Evrecih

Evrecih
Details:
Player Name: Tubefail#8676
Nation’s Name: Evrecih
Culture Name: Æthrøs
Structure of the government:
The people elect two councils. A large (A.) in which new laws are passed. And a little (B.) to take care of structural matters. (A.) provides 2 heads of state who have to sign the laws at the end so that they come into force. The heads of state are the executive power and have control over the military and police. (B.) elect judges who form the Supreme Court (C.). (B.) also revises (A.)'s proposed legislation, and the two of them negotiate the legislation until both parties are satisfied with it. The task of (C.) is to check whether new laws are in line with existing laws. They also decide when it is unclear how a law should be read.
Who May Vote: Any adult member of society who works. (State slaves are not allowed)
There are two main races in Evrecih. The Kahdra and the Kasar, alongside these exist the Kash:
Kahdra:
Kahdra are roughly two-legged geckos. They have rubbery, scaly skin, a long stature, and large, round, black eyes. The Kahdra can exhibit a wide range of natural colour patterns and patterns characteristic of the most diverse tribes or family groups. They also have the ability to temporarily change the colour of their scales to better blend in with their surroundings. Kahdra have tiny hairs on their hands and feet that allow them to climb smooth surfaces, including upside down.
Kahdra are hermaphrodite and can fertilise themselves or another member of their kind. When a Kahdra is successfully fertilised, it lays an egg in a suitable place. (Mostly a warm place, with high humidity and good ventilation) In this place, the egg is then left alone until the eggs hatch.
Kasar:
Kasar are very similar to lizards, standing erect in a humanoid form with long tails and wings. All Kasar have small, fine scales. The coloured scales range in color such as scarlet, auburn, gold, or copper-green. The colour of the scales depends on the place and season of birth, as well as the gender of the Kasar. While female Kasar often have darker colours, males tend to be lighter. Kasar born in spring are greenish in colour, summer bluish, autumn red and winter yellowish. Her hands are claws with three fingers and a thumb. The feet have 3 claws. Male Kasar are said to have the ability of a breath attack, which could only be confirmed in a few cases.
Kasar have three genders. Male, female and hermaphrodite. Unlike the Kahdra, Kasar can only reproduce with the help of another. here Kahdra can fertilise the female and both gendered Kasar. In a reproduction where a Kahdra takes the role of the male, a Kasar always comes out. Male Kasar, on the other hand, can only breed with female Kasar. This is one of the reasons why Male Kasar are few. Just like the Kahdra, the Kasar lay eggs that hatch under similar conditions.
Kash:
Kash are frog-like humanoids native to rainforests and tropical jungles. They are very territorial and don't like sharing their territory with other breeds. To prevent violent conflict, there are agreements between races that assigns a specific area.
Tree-dwelling amphibians: Kash live in trees and prefer shade. A grungy hatchery is maintained in well-guarded tanks perched high in the trees. About three months after hatching, the tadpole assumes the form of an adult. It takes another six to nine months until the young animal is fully grown.
Colours: All Kash are a dull greenish gray at birth, but this changes as they mature. The most common colors are green, blue, purple and red
Toxic of course: All Kash excrete a substance that is harmless to them but toxic to other living beings. A Kash also uses poison to poison its weapons
Slavers: Kash are always looking for creatures to capture and enslave. These slaves are used for all sorts of menial tasks. Slaves are fed slightly poisoned food to keep them lethargic and docile. A creature afflicted in this way over a long period of time becomes a shell of its former self and can only be restored to its normal state by magic.
Introducing the Broodmother: It has long been a tradition among the Kash to leave their eggs in a water source in the trees. Now that they have built their city, there are now fixed locations where spawning takes place. To ensure that as many healthy tadpoles hatch as possible, some Kash has been tasked with looking after these locations.
Art:
Since Kahdra and Kasar do not have hair of their own, they often use hair from animals as headdresses. The hair is dyed and braided. Self-respecting Kahdra or Kasar often have several different animal hair wigs for different occasions and situations. Painted wooden beads, decorated bone combs, shells and other things are worked into the wigs. The painted wooden beads serve as a symbol for age and gender, but also provide information about the current status of the relationship. Are you free and searching, are you taken or promised or do you want to be left alone.
At the entrances of the buildings you can often find decorated stone or wooden plaques that show pictures appropriate to the current season. Or an image with the name of a friend or significant other who has recently died.
With the practical use of baskets, a market for art baskets has also developed. Baskets with various symbols woven into the sides. There are 2 big different types of braiding. In one of them, material is left out at certain points. The other works with several materials available in different colours.
Music is played on a wide variety of occasions. But music is also played without a reason. Various wind, string and percussion instruments made from animals are used to make music. On occasions where music is played, it usually doesn't take long for different people to start dancing together.
The birth of theatre:
In a time of threatened peace, the inhabitants of the country begin to entertain each other more and more often in communal chants. And slowly these events in the great city and the adjoining villages scattered throughout resemble more and more choirs. With the addition of actors to entertain the audience by creating a myth, open-air theatre was soon born in our country. Over the years, this art was refined and divided into different genres, drama, musical, satire, tragedy and comedy. Thus, our residents can participate in the production of a tragedy about a demigod, which was acclaimed by many and won prizes in many competitions. Thus a new aspect of this culture was born, which will run throughout history and play an important role in its preservation. https://discord.com/channels/959337552916152350/1031973477554593842/1057951567136956467
Moral values ​​and principles:
Hospitality: Everyone who comes with good intentions has the right to accommodation and food. A guest should be treated like royalty. Anyone can claim the right to hospitality. The right to hospitality allows him to be fed by his hosts for a maximum of three days and to ask for other help. If the host cannot fulfill his obligations for legal or moral reasons, he is excused. In addition, the guest must not cause any harm to the host, either physically, mentally or financially.
Punishments: People who commit Second Tier or Third Tier crimes can be sentenced to temporary state slavery. State slaves have to work through their punishment in facilities provided for this purpose. This includes field work, mine work as well as construction work. They receive no money for the work they do and are only provided with food. After you have worked your time, you can resume your old life or you can use your new contacts for a fresh start.
First Tier crimes range in punishment from state slavery to maiming and the death penalty.
Love: Any relationship that produces a child is legal. Some kasar enter into monogamous relationships, while kahdra often live in polygamy.
Family/Children: Every member of society contributes to the upbringing of the children. The eggs are laid at the hatcheries and hatched there. The children do not grow up in a father, mother and child constellation. When the children hatch from the eggs, they are taken to teaching facilities where they can learn undisturbed and protected with their peers.
War: War is a means by which one can impose one's goals on another. If that goal is right, then war is justified. A war against a race, culture or nation is reprehensible and should never be the goal. A war may be waged to secure resources or as a preventive measure to prevent a major battle against one's own nation or to reduce further damage.
The Laws of Evrecih
Here the crimes punishable within the borders of the country are codified. As it is written, let it be so.
Crimes against the Faith:
First Tier:
* Blasphemy against the Divines
* Practice necromancy
Second Tier:
* Theft of sacred property
* Attacks or severe threats against members of the Church
Third Tier:
* Vandalism of temples and shrines
Crimes against the state:
First Tier:
* Sabotage, espionage and theft of state secrets
Second Tier:
* Making false accusations against an official
Third Tier:
* Impersonate a government official
* Falsification of official documents
Traditions:
Meal:
Roasted insects, smoked and baked fish or meat. (Jerky) There are also countless fruits, leaves and roots
Rituals:
Mating Ritual: 4 times a year, at the beginning of the different seasons, the Kahdra held a festival to mate. It is not uncommon for some Kasar to take part in this ritual. In this ritual, drugs are often taken, music is played and there is a lot of food.
Fertility Ritual: A ritual for which several groups are selected each year to bleed at specific locations. This is as a sign that they want to give something back to the country. And should also ensure that the harvest is successful again.
Death Ritual: Once a year at the turn of the year, there is a festival in which the scales of the Kasar are hung in all different places in the settlement. Some are placed in front of light sources so that the light glows in the appropriate color. At the end of the day, a large pile is burned in memory of the dead. (Recently deceased are also burned, others are burned separately) The ashes are spread in all directions.
Ritual Combat: A ritual combat occurs whenever two people are arguing about something that only one can have. This is often done by Kasar to "protect" their partner from another Kasar. (Mostly female Kasar fight for the male) But also Kahdra use these fights to clarify disagreements between each other. Blunt weapons are used in these battles, and whoever gets hit three times first loses. Inflicting serious injuries is considered a violation of the ritual and can be punished accordingly.
Technology:
slide rule:
The slide rule consists of a wooden frame with wooden balls threaded onto sticks. The balls represent a specific number due to their position. A slide rule allows you to carry out the basic arithmetic addition and subtraction with larger numbers. Because it is so easy to use, it is well received by retailers, who can easily calculate the costs for larger quantities. In architecture, too, the slide rule helps with difficult calculations and enables more precise planning for future construction projects. Arithmetic with the help of these sliders is taught to the children at an early age so that they can quickly enter working life. Our partners rely on our offspring being even more intelligent than we are, so that we can better protect ourselves from strangers.
Teachings about the world:
Our world is orbited by a moon, according to whose course the calendar is based. The 364 days of the year are divided into13 moons, which have the following names:
Spring: Bear Moon, Lynx Moon, Unicorn Moon.
Summer: Mermaid Moon, Snake Moon, Fairy Moon
Autumn: deer moon, dragon moon, crane moon
Winter: Raven moon, Troll moon, Draug moon, Wolf moon
Each moon is divided into 2 trideads of 13 days each, at the end of which a special day is inserted in each case: at the end of the first tridead the Ljosdag or light day (full moon) and at the end of the second tridead and thus at the end of the month the Myrkdag or dark day (new moon). On both days there is usually no work, on Ljosdag in honor of the light gods and on Myrkdag out of fear of the baleful influence of the dark forces. The 13 days of a tridead are numbered consecutively and bear in the names: Ceaddag, Daradag, Triudag, Catrudag, Cuindag, Sedag, Seachdag, Oachdag, Naondag, Deachdag, Aonadag, Dosandag, Criochdag (first day, second day, third day, ... , twelfth day, final day). For example, an exact day is: Triudag in the 1st tridead of the lynx moon or Ljosdag in the lynx moon.
THE MULTIVERSE
Five levels of existence, in which life can occur, exist in the multiverse. Each of these planes consists of different spheres, which in turn contain one, several or even a multitude of parallel worlds. Beyond the animate planes there is still the plane of Absolute Chaos, which consists of only one sphere with one world. Some scholars also assume a plane of the Absolute Order, whose existence, however, nobody could prove so far. One extreme of the animate planes is the elementary plane, in which the elements are still largely separated from each other. Here the elementary order prevails, which is rigid and immovable and allows only a very slow change. The elemental plane contains six spheres, which correspond to the six true elements of ice, earth, fire, water, air and wood. In each of them one of the elements predominates, while the others occur there at best in traces. Even in the primordial worlds, the raw power of the elements is still the dominant moment. But here the forces of fire and ice, of wind, waves and rock meet, and in the interplay of their forces the development of something new begins for the first time. A typical primeval world features volcanoes whose fiery rocks meet icy glaciers, storm-lashed primordial oceans, raging torrents forcing their way through young, rugged mountains. The Plane of Primeval Worlds contains fifteen spheres, each of whose worlds is dominated by two elements. At the center of the animate planes of existence are the middle worlds, where there is an approximate balance between the forces of chaos and the basic elemental order. Their twenty spheres are each determined by three dominant elements. In the sphere dominated by the elements water, earth and air we are located as well as countless parallel worlds. Despite the diversity and despite all the differences between the living beings and the cultures that have developed in the middle worlds, the same laws of nature and magic apply throughout them. In contrast, one is never safe from surprises in the chaos worlds. There, it may well happen that an apple does not fall to the ground, but floats after it has detached from the tree. Between these worlds, in which the variability of the chaos dominates over the persistence of the order, there are however considerable differences regarding their stability and the frequency of all nature laws defying events. Above all, the worlds in the fifteen spheres of the Near Plane of Chaos, on superficial examination, differ little from our parallel worlds, except that they are richer in magic and magical beings. Beyond the Near Chaos Plane lie the six spheres of the Plane of Darkness, home of the Dark Demons. While the inhabitants of most of the Near Chaos Worlds are indifferent to ours, the princes of these worlds try to influence developments there and actively promote the approach to the state of absolute chaos. Despite their goals, which are detrimental to the well-being of the world, and their mostly unpleasant peculiarities, they find helpers among the peoples, who promise themselves personal advantages through a pact with the dark powers or who, out of religious conviction, regard absolute chaos as the ultimately desirable state, in which all opposites are suspended. At the end of the sequence of the planes of existence is the absolute chaos, in which a complete mixing of the elements has taken place and all laws are cancelled. Through random regrouping of the elements, even there, there is the formation of landscapes and beings, limited in space and time, which can resemble our world, but usually the spawns of chaos are so strange that they drive the human mind, which is confronted with them, into madness. Some wizards believe that the arrangement of the planes of existence from the Elemental Level to Absolute Chaos also reflects a temporal evolution of the multiverse characterized by a progressive intermingling of the elements. According to their belief, living beings are only an insignificant and temporary phenomenon in the aeon-long transition from perfect order to perfect disorder. This view is contradicted by the Druidic belief, which assumes the simultaneity of all planes of existence. According to this belief, our world and its parallel worlds represent a state of equilibrium between the all-suffocating order and the destructive force of chaos, and the peoples have an essential role in maintaining this equilibrium. The inhabitants of the elemental plane and the primordial worlds are known by the name of elementals, while the creatures of the chaos worlds are called demons. They can also be harmless beings who are well-disposed towards us. There is an assumption that some of the peoples here even originally came to this world from the chaos spheres. Over the millennia, these peoples have adapted to the middle plane, so that only some minor magical peculiarities still remind us of their origin. All spheres and the worlds they contain are embedded in a magical space that envelops and also permeates them. In ancient times, this space was called the Aether, since a connection to the souls and the associated element of air was assumed. In the meantime, however, scholars have come to believe that magical space has a greater affinity with the astral body and the associated element of fire. Therefore, the name Empyrëum (fire heaven) has become common in the magicians' guilds.
"The Good in Chaos and the Evil in Order
Among the common magic people the erroneous belief prevails all too often that the chaos is to be equated with the evil and order is always a desirable state. What may be correct for the laboratory of the alchemist and the workshop of the thaumaturge, this does not apply by far to the becoming and being in the multiverse. All too often, when we think of "chaos," we think of the demons of darkness and their depraved servants, the Black Witches, who are implacably hostile to the world and therefore, from our point of view, truly evil. In addition, however, there are harmless and helpful chaos creatures who come from the Near Chaos Plane worlds, which are closer to our world, and who have much more interesting and pleasant personalities than many of our fellow creatures. Some scholars even claim that the ancestors of some peoples were such "demons" and came from a similar enchanted world, but enriched by the energy of life. This is said to be the reason, some peoples are more "magical" and "alive" than other species. I would like to argue that without chaos there would be no magic and our world would be much more boring. The forces of order push for persistence and tradition. They would prefer a world without changes and surprises, where everything continues unceasingly in the old wagon tracks. Only the unpredictable force of chaos provides for unforeseen innovations, for further development. If there were only the order, we would still move like our ancestors as primitive hunters through the area. Anyway, I can't find anything good in this idea. Order stands for perseverance, steadfastness, preservation, while chaos is accompanied by changes, pleasant and unpleasant surprises and the courage to try something new. Both can be "good" or "bad" for us, and I see it as a mere coincidence that the creatures of the worlds closest to absolute chaos are the arch-enemies of our world. Perhaps they have a reason for this attitude, hidden in the distant past."
Mikus Kowar, Mage of the Great Tree
Summoners can open the way to creatures from other planes. Demons are easy to summon, since the chaos worlds have produced many creatures susceptible to magical powers. Elementals, on the other hand, are difficult to bring into the world. Elemental summoners, however, acquire an affinity for the elements they work with that enables them to perform this difficult form of magic. In principle, it is also possible to summon inhabitants of parallel worlds or even creatures from our world itself, but this art is mastered only by very few and particularly powerful sorcerers. In order to summon an elemental being or a demon, extensive preparations are necessary. An important component is a polygon, a regular polygon with a diameter of 1 m to 3 m, which the summoner paints on a suitable surface together with the appropriate magic symbols. The number of corners determines the plane of existence that connects the magic field created by the summoner.
Tetragon: the elemental plane
Pentagon: the primeval worlds
Hexagon: the middle worlds
Heptagon: the Near Chaos Plane
Octagon: the Plane of Darkness
Advanced summoners can use the selection of colors and magical symbols, colored candles and scented smoke to set not only a single sphere within the planes, but also a specific world as the target of their spell. However, to do this, they need precise information about the location of this world in the arcane coordinate system of the multiverse, which is often difficult to obtain. Necromancers are able to summon spirits from the afterlife in a similar way. Instead of the magic polygon or polygram, here the summoning circle is used, which consists of two circular lines, between which numerous symbols and magic signs are painted on the ground. If the necromancer wants to ask a certain spirit for information or force it into his service, it is helpful if he places a bone or an object closely connected with the dead person in the center of the circle - for example, the battle-hardened sword of a fallen warrior. Even after all preparations are complete, incantations are lengthy affairs lasting at least half an hour. Moreover, there is still a possibility that the guest from foreign planes will not be at the summoner's will.
A short info about the structure of a spell:
For each spell a basic formula is given, from which one can read what the spell does, from which power source it draws its energy and what is the nature of the target of the spell that is to be moved, changed, destroyed .... Spells with similar effects have the same basic formula; the differences are caused by details in the casting process that go beyond that. The basic formulas have three main functions:
* They determine which spells can be learned particularly easily or only with special effort.
* Supernatural beings as well as animals are immune to spells whose formula contains certain combinations of spell process, power source and spell target.
* Spells with similar basic formulas are related to each other and form groups against which, for example, one and the same talisman is effective.
The power sources of the spells are determined by the six elements and the two primordial substances that make up the multiverse. The spell targets are also described with elements, but they can stand not only for the actual element, but also in a figurative sense for the components of living beings and other creatures. For example, if a spell manipulates a person's emotions, the magic affects his anima, which is related to the element of water.
Of the components of life:
Every object and every living being possesses a material body in its home world. However, a living being does not only exist on the material plane, but he is aware of his environment and of himself. He can even perceive and influence the immaterial world in his dreams and through magic. Responsible for this are the other components of all creatures of intelligence, which have a conception of the own I. On the lowest level stands the animal soul or anima, the source of the lower instincts. It is also the seat of the magic talent with which creatures can use their arcane power. The Druids equate the animal soul with the lunar plexus, the immaterial web of empyrean threads that runs through the entire body. In the mages' guild, the name argyriston, i.e. silver web, has come to be used for it. The anima also includes the nemargyrion, the silver thread that connects the astral body of the magician with the body during a journey of the soul. The astral body, Realtadéana, i.e. star shape, is formed by concentrated life force. It is the seat of the consciousness that higher beings have of their environment, and it is also responsible for their dreams. The astral body is partly empyrean in nature. It can detach from the material body under the influence of powerful spells and move unprotected in the magical space between worlds. Higher life forms, which have developed a consciousness of their own I, finally still have a real soul. The Druids know the word Nwyvred, which stands equally for soul and willpower as opposed to life force. The soul normally resides in the material body, but as the seat of identity and willpower it accompanies the astral body when the latter detaches itself from its material covering. Plants possess as the lowest forms of life beside their material body an anima and an astral body, which are both only weakly developed. Accordingly, they react slowly to stimuli of their environment. Animals, on the other hand, have a very strong anima and also an astral body, but usually no soul. An exception are only the most intelligent animals like higher apes, dolphins or dark wolves, which are capable of self-knowledge to a certain extent. All living beings with our intelligence have body, anima, astral body and soul. Their instincts and desires coming from the anima are often less pronounced than in animals. Besides the normal inhabitants of a world, however, there are also beings that are incomplete in one respect or another. Undead belong to it, who possess only their material body and in some cases also still their soul. Astral body and - as a rule - also their anima they have lost by death. Spirits, on the other hand, have no body, but their anima as the seat of the intense feelings that keep them alive, as well as their astral body and soul. Higher demons and elemental beings are present on our world only with their astral body and soul; the connection to their body left behind in the homeland is maintained by a silver thread. Around astral body and soul they create a material projection with their magical arts, so that they are visible even to ordinary mortals. The senses of the creatures of this world are bound to the components of life. The lowest form of perception, tasting and smelling, as well as other forms of receptivity to chemical stimuli, takes place through the material body. Feeling and hearing are tied to the anima, while seeing, as the perception of light, the emanation of fire, is related to the empyrean part of the astral body. This is also responsible for a kind of Sixth Sense that allows living beings to sense the proximity of something supernatural - be it magic or a spirit - even when the other senses fail. However, the anima is responsible for the instinct that warns living beings of natural dangers. The senses of undead and ghosts or of higher demons, which only stay incompletely on Midgard, are partly based on magic and can only be compared with the perceptions of natural creatures to a limited extent.
Alchemy:
Alchemy deals with the substances found on our world and other worlds and their properties. Experienced alchemists are able to mix ointments, powders and potions with magical effects, to awaken arcane powers in natural materials and handmade objects and to produce substances in the special purity often needed for magic. The best known and most interesting for the ordinary adventurer are the magic remedies, which have many a useful effect after ingestion or application. Also of importance are the special metals that can be used to make magic weapons and other magical items.
Spell remedies:
Magic remedies are mostly products of alchemists, who mix magically effective liquids, ointments and essences with their own arcane powers. Some remedies are also of natural origin and consist of plant or animal parts that have been collected under the right conditions. Mostly, however, an alchemist or herbalist must first awaken the magic power with a special treatment.
Magic potions are consumed during use, so they can only be used once per portion. Such magic potions, herbs, powders, substances for rubbing in etc. are usually kept in small glass vials, ceramic jars or other containers, sometimes labelled. Most magic remedies can be used by anyone; some are reserved for magicians. The magical effect is instantaneous in most cases.
A full dose must be taken for the magic remedy to work. If you only taste a drop, you will only feel a vague sensation from which, with luck, you can guess the mode of action. Skills such as spell lore or alchemy can be useful here. For example, one feels a sense of lightness with a diminishing potion, a potion of weightlessness and with substances that are not used for spellcasting but as intoxicants. A feeling of new strength can be felt with a potion of strength, a potion of valour or a potion of giant growth. It is therefore safer to have an unknown potion analysed by an expert.
You cannot use a magic potion while another one is still working. The simultaneous effect of two magic substances on a person's body can lead to uncontrollable effects. If, against one's better knowledge, one nevertheless uses two magic remedies at the same time, any number of unpleasant effects can occur.
Metals:
The metals gold, silver, copper, tin, iron and lead are mined on a large scale. Zinc is mostly processed directly as zinc ore for alloys and is rarely extracted as a pure metal. Antimony is known, but is used almost exclusively as a component of alloys. Mercury is extracted from cinnabar and used in the gilding of silver. Platinum is rarely found and is usually processed in an alloy with gold. Some Kash who know this resistant metal and are proficient in its processing value it more highly than gold. Solid aluminium is very rare; in individual cases it is used to make buttons and belt buckles for ceremonial robes. Aluminium salts, on the other hand, are quite often used as ingredients for make-up, medicine or magic remedies.
The common precious metals gold and silver are processed for jewellery, cult objects and other splendour as well as for valuable coins. Copper is used for cheap ornaments and small change. Above all, however, it is the main component of the two alloys bronze (with tin) and brass (with zinc), of which many metal utensils are made. Tin is mostly used as a component of bronze, but is also sometimes processed into useful things such as beautifully decorated vessels. Lead is particularly easy to cast and is used, for example, to fill the joints in masonry and make them watertight. When added to alloys, it increases their castability. Since this metal is quite soft, pure lead objects are rare. However, iron and the steel made from it have become the most important utility metal. Especially weapons and tools are made by skilful blacksmiths. Casting iron or even steel, however, is only known in a few cultures.
Alchemist's metal:
Alchemist's metal is the name given to alchemically purified metal of a single type, which is materially and spiritually of the highest purity. It is an essential ingredient in the making of magical artefacts and in certain spells such as spell smithing. Gold, silver, copper, tin and iron are the metals commonly produced in this purity. Unlike alloys, they are comparatively soft; if magical weapons are made from them, the spell provides the necessary hardness.
Spell smithing:
The wizard can enchant a metal weapon for a short time. When making magical weapons, the effect is made permanent with additional strong magic. Only weapons made of particularly pure alchemist metal can be enchanted with spell smithing. Weapons that already have magical properties cannot be enchanted with this spell.
Cold iron:
Cold iron, sometimes also called sky iron, is mainly used for protective devices and amulets, rarely also for weapons. Most of the material comes from meteorites. During further processing, the meteorite ore must not become hot if it is to retain its special properties. It has to be cold-hammered and hammered with a lot of patience and skill. Only a few master smiths are able to do this. Countless forgeries of ordinary iron exist, but only a master smith can clearly identify them. Even by magic, genuine meteorite metal cannot be distinguished from ordinary iron. Cold iron is a metal of great purity, but unfortunately comparatively soft, as it cannot be hardened in fire. Weapons made of this material hit, they are not magical, but they can damage creatures that can otherwise only be hit with magical weapons. Most monsters and fairy folk, including the trolls, fear the touch of Cold Iron so much that the mere sight of such a weapon acts on them like a spell. And rightly so, because touching a piece of cold iron weighing at least 100 g, be it a pendant or a dagger blade, robs nature spirits and creatures of the Otherworld of their magical powers. They also suffer a shock and are incapacitated for one round. For example, swamp goblins lose their shapeshifting ability, forest goblins their extensive immunity to spells, true trolls can no longer have their wounds healed, fairies are robbed of their spellcasting abilities and Thursen of some of their strength.
Black Silver:
Black silver is a unique alloy of gold, silver, copper and steel that only the best blacksmiths can create. Because the energy of lightning has to be captured and tamed, the production of this metal is life-threatening. Black silver is correspondingly rare, and it is only used for very special magical artefacts. The metal looks like old silver with black-blue shadows on its surface. Black silver is extremely light, yet harder than steel. It cannot rust or be corroded and cannot be damaged or worked except with the elemental force of lightning or comparable discharges of magical energy. In the production process, the master smiths pour the molten starting metals into a mould and mix them there before using their special magical abilities to combine the individual components. After cooling, only cutting edges can be additionally ground and smooth surfaces polished. Blades made of black silver are unbreakable and automatically count as magical and as silver. Weapons made of this rare material are normally given further supernatural properties, however, so that they become powerful artefacts.
Star silver:
Aithinn, or star silver, is a silvery, sparkling, resistant metal found in small quantities in a few places alongside rich veins of common silver. In Æthtrøs, the wizardly smiths make light yet hard chain mail from it, which in some places is priced at gold. Short chain mail made of Aithinn protects like normal chain mail, but does not restrict the wearer's movement. Floor-length chainmail made of star silver protects like armour, but only hinders the wearer like normal chainmail. Aithinn is too brittle to forge larger pieces of metal such as weapons or helmets from it.
Elven steel:
Coranacruach, the Coraniaid or elven steel, also comes from the few master smiths in Æthtrøs. By adding small amounts of star silver and dust from ores, the metal not only gets its special properties, but also its silvery, greenish or bluish shimmering appearance. Elven steel is mainly used for dagger and sword blades, but also for arrowheads. All weapons made of elven steel count as magical and as silver, so that many unnatural creatures can be fought with them. Thanks to their hardness and elasticity, they never break after an attack.
Magic Rituals:
Demon's milk:
This ritual produces a dangerous poison that only unfolds its effect in the body of the victim. In a cauldron, half a bucket of goblin milk and half a bucket of salted water are boiled with a cup of mother's milk and evaporated to about half. Fennel seeds, camomile, a cup of honey, various poisonous mushrooms, a live poisonous snake, a dozen cross spiders, the egg of a basilisk and the tongue and stomach of someone who has died of poison are added to the boiling liquid and boiled on a low flame for twelve hours. Stirring with a willow spoon is necessary. At the end, a thick white liquid remains, which is tasteless except for a slight sweetness that is not noticeable in most dishes and drinks. The amount of poison produced is enough to poison up to 24 people. This poison is called demon milk and is neither magical nor poisonous as long as it is not swallowed, and therefore hardly detectable. Only in the stomach does its magical effect slowly unfold, and it poisons the victim's body from the inside out. At first, all digestion is prevented, so that over time the poisoned person suffers from a feeling of fullness and constipation. 
Demon's milk works until the victim's death or until the magic is neutralised.
Lightning branches:
To make lightning branches, one needs small twigs and charcoal taken from a tree felled by lightning, as well as a thin copper wire and, for each branch, a tooth from a person struck by lightning. In addition, one needs a cup of blue blood from a revenant. During the ritual, a charcoal fire is lit in a copper bowl. Over it, twigs and teeth are slowly roasted on a copper plate. After half an hour, wire is heated in the fire and then wound around each twig in a spiral. Finally, a tooth is attached to one end of each twig with the help of the wire. The suffering and burns of the creature doing this task with his bare hands further strengthen the magic. The twigs are then dipped in the blood to cool them down. If enough material is available, up to 10 lightning branches can be made at the same time. The lightning branch attracts lightning. It is usually hidden in a house or stable, but individuals can also be targeted by placing the branch in their tent, luggage or clothing. As soon as a natural or magically conjured thunderstorm rages over the lightning branch, lightning strikes the branch at 10% per 5 min duration. Buildings are damaged and usually set on fire if they are not completely made of stone.
Magic work
Magical artefacts that are among the glories of thaumaturgy:
* amulets, lucky charms and talismans that offer protection against hostile magic and supernatural beings,
* enchanted items of clothing and jewellery that give their wearer special properties,
* Wands that can be used to enchant other characters and objects,
* rune artefacts and scrolls that can be used to enchant other characters and objects,
* magical gems, which serve as focal points for magical powers and multiply their effects,
* magical media that provide their user with information,
* magical musical instruments that provide information to their user,
* enchanted weapons and armour that give the wearer an advantage in battle.
Magical artefacts are among the most sought-after treasures and are correspondingly rare.
Properties of magic work
If a disadvantageous spell is cast on a creature when a magical item is used, it can defend itself against it, depending on the purpose of the effect. Some magical work contains such strong magic that it itself has a supernatural aura. 
Two artefacts of the same appearance and effect do not have to have the same burnout probability, because their age or the talent of their makers may be different. Among the magical uniques there can also be very strong artefacts that never burn out. However, such artefacts occur very rarely, so the exact characteristics lie with the maker's design, as well as his can. With the exception of amulets and talismans, which work automatically as soon as magic of the appropriate kind hits them or their wearer, an artefact has to be activated with a ritual, which usually only consists of a keyword or a key gesture.  Normally, this process takes no longer than a moment.
If you want to use a magical artefact, you must first find out about the ritual. There are three typical situations:
# The ritual is only known to the previous owner and the maker of the artefact. In this case, one could ask for or blackmail the necessary information from the owner, or one can carefully observe him using the artefact before it falls into other hands.
# Apart from the maker, only the owner knows the ritual, but he has hidden a written description in a secret and well-secured place. Magicians are often afraid of forgetting important things because they are exposed to special psychological stresses when practising their art.
# The ritual - in this case always a key word - is to be found on the artefact itself, e.g. directly in squiggly writing or with symbols of the wizard's writing pointing to the correct term in the form of a little riddle. Usually it is so well hidden under ornaments that only attentive viewers discover it.  The user of such an artefact does not have to be able to read the writing himself; it is sufficient if a scholar has read the key word to him once.
Talismans, lucky charms and amulets
Talismans, lucky charms and amulets often consist of a pendant made of metal, ivory, wood or semi-precious stone, into which magical symbols are engraved and which is worn on a chain or cord around the neck, on the wrist or on the belt.  Shape and material can differ culturally. Shamans, for example, like to use small leather bags with plant and animal parts and minerals.
Talismans and lucky charms
Talismans can be used by everyone. They protect their wearer from hostile magic. A talisman against body magic gives its owner resistance against correspondingly acting spells.  There are talismans against mind magic and those against body magic. Stronger talismans exist, but they are expensive and rare.
With environmental spells, resistance does not help the victim. Therefore, there are no talismans that strengthen the wearer in such a way that he is better protected against any ambient magic.  Against environmental spells, lucky charms help. There are lucky charms that reduce damage from magic, but again these are rare and expensive.
Lucky charms help against groups of similar environmental spells that have, among other things, the same agent and therefore draw their power from the same essence. The following list contains common lucky charms:
* Lucky Charms against Lightning Spells (Agens Air, Reagens Fire) 
* Lucky Charms against Demon Power (Agens Magan) 
* Lucky Charm against Earth Spells (Agens Earth)
* Lucky Charm against Fire Spells (Agens Fire) 
* Lucky Charm against Cold Spells (Agens Ice, Origin Elemental) 
* Lucky Charm against Life Force (Agens Wood)
* Lucky charm against death spells (agent ice, origin demonic)
Talismans and lucky charms are specially bound to a person and do not work when worn by someone else. They lose their effect after one month, but can be recharged with magical energy. You can wear as many talismans and lucky charms as you like. However, their effects do not add up.
Amulets
An amulet is similar in appearance to a talisman and protects against magic or supernatural beings when worn on the body in the correct manner. Most amulets are part of a piece of jewellery such as a necklace or bracelet, or even a finger ring or headband, which the wearer must put on if they want to benefit from the protective magic. If amulets are only kept in a purse or backpack, they have no effect.
Amulets are not attuned to a single person and can be used by anyone. However, one can only wear one amulet because the strong magical emanations of several of these artefacts overlap in an uncontrollable way.  The active amulets of different people do not interfere with each other.
A distinction is made between protective, mirror, shield and great shield amulets. The first two groups protect against spells and comparable magic, while shield amulets ward off supernatural beings.
A protective amulet works against single spells or against a group of related spells. If this type of magic is used against the wearer, the artefact absorbs the arcane energy. This can cause it to burn out due to overload and then it is useless.
A mirror amulet works similarly to a protective amulet, but does not absorb the magical energy, instead throwing it back at the caster who used the spell. The latter is now affected by his own spell.
A shield amulet protects against undead, spirit creatures, work creatures, demons or elemental creatures of a certain type, which must avoid a radius of 50 cm around the wearer. If an affected creature tries to enter the amulet's area of effect, the artefact can burn out. If the amulet burns out, it loses its effect permanently. If it does not burn out, the protective magic continues to work and the attacker suffers such a shock that he will not dare to come near the amulet again for a month and, among other things, will not attack its wearer in close combat.
A Great Shield Amulet works like a simple shield amulet against a whole group of supernatural beings, for example against Dvergar, spirit beings, nature spirits, undead, work creatures or Wisfolk. The chance that a creature can enter the protected area depends on its dangerousness.
Magical clothing and jewellery
Artefacts in the form of a piece of jewellery or clothing give their wearer extraordinary abilities.  In most cases, the effect is only triggered by a special ritual. Some pieces of clothing and jewellery have, in addition to their actual function, a weaker, permanent side effect which does not allow the artefact to burn out. To enjoy it, it is enough to wear the garment or jewellery. If the artefact burns out, it also loses these secondary magical properties. Two very different looking artefacts may well have the same effect.
Wands
Wands are magical, more or less richly decorated staffs that can be between 30 cm and 2 m long and made of a wide variety of materials (e.g. bone, wood or metal). With their help, wizards can cast spells on objects or creatures; some wands can also only be used by certain types of wizards.
Typical key rituals involve the user saying a keyword aloud and pointing the wand at the victim, touching the victim once or more, or tapping the wand on the ground once or more.