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Ornate replica of a Medieval Sword
Ornate replica of a Medieval Sword

Ornate replica of a Medieval Sword. 34 1/2'' long.



"Medieval Mystique II" by Liz Jardine
"Medieval Mystique II" by Liz Jardine

"Medieval Mystique II" by Liz Jardine - Framed Size: 32.00" X 26.00" - Frame Desc. : 1.5" Rich walnut with carved outer edge - Keywords: Objects, symbols, shields, columns, Vase/Urn, Landscape, Steps/Stairs, Landscape, Trees, Buildings, Traditional, Renaissance, Historical, Cityscape, art, prints, posters



Cathedral - The Game Of The Medieval Walled City
Cathedral - The Game Of The Medieval Walled City

Friends will be most curious when they spy this architecturally intriguing hardwood game sitting on your coffee table. Based on a walled medieval city, players are challenged to control as much of the city as possible by erecting the most buildings within the walls. Chosen by Games Magazine as one of the best strategy games of the year. Entertaining, yet strategic fun for 2 players. 10x10x3" high. Ages 8 to adult.



  Svirfneblin
To most surface dwellers the gnomes of this subrace are mysterious denizens of the Everdark about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.
Svirfneblin miners
Svirfneblin miners
These diminutive inhabitants of the Everdark are a tenacious lot — respected even by their enemies. Unlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely self-reliant. Only the few who have won their trust know that they are in many ways as social and artistic as the other gnomes.
Why do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Deep Gnomes than in any other subrace.
The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with reverence approaching awe — so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin saints. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and scepter.
Svirfneblin average between 3' and 3'6" in height, rarely exceeding this norm by more than an inch or two. They are creatures of wiry muscle and tough bones, slightly thinner than their surface cousins but possessing as much strength as any other gnome.
Like their cousins of the other gnomish subraces, Svirfneblin have prominent noses. Otherwise their faces are much narrower. Many males have completely hairless bodies; most females have only thin and stringy hair, which they wear no longer than shoulder length. A Deep Gnome's skin is rock-colored, predominantly brown or gray. Eye color is always a shade of gray, sometimes so dark as to be almost black and their infravision is superior, extending to 120' range.
The Svirfneblin are not so long-lived as their surface dwelling kin, living to an average old age of only about 250 years; a good number, meet a violent demise before this time. They mature relatively quickly, however, with the first quarter century of life considered childhood and the next two decades as a period of disciplined adolescence. A Svirfneblin is assumed to reach adulthood somewhere around the age of 45 or 50, though this milestone is not marked by any grand ceremony such as is performed by the Rock Gnomes. Indeed, the Deep Gnomes don't even keep track of the passage of days, so there is no way to record one's actual "birthday."
The most valued common skill among the Svirfneblin is that of the miner, with perhaps) 75 percent of any given community's adult males devoting themselves to that pursuit. Svirfneblin miners are exceptionally able with pick and shovel, capable of chiseling a passage through solid stone more quickly than Rock Gnomes or even dwarves. While mining is broken into specializations, such as choppers (who do the actual pickax work), scouts (who locate promising veins for excavation), and haulers (who carry the tailings away from the scene), a Deep Gnome miner will be reasonably proficient at all aspects of his trade.
The most alluring target of the Svirfneblin miner is, naturally, gems. However, these diligent diggers will also pursue veins of metal, including gold and silver, and they also occasionally gather a stockpile of coal or iron ore--from which they make a very passable steel.
A smaller percentage of the Svirfneblin work force (perhaps 10 percent) is engaged in the processing and finishing of the gemstone material excavated by the miners. These include polishers, smelters, carvers, and smiths. Though they lack a bit of the exceptional detail skill of the Rock Gnomes, in the other areas they are at least as proficient as their surface dwelling cousins. Indeed, Svirfneblin blacksmiths can possess exceptional skill. Their weapons and tools are generally made by Deep Gnome artisans, and these are nearly the equal of the products of the highest level of dwarven or Drow weaponsmiths.
Perhaps because suitable habitat is harder to find in the Everdark than on the surface, Deep Gnome communities tend to be larger than those of the Rock Gnomes. Generally, the Svirfneblin live in thriving cities located in deep cavern networks, often with more than 1,000 residents. However, these communities are generally separated by great distances from any others of the same subrace, and thus they tend to be more insular than the towns of the gnomes who dwell on or near the surface. Indeed, most Deep Gnomes live out their lives without ever seeing another Svirfneblin community beyond the one in which they were born.
Still, festivals and celebrations are as common among these gnomes as they are on the surface--it's just that the Svirfneblin don't travel from far distances for the gatherings. Instead, each community tends to have its own special observances, and though the whole city will turn out for many of them it is rare that any outside guest would be admitted. Also, these celebrations are not tied to recurring cosmic events such as solstices or eclipses; instead, they occur when the city's priests declare they are due. These instigations occur more for political and psychological reasons than because of any regular passage of time.
Svirfneblin don't even measure the passage of their lives in years--after all, the cycle of seasons has little meaning amid the eternal chill of the Everdark. However, if the priests notice that the production of the workers has begun to lag, or tempers are growing short among the chieftains and warriors, they will act hastily to initiate a grand festival full of pomp and song, good food and potent (one hesitates to say 'good') beverage.
Svirfneblin festivals are often invoked to recall great events of the past, though again these recollections bear no calendar relationship to the occurrence being commemorated. However, if teams of miners are preparing to embark on one of the periodic quests for new gems that propel so much of Svirfneblin activity, then the priests and illusionists will recall stories of grand expeditions in the past, even trotting out sacred objects encrusted with the jewels garnered from these previous missions. Similarly, if a war is being contemplated, or a raid against some marauding monster becomes necessary, the warriors will be sent off with tales of great military campaigns in the past.
It's interesting to note that these war stories are not all tales of victory--the Svirfneblin, perhaps because of the many defeats they have suffered over the years, have a keen interest in doomed causes and will draw considerable emotional support from the story of a dramatic last stand made by their forefathers. Even cautionary tales, such as the obliteration of a city by treacherous Drow attack, are related at these celebrations and used as a warning against future lapses of vigilance.
Another unique aspect of Deep Gnome society is that roles are far more rigidly determined by sex than in any other gnomish culture. Males perform all of the mining and warrior work that occurs beyond the borders of the community cavern, as well as most types of jobs within the city as well. Females relegate themselves almost exclusively to the vital tasks of raising and preparing food (harvested from the great mushroom farms that are a part of every Deep Gnome city) and caring for the young. In fact, females venture out of their cities so rarely that even the Drow have never encountered any in the neutral territory of the Everdark. Both sexes wear nondescript clothing which, with their ability to stand absolutely motionless, helps them avoid being spotted by enemies.
Besides the many types of fungi that are the staples of the Svirfneblin diet, Deep Gnomes sometimes maintain a small herd of rothé or other underground mammals. They are also fond of fish, and each city is likely to have several shallow lakes where blind trout and other subterranean delicacies are bred and captured. Deep Gnome women are responsible for tending of all these food sources and serve as the fishers and cooks as well as the farmers and herders. Also, salt is an important part of every Deep Gnome meal and is one of the most valued trade commodities in the Everdark. In fact, most Svirfneblin food is so heavily salted that a typical surface dweller would find it quite unpalatable.
As a beverage the Svirfneblin prefer for daily use a pungent brew made (naturally) from fungi, fermented by a unique process that involves great amounts of salt and not a little fish protein. It is highly intoxicating, tasting somewhat like an over salted and watery fish chowder. It has been tasted by a few courageous non-Svirfneblins who (when they finally regain their voices) tend to decline a second serving.
The Svirfneblin also distill a strange drink known as Gogondy about which little is known other than it is deep red in color, kept in wrought iron bottles, and potent beyond belief. It has been called the finest wine in the world and is said to grant strange visions to those who drink it, but more than one human who has drunk it has promptly fallen asleep for decades or died after the first glass with a horrified look on his face. The Deep Gnomes prize Gogondy almost as much as rubies and will only give or trade it to their most trusted friends, making it rare indeed.
The Svirfneblin survive in domains that are populated by many implacable enemies. The two most dire among these are the kuo-toa and the Drow, who continually seek to drive these gnomes from territory they consider rightfully theirs. Illithids (mind flayers) often attack individual Deep Gnomes, considering them something of a delicacy, but never in such numbers as might drive away such tasty prey. Svirfneblin rarely encounter surface dwelling gnomes, and the latter find them little less puzzling than do those of other races.
The cities of the Deep Gnomes are vast and complex places. Many layers of caverns, tunnels, and buildings are connected by narrow corridors and spiraling staircases. Generally, however, at least the central part of the city will occupy a single large cavern, with narrow streets winding among tall stone buildings. If large stalagmites are present, high ranking Svirfneblin will claim these and excavate the interiors for their private homes; most residences, however, are carved into the natural bedrock of the earth.
Because of the confined nature of the environment, the home of the typical Svirfneblin family is more crowded than that of their surface dwelling cousins. Parents and children will likely be crowded into a single, rather small, chamber. Families tend to be small, however, so there are rarely more than a half dozen individuals. They are not as clannish as the Rock Gnomes, so that the population of a city is generally an amalgamated mass of Deep Gnomes, with a clan superstructure dividing the city.
However, they also tend to be rather quick tempered and fractious. Every Deep Gnome city is ruled by both a king and a queen, each independent of the other yet equally powerful. The king's province is mining and protecting the community; the queen controls the food supply and is responsible for the day-to-day lives of the citizens. Both posts are held for life; when a monarch dies, a contest is held to select the best possible replacement, with the winner becoming the new ruler.
Svirfneblin hold the same religious beliefs as their surface dwelling cousins (although they conceive of their deity and saints as Deep Gnomes). Urdlen plays a large role in Deep Gnome mythology, with cautionary tales of how he has snared unwary Deep Gnomes being a staple of any Svirfneblin's upbringing.
Deep Gnomes may expend skill points to learn the following languages at first level: Drow, Kuo-toan, Trade Tongue, Undercommon and the language of earth elementals (a curious "language" without words consisting solely of vibrations. Each different pitch conveys a different message). Deep Gnomes speak their own language and Common Gnome as native tongues. They do not receive the standard bonus to speak Trade Tongue, but may speak Undercommon with skill equal to a surface dweller's ability to speak the Trade Tongue.
The Svirfneblin may spend their 240 racial skill points on the following detection skill: detect sloping passages, detect approximate depth underground, detect direction underground and detect unsafe walls, ceilings and floors.
The Svirfneblin are especially resistant to magical effects and poison and receive +2 bonus to saving throws vs. poison and magical effects of all kinds (cumulative with their Constitution bonus).
Once per day a Deep Gnome has the innate ability to radiate non-detection for one hour per level. Deep Gnomes also have the innate ability to cast blindness, blur, and change self once per day.
Svirfneblin have the ability to remain absolutely still for up to one hour per character level without rest. While using this ability they have a 50% chance plus 1% per level to remain undetected by any observer, even one with infravision. This power may only be used underground or in rocky terrain. In addition, a Deep Gnome using this power surprises opponents 90% of the time. Deep Gnomes are themselves only surprised on a roll of one on 1d10.
A Deep Gnome may spend weapon proficiency slots to learn how to dodge and better defend himself in combat. For every weapon proficiency slot spent, the Deep Gnome lowers his Armor Class by one to a maximum of AC -6. This skill cannot be taught to other races and is not usable by a Deep Gnome who wears armor heavier than studded leather.
Drow elves and kuo-tuans are the racial enemies of Svirfneblin. Svirfneblin receive a +1 bonus to hit when fighting these creatures. However, Deep Gnomes do not receive the Armor Class bonus their cousins receive when fighting giant-class opponents. They do not have the same wide range of experience with these creatures as do their surface-dwelling cousins.
A Deep Gnome with a Weaponsmithing skill of at least 70% can attempt to make special Deep Gnome weapons. These weapons include stun darts, hollow darts and crystal caltrops. A character who can create these items has the ability to fill them with a gas or liquid appropriate to the weapon created, but can only create the weapon's chemical contents by making a successful Alchemy skill check.
  • Stun darts can be thrown to maximum range of 40' (S/M/L: 20/30/40) and strike with a +2 bonus to hit when used by a Deep Gnome. The dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for one round and slowed for the four following rounds.
  • Hollow darts are usually filled with acid. An acid filled dart causes an additional 2d4 hit points of damage when it strikes a target (save vs. breath weapon for half damage).
  • Crystal caltrops are filled with a powerful sleep gas that is released when the caltrop is stepped on and broken.
Deep Gnome characters must earn an additional 25 percent in experience points to advance a level.
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