Prince of Elenvaldor. Animal Ways is identical in function to the Shaman base list.<br />

CIRCLES OF POWER (RC2 56): See Animal Ways.<br />

CIRCLES OF PROTECTION (RC2 57): See Animal Ways.<br />

CIRCLES OF SUMMONING (RC2 58): See Animal Ways.<br />

DEMON MASTERY (RC2 59): See Animal Ways.<br />

SPIRIT MASTERY (RC2 68): Identical in function to the Shaman base list. See Animal Ways.<br />

Note: Conjurors learn the Arcane lists Conjurations (RC5 73) and Spiritwrack (RC5 72) as if they were<br />

Archmages.<br />

Crafter Base (CRF) (RC3)<br />

CONSTRUCTING WAYS (RC1 40): <strong>The</strong> six standard (RC3) Crafter base lists, adapted from Delver and<br />

Arcane construction lists, are widely available, though uncommon and almost always held by guilds.<br />

Variants exist for all three Realms in the East, and for Essence and Channeling in the West. <strong>The</strong> primary<br />

Essence variants were developed during the late 13th Century in Londell by the Alchemist Bartel the<br />

Builder, after he created the Delver lists. <strong>The</strong> three additional RC4 lists were adapted from Closed Mentalism<br />

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matter-manipulation lists at the Alvaron Academy in the 3820's; they are not available in the West and not<br />

yet widespread in the East. Constructing Ways is identical to the namesake Delver base list.<br />

DELVING LAW (RC1 40): Identical to the Delver base list.<br />

See also Constructing Ways.<br />

GAS MANIPULATION (SL 94): Identical in function to the CM list. See also Constructing Ways.<br />

LIQUID MANIPULATION (SL 94): Identical in function to the CM list. See also Constructing Ways.<br />

MANNISH WAYS (RC1 40): Identical to the Delver base list.<br />

See also Constructing Ways.<br />

METAL LORE (RC2 83): Identical in function to the Arcane list. See also Constructing Ways.<br />

SOLID MANIPULATION (SL 96): Identical in function to the CM list. See also Constructing Ways.<br />

STONE LORE (RC2 83): Identical in function to the Arcane list. See also Constructing Ways.<br />

WOOD SHAPING (RC2 84): Identical in function to the Arcane list. See also Constructing Ways.<br />

Note: Crafters learn the Arcane lists Acid Law (RC4 71), Bladerunes (RC1 10), Crystal Visions (RC5 75),<br />

and Entity Mastery (RC1 13) with the normal Semi acquisition costs (4/* or 8/* for E picks) but with Pure<br />

picks (A, C, A', C', E).<br />

Delver Base (DLV) (RC1)<br />

APPRAISALS (RC3 45): <strong>The</strong> five standard RC1 Delver base lists are all universal. <strong>The</strong>y were developed<br />

during the 13th Century in Londell by the Alchemist Bartel the Builder. From there the profession spread<br />

throughout Almaren, then to the rest of the East and to the West by the end of the World Empire. <strong>The</strong> five<br />

adapted RC4 lists were created during the late 37th and early 38th Centuries at the Alvaron Academy and are<br />

therefore not available as such in the West. None of the lists are truly common and are most often held by<br />

guilds in both Hemispheres.<br />

Appraisals is identical in function to the namesake Montebanc base list.<br />

CHAOTIC WEAPONS (RC3 46): A Black list identical in function to the Chaotic Lord base list. See also<br />

Appraisals.<br />

CONSTRUCTING WAYS (RC1 40): See Appraisals.<br />

DELVER'S MENDING (Novi LISTS): An enhanced version of the Arcane Coven list Mending Ways (RC3<br />

83) suggested for inclusion in the Delver base lists by the RC4. Because Mending Ways has been reclassified<br />

as a Prosaic list, Delver's Mending is more powerful in terms of what may be repaired at a given level and<br />

has a few new capabilities.<br />

See also Appraisals.<br />

DELVING LAW (RC1 40): See Appraisals.<br />

MANNISH WAYS (RC1 40): See Appraisals.<br />

MATERIAL TRANSPORT (RC1 40): See Appraisals.<br />

NOBLE ARMOR (RC3 56): Identical in function to the Noble Warrior base list. See also Appraisals.<br />

NOBLE WEAPONS (RC3 57): Identical in function to the Noble Warrior base list. See also Appraisals.<br />

SYMBOL EMBEDDING (RC1 41): See Appraisals.<br />

Note: Delvers learn the Arcane lists Acid Law (RC4 71), Bladerunes (RC1 10), Crystal Visions (RC5 75),<br />

Entity Mastery (RC1 13), Metal Lore (RC2 83), Stone Lore (RC2 83), and Wood Shaping (RC2 84) with the<br />

normal Semi acquisition costs (4/* or 8/* for E picks) but with Pure picks (A, C, A', C', E). <strong>The</strong>y do not have<br />

their own version of Bladerunes as suggested in RC4.<br />

Elementalist Base (ELM) (RC7)<br />

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AIR FORMS (RC7 71): <strong>The</strong> ten Elementalist base lists (seven original, three adapted) are universal but<br />

everywhere rare. <strong>The</strong>y were all created under the sponsorship and personal involvement of Tar-Antoval the<br />

World Emperor during 1962-1968. Air Forms was published in 1964.<br />

DARK FORMS (RC7 75): Published in 1968; see Air Forms.<br />

Knowledge of this Black list makes a user an "Evil Spellcaster"; however, it is still possible for an individual<br />

user to be Neutral rather than Evil. White Elementalists generally avoid it.<br />

EARTH FORMS (RC7 70): Published in 1962; see Air Forms.<br />

FIRE FORMS (RC7 71): Published in 1963; see Air Forms.<br />

HIGHRIDING (RC2 75): Published in 1966; identical to the Warrior Mage base list. See also Air Forms.<br />

ICE FORMS (RC7 72): Published in 1965; see Air Forms.<br />

LIGHT FORMS (RC7 73): Published in 1966; see Air Forms.<br />

MOVEMENT ENHANCEMENT (RC2 72): Published in 1967; identical to the Beastmaster base list. See<br />

also Air Forms.<br />

SENSE ENHANCEMENT (RC2 73): Published in 1965; identical to the Beastmaster base list. See also Air<br />

Forms.<br />

WATER FORMS (RC7 74): Published in 1964; see Air Forms.<br />

Forcemage Base (FMG) (RC5)<br />

ELEMENTAL WAYS (RC2 74): <strong>The</strong> first five (RC5) Forcemage base lists were developed during the early<br />

Fourth Century in southeastern Eldania by Ingarael the Bronze. <strong>The</strong>y are now universal but nowhere<br />

common. <strong>The</strong> Forcemage version of Elemental Ways was adapted from and is identical in function to the<br />

namesake Warrior Mage base list. It was created by Tar-Antoval in 1333, while still Crown Prince of<br />

Elenvaldor, for his younger brother Valenare. Notes: Forcemages may choose the Arcane list Forcefields<br />

(RC5 79) as one of their extra base lists; if not, they learn it as if they were Archmages.<br />

Forcemages learn the Arcane lists Light's Creations (RC5 80), Mana Currents (RC5 81), Mana Fires (RC1<br />

15), Mana Frosts (Novi LISTS), and Subdual Ways (RC5 82) as if they were Hybrids.<br />

FORCE LAW (RC5 34): See Elemental Ways.<br />

FORCE MASTER (RC5 35): See Elemental Ways.<br />

GRAVITY LAW (RC5 36): See Elemental Ways.<br />

MAGNETIC LAW (RC5 37): See Elemental Ways.<br />

SHOCKWAVES (RC5 35): See Elemental Ways.<br />

Illusionist Base (ILL) (SL)<br />

FEEL-TASTE-SMELL (SL 77): <strong>The</strong> six standard Illusionist base lists are all universal. <strong>The</strong>y were developed<br />

during the late Second and early Third Centuries in Barad Elenvale by Pinvael the Silver and his sons<br />

Pinlaure, Ingir, and Diran. From there the profession spread throughout Annuvia over the next two centuries<br />

and reached the East by the Eighth Century.<br />

GUISES (SL 76): See Feel-Taste-Smell.<br />

ILLUSION MASTERY (SL 76): See Feel-Taste-Smell.<br />

LIGHT MOLDING (SL 77): See Feel-Taste-Smell.<br />

MIND SENSE MOLDING (SL 76): See Feel-Taste-Smell.<br />

SOUND MOLDING (SL 77): See Feel-Taste-Smell.<br />

Note: Illusionists learn the Arcane list Light's Creations (RC5 80) as if they were Archmages. <strong>The</strong>y learn<br />

Mana Currents (RC5 81) as if they were Hybrids.<br />

Magician Base (MAG) (SL)<br />

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CONVEYING WAYS (RC2 86): <strong>The</strong> six SL and two RC2 Magician base lists are all ancient and universal.<br />

<strong>The</strong> Magician is the oldest Essence profession and antedates the Recorded Years.<br />

EARTH LAW (SL 74): See Conveying Ways.<br />

ELEMENTAL SUMMONS (RC2 85): See Conveying Ways.<br />

FIRE LAW (SL 74): See Conveying Ways.<br />

ICE LAW (SL 74): See Conveying Ways.<br />

LIGHT LAW (SL 75): See Conveying Ways.<br />

WATER LAW (SL 75): See Conveying Ways.<br />

WIND LAW (SL 75): See Conveying Ways.<br />

Note: Magicians learn the Arcane lists Light's Creations (RC5 80), Mana Currents (RC5 81), Mana Fires<br />

(RC1 15), Mana Frosts (Novi LISTS), and Subdual Ways (RC5 82) as if they were Archmages.<br />

Monk Base (MNK) (SL)<br />

BODY REINS (SL 80): <strong>The</strong> nine Monk base lists (five SL original, four RC4 adapted) are all universal and<br />

variants exist for all three Realms. <strong>The</strong> five original lists were developed during the Seventh Century in what<br />

is now Cylonacar by Andrin the Swift, a Warrior Monk, and Tardancaer Iron-Fist, an Archmage. From there<br />

the profession spread quickly to Eldania, then to the East by the end of the Eighth Century. <strong>The</strong> additional<br />

lists were adapted during the 16th-18th Centuries. At present, in the East the distribution is roughly 60%<br />

Essence, 30% Mentalism, and 10% Channeling; in the West it is 60% Essence and 40% Channeling, with the<br />

Mentalism variant almost unknown.<br />

BODY RENEWAL (SL 80): See Body Reins.<br />

COMBAT ENHANCEMENT (RC2 72): Identical to the Beastmaster base list. See also Body Reins.<br />

COMBAT WAYS (RC4 23): Identical in function to the Dervish base list Deadly Dances (RC2 77), but<br />

expressed in kata, not dance. See also Body Reins.<br />

ESCAPING WAYS (RC3 59): Identical in function to the Sleuth base list. See also Body Reins.<br />

EVASIONS (SL 80): See Body Reins.<br />

MONK'S BRIDGE (SL 80): See Body Reins.<br />

MONK'S SENSE (SL 80): See Body Reins.<br />

SHIELDING WAY (RC2 80): Identical in function to the Paladin base list. See also Body Reins.<br />

Note: <strong>The</strong> RC4 suggests that the Paladin base list Arm's Way be included. In Novi, it has been disallowed on<br />

religious grounds and replaced with Escaping Ways.<br />

Runemaster Base (RUM) (RC2)<br />

CIRCLE MASTERY (RC2 63): <strong>The</strong> six Runemaster base lists are universal. <strong>The</strong>y were created by Aglarin<br />

Palanlinde of Barad Elenvale and his associates during the late 15th Century.<br />

GLYPH LAW (RC2 64): See Circle Mastery.<br />

RUNE LAW (RC2 66): See Circle Mastery.<br />

SIGIL/RUNES EMBEDDING (RC2 65): See Circle Mastery.<br />

WARDING LAW (RC2 65): See Circle Mastery.<br />

WORDS OF POWER (RC2 63): See Circle Mastery.<br />

Note: Runemasters learn the Arcane lists Conjurations (RC5 73) and Spiritwrack (RC5 72) as if they were<br />

Hybrids.<br />

Warrior Mage Base (WMG) (RC2)<br />

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BODY RENEWAL (SL 80): <strong>The</strong> nine Warrior Mage base lists (three original, six adapted) are universal.<br />

<strong>The</strong> overlapping Beastmaster and Warrior Mage base lists were all created by Tar-Antoval the World<br />

Emperor from about 1300-1330, while he was still Crown Prince of Elenvaldor.<br />

Body Renewal is identical to the namesake Monk base list.<br />

COMBAT ENHANCEMENT (RC2 72): Identical to the Beastmaster base list. See also Body Renewal.<br />

ELEMENTAL WAYS (RC2 74): See Body Renewal.<br />

EVASIONS (SL 80): Identical to the Monk base list. See also Body Renewal.<br />

HIGHRIDING (RC2 75): See Body Renewal.<br />

ILLUSIONS (SL 92): Identical in function to the OM list.<br />

See also Body Renewal.<br />

MIND'S TOUCH (RC2 74): See Body Renewal.<br />

MOVEMENT ENHANCEMENT (RC2 72): Identical to the Beastmaster base list. See Body Renewal.<br />

SENSE ENHANCEMENT (RC2 73): Identical to the Beastmaster base list. See Body Renewal.<br />

Note: Warrior Mages learn the Arcane lists Light's Creations (RC5 80), Mana Currents (RC5 81), Mana<br />

Fires (RC1 15), Mana Frosts (Novi LISTS), and Subdual Ways (RC5 82) with the normal Semi acquisition<br />

costs (4/*, 8/* for E picks) but with Hybrid picks (A", C", D", E).<br />

Wizard Base (WIZ) (RC5)<br />

SPELL BANE (RC5 42): <strong>The</strong> six Wizard base lists were created in the 16th Century by Anvallael the Gray,<br />

High Mage of Barad Elenvale (originally from Menelamar in southwestern Eldania). <strong>The</strong> profession spread<br />

rapidly throughout the world during the next two centuries, and Wizards gained prominence during World<br />

Empire. Nearly all of the existing Wizards perished in the Great Catastrophe, and the profession as a whole<br />

has never reemerged in the West, although certain Archmages are known to possess at least some of its lists.<br />

In the East, the profession was recreated in 3840 with the simultaneous publication of all six lists by Lord<br />

David Parostel of the Royal Paragonian Academy in Paraven, who has never revealed all the details of their<br />

discovery. Since then, Wizards have become established in most other universities, particularly the<br />

University of the West in Taranlonde.<br />

SPELL DAMPENING (RC5 43): See Spell Bane.<br />

SPELL GUARD (RC5 44): See Spell Bane.<br />

SPELL HAND (RC5 41): See Spell Bane.<br />

SPELL MANIPULATION (RC5 43): See Spell Bane.<br />

WIZARDSTAFF (RC5 45): See Spell Bane.<br />

Mentalism<br />

Open Mentalism (OM)<br />

ANTICIPATIONS (SL 90): All 20 SL Open and Closed Mentalism lists were developed during the Third<br />

through Fifth Centuries at the University of Londell, where the professions of Mentalist, Seer, Lay Healer,<br />

and Mystic were all created. <strong>The</strong>y are all now universal in the East, but were never common in the West.<br />

Furthermore, since the Great Catastrophe and the collapse of Mentalism which followed in the West, they<br />

are known there only to certain Archmages and Clerics.<br />

ATTACK AVOIDANCE (SL 90): See Anticipations.<br />

BRILLIANCE (SL 92): See Anticipations.<br />

CLOAKING (SL 90): See Anticipations.<br />

DAMAGE RESISTANCE (SL 90): See Anticipations.<br />

DELVING (SL 90): See Anticipations.<br />

DETECTIONS (SL 92): See Anticipations.<br />

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ILLUSIONS (SL 92): See Anticipations.<br />

MIND'S GRIP (RC4 68): Published by Professor Akigawa Miyuno of the Mintakyo Daigaku in 3689; now<br />

held by most Eastern university libraries and many private ones.<br />

PLEASURES (RC4 67): <strong>The</strong> OC, OE, and OM versions of this list were all created sometime between the<br />

Tenth and Twelfth Centuries under the sponsorship of the Church of Jeron. All three are universal, but the<br />

OM version is much less common in the West.<br />

SELF-HEALING (SL 92): See Anticipations.<br />

SPELL RESISTANCE (SL 92): See Anticipations.<br />

WARDING WAYS (RC1 32): Developed in 255 A.R. by Professor Arneald the Wise and his large research<br />

group at the University of Londell. See Anticipations.<br />

Closed Mentalism (CM)<br />

GAS MANIPULATION (SL 94): See Anticipations (OM).<br />

LIQUID MANIPULATION (SL 94): See Anticipations (OM).<br />

MAGICAL ROPES (RC7 91): Created by Professor Mithengaer at the University of Londell in CE and CM<br />

versions during the Sixth Century. Both versions are universal in the East, but since the Great Catastrophe<br />

and the collapse of Mentalism which followed in the West, the CE version is dominant in the West.<br />

MIND MASTERY (SL 96): See Anticipations (OM).<br />

MIND'S DOOR (SL 96): See Anticipations (OM).<br />

MOVEMENT (SL 96): See Anticipations (OM).<br />

SENSE MASTERY (SL 94): See Anticipations (OM).<br />

SHIFTING (SL 94): See Anticipations (OM).<br />

SOLID MANIPULATION (SL 96): See Anticipations (OM).<br />

SPEED (SL 94): See Anticipations (OM).<br />

TELEKINESIS (SL 96): See Anticipations (OM).<br />

Evil Mentalism (EM) Note: All of these lists are Black. <strong>The</strong>y are considered Closed for the purposes of spell<br />

list acquisition.<br />

FOUL CHANGES I (RC4 64): <strong>The</strong> EC, EE, and EM versions of the Foul Changes lists, all universal but<br />

rare, were created by Gorimir Durangel of Taranlonde in 1961 (during the World Empire). See also<br />

Anticipations (OM).<br />

FOUL CHANGES II (RC4 65): See Foul Changes I.<br />

MIND DEATH (SL 106): <strong>The</strong> five SL EM lists were created by Angrich the Black Raven (the greatest<br />

student and greatest disappointment of Professor Arneald the Wise) during 240- 260 A.R., after his departure<br />

from the University of Londell. See Anticipations (OM).<br />

MIND DISEASE (SL 106): See Mind Death and Anticipations (OM).<br />

MIND DOMINATION (SL 106): See Mind Death and Anticipations (OM).<br />

MIND EROSION (SL 106): See Mind Death and Anticipations (OM).<br />

MIND SUBVERSION (SL 106): See Mind Death and Anticipations (OM).<br />

Arms Master Base (ARM) (RC7)<br />

BATTLE TRANCE (RC7 65): <strong>The</strong> nine Arms Master base lists (five original, four adapted) were created in<br />

Londell in 3448 for a new war college and its associated order of chivalry, both sponsored by Ambrosel,<br />

High King of Almir.<br />

<strong>The</strong>se lists are known throughout the East, but are generally held closely by their sponsoring organizations,<br />

usually orders of chivalry. <strong>The</strong> profession is unknown in the West.<br />

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BODY REINS (SL 80): Identical in function to the Monk base list. See also Battle Trance.<br />

By Lowell R. Matthews<br />

BODY RENEWAL (SL 80): Identical in function to the Monk base list. See also Battle Trance.<br />

COMMANDS (RC7 69): See Battle Trance.<br />

ENCAMPMENTS (RC7 67): See Battle Trance.<br />

INSPIRATIONS (RC2 82): Identical in function to the Paladin base list. See also Battle Trance.<br />

MARTIAL LAW (RC7 68): See Battle Trance.<br />

MOVEMENT ENHANCEMENT (RC2 72): Identical in function to the Beastmaster base list. See also<br />

Battle Trance.<br />

WARRIORBLADE (RC7 66): See Battle Trance.<br />

Bard Base (BRD) (SL)<br />

ALLUREMENT (RC3 79): <strong>The</strong> Bard profession was created separately in the First Century by Lindarinde of<br />

Eldania as a Channeling Semi and in the Third Century by Vallaure of Ost-en-Gael as an Essence Semi. <strong>The</strong><br />

Mentalism variant, which has become dominant in the East, was created by Professor Idril Lomelinde and<br />

her associates at the University of Londell in the Sixth Century. <strong>The</strong> present distribution in the East is<br />

roughly 70% Mentalism, 15% Essence, and 15% Channeling. <strong>The</strong> Channeling variant is still dominant in the<br />

West at 60%, with 30% Essence and 10% Mentalism. <strong>The</strong> base lists of all three variants are essentially the<br />

same; the current ten lists (five SL original, one RC3 and four RC4 adapted) were standardized by a World<br />

Imperial Commission in 1936. Allurement is identical in function to the namesake Witch base list; it was<br />

originally defined as an "Arcane Coven" list in the RC3.<br />

BARD'S PEACE (Novi): Identical in function to the Druid base list Druid's Peace (RC1 18), but its magic<br />

must operate through one of the performing arts (e.g. acting, comedy, dance, music). <strong>The</strong>refore, its<br />

effectiveness (i.e.<br />

RR modifier) will vary with the degree of rapport between the performer and the audience. See also<br />

Allurement.<br />

CONTROLLING SONGS (SL 104): See Allurement.<br />

ITEM LORE (SL 104): See Allurement.<br />

LESSER ILLUSIONS (SL 68): Identical in function to the OE list. See also Allurement.<br />

LORE (SL 104): See Allurement.<br />

RECREATIONS (RC2 59): Identical to the Sage base list. See also Allurement.<br />

SOUND CONTROL (SL 104): See Allurement.<br />

SOUND PROJECTION (SL 104): See Allurement.<br />

WEAVE TALE (RC2 62): Identical to the Sage base list. See also Allurement.<br />

Notes: <strong>The</strong> RC4 suggests that the Montebanc base list Beguiling Ways be included. In Novi, it has been<br />

disallowed and replaced with Allurement and Bard's Peace.<br />

Bards learn the Arcane list Sonic Law (RC4 72) with the normal Semi acquisition costs (4/* or 8/* for E<br />

picks) but with Hybrid picks (A", C", D", E).<br />

Doppelganger Base (DPG) (RC7)<br />

DARK SHIFTING (RC7 82): <strong>The</strong> six Doppelg„nger base lists were created by Professor Jurgen Wulfsson of<br />

Kaufheim and his research group at the University of Londell during the 3750's. Dark Shifting was published<br />

in 3760; it is considered Gray.<br />

DOPPELGŽNGER WAYS (RC7 78): Published in 3752; see Dark Shifting.<br />

INORGANIC SHIFTING (RC7 80): Published in 3757; see Dark Shifting.<br />

LIGHT SHIFTING (RC7 81): Published in 3759; see Dark Shifting.<br />

MENTAL SHIFTING (RC7 83): Published in 3755; see Dark Shifting.<br />

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ORGANIC SHIFTING (RC7 79): Published in 3753; see Dark Shifting.<br />

Houri Base (HOR) (RC4)<br />

ALLURING WAYS (RC4 61): Although the legendary Houri is often said to be one of the oldest<br />

professions (if not the oldest), the actual Mentalism Semi called "Houri" is relatively new. Its nine base lists<br />

(four original, five adapted) were created by Miriel Valaness of Micharon, an Archmage, Bard, and Priestess<br />

of Michelle, between 3440 and 3460 (during the High Kingdom). <strong>The</strong> lists are now widespread in the East,<br />

although often outlawed, but are not available in the West. <strong>The</strong>y are usually considered Gray (particularly<br />

Mind Subversion), but not necessarily Black.<br />

CONTROLLING WAYS (Novi): Identical in function to the Bard base list Controlling Songs (SL 104),<br />

except that the magic can operate through any kind of artistic or manipulative skill (e.g. Acting, Dance,<br />

Seduction, Tale- Telling). See also Alluring Ways.<br />

GLAMOURS (RC2 53): Identical in function to the Witch base list. See also Alluring Ways.<br />

HOURI'S CHANGE (RC4 61): See Alluring Ways.<br />

INFLUENCES (RC4 60): See Alluring Ways.<br />

KISSES (RC4 60): See Alluring Ways.<br />

LORE (SL 104): Identical to the Bard base list. See also Alluring Ways.<br />

MIND MASTERY (SL 96): Identical to the CM list. See also Alluring Ways.<br />

MIND SUBVERSION (SL 106): Identical to the EM list.<br />

Knowledge of this Black list makes a user an "Evil Spellcaster"; however, it is still possible for an individual<br />

user to be Neutral rather than Evil. See also Alluring Ways.<br />

Lay Healer Base (LHR) (SL)<br />

BLOOD MASTERY (SL 103): <strong>The</strong> six standard Lay Healer lists were created by Professor Jonan the Healer<br />

and his research group at the University of Londell during 380-420 A.R.<br />

BONE MASTERY (SL 102): See Blood Mastery and Anticipations (OM).<br />

CONCUSSION MASTERY (SL 102): See Blood Mastery and Anticipations (OM).<br />

MIDWIFERY (RC1 31): Adapted from and identical in function to the CC version. See Blood Mastery and<br />

Anticipations (OM).<br />

MUSCLE MASTERY (SL 102): See Blood Mastery and Anticipations (OM).<br />

NERVE & ORGAN MASTERY (SL 103): See Blood Mastery and Anticipations (OM).<br />

PROSTHETICS (SL 103): See Blood Mastery and Anticipations (OM).<br />

Mentalist Base (MNT) (SL)<br />

MIND ATTACK (SL 99): <strong>The</strong> six standard Mentalist lists were created by Professor Arneald the Wise and<br />

his large research group at the University of Londell during 220-250 A.R. See Anticipations (OM).<br />

MIND CONTROL (SL 98): See Mind Attack and Anticipations (OM).<br />

MIND MERGE (SL 98): See Mind Attack and Anticipations (OM).<br />

MIND SPEECH (SL 99): See Mind Attack and Anticipations (OM).<br />

PRESENCE (SL 98): See Mind Attack and Anticipations (OM).<br />

SENSE CONTROL (SL 99): See Mind Attack and Anticipations (OM).<br />

Note: Mentalists learn the Arcane list Amplification (RC5 70) with an acquisition cost of 3/* and full picks<br />

(B, D, E).<br />

Montebanc Base (MBC) (RC3)<br />

APPRAISALS (RC3 45): <strong>The</strong> nine Mentalism Montebanc base lists were created by Jondon Greengold of<br />

Margand in the 1890's, and the Essence variant was created in the 1900's by his cousin Tamari. Five of the<br />

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By Lowell R. Matthews<br />

lists were adapted in their entirety, while the other four lists are composed of spells selected from a number<br />

of OM, CM, EM, Bard, Mentalist, and Mystic lists. <strong>The</strong> lists of both variants can be found throughout the<br />

East, where the distribution is roughly 65% Mentalism and 35% Essence, but the Mentalism variant is<br />

essentially nonexistent in the West.<br />

In both Hemispheres these lists are somewhat rare and often outlawed; they are usually considered Gray<br />

(particularly Beguiling Ways), but not generally Black.<br />

BEGUILING WAYS (RC3 45): Tainted by the presence of its Forget spells, which were taken from an EM<br />

list. See Appraisals.<br />

DISGUISE MASTERY (RC3 45): See Appraisals.<br />

DISTRACTIONS (RC1 23): Identical to the Nightblade base list. See also Appraisals.<br />

ESCAPING WAYS (RC3 59): Identical in function to the Sleuth base list. See also Appraisals.<br />

LESSER ILLUSIONS (SL 68): Identical in function to the OE list. See also Appraisals.<br />

MIND MASTERY (SL 96): Identical to the CM list. See also Appraisals.<br />

MYSTIC ESCAPES (RC3 44): See Appraisals.<br />

TELEKINESIS (SL 96): Identical to the CM list. See also Appraisals.<br />

Note: Montebancs learn the Arcane list Amplification (RC5 70) with the normal Semi acquisition costs (4/*<br />

or 8/* for E picks) but with Hybrid picks (A", C", D", E). <strong>The</strong>y learn Light's Creations (RC5 80) with Pure<br />

picks (A, C, A', C', E).<br />

Nightblade Base (NBL) (RC1)<br />

ADRENAL FOCUS (RC1 25): <strong>The</strong> nine Nightblade base lists (five original, four adapted) are usually<br />

attributed to a mysterious cult or guild of assassins and stealth fighters supposedly centered in Paragon and<br />

called the Hand of Shadow. <strong>The</strong> first rumors of its existence appeared in the 26th Century; it is true that this<br />

profession does not exist as such in the West, although at least some of its lists are certainly much older.<br />

<strong>The</strong>se lists are Gray, not necessarily Black.<br />

DISTRACTIONS (RC1 23): See Adrenal Focus.<br />

ESCAPING WAYS (RC3 59): Identical in function to the Sleuth base list. See also Adrenal Focus.<br />

EVASIONS (SL 80): Identical in function to the Monk base list. See also Adrenal Focus.<br />

PHANTOM MOVEMENTS (RC1 24): See Adrenal Focus.<br />

PHANTOM'S FACE (RC1 23): See Adrenal Focus.<br />

POISON MASTERY (RC1 24): See Adrenal Focus. <strong>The</strong> Shadow Mage version of this list antedates the<br />

Catastrophe.<br />

SELF-HEALING (SL 92): Identical to the OM list. See also Adrenal Focus.<br />

SENSE CONTROL (SL 99): Identical to the Mentalist base list. See also Adrenal Focus.<br />

Note: Nightblades learn the Arcane list Amplification (RC5 70) with the normal Semi acquisition costs (4/*<br />

or 8/* for E picks) but with Hybrid picks (A", C", D", E).<br />

Noble Warrior Base (NWR) (RC3)<br />

BODY REINS (SL 80): <strong>The</strong> ten Noble Warrior base lists (two original, eight adapted) were created in<br />

Londell in 3441 for a new order of chivalry sponsored by Ambrosel, High King of Almir. <strong>The</strong>se lists are<br />

known throughout the East, but are generally held closely by their sponsoring organizations, usually orders<br />

of chivalry. <strong>The</strong> profession as a whole is unknown in the West, but the two RC3 lists might be known to<br />

certain Paladins, Clerics, or Archmages there. Body Reins is identical in function to the namesake Monk<br />

base list.<br />

BODY RENEWAL (SL 80): Identical in function to the Monk base list. See also Body Reins.<br />

COMBAT ENHANCEMENT (RC2 72): Identical in function to the Beastmaster base list. See also Body<br />

Reins.<br />

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EVASIONS (SL 80): Identical in function to the Monk base list. See also Body Reins.<br />

INSPIRATIONS (RC2 82): Identical in function to the Paladin base list. See also Body Reins.<br />

MONK'S BRIDGE (SL 80): Identical in function to the Monk base list. See also Body Reins.<br />

MONK'S SENSE (SL 80): Identical in function to the Monk base list. See also Body Reins.<br />

MOVEMENT ENHANCEMENT (RC2 72): Identical in function to the Beastmaster base list. See also Body<br />

Reins.<br />

NOBLE ARMOR (RC3 56): See Body Reins.<br />

NOBLE WEAPONS (RC3 57): See Body Reins.<br />

Note: <strong>The</strong> RC3 suggests that the Paladin base list Arm's Way be included. In Novi, it has been disallowed on<br />

religious grounds and replaced with Inspirations.<br />

Sage Base (SAG) (RC2)<br />

ABSORB KNOWLEDGE (RC2 61): <strong>The</strong> six Sage lists (five original, one adapted) were created by<br />

Professor Nolingon Gaeril and his research group at the University of Londell from 1385-1396. <strong>The</strong>y are all<br />

now universal in the East, but were never common in the West. Furthermore, since the Great Catastrophe<br />

and the collapse of Mentalism which followed in the West, they are known there only to certain Archmages<br />

and Clerics.<br />

ANALYSIS (RC2 60): See Absorb Knowledge.<br />

ITEM LORE (SL 104): Identical to the Bard base list. See also Absorb Knowledge.<br />

LORE'S MASTER (RC2 60): See Absorb Knowledge.<br />

RECREATIONS (RC2 59): See Absorb Knowledge.<br />

WEAVE TALE (RC2 62): See Absorb Knowledge.<br />

Note: Sages learn the Arcane list Crystal Visions (RC5 75) as if they were Hybrids.<br />

Seer Base (SEE) (SL)<br />

CONVEYANCE (RC5 57): <strong>The</strong> six SL Seer base lists were created by Professor Anduril Palantir and his<br />

research group at the University of Londell during 300-380 A.R.<br />

Conveyance was created by Professor Palantir in 620. See also Anticipations (OM).<br />

FUTURE VISIONS (SL 101): See Conveyance and Anticipations (OM).<br />

GUARDED SIGHT (RC2 85): Created by Professor Palantir in 590 and inspired by the Warlock list Scrying<br />

Guard (RC2 48), which it closely resembles. See also Conveyance and Anticipations (OM).<br />

MIND VISIONS (SL 100): See Conveyance and Anticipations (OM).<br />

PAST VISIONS (SL 100): See Conveyance and Anticipations (OM).<br />

SENSE THROUGH OTHERS (SL 101): See Conveyance and Anticipations (OM).<br />

TRUE PERCEPTION (SL 100): See Conveyance and Anticipations (OM).<br />

TRUE SIGHT (SL 101): See Conveyance and Anticipations (OM).<br />

Note: Seers learn the Arcane lists Amplification (RC5 70) (doubled cost), Aura Magic (RC5 71), and Crystal<br />

Visions (RC5 75) as if they were Archmages.<br />

Hybrid Channeling-Essence<br />

Crystal Mage (CMG) (RC3)<br />

BRILLIANCE MAGIC (RC3 72): <strong>The</strong> nine Crystal Mage base lists were created by Valanna the White,<br />

High Mage of Barad Elenvale, during the Fifth and Sixth Centuries. <strong>The</strong>y are universal but relatively<br />

uncommon. Notes: Option 2 (RC3 14) is in force.<br />

Crystal Mages learn the Arcane lists Crystal Visions (RC5 75), Earthblood's Ways (RC1 11), Earthfocus<br />

(RC5 77), Light's Creations (RC5 80), Mana Fires (RC 15), Node Functions (RC5 78), Node Mastery (RC5<br />

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By Lowell R. Matthews<br />

76), and Subdual Ways (RC5 82) as if they were Archmages. <strong>The</strong>y do not have their own version of<br />

Earthblood's Ways as suggested in RC3.<br />

CRYSTAL LAW (RC5 58): See Brilliance Magic.<br />

CRYSTAL MAGIC (RC3 68): See Brilliance Magic.<br />

CRYSTAL MASTERY (RC3 70): See Brilliance Magic.<br />

CRYSTAL POWER (RC3 66): See Brilliance Magic.<br />

CRYSTAL RUNESTONE (RC3 72): See Brilliance Magic.<br />

DEEP EARTH COMMUNE (RC3 69): See Brilliance Magic.<br />

DEEP EARTH HEALING (RC3 66): See Brilliance Magic.<br />

FIERY WAYS (RC3 71): See Brilliance Magic.<br />

Macabre Base (MCB) (RC3)<br />

CURSES (SL 42): <strong>The</strong> nine Macabre base lists were all adapted from EC, EE, EM, Sorcerer, and Warlock<br />

lists by Gondfred of the Black Gaze (grandson of Fridann the Iron- Willed), priest of Valkorath and king of<br />

Elarven from 520- 580. <strong>The</strong>se lists are universal but rare and often banned.<br />

<strong>The</strong> Macabre is a thoroughly Evil profession and its lists are quite Black. Curses is identical in function to<br />

the namesake EC list.<br />

DARK LORE (SL 42): Identical in function to the EC list.<br />

See also Curses.<br />

DISEASE (SL 42): Identical in function to the EC list. See also Curses.<br />

DOOM'S LAW (RC2 50): Identical in function to the Warlock base list. See also Curses.<br />

MIND DESTRUCTION (SL 85): Identical to the Sorcerer base list. See also Curses.<br />

MIND SUBVERSION (SL 106): Identical in function to the EM list. See also Curses.<br />

NECROMANCY (SL 42): Identical in function to the EC list.<br />

See also Curses.<br />

PHYSICAL EROSION (SL 82): Identical in function to the EE list. See also Curses.<br />

SOUL DESTRUCTION (SL 84): Identical to the Sorcerer base list. See also Curses.<br />

Magus Base (MGS) (RC3)<br />

COMMAND WORDS (RC3 63): <strong>The</strong> six Magus base lists (five original, one adapted) were created by<br />

Professor Cedric Banefire and his research group at the Alvaron Academy during 3800-3816. Since its<br />

creation, the profession has spread rapidly; its lists are now held by several Eastern university libraries but<br />

are still most easily found in Alvaron. Command Words was published in 3800. Notes: Unlike the Arcane<br />

Bladerunes (RC1 10), which are "surface" enchantments and therefore cumulative with both Alchemist and<br />

Magus magics, the latter two magics have different fundamental principles and are not generally cumulative.<br />

In fact, attempts to combine these two different types of permanent enchantment have on occasion proved<br />

hazardous.<br />

Some Magi have opted to become Pure Channeling or Essence Spell-Users rather than Hybrids; these Pures<br />

learn the same Magus base lists as the Hybrids but have a spell list acquisition cost of 1.5/* (rounding up) for<br />

those lists and require 150% of the normal study time.<br />

Hybrid Magi learn the Arcane lists Bladerunes (RC1 10), Crystal Visions (RC5 75), Entity Mastery (RC1<br />

13), Metal Lore (RC2 83), Stone Lore (RC2 83), and Wood Shaping (RC2 84) as if they were Archmages;<br />

Pures, as Hybrids.<br />

LINGUISTICS (RC3 62): Published in 3810; see Command Words.<br />

POWER WORDS (RC3 60): Published in 3803; see Command Words.<br />

RUNES & SYMBOLS (RC3 61): Published in 3808; see Command Words.<br />

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SIGNS OF POWER (RC3 62): Published in 3813; see Command Words.<br />

SPIRIT RUNES (RC3 64): Published in 3816; see Command Words.<br />

Necromancer Base (NEC) (RC2)<br />

ANIMATE DEAD (RC2 44): All six standard Necromancer base lists are universal. <strong>The</strong>y were created in the<br />

Third Century by Valamore the Horrible of Barad Elenvale (son of Mormare the Black), who began by<br />

strengthening the EC list Necromancy. In many ways, the Necromancer is the most Evil profession ever<br />

invented, and its lists are absolutely Black, even Dark Law, which draws upon the forces of the Unlife to<br />

create its elemental effects.<br />

COMMUNE (RC2 46): See Animate Dead.<br />

DARK LAW (RC2 45): See Animate Dead.<br />

DEATH MASTERY (RC2 44): See Animate Dead.<br />

SUMMON DEAD (RC2 46): See Animate Dead.<br />

UNDEAD MASTERY (RC2 47): See Animate Dead.<br />

Shadow Mage Base (SHD) (RC7)<br />

BEGUILING WAYS (RC3 45): <strong>The</strong> ten (two original, eight adapted) Shadow Mage base lists were<br />

introduced to the civilized world by Angrenanto the Black, High Mage of Barad Elenvale, who published<br />

the entire set simultaneously in 1971. Most scholars believe that he learned at least some of them from<br />

Gremlins or other corrupt Faeries. <strong>The</strong>se lists are known throughout the world in isolated locations, still most<br />

often found among Eldani and the Faerie Races. <strong>The</strong>y have never been common, and have frequently been<br />

banned. <strong>The</strong> Evil of the Shadow Mage is strong; although four of its lists are only Gray, its core Shadow lists<br />

are both Black. Beguiling Ways is Gray, identical in function to the namesake Montebanc base list.<br />

ESCAPING WAYS (RC3 59): Gray; identical in function to the Sleuth base list. See also Beguiling Ways.<br />

MIND DISEASE (SL 106): Black; identical in function to the EM list. See also Beguiling Ways.<br />

MIND SUBVERSION (SL 106): Black; identical in function to the EM list. See also Beguiling Ways.<br />

NATURE'S MASTERY (RC2 54): Gray; identical in function to the Witch base list. See also Beguiling<br />

Ways.<br />

NECROMANCY (SL 42): Black; identical in function to the EC list. See also Beguiling Ways.<br />

POISON MASTERY (RC1 24): Gray; identical in function to the Nightblade base list (and older than the<br />

Nightblade profession). See also Beguiling Ways.<br />

SHADOW LAW (RC7 76): Black; see Beguiling Ways.<br />

SHADOWPORT (RC7 77): Black; see Beguiling Ways.<br />

SOUL DEATH (RC5 39): Black; identical in function to the Maleficant base list. See also Beguiling Ways.<br />

Notes: Two lists assigned to the Shadow Mage in the RC7, the Adept base list Black Arts and the Evil<br />

Alchemist base list Poison Mastery, are from the Alchemist's <strong>Companion</strong>, which is not in general use in the<br />

World of Novi. <strong>The</strong>y have been replaced.<br />

As defined in the RC7, the Shadowbolt and Shadowfire Bolt spells on Shadow Law use attack tables from<br />

the Elemental <strong>Companion</strong>, which is not in general use in the World of Novi. Shadowbolt attacks are now<br />

resolved on the Shockbolt Attack Table using Cold criticals and Depression criticals (RC3) of one degree<br />

lesser severity (separate roll). Shadowfire Bolt attacks are now resolved on the Lightning Bolt Attack Table<br />

using Cold (primary), Electricity (secondary), and Depression (tertiary) criticals.<br />

Sorcerer Base (SRC) (SL)<br />

DESTRUCTIVE DISPLACEMENTS (RC7 97): <strong>The</strong> six standard (SL) Sorcerer base lists are all universal.<br />

<strong>The</strong>y were created in the Second Century by Mormare the Black, High Mage of Barad Elenvale, the first<br />

Sorcerer, as refinements of his early EE lists Matter Disruption and Physical Erosion.<br />

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By Lowell R. Matthews<br />

Destructive Displacements was created by Angrenanto the Black, High Mage of Barad Elenvale in 1988<br />

(during the World Empire) and is relatively rare. Knowledge of any of these Black lists makes a user an<br />

"Evil Spellcaster"; however, it is still possible for a rare individual user to be Neutral rather than Evil.<br />

FLESH DESTRUCTION (SL 85): See Destructive Displacements.<br />

FLUID DESTRUCTION (SL 85): See Destructive Displacements.<br />

GAS DESTRUCTION (SL 84): See Destructive Displacements.<br />

MIND DESTRUCTION (SL 85): See Destructive Displacements.<br />

SOLID DESTRUCTION (SL 84): See Destructive Displacements.<br />

SOUL DESTRUCTION (SL 84): See Destructive Displacements.<br />

Tarot Mage Base (TRM) (RC7)<br />

CUP MAGIC (RC7 57): While the concepts embodied in the Tarot deck antedate the Recorded Years, the<br />

six Tarot Mage base lists were created by Professor Amrin Wayte and his research group at the University of<br />

Londell during the early 12th Century. <strong>The</strong> profession spread rapidly, although it has never been particularly<br />

common; the lists are now universal. Notes: This profession was originally defined as a Pure Essence Spell-<br />

User in the RC7. In the World of Novi its connection to Channeling is stronger and the profession is defined<br />

as a Hybrid Channeling-Essence Spell-User with Pure Channeling and Pure Essence variants possible, like<br />

the Magus.<br />

Some Tarot Mages have opted to become Pure Channeling or Essence Spell-Users rather than Hybrids; these<br />

Pures learn the same Tarot Mage base lists as the Hybrids but have a spell list acquisition cost of 1.5/*<br />

(rounding up) for those lists and require 150% of the normal study time.<br />

Pure Channeling Tarot Mages have altered development point costs in Channeling (3) and Maneuvering in<br />

Armor (4/* for soft leather, 5/* for rigid leather, 6/* for chain, and 7/* for plate).<br />

Hybrid Tarot Mages learn the Arcane lists Conjurations (RC5 73), Light's Creations (RC5 80), and<br />

Spiritwrack (RC5 72) as if they were Archmages; Pures, as Hybrids.<br />

MAJOR ARCANA MASTERY (RC7 63): See Cup Magic.<br />

MINOR ARCANA MASTERY (RC7 61): See Cup Magic.<br />

PENTACLE MAGIC (RC7 59): See Cup Magic.<br />

ROD MAGIC (RC7 55): See Cup Magic.<br />

SWORD MAGIC (RC7 58): See Cup Magic.<br />

Witch Base (WTC) (RC2)<br />

ALLUREMENT (RC3 79): <strong>The</strong> Witch profession was created in the Fourth Century separately by<br />

Durnarwen of Elarven and Raukorie of Barad Elenvale, both of whom were probably working under the<br />

sponsorship of the Church of Sirene.<br />

Its lists are Gray, but not necessarily Black. An explicitly Good variant known as the White Witch was<br />

developed during the 13th Century under the sponsorship of the Church of Rhiana. <strong>The</strong> base lists of the<br />

Eastern and Western versions were similar but sufficiently different that two complementary pairs were<br />

created. <strong>The</strong> current selection of nine lists (six RC2 Witch base lists, three RC3 "Arcane Coven" lists) were<br />

standardized by a World Imperial Commission in 1966. Allurement was created by Raukorie; it was<br />

originally defined as an "Arcane Coven" list in the RC3.<br />

CANDLE MAGIC (RC2 54): Created by Durnarwen; see also Allurement.<br />

WAX MAGIC (RC3 82): Created by Raukorie; originally defined as an "Arcane Coven" list in the RC3. A<br />

Witch who gains a spell pick on Candle Magic automatically gains the same pick on Wax Magic with no<br />

acquisition cost, and this list does not count against his/her base list quota. See also Allurement.<br />

CONJURING WAYS (RC2 56): Combined from Eastern and Western versions; see Allurement. A White<br />

Witch will take special precautions to ensure this list is used only for Good purposes.<br />

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EARTH MASTERY (RC2 53): Created by Durnarwen; see Allurement. White Witches use the White Earth<br />

Mastery list instead.<br />

GLAMOURS (RC2 53): Created by Raukorie; see Allurement.<br />

NATURE'S MASTERY (RC2 54): Created by Durnarwen; see Allurement.<br />

POTION MAGIC (RC2 55): Created by Durnarwen; see Allurement.<br />

BREWING LORE (RC3 80): Created by Raukorie; originally defined as an "Arcane Coven" list in the RC3.<br />

A Witch who gains a spell pick on Potion Magic automatically gains the same pick on Brewing Lore with no<br />

acquisition cost, and this list does not count against his/her base list quota. See also Allurement.<br />

WHITE EARTH MASTERY (Novi LISTS): <strong>The</strong> version of Earth Mastery used by a White Witch. See also<br />

Allurement.<br />

Note: Witches learn the Arcane lists Conjurations (RC5 73) and Spiritwrack (RC5 72) as if they were<br />

Archmages.<br />

Hybrid Channeling-Mentalism<br />

Astrologer Base (AST) (SL)<br />

FAR VOICE (SL 45): <strong>The</strong> six standard Astrologer lists were created by Saint Edward the Visionary, priest<br />

of Tarsis and king of Londell from 290-341. <strong>The</strong>se lists are universal in the East, but since the Great<br />

Catastrophe and the collapse of Mentalism which followed in the West, they are known there only to certain<br />

Archmages and Clerics.<br />

HOLY VISION (SL 44): See Far Voice.<br />

STARLIGHTS (SL 45): See Far Voice.<br />

STARSENSE (SL 45): See Far Voice.<br />

TIME'S BRIDGE (SL 44): See Far Voice.<br />

WAY OF THE VOICE (SL 44): See Far Voice.<br />

Note: Astrologers learn the Arcane lists Aura Magic (RC5 71), Crystal Visions (RC5 75), and Light's<br />

Creations (RC5 80) as if they were Archmages.<br />

Maleficant Base (MLF) (RC5)<br />

ANIMATE DEAD (RC2 44): <strong>The</strong> six standard Maleficant lists were introduced to the civilized world by the<br />

Paragonian mariner Grandon, Baron of Muriven, during the 3060's.<br />

Most scholars believe that he learned at least some of them from Zuli wise men. <strong>The</strong>se lists have become<br />

widespread in the East but are frequently banned; they are unknown to the West. <strong>The</strong> Evil of the Maleficant<br />

rivals that of the Necromancer, and all but one of its lists are absolutely Black. Animate Dead is identical in<br />

function to the namesake Necromancer base list.<br />

CHILL OF NIGHT (RC5 38): See Animate Dead.<br />

POISON MASTERY (RC1 24): Identical in function to the Nightblade base list and Gray, not Black. See<br />

also Animate Dead.<br />

SOUL DEATH (RC5 39): See Animate Dead.<br />

SUMMON DEAD (RC2 46): Identical in function to the Necromancer base list. See also Animate Dead.<br />

TALISMANS (RC5 40): See Animate Dead.<br />

Spirit Dream Lord Base (SDL) (RC4) See Dream Lord (DRL), Hybrid Essence-Mentalism.<br />

Warlock Base (WRL) (RC2)<br />

CHANGELING (RC2 48): <strong>The</strong> six standard Warlock lists were created by Fridann the Iron-Willed, priest of<br />

Valkorath and king of Elarven from 377-460. <strong>The</strong>se lists are universal in the East, but since the Great<br />

Catastrophe and the collapse of Mentalism which followed in the West, they are known there only to certain<br />

Archmages and Clerics.<br />

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By Lowell R. Matthews<br />

Four of these lists are Black; the other two, including Changeling, are merely Gray. Even so, most Warlocks<br />

are sternly Evil servants of Valkorath.<br />

DOOM'S LAW (RC2 50): Black; see Changeling.<br />

EVIL EYE (RC2 51): Black; see Changeling.<br />

REVENGING LAW (RC2 52): Black; see Changeling.<br />

SCRYING GUARD (RC2 48): Gray; see Changeling.<br />

VISIONS OF DOOM (RC2 50): Black; see Changeling.<br />

Note: Warlocks learn the Arcane list Crystal Visions (RC5 75) as if they were Archmages.<br />

Hybrid Essence-Mentalism Astral<br />

Traveller Base (ATR) (RC4)<br />

ELEMENTAL SUMMONS (RC4 58): <strong>The</strong> five standard Astral Traveller base lists (four original, one<br />

adapted) were created by Professor Palanrandir and his research group at the Alvaron Academy in the 3550's,<br />

some 70 years after the creation of the Dream Lord base lists. <strong>The</strong>se lists are now held by several Eastern<br />

university libraries but are still most easily found in Alvaron. Elemental Summons was published in 3551.<br />

ELEMENTAL TRAVEL (RC4 57): Published in 3552; see Elemental Summons.<br />

ETHEREAL MASTERY (RC1 14): Published in 3556. It is identical in function to the namesake Arcane<br />

list, but Astral Travellers are not subject to the Arcane version's doubled acquisition cost. See also Elemental<br />

Summons.<br />

OUTER PLANE LAW (RC4 56): Published in 3558; see Elemental Summons.<br />

XENO-LORES (RC4 59): Published in 3554; see Elemental Summons.<br />

Elemental Focus Lists: Because there are only five standard Astral Traveller base lists, the sixth list varies<br />

among individual Astral Traveller schools (often distinguished by their colors) as determined by the<br />

founders' research history. Each focuses upon one particular element, and its list is similar in nature to the<br />

Magician base lists, from which most schools' lists were adapted.<br />

Air Colors: Bleu-de-ceil (sky blue) and argent (silver or white).<br />

List: WIND LAW (SL 75), identical in function to the Magician base list.<br />

Cold Colors: Argent (silver or white) and Purpure (purple).<br />

List: ICE LAW (SL 74), identical in function to the Magician base list.<br />

Darkness Colors: Sable (black) dominant, trimmed with argent (silver or white) and sanguine (a dark reddish<br />

purple).<br />

List: DARK LAW (RC2 45), identical in function to the Necromancer base list. Knowledge of this Black list<br />

makes a user an "Evil Spellcaster"; however, it is still possible for an individual user to be Neutral rather than<br />

Evil.<br />

Earth Colors: Sable (black), Or (gold), and vert (green).<br />

List: EARTH LAW (SL 74), identical in function to the Magician base list.<br />

Fire Colors: Gules (red) and Or (gold).<br />

List: FIRE LAW (SL 74), identical in function to the Magician base list.<br />

Light Colors: Or (gold), sable (black), and argent (silver or white).<br />

List: LIGHT LAW (SL 75), identical in function to the Magician base list.<br />

Nether Colors: Sable (black) dominant, with small patterns of azure (blue), gules (red), and vert (green)<br />

surrounded by argent (silver or white).<br />

List: NETHER MASTERY (RC3 84), identical in function to the Arcane list, including its quadrupled<br />

acquisition cost.<br />

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Plasma Colors: Argent (silver or white) dominant, with azure (blue), gules (red), Or (gold), and vert (green)<br />

woven into multicolored patterns.<br />

List: PLASMA MASTERY (RC3 84), identical in function to the Arcane list, including its doubled<br />

acquisition cost.<br />

Water Colors: Azure (blue), argent (silver or white), and vert (green).<br />

List: WATER LAW (SL 75), identical in function to the Magician base list.<br />

Dream Lord Base (DRL) (RC4)<br />

DREAM GUARD (RC3 74): <strong>The</strong> first four standard E-M Dream Lord base lists (RC3) were created by<br />

Professor Palanrandir of the Alvaron Academy in the 3480's; during the next decade he adapted them for the<br />

C-M variant now usually called a "Spirit Dream Lord." His students Richard and John Swanbourne created<br />

three additional lists (RC7) for both versions in the 3740's. Notes: <strong>The</strong> C-M Spirit Dream Lord has its own<br />

profession code because its development costs have significant differences from those of the E-M Dream<br />

Lord, although its base lists are functionally identical.<br />

Because there were only four standard Dream Lord base lists for over 250 years, significant variability arose<br />

among individual Dream Lord schools in the remaining two lists, usually determined by their founders'<br />

research history. Dream Lords generally adapt two lists from the Illusionist and Mentalist base lists, while<br />

Spirit Dream Lords adapt from the Shaman and Mentalist base lists. This option is still available even though<br />

there are now seven core base lists.<br />

Because of professional similarity to Mentalists and Illusionists or to Mentalists and Shamans, Dream Lords<br />

may learn the appropriate pair of base lists as if they were Closed.<br />

Dream Lords (both versions) learn the Arcane list Amplification (RC5 70) with an acquisition cost of 3/* and<br />

full picks (B, D, E).<br />

DREAM LAW (RC3 75): See Dream Guard.<br />

DREAM LORE (RC3 76): See Dream Guard.<br />

DREAM LORE II (RC7 99): See Dream Guard. This list is called "Dream Lore" in the RC7 without<br />

acknowledging the RC3 list.<br />

DREAM MISTS (RC7 101): See Dream Guard.<br />

DREAM STATE (RC3 77): See Dream Guard.<br />

DREAM WORLD (RC7 100): See Dream Guard.<br />

Enchanter Base (ENC) (RC4)<br />

ALLUREMENT (RC3 79): <strong>The</strong> first six Enchanter base lists (two original, four adapted) were created by<br />

Professor Helena Brightwater and her research group at the University of Londell during the 3480's. <strong>The</strong>se<br />

lists spread rapidly throughout the East, but are unknown as such in the West. <strong>The</strong> seventh list, the Enchanter<br />

version of Command Words, was published by Professor Cedric Banefire and his research group at the<br />

Alvaron Academy in 3806; it is less widely available and still easiest to find in Alvaron. Allurement is<br />

identical in function to the namesake Witch base list; it was originally defined as an "Arcane Coven" list in<br />

the RC3.<br />

CALM SPIRITS (SL 29): Identical in function to the CC list.<br />

See also Allurement.<br />

COMMAND WORDS (RC3 63): Identical in function to the Magus base list. See also Allurement.<br />

ENCHANTING LAW (RC4 62): See Allurement.<br />

ILLUSION LAW (RC4 62): See Allurement.<br />

MIND VISIONS (SL 100): Identical in function to the Seer base list. See also Allurement.<br />

SPIRIT MASTERY (SL 70): Identical in function to the CE list. See also Allurement.<br />

Note: Enchanters learn the Arcane list Light's Creations (RC5 80) as if they were Archmages.<br />

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Mystic Base (MYS) (SL)<br />

By Lowell R. Matthews<br />

CONFUSING WAYS (SL 108): <strong>The</strong> six standard Mystic base lists were created by Professor Mithengaer<br />

and his research group at the University of Londell during the late Fifth Century. <strong>The</strong>se lists are universal in<br />

the East, but since the Great Catastrophe and the collapse of Mentalism which followed in the West, they are<br />

known there only to certain Archmages and Clerics.<br />

GAS ALTERATION (SL 109): See Confusing Ways.<br />

HIDING (SL 108): See Confusing Ways.<br />

LIQUID ALTERATION (SL 109): See Confusing Ways.<br />

MYSTICAL CHANGE (SL 108): See Confusing Ways.<br />

SOLID ALTERATION (SL 109): See Confusing Ways.<br />

Note: Mystics learn the Arcane lists Crystal Visions (RC5 75), Light's Creations (RC5 80), Mana Fires (RC1<br />

15), Mana Frosts (Novi LISTS), and Subdual Ways (RC5 82) as if they were Archmages. <strong>The</strong>y learn the<br />

Arcane list Amplification (RC5 70) with an acquisition cost of 3/* and full picks (B, D, E).<br />

Time Traveller Base (TTR) (Novi)<br />

SPACE-TIME (RC5 69): <strong>The</strong> five standard Time Traveller base lists (three original, two adapted) were<br />

created by Professor Palanrandir and his research group at the Alvaron Academy between 3564 and 3573<br />

(during the Pentarchy), some 15 years after the creation of the Astral Traveller base lists. <strong>The</strong>se lists are now<br />

held by several Eastern university libraries but are still most easily found in Alvaron. Space-Time was<br />

published in 3569. It was originally defined as a Special list in the RC5.<br />

TIME LAW (RC5 68): Published in 3564; originally defined as a Special list in the RC5. See also Space-<br />

Time.<br />

TIME LORES (Novi LISTS): Published in 3573; identical in function to the the Astral Traveller base list<br />

Xeno-Lores (RC4 59). <strong>The</strong> Xeno-Lores (levels 10, 14, 19, and 30) and Dimension Lore (levels 12, 16, 20,<br />

and 50) spells become Time Lore and Period Lore spells, respectively, which refer to time periods rather<br />

than planes or dimensions.<br />

See also Space-Time.<br />

TIME'S BRIDGE (SL 44): Published in 3572; identical in function to the Astrologer base list. See also<br />

Space- Time.<br />

TIME'S MASTER (RC5 69): Published in 3566; originally defined as a Special list in the RC5. See also<br />

Space- Time.<br />

Temporal Essence Lists: Because there are only five standard Time Traveller base lists, the sixth list varies<br />

among individual Time Travellers. <strong>The</strong>ir special affinity for the temporal aspects of magic allows them to<br />

choose their sixth base list from among the following four Closed Essence lists: RAPID WAYS (SL 72),<br />

SPELL COORDINATION (RC1 16, CE version), SPELL ENHANCEMENT (SL 72), and SPELL REINS<br />

(SL 70). <strong>The</strong> three lists not chosen as the base list may be learned as if they were Open.<br />

Arcane<br />

ACID LAW (RC4 71): Published by Professor Arthur Eldermere of the Alvaron Academy in 3806; now held<br />

by several Eastern university libraries but still most easily found in Alvaron.<br />

Alchemists learn this list as if they were Hybrids; Crafters and Delvers, with Pure picks.<br />

AMPLIFICATION (RC5 70): Universal but rare; created by Daelie the Scarlet (daughter of Vardael the<br />

Silver) of Barad Elenvale in the early Thirteenth Century.<br />

Amplification is relatively difficult for Spell-Users, but not Semis or Nons, to learn: most acquisition costs<br />

are doubled.<br />

Dream Lords (both versions), Mentalists, and Mystics learn this list with an acquisition cost of 3/* and full<br />

picks (B, D, E).<br />

Seers learn this list as if they were Archmages (doubled); Montebancs and Nightblades, with Hybrid picks.<br />

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AURA MAGIC (RC5 71): Created by Professor Lucan Andral and his research group at the Alvaron<br />

Academy in 3682; now held by most Eastern libraries.<br />

Astrologers and Seers learn this list as if they were Archmages.<br />

BARRIER WAYS (RC3 80): Ancient and universal; originally defined as an "Arcane Coven" list in the<br />

RC3.<br />

BLADERUNES (RC1 10): <strong>The</strong> Bladerunes and Entity Mastery lists were created by the Alchemist Arnolime<br />

the Azure and Dwarven (Channeling) Alchemist Barin Diamondeye in eastern Eldania during the late 19th<br />

and mid 20th Centuries. Both spread rapidly to universality before the end of the World Empire.<br />

Alchemists and Magi learn these lists as if they were Archmages; Crafters and Delvers, with Pure picks.<br />

Time requirements: Full equipment (workshop): 10 minutes per spell level for the normal chances of<br />

adhesion (2% x nonmagic bonus or 4% x magic bonus); 1 hour per level for "true" adhesion (no roll<br />

required).<br />

Minimal equipment: 1 hour per level for normal adhesion.<br />

COMBAT LAW (RC7 89): Combat Law and Combat Link were created by Hyakukami Sasako of Mintakyo<br />

in 1939-40 (during the World Empire) for the Imperial Order of the Peacock. <strong>The</strong>y spread throughout Novi<br />

during the World Empire, but have always been very rare and controlled by orders of chivalry and similar<br />

organizations. Both are quite difficult for Spell- Users to learn: acquisition costs are tripled. However, they<br />

are somewhat easier than normal for Semis and Nons to learn: Semis and No-Professions have acquisition<br />

costs of 6/* and 8/*, respectively, and full picks (B, D, E); while Nons have acquisition costs of 8/* and Pure<br />

picks (A, C, A', C', E). Combat Law was originally defined as a special "Semi Spell-User Base" list in the<br />

RC7.<br />

COMBAT LINK (RC5 64): See Combat Law. Combat Link was originally defined as a Special list in the<br />

RC5.<br />

CONJURATIONS (RC5 73): <strong>The</strong> Arcane conjuration lists Conjurations and Spiritwrack are universal but<br />

rare and often outlawed. <strong>The</strong> lists are not truly tainted, but Good users of conjuration magic are relatively<br />

rare. <strong>The</strong>y were created by Tar-Antoval the World Emperor, adapted from his Conjuror base lists, in the<br />

1750's, while still Emperor of the Western Hemisphere.<br />

Conjurors, Tarot Mages, and Witches learn these lists as if they were Archmages; Runemasters, as Hybrids;<br />

Chaotic Lords, with Pure picks.<br />

CRYSTAL VISIONS (RC5 75): Created by Valanna the White, High Mage of Barad Elenvale, creator of the<br />

Crystal Mage profession, during the late Seventh Century; universal but rare. It is an Arcane list instead of a<br />

Crystal Mage base list because Valanna wrote it for her husband, the Archmage Ingelin the Topaz.<br />

Alchemists, Astrologers, Crystal Mages, Magi, Mystics, Seers, and Warlocks learn this list as if they were<br />

Archmages; Sages, as Hybrids; and Crafters and Delvers, with Pure picks.<br />

EARTHBLOOD'S WAYS (RC1 11): Ancient and universal. One legend claims that this list was taught by<br />

ON himself to the four Calerani during the physical creation of Novi. At any rate, the list does manipulate<br />

the most fundamental forces of the planet. <strong>The</strong>re are also three subordinate lists: EARTHFOCUS (RC5 77):<br />

Earthfocus, Node Functions, and Node Mastery were all developed during the 1930's and 1940's under the<br />

sponsorship of Tar-Antoval the World Emperor.<br />

<strong>The</strong>y are subordinate to Earthblood's Ways; therefore, an individual must always learn Earthblood's Ways to<br />

a level greater than or equal to that of any of the three subordinate lists.<br />

NODE FUNCTIONS (RC5 78): See Earthfocus.<br />

NODE MASTERY (RC5 76): See Earthfocus.<br />

Crystal Mages learn this list as if they were Archmages.<br />

ELEMENT'S MASTER (RC5 66): Ancient and legendary, said to have its origins in the elemental magics of<br />

the west-central region of the mysterious continent of Soldunia. It is extremely difficult to learn: acquisition<br />

costs are quadrupled for all professions except Forcemages, Magicians, and Warrior Mages, for whom it is<br />

merely doubled. This Arcane list was originally defined as a Special list in the RC5.<br />

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ENTITY MASTERY (RC1 13): See Bladerunes.<br />

By Lowell R. Matthews<br />

EPHEMERAL ENHANCEMENT (RC5 84): Created in 3622 by Vilyamar Calumar in Zoraj while Pentarch<br />

of Air. <strong>The</strong> list can be found throughout the East, but is always closely guarded and still most easily found in<br />

Zoraj. It is difficult to learn: most acquisition costs are doubled. <strong>The</strong> priestly Channeling professions are<br />

frequent exceptions, as this list is actually most often encountered as a religious list, in which case the<br />

doubled costs do not apply.<br />

ETHEREAL MASTERY (RC1 14): Ancient, universal, shrouded in legend, and difficult to learn: acquisition<br />

costs are doubled.<br />

FORCEFIELDS (RC5 79): Created by Prince Valenare of Elenvaldor in 1556 for his brother Tar-Antoval,<br />

then King of Elenvaldor and later World Emperor; universal but very rare.<br />

Forcemages may choose this list as one of their extra base lists; if not, they learn it as if they were<br />

Archmages.<br />

LIGHT'S CREATIONS (RC5 80): Universal; created by Pinvael the Silver and his sons Pinlaure, Ingir, and<br />

Diran (creators of the Illusionist profession) in Barad Elenvale in the late Third Century.<br />

Astrologers, Crystal Mages, Enchanters, Illusionists, Magicians, Mystics, and Tarot Mages learn this list as if<br />

they were Archmages; Forcemages, as Hybrids; Warrior Mages, with Hybrid picks; and Montebancs, with<br />

Pure picks.<br />

MANA CURRENTS (RC5 81): Created in the 1780's by Luincale the Azure (grandson of Mallachel the<br />

Golden) of western Eldania as an Arcane enhancement of the Magician list Light Law.<br />

Magicians learn this list as if they were Archmages; Forcemages and Illusionists, as Hybrids; Warrior<br />

Mages, with Hybrid picks.<br />

MANA FIRES (RC1 15): <strong>The</strong> Mana Fires and Mana Frosts lists were created in the Seventh and Eighth<br />

Centuries, respectively, by Mallachel the Golden of western Eldania as Arcane enhancements of the<br />

Magician lists Fire Law and Ice Law.<br />

Crystal Mages, Magicians, and Mystics learn this list as if they were Archmages; Forcemages, as Hybrids;<br />

Warrior Mages, with Hybrid picks.<br />

MANA FROSTS (Novi LISTS): See Mana Fires.<br />

Magicians and Mystics learn this list as if they were Archmages; Forcemages, as Hybrids; Warrior Mages,<br />

with Hybrid picks.<br />

MANA MOLDING (RC5 67): Beyond legendary, Mana Molding is the power of creation and source of all<br />

magic, with its secrets closely guarded by ON and the Powers themselves. Knowledge of Mana Molding led<br />

to the enslavement of the five races of Genii; to the Doom of Valanole, first Gray High Mage of Barad<br />

Elenvale, author of the version comprehensible to the sapient races of Novi; and, most probably, to the Great<br />

Catastrophe itself. Even Valanole's version is incredibly difficult to learn: acquisition costs are quadrupled,<br />

and the numbers of picks required to learn the list to level 20 are doubled. This special Arcane list was<br />

originally defined as a Special list in the RC5.<br />

METAL LORE (RC2 83): <strong>The</strong> Wood Shaping, Stone Lore, and Metal Lore Arcane lists were all created by<br />

Professor Finmor Angval and his research group at the University of Londell during the 750's. All are now<br />

widely available in the East, less so in the West, and usually controlled by guilds in both Hemispheres.<br />

Alchemists and Magi learn these lists as if they were Archmages; Delvers, with Pure picks.<br />

NETHER MASTERY (RC3 84): Created by Tar-Antoval the World Emperor himself in 1994. It is universal,<br />

but also almost universally banned. It is extremely difficult to learn: acquisition costs are quadrupled.<br />

Furthermore, it is cursed. One effect makes its user an "Evil Spellcaster" and all other variations,<br />

simultaneously, to the appropriate magics; another subliminally alerts others to the dangerous nature of the<br />

user if they successfully make a "Hard" (-10) Power Perception roll.<br />

PLASMA MASTERY (RC3 84): Created by Tar-Antoval the World Emperor himself in 1945. It is<br />

universal, but also almost universally banned, and is difficult to learn: acquisition costs are doubled.<br />

SHAPECHANGING WAYS (RC1 17): Ancient and universal.<br />

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SONIC LAW (RC4 72): Published by Professor Luinlinde Turanel of the University of the West in 3856;<br />

now held by several Eastern university libraries but most easily obtained from the author in Taranlonde.<br />

Bards learn this list with Hybrid picks.<br />

SPELL COORDINATION (RC1 16): Ancient and universal; also exists as a CE version.<br />

SPELL MASTERY (RC5 81): Ancient and universal; also exists as a CE version.<br />

SPELL SHAPING (RC5 83): Universal but rare and often closely guarded; personally created in Arcane and<br />

CE versions by Tar-Antoval the World Emperor in 1968.<br />

SPELL TRIGGERS (RC2 82): Created in Almaren sometime in the Ninth Century, now universal but<br />

nowhere common.<br />

SPIRITWRACK (RC5 72): See Conjurations.<br />

STONE LORE (RC2 83): See Metal Lore.<br />

SUBDUAL WAYS (RC5 82): Universal; created in 1885 by Luincale the Azure (grandson of Mallachel the<br />

Golden) of western Eldania. It is a nonlethal version of Mana Fires intended for use as a law enforcement<br />

tool, for which Luincale won the Imperial Medal of Achievement.<br />

Crystal Mages, Magicians, and Mystics learn this list as if they were Archmages; Forcemages, as Hybrids;<br />

Sleuths and Warrior Mages, with Hybrid picks.<br />

WAY OF THE NAVIGATOR (RC3 78): Ancient, attributed to the Church of Hydrus; universal, but usually<br />

closely held by professional guilds, some of which have developed versions relatively easy for Semis or even<br />

Nons to learn (see the Professional <strong>Guild</strong> Lists).<br />

WOOD SHAPING (RC2 84): See Metal Lore.<br />

Arcane Coven (RC3) Because the Arcane Coven concept does not adequately fit into the worldview of<br />

Novi, the seven RC3 Arcane Coven lists have been redefined. Only one is now available as an Arcane list.<br />

Three have been made Prosaic lists. <strong>The</strong> other three have been made base lists or auxiliary base lists (i.e.,<br />

buy a pick on the primary list, get one free on the auxiliary) of the appropriate professions, primarily Witch,<br />

but also Bard and Enchanter. <strong>The</strong> new definitions are: ALLUREMENT (RC3 79): Now a Bard, Enchanter,<br />

and Witch base list.<br />

BARRIER WAYS (RC3 80): Now a normal Arcane list.<br />

BREWING LORE (RC3 80): Now an auxiliary Witch base list subordinate to Potion Magic.<br />

HEARTH MAGIC (RC3 81): Now a Prosaic list.<br />

HOUSEHOLD MAGIC (RC3 79): Now a Prosaic list.<br />

MENDING WAYS (RC3 83): Now a Prosaic list. A stronger version called Delver's Mending (Delver base)<br />

was also created.<br />

WAX MAGIC (RC3 82): Now an auxiliary Witch base list subordinate to Candle Magic.<br />

Professional <strong>Guild</strong> Lists (RC5) FISHERMAN'S WAY (RC5 61): <strong>The</strong> special Professional <strong>Guild</strong> Lists were<br />

all developed for specific Eastern professional guilds during the 18th-20th Centuries. Naturally, each guild<br />

maintains tight control of its particular list, and they are still much more common in the East than the West.<br />

<strong>The</strong>se lists are all relatively easy for Semis and Nons to learn: All professions except Nons have an<br />

acquisition cost of 1/*, while that of all Nons is 3/*, and all professions have full picks (B, D, E).<br />

GLASS MASTERY (RC5 63): See Fisherman's Way.<br />

PIRATE'S WAY (RC5 62): Because pirates have been declared "common enemies of civilization" under<br />

international law, the "Pirates' <strong>Guild</strong>" has never existed in any formal sense; it is a loose association.<br />

Captured copies of this list are now taught at a few naval academies. See also Fisherman's Way.<br />

SURGEON'S GUIDE (RC5 63): See Fisherman's Way.<br />

WAY OF THE NAVIGATOR (RC3 78): Identical in function to the Arcane list; see also Fisherman's Way.<br />

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Under Construction ALC Assimilation Mastery (SUC 62): Animation Mastery (SUC 64): ANM Genetic<br />

Ways (SUC 42): CC Jihad (SUC 39): Power Merge (SUC 40): Wyrd Mastery (SUC 41): Wyrd Mastery<br />

(SUC): created in Taranlonde.<br />

CE Weapon Mastery (SUC 51): Weapon Mastery (SUC): created in Alvaron.<br />

Sustain Body (SUC 52): Sustain Body (SUC): created in Mintakyo.<br />

Construction Ways (SUC 54): Spell Enhancement II (SUC 55): Barriers (SUC 56): Trace Law (SUC 58):<br />

Matter Shaping (SUC 59): Friction Mastery (SUC 60): CLR Holy Champion (SUC 44): CM Combat<br />

Reflexes (SUC 68): Combat Reflexes (SUC): created in Mintakyo.<br />

Battle Law (SUC 71): Mind Protection (SUC 72): Mind's Refuge (SUC 73): Perceptions Master (SUC 74):<br />

DRD Survival Ways (SUC 48): EC Cruelty Ways (SUC 46): Dark Curses (SUC 47): EM Taking Ways<br />

(SUC 77): Psychosis Mastery (SUC 78): LHR Mind Healing (SUC 75): MNK Martial Mastery (SUC 66):<br />

NBL Escaping Ways (SUC 76): OE Prison Law (SUC 49): Warrior's Blade (SUC 50): Warrior's Blade<br />

(SUC): created in Zoraj.<br />

SRC Rending Ways (SUC 67): Arcane RC7 Will Breaker (RC7 110): Mage Sign (RC7 111): Dragon<br />

Mastery (RC7 112): double cost, restricted (must be learned from a dragon or researched).<br />

Arcane SUC Planar Survival (SUC 80): Planar Survival (SUC): double cost.<br />

Realm Law (SUC 82): Power Mastery (SUC 83): Replicating Ways (SUC 85): Experimentation Ways (SUC<br />

86): Ritual Mastery (SUC 87): Ritual Mastery (SUC): double cost.<br />

Magnetic Ways (SUC 89): Arcane Healing (SUC 90): Arcane Healing (SUC): quadruple cost for nonhealers,<br />

double for healers.<br />

Magic Defense (SUC 91): Devious Ways (SUC 92): Fortification Mastery (SUC 94): Arcane Gate (SUC 95):<br />

Arcane Gate (SUC): quadruple cost, restricted.<br />

Primitive Voice (SUC 96): Long Voice (SUC 98): Matter Manipulation (SUC 99): Matter Manipulation<br />

(SUC): double cost, restricted.<br />

Special Lists (RC5, RC7) Mystic Armor (RC7 102): Spell Web (RC7 103): Heartfires (RC7 105): Fey Magic<br />

(RC7 107): Vampyric Magicks (RC7 108): Putrefactions (RC7 109): Prosaic (SUC) Music Law (SUC 101):<br />

Trade Law (SUC 103): Forging Mastery (SUC 104): Library Mastery (SUC 105): Sailing Law (SUC 106):<br />

Warrior Law (SUC 108): Pack Law (SUC 109): Grooming Mastery (SUC 110): Gourmet Mastery (SUC<br />

111): Fashion Mastery (SUC 112): Structure Law (SUC 113): Entertainment Law (SUC 114): Farming Law<br />

(SUC 115): Mining Law (SUC 116): Livestock Ways (SUC 117): Healing (SUC 118): Tricks of the Trade<br />

(SUC 119): Body Mastery (SUC 120): Alchemist's <strong>Companion</strong> Arcane Embedding (ALC): double cost.<br />

Individual Spells and High-Level Spells RC1 - 39 - RC4 RC6 Learned with E picks or individual spell<br />

development costs.<br />

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<strong>The</strong> World of Novi<br />

NEW SPELL LISTS<br />

Spell descriptions include the following parameters:<br />

Spell Class<br />

D Defensive<br />

E Elemental: no resistance roll (RR)<br />

F Force<br />

I Information<br />

M Mental<br />

U Utility<br />

* Instantaneous: no action time required to cast<br />

ù Free: no power point (PP) expenditure required to cast<br />

Duration (d)<br />

C Concentration: spell lasts as long as the caster<br />

concentrates (50% action and 1 exhaustion point per<br />

minute); sometimes has a maximum duration<br />

F Failure: RR failure, expressed as a percentage<br />

L Level: usually the caster's level; also affects with<br />

ranges and areas of effect<br />

P Permanent: spell lasts forever, or at least until<br />

altered by an outside force<br />

R Round: one 10-second melee round<br />

Range (r)<br />

S Self<br />

T Touch<br />

Area of Effect (a)<br />

cf Cubic Feet<br />

R Radius<br />

Resistance Roll Modifications<br />

Effect<br />

Channeling<br />

Cleric Base (CLR)<br />

GRAY CHANNELS: Developed in the 18th Century from the Channels list by the Church of Annon as an<br />

intermediate between Channels and Dark Channels.<br />

3. Channels I (F*): When this spell is cast, the first level spell that the caster begins to throw the next round<br />

will be "channeled" to another spell user of the Channeling realm. <strong>The</strong> "channeled" spell is transmitted to the<br />

other spell user when it would normally take effect, and must be used by him/her immediately. All normal<br />

restrictions on the transmitted spell apply. <strong>The</strong> transmitter must be able to see the receiver OR know exactly<br />

where he/she is (direction and distance, or specific place). <strong>The</strong> receiver must know exactly when the spell is<br />

coming.<br />

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4. Gray Stunning (F*, d 1 R/10% F, r 50', RR mod -10): Caster points his arm (elbow locked and fist<br />

clenched) at the target and channels raw power from his power source (usually a deity): target is stunned.<br />

6. Channels III (F*): As "Channels I," except spells of levels 1-3 may be transmitted.<br />

7. Gray Slumbers (F*): As "Gray Stunning," except target falls into a deep sleep.<br />

9. Gray Blinding (F*): As "Gray Stunning," except target is blinded for 20 minutes per 10% failure.<br />

10. Channels V (F*): As "Channels I," except spells of levels 1-5 may be transmitted.<br />

11. Gray Channel I (F*): Caster may cast one of the "Gray Channel I" spells. Which ones he/she may cast<br />

must be determined by the gamemaster based upon: culture, background, deity served, etc. (the caster might<br />

be allowed to pick and choose).<br />

a. Pain Touch I (r T, RR mod -30): Target loses half its remaining concussion hits.<br />

b. Gray Gaze (r 50'): Target takes 10 hits and is knocked unconscious.<br />

c. Finger of Blinding Rage (r 100', RR mod -20): Target adds his/her SD bonus to the RR. In case of failure,<br />

he/she takes 10 hits and is enraged to the point of distraction ("must parry," 75% action) for 1 minute per<br />

10% failure. At the end of each minute, or any time the target takes damage (even if merely a painful slap<br />

without actual concussion damage), the target may make another RR attempt, at an additional -10 penalty, to<br />

break the rage.<br />

13. Channels VIII (F*): As "Channels I," except spells of levels 1-8 may be transmitted.<br />

14. Absolution (F*, r 50', RR mod -20): Target's soul is torn from the target's body; it remains in whatever<br />

place souls go, for 1 week per 10% failure. <strong>The</strong> soul can be returned early only through "Lifegiving." <strong>The</strong><br />

target is at -75% for subconscious activity; target is unconscious until soul is restored.<br />

15. Gray Channel II (F*): As "Gray Channel I," except a "Gray Channel II" spell can be cast.<br />

a. Pain Touch II (r T, RR mod -50): Target loses 90% of its remaining concussion hits.<br />

b. Finger of Reduction (r 25', RR mod -30): Inflicts 10 hits and brain damage upon the target which causes<br />

him/her to immediately lose the ability to cast spells. <strong>The</strong> damage may be repaired by "Minor Brain Repair"<br />

(CC Nerve Law) or similar magic, but will not heal without treatment.<br />

c. Gaze of Horror (r 100', RR mod -30): Target adds his/her SD bonus to the RR. In case of failure, target<br />

takes 10 hits and is totally paralyzed with fear. Targets with "Immovable Will" or other forms of immunity to<br />

fear are still subject to this spell, but should receive an additional +20 to +50 RR bonus depending on the<br />

degree of the immunity (+50 for complete immunity).<br />

17. Channels X (F*): As "Channels X," except spells of levels 1-10 may be transmitted.<br />

18. Returning (F*, r S): Caster is returned to a predefined place (similar to teleportation): caster must live in<br />

the place for 30 days (meditating 16 hours each day) to define it as his/her "place of returning." Only one<br />

place may be defined at any one time; to change it, the new place must be defined as above.<br />

20. Absolution Pure (F*): As "Absolution," except soul can only be brought back through "Lifegiving."<br />

25. Rereturning (F*): For up to 1 R/L after a spell user has used "Returning," he/she may cast this spell and<br />

be returned to within 20' of the point from which he/she came.<br />

30. Lord Channels (F*): As "Channels I," except that spells of levels 1-20 may be transmitted.<br />

50. Power Bridge (F*, 1 R): Opens a direct channel to the Cleric's deity; results depend on the deity's<br />

personality, motives, and powers. Any spell the deity can cast can be transmitted through the bridge.<br />

Essence<br />

Delver Base (DLV)<br />

DELVER'S MENDING: An enhanced version of the "Arcane Coven" list Mending Ways (RC3 83)<br />

suggested for inclusion in the Delver base lists by the RC4. Because Mending Ways has been reclassified as<br />

a Prosaic list, Delver's Mending is more powerful in terms of what may be repaired at a given level and has a<br />

few new capabilities. Notes: If any components are missing, the "Mend" spells will not work. <strong>The</strong> "Restore"<br />

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spells always have a chance of success, but the chance is much greater if the missing portion is relatively<br />

small.<br />

All spells except Living Creature Mending (level 30) apply only to nonliving materials.<br />

1. Mend Fibers (F, d P, r T): Mends multiple rips, tears, or breaks in items made from spun (but not pressed<br />

or woven) fibers like hair, rope, string, thread, twine, etc. All of the pieces must be collected together within<br />

a 10' radius of the caster, and he/she must touch one of the pieces to start the process.<br />

2. Mend Woven Fibers (F): As Mend Fibers, except it mends items made from pressed or woven fibers,<br />

chiefly paper and cloth, respectively.<br />

3. Mend Leather (F): As Mend Fibers, except it mends items made from animal skins, including raw hides<br />

and tanned leather, parchment, and vellum. To fully repair furs, Mend Leather must be cast first, then Mend<br />

Fibers.<br />

4. Mend Wood and Bone (F): As Mend Fibers, except it mends items made from the rigid structural<br />

materials of living creatures, chiefly wood and bone, but including a wide variety of animal products: antler,<br />

cartilage, coral, chitin (in arthropods), horn, pearl and mother-of-pearl (in mollusks), shell (in mollusks),<br />

teeth, tortoise-shell (a form of bone), etc.<br />

5. Mend Earth and Stone (F): As Mend Fibers, except it mends items made from nonmetallic and<br />

noncrystalline inorganic materials, chiefly earth, ceramics (pottery), glass (including obsidian), and stone<br />

(including marble and semiprecious gems like agate, jasper, lapis lazuli, onyx, and turquoise).<br />

6. Mend Base Metals (F): As Mend Fibers, except it mends items made from such metals as brass and bronze<br />

(but not pure copper), iron and steel (including low and high steels but not white or black alloys), lead, tin,<br />

etc.<br />

7. Mend Precious Metals (F): As Mend Fibers, except it mends items made from such metals as aluminum,<br />

beryllium, copper, gold, platinum, silver, titanium, uranium, and white and black alloys.<br />

8. Mend Crystals (F): As Mend Fibers, except it mends items made from crystalline materials such as beryl<br />

(emerald), corundum (ruby and sapphire), diamond, quartz, etc.<br />

9. Restore Fibers (F): With this spell, the caster attempts to repair items which could have been affected by<br />

Mend Fibers or Mend Woven Fibers if complete but which instead have missing components. As with Mend<br />

Fibers, all of the available pieces must be collected together within a 10' radius of the caster, and he/she must<br />

touch one of the pieces to start the process. <strong>The</strong> result is determined as a Base Spell Attack. <strong>The</strong> "touch"<br />

Base Attack Roll bonus does not apply. <strong>The</strong> "defender's" level is equal to the missing percentage of the<br />

material up to 90%, plus 5 levels per additional 1% to a maximum of 99% (level 135!). <strong>The</strong> material gets its<br />

inherent RR bonus; in addition, the more complex materials have the following additional RR bonuses: rope,<br />

+5; paper, +10; cloth, +20. If the RR fails, the item is restored. Example: An angry dog has torn a piece from<br />

a tunic worth 5% of its mass. <strong>The</strong> missing piece "defends" at level 5 with a +20 RR bonus; if its RR fails, the<br />

tunic will be as good as new.<br />

10. Restore Organic (F): As Restore Fibers, except it will repair items which could have been affected by<br />

Mend Leather or Mend Wood and Bone if complete. <strong>The</strong> following additional RR bonuses apply: bone, +10;<br />

horn or wood, +15; coral, +25; pearl, +40.<br />

11. Mend Magic Fibers (F): As Mend Fibers and Mend Woven Fibers, except it can mend enchanted items<br />

(e.g. Elven ropes) and restore their enchantments to full strength, if at least part of the magic remains in the<br />

damaged item.<br />

12. Restore Inorganic (F): As Restore Fibers, except it will repair items which could have been affected by<br />

Mend Earth and Stone, Mend Base Metals, Mend Precious Metals, or Mend Crystals if complete. <strong>The</strong><br />

following additional RR bonuses apply: glass and stone, +10; base metals, +20; copper, silver, or gold, +30;<br />

other precious metals, +40; crystals, +50.<br />

13. Mend Magic Leather (F): As Mend Magic Fibers, except it mends items made from animal skins.<br />

14. Mend Magic Wood and Bone (F): As Mend Magic Fibers, except it mends items made from rigid<br />

organic materials.<br />

15. Mend Magic Earth and Stone (F): As Mend Magic Fibers, except it mends items made from nonmetallic<br />

and noncrystalline inorganic materials.<br />

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16. Mend Magic Metals (F): As Mend Magic Fibers, except it mends items made from metals.<br />

17. Restore Magic Organic (F): As Restore Fibers and Restore Organic, except it can repair enchanted items<br />

and restore their enchantments to full strength, if at least part of the magic remains in the damaged item.<br />

18. Mend Magic Crystals (F): As Mend Magic Fibers, except it mends items made from crystalline materials.<br />

19. Restore Magic Inorganic (F): As Restore Inorganic, except it can repair enchanted items and restore their<br />

enchantments to full strength, if at least part of the magic remains in the damaged item.<br />

20. Mending True (F): Mends all facets of any one item. All components must be within a 50' radius. Note<br />

that this spell can even mend advanced materials like plastics, for example.<br />

25. Restoring True (F): As Mending True, except it can restore as per Restore Fibers.<br />

30. Living Creature Mending (F): With this spell, the caster attempts to repair materials which could have<br />

been affected by one of the level 1-8 "Mend" spells if complete and inanimate but which instead are part of a<br />

living creature. In Humans, it can repair bones, ligaments, skin, teeth, and tendons, but only if all the pieces<br />

are still present and attached to the target -- it cannot rejoin limbs or repair burns, for example. <strong>The</strong> mending<br />

action itself occurs quickly, but this spell does not have the pain-relieving or other curative attributes of<br />

standard healing spells, so recovery times from pain (i.e. concussion hits, stun, penalties) are substantially<br />

longer, e.g., 3-5 days for fractures or 1 day for ligament or tendon damage. Note that this spell can even<br />

repair creatures with inorganic components (e.g., certain elementals).<br />

50. Mending Mastery (F, d 1R/L (C), r S): Allows the caster to use any of the above spells at a rate of one<br />

per round.<br />

Hybrid Channeling-Essence<br />

Witch Base (WTC)<br />

WHITE EARTH MASTERY: Developed during the 13th Century for the White Witch, a good version of the<br />

gray to black Witch, under the sponsorship of the Church of Rhiana. <strong>The</strong> dark Blight spells have been<br />

reversed and the Evil Essence spells have been replaced by Druid spells.<br />

1. Enchanted Rope (F, d C, r 10'/L): If the caster holds one end of a rope it can move up to its length in any<br />

direction and can tie itself in knots (it cannot attack or tie up a living being).<br />

2. Loosen Earth (F, d P, r 100', a 100 cf): Loosens earth to the consistency of plowed ground.<br />

3. Stoneheal (F, d P, r 100', a 10 cf/L): Caster may repair damage, cracks, or breaks in a stone object or a<br />

mass of stone up to 10 cf/L.<br />

4. Earthwall (E, d 1 min/L, r 100'): Summons a wall of packed earth up to 10' x 10' x (3' at base, 1' at top). It<br />

must rest on a solid surface.<br />

5. Fertilize I (F, d P, r 100', a 10' R): Caster creates an area in which all forms of plant life native to the<br />

climate and locale grow at twice the normal rate, reach twice their normal size, and have a disease RR bonus<br />

of +25. Fertilize spells and the Earth Mastery Blight spells of equal level automatically cancel one another.<br />

6. Cracks Call (F, r 100'): Any previous cracks or flaws in material up to a 10' x 10' x 10' section will extend<br />

to their limit.<br />

7. Earth to Mud (F, d P, r 100', a 100 cf): Changes earth to soft mud; change is gradual and takes 3 rounds.<br />

8. Stonewall (E): As Earthwall, except wall is up to 10' x 10' x 1' of stone.<br />

9. Fertilize II (F): As Fertilize I except that the area of effect is a 100' radius.<br />

10. Earthwall True (E): As Earthwall, except duration is permanent.<br />

11. Stone to Earth (F): As Earth to Mud, except stone to packed earth.<br />

12. Corridor (F, d C/P, r 5'): Creates a 3' x 6' corridor that is 1'/L long through any nonmetal, inorganic<br />

material (e.g. ice, earth, and stone). <strong>The</strong> corridor can be opened at a rate of 1' (length) per round as the caster<br />

concentrates, but once formed is permanent.<br />

13. Fertilize III (F): As Fertilize I except that the area of effect is a 200' radius.<br />

14. Unearth (F, d P, r 100', a 100 cf): Disintegrates earth.<br />

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15. Stonewall True (E): As Stonewall, except duration is permanent.<br />

16. Curvewall Earth (E): As Earthwall True, except that the wall may be curved up to a semicircle.<br />

17. Meld Wall (F, d P, r T): Fuses two touching walls together (seam can be up to 20' long) or fuses a section<br />

of stone blocks (up to 100 cf).<br />

18. Curvewall Stone (E): As Stonewall True, except that the wall may be curved up to a semicircle.<br />

19. Great Stoneheal (F): As Stoneheal, except caster may repair volumes up to (level squared) cubic feet and<br />

the range is 10 feet per level.<br />

20. Unstone (F): As Unearth, except affects stone.<br />

25. Unmetal (F): As Unearth, except affects 1 cf of metal.<br />

30. Tremors (F, d 1 R, r 100'/L): Causes a very minor earthquake which could cause shoddy construction to<br />

collapse (can be very terrifying). This is approximately 5.5 on the Richter scale.<br />

50. White Earth Master (F, d 1 R/L): Caster can use one lower level spell (on this list) each round.<br />

Hybrid Essence-Mentalism<br />

Time Traveller Base (TTR)<br />

TIME LORES: Adapted from the Astral Traveller base list Xeno-Lores (RC4 59). Its spells are identical to<br />

those on Xeno-Lores except for the "Xeno-Lores" and "Dimension Lore" spells (levels 10, 12, 14, 16, 19, 20,<br />

30, and 50). <strong>The</strong>se become "Time Lore" and "Period Lore" spells which refer to time periods rather than<br />

planes or dimensions.<br />

Arcane<br />

MANA FROSTS: <strong>The</strong> Mana Frosts list a counterpart to the Mana Fires list (RC1 15). It was created in the<br />

Eighth Century by Mallachel the Golden of western Eldania, a century after he created Mana Fires, as an<br />

Arcane enhancement of the Magician list Ice Law.<br />

1. Cool Touch (F, d 10 min./L, r S): Causes a blue-white glow equivalent to torchlight to spring from the<br />

caster's cupped, empty hand. It can chill small objects but will not harm the caster. If the caster makes an<br />

unarmed attack there is a 50% chance that the target will take an additional "A" cold critical.<br />

2. Cool Inorganic (F, d 24 hr, r 10', a 1 cf/L): This spell will cause any inorganic substance (metal, stone,<br />

liquid, etc.) to be cooled to -20ºF at the rate of 1 cf/R. Magic substances and substances carried or worn by a<br />

being get a RR each round to terminate the spell.<br />

3. Freeze Liquid (F, d 2 R/L (C), r 10', a 2 cf/L): Cools liquid to freezing at the rate of 2 cf/R; temperature<br />

cannot be lower than -40ºF.<br />

4. Wall of Cold (E, d 1 R/L, r 100', a 10' x 10' x 1'): Creates a clear wall of intense cold. Anyone passing<br />

through it takes an "A" cold critical (no RR). <strong>The</strong> caster may increase the severity of the critical (maximum<br />

"E") for every additional 4 PP spent in casting the spell, without increasing the spell level (i.e., a 20-PP, "E"critical<br />

wall is still only a fourth-level spell).<br />

5. Chill Inorganic I (F, d C, r 10', a 1 cf/L): As Cool Inorganic, except that material can be cooled to -200ºF<br />

at a rate of (1 cf and -100º) per round of concentration. <strong>The</strong> material will warm normally when the caster<br />

stops concentrating.<br />

6. Coldarmor (D, d 1 min/L, r 10'): Target is protected against all natural cold and modifies spells involving<br />

cold by 20.<br />

7. Cold Ball I (E, r 100', a 20' R): A 1' ball of cold is shot from the caster's palm; it explodes to affect a 20' R<br />

area. Results are determined on the Cold Ball Table (SL).<br />

8. Frostblade (E, d 1 R/L, r S or 100'): Causes a broadsword-shaped blade of cold fire to spring forth from<br />

the caster's empty hand. <strong>The</strong> caster may make melee attacks with it using his/her Frostblade directed spell<br />

skill with a +20 OB bonus. Results are determined on the Firebolt Table using cold criticals. Normally, this<br />

"blade" may not parry or be parried (except for other elemental blades). <strong>The</strong> caster may throw the blade at<br />

any time (even on the round of casting); the thrown blade is treated like a ranged Firebolt using cold criticals.<br />

Frostblade directed spell skill is ½ similar to other elemental blade skills.<br />

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By Lowell R. Matthews<br />

9. Chill Inorganic II (F, d C, r 10', a 1 cf/L): As Chill Inorganic I, except that the material may be cooled to<br />

very low temperatures, near absolute zero. Most substances will become very brittle.<br />

10. Cold Ball II (E): As above except that the area of effect is a 40' radius.<br />

11. Greater Frostblade (E): As Frostblade, except that the "blade" is two-handed-sword-shaped, it requires<br />

both empty hands to use, it delivers double concussion hits, and its additional bonus is +35. <strong>The</strong> same<br />

directed spell skill may be used for both this spell and Frostblade.<br />

12. Circle of Cold (E): As Wall of Cold, except that the wall forms a circle with a 10' radius. As above, the<br />

caster may increase the severity of the critical for every additional 12 PP spent, without increasing the spell<br />

level.<br />

13. Water to Ice (F, d P, r 100'-300', a 10-30 cf/L): Changes water into ice, either 10 cf/L at 300', 20 cf/L at<br />

200', or 30 cf/L at 100'.<br />

14. Ice Armor (D, d 1 min/L, r 10'): As Coldarmor, except it also decreases all cold concussion hits by half,<br />

and decreases cold criticals by one level (e.g. "A's" are ignored, "B's" become "A's," "C's" become "B's,"<br />

etc.).<br />

15. Cold Ball III (E, r 100'-300', a 40'-80' R): As Cold Ball I, except that the caster may choose an 80' radius<br />

Cold Ball with a range of 100', or a 60' radius one with a range of 200', or a 40' radius one with a range of<br />

300'.<br />

16. Battle Frosts (E, r 30'/L): As Cold Ball I, except that the range is 30'/L.<br />

17. Wind of Frost (F, d 1 R/L (C), r 200', a 200' x 20' R cone): As the caster stands with outstretch arms, a<br />

bitter wind comes forth from them, fanning out until it has a 20' radius at 200' range; all creatures within the<br />

cone receive an "A" cold critical.<br />

18. Immolation (E, d 1 R/L, r S, a 5' R): Caster's body is covered with powerful cold flames. He is immune<br />

to all forms of cold (but not from the impact of an Icebolt, for example). Anyone within 5' suffers an "A"<br />

cold critical (no RR). Anyone in physical contact suffers a "C" cold critical. Physical attacks from the caster<br />

that deliver a critical also deliver an "A" cold critical. All items on the caster's person are immune to cold for<br />

the duration of this spell, but any materials he touches (or walks on, etc.) after he immolates must make an<br />

RR or suffer damage from exposure to intense cold, where applicable.<br />

19. Snowstorm (E, d 1 R/L, r 100', a 50' x 50' x 50'): Creates a cubic area of intense cold and snow. It takes<br />

one complete round for the cube to form and to be effective. Anyone within the area or passing through it<br />

takes an "A" cold critical (no RR).<br />

20. Long Frosts (E, r 100'/L): As Cold Ball I, except that the range is 100'/L.<br />

25. Cold True (F, d 24 hr, r T, a 1000'/L R): Causes the temperature in a potentially very large area to drop<br />

1ºf every 10 minutes; the maximum total decrease is equal to the caster's level. <strong>The</strong> caster can select the<br />

desired temperature decrease and area of effect within the stated maxima. With multiple castings of this<br />

spell, the temperature in the area of effect could be lowered to near absolute zero, -460ºF, and held there<br />

indefinitely.<br />

30. Death Frost (F, d 1 R/10% F, r 10'): Target suffers an "E" cold critical each round for 1 round per 10%<br />

RR failure.<br />

50. Blizzard (E, r 10'/L): As Snowstorm, except the criticals given are severity "B," and the caster may<br />

increase the area of effect by 50' x 50' x 50' every 3 rounds by concentrating (he/she must be within 10'/L of<br />

each newly affected area). <strong>The</strong> areas must be connected and each individual area will be active for 1 R/L<br />

(i.e., the earliest areas affected will expire first). <strong>The</strong> Blizzard crosses all obstacles unless a magical barrier is<br />

encountered, which requires an RR. <strong>The</strong> caster may discontinue the Blizzard in an individual area by<br />

concentrating for one round or he may cancel the whole spell normally.<br />

151


<strong>The</strong> World of Novi<br />

Lowell R Matthews: A Retrospective<br />

As part of our celebration of Lowell's life and work as an editor and contributor to <strong>The</strong> <strong>Guild</strong> <strong>Companion</strong>, we<br />

thought it would be fitting to take you on a journey into our archives to explore his articles and his stories.<br />

Some of this magazine's most diverse and its most comprehensive articles were born on Lowell's keyboard -<br />

and this retrospective will cover all of them.<br />

<strong>The</strong> World of Novi<br />

In any survey of Lowell's prolific output, pride of place must go to "<strong>The</strong> World of Novi", Lowell's highly<br />

detailed, long-established fantasy world and setting for his Rolemaster (2nd Edition) campaigns. It was only<br />

fitting that "An Introduction to the World of Novi" appeared in our very first issue back in December 1998.<br />

Lowell explored the gestation of his setting in this article, opening it as always with his trademark<br />

"Greetings, Rolemaster aficionados!". This was paired with "<strong>The</strong> <strong>Cosmology</strong> of Novi", the creation myth of<br />

that world with its Creator, its Elemental Powers and their children, and of the making of life and<br />

intelligence, as told by its people in the finest tradition of fantasy literature.<br />

We were again privileged in the March 1999 issue with further windows into Lowell's imagination. In "<strong>The</strong><br />

World of Novi - <strong>The</strong> View from Afar", Lowell covered his world's geography, its nations, and its cosmology<br />

in game mechanics. This went beyond a simple gazetteer to discuss aspects such as key strongholds and<br />

secret organizations. Lowell combined this with an equally comprehensive guide to "Character Creation in<br />

the World of Novi", which covered its professions (including Lowell's very own "Time Traveller"), dozens<br />

of its races, languages, selectable background options, and skill rules. <strong>The</strong> wealth of detail in these articles<br />

alone equals many published settings.<br />

In "Weapons of Novi" (June 1999), Lowell not only brought all of the weapons from RM2 into a single<br />

complete list (as well as new weapons of his own devising), but he also gave notes on their use and<br />

development in Novi.<br />

We returned to Novi in August 2000 with "<strong>The</strong> Encyclopedia of Novi: Herbs", wherein Lowell revealed his<br />

inner herbalist and his love of nature. A gloriously comprehensive quartet of articles, these covered every<br />

herb, bread, poison, etc., known in Novi with notes on effects, location, preparation, and associated game<br />

mechanics. Lowell, being helpful as always, provided the listings by category of effect, by climate, and in<br />

alphabetical order!<br />

Rolemaster Bestiary<br />

<strong>The</strong> Rolemaster Bestiary was a four-part series to which Lowell both edited and contributed. It aimed at (and<br />

succeeded in) providing new and interesting creatures for Rolemaster GMs to pit against adventurers who<br />

had become jaded with run-of-the-mill orcs and trolls. Part I (June 1999) brought us Giant Rats, deadly<br />

Slimes, and a whole slew of feline humanoid races from Lowell's Novi. Part 2 (October 1999) saw the<br />

advent of terrifying nightmares from the id, while in Part 3 (December 1999), Lowell unleashed the<br />

Nightmares of Xenar, an insectoid race of extra-planar monsters certain to imperil even the most potent of<br />

adventurers. Lowell was also responsible for the editing of Part 4 (June 2002), wherein Ross Henton, former<br />

editor of Grey Worlds magazine, brought us a new set of demonic and supernatural horrors.<br />

<strong>The</strong> Mallorn Company and Quenta Roqueni<br />

In August 1999, Lowell made his first excursion into our fiction section with "<strong>The</strong> Mallorn Company", a tale<br />

from the World of Novi. Intended to be a long-running serial, only the prologue giving the backstory and the<br />

first two introductory chapters (Ch1, Ch2a, Ch2b) were published. <strong>The</strong>se stories again reveal Lowell's keen<br />

eye for detail and the depth of his world's background. Simultaneously with starting "<strong>The</strong> Mallorn<br />

Company", Lowell was also heavily involved with the writing of a second serial and the editing of some<br />

equally epic articles from other contributors. Naturally something had to give and "<strong>The</strong> Mallorn Company"<br />

was shelved until a more opportune moment.<br />

Quenta Roqueni was that second serial - a retelling of a Middle-Earth Play By Email campaign wherein<br />

Lowell had been a player. Coauthored with the campaign's GM (Vincent Roiron) and with the assistance of<br />

the other players (Gavin Carey, Woodrow H. Kroll III, George Photopoulos, Trevor Sanders, and Christian<br />

Wirtnik), this was an epic set in the mid-Third Age when the Witch-King of Angmar threatened the realms<br />

of Arthedain, Cardolan, and Rhudaur. A very different era from the familiar War of the Ring indeed, but<br />

Lowell succeeded in bringing it and its characters to life. <strong>The</strong> Prologue was published in September 1999,<br />

with the first full tale ("<strong>The</strong> Thieves of Metraith") serialized in six parts ( Chapters 1 and 2: November 1999,<br />

152


By Lowell R. Matthews<br />

Chapters 3 to 5: January 2000, Chapters 6 to 10: February 2000, Chapters 11 to 14: March 2000, Chapters 15<br />

to 16: April 2000, and Chapters 17 and 18: May 2000).<br />

<strong>The</strong> Hidden Gems<br />

Lowell was a highly respected and well-liked member of many electronic mailing lists, participating in<br />

numerous debates and discussions. Some of these conversations inspired him to write articles, either as sole<br />

author or in partnership with other community members. Always interesting, these essays were pithy and<br />

highly germane to the needs of gamers.<br />

<strong>The</strong> prosaically named " Table of Feudal Titles" (December 1998) was the first such, a comprehensive<br />

treatment of feudal nomenclature garnered from a host of sources. <strong>The</strong> second, " Food for Trekking" (March<br />

1999) coauthored with Erik "Fangorn" Abranson, is a definitive guide to suitable foodstuffs for anyone<br />

embarking on long journeys in the wilds of Middle-Earth and elsewhere.<br />

"Artificial Intelligence" looked at the possibilities of creating intelligent magical artifacts and proposed rules<br />

by which their makers could transfer their power into such objects. Lowell's guidelines even provided a<br />

working model for how Sauron could have forged the One Ring and why that dark being was destroyed<br />

when the ring was unmade. Middle-Earth also formed the setting for "<strong>The</strong> Hands of <strong>The</strong> Healer -- <strong>The</strong><br />

Tanturaki", Lowell's creation of the healing traditions of a Black Numenorean culture of Endor's Far South.<br />

In November 1999, Lowell persuaded three long-time gamers to submit true tales from their games (as<br />

"Storytellers Circle"). He also drew upon a political discussion on the Rolemaster mailing list with Gary<br />

Renaud to create the somewhat tongue-in-cheek anti-magic setting, which rejoiced under the title of "<strong>The</strong><br />

Union of Sorcery-Secure Republics" (November 1999).<br />

December 1999 saw the publication of " Eldritch Manipulations" (written jointly by Lowell, Helen<br />

Mazarakis, and Aaron Williams), an interesting utility spell list for mages who really want to know where<br />

their property is at all times. Just as the Rolemaster list had inspired a spell list, discussions on dice rolling<br />

brought Lowell into a second partnership with Gary Renaud to produce "Take Your Chances" (February<br />

2000), a treatise on probability aimed at the ordinary gamer.<br />

Lowell's chemistry training came to the fore with "<strong>The</strong> Fifth Element... Of Taste" (March 2000), where he<br />

described the discovery of a fifth taste, known in Japanese as "umami", and related this seemingly esoteric<br />

fact to possibilities for world and species design.<br />

Reviews<br />

An occasional reviewer, Lowell wrote on "Heroes of Might and Magic III" (September 1999), his thenfavorite<br />

computer game, and on "Gamemaster Law" (August 2000), giving a careful and critical analysis of<br />

that volume. (<strong>The</strong> editorial error at the end of that review is not Lowell's but mine.)<br />

<strong>The</strong> Mark of Editorial Excellence<br />

<strong>The</strong> hallmark of an excellent editor is absence - the absence of typographical and grammatical errors, the<br />

absence of stylistic infelicities, the absence of factual mistakes, and so on. As the number of contributions to<br />

<strong>The</strong> <strong>Guild</strong> <strong>Companion</strong> increased and as Lowell's own life became busier, his emphasis shifted from author to<br />

editor of some of our most substantial articles. Lowell's wordsmithing skills and keen eye for detail made its<br />

invisible mark on a host of contributions, such as Daniel Myers' multi-part "Mythic Greece using MERP"<br />

sequence (which began in May 1999), a plethora of professions and spell lists reclaimed by Ross Henton<br />

from the lost Grey Worlds magazine, Shadow World articles by Stephen Churchill and Cormac Doyle,<br />

Robert Wenner's Pirates Campaign, C.L. Yona's magical item article and sequels, Glen E Terry's Predator<br />

recreation, Greg Pearson's "<strong>The</strong> Pyramids of Luyten" scenario, and the Covenant Generation universe, to<br />

name but a handful. (Searches for RM2, Spacemaster, and simply Lowell will reveal many more.)<br />

His editing achievements are truly a Roll of Honor of many of this magazine's finest articles, and all of us<br />

owe Lowell a tremendous debt for his hard work in bringing these pieces to their final form.<br />

153

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