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The magical energies of Earthdawn imbue many different types of magical
equipment. A few of the most common are described below.
Ever since the end of the Scourge, healing aids have boomed in
popularity. Demand continues to outstrip supply, driving up the prices from the
steady levels of past years. Occasional shortages temporarily drive prices even
higher. All of the healing aids described below are potions and are sold in
clay or ceramic vials. Each vial holds 1 dose of potion.
Booster Potion
A booster potion increases the effectiveness of a characters
Recovery Test. Each booster potion adds 8 steps to a characters Toughness
step for one Recovery Test. If a character has no Recovery Tests left, the
booster potion has no effect.
Healing Potion
Healing potions automatically heal one Wound, and also add 8 steps to a
characters Toughness step for one Recovery Test. A character may use a
healing potion whether or not he has a Recovery Test available. If a character
has no Recovery Tests left, the healing potion heals one of the
characters Wounds. He then makes a Recovery Test using Step 8 (2D6) for
the effect of the healing potion instead of his Recovery step.
Last-chance Salve
Last-chance salve can be given to any character who has been dead for
one hour or less. The clear salve glows a gentle blue as it works its magic, a
process that takes one minute. The character may then make all of his or her
remaining Recovery Tests. If a character has no remaining Recovery Tests,
last-chance salve entitles him to one extra Recovery Test. If this reduces the
damage taken enough to revive the character, the character lives. If not, the
character stays dead.
Resist-disease Potion
Resist-disease potions add 3 steps to a characters Toughness or
talent step when making a Resistance Test against a disease.
Cure Disease Potion
Cure disease potions heal damage caused by disease and add 5 steps to a
characters Toughness or talent step when making a Resistance Test against a disease.
Kelixs Poultice
Kelixs poultice adds 5 steps to a characters Toughness or
talent step when making Resistance Tests against poison. The poultice must be
applied to the wound where the poison entered. If no wound existsfor
example, if a character swallowed poisonthe character must be
intentionally wounded, and the poultice applied to the wound. The effects of
the poultice last for 5 rounds and add 5 steps to the characters
Toughness or talent step for Resistance Tests made during these rounds.
Kelias Antidote
Kelias Antidote suppresses the effects of poisons, meaning that a
character takes no damage from the poison for 4 hours. The antidote also adds 4
steps to the characters Toughness or talent step when making a Resistance
Test against the poison. Kelias antidote only suppresses the effect of
one dose.
Enchanted with magical light, light quartz comes in a wide variety of sizes
and colors. The most common pieces, roughly 3 inches in diameter, are used in
lanterns. Light quartz was used extensively inside kaers during the Scourge,
and these common gems still can be found in most Barsaivian towns and cities.
Blood charms are magical items that draw on the magical power within a
characters blood. Frequently used in the days before the Scourge, blood
charms have remained popular and enjoy widespread use in Barsaives
burgeoning age of exploration, despite the very real cost they exact from those
who wear them. All blood charms cause the wearer damage that cannot be healed
until the charm is used or destroyed. Characters must attach blood charms
directly to their skin; the charm breaks through the skin to reach the blood
they need to activate. Blood charm magic builds slowly; a character must wear a
charm for at least twenty-four hours before he can use it. Because blood charms
are a form of blood magic, their powers have a limited duration. A character
must use a blood charm within a year and a day from first placing it on his
body, otherwise the charm becomes inert. When that happens, the character can
heal the damage the charm caused.
Absorb Blow
An absorb blow charm causes 2 points of permanent damage to the wearer.
These charms are usually quartz, veined red from the wearers blood.
Absorb blow gives a character a one-time bonus of 12 to his Physical Armor
Rating; the charm absorbs 12 Damage Points of the first blow the wearer takes
after activating the charm. Using the charm destroys it, leaving only a
cracked, blackened piece of stone. Armor-Defeating Hits have no effect on an
absorb blow charm. A character cannot use the charm, however, if an attack
takes him enough by surprise to prevent him activating the charm. For more
information on Armor-Defeating Hits, see Combat.
Astral Sensitive Eye
An astral sensitive eye is a magically treated lump of amber, hollowed
out and filled with a gel worm and nourishing fluid, then attached to an eye
patch. When worn, the worm burrows into the wearers eye, destroying it.
Though the fluid in the gem makes this process relatively painless, the wearer
takes 1 permanent Damage Point as the price for his ability to see through the
gem. Though the characters vision through the gem is slightly cloudy,
that eye has astral sight. As with the windling ability of astral sight, the
character wearing an astral sensitive eye takes Strain. To use the astral
sight, the wearer makes a test using either his Perception or Spellcasting
Step, whichever is higher. An astral sensitive eye can never be removed, and
the Damage Point can never be healed.
Death Cheat
A death cheat charm costs its wearer 3 Damage Points. Usually made of
turquoise or tourmaline, the charms have a single red spot drawn from the
wearers blood. Upon the wearers death, the death cheat charm
automatically grants the character a Recovery Test with a 5-step bonus. Once
the wearer has used the charm, it becomes inert, appearing as a translucent
stone drained of most of its color. Though the charm has no intrinsic value,
nobles or would-be heroes often offer up to 100 silver pieces for a used death
cheat charm, wearing them as an unearned badge of honor.
Desperate Blow
A desperate blow charm costs its wearer 4 Damage Points. Charm makers
usually fashion desperate blow charms from steel and quartz. The wearers
blood infuses the quartz with red, and one drop of blood is perpetually
suspended from the steel. At the wearers discretion, the desperate blow
charm adds 6 steps to either an Attack Test or a Damage Test. A desperate blow
charm may be used more than once, but in order to reattach it, the wearer must
first recover at least 4 points of damage in one Recovery Test.
Desperate Spell
A desperate spell charm costs its wearer 3 Damage Points. Made of
silver and a small pearl, the wearers blood leaves brilliant red speckles
on the pearl. A desperate spell charm adds 6 steps to either a Spellcasting
Test or a Effect Test (or the Effect dice) when using a spell. A desperate
spell charm may be reused, but in order to reattach it, the wearer must first
recover at least 3 points of damage in one Recovery Test
Horror Fend
A Horror fend charm costs the wearer 2 Damage Points. Charm makers
construct Horror fend charms from gold and silver designed around a piece of
elemental earth. Two drops of the wearers blood travel along the gold,
soak into the earth, emerge in the silver, then soak into the earth to start
the pattern again. Horror fend charms offer protection against the Horrors or
their constructs. Your character chooses when to use the Horror fend charm.
Using the charm increases the wearers Physical Defense and Spell Defense
by 3 points each, and the effect lasts for 2 Combat Rounds. The character
chooses when to use the charm, and after using it once may either recharge the
charm or let it fall from his body, destroyed. Recharging the charm costs the
wearer an additional Damage Point. Unlike the initial 2 Damage Points, a
character may heal any Damage Points lost by recharging without disposing of
the charm. To heal the original 2 points of damage, the wearer must first
destroy the charm.
Targeting Eye
A targeting eye is magically treated piece of quartz hollowed out,
filled with a gel worm and nourishing fluid, then attached to an eye patch.
When worn, the worm burrows into the wearers eye, destroying it. Though
the fluid in the gem makes this process relatively painless, the wearer takes 1
point of permanent damage. The wearer sees through the quartz, though his
vision through that eye remains a little cloudy. At a cost of 1 Strain Point,
the eye allows its wearer to add 2-steps to missile weapon or throwing weapon
Attack Tests. A targeting eye cannot be removed, and the Damage Point can never
be healed.
Provisions include rations, food, and lodging. A variety of food and
accommodations can be obtained across Barsaive in addition to the examples
described below. Costs are listed in the Goods and Services Table
beginning on p. 263. The gamemaster determines game information for any items
not specifically described here.
Most adventurers and travelers use rations, generally dried food prepared to
last long periods of time without spoiling. A character who eats no rations or
other food for a day takes 1 Damage Point from fatigue and blood-sugar loss.
The character may not recover this damage until he has eaten a full meal, after
which he must make a Recovery Test. The two types of rations most common in
Barsaive are described below.
Trail Rations
Trail rations consist of dried fruit, dried meat, and nuts. A
weeks worth of trail rations weighs 8 pounds.
Dwarf Mine Rations
Dwarf mine rations consist of nuts and vegetables grown exclusively
underground. Hearty and lightweight, a weeks supply of these rations
weighs 6 pounds. The rations have the consistency of gravel, and some claim
they have a taste to match. Characters eating dwarf mine rations all day add 1
step to their Toughness step for their first Recovery Test the following day.
Though undeniably healthier than other rations, dwarf mine rations often cause
strife within mining groups and adventuring parties. After a week of eating
such rations, each character must make a Willpower Test each morning to see if
he can face eating more. Obsidimen and dwarfs must roll a test result of 2 or
more to continue eating dwarf mine rations. Humans, trolls, and orks need a
result of 3 or more to make a successful Willpower Test. Elves, tskrang,
and windlings need a result of 4 or more.
Daily food and lodging is available at the numerous inns and taverns of
Barsaives cities, towns, and villages. The costs listed in the Goods
and Services Table
are fairly standard from city to
city.
Food
All of the meals described below are full meals capable of sustaining a
character for a full day. Prices are listed in the Goods and Services Table.
Simple Meal: A simple meal consists of cheese, bread, and fruit when in
season. This type of meal emphasizes quantity over quality.
Average Meal: The average meal includes fatty meat, bread, cheese,
fruit in season, and a few mugs of average ale to wash it down.
Good Meal: A good meal includes fine fish or lean meat, vegetables,
three or more types of bread, a bowl of soup, and a few mugs of good ale.
Dessert may or may not be included, depending on the establishment.
Sumptuous Feast: A sumptuous feast includes at least nine courses,
including appetizers, soup, ale-tasting with various breads, salad, ale-tasting
with different cheeses, a shared entree, a personal entree, ale-tasting with
nuts, and dessert. Fine dwarven stout is served throughout the meal, a
different variety for each course, with at least three varieties served during
each ale-tasting.
Theran Uyglar: This rare dessert is a light, custardy parfait
traditionally served without a glass. Instead, magic keeps it afloat. The taste
changes into a variety of flavors as the dessert is eaten, caramel and sweetmeg being the most common.
Drinks
Ale and wine are the most common drinks in Barsaive, ranging in quality from
average to fine. Prices also vary, ranging from a few copper pieces for a mug
to a kings ransom for the best vintages.
Lodging
Nearly all towns and cities in Barsaive offer lodging of varying quality. The
most typical lodging houses are described below. Prices are listed on the
Goods and Services Table.
Flophouses: Flophouses are the most inexpensive lodging available in
Barsaive. These facilities are basically large, common rooms where characters
roll up in their own blankets and sleep on the floor. Flophouses offer no
services of any kind.
Cheap Inns: Cheap inns offer both public and private rooms. Public
rooms have one large bed which can accommodate several people. A private room
contains a single-occupancy bed. Cheap inns usually offer simple and average
meals, and average ale and wine.
Merchant Inns: These inns offer higher quality accommodations than
cheap inns, but also cost more. They offer only private rooms, some of which
come with private baths. Merchant inns offer all types of food and drink, from
simple meals to sumptuous feasts.
Guild Inns: Guild inns are run by the dwarf guilds, who originally
built these facilities to house journeyman guild members. Over the years, many
have begun to serve travelers, who generally have more ready coin than the
average journeyman or apprentice. Most rooms at these inns have security locks,
resistant to lock picking. These magic locks fit over the doors regular
lock on both sides of the door. Picking a security lock requires a successful
Lock Picking Test using a Difficulty Number of 15. A successful Dispel Magic
test also defeats these locks. The locks have a Spell Defense of 12, and the
Difficulty Number for the Dispel Magic Test is 7.
Luxury Inns: Luxury inns exist only in Barsaives larger towns and
cities. The staff at these establishments pay attention to details and try to
fulfill any reasonable customer request. Typical magical amenities include
lamps and fireplaces that ignite and douse on command, wine buckets that
automatically chill wine to the right temperature, and baths that sense which
muscles ache and massage them. For nervous travelers carrying valuables, luxury
inns feature safes and safe deposit boxes.
For a price, characters can contract the services of messengers, sages,
scribes, Weaponsmiths, and armorers. Brief descriptions of services most
commonly available are listed below. All are generally available throughout
Barsaive, but prices for these services in small towns and villages may range
from 10 percent to 25 percent higher than the average cost listed in the
Goods and Services Table.
ARMORER
Armorers repair and forge new armor and shields, and often also sell
armor. Armorers will also decorate armor, for example, etching a group symbol
on a breast plate or shield.
MESSENGER
Messengers carry messages between clients. Most messengers work only within
city limits or a certain area, though some carry messages to other cities and
regions in Barsaive. Windlings and obsidimen specialize in messenger service,
though individuals of any race can be messengers. City residents use windlings
to ensure quick delivery. Obsidimen, though slower, have a better reputation
for reliability.
SAGE
Sages possess immense knowledge in many scholarly areas, especially magic.
They can provide characters with information on history and legends that may
help them in their adventures.
SCRIBE
Skilled in writing, scribes pen letters and formal documents for a fee. A
talented scribe can also translate a groups adventure log from a pile of
disjointed notes into a stirring tale of heroic adventures.
LIBRARY ACCESS
Many cities in Barsaive have libraries that characters can use to research
legends and history. Library access usually includes aid from library
assistants, and sometimes the services of a scribe. The most famous library in
Barsaive is the Great Library of Throal.
WEAPONSMITHS
Weaponsmiths forge and repair all types of weapons, from swords and staffs to
maces. They can also add decorative markings to a weapon. Weaponsmith Adepts
who possess the Forge Blade Talent can also improve the quality of a weapon.
For the cost of this procedure, see Talents.
Many modes of transportation can be found in Barsaive. Characters can arrange
for passage aboard a tskrang riverboat, or in a caravan traveling from
city to city, or even book passage on an airship, though this is difficult to
arrange and costs a great deal. For detailed information about contracting
transport in Barsaive, see Adventuring in Earthdawn.
Though not commonly available, vehicles are sold in the larger towns and
cities in Barsaive. The most common vehicles for sale in Barsaive are listed
below. Prices are listed on the Goods and Services Table.
Carts
Small wheeled vehicles used by merchants to transport goods, carts
usually measure 4 to 5 feet long and 3 feet wide. Pack mules usually pull
carts, but some merchants use also horses. The cost of a cart does not include
the animal to draw it.
Wagons
Wagons are capable of carrying from 2 to 5 passengers. Usually a team
of horses pulls a wagon, but mule teams are used with some smaller and slower
wagons. The cost of a wagon does not include the team of animals.
Canoes
Canoes are small boats capable of carrying only 1 or 2 characters
safely. Propelled by their passengers, canoes are 10 to 15 feet long and 3 feet
wide at the center. The ends of a canoe taper to a width of 3 to 4 inches.
These craft are used most often for travel along the running streams and rivers
near Barsaives larger mountain ranges.
Rowboats
Rowboats are propelled by oars fixed onto their sides. Usually 10 to 12
feet long and 5 feet wide, these boats can carry up to 4 passengers safely. One
of the passengers must also work the oars. These craft are often used as
fishing boats on Barsaives calmer streams and rivers.
Sailboats
Sailboats are used most often on the Aras Sea. These craft range from
10 to 40 feet long. The smallest sailboats carry only 2 passengers, while the
largest may carry crews of up to 20 people. Merchants who travel the Aras Sea,
trading at the various cities along its shoreline, use the larger sailboats.
Animals are used for labor in most areas of Barsaive. The most common animals
are listed below. Several of these animals are described in more detail in
Creatures. Purchase costs are listed in the Goods and
Services Table
.
Used most often as mounts and pack animals, horses also pull carts and wagons
within and between Barsaives cities. The three basic types of horses are
described below.
Draft Horses
Draft horses are used as pack animals and to pull carts and wagons.
They are generally stronger than riding horses, but are also slower.
Riding Horses
Riding horses are used for personal transportation. These animals are
quite strong and fast, but cannot wear barding.
War Horses
The largest and strongest of Barsaives horses, war horses can
wear barding and carry a fully equipped cavalryman. Most cavalries, including the ork scorchers, ride war horses.
Dogs generally serve as guard and hunting animals. Some are trained
specifically for use in war, but only some ork raider tribes and Theran slavers
use these animals, usually called war hounds.
In the region between the Aras Sea and the Deaths Sea in Barsaives
southwest, elephants haul heavy carts and wagons overland along the trade
routes that link the coastal cities. These animals are very rarely seen in the
central region of Barsaive.
Falcons are used as hunting birds in many different areas of Barsaive. In the
north, elven hunters use falcons, while in the southeast human hunters commonly
use the birds. Beastmasters favor the falcon above all other animals for
pets.
Pack mules pull carts and wagons. Slow but strong, these animals can travel
through terrain that horses and other larger pack animals cannot.
Many ork Cavalrymen use these massive beasts as mounts. Resembling a cross
between a dinosaur and a rhinoceros, thundra beasts are slow to get going but
nearly unstoppable once running.
Some people use griffins as aerial mounts. Before a griffin can be used in
this way, however, it must undergo extensive training, which keeps the cost of
these animals high.
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Copyright � 1997 FASA Corporation. All rights reserved.
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