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Winged Folk

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An outline of a Winged Folk city called Sidon.

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CONTENT 

1… HISTORY During the Time of Dragons

2… THE PEOPLE Physical FeaturesLanguage

3… GOVERNMENT Family HousesCentral Tower

4… PSI 

5… PRIEST 

6… WARRIOR  Juggernaut Warrior  

7… MAGI Magi Tower  

8… EQUIPMENT 

9… DISTRICT ONE HOUSES Arnad (Y) Citamo (ee) Ipzirel (S) Goldfield (A) Hesperion (B) Molara (C) Acabdur (T) Bubka (V) Siltomus (ii) Bokary (pp) 

Modore(tt)

 Gobayuik (bb) BUILDINGS 

TheaterCarpentry (6) JewelrySoapmakeCandlemake 

9… DISTRICT TWO HOUSES 

Colart (jj) Siquest (ii) Tostoni (W) Gasgal (G) Bevrain (D) Shastri (H) 

Kazinshia (I) Severnain (J) Mirrius (K) Sallavarian (cc) 

BUILDINGS LeatherworkClothingFish Hatchery Alchemy 

10...DISTRICT THREE HOUSES 

Jakartai (F) Messandier (M) Mandrona (O) Norev (R) Sharn (U) Silakon (Z) Masterion (aa) Balotos (dd) Hawk (ff) Zintar (gg) Alimbard (hh) Diommod (ll) 

Cumbar(nn)

 Car-loatta (oo) Paintomia (qq) Unimarius (rr) Distost (ss) 

BUILDINGS Glassmake MetalsmithBrewery

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  Bakery 

11...DISTRICT FOUR  HOUSES 

Tigana (E) Tigira (N) Gentain (P) Greenhand (Q) Nyrond (X) Caultor (kk) Tersoff (uu) Wirimnaer (vv) Adongala (ww) Driiquar (xx) Elandinai (yy) Kiirquarlani (zz) Xilokerym (aaa) 

BUILDINGS PapermakeMason

12...SPACE Turret Defense Docks Falcon ShipsGriffon Ships

13...UNDERSIDE 

13...GARDEN 

14...CRYSTAL CHAMBER  

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History

 

HISTORY 

DURING THE TIME OF DRAGONS (Unknown to – 24,000 DR), Toril, is dominated

 by dragons far more powerful than those onFaerûn today. Isolated pockets of territory fallunder giant control, and these grow toward theend of this age. This is when the Aril-tel-quessir(avariel), along with the Sy-tel-quessir (greenelves), and the Ly-tel-quessir (lythari), firstcame to Aber Toril as immigrants from therealm of Faerie, passing through the fey

crossroads and backroads.Upon first migrating to Faerun, they found theworld to be a vast, beautiful place.Unfortunately, vicious dragons ruled the skies.The newly arrived avariels were nearly wipedout by the dragons before the First Flowering.In their tenacity they were able to establish afoothold though. Of these, the largest was thetemple-city of Aerie, located in the StarMountains at the heart of the High Forest. Bythe time the second wave of elven immigrants,the terrible wars with the dragons had driventhem to near extinction.

The martial strength and magical prowess ofthe peoples in this second wave brought theTime of Dragons to a close. All that's left nowof this time are legendary epics and songs ofelves overthrowing and slaying dragon andgiant overlords, and carving nations forthemselves.

During the First Flowering (-24000 to – 12000DR) the elves colonized the islands ofEvermeet and parts of the future Moonshaes,taking the first steps towards what wouldsomeday be known as elven high magic. Thispowerful arcane knowledge allowed the elvesto contest with and finally drive back thedragons for the first time in history. Duringthese centuries, the elves held back the orchordes, the dragons, and the giants,slaughtering them all and allowing the otherraces the chance to survive and thrive in safety.The only major loss to the elves at this timewas their winged brethren, the aril-tel-quessir.

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Title

After all the avariel had gone through, only onemajor flock and a handful of smaller flightsremained. The Convocation of Eagles flew east,seeking a new home. As the Convocation traveledthrough foreign and exotic lands they found theirskills were greatly desired by those they met. It wasnot long before they found a surprising new home.

An expansive human tribe formed an alliance withthe avariels. The human barbarians provided landand peace within their own territory and in returnthe avariels would provide some of their number toact as scouts and messengers. Under this treaty bothpeople prospered and the avariel began to grow innumber.

After many human generations, the barbarian lordImruk of the city-state of Erlacor (now in ruins)sought to overthrow the barbarian-king of the land.The barbarian-king had turned to demon worshipand Imruk intended to put a halt to this. Themovement to oust the barbarian-king became nigh

unstoppable when Raaman (meaning blessed wingin elven), the leader of the Convocation of Eagles,proclaimed that that because the barbarian-king hadsacrificed several winged folk to the demons, theavariel warriors would gather and aid Imruk's effort.

With command of the air provided by the avariels,lmruk was able to crush the barbarian king's armies.The last battle of the uprising was fought on theplain to the north of the barbarian-king's capital. Thewinged folk holy-men called upon Aerdrie Faenyafor aid, and their prayers were rewarded when theHigh King's demons were destroyed by her wrath.Seeing his demons and his army being destroyed, the

 barbarian-king called down a curse upon the avarieland upon Imruk, proclaiming that lmruk would

 become as he, but less than he, and would die fortreachery. Seconds after proclaiming that curse, the

 barbarian-king fell dead with scores of arrows in his body as Imruk's warriors burst through the king's lastdefenses. lmruk was awed by, and apprehensive of,the power the winged folk had shown. He fearedthat unless he acted quickly, he would rule only bytheir sufferance. Therefore, lmruk invited Raaman to

 bring the winged folk army to Imruk's encampmentthe following day so he could give the avarielwarriors great rewards for their part in winning the

 battle.The following day the avariel warriors landed in thedesignated area in the center of Imruk's camp. Assoon as the air was no longer stirred by the beatingof wings, Imruk's archers fired upon the winged folk,and only a few of them again reached the safety ofthe sky. Raaman was one who escaped. Three dayslater he killed lmruk in a raid upon the camp, butwas himself mortally wounded. Thus did lmruk die

for his treachery, and was ruin wrought upon thewinged folk, just as the barbarian-king's curse hadprophesied. The winged folk lost half of theirpopulation in the ambush, even though many ofImruk's men were also slain. Most of the femalesand all of the children did not go to Imruk's campand thus were spared. Before he died, Raaman

charged his successor with the responsibility ofremoving the winged folk from their relationshipswith other human and demi-human beings.Raaman's successor followed this order, secreted theremaining avariel, and thus the winged folk beganyet another long and slow recovery.

The Convocation of Eagles journeyed for manyyears, concealing their wings lest they attract toomuch attention. They took to the skies only whenthey had to, hiding on the ground like vermin andliving terrible, dirty lives as nomads and scavengers.What exactly happened during the interveningmillennia is unknown.

History

One thing that is worthy of note is that in – 1531 DRa plague originated in Bandor Village on the easternslopes of the Barren Mountains (Nether Mountains).This plague caused the death of all life in the villageand swept east to Vandal Station, where it claimed4,000 more lives before ceasing its deadly march. Itis rumored that the plague was caused by contactwith the winged humanoid race. Additionally, in – 933 DR there were rumors of winged humans flying

about the summits of the Barren Mountains (NetherMountains). While a few expeditions were mountedto contact this new race, none were successful.

In their own myth's, the avariel claim that AerdrieFaenya took her people to her realm in Arvandor.There they slumbered until Toril was safe enough forthem to return. Regardless of the truth, they traveledas nomads, from one temporary home to another.They finally came to a land far from any which

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might harm or betray them, a land they could soarwithout fear. It was a cold and brutal land, but theirmagics were able to adapt them well to thisenvironment. Therein they found majestic MountSundabar, the last dwarfhold of the kingdom ofDareth (established in – 2600 DR by OrloebarSnowbeard).

The dwarves of the “Ice Kingdom” of Dareth had been warring with seemingly endless flights of whitedragons and their bestial servants. With the help ofthe dwarves of Delzoun, they fled from themountains of Dareth (now known as the Peaks ofCold Death), to a lone mountain that stood apartfrom the rest. They named it Mount Sundabar inhonor of a city in the Northkingdom that they'd left

 behind.

There they founded a new citadel (circa 1000 DR),electing as King one Embryn Shattered-shield, wholeft his clan to take the name of Dareth. The whitedragons soon attacked Mount Sundabar, employing

magical items of great force and unknown, elderorigin. In the end, the Mountain was shattered, thedwarven hold laid waste. The dwarves fought on,however, slaying dragons whenever they could reachthem. They became skulking attackers who swarmedall over the Mountains of Dareth, until no dragonwas safe in its lair, and the bones of both dwarvesand dragons littered the mountain range. In the end,

the dwarves and dragons destroyed each other, in afinal confrontation on the broad mountaintop nowknown as Heroes' Height. This opened the way forhumans to hunt and cut lumber in the rich landsthat became Armridge and Sossal. The caverns ofDareth were explored and plundered of allvaluables left by the dwarves, but recurring

monster attacks made the mines too dangerous towork. And so they remain today, home todangerous creatures that feed on the occasionalhumans or dwarves desperate or reckless enoughto try mining the riches of lost Dareth again.Dareth's borders lay within the mountain rangenamed for it, plus Mount Sundabar, Heroes'Height, and the high valleys between. The Sign ofthe Realm, almost unknown today, was a row ofthree peaks with a stone hammer, head to theright, horizontal above them.

Atop the demolished flat-peak, a small group ofwhite dragons of Hoarfaern and a few of their

 beastial servants dwelled, most of their numbershaving returned to their own lairs within the dwarf-carved halls of the Mountains of Dareth. Thesedragons were driven out and the Convocationclaimed the mountain as their own, naming it theAerie of the Snow Eagles.

Soon the wyrms returned, wishing the mountain back and renewed their ancient war with theavariels. Only in the last millennia has this warsubsided. Whether it's due to losses on the dragon'sside or simply lack of interest, it's unknown. Theonly other remaining threats in the area were theSossarim to the north and the Ulutiuns to the west.

   I   N   T   R

   O   D   U   C   T   I   O   N

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Title

Travels of the city of Sidon through space. First was to get through the Greyspace crystal sphere. 

History

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   I   N   T   R

   O   D   U   C   T   I   O   N

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The People

THE PEOPLE 

In winged elf culture young are produced to keepthe species alive, only sometimes out of love butwinged elves mate for life (till death) but willreproduce with others if the community demandsit (example: different subspecies) winged elvesoften being immortal will spend immensely longperiods of time alone with the one it loves (evenyears) in winged elf culture mating is an optionalpractice and doesn't happen before adulthood.

A winged elf is much like any other elf. They arepatient and aloof, however he or she has a shorttemper if someone harasses his family or culture

 because winged elves are all close.

Dwarves are hard for winged elves to get alongwith because of their opposite domains and

 behaviors. The only thing they share is sometimesthe general region. Gnomes are a bit easier to getalong with, but not that much due to domain.They share a common usage of magic. Orcs arehated by the winged elves and so is their spawnhalf orcs. They view all elves as friends, even evilspecies, because the winged elves believe that allelves should live together in unity regardless of thepast and would go to the lengths of slaying a deity

to achieve that unity. Winged elves view humansas corrupters of the elves and do not understandthem and their practices. Previously the wingedelves viewed them as allies, but because of all thedamage dealt to the wilderness by the humans andthe prevention of the creation of full blooded elves

 by mating with elves, they are regarded with fear.Half elves are viewed as a race that can be helped

 because winged elves have spells that can bring outtheir elvish blood, however they believe that anywho turn them down on these offers is viewed as alost cause. Winged elves hate dragons becausethey were nearly driven to extinction by them.

Winged elves have great relationships with treants,centaurs and good & neutral fey. Winged elvesview halflings as allies and will often help guardhalfling caravans winged elves and halflings sharethe same love of family. Winged elves hateraptorans and view them as traitors and will killthem on sight in the wilderness. Winged elves alsohate goblins for war with them forced them to fleeto the haven realm. Winged elves regard lizardfolkas allies as they too live in harmony with nature.

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outdoors, Avariel can see details over 1 mileaway. Vision must be unobstructed and theavariel gains a +14 on spot checks whenfocused on an area and using this feature.This makes them excellent scouts.- Owls-Feathers(Ex): Her soft feathers give

her a +14 to moving silently while flying at

night. This makes her a dangerous opponent,as a stalking owl is to a mouse.- High altitude adaption (Ex): Avariel can

 breathe without problems up to 20.000 feetabove sea level. After this, they canacclimatisize to the altidude. This requires anEndurance check with DC 10+ (thousands offeet above 20.000) every week for six weeks.After this, the Avariel is acclimatisized to thealtitude until six months after he/she drops

 below this altidude. When not acclimatisizedto an altidude, an Avariel takes 1d4+ 2nonlethal damage every hour, as well as a -1

to all ablity score modifiers, for every 1000feet above acclimatisized altitude. This may be avoided by avoiding strenous activity, suchas combat. This ability does not provideprotection from gas attacks, rather, due tomore efficient gas exchange, Avariel take 1additional damage (and gets a -1 penalty tosaving throws) to gas attacks, and 1 more in

 both for every 1000 feet above sea level.Avariel have a level of cold protection of 1(see Frostburn for details on artic conditions).- Low-Light Vision: Avariel can see twice asfar as human in moonlight, starlight ortorchlight and similar conditions of poorillumination. Avariel retain the ability todistinguish colors at these conditions.- Weapon Proficiency: Avariel receive

martial weapon proficiency with longsword,spear, bolas, and whip as bonus feats. Avarieltend to stay away from bow weapons andanything that cannot be used while in midflight. unlike their cousins, drawing a bow inflight interferes with their wings and they

Avariel resemble half-elves in many physicalfeatures, except that they have wings. Theyaverage around 4'5" to 6'4" in height and weightas much as 80lbs to 170lbs , with men the sameheight as and only marginally heavier then thewomen. Because of their Close RacialRelationship to the unknown, An Avariel hears

the call of death sooner, making them cherish lifeeven more so than their land bound cousins. theyreach adulthood at 20 and can live to be a littleolder than 180 years old. They tend to be pale-skinned with eyes slightly larger than theircousins. Avariel usually have white or black hair,rare exceptions are usually thought of as omensor closer to the divine and they are givenpositions of power. Like other elves, they don'thave any facial or body hair. From their back,long, soft, white or Black, feathered wings arise.Avariel wings are extremely susceptible to fire,keeping them away from open flames is inherent.

Their angelic nature makes Avariel very beautiful. Some Avariel tend to take advantage oftheir Angelic appearance, making humans dotheir bidding or keeping them away from certainareas. They have hollow bones which makesthem frail.

Avariel spend most of their lives airborne, becoming more dexterous every day, theirangelic wings make them as beautiful as fey, butthey lack in constitution like other elves.Avariel base land speed is 30ft. 40ft fly speed,perfect maneuverability.

- Jump(Ex): Using her wings she is able to jump 10ft without a required check, bothhorizontal and vertical.- Gliding(Ex): Avariel can use her wings to

glide, negating damage from fall of any heightand allowing 20ft of forward travel for every5ft of descent.

- Flight(Ex): 40ft and they can fly at perfectmaneuverability.- Eagle-Eye Vision(EX): When Flying or

TitleThe People

The past five hundred years have pest in peaceand prosperity for the Aerie of the Snow Eaglesand many have renewed hopes for their future asa people. It is with this renewed hope thatrecently contact was re-established with theirelven kin and officials from Evermeet. 

Thankfully, neither sought out the avariels, bothseemingly as cautious as the winged folkthemselves. This suited everyone well and overthe years they have come to a mutual, ifcautious, understanding.

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The People

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I think that the name  Avariel  was given to them by humans, as it there is litte elvish to it at all. Itwas probably derived from the elvish for 'remoteelves' Avahairedhel (ah-vah-high-reh-thel), which

slow-tongued humans mistook for Avariel  Theelvish equivalent of 'winged elves' israamavoitedhel , which just doesn't look too good

for a race name, hence its non-use.

The most striking feature of the avariels is theirsoft, feathered wings. These wings have spans ofanywhere from twelve to sixteen feet and areusually white, but may also be gray, brown, blackor speckled. Their skin is pale, often porcelainwhite, with tinges of blue or faint silver. Theyhave silver-white or black hair, with other shades

 being rare but not unheard of.

Avariel are also known to practice the dyeing ofwing tips.

Avariel are graceful and striking, standing as tallas most humans, though they appear even morefine-boned than their landborn elven kin. Theirfeatures are more chiseled, more angular, theireyes larger, and golden, azure, emerald, or richhazel. The hollow bones that enable them to flymake them frail, though their chests andshoulders are strong, powering their magnificenteagles' wings. Their plumage is usually the purest

of whites, though blacks and greys are known,and their hair is white, black, or more rarely,gold or silver. Like other elves, they have nofacial or body hair. They prefer simple, looseclothing that does not impede their wings,usually in pale white, grey, or silver.

Avariel have shorter lifespans reaching majorityat 150, and seldom living beyond the age of 600.Like other elves, the avariel do not sleep, insteadentering meditative trance for 4 hours per day.

dislike heavy two-handed slashing and bludgeoning weapons which require them tostay grounded for proper use.- Trance: Avariel do not sleep, as members ofmost other common races do. Instead, theymeditate in the deep trance that all elvesmeditate for 4 hours a day. This makes themimmune to magical sleep.- Automatic Languages: Avariel, Elven,Common. Bonus Languages: Draconic,Gnome, Gnoll, Goblin, Orc, Sylvan, andCelestial because their language closely

resembles it.- Favored Class: Ranger or Druid.- Level Adjustment: +1

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Auran is a soft-spoken, breathy languagewhich shares a similar grammar with theother elemental languages. It is primarilyspoken by those of the Elemental Plane ofAir,[2] and occasionally by the inhabitants ofthe Wall of Heaven Mountains and thenation of Zi Ha in Tian Xia, where it is

sometimes referred to as the "tongue of theheavens".

The Auran Language is the language of air- based Creatures and the Kyrie. It is a series ofincomprehensible clicks and etherealintonations.

Askyren - roughly 'Winged Mother'

TitleIntroduction

 

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   I   N   T   R

   O   D   U   C   T   I   O   N

 

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  Cleric - Heruraina Colart (Cleric 34th lv) Magi - Raina Sharn (Mage 32nd lv) Psi - Karak Hawk (Psi/Fighter /Mage 34st/32nd/28th) Warrior - Bartose Caultor (Fighter 36th lv) 

Government

Sidon has a King and four Council one fromeach tower.

Cleric

MagiPsiWarrior

These offices are in the appropriate towers.

There are twelve members in total from thefour Avariel Districts. Each district has one ofthe following:

DomesticCivilAgriculture

These offices are in the main tower.

The 4 Council to the King/Queen and the 12members of the Avariel Council of the Districtsrun independently.

There are 258 family houses within Sidon eachassigned to a district depending on where thatfamily house is located. Each family house hasthe patriarch in charge of that house. Fromthese patriarchs is chosen to be a member ofthe Avariel Council for their District.

GOVERNMENT 

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Adongala "Peacewhisper"Driiquar "Airdance"Elandinai "Arrowbreeze"Kiirquarlani "Gemsoul"Silathdiir "Mountainstone"Xilokerym "Petalsword"

Male Names: Aerontar, Daedamai,Peregrane, Raptiir, Sperenshay,and Talasphir.

Female Names: Aerie, Cassae,

Esthaenie, Icaria, Lethri, andNahlrie.

A winged elf receives a name fromboth parents a clan name a withinclan name for each clan (only oneafter adulthood ceremony) achildhood nickname any namesacquired from other cultures (asmarks of acceptance) any adulthoodnicknames and the right of passagename.

TitleGovernment

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Government

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TitleGovernment

Down stream from the fish hatchery is the river bridge. Docked on it’s banks are river canoes. 

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Government

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TitleGovernment

3 Throne Room 

4 Council Chambers 

5 Great Hall 

6 Landing 

7 UnderLanding 

8 War Room

9

10 Rooms 

11 Spiritual Apex 

12 Spiritual Bridge 

13 Rooms 

14 Rooms 

15 Library lv1 

16 Library lv2 

17 Library lv3 

18 Rooms 

19 Rooms 

20 Rooms 

21 Rooms 

22 Rooms 

23 Rooms 

24 Common Area lv1 

25 Common Area lv2 

26 Common Area lv3 

27 Common Area lv4 

28 Rooms 

29 Rooms 

30 Rooms 

31 Fountain Falls 

32 Rooms 

33 Tube Landing 

34 Storage 

35 Storage 

36 Storage 

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Government

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TitleGovernment

Level 3

THRONE ROOM 

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Government

 

  Guards

On either side of the throne.

Behind the throne is the Sidon Banner, a spreadwhite eagle on a blue back ground, the eaglestalons spread.

  Guards

This is the staircase entrance.

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TitleGovernment

Level 4

COUNCIL CHAMBERS 

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Government

 

  Guards

This is the staircase entrance.

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TitleGovernment

Level 5

GREAT HALL 

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Government

 

  Guard

In the center of the chamber is a circle in the floorthat allows teleportation to other circles with inthe city.

  Guard

  Guards

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TitleGovernment

Level 5

KARAK’S SPIRE CONFERENCE CHAMBER 

Mirrored wall when door is closed an Illusionary Mirror comes into effect

making it all look like one solid wall.Then it can be used as a Crystal Ball .

Transport System a mental command will

slowly move you threw the air up ordown making you move threw anillusionary ceiling that is a continual

light .

On the marble table is a crystal jar#78

In crystal rack is crystal goblet platinumrimmed (8), pitcher to match goblets,platinum serving tray, crystal bottles of(rum, gin, brandy, wine etc.), flask of

 pills#95 (100), potion of sweet water .

Manned by a permeant unseen servant

that mans the kitchen below.

PRIVATE LIBRARY 

1. Desk: Quill of Transcription, Everful

 Inkwell, signature stone & ink pad,

parchment (3 reams), ivory scroll case(3), Mini Desk , platinum pens (4), crystal

prism.

2. Bookcase: Traveling Spell Books (24)

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Government

SLEEPING CHAMBER 

OBSERVATION 

1 Sphere of Conversation , Prism & Square

containing a Nchaser’s Glowing Globe

spell,

2  Abacus #70, Ball & Pyramid

containing a Nchaser’s Glowing Globe

spell,

3 Cone & Cylinder containing a Nchaser’s Glowing Globe spell, Hourglass  

4&5 Javelins of Lightning (8, 4 each in a

sill stand)

6 blankets (3), pillows(4), Rod of

Continual Light (4)

7 Cot of Suspension 

1

3

2

4

56

7

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TitleGovernment

Level 6

LANDING 

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Government

 

 Guard

This area has art work that is rotated out once amonth.

 Teleport Care Taker (ID# 0676)

In the center of the chamber is a circle in the floorthat allows teleportation to other circles with inthe city. This is mainly used for transporting goodsand the elderly that no longer have the gift offlight.

 Guard (sometime two guards)

- Royal Gunner

This spire does contain a turret cannon and ismanned by two guards when the city is under“lock down”. 

  Guards

This is the entrance to the central towers throne

room.

  Guards

Also will be located to entrance going down.

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TitleGovernment

Level 7

UNDERLANDING 

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Government

 

Unmanned Turret protected in a force field

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TitleGovernment

Level 8

WAR ROOM 

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Government

 

This room is always manned and watching all ofthe Sidon people for any sign of distress soguardsman can be teleported to the scene to help.

A large section in the center is a illusionary displayof the city with real time activity that ishappening.

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TitleGovernment

Level 9

NAME 

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Government

 

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TitleGovernment

Level 10

NAME 

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Government

 

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TitleGovernment

Level 11

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Government

 

This contains five statues of famous Avariels.

Next to the stairs is an illusionary wall that hidesthe opening to the spire.

Emergency teleporter

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TitleGovernment

Spire

JAIL 

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Government

 

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TitleGovernment

Level 12

SPIRITUAL BRIDGE 

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Government

 

The Spiritual Bridge is used for ceremonies ofinitiation to the Psi Order.

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TitleGovernment

Level 13

NAME 

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Government

 

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TitleGovernment

Level 14

NAME 

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Government

 

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TitleGovernment

Level 15

LIBRARY 1 

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Government

 

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TitleGovernment

Level 16

LIBRARY 2 Entrance 

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Government

 

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TitleGovernment

Level 17

LIBRARY 3 Archival Sprier

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Government

 

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TitleGovernment

Level 18

NAME 

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Government

 

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TitleGovernment

Level 19

NAME 

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Government

 

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TitleGovernment

Level 20

NAME 

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Government

 

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Psi

PSI 

PSI are the researchers and developers of the

people.

Would be classified as the scientists andexplores

The methodical attitudes at the heart of apsion’s technique lend themselves to formal

study. Psions were the first psionic class toform scholastic traditions, and the first todevelop unifying theories of psionic energy. Apsionics college is not necessarily a specificlocation. It’s a combination of philosophy andmethods of study, a means of teaching morethan a place of teaching.

The various psion builds and focuses are anextension of these scholarly traditions. Are youa telepath, a telekinetic, or a shaper? Do youprefer orbs and crystals, or would you ratherwield a staff? Do you practice ritual magic oralchemy? Which of the various psionics origintheories do you support? These traits werelikely shaped by the psionics college thatinstructed you.

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TitlePsi

 

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Title

   P   S   I

Psi

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 Psion

 Mindwright

A psion who chooses to specialize in craftingpsionic items is known as a mindwright.

Constructor

Tactician

Vitalist

Guardian Method

A guardian vitalist focuses his skill on keeping hisallies from suffering wounds. He develops psionicabilities that deflect, absorb, and reflect damageproactively, rather than healing wounds after theyare suffered.

 Mender Method  A mender vitalist is the most common found, ashe focuses on healing wounds more efficiently,even bringing back life to the dead. The mendervitalist learns how to boost the body’s naturalhealing ability to unimaginable regenerative levels.

Wilder

 Blasting WilderWilders are known for invoking dangerous surges

of psionic power, yet some have learned to turnthat power into an actual weapon. 

Warrior  

 Protector

The protector trains in unique tactics to protect hisallies from harm and to absorb their damage.

 Kineticist

The martial kineticist eschews mundane weaponsto fight using only his psionic prowess. He givesup the advanced combat training of most psychicwarriors in order to learn how to use the power ofpsychokinesis as a weapon.

 Dervish

You are a whirlwind in combat. Your blades strikeout faster than the eye can perceive, sending ene-mies reeling from your twin-bladed attacks.

 I nterceptor

You are adept at engaging enemies, guarding

your allies, and blocking interlopers. Speed andmaneuverability are not your only tools; you knowhow stop a foe in his tracks.

 ArcherYour focus is on ranged combat rather than wadinginto the thick of things. 

 Infiltrator

You are adept at changing your form and alteringyour physiology to meet any situation and strikefear into your enemies.

SurvivorYou are capable of surviving in harsh environ-ments and enduring deadly assaults. You recog-nize the power of the body’s ability to overcomeeven the most deadly of afflictions.

Traceur

You are a mobile fighter and you use techniquesthat allow you to make the most out of your mo-mentum and your speed. Where many psychicwarriors rely on their physical power or agility,you have learned that motion is just as powerful atool at your disposal.

TitlePsi

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Title

   P   S   I

Psi

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TitleWarrior

 

Guardian’s Shield

Level Wielder  

1 +1 crystalline shield2 4 Detect psionics3 6 Evasion4 8 Block ray5 10 +2 crystalline shield6 12 Power resistance7 14 Improved evasion8 16 Absorb energy9 18 +3 crystalline shield10 20 Nullify power

Crystalline Shield: Disruptor is a crystal grip thatis fashioned to resemble a shield made of crystal.It functions as a standard crystal gripPE.Detect Psionics (Ps): The wielder of Disruptor canuse detect psionics as a psi-like ability at will aslong as he is holding Disruptor.Evasion (Ex): The wielder of Disruptor gainsEvasion as a rogue equal to his character level.Block Ray (Ex): Starting at item level 6, the

wielder of Disruptor adds the shield bonus to hisAC against any rayeffects that target him.Power Resistance (Su): Once Disruptor hasreached item level 6, the wielder gains powerresistance equal to 12 + character level whilewielding Disruptor.Improved Evasion (Ex): The wielder of Disruptorgains Improved Evasion as a rogue equal to hischaracter level.Absorb Energy (Su): Starting at item level 8, thewielder of Disruptor can use the crystal shield toabsorb energy from powers manifested againsthim and convert that energy into harmless light.

The wielder can choose to use this ability at thetime the effect occurs. Disruptor can absorb up to5 power points of effects per class level the wielderpossesses per day. If the effect to be absorbed costmore power points than are remaining to beabsorbed, this ability cannot be used on that effect.For example, if Disruptor is wielded by a 17thlevel soulknife, it can absorb up to 85 power pointsworth of effects per day. If it has already absorbed

80 power points and the wielder was targeted by

an effect that cost 6 power points, the effect couldnot be absorbed.Effects that do not cost power points, such asspells, are not absorbed. Psi-like abilities aretreated as if they cost the creature’s effectivemanifester level in power points, even if thecreature did not spend any power points.Effects that target an area, such as energy ball areonly absorbed for the portion that would target thewielder of Disruptor; the remaining area is stillaffected normally.Nullify Power (Su): At item level 10, Disruptorallows its wielder to negate psionic effects entirely.

As a free action, Disruptor’s wielder can make adispel psionics attempt against any harmful poweror effect that would affect him, including targetingpsionic weapons used to attack him. Themanifester level of the dispel psionics check isequal to the wielder’s character level. After  

 being used, this ability cannot be used again fortwo rounds.

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Warrior

   W   A   R   R   I   O   R

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TitleWarrior

 

MendersSometimes, children indevelopment are influenced bythe planes. Those affected by theplane of positive energy can findthemselves with an excess of life

energy. Those who learn to cultivate this excessenergy and how to share it can be called menders.Menders are some of the greatest healers in themultiverse.

Menders are very good at healing. They also canmake a decent party face. However, they lackcombat skill, and so need protection by those whocan fight. They are however skilled at killingundead.

Level

1 Vitalist method, collective, collective healing,medic powers, knacks, transfer wounds (1d6)

2 Vitalist's touch, health sense (identify), spiritof many

3 Steal health (touch), telepathy4 Transfer wounds (2d6)5 Request aid6 Pulse7 Health sense (stabilize), steal health (ranged),

transfer wounds (3d6)8 Swift aid9 Expanded Knowledge10 Transfer Wounds (4d6)11 Vitalist expertise12 Health sense (treat poison)13 Transfer wounds (5d6)14 Steal life15 Collective range (unlimited)16 Transfer wounds (6d6)17 Health sense (treat disease)18 Expanded Knowledge19 Transfer wounds (7d6), collective range

(planar)20 Master vitalist

A mender vitalist is the most common found, ashe focuses on healing wounds more efficiently,even bringing back life to the dead. The mendervitalist learns how to boost the body’s naturalhealing ability to unimaginable regenerative levels

A mender vitalist is the most common found, ashe focuses on healing wounds more efficiently,even bringing back life to the dead. The mendervitalist learns how to boost the body's naturalhealing ability to unimaginable regenerative levels.

Mender PowerA mender vitalist adds natural healing to his list ofpowers known. This does not count against hisnumber of powers known.

Mender Snacks

The mender gains the talent below as his methodknack.Halt Death: The mender can target one member ofhis collective that is dying (at -1 hp or less). Thatcreature is automatically stabilized and does notlose any further hit points. If the creature latertakes damage, it continues dying normally.

Mender's Touch

A mender vitalist of 2nd level who utilizes transferwounds heals the target an additional number ofhit points equal to his class level. This additionalhealing is not transferred to the mender like thenormal amount healed.

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Warrior

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StoneThe healing touch is a remarkable healing ability thatcan instantly heal cuts, burns, bruises and similarphysical wounds. The touch restores 2D6.

Induce sleep to bring relief, rest, and to help therecuperative powers of those who are ill, exhausted, or

suffering from insomnia. The ailing person will fallinto a normal, restful sleep from which he or she can

 be easily roused.

can instill a lust for life into someone who is in a comaand apparently dying

The psychic healer can sense physical pain, externaland internal injury, disease and possession withabsolute clarity. This pinpoint accuracy enables thecharacter to suggest treatment or to conduct psychicsurgery.

The healer can use his abilities to slow a person'smetabolism and destroy chemicals, drugs, poisons,

and toxins in the body. The effects of the drugs/impurities are immediately halted at the beginning ofthe meditation, and completely destroyed/negated byits end.

The ability to deaden pain can be used as a painkillerwhich temporarily negates existing pain or as ananesthetic to be used for surgery.

Psychic surgery is used to repair broken bones andinternal injuries, the removal of foreign objects(arrowheads, bullets, etc.), or when a character hassuffered so much damage that he or she has lapsedinto a coma (zero or less hit points). The recovery

from a coma (near death) is equal to treatment from amodern hospital, and 1-66% when psychic surgery isused. Note that there is absolutely no scarring frompsychic surgery and minimal pain (no pain if thedeaden pain psi-ability is used). Notools are needed, only the psychic'shands. Note: A psychic diagnosis must

 be made before surgery is possible.

The psychic character can scan the brain to locate and identify bothphysical and mental aberrations,damage and impairment, including

 bruises, tumors, aneurysms, diseases,

mental blocks, hypnotic suggestions,phobias, obsessions, traumas, magicinsanities, magic curses, and similarmental blocks and aberrations. A brainscan does not reveal anything aboutthe character's personality, memories,skills or thoughts. A brain scan isnecessary to remove mental blocks, magic insanityand other forms of insanity.

Mender's PulseAs a free action, a mender of 6th level may project apulse to all members of his collective by spending onepower point, granting fast healing 1 for one round.Every three vitalist levels thereafter, this fast healingincreases by 1. This healing is not eligible to be

redirected using collective healing.

Swift Aid

A mender of 8th level may, as an immediate actionand by expending his psionic focus, heal a member ofhis collective as if he had used transfer wounds.

Mender's Expertise

Upon achieving 11th level, a mender is skilled atrestoring the psyche of the recently deceased andefficiently healing his collective members. Any time amender manifests psionic revivify, the maximumnumber of rounds after the target's death allowed

increases by his Wisdom modifier (minimum 1)without the need to suffer additional negative levels.In addition, anytime a mender manifests a power withthe [Healing] descriptor, it heals an additional 50% hitpoints (round down).

Master Mender

A mender of 20th level is capable of healing even themost grievous of injuries. As a full-round action and

 by expending his psionic focus, the mender can heal amember of his collective to full health, includingrestoring any ability drain, removing fatigue orexhaustion, and curing any poisons or diseases. Themender can use this ability once every 10 minutes.

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TitleWarrior

 

Mindwright

A psion who chooses to specialize in craftingpsionic items is known as a mindwright.

A Mindwright begins play familiar with a numberof powers equal to his Intelligence modifier. Everytime he gains access to a new power level, andagain at 20th level, he learns a number of newpowers equal to his current Intelligence modifier.For example, a 1st-level Mindwright with anIntelligence of 15 knows two powers.

Choose the powers known from the psion powerlist. (Exception: The feats Expanded Knowledgeand Epic Expanded Knowledge do allow aMindwright to learn powers from the lists of otherclasses.) A Mindwright can manifest any powerthat has a power point cost equal to or lower thanher manifester level.

The total number of powers a Mindwright canmanifest in a day is limited only by her daily

power points.

A Mindwright simply knows her powers; they areingrained in her mind. She does not need toprepare them (in the way that some spellcastersprepare their spells), though she must get a goodnight’s sleep each day to regain all her spent powerpoints.

The Difficulty Class for saving throws againstMindwright powers is 10 + the power’s level + theMindwright’s Intelligence modifier.

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Warrior

   W   A   R   R   I   O   R

Efficient Artisan

At 2nd level, a mindwright decreases the cost ofcreating a psionic item by 5%. In addition, themindwright treats the base price as if it were 5% lowerfor the purpose of determining the time it takes tocreate the psionic item. At 6th level and every four

levels thereafter, the mindwright decrease the cost andtime by an additional 5%. This ability does not stackwith other effects that decrease the cost or time ofcreating a psionic item.This ability replaces the discipline ability normallygained at 2nd level.

Psionic Identification (ex)

At 8th level, the mindwright adds his psion level as a bonus on Spellcraft checks to identify psionic items.This ability replaces the discipline ability normallygained at 8th level.Greater

Ectoplasmic Creation (Ps)At 14th level, the mindwright can use greaterectoplasmic creation as a psi-like ability three timesper day, but he can only have a number of suchobjects in existence at any given time up to hisIntelligence modifier.This ability replaces the discipline ability normallygained at 14th level.

Psionic Infusion (Su)

At 20th level, the mindwright can temporarily add aspecial ability to a suit of armor, a shield, or aweapon. Doing so takes a full-round action and aSpellcraft check (DC 25 + the manifester level of thespecial ability). If the check is successful, the

mindwright adds the special ability to the item for 1minute. The item does not need to have a +1enhancement bonus to add a special ability.The mindwright must spend 1 power point for every500 gp of the special ability's base price (rounded up).The mindwright can spend a number of power pointsup to his psion level. If the mnidwright uses thisability to add a special ability to an existing psionicitem, subtract the item's base price from the base priceit would have if it had the ability to determine thenumber of power points needed to spend to add thespecial ability. If the mindwright fails the Spellcraftcheck, the power points are not lost.

This ability replaces the discipline ability normallygained at 20th level.

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Priests

AVARIELS acknowledge the Seldarine as a

whole and pay lip service to most of the elvendeities, but they hold a special reverence for asingle member of that pantheon, AerdrieFaenya, the elven goddess of the skies,weather, and avians of all sorts. Although theydo not elevate their religious beliefs to the levelof fanaticism, the avariels as a whole are deeply

religious, and the thought of not venerating adeity is alien and unwholesome to most ofthem.

Avariels believe that it is due to AerdrieFaenya's intervention that they are able tosurvive at all. Ages ago, Aerdrie Faenya giftedthe avariels with their wings because she knewthat they would face great trials and danger inthe future and would need the advantage offlight if they were to have any hope of survival.Avariels also believe that she takes more of adirect hand in their lives then do the gods of theother elves. Avariels often attribute Aerdrie

Faenya's intervention events that most otherraces would view as simply fortuitouscoincidences.

The Dance of the Swirling Winds is asemiannual festival held on the vernal andautumnal equinoxes to celebrate the changingseasons and to honor the Winged Mother. Thewinds are always strong on such days, nomatter where Aerdrie's followers gather.Celebrants make offerings of beautiful feathersand join in an aerial ballet danced to the musicof wind instruments played by some of theparticipants.

They control the underside garden producingrare components given to the Magi forproduction.

Would be classified as the medical, cultivatorsand spiritual

Gardeners

PRIESTS 

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FarmersHealers

winged elves view religions as propaganda

Priests

   P   R   I   E   S   T

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regard to amorous statements/acts

PROTECTION: Wards off evilcreatures while it burns. (15 gp)while burning, functions as protection from evil,10’ radius; useless to those below 4th level PSIONIC: Facilitates the use of mind

powers. (10 gp)4 sticks burned and inhaled reduce the PSP cost ofpowers as follows: Cost 1 — no effect; Cost 2 to10 —  -1; cost 11+ —  -2

PURIFICATION: Cleanses theminds and hearts of companions.4 sticks burned and inhaled function as a blessspell centered on incense in a 20-foot cubeRAIN: Brings rain to parched lands.(10 gp)4 sticks burned function as a weather summoningspell but produce only rain; useless for those

 below 4th level

STRENGTH: Improves the power ofmuscles and health of bones. (10 gp)4 sticks burned and inhaled by named PC providea +1 bonus to Str for 1d4 rounds or turns(determined by DM)

STUDY: Aids in the research workof priests and wizards. (12 gp)while burning, provides a +2 bonus to any onepriest or wizard proficiency being used in study

TEMPLE: Common to altars andtemple braziers throughout Toril. (5 gp)VISION: Enhances the facility of the

eyes. (10 gp)4 sticks burned and inhaled by a named PCprovide double normal vision range andinfravision (if not already possessed) for 1d4rounds or turns (DM determines)

WATER: Facilitates water elementalspells. 4 sticks burned during casting add 1d4 rounds orturns (DM’s option) to duration (where applicable)

WISDOM: Empowers nativeintuition, common sense, andexperience.4 sticks burned and inhaled by named PC provide

a +1 bonus to Wis for 1d4 rounds or turns(determined by DM) 

TitlePriests

AIR: Facilitates casting of all air elemental spells. (5 gp)4 sticks burned during casting add 1d4 rounds orturns (DM’s option) to duration (where applicable) 

CONSTITUTION: Improves a believer’s endurance.(10 gp)4 sticks burned and inhaled by named PC apply a

+1 bonus to Con for 1d4 rounds or turns(determined by DM)

DEXTERITY: Improves a believer’s manual facility.(10 gp)4 sticks burned and inhaled by named PC apply+1 bonus to Dex for 1d4 rounds or turns(determined by DM)

DIVINATION: Improves chances of magically gainingknowledge. 5 sticks burned with divination spell im-provechances 5%

DREAM: When burned beside the bed of a sleeping

priest, provides dream-answers to questions. (12 gp)8 sticks burned while the priest sleeps function asa divination at a 40% base; useless to those below4th level

EARTH: Facilitates casting of all earth elemental spells.(12 gp)4 sticks burned during casting add 1d4 rounds orturns (DM’s option) to spell duration (where applicable)

FIRE: Facilitates casting of all fireelemental spells. (12 gp)4 sticks burned during casting add 1d4 rounds or

turns (DM’s option) to spell duration (where applicable)

GENERAL: Useful for all non-elemental spells.

HEALING: Aids in healing the wounded.16 sticks burned sequentially (8 hours) add 1point of healing to any within 10 foot radius

HONORS: Burned to honor guests and friends.4 sticks burned improve by -1 encounter reactionof monsters/NPCs above semi-intelligent in10-foot radius

INTELLIGENCE: Aids in the quickness of wit and in

problemsolving.4 sticks burned and inhaled by named PC pro-videa +1 to Int for 1d4 rounds or turns (determined

 by DM)

LOVE: Aids amorous believers in theart of wooing.while burned and subject remains in 10-footradius, functions as charm person, but only in

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Priests

   P   R   I   E   S   T

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Warrior

WARRIOR  

WARLIKE AVARIELS have a complex code

of honor that they use to guide and tempertheir militaristic activities and training. Theseavariels spend their lives defending their kin.Their lives are geared towards war and power,and they answer to their war chiefs, who shareresponsibility for ruling the society with thereligious leaders of the peaceful avariels. The

martial avariels are proud and hearty, and theyform eternal friendships with those who earntheir respect and trust.

In combat, warlike avariels have little pity orremorse about cutting down their enemies. Theconcept of surrender is highly dishonorable tothese avariels, both for themselves and for theirenemies. Once lethal combat begins, fewavariels break off until they or their enemies aredead. Drawing blood from an enemy is nothingless than a promise to honor the enemy withone's skill in combat and not humiliate him byleaving him alive to dwell on an embarrassing

defeat. The act of slaying an enemy is viewedsimply as delivering on that promise.

The warrior code supports the use of rangedweapons, which allows them to cut down anenemy from an unassailable distance in theskies above. Those who cannot defendthemselves against an attack from the skiesshould know better than to make an enemy ofa clearly superior foe.

They are the protectors of the people. Warriorsalso will travel outside of the city gatheringresources. Developing protective and offensive

equipment and devices.

Would be classified as the soldiers andprotectors.

Each Tower uses the warriors services andhave their own customized protectors.

Psi

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TitlePriests

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Priests

   W   A   R   R   I   O   R

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TitleWarrior

Juggernaut

Armor & HelmetActs like heavy armor madefrom ceramic/glass compositeand only weighs 8 lbs. givingan AC 3. Two hit points ofevery physical attack striking

the wearer are suffered by the armor, and are notsubtracted from the wearer's hit points. It protectsthe wearer from all forms of natural or magicalmental influence and control, and similarly makeshim or her immune to the effects of poisonousVapors and can survive in space for 3 days.Finally, armor confers 90-footrange infravision

upon any wearer. This armor also gives thewarrior the ability to fly at their half speed inspace.

Juggernauts use a variety of custom weapons.

A common tactic of the Juggernaut is jumpingfrom a Spelljamming ship in droves towards theiropponent.

Juggernaut Javelin The javelin returns to its thrower and can be spunlike a deadly baton forming a shield +3.

Juggernaut Armor & Helmet

GlasssteelHP/inch: 30Hardness: 10

Mask of Sweet AirClear crystal mask covering lowWearer ma breathe freel in fo

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   W   A   R   R   I   O   R

Falcon Ships are refitted as trooptransport with 22 on the Galley Deckand 28 on the Crew Deck for a total of50.

Platoon of4 Squads (8-12 avariels)

Squad contains:

Squad Leader

Assistant Squad Leader

Scout

Technician

Warrior

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Title

Gunners are masters of theturrets that fire the energy.

Most Gunners start out in theMage studies and move to theWarriors Tower.

Common weapon used is aBladed spear that acts like a Magic Missile wand.(9th level) - five missiles (200’ range) 1d4+1damage.

Uses a special helm that communicates with otherGunners and helps with targeting.

Most gunners start off inthe Ring Turrets andmove to the ShipTurrets.

Ranks:

Master

3rd Class2nd Class1st Class

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Warrior

   W   A   R   R   I   O   R

Four Rings of turrets protect Sidon.

The two top rings are accessed from the Winged

Darts bays. Each bay or dock contains one turret

siting right above or below docks launching tunnel

(depending on which ring you are on). There are

two other turrets above the main dock tunnels.

With 32 turrets in total per ring.

There is a sweet spot for the four rings combined

fire power. An even tighter sweet spot can be

achieved at a single target with all turrets aimed

on a given face to one target.

40 Turrets on a Combined Single Target

One Energy Cannon4d10 hull damage

When a possible threat of boarding happensarmed solders are rushed via teleportation to thearea to repel the invaders.

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TitleWarrior

Clothing warn are designedfor space keeping the avariel

warm and allowing them to breath while in space. Thisclothing is tight fitting so itwill not interfere with theworkings in the Winged DartShip.

They usually only carry a glass sword as theweapon of choice.

Sword of Quickness This is a special Blade +2  that enables the wielder

to strike first in every combat round.

Level Wielder1

2 43 64 85 106 127 148 169 1810 20

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Warrior

   P   S   I

Single person attack ship. This shipsis armed with a single Energycannon and two energy Bolts one oneach wing. You can choose fromcold, electricity, fire, or sonic. Theenergy cannon is focused from noseof the Dart ship releasing the energyball at your target. These explosions

creates almost no pressure. Theydeal 4d10 of hull damage to everycreature or object within the 20’

area .The range is 1200’ 

Build By: Wingfolk 

Used Primarily By: Wingfolk (only) Tonnage: 1 

Hull Points: 400 

Crew: 1/2 Maneuverability Class: A 

Landing - Land: Yes 

- Water: Yes 

 Armor Class: -2 

Power Type: Crystal Standard Armament:

Wing Energy Bolt (2)4d10 damage each 

Energy Cannon (1) 4d10 hull damage 

Keel Length: 15’ Beam Length: 10’ Hardness: 30 

Material: Deep Crystal(magically hardened)

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Title

 

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Warrior

   W   A   R   R   I   O   R

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Warrior

   W   A   R   R   I   O   R

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TitleWarrior

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Warrior

   W   A   R   R   I   O   R

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Magi

MAGI 

Magi controls the alchemist and the production

Would be classified as the engineers andmanufactures

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TitleMagi

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Magi

   M   A   G   I

 

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TitleMagi

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Magi

   M   A   G   I

   M   A   G   I

 

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Warrior

   W   A   R   R   I   O   R

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Equipment

 

EQUIPMENT 

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Potion of Nutrition 

The imbiber of this potion can go one weekwithout needing any food or water, andwill suffer no ill effects as a result.Protection is also granted against a chimeof hunger; the user of a potion of nutritionreceives an initial saving throw vs. spell to

negate the effect of the chime uponhimself. And even if the throw fails, the

drinker receives two (not one) savingthrows vs. spell on each

succeeding round to endthe hunger he feels. 

TitleEquipment

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   E

   Q   U   I   P   M   E   N   TBracer 

 

Encounter + Psionic ImmediateInterrupt Close burst 5 Trigger: Anenemy targets you with an areaor a close attack Target: Youand each ally in burst Effect:Until the end of your next turn.each target gains a bonus to AC.Fortitude, and Reflex equal to yourWisdom modifier.

 As your enemy's assault washes toward you,you create a field of psionic energy to protectyourself and your allies.

Sandals

If a storm or otherdense cloud 

cover is available, thewearer may walk on thetop of the clouds and mayran across them at 480 feetper turn. Also enables thewearer to ascend or descendvertically, at will. The speed ofascent or descent is 20 feet perround. With a maximum carryingcapacity of 500 lbs. There is nolimitation on duration.

Armband 

 Allows the wearer toform a telepathic linkwith others wearingthe similar armband.This ability is similarto the mindlinkpower. 

Equipment

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Title

Cot of SuspensionThis cot appears to be a 4 inch rod. Upon command, itwill lengthen to 10’ and another command a duplicatepole appears beside it and, if the two are pulled apart,a canvas can be seen connecting them like a stretcher.The canvas may be up to 5 feet wide and 10 feet long.If the poles and canvas are held horizontally and athird command word given, the legless cot floats in theair. A forth command word causes it to levitate to amaximum height of 30 feet. A fifth command wordcauses it to lower, a sixth word to "rewind" the canvas,and a seventh to make the extra pole disappear. Eightto shrink it. The commands are written on the rod, butin Avariel.

Equipment

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TitleIntroducon

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Title

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Cleric Tower

COUNCIL - Heruraina Colart

Domestic  –  Master Carpenter, Cilir Arnad Civil –  Master Gem Trader, Ghilnel Hesperion

Agriculture  –  Master of the Fruit Harvest,

Alagosseth Modore 

Arnad (Y)Citamo (ee)Ipzirel (S)

Goldfield (A)Hesperion (B)Molara (C)Acabdur (T)Bubka (V)Siltomus (ii)Bokary (pp)Modore (tt)Gobayuik (bb)

ControllingHouses

 

Buildings/Fields 

Theater (19)Carpentry (6)Jewelry (7)Soap make (14)Candlemake (11)

Font (16)Greenery - a (9a)Bee Hive - a (B1)

Fruit Wood (W1)Water Wood (W4)Grain - a (F2a)

Guest - a (21)

District Three

DISTRICT ONE 

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This house is a the home to Arnad the Domestic

Requestor of District I who is son to Sarkon andSumaru.

HOUSE PATRIARCH

Sarkon (m) –  Bowyer

Sarkon is joined to Sumaru.

Sumaru (f) –  Fletcher

Sumaru joined to Sarkon.

NOTES: (further details needed) 

TitleDistrict One

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TitleDistrict One

 

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This house is a the home to Arnad the Domestic

Requestor of District I who is son to Sarkon andSumaru.

HOUSE PATRIARCH

Sarkon (m) –  Bowyer

Sarkon is joined to Sumaru.

Sumaru (f) –  Fletcher

Sumaru joined to Sarkon.

NOTES: (further details needed) 

TitleDistrict One

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TitleDistrict One

 

PRODUCTIONBow (Elven)

ArrowsFurniture:

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HOUSE PATRIARCH

NOTES: (further details needed) 

TitleDistrict One

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TitleDistrict One

   D   I   S   T   R

   I   C   T   T   H   R   E   E

 

PRODUCTION

0013  M  Fabro  Hesperion  B  Jewler  

0030  B  Gemcutter  

0031  uu  Gemcutter  

0032  ii  Gemcutter  

0033  M  Silversmith 

0034  L  Silversmith 

0035  ll  Goldsmith 

0036  B  Engraver  

0037  L  Engraver  

0696  F  Ghilnel  Ipzirel  S  Gem Trader  

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This house is a strong supporter of the Tower of

 High Clerics . They are responsible for the city

lighting, from creating candles to the magical

lighting that is produced in the buildings and

grounds.

HOUSE PATRIARCH

Skendar  (f) –  Chandler

Skendar is joined to Resnir. She is of a soft-heartedwith an old school mind sent, that is why she stillproduces the candles which are used in by theTower of High Clerics  as well as other factions. She

possesses a Magical Ladle of Candle Making  that

makes her job easier.

Resnir  (m) –  Wood Carver

Resnir joined to Skendar. He is proud of his work

and of Skendar. He constructs the ornate light

fixtures with help of his children. But with the

need of the light fixtures dwindling he has turned

his focus to Skendar and supporting her work.

NOTES: (further details needed) 

Beehives for waxPsion for the light generationGem cutter for lights

This builder is shared by two houses, the houseGoldfield (A) with Skendar the master chandlerand

PRODUCTIONCandles, beeswax (500/month) 

Colors vary: White, yellow, red, blue, andgreen.

Skendar makes a magical Wind Proof Candle

Also the Mage Tower  uses:Candle, timekeepingCandle, vial heating 

Sealing Wax (500/month) 

RESOURCESBeekeeperAlchemy (14)

History, when the city was first being created theAlchemy tower was not yet complete and theperfumer used this tower.

NOTES: (further details needed) 

Who helps with this creation of the Wind

 Proof Candle ?

TitleDistrict One

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District One

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TitleDistrict One

 

house Shastri (H) with Samano being the master soapmaker. 

PRODUCTION 

Soap (4oz bar), scented (500/month) 

“Elven Wind” “Unicorn Horn”

 

“Shining Sea” Lotion, scented (500/month) 

Shampoo (32oz), scented (500/month) 

RESOURCES 

Alchemy (14) 

   D   I   S   T   R

   I   C   T   T   H   R   E   E

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District One

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TitleDistrict One

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District One

   D   I   S   T   R

   I   C   T   T   H   R   E   E

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TitleDistrict One

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HOUSE PATRIARCH 

NOTES: (further details needed) 

PRODUCTION 

District One

   D   I   S   T   R

   I   C   T   T   H   R   E   E

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TitleDistrict One

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HOUSE PATRIARCH 

NOTES: (further details needed) 

PRODUCTION 

District One

   D   I   S   T   R

   I   C   T   T   H   R   E   E

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HOUSE PATRIARCH

Caprica  (f) –  Master Silkmaker

5th level Mage

Resnir  (m) –  Silkmaker

Son of Caprica 1st level Mage

NOTES: (further details needed) 

HOUSE PATRIARCH

Em’rel (f) –  Master Weaver

2nd Fighter / 2nd Cleric

Hobri (m) –  Master Dyer

2nd Fighter / 2nd Cleric

NOTES: (further details needed) 

TitleDistrict One

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District One

   D   I   S   T   R

   I   C   T   T   H   R   E   E

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District Two

DISTRICT TWO 

Warrior Tower

Domestic  –  Master Cloth Trader, Naraion Siquest Civil –  Master Alchemist, Thalion GasgalAgriculture  –  Master Leatherworker, Arwen Tostoni 

Colart (jj)

Siquest (ii)

Tostoni (W)Gasgal (G)

Bevrain (D)Shastri (H)Kazinshia (I)Severnain (J)Mirrius (K)Sallavarian (cc)

ControllingHouses 

Buildings/Fields 

Leatherwork (5)Clothing (2)

Fish Hatchery (15)Alchemy (14)

Greenery - b (9b)

Herb (F9)Griffon Wood (W2)Silkworm (F1)

Guest - c (23)

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PRODUCTION

Item Cost Weight Apron 1 cp 1

Belt (cloth) 3 Sp 0.3Breeches 2 gp 1Cap 1 sp 1Cape, Cloth 3 cp 1Cloak, Cloth 2 sp 2Cloak, Good 8 sp 2Cloth, Canvas 1 gp/sy 2/syCloth, Thistledown

Cloth, Honey Leather  

Cloth, Cotton 1 cp/sy 1/syCloth, Linen 5 bp/sy 1/syCloth, Satin 4 gp/sy 1/syCloth, Silk 10 gp/sy 0.5/syCloth, Velvet 4 gp/sy 1/syCloth, Wool 8 bp/sy 2/sy

Item Cost Weight Dress 9 cp+ 4Gloves, Cloth 1-2 cp 0.5

Gown, Common 12 sp 2Hat, Cloth 10 cp 1Hose/Leggings 2 gp 0.5Jacket, Silk 80 gp 1Jerkin 1 gp 7.5Loincloth 1 cp 0.5Robe, Poor 6 cp 5Robe, Common 9 sp 5Robe, Embroidered 20 gp 5Sash 1 gp 0.5Shirt/blouse 4 cp+ 1Surcoat 6 sp 1Tabard 6 sp 1

Thread,1 spool 5-10 bp 0.5Toga, coarse 8 cp 1Trouser/skirt 3 cp+ 1Tunic 8 sp 1Vest, Cloth 1 gp 1

TitleDistrict Two

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District Two

   D   I   S   T   R   I   C   T   T   W   O

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PRODUCTION

Type 

Properties Effect Cost/dose 

 Abaas Healing 1-2 hp  1 gp 

 Adder's tongue Healing 1-4 hp  10 gp 

 Agath Breath low oxygen breath at 25% 

2 gp 

 Agrimony Cures blood diseases  3 sp 

 Akbutege Heals flue 90% chance  7 sp 

 Alambas Relives burns  5 sp 

 Alanthia Cures diseases and heals 1-3 hp, new save vrs dis 15 gp 

 Alkanet Poison antidote +1save, w/in 1 round  5 sp 

 All-Heal Increases healing draughts +25% effectiveness 10 gp 

 Aloe Temporary skin cover used when severely burned 2 sp 

 Amaranth Stops hemorrhaging clots bleeding  5 sp 

 Anemone Cures eye disorder 20% cure clouded eyes  3 sp 

 Angelica Cures lung disorders  3 sp 

 Ankii Restores one nights sleep res. sur. one night/dead 7 gp 

 Ansereke Coagulator stops dam up to 3hp/rnd  3 gp 

 Arfandas Mends broken bones heals at *3 2 gp 

 Argsbargies Antidote muscle poison new save 

2 gp 

 Arkasu Heals in hand of Royalties 3d10+5  1 gp 

 Arlan Cures seasickness new save at +5  6 sp 

 Asafoetida Purify food and water   7 sp 

 Asarabaca Cures violent tendencies mild opiate  5 sp 

 Asparagus Cures paralysis +1save w/in 1 round  1 sp 

 Atheland Nutrition for one day 2d4 berries/bush  7 sp 

 Athelas Heals starvation dam 2 sp 

TitleDistrict Two

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District Two

   D   I   S   T   R   I   C   T   T   W   O

 Atighast Expands pupil doubles sight in dark 7 sp 

 Awn Anti-inflamitory (joints) reduces aches in joints 3 cp 

Baalak Mends sprains healed in 1 day  6 sp 

Balm Antidote for depression  1 sp 

Balm of Gilead Prot. intell. manifest. by DM's choice  15 gp 

Baranie Reduces Nausea May prevent seasickness 1 sp 

Barberry Cures BURNS heal double rate  2 sp 

Basil Draws poison-25% dmge of the poison

 2 sp

 

Belladonna Cure Lycanthrpy(poison) 20%cure (1%death/dose) 5 gp 

Bindwood Eases pain  1 sp 

Bishop's weed Cures apathy 20% +5%/day  5 sp 

Bitter sweet Removes minor curses 15%  5 gp 

Blue eyes Sight range increase range at *3  7 gp 

Borate Removes fear 20% w/in 1 round  5 gp 

Breldiar Dexterity one movement as pr 18 dex 12 gp 

Burstheals Mends crushed bones/spliners heals at *4 rate 2 gp 

Bryony Healing 1-2 hp  5 sp 

Calamint Cures mental disorders 10% cure insanity 10 gp 

Carcatur Stops spirit from leaving 24 h if given before 1h 12 sp 

Caranan Healing/pain reliever 1-4 hp  3 gp 

Carefree Mustard Heals Concussions -25% concussion effects 10 gp 

Carneyar Coagulator Stops bleeding Imediate 

15 gp 

Celandine Alertness of audio eff. +10% detect noise  5 gpCinquefoil Love, seduce enhancer +3 char/com one subject 3 gp 

Clowe Increase memmory grants new check or +3 

check 3 gpCoriander Cures disease +5%/ day of use  4 sp 

Culkas Heals burns 2d4 burns/1d3 normal  4 gp 

Cusamar Heals seasickness +4 to save 1 gp 

Daffodil Healing 1 hp  3 sp 

Darsurio Heals impotency duration 2d4 days  5 gp 

Degiik Lifegiving raises infants 50%  12 gp 

Deleran Repell insects 2d4 h awfull aroma 7 sp 

Doilan buds Nurishment 5 buds = 1 meal  6 gp 

Draaf Cures migrene and magic 45 % chance for magical 3 gp 

Dragoneye Long healing sleep 3d12+10 h sleep,gain 1hp/5 h  7 gp

Dugumunthure Heals wounds 2d4 Hp  9 gp 

Edram Strengthens broken bones makes normal use possible 3 gp 

Elbens Basket Heart stimulant  8 sp 

Eldana Antidote all poisons new save et +5  35 gp 

Elder Protection norm lightning +4 to save vrs. normlightning 1 gp 

Elendil's Basket Purify water, slow poison Purify 1pt, + 6 hour  survive poison  8 gp 

Elfleave Prot from undeads ignored by 1 HD undeads 7 sp 

Eyebright Cures blindness 10% cure blindness 2 sp 

Fek Coagulator stops normal bleeding 2 sp 

Felmather Cures plaughe 55% chance  9 sp 

Fiis flower Healing 1-6 hp

 13 gp

 

Flax-Weed Cures skin irritations prevents itching  1 sp 

Floiscent Cinsecration  5 sp 

Fumitory Cures melancholia focus mind 5 sp 

Garig Heals stings and burns 3 sp 

Garlic Antiseptic, insect repelment  6 cp 

Gefnu Speeds hair growth in 1h = growth for5d6 days  1 sp 

Germander Relieves pain - 5 sp 

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Gladwyn Cures paralysis gives extra save  4 gp 

Goldenstar Prot norm snakes used to keep out snakes 2 gp 

Grapeleaf Sweat dreams  2 sp 

Grarig Potent Healing Herb 2-20 hp  60 gp 

Groundselm  Relieves pain - 1 gp 

Gursaml Mends bones healing at *4  2 gp 

Gylvir One breath under water   9 sp 

Harfy Coagulator desinfection makes 3 hits, prot 

infection  7 sp 

Harlindar Assures safe childbirth - 5 sp 

Hazel Cure elemental dam cures elemental dam 2d4 hp  8 gp 

Hellebore Cures love sickness gives new save vs charm 2 sp 

Henbane Poison  2 gp 

Himrose Relieves inflammation - 6 sp 

Hyssop Anti-parasitic Drive parasites away 5 gp 

Joeff Telepaty one word range 10+10/level yards 6 gp 

John the Conquer Prosperity  2 gp 

Kathuska Adrenalin boost  +/- 1d3 dex str con dur  check in each stat 1d6 +1 turns then sleep 13 gp 

Kelventari Heals burns 1d3 + film as skin  3 gp 

Klandum Removes Paralysis Get extra save  20 gp 

Klynyk Depillitory Removes hair 1-6 days

 5 sp

 

Lavender Restores speech sooths ragged voices  1 gp 

Laurelil Stops mummy-rot 45% chance  2 gp 

Maiana Decongestant - 2 cp 

Maragath Anaesthetic (local) Numb 1 area for 1-4 hrs  3 sp 

Master of the woods Luck one use +\- 5%  1 gp 

Mastic Prot life energy +1 to save when worn 1  15 gp 

40%+15%/use to expire one amulet pr.3 treesMendelar Antidote poisons new save at -2  8 sp 

Mirenna Enhance femininety +4 to chr/com  5 gp 

Mook Cure respiratory probl 75 % chance 3 gp 

Moonwort Heals bruises,broken bones doubles healing rate (1d6 days)  1 gp 

Mulkin Neg plan prot, speed recoverygrants bonus of 1d4+1 days  10 gp 

Nelthadon Emetic (induces Vomiting) new save vs indgesteds 1 sp 

Nur -oilosse as pr. death door Sys. shock deathdoor/dead 2 gp 

Oak Expands life span secretly chosen by DM 25 gp 

Oilosse as pr. death doo  Res. sur. deathdoor/dead 7 gp 

Peony Cures insanity 15% cure(5%/day addict) 12 gp 

Periwinkle Promotes happiness - 3 sp 

Plantain Relieves skin irritations eases itching  1 sp 

Rampion Relieves fever - 2 sp 

Quilmufur Induces wommetting  3 sp 

Red Willow Breaks Fever Break Fever w/in 1 day 5 sp 

Reglen Enhance masculinity +4 to chr/com  5 gp 

Rewk Heals cuts 1d6 +2 Hp  5 gp 

Rose Cures eye disorders 10% cure Blindess 1 sp 

Rosemary Promotes healing 1-3 hp  3 sp 

Rowan Heals insanity new save 

2 gp 

Rumareth Coagulant/sedative stp bleeding (sleep 8hr)  7 sp 

Sage Restores memory +2 int check (memory)  2 sp 

Self -Heal Promotes healing 1-6 hp  15 gp 

Sendoluin Anti-coagulant Bleed +1hp/minute  10 gp 

ShenShepherd's Purse Heals burns heal 1-4 hp (burns)  3 sp 

St. John's Moss Heals burns heal 1-3 hp (1-4 days) 12 sp 

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District Two

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Tamarisk Poison antidote extra sv (w/in 5 rnds)  10 gp 

Tannaleaves Cures sideffe spellcasting grants new save  7 gpTharm Protection vs Sun Tan, prevent sun-blister  2 sp 

Thistle Poison antidote +2 save (w/in 2 rnds) 4 gp 

Thurl Heals baldheads 35% chance  3 gp 

Thyme Anti-parasitic +1 save vs infestation  3 sp 

Trefoil Antidote for insect bites reduce swelling/itching 6 sp 

Ukur Nutrition 1 fruit for 4 persons 8 sp

 

Valerein HarmonyVelduras Heals burns 1d3  8 sp 

Vulcurax Speak with dead dur 1d5 min  13 sp 

Whortle Relieves fever - 3 sp 

Willow Luck one save at +2  2 gp 

Winterseed Nurishment one seed 1/2 days ration 3 gp 

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District Three

 

Psi Tower 

Domestic  –  Master Brewer, Kelvin Mandrona 

Civil –  Master Bee Keeper, Gadoliel Messandier Agriculture  –  Master Baker, Sharyn Messandier 

Hawk (ff)

Sharn (U)

Mandrona (O)Messandier (M)Norev (R)

Jakartai (F)Silakon (Z)Masterion (aa)Balotos (dd)Zintar (gg)Alimbard (hh)Diommod (ll)Cumbar (nn)Car-loatta (oo)

Paintomia (qq)Unimarius (rr)Distost (ss)

ControllingHouses 

Buildings/Fields 

Glassmake (4)Metalwork (3)

Brewery (13)Bakery (10)

Temple (8)Granary (18)Bee Hive - b (B2)

Pathwood (W3)Vinyard (F4)Field - b (F5)Field - c (F6)Grain - b (F2)

Guest - d (24)

DISTRICT THREE 

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PRODUCTION

Item Cost Weight Fieldglass 75gpHour Glass 1/2min 8gp

Hour Glass 1 min 10gpHour Glass 5 min 15gpHour Glass 10 min 20gpHour Glass 1 hr 25gpHour Glass 2 hr 30gpVial 2spBeaker 10oz 5spBeaker 42oz 1gpBeaker 128oz 3gpGlass Tubing 2’ 4spDistilling Coil 5gpContainer 2 oz 6cpContainer 4 oz 12cp

Container 6 oz 16cpContainer 10 oz 18cpContainer 12 oz 2spContainer 14 oz 24cpContainer 16 oz 28cpContainer 20 oz 32cpContainer 24 oz 36cpContainer 32 oz (qrt) 4spContainer 64 oz 1gpContainer 128 oz (gal) 2gp

RESOURCESAlchemy (14)

The supply of the chemicals used in the variesshades is negotiated with Alchemy.

Most of the time the glassmake is busily makingAdamantine glass blades

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PRODUCTION

Item Cost Weight Elven bread  2gp 

Crackers (3 doz) 

15sp 

Sourdough  15sp 

Item Cost Weight 

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PRODUCTION

Item Cost Weight Elvenmead  30gp  bottle 

“ Alurlyath

” 2gp

 

bottle (ceramic) 

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PRODUCTION

Item Cost Weight 

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House Hawk has become a very lonely place with

one patriarch missing and the other passed fromthis world. This house manly support the Psi

Tower , but have strong ties to the other factions.

HOUSE PATRIARCH

Karak  (m) –  Founder of Sidon

Karak is joined to Corceina (decease). Karak andCorceina have never had any children of theirown, but have adopted a great many to theirhouse.

The newest addition to the houseHawk is Ellita or Elli for short was

found alone in the an avariel mountaintribe by her now brother Eirond. Ellipossessed a natural innate psy thatKarak found in Eirond when he wasadopted, so it was not hard toconvince Karak on her adoption.

Ellita  (f) –  

Eirond (m) –  

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 Mage Tower

Domestic  –  Civil –  Agriculture  –  

Tigana (E)Tigira (N)Gentain (P)Greenhand (Q)Nyrond (X)Caultor (kk)Tersoff (uu)Wirimnaer (vv)Adongala (ww)Driiquar (xx)Elandinai (yy)Kiirquarlani (zz)Xilokerym (aaa)

ControllingHouses

 

Buildings/Fields 

Papermake (1)Mason (12)

Pool (17)Stable (20)

Beach (F10)Field - e (F8)Field - d (F7)

Guest - b (22)

District Four

DISTRICT FOUR  

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PRODUCTION

Item Cost Weight Item Cost Weight 

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TitleDistrict Four

Griffons are used as winged caravan through theportal to the home world and icy mountain homeof the avariels bring rare supplies to Sidon.

The Aerie of the Snow Eagles was the only knownlarge settlement of the avariel left on Toril.Located on the eastern edge of the Great Glacier,the Aerie was a palace made of crystal built atopthe sheared peak of Mount Sundabar.

Even thou this is a stable the griffons are a magical

creation that is transformed into a small statuewhen in a hibernate state.

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District Four

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TitleDistrict Four

 

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District Four

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Space

SPACE 

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Control AirCreate Sound

Creating an area of clouds to obscure the city

within. With a bit of sound effects can detour anyships from entering.

Air Envelope and Magic DeadZone surrounding the city.

12 MileDiameter

Turret

CannonRange

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Four Rings of turrets protect Sidon.

The two top rings are accessed from the Winged

Darts bays. Each bay or dock contains one turret

siting right above or below docks launching tunnel

on which ring you are on). There are two other

turrets above the main dock tunnels. With 32

turrets in total per ring.

Ring One - City Ring 

Ring Two - Dock Ring 

Ring Three - Mid Ring 

Ring Four - Under Ring 

There is a sweet spot for the four rings combined

fire power. An even tighter sweet spot can be

achieved at a single target with all turrets aimed

on a given face to one target.

40 Turrets on a Combined Single Target

One Energy Cannon4d10 hull damage

When a possible threat of boarding happensarmed solders are rushed via teleportation to thearea to repel the invaders.

Space

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Four Rings of turrets protect Sidon.

The two top rings are accessed from the Winged

Darts bays. Each bay or dock contains one turret

siting right above or below docks launching tunnel

on which ring you are on). There are two other

turrets above the main dock tunnels. With 32

turrets in total per ring.

Ring One - City Ring 

Ring Two - Dock Ring 

Ring Three - Mid Ring 

Ring Four - Under Ring 

Space

There is a sweet spot for the four rings combined

fire power. An even tighter sweet spot can be

achieved at a single target with all turrets aimed

on a given face to one target.

The turret corridor passage is a 60’ wide and 20’ in

height that makes a complete ring.

40 Turrets on a Combined Single Target

One Energy Cannon

4d10 hull damage

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Space

 Down 

 Down 

 Down 

 Down 

 Up 

 Down 

 Up 

 Down 

Up Down 

Up

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Space

Avariel warriors can be catapulted into the air with

each one of the platforms. It can also just be atransport to move troops to the city dome ring.  

A tactic that is used is a first waive of JuggernautWarriors launched with a follow up waive ofGunners using their magic missiles to thin theapposing ranks.

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Any foreign ships are required to go though a 21

day quarantine. Starting with sitting in the air

envelope for 12 days before allowed into the

 bays. If provisions and care is needed it will besent to them in the air envelope. All returning

Avariel ships from a mission will stay 24 hours

in the air envelope prior to the bay docking.

All incoming cargo has to be quarantined for 5

Days within the bay. A force wall will enclose

the ship within the docked bay. This gives time

for the Docking Crew to Cast Spells like Mass

Heal, After this time frame all cargo is inspected

here then moved to the main Cargo hold at the

end bay. Here the cargo is sorted for 4 days then

delivered.

Because of the long quinine times perishables is

not traded through the port system.

Incoming goods:

Shiral crystals 

There are 68 bays

Dock Crew

Dock Master

Repair

Cargo

Restocking

Cleaning

Building

Space

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Outer slips that go from top to bottom and the innerslips. This is residential areas. Very open able to fly in

 

They are connected to all the levels. The gravity planein switches in the hangers level.

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 Each wing has a banks of specially designedcrystals that are used to focus energy intopropulsion.

6” 

2” dia. 

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 True Metabolism

You are difficult to kill while this power persists.You automatically heal damage at the rate of 10hit points per round.This power is not effective against damage fromstarvation, thirst, or suffocation. Also, attackforms that don't deal hit point damage (forexample, most poisons) ignore true metabolism.You can also use this power to regrow lostportions of your body and to reattach severedlimbs or body parts, if you do nothing butconcentrate on regrowing the lost body part orreattaching the severed limb for the duration of the

power. You do not gain the benefits describedearlier when you manifest true metabolism for thispurpose. You must have a Constitution score togain any of this power's benefits.

Restoration, PsionicThis power cures all ability damage, and it restoresall points drained from a single ability score (yourchoice if more than one score is drained). It alsoeliminates any fatigue or exhaustion suffered bythe target. Restoration does not restore levels orConstitution points lost due to death.Restoration can remove negative levels. It can also

restore one level to a creature who has had a leveldrained, if the number of days since the creaturelost the level is equal to or less than yourmanifester level. In such a case, restoration bringsthe creature up to the minimum number ofexperience points necessary to advance it to thenext higher level, gaining it an additional Hit Dieand level benefits accordingly.

TitleSpace

Suspend Life 

You can place yourself into a trance so deep thatyou are almost in suspended animation. Evenpowers that detect life or thought are incapable ofdetermining that you are alive.While you are suspended, you are aware of yoursurroundings. You feel the passage of one day forevery year that actually passes. Though on aslower schedule, you grow hungry after a “day”without food (though a year passes in actuality)and begin to suffer the effects of thirst andstarvation as appropriate.If you take any damage, you come out of yourtrance 4 rounds later. The trance can also be ended

 by a successful use of dispel psionics. If youchoose to dismiss the power, your trance ends 10rounds later.

Psionic Revivify

Psionic revivify lets a manifester reconnect a

corpse's psyche with its body, restoring life to arecently deceased creature. The power must bemanifested within 1 round of the victim's death.Before the psyche of the deceased has completelyleft the body, this power halts its journey whilerepairing somewhat the damage to the body.This power functions like the raisedead spell,except that the affected creature receives no levelloss, no Constitution loss, and no loss of powers.The creature has -1 hit points (but is stable) after

 being restored to life.Augment: For every 100 additional experiencepoints that both you and the subject pay, the

manifestation of this power can be delayed by 1additional

Sustenance You can go without food and water for one day. Eachtime you manifest this power, your bodymanufactures suffi- cient solid and liquidnourishment to satisfy your needs for that time.

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Griffon ships are used as pleasure cruisestransporting Olvens to prominent locations.

Contains eight master suites on the ship.

Griffon ships that transport short distances canhave 120 seating comfortably.

Avariel society includes scholars, philosophersand artists. Intellectuals who believe in solvingproblems through reason and diplomacy, theseavariels spend much time researching magic andhistory, contemplating religion and worshipingtheir gods, and producing art for the sheer joy ofcreation.

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These ships are docked in two rings that are

evenly spaced on the outer edge of Sidon forease in deployment. 50 ships can be deploy all

at once with a 5 other waves moments after.

Each ship is quickly accelerated when

launched.

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Crew:

- Pilots (5)- Dock Master- Dock Crew (3)

The Dock Master control booth controls thepositioning of the darts. One the floor is well litidentifiers showing the dart movement warningthe dock crew where to be. While in combat cansee the status of the Pilots and ships. Relayinstruction, limited remote control.

In some cases the docks need to move darts fromanother dock and the doors can be opened tomove to another launch bay.

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These ships are docked in two rings that are

evenly spaced on the outer edge of Sidon forease in deployment. 50 ships can be deploy all

at once with a 5 other waves moments after.

Each ship is quickly accelerated when

launched.

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When on patrol always in pairs at least. 

Each ship is manned by a Avariel lying on their

stomach. This is due more for comfort giving

the Avariel wings room to stretch.

Single person attack ship. This shipsis armed with a single Energy

cannon and two energy Bolts one oneach wing. You can choose fromcold, electricity, fire, or sonic. Theenergy cannon is focused from noseof the Dart ship releasing the energyball at your target. These explosionscreates almost no pressure. Theydeal 4d10 of hull damage to everycreature or object within the 20’

area .The range is 1200’ 

Build By: Wingfolk 

Used Primarily By: Wingfolk (only) 

Tonnage: 1 

Hull Points: 400 

Crew: 1/2 

Maneuverability Class: A 

Landing - Land: Yes 

- Water: Yes 

 Armor Class: -2 

Power Type: Crystal Standard Armament:

Wing Energy Bolt (2)4d10 damage each 

Energy Cannon (1) 4d10 hull damage 

Keel Length: 15’ Beam Length: 10’ Hardness: 30 

Material: Deep Crystal(magically hardened)

Space

When the Winged Darts are returning theyenter through one of the two main entrances

or the docks. From there they enter either the

upper or lower ring. In the ring there are three

areas the, the upper, middle and entrance to

he assigned docking station. The upper ring

s for higher speeds. All traffic flows in one

direction.

Each dock contains 5 ships, four in standby

stations with one ready for launce. Each

station contains repair facilities including the

aunce. 

The docks are connected with a tramway that

shuttles Avairiels quickly to there stations from

he barracks. The tram is broken into

ndividual cars that carries Eight avairiels each

with supplies. Five pillots , one Dock Master,

and Two Turret Gunners. So each dock has its

own car. The master car drops each car to the

appropriate dock. That allows that crew all the

me they with their own supplies without

nterfering with other docks. There are two

master cars per section with two sections per

ing. Only one car is on that sections track.

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TitleSpace

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   D   I   S

   T   R   I   C   T   O   N   E

Space

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Navigation (Celestial) 

The character has learned the arts of wildspace

navigation. This proficiency is not useful on land

or sea. In wildspace, a successful proficiency

check allows the navigator to know his position

relative to his destination, course, speed, and

approximate arrival time. A navigator can

 bypass large (celestial) obstacles and return easily

to the desired course. A character with thisproficiency on a ship equipped with a pool or

series helm can use his THACO at half level to

direct a ram attack.

Navigation (Wildspace)

1 slot; Wizard/Priest

Intelligence, -2 modifier

The character has learned the art of navigating

through wildspace, avoiding hazards and using

planetary motion to improve speed over long journeys. A successful proficiency check allows

the character's spelljamming vessel to arrive at its

wildspace destination 10% faster than normal.

Thus, if it would take 10 days to make the trip

normally, the character can steer a course that

will take only nine days. An unsuccessful

proficiency check indicates that no time is saved;

on a roll of 20, travel time increases by 20%.

Navigation (Phloglston)

1 slot; Wizard/PriestIntelligence, -2 modifier

This is the art of navigating from one sphere to

another, a separate skill from navigating within a

single crystal sphere. It is a difficult and risky

activity, but it is sometimes necessary when an

planetary locator is not available.

TitleSpace

A spelljamming ship that enters the Flow

normally moves randomly, arriving at some

other crystal sphere within 10-100 days. With a

successful proficiency check from the ship's

navigator, the ship arrives at the chosen

destination within that time. Of course, the

destination must be one that is normally

reachable; if there is no path from the current

sphere to the desired one, a successful check on

this proficiency will not create one.

If the proficiency check is failed, the ship arrives

at a random sphere. (The DM should make the

proficiency roll so that the player does not know

if he succeeded or not.) On a natural 20, the ship

drifts in the phlogiston for 20-200 days; such

ships may be in grave danger of exhausting their

air supply before returning to a random crystal

sphere.

Cartography

1 slot; Wizard/Priest/Rogue

Intelligence, -2 modifier

Characters with the cartography proficiency are

skilled at making maps. They can make maps to

scale and can represent complex land formations

through the use of perspective drawing and

coastal outlines.

A successful proficiency roll indicates that the

map is correct in every detail. A failed roll

indicates that some details, possibly some

significant ones, are in error. A roll of exactly 20

indicates that the map contains a serious error

that invalidates it. The success roll for this

proficiency should be made by the DM and kept

secret from the player.

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The character can also use this proficiency to

determine which planets have intelligent

creatures, civilizations, etc. This use of the

proficiency may require preparation by the DM,

since information regarding a new crystal sphere

might be discovered when the characters first

enter it. Characters with this proficiency and

Navigation gain a + 1 bonus to all Navigationproficiency checks.

Space

Astronomy

This proficiency gives the character an

understanding of celestial mechanics for both

standard and non-standard systems. In any

system, the character may be able to determine

the relative placement and future courses of

celestial bodies (even variable orbits of comets

and asteroids) by studying the overall system

pattern. The smaller the celestial body, the more

difficult this task becomes.

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Planetology

The character has learned the leg· ends, lore, and

history of some planet or thread of time in some

distant sphere. The knowledge must be world

specific (e.g., Tori!, Oerth, Karpri, Krynn, etc.}.

The DM can restrict the selection to certain

planets, or can allow the player to choose. Thus,

a player could know details about the Unhuman

Wars, or the history of the planet Glyph, orwhatever else is avail· able in the specific

campaign. The knowledge acquired gives the

character familiarity with the principal legends,

historical events, characters, locations, battles,

 breakthroughs (scientific, cultural, and magical},

unsolved mysteries, crafts, and oddities of the

time or place. The character must roll a

proficiency check to identify places or things he

encounters from that age or location.

TitleSpace

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Space

The Route of Sidon:0 - Grey Oerth1 - Realm

2 - Refuge — Arcane Sphere

3 - Pirtel –  Dead Magic Sphere

4 - DarnannonSpace — Darnannon — Eleven

Sphere - Elves invited to Sidon where a badlyneeded new population of Avariels joined Sidon,doubling the population.5 - Korv — Eleven Sphere

6 - Siberyspace Seven Stars — Sargasso — 

possible Eberon Space called Siberyspace.

7 - Ringworld — Nivilsphere —  

8 -Talangran — Human naval empire-slave

system, mainly enslaved elves.

9 - Mirrorspace — Humans mainly always

wanting to play deadly games. Avariels gained astrong scrying tools away to monitor troublesthat the people maybe having. Main planetSelune, moon Toril.

?? Grorarn

10- Wayspace — main planet waypoint.

?? Oort11- Rhyme 12- Mer

?? Fall?? Trail?? Metal

?? Ametsuchi13 - Tenebrous — illithid worlds?? Emerald?? Aran

Astrogator

Astogators of Sidon are constantly looking toupdate the charts and information of the manysystems.

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Underside

UNDERSIDE 

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TitleUnderside

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Underside

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Garden

GARDEN 

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TitleGarden

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Coalgrass - This gray grass grows in areas that

receive large amounts of rainfall. On its own, it

has no special properties, but when ground up in a

morter and pestle, and placed inside a liquid, it

calms down any who drink the liquid. To some

people, coalgrass can be addictive. In large doses,imbibed coalgrass can cause extreme apathy or

even the shutdown of certain body functions in

extreme cases.

Harrow-Heal Tree - A small tree with reddish-

 brown bark and star-shaped leaves, the Harrow-

Heal Tree is a soft wood much like pine, but its

true notoriety comes from its bright-yellow

 blossoms, which, when diluted in water, are

known to heal several afflictions. Undiluted, they

will actually cause horrible visions of death and

destruction, often driving the victim insane.

Chameleon Moss - A moss that blends into its

surroundings well. When placed against a surface,

it changes color like a chameleon to match. It is

used to create protective coatings for paintings.

Garden

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In the center is the great tree that has grown

around a structure. Water pours out from this

structure is purified by this tree. In the center of

the tree is the shrine to the spirit of nature.

Three streams of water pours from the outer upper

ring pouring to the center m, where is disappears

to be recycled back t the top ring.

Opposite the falls is the thickest part of the garden

This area is a restricted area only the care takers

are allowed. The Clerics will collect components

from this grand garden and given to the Magi to

make products for the people.

The only way into the garden is via the four

teleport pads that are near the center great tree.

TitleGarden

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Garden

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Dandetiger

The dandetiger is a large stately tree that resembles

a sparkler. It produces no branches, and leaves are

clustered at the crown of the tree. The leaves are

long, slender, tubular, and their flexible structure

allows them to sway in even a light breeze. The

 bark of the dandetiger is elaborate and armored to

prevent insects and animals from penetrating it.

The dandetiger accumulates atmospheric gases

and combines them with essential oils to produce

resin, a complex plant liquid with many uses. In

the plant it serves as a defense against damage by

insects and disease-causing organisms. The

dandetiger transports resin to the leaves, where it

accumulates in glandular hairs, or trichomes, at

leaf tips. At night the leaf tips glow brightly

indicating the presence of the resin.

As resin accumulates it is exuded from the leaf tips

from which it rains down on anything below.

Solidified resin balls are collected and used as a

natural adhesive due to their mucilaginous texture.

The magi use this resin in the production of

 biometric plastics.

Epiosoth

The episoth is a tree with a highly evolved

dispersal mechanism to spread its seeds near and

far. The large spiny fruits grow from flowers all

along the branches. When they are ripe they open

explosively, flinging seeds in all directions. The

seeds are covered in a mucilaginous substance,

much like chia on earth that was used to make a

20th century product called “chia pets,” although

the episoth mucilage is quite acidic. After the

sticky seeds adhere to

whatever they contact,

such as other trees,

animals, the acidic

mucilage begins to

dissolve the surface

layer. This creates amore suitable surface

for the seeds to stick

and begin germination.

The Magi gather the

seeds and collect the

mucilage to use as a

skin rejuvenation

treatment. The seeds

are delicious and used

as a high-protein food

source.

TitleGarden

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Garden

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Crystal Chamber

CRYSTAL CHAMBER  

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TitleCrystal Chamber

The falcon ships are able to produce the Power andmemory crystal through the identification table.It takes about a months time to grow a power crystaland has a 5% chance of a imperfect crystal grown. Ittakes about 2 weeks to grow a memory crystal . 

6” 

2” dia. 

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