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		<id>https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9748</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9748"/>
		<updated>2022-11-23T20:10:26Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;nephilim&#039;&#039;&#039; are a furry, feline [[race]] that inhabit both the [[Empire]] and [[Exile]]. There are communities both friendly and hostile to humans throughout [[Ermarian]]. A distinction should be made between nephilim and &#039;&#039;&#039;[[nepharim]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[Image:Nephil.jpg|thumb|right|A drawing of a nephil.]]&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Nephilim are commonly a bit shorter than humans. They are lithe and weigh far less than the average human, which gives them their speed and their nimbleness. As a feline race, they have an integument of fur and have heads shaped like a cat&#039;s. All nephilim have tails, which grants them even greater balance. This is especially necessary for them, since they walk and step largely on their toes; [[humans]], on the contrary, walk and step on their heels.&lt;br /&gt;
&lt;br /&gt;
The color of a nephil&#039;s coat varies from one individual to another, but the most common colours range from light grey to yellow, to beige, to brown and finally dark grey. Their eyes are usually coloured blue, yellow or green.&lt;br /&gt;
&lt;br /&gt;
=== Physical traits ===&lt;br /&gt;
A nephil&#039;s ability to see in the dark is renowned, and their sharp vision alone makes them skilled scouts and archers. In addition to keen eyesight, they have very sharp auditory senses. Thanks to their fur, nephilim are also innately resistant to cold, magical or natural. They have good eye-hand coordination and stability, which gives them a natural advantage over the other sentient races in [[archery]], using thrown missiles and overall dexterity.&lt;br /&gt;
&lt;br /&gt;
Nephilim have an average lifespan of close to 40 years and rarely live more than half a century. Some shamans have been said to live even longer than humans, which may be due to their familiarity with alchemy and medicine.&lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Nephilim are at home on the surface, mainly in forested regions but also taking shelter in smaller caves. This makes them very adaptable to life in [[Exile]]. Nephilim from the caves have met up with large settlements in southeastern [[Valorim]], where they hope to live undisturbed. Other nephilim have integrated into [[human]] society, where they are most often found as [[archery#Fletching|fletchers]], and sometimes as sailors.&lt;br /&gt;
&lt;br /&gt;
They are fierce warriors and have a strong tribal structure. However, clans often engage in raids on each other, stopping just short of outright warfare. Two tribes will not live together unless the situation necessitates it. Nephilim clans live in isolation, which keeps them from achieving the great societies that humans have formed (with the exception of the [[Ratbane Clan]]). They were once common on the [[surface]] world, until the Empire began a campaign of extermination and deportation against them. Now, with the recent [[reconciliation]] between the two nations, nephilim have begun to return to the surface in force. &lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely nimble, and they excel at archery, lockpicking, and disarming traps, which makes them excellent adventurers. While not particularly adept at [[magic]], every tribe does have its own shamans, who advise the chief. It is interesting to note that there have been no nephil archmagi worthy of mention, despite there being many shamans.&lt;br /&gt;
&lt;br /&gt;
=== Known nephilim clans ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glowfang Clan&#039;&#039;&#039; is a band of nephilim living near Mertis and are known to have more shamans and other magically skilled individuals than most other clans. There are some occasions during which the Clan has engaged in trading with outsiders of their own clan, namely with the [[Empire War Heroes]]. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Far-Fletch Clan&#039;&#039;&#039; is a clan of nephilim living west of Mertis, towards the Honeycomb. This Clan, as the name suggests, is especially renowned for their incredible skill with bows, sporting legendary marksmanship. Far-Fletch has been known to teach their skills to some outsiders who they have deemed to be trustworthy. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Fang Clan&#039;&#039;&#039; is a clan of nephilim who are known to cling to the Old Ways and traditions, and maintain hostile relations towards the other clans as well as humans. There are many accounts of Fang Clan nephilim inhabiting various locations. It is unclear whether these numerous reports are of a same Clan that nomadically searches a new location for settlements or if they are splinters of a larger society of Fang Clan. (The Clan is in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;[[Ratbane Clan]]&#039;&#039;&#039; is a legendary clan due to its&#039; large size during the earlier years, prior to the founding of Valorim&#039;s continent by the Empire. It is the only clan that has been confirmed to have been once a large society - a rare trait among the nephilim due to their tribal nature. The Ratbane Clan was nearly wiped out when the Empire found them. A small portion of the Clan managed to flee and still exists to this day in the southern parts of Valorim. (The Clan&#039;s relations to the Empire are presumably hostile, however they have been known to have dealings with the [[Surface Explorers]].)&lt;br /&gt;
* &#039;&#039;&#039;Split-Tail Clan&#039;&#039;&#039; was a band of nephilim living within a castle to the west of Formello, perched on the side of a river. Their nepharim cousins lived in a cavernous fort in the northern parts of [[Eastern Gallery]]. The Split-Tail Clan&#039;s nephilim are known to have consorted with humans, one of such was appointed as their leader, and at least two ogres. [[Hawthorne&#039;s Assassins]] infiltrated their castle during the [[First Slith War]] and neutralized the opposition. (The Clan was in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;Bonewalker Clan&#039;&#039;&#039; was known especially for the [[magic|necromancy]] that the Clan&#039;s shamans practised. They were preceded by the Split-Tail Clan and lived in the [[Nephilim Castle]] during the [[Empire-Avernum War]], and were put down by the [[Empire War Heroes]]. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blackscalp Clan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Longtail Clan&#039;&#039;&#039; was a pack of nephilim living east of Fort Monastery during the crisis of [[Retribution]]. They blocked passage of merchants, messengers and soldiers from the remote regions to the inner lands of Avernum. They held on to the Old Ways, stating that any nephilim who had joined Kingdom of Avernum or were in friendly terms with humans or slithzerikai were enemies of the Longtail Clan. They were reportedly dealt with by the [[Shade Killers]] on their way from Fort Monastery to Fort Draco area. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Nephilim are natural hunters and carnivores, who hunt mainly [[rodents]], but other wild animals as well, such as giant lizards or bats. While the nephilim are a warlike race, they rarely hunt large or ferocious creatures, using their prowess in battle almost exclusively for defense or in tribal conflicts. There are also occasions when a nephilim tribe has taken upon itself to raise crops (both mushrooms and wheat), most likely to compensate for the lack of wild game in the tribe&#039;s vicinity. [[Empire War Heroes]] reported that during a daring raid to a nepharim fort in the northeastern corner of Eastern Gallery they found long and thick rows of mushrooms inside the fort.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Contrary to a certain human hypothesis, the nephilim did not adopt clothing only upon their integration into human culture. Evidence of this is the nearly universal custom of clothing seen among the hostile tribes of nephilim in [[Exile]], who are only fleetingly familiar with human culture, and have never adopted their ways.&lt;br /&gt;
&lt;br /&gt;
On formal occasions, the nephilim cover their fur with cloaks sewn from a rough cloth spun from flax. Such clothing is not common and likely a luxury item. In everyday life, leather jerkins, tunics, shoulder cloths and kilts are customary for adults as well as adolescents.&lt;br /&gt;
&lt;br /&gt;
[[Shamans]], [[alchemy|alchemists]] and chieftains are usually dressed formally, indicating both their wealth and their status within the tribal hierarchy.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The [[longbow]] has long been the cultural weapon of choice of the nephilim like the gigantic two-tined spear is for the [[slithzerikai]]. When ranged combat, their preferred style, is not practical, the more advanced tribes use melee weapons forged of iron or even steel, while the more primitive clans resort to weapons made of stone and bronze.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
The nephilim are known to talk at least three languages. The first language is that of their own which is called [[Mmh&#039;rrur]], and contains a lot of phonetics that are difficult for other races to pronounce, namely the purring, growls and other such. It contains spoken and written language, as can be observed in the [[Nephilim Castle]] to the west of [[Formello]]. &lt;br /&gt;
&lt;br /&gt;
The second language is called [[Nephilim language|Nephilian]]. Some scholars argue that it owes equally much to the original nephilim language &#039;&#039;Mmh&#039;rrur&#039;&#039;, as well as the languages of humans, and that it has evolved because of the long campaign of [[Extermination of Non-Humans|extinction]] that the [[Empire]] waged on the nephilim race. &lt;br /&gt;
&lt;br /&gt;
Finally, the nephilim are known to speak &#039;&#039;Imperial Standard&#039;&#039;, as observed with the nephilim who started to integrate to the [[Kingdom of Avernum]] ever since the [[Empire-Avernum War]], and with nephil clans whom have had peaceful relations to the Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
See [[list of nephil names]] for further details.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The nephilim originated to the surface, living in strict tribal culture. The nephilim inhabited presumably all three continents -- Aizo, Pralgad and Valorim -- before the [[Empire]]&#039;s [[Extermination of Non-Humans]] was directed against them, owing to Emperor [[Ironclad V]]. After a violent and bloody war between the humans and nephilim, the former turned victorious, driving the feline tribes ahead of them to wildlands and remote areas where the Empire had no interest or resources to expand. &lt;br /&gt;
&lt;br /&gt;
Upon Emperor [[Hawthorne II]]&#039;s ascension to power, the Empire started to banish the nephilim to the underground through the use of portals. While the Empire kept banishing mainly humans to the [[Exile]] known today as [[Kingdom of Avernum]], it is theorized that the Empire banished the nephilim through a different portal. The fabled &#039;&#039;nephil portal&#039;s&#039;&#039; location is, to this day, unknown.&lt;br /&gt;
&lt;br /&gt;
Finally, it is noteworthy that when the Empire sent down the [[First Expedition]], there were already nepharim living down in the Exile caverns -- some of them were responsible for stealing one of three parts of the [[Demonslayer]].&lt;br /&gt;
&lt;br /&gt;
== Hostile Nephilim ==&lt;br /&gt;
&lt;br /&gt;
Most nephilim in the [[caves]] are of the friendly variety, due to the similar plight of the Avernites. The few remaining hostile nephilim have been scattered, although there are occasionally reports of a brash chieftain bringing a hostile clan together, clutching on to the old ways. On the [[surface]], there are more hostile nephilim, who cling to the idea of their own empire, like that of the [[Ratbane Clan]], and harass and attack citizens of the [[Empire]] wherever they can find them.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that nepharim, the larger cousins to nephilim, are known to be much more prone to violence, and tend to wage warfare against all those who are outside of their clan. As always, there are exceptions, one of them being a nephar who reportedly served in [[Freehold of Kyass]] during the [[First Slith War]] as a trainer to the arts of war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Felines]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9747</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9747"/>
		<updated>2022-11-23T20:09:40Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Language */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;nephilim&#039;&#039;&#039; are a furry, feline [[race]] that inhabit both the [[Empire]] and [[Exile]]. There are communities both friendly and hostile to humans throughout [[Ermarian]]. A distinction should be made between nephilim and &#039;&#039;&#039;[[nepharim]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[Image:Nephil.jpg|thumb|right|A drawing of a nephil.]]&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Nephilim are commonly a bit shorter than humans. They are lithe and weigh far less than the average human, which gives them their speed and their nimbleness. As a feline race, they have an integument of fur and have heads shaped like a cat&#039;s. All nephilim have tails, which grants them even greater balance. This is especially necessary for them, since they walk and step largely on their toes; [[humans]], on the contrary, walk and step on their heels.&lt;br /&gt;
&lt;br /&gt;
The color of a nephil&#039;s coat varies from one individual to another, but the most common colours range from light grey to yellow, to beige, to brown and finally dark grey. Their eyes are usually coloured blue, yellow or green.&lt;br /&gt;
&lt;br /&gt;
=== Physical traits ===&lt;br /&gt;
A nephil&#039;s ability to see in the dark is renowned, and their sharp vision alone makes them skilled scouts and archers. In addition to keen eyesight, they have very sharp auditory senses. Thanks to their fur, nephilim are also innately resistant to cold, magical or natural. They have good eye-hand coordination and stability, which gives them a natural advantage over the other sentient races in [[archery]], using thrown missiles and overall dexterity.&lt;br /&gt;
&lt;br /&gt;
Nephilim have an average lifespan of close to 40 years and rarely live more than half a century. Some shamans have been said to live even longer than humans, which may be due to their familiarity with alchemy and medicine.&lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Nephilim are at home on the surface, mainly in forested regions but also taking shelter in smaller caves. This makes them very adaptable to life in [[Exile]]. Nephilim from the caves have met up with large settlements in southeastern [[Valorim]], where they hope to live undisturbed. Other nephilim have integrated into [[human]] society, where they are most often found as [[archery#Fletching|fletchers]], and sometimes as sailors.&lt;br /&gt;
&lt;br /&gt;
They are fierce warriors and have a strong tribal structure. However, clans often engage in raids on each other, stopping just short of outright warfare. Two tribes will not live together unless the situation necessitates it. Nephilim clans live in isolation, which keeps them from achieving the great societies that humans have formed (with the exception of the [[Ratbane Clan]]). They were once common on the [[surface]] world, until the Empire began a campaign of extermination and deportation against them. Now, with the recent [[reconciliation]] between the two nations, nephilim have begun to return to the surface in force. &lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely nimble, and they excel at archery, lockpicking, and disarming traps, which makes them excellent adventurers. While not particularly adept at [[magic]], every tribe does have its own shamans, who advise the chief. It is interesting to note that there have been no nephil archmagi worthy of mention, despite there being many shamans.&lt;br /&gt;
&lt;br /&gt;
=== Known nephilim clans ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glowfang Clan&#039;&#039;&#039; is a band of nephilim living near Mertis and are known to have more shamans and other magically skilled individuals than most other clans. There are some occasions during which the Clan has engaged in trading with outsiders of their own clan, namely with the [[Empire War Heroes]]. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Far-Fletch Clan&#039;&#039;&#039; is a clan of nephilim living west of Mertis, towards the Honeycomb. This Clan, as the name suggests, is especially renowned for their incredible skill with bows, sporting legendary marksmanship. Far-Fletch has been known to teach their skills to some outsiders who they have deemed to be trustworthy. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Fang Clan&#039;&#039;&#039; is a clan of nephilim who are known to cling to the Old Ways and traditions, and maintain hostile relations towards the other clans as well as humans. There are many accounts of Fang Clan nephilim inhabiting various locations. It is unclear whether these numerous reports are of a same Clan that nomadically searches a new location for settlements or if they are splinters of a larger society of Fang Clan. (The Clan is in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;[[Ratbane Clan]]&#039;&#039;&#039; is a legendary clan due to its&#039; large size during the earlier years, prior to the founding of Valorim&#039;s continent by the Empire. It is the only clan that has been confirmed to have been once a large society - a rare trait among the nephilim due to their tribal nature. The Ratbane Clan was nearly wiped out when the Empire found them. A small portion of the Clan managed to flee and still exists to this day in the southern parts of Valorim. (The Clan&#039;s relations to the Empire are presumably hostile, however they have been known to have dealings with the [[Surface Explorers]].)&lt;br /&gt;
* &#039;&#039;&#039;Split-Tail Clan&#039;&#039;&#039; was a band of nephilim living within a castle to the west of Formello, perched on the side of a river. Their nepharim cousins lived in a cavernous fort in the northern parts of [[Eastern Gallery]]. The Split-Tail Clan&#039;s nephilim are known to have consorted with humans, one of such was appointed as their leader, and at least two ogres. [[Hawthorne&#039;s Assassins]] infiltrated their castle during the [[First Slith War]] and neutralized the opposition. (The Clan was in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;Bonewalker Clan&#039;&#039;&#039; was known especially for the [[magic|necromancy]] that the Clan&#039;s shamans practised. They were preceded by the Split-Tail Clan and lived in the [[Nephilim Castle]] during the [[Empire-Avernum War]], and were put down by the [[Empire War Heroes]]. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blackscalp Clan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Longtail Clan&#039;&#039;&#039; was a pack of nephilim living east of Fort Monastery during the crisis of [[Retribution]]. They blocked passage of merchants, messengers and soldiers from the remote regions to the inner lands of Avernum. They held on to the Old Ways, stating that any nephilim who had joined Kingdom of Avernum or were in friendly terms with humans or slithzerikai were enemies of the Longtail Clan. They were reportedly dealt with by the [[Shade Killers]] on their way from Fort Monastery to Fort Draco area. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Nephilim are natural hunters and carnivores, who hunt mainly [[rodents]], but other wild animals as well, such as giant lizards or bats. While the nephilim are a warlike race, they rarely hunt large or ferocious creatures, using their prowess in battle almost exclusively for defense or in tribal conflicts. There are also occasions when a nephilim tribe has taken upon itself to raise crops (both mushrooms and wheat), most likely to compensate for the lack of wild game in the tribe&#039;s vicinity. [[Empire War Heroes]] reported that during a daring raid to a nepharim fort in the northeastern corner of Eastern Gallery they found long and thick rows of mushrooms inside the fort.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Contrary to a certain human hypothesis, the nephilim did not adopt clothing only upon their integration into human culture. Evidence of this is the nearly universal custom of clothing seen among the hostile tribes of nephilim in [[Exile]], who are only fleetingly familiar with human culture, and have never adopted their ways.&lt;br /&gt;
&lt;br /&gt;
On formal occasions, the nephilim cover their fur with cloaks sewn from a rough cloth spun from flax. Such clothing is not common and likely a luxury item. In everyday life, leather jerkins, tunics, shoulder cloths and kilts are customary for adults as well as adolescents.&lt;br /&gt;
&lt;br /&gt;
[[Shamans]], [[alchemy|alchemists]] and chieftains are usually dressed formally, indicating both their wealth and their status within the tribal hierarchy.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The [[longbow]] has long been the cultural weapon of choice of the nephilim like the gigantic two-tined spear is for the [[slithzerikai]]. When ranged combat, their preferred style, is not practical, the more advanced tribes use melee weapons forged of iron or even steel, and the more primitive clans resort to weapons made of stone and bronze.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
The nephilim are known to talk at least three languages. The first language is that of their own which is called [[Mmh&#039;rrur]], and contains a lot of phonetics that are difficult for other races to pronounce, namely the purring, growls and other such. It contains spoken and written language, as can be observed in the [[Nephilim Castle]] to the west of [[Formello]]. &lt;br /&gt;
&lt;br /&gt;
The second language is called [[Nephilim language|Nephilian]]. Some scholars argue that it owes equally much to the original nephilim language &#039;&#039;Mmh&#039;rrur&#039;&#039;, as well as the languages of humans, and that it has evolved because of the long campaign of [[Extermination of Non-Humans|extinction]] that the [[Empire]] waged on the nephilim race. &lt;br /&gt;
&lt;br /&gt;
Finally, the nephilim are known to speak &#039;&#039;Imperial Standard&#039;&#039;, as observed with the nephilim who started to integrate to the [[Kingdom of Avernum]] ever since the [[Empire-Avernum War]], and with nephil clans whom have had peaceful relations to the Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
See [[list of nephil names]] for further details.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The nephilim originated to the surface, living in strict tribal culture. The nephilim inhabited presumably all three continents -- Aizo, Pralgad and Valorim -- before the [[Empire]]&#039;s [[Extermination of Non-Humans]] was directed against them, owing to Emperor [[Ironclad V]]. After a violent and bloody war between the humans and nephilim, the former turned victorious, driving the feline tribes ahead of them to wildlands and remote areas where the Empire had no interest or resources to expand. &lt;br /&gt;
&lt;br /&gt;
Upon Emperor [[Hawthorne II]]&#039;s ascension to power, the Empire started to banish the nephilim to the underground through the use of portals. While the Empire kept banishing mainly humans to the [[Exile]] known today as [[Kingdom of Avernum]], it is theorized that the Empire banished the nephilim through a different portal. The fabled &#039;&#039;nephil portal&#039;s&#039;&#039; location is, to this day, unknown.&lt;br /&gt;
&lt;br /&gt;
Finally, it is noteworthy that when the Empire sent down the [[First Expedition]], there were already nepharim living down in the Exile caverns -- some of them were responsible for stealing one of three parts of the [[Demonslayer]].&lt;br /&gt;
&lt;br /&gt;
== Hostile Nephilim ==&lt;br /&gt;
&lt;br /&gt;
Most nephilim in the [[caves]] are of the friendly variety, due to the similar plight of the Avernites. The few remaining hostile nephilim have been scattered, although there are occasionally reports of a brash chieftain bringing a hostile clan together, clutching on to the old ways. On the [[surface]], there are more hostile nephilim, who cling to the idea of their own empire, like that of the [[Ratbane Clan]], and harass and attack citizens of the [[Empire]] wherever they can find them.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that nepharim, the larger cousins to nephilim, are known to be much more prone to violence, and tend to wage warfare against all those who are outside of their clan. As always, there are exceptions, one of them being a nephar who reportedly served in [[Freehold of Kyass]] during the [[First Slith War]] as a trainer to the arts of war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Felines]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9746</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9746"/>
		<updated>2022-11-23T20:07:42Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;nephilim&#039;&#039;&#039; are a furry, feline [[race]] that inhabit both the [[Empire]] and [[Exile]]. There are communities both friendly and hostile to humans throughout [[Ermarian]]. A distinction should be made between nephilim and &#039;&#039;&#039;[[nepharim]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[Image:Nephil.jpg|thumb|right|A drawing of a nephil.]]&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Nephilim are commonly a bit shorter than humans. They are lithe and weigh far less than the average human, which gives them their speed and their nimbleness. As a feline race, they have an integument of fur and have heads shaped like a cat&#039;s. All nephilim have tails, which grants them even greater balance. This is especially necessary for them, since they walk and step largely on their toes; [[humans]], on the contrary, walk and step on their heels.&lt;br /&gt;
&lt;br /&gt;
The color of a nephil&#039;s coat varies from one individual to another, but the most common colours range from light grey to yellow, to beige, to brown and finally dark grey. Their eyes are usually coloured blue, yellow or green.&lt;br /&gt;
&lt;br /&gt;
=== Physical traits ===&lt;br /&gt;
A nephil&#039;s ability to see in the dark is renowned, and their sharp vision alone makes them skilled scouts and archers. In addition to keen eyesight, they have very sharp auditory senses. Thanks to their fur, nephilim are also innately resistant to cold, magical or natural. They have good eye-hand coordination and stability, which gives them a natural advantage over the other sentient races in [[archery]], using thrown missiles and overall dexterity.&lt;br /&gt;
&lt;br /&gt;
Nephilim have an average lifespan of close to 40 years and rarely live more than half a century. Some shamans have been said to live even longer than humans, which may be due to their familiarity with alchemy and medicine.&lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Nephilim are at home on the surface, mainly in forested regions but also taking shelter in smaller caves. This makes them very adaptable to life in [[Exile]]. Nephilim from the caves have met up with large settlements in southeastern [[Valorim]], where they hope to live undisturbed. Other nephilim have integrated into [[human]] society, where they are most often found as [[archery#Fletching|fletchers]], and sometimes as sailors.&lt;br /&gt;
&lt;br /&gt;
They are fierce warriors and have a strong tribal structure. However, clans often engage in raids on each other, stopping just short of outright warfare. Two tribes will not live together unless the situation necessitates it. Nephilim clans live in isolation, which keeps them from achieving the great societies that humans have formed (with the exception of the [[Ratbane Clan]]). They were once common on the [[surface]] world, until the Empire began a campaign of extermination and deportation against them. Now, with the recent [[reconciliation]] between the two nations, nephilim have begun to return to the surface in force. &lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely nimble, and they excel at archery, lockpicking, and disarming traps, which makes them excellent adventurers. While not particularly adept at [[magic]], every tribe does have its own shamans, who advise the chief. It is interesting to note that there have been no nephil archmagi worthy of mention, despite there being many shamans.&lt;br /&gt;
&lt;br /&gt;
=== Known nephilim clans ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glowfang Clan&#039;&#039;&#039; is a band of nephilim living near Mertis and are known to have more shamans and other magically skilled individuals than most other clans. There are some occasions during which the Clan has engaged in trading with outsiders of their own clan, namely with the [[Empire War Heroes]]. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Far-Fletch Clan&#039;&#039;&#039; is a clan of nephilim living west of Mertis, towards the Honeycomb. This Clan, as the name suggests, is especially renowned for their incredible skill with bows, sporting legendary marksmanship. Far-Fletch has been known to teach their skills to some outsiders who they have deemed to be trustworthy. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Fang Clan&#039;&#039;&#039; is a clan of nephilim who are known to cling to the Old Ways and traditions, and maintain hostile relations towards the other clans as well as humans. There are many accounts of Fang Clan nephilim inhabiting various locations. It is unclear whether these numerous reports are of a same Clan that nomadically searches a new location for settlements or if they are splinters of a larger society of Fang Clan. (The Clan is in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;[[Ratbane Clan]]&#039;&#039;&#039; is a legendary clan due to its&#039; large size during the earlier years, prior to the founding of Valorim&#039;s continent by the Empire. It is the only clan that has been confirmed to have been once a large society - a rare trait among the nephilim due to their tribal nature. The Ratbane Clan was nearly wiped out when the Empire found them. A small portion of the Clan managed to flee and still exists to this day in the southern parts of Valorim. (The Clan&#039;s relations to the Empire are presumably hostile, however they have been known to have dealings with the [[Surface Explorers]].)&lt;br /&gt;
* &#039;&#039;&#039;Split-Tail Clan&#039;&#039;&#039; was a band of nephilim living within a castle to the west of Formello, perched on the side of a river. Their nepharim cousins lived in a cavernous fort in the northern parts of [[Eastern Gallery]]. The Split-Tail Clan&#039;s nephilim are known to have consorted with humans, one of such was appointed as their leader, and at least two ogres. [[Hawthorne&#039;s Assassins]] infiltrated their castle during the [[First Slith War]] and neutralized the opposition. (The Clan was in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;Bonewalker Clan&#039;&#039;&#039; was known especially for the [[magic|necromancy]] that the Clan&#039;s shamans practised. They were preceded by the Split-Tail Clan and lived in the [[Nephilim Castle]] during the [[Empire-Avernum War]], and were put down by the [[Empire War Heroes]]. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blackscalp Clan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Longtail Clan&#039;&#039;&#039; was a pack of nephilim living east of Fort Monastery during the crisis of [[Retribution]]. They blocked passage of merchants, messengers and soldiers from the remote regions to the inner lands of Avernum. They held on to the Old Ways, stating that any nephilim who had joined Kingdom of Avernum or were in friendly terms with humans or slithzerikai were enemies of the Longtail Clan. They were reportedly dealt with by the [[Shade Killers]] on their way from Fort Monastery to Fort Draco area. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Nephilim are natural hunters and carnivores, who hunt mainly [[rodents]], but other wild animals as well, such as giant lizards or bats. While the nephilim are a warlike race, they rarely hunt large or ferocious creatures, using their prowess in battle almost exclusively for defense or in tribal conflicts. There are also occasions when a nephilim tribe has taken upon itself to raise crops (both mushrooms and wheat), most likely to compensate for the lack of wild game in the tribe&#039;s vicinity. [[Empire War Heroes]] reported that during a daring raid to a nepharim fort in the northeastern corner of Eastern Gallery they found long and thick rows of mushrooms inside the fort.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Contrary to a certain human hypothesis, the nephilim did not adopt clothing only upon their integration into human culture. Evidence of this is the nearly universal custom of clothing seen among the hostile tribes of nephilim in [[Exile]], who are only fleetingly familiar with human culture, and have never adopted their ways.&lt;br /&gt;
&lt;br /&gt;
On formal occasions, the nephilim cover their fur with cloaks sewn from a rough cloth spun from flax. Such clothing is not common and likely a luxury item. In everyday life, leather jerkins, tunics, shoulder cloths and kilts are customary for adults as well as adolescents.&lt;br /&gt;
&lt;br /&gt;
[[Shamans]], [[alchemy|alchemists]] and chieftains are usually dressed formally, indicating both their wealth and their status within the tribal hierarchy.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The [[longbow]] has long been the cultural weapon of choice of the nephilim like the gigantic two-tined spear is for the [[slithzerikai]]. When ranged combat, their preferred style, is not practical, the more advanced tribes use melee weapons forged of iron or even steel, and the more primitive clans resort to weapons made of stone and bronze.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
The nephilim are known to talk at least two to three languages. The first language is that of their own which is called [[Mmh&#039;rrur]], and contains a lot of phonetics that are difficult for other races to pronounce, namely the purring which describes a nephil&#039;s happiness. It contains spoken and written language, as can be observed in the [[Nephilim Castle]] to the west of [[Formello]]. &lt;br /&gt;
&lt;br /&gt;
The second language is called [[Nephilim language|Nephilian]]. Some scholars argue that it owes equally much to the original nephilim language &#039;&#039;Mmh&#039;rrur&#039;&#039;, as well as the languages of humans, and that it has evolved because of the long campaign of [[Extermination of Non-Humans|extinction]] that the [[Empire]] waged on the nephilim race. &lt;br /&gt;
&lt;br /&gt;
Finally, the nephilim are known to speak &#039;&#039;Imperial Standard&#039;&#039;, as observed with the nephilim who started to integrate to the [[Kingdom of Avernum]] ever since the [[Empire-Avernum War]], and with nephil clans whom have had peaceful relations to the Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
See [[list of nephil names]] for further details.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The nephilim originated to the surface, living in strict tribal culture. The nephilim inhabited presumably all three continents -- Aizo, Pralgad and Valorim -- before the [[Empire]]&#039;s [[Extermination of Non-Humans]] was directed against them, owing to Emperor [[Ironclad V]]. After a violent and bloody war between the humans and nephilim, the former turned victorious, driving the feline tribes ahead of them to wildlands and remote areas where the Empire had no interest or resources to expand. &lt;br /&gt;
&lt;br /&gt;
Upon Emperor [[Hawthorne II]]&#039;s ascension to power, the Empire started to banish the nephilim to the underground through the use of portals. While the Empire kept banishing mainly humans to the [[Exile]] known today as [[Kingdom of Avernum]], it is theorized that the Empire banished the nephilim through a different portal. The fabled &#039;&#039;nephil portal&#039;s&#039;&#039; location is, to this day, unknown.&lt;br /&gt;
&lt;br /&gt;
Finally, it is noteworthy that when the Empire sent down the [[First Expedition]], there were already nepharim living down in the Exile caverns -- some of them were responsible for stealing one of three parts of the [[Demonslayer]].&lt;br /&gt;
&lt;br /&gt;
== Hostile Nephilim ==&lt;br /&gt;
&lt;br /&gt;
Most nephilim in the [[caves]] are of the friendly variety, due to the similar plight of the Avernites. The few remaining hostile nephilim have been scattered, although there are occasionally reports of a brash chieftain bringing a hostile clan together, clutching on to the old ways. On the [[surface]], there are more hostile nephilim, who cling to the idea of their own empire, like that of the [[Ratbane Clan]], and harass and attack citizens of the [[Empire]] wherever they can find them.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that nepharim, the larger cousins to nephilim, are known to be much more prone to violence, and tend to wage warfare against all those who are outside of their clan. As always, there are exceptions, one of them being a nephar who reportedly served in [[Freehold of Kyass]] during the [[First Slith War]] as a trainer to the arts of war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Felines]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9745</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Nephilim&amp;diff=9745"/>
		<updated>2022-11-23T19:56:29Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Known nephilim clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;nephilim&#039;&#039;&#039; are a furry, feline [[race]] that inhabit both the [[Empire]] and [[Exile]]. There are communities both friendly and hostile to humans throughout [[Ermarian]]. A distinction should be made between nephilim and &#039;&#039;&#039;[[nepharim]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[Image:Nephil.jpg|thumb|right|A drawing of a nephil.]]&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Nephilim are commonly a bit shorter than humans. They are lithe and weigh far less than the average human, which gives them their speed and their nimbleness. As a feline race, they have an integument of fur and have heads shaped like a cat&#039;s. All nephilim have tails, which grants them even greater balance. This is especially necessary for them, since they walk and step largely on their toes; [[humans]], on the contrary, walk and step on their heels.&lt;br /&gt;
&lt;br /&gt;
The color of a nephil&#039;s coat varies from one individual to another, but the most common colours range from light grey to yellow, to beige, to brown and finally dark grey. Their eyes are usually coloured blue, yellow or green.&lt;br /&gt;
&lt;br /&gt;
=== Physical traits ===&lt;br /&gt;
A nephil&#039;s ability to see in the dark is renowned, and their sharp vision alone makes them skilled scouts and archers. In addition to keen eyesight, they have very sharp auditory senses. Thanks to their fur, nephilim are also innately resistant to cold, magical or natural. They have good eye-hand coordination and stability, which gives them a natural advantage over the other sentient races in [[archery]], using thrown missiles and overall dexterity.&lt;br /&gt;
&lt;br /&gt;
Nephilim have an average lifespan of close to 40 years and rarely live more than half a century. Some shamans have been said to live even longer than humans, which may be due to their familiarity with alchemy and medicine.&lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Nephilim are at home on the surface, mainly in forested regions but also taking shelter in smaller caves. This makes them very adaptable to life in [[Exile]]. Nephilim from the caves have met up with large settlements in southeastern [[Valorim]], where they hope to live undisturbed. Other nephilim have integrated into [[human]] society, where they are most often found as [[archery#Fletching|fletchers]], and sometimes as sailors.&lt;br /&gt;
&lt;br /&gt;
They are fierce warriors and have a strong tribal structure. However, clans often engage in raids on each other, stopping just short of outright warfare. Two tribes will not live together unless the situation necessitates it. Nephilim clans live in isolation, which keeps them from achieving the great societies that humans have formed (with the exception of the [[Ratbane Clan]]). They were once common on the [[surface]] world, until the Empire began a campaign of extermination and deportation against them. Now, with the recent [[reconciliation]] between the two nations, nephilim have begun to return to the surface in force. &lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely nimble, and they excel at archery, lockpicking, and disarming traps, which makes them excellent adventurers. While not particularly adept at [[magic]], every tribe does have its own shamans, who advise the chief. It is interesting to note that there have been no nephil archmagi worthy of mention, despite there being many shamans.&lt;br /&gt;
&lt;br /&gt;
=== Known nephilim clans ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glowfang Clan&#039;&#039;&#039; is a band of nephilim living near Mertis and are known to have more shamans and other magically skilled individuals than most other clans. There are some occasions during which the Clan has engaged in trading with outsiders of their own clan, namely with the [[Empire War Heroes]]. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Far-Fletch Clan&#039;&#039;&#039; is a clan of nephilim living west of Mertis, towards the Honeycomb. This Clan, as the name suggests, is especially renowned for their incredible skill with bows, sporting legendary marksmanship. Far-Fletch has been known to teach their skills to some outsiders who they have deemed to be trustworthy. (The Clan has been in quasi-friendly terms with Kingdom of Avernum ever since the Empire-Avernum War.)&lt;br /&gt;
* &#039;&#039;&#039;Fang Clan&#039;&#039;&#039; is a clan of nephilim who are known to cling to the Old Ways and traditions, and maintain hostile relations towards the other clans as well as humans. There are many accounts of Fang Clan nephilim inhabiting various locations. It is unclear whether these numerous reports are of a same Clan that nomadically searches a new location for settlements or if they are splinters of a larger society of Fang Clan. (The Clan is in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;[[Ratbane Clan]]&#039;&#039;&#039; is a legendary clan due to its&#039; large size during the earlier years, prior to the founding of Valorim&#039;s continent by the Empire. It is the only clan that has been confirmed to have been once a large society - a rare trait among the nephilim due to their tribal nature. The Ratbane Clan was nearly wiped out when the Empire found them. A small portion of the Clan managed to flee and still exists to this day in the southern parts of Valorim. (The Clan&#039;s relations to the Empire are presumably hostile, however they have been known to have dealings with the [[Surface Explorers]].)&lt;br /&gt;
* &#039;&#039;&#039;Split-Tail Clan&#039;&#039;&#039; was a band of nephilim living within a castle to the west of Formello, perched on the side of a river. Their nepharim cousins lived in a cavernous fort in the northern parts of [[Eastern Gallery]]. The Split-Tail Clan&#039;s nephilim are known to have consorted with humans, one of such was appointed as their leader, and at least two ogres. [[Hawthorne&#039;s Assassins]] infiltrated their castle during the [[First Slith War]] and neutralized the opposition. (The Clan was in hostile terms with Kingdom of Avernum.)&lt;br /&gt;
* &#039;&#039;&#039;Bonewalker Clan&#039;&#039;&#039; was known especially for the [[magic|necromancy]] that the Clan&#039;s shamans practised. They were preceded by the Split-Tail Clan and lived in the [[Nephilim Castle]] during the [[Empire-Avernum War]], and were put down by the [[Empire War Heroes]]. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blackscalp Clan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Longtail Clan&#039;&#039;&#039; was a pack of nephilim living east of Fort Monastery during the crisis of [[Retribution]]. They blocked passage of merchants, messengers and soldiers from the remote regions to the inner lands of Avernum. They held on to the Old Ways, stating that any nephilim who had joined Kingdom of Avernum or were in friendly terms with humans or slithzerikai were enemies of the Longtail Clan. They were reportedly dealt with by the [[Shade Killers]] on their way from Fort Monastery to Fort Draco area. (The Clan was in hostile relations with Kingdom of Avernum.)&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Nephilim are natural hunters and carnivores, who hunt mainly [[rodents]], but other wild animals as well, such as giant lizards or bats. While the nephilim are a warlike race, they rarely hunt large or ferocious creatures, using their prowess in battle almost exclusively for defense or in tribal conflicts. There are also occasions when a nephilim tribe has taken upon itself to raise crops (both mushrooms and wheat), most likely to compensate for the lack of wild game in the tribe&#039;s vicinity. [[Empire War Heroes]] reported that during a daring raid to a nepharim fort in the northeastern corner of Eastern Gallery they found long and thick rows of mushrooms inside the fort.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Contrary to a certain human hypothesis, the nephilim did not adopt clothing only upon their integration into human culture. Evidence of this is the nearly universal custom of clothing seen among the hostile tribes of nephilim in [[Exile]], who are only fleetingly familiar with human culture, and have never adopted their ways.&lt;br /&gt;
&lt;br /&gt;
On formal occasions, the nephilim cover their fur with cloaks sewn from a rough cloth spun from flax. Such clothing is not common and likely a luxury item. In everyday life, leather jerkins, tunics, shoulder cloths and kilts are customary for adults as well as adolescents.&lt;br /&gt;
&lt;br /&gt;
[[Shamans]], [[alchemy|alchemists]] and chieftains are usually dressed formally, indicating both their wealth and their status within the tribal hierarchy.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The [[longbow]] has long been the cultural weapon of choice of the nephilim like the gigantic two-tined spear is for the [[slithzerikai]]. When ranged combat, their preferred style, is not practical, the more advanced tribes use melee weapons forged of iron or even steel, and the more primitive clans resort to weapons made of stone and bronze.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
The nephilim are known to talk at least two to three languages. The first language is that of their own which is called [[Mmh&#039;rrur]], and contains a lot of phonetics that are difficult for other races to pronounce, namely the purring which describes a nephil&#039;s happiness. It contains spoken and written language, as can be observed in the [[Nephilim Castle]] to the west of [[Formello]]. &lt;br /&gt;
&lt;br /&gt;
The second language is called [[Nephilim language|Nephilian]]. Some scholars argue that it owes equally much to the original nephilim language &#039;&#039;Mmh&#039;rrur&#039;&#039;, as well as the languages of humans, and that it has evolved because of the long campaign of [[Extermination of Non-Humans|extinction]] that the [[Empire]] waged on the nephilim race. &lt;br /&gt;
&lt;br /&gt;
Finally, the nephilim are known to speak &#039;&#039;Imperial Standard&#039;&#039;, as observed with the nephilim who started to integrate to the [[Kingdom of Avernum]] ever since the [[Empire-Avernum War]], and with nephil clans whom have had peaceful relations to the Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
See [[list of nephil names]] for further details.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The nephilim originated to the surface, living in strict tribal culture. The nephilim inhabited presumably all three continents -- Aizo, Pralgad and Valorim -- before the [[Empire]]&#039;s [[Extermination of Non-Humans]] was directed against them, owing to Emperor [[Ironclad V]]. After a violent and bloody war between the humans and nephilim, the former turned victorious, driving the feline tribes ahead of them to wildlands and remote areas where the Empire had no interest or resources to expand. &lt;br /&gt;
&lt;br /&gt;
Finally, upon Emperor [[Hawthorne II]]&#039;s ascension to power, the Empire started to banish the nephilim to the underground through the use of portals. While the Empire kept banishing mainly humans to the [[Exile]] known today as [[Kingdom of Avernum]], it is theorized that the Empire banished the nephilim through a different portal. The fabled &#039;&#039;nephil portal&#039;s&#039;&#039; location is, to this day, unknown.&lt;br /&gt;
&lt;br /&gt;
== Hostile Nephilim ==&lt;br /&gt;
&lt;br /&gt;
Most nephilim in the [[caves]] are of the friendly variety, due to the similar plight of the Avernites. The few remaining hostile nephilim have been scattered, although there are occasionally reports of a brash chieftain bringing a hostile clan together, clutching on to the old ways. On the [[surface]], there are more hostile nephilim, who cling to the idea of their own empire, like that of the [[Ratbane Clan]], and harass and attack citizens of the [[Empire]] wherever they can find them.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that nepharim, the larger cousins to nephilim, are known to be much more prone to violence, and tend to wage warfare against all those who are outside of their clan. As always, there are exceptions, one of them being a nephar who reportedly served in [[Freehold of Kyass]] during the [[First Slith War]] as a trainer to the arts of war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Felines]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9723</id>
		<title>Cockroaches</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9723"/>
		<updated>2019-01-04T21:55:07Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cockroaches&#039;&#039;&#039; are small, highly resilient, scavenging insects. They are known as pests in the cities, but they also pose a real danger to [[humans]] through their tendency to spread [[disease]], either directly by their bite, or by scattering trash in human cities.&lt;br /&gt;
&lt;br /&gt;
[[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|Giant Intelligent Friendly Talking Spiders]] are the most notable natural enemy to the cockroaches, who raise roaches in pens. When the roaches reach maturity, the spiders paralyze them, (set them up in webs) and suck them dry. Conversely, cockroaches also find spiders tasty to eat, although their main diet is nutritious trash.&lt;br /&gt;
&lt;br /&gt;
Giant cockroaches formed one of the [[Plagues]] that swept [[Valorim]] in 832 IE. The cockroach plague consisted of many unusual types of magically created roaches, including giant roaches, mung roaches and guardian roaches. These unusual roaches were created in the [[Filth Factory]]. However, no new sightings have been reported since the Factory was destroyed by [[Surface Explorers|a band of adventurers]].&lt;br /&gt;
&lt;br /&gt;
== Types of Cockroaches ==&lt;br /&gt;
*&#039;&#039;&#039;Large cockroach&#039;&#039;&#039; is a common breed of the roach-family of insectoids.&lt;br /&gt;
*&#039;&#039;&#039;Giant cockroach&#039;&#039;&#039; is a bigger form of the large roach. They are generally harder to kill and have a more dangerous bite. They are also capable of spreading disease. &lt;br /&gt;
*&#039;&#039;&#039;Huge cockroach&#039;&#039;&#039; is a breed strong enough to inflict &#039;&#039;lasting wounds&#039;&#039;, effectively weakening the victim until they rest to recover.&lt;br /&gt;
*&#039;&#039;&#039;Guardian cockroach&#039;&#039;&#039; is the largest and most unhealthy of the giant roach family.&lt;br /&gt;
*&#039;&#039;&#039;Mung cockroach&#039;&#039;&#039; does not carry disease but is covered in [[poison|poisonous mung]], instead, which seeps into anything it touches.&lt;br /&gt;
*&#039;&#039;&#039;Roachranea&#039;&#039;&#039; is an unprecedented type of a roach, bred by the giant friendly spiders on Isle of Bigail. The insect is presumably a hybrid between an [[aranea]] and a common roach, or a mutated roach that is capable of spellcasting for inexplicable reasons.&lt;br /&gt;
&lt;br /&gt;
== Friendly Roaches ==&lt;br /&gt;
The [[Isle of Bigail]] in [[Valorim]] is home to a colony of friendly roaches.  Like the plague roaches, the friendly roaches originated in the [[Filth Factory]].  However unlike the nasty roaches, the friendly roaches were born intelligent, and fearing being slaughtered by the humans, they hid in a cave whose whereabouts was a closely guarded secret, but was known to the [[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|GIFTS]].&lt;br /&gt;
&lt;br /&gt;
The friendly roaches dreamed of peaceful coexistence with the humans. All they wanted was to get along with humanity and collect humans&#039; filth. The friendly roaches helped the Surface Explorers by telling them the location of the Filth Factory producing the hostile roaches, and thus unwittingly participated in its&#039; destruction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*The [[Filth Factory]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Bugs]]&lt;br /&gt;
[[Category:Plagues]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9722</id>
		<title>Cockroaches</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9722"/>
		<updated>2019-01-04T21:50:57Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Types of Cockroaches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cockroaches&#039;&#039;&#039; are small, highly resilient, scavenging insects. They are known as pests in the cities, but they also pose a real danger to [[humans]] through their tendency to spread [[disease]], either directly by their bite, or by scattering trash in human cities.&lt;br /&gt;
&lt;br /&gt;
[[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|Giant Intelligent Friendly Talking Spiders]] are the most notable natural enemy to the cockroaches, who raise roaches in pens. When the roaches reach maturity, the spiders paralyze them, set them up in webs and suck them dry. Conversely, cockroaches also find spiders tasty to eat, although their main diet is nutritious trash.&lt;br /&gt;
&lt;br /&gt;
Giant cockroaches formed one of the [[Plagues]] that swept [[Valorim]] in 832 IE. The cockroach plague consisted of many unusual types of magically created roaches, including giant roaches, mung roaches and guardian roaches. These unusual roaches were created in the [[Filth Factory]]. However, no new sightings have been reported since the Factory was destroyed by [[Surface Explorers|a band of adventurers]].&lt;br /&gt;
&lt;br /&gt;
== Types of Cockroaches ==&lt;br /&gt;
*&#039;&#039;&#039;Large cockroach&#039;&#039;&#039; is a common breed of the roach-family of insectoids.&lt;br /&gt;
*&#039;&#039;&#039;Giant cockroach&#039;&#039;&#039; is a bigger form of the large roach. They are generally harder to kill and have a more dangerous bite. They are also capable of spreading disease. &lt;br /&gt;
*&#039;&#039;&#039;Huge cockroach&#039;&#039;&#039; is a breed strong enough to inflict &#039;&#039;lasting wounds&#039;&#039;, effectively weakening the victim until they rest to recover.&lt;br /&gt;
*&#039;&#039;&#039;Guardian cockroach&#039;&#039;&#039; is the largest and most unhealthy of the giant roach family.&lt;br /&gt;
*&#039;&#039;&#039;Mung cockroach&#039;&#039;&#039; does not carry disease but is covered in [[poison|poisonous mung]], instead, which seeps into anything it touches.&lt;br /&gt;
*&#039;&#039;&#039;Roachranea&#039;&#039;&#039; is an unprecedented type of a roach, bred by the giant friendly spiders on Isle of Bigail. The insect is presumably a hybrid between an [[aranea]] and a common roach, or a mutated roach that is capable of spellcasting for inexplicable reasons.&lt;br /&gt;
&lt;br /&gt;
== Friendly Roaches ==&lt;br /&gt;
The [[Isle of Bigail]] in [[Valorim]] is home to a colony of friendly roaches.  Like the plague roaches, the friendly roaches originated in the [[Filth Factory]].  However unlike the nasty roaches, the friendly roaches were born intelligent, and fearing being slaughtered by the humans, they hid in a cave whose whereabouts was a closely guarded secret, but was known to the [[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|GIFTS]].&lt;br /&gt;
&lt;br /&gt;
The friendly roaches dreamed of peaceful coexistence with the humans. All they wanted was to get along with humanity and collect humans&#039; filth. The friendly roaches helped the Surface Explorers by telling them the location of the Filth Factory producing the hostile roaches, and thus unwittingly participated in its&#039; destruction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*The [[Filth Factory]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Bugs]]&lt;br /&gt;
[[Category:Plagues]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9721</id>
		<title>Cockroaches</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9721"/>
		<updated>2019-01-04T21:50:40Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Types of Cockroaches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cockroaches&#039;&#039;&#039; are small, highly resilient, scavenging insects. They are known as pests in the cities, but they also pose a real danger to [[humans]] through their tendency to spread [[disease]], either directly by their bite, or by scattering trash in human cities.&lt;br /&gt;
&lt;br /&gt;
[[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|Giant Intelligent Friendly Talking Spiders]] are the most notable natural enemy to the cockroaches, who raise roaches in pens. When the roaches reach maturity, the spiders paralyze them, set them up in webs and suck them dry. Conversely, cockroaches also find spiders tasty to eat, although their main diet is nutritious trash.&lt;br /&gt;
&lt;br /&gt;
Giant cockroaches formed one of the [[Plagues]] that swept [[Valorim]] in 832 IE. The cockroach plague consisted of many unusual types of magically created roaches, including giant roaches, mung roaches and guardian roaches. These unusual roaches were created in the [[Filth Factory]]. However, no new sightings have been reported since the Factory was destroyed by [[Surface Explorers|a band of adventurers]].&lt;br /&gt;
&lt;br /&gt;
== Types of Cockroaches ==&lt;br /&gt;
*&#039;&#039;&#039;Large cockroach&#039;&#039;&#039; is a common breed of the roach-family of insectoids.&lt;br /&gt;
*&#039;&#039;&#039;Giant cockroach&#039;&#039;&#039; is a bigger form of the large roach. They are generally harder to kill and have a more dangerous bite. They are also capable of spreading disease. &lt;br /&gt;
*&#039;&#039;&#039;Huge cockroach&#039;&#039;&#039; is a breed strong enough to inflict &#039;&#039;lasting wounds&#039;&#039;, effectively weakening the victim until they rest to recover.&lt;br /&gt;
*&#039;&#039;&#039;Guardian cockroach&#039;&#039;&#039; is the largest and most unhealthy of the giant roach family.&lt;br /&gt;
*&#039;&#039;&#039;Mung cockroach&#039;&#039;&#039; does not carry disease but is covered in [[poison|poisonous mung]], instead, which seeps into anything it touches.&lt;br /&gt;
*&#039;&#039;&#039;Roachranea&#039;&#039;&#039; is an unprecedented type of a roach, bred by the giant friendly spiders on Isle of Bigail. The insect is presumably a hybrid between an aranea and a common roach, or a mutated roach that is capable of spellcasting for inexplicable reasons.&lt;br /&gt;
&lt;br /&gt;
== Friendly Roaches ==&lt;br /&gt;
The [[Isle of Bigail]] in [[Valorim]] is home to a colony of friendly roaches.  Like the plague roaches, the friendly roaches originated in the [[Filth Factory]].  However unlike the nasty roaches, the friendly roaches were born intelligent, and fearing being slaughtered by the humans, they hid in a cave whose whereabouts was a closely guarded secret, but was known to the [[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|GIFTS]].&lt;br /&gt;
&lt;br /&gt;
The friendly roaches dreamed of peaceful coexistence with the humans. All they wanted was to get along with humanity and collect humans&#039; filth. The friendly roaches helped the Surface Explorers by telling them the location of the Filth Factory producing the hostile roaches, and thus unwittingly participated in its&#039; destruction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*The [[Filth Factory]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Bugs]]&lt;br /&gt;
[[Category:Plagues]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9720</id>
		<title>Cockroaches</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9720"/>
		<updated>2019-01-04T20:34:27Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Types of Cockroaches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cockroaches&#039;&#039;&#039; are small, highly resilient, scavenging insects. They are known as pests in the cities, but they also pose a real danger to [[humans]] through their tendency to spread [[disease]], either directly by their bite, or by scattering trash in human cities.&lt;br /&gt;
&lt;br /&gt;
[[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|Giant Intelligent Friendly Talking Spiders]] are the most notable natural enemy to the cockroaches, who raise roaches in pens. When the roaches reach maturity, the spiders paralyze them, set them up in webs and suck them dry. Conversely, cockroaches also find spiders tasty to eat, although their main diet is nutritious trash.&lt;br /&gt;
&lt;br /&gt;
Giant cockroaches formed one of the [[Plagues]] that swept [[Valorim]] in 832 IE. The cockroach plague consisted of many unusual types of magically created roaches, including giant roaches, mung roaches and guardian roaches. These unusual roaches were created in the [[Filth Factory]]. However, no new sightings have been reported since the Factory was destroyed by [[Surface Explorers|a band of adventurers]].&lt;br /&gt;
&lt;br /&gt;
== Types of Cockroaches ==&lt;br /&gt;
*&#039;&#039;&#039;Large cockroach&#039;&#039;&#039; is a common breed of the roach-family of insectoids.&lt;br /&gt;
*&#039;&#039;&#039;Giant cockroach&#039;&#039;&#039; is a bigger form of the large roach. They are generally harder to kill and have a more dangerous bite. They are also capable of spreading disease. &lt;br /&gt;
*&#039;&#039;&#039;Huge cockroach&#039;&#039;&#039; is a breed strong enough to inflict &#039;&#039;lasting wounds&#039;&#039;, effectively weakening the victim until they rest to recover.&lt;br /&gt;
*&#039;&#039;&#039;Guardian cockroach&#039;&#039;&#039; is the largest and most unhealthy of the giant roach family.&lt;br /&gt;
*&#039;&#039;&#039;Mung cockroach&#039;&#039;&#039; does not carry disease but is covered in [[poison|poisonous mung]], instead, which seeps into anything it touches.&lt;br /&gt;
&lt;br /&gt;
== Friendly Roaches ==&lt;br /&gt;
The [[Isle of Bigail]] in [[Valorim]] is home to a colony of friendly roaches.  Like the plague roaches, the friendly roaches originated in the [[Filth Factory]].  However unlike the nasty roaches, the friendly roaches were born intelligent, and fearing being slaughtered by the humans, they hid in a cave whose whereabouts was a closely guarded secret, but was known to the [[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|GIFTS]].&lt;br /&gt;
&lt;br /&gt;
The friendly roaches dreamed of peaceful coexistence with the humans. All they wanted was to get along with humanity and collect humans&#039; filth. The friendly roaches helped the Surface Explorers by telling them the location of the Filth Factory producing the hostile roaches, and thus unwittingly participated in its&#039; destruction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*The [[Filth Factory]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Bugs]]&lt;br /&gt;
[[Category:Plagues]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9719</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9719"/>
		<updated>2019-01-04T20:25:50Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Avernum remake conflict}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disease&#039;&#039;&#039; is an affliction commonly borne by [[cockroaches]] and [[rats]]. It can be also contracted by traversing on swamps, in poisonous atmosphere (such as [[Skylark Vale|Skylark Vale&#039;s caverns]]) or by being close to corpses in advanced state of decomposition. A disease wastes away the victim, eating their health until they are withered husks. However, unlike [[poison]], acid or other comparable magical afflictions, common disease is never deadly on its&#039; own. &lt;br /&gt;
&lt;br /&gt;
The affliction can be cured by application of [[clerical magic|magic]], [[Alchemy#Potions|curing potions]] or other curative items such as [[Scrolls#Necromantic_Magic|magical scrolls]]. However, recent studies have shown that the amount of outbreaks within the world of Ermarian in general has drastically reduced. Scholars have surmised that this can be attributed to advances within the fields of hygiene, first aid and increased education. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Biology]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9718</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9718"/>
		<updated>2019-01-04T20:25:03Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Avernum remake conflict}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disease&#039;&#039;&#039; is an affliction commonly borne by [[cockroaches]] and [[rats]]. It can be also contracted by traversing on swamps, in poisonous atmosphere (such as [[Skylark Vale|Skylark Vale&#039;s caverns]]) or by being close to corpses in advanced state of decomposition. A disease wastes away the victim, eating their health until they are withered husks. However, unlike poison, acid or other comparable magical afflictions, common disease is never deadly on its&#039; own. &lt;br /&gt;
&lt;br /&gt;
The affliction can be cured by application of [[clerical magic|magic]], [[Alchemy#Potions|curing potions]] or other curative items such as [[Scrolls#Necromantic_Magic|magical scrolls]]. However, recent studies have shown that the amount of outbreaks within the world of Ermarian in general has drastically reduced. Scholars have surmised that this can be attributed to advances within the fields of hygiene, first aid and increased education. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Biology]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Category:Biology&amp;diff=9717</id>
		<title>Category:Biology</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Category:Biology&amp;diff=9717"/>
		<updated>2019-01-04T20:23:49Z</updated>

		<summary type="html">&lt;p&gt;Zaego: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Biology&amp;#039;&amp;#039;&amp;#039; is a category that handles objects, composition and substances of natural world order.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Biology&#039;&#039;&#039; is a category that handles objects, composition and substances of natural world order.&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9716</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9716"/>
		<updated>2019-01-04T20:21:44Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Avernum remake conflict}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disease&#039;&#039;&#039; is an affliction commonly borne by [[cockroaches]] and [[rats]]. It can be also contracted by traversing on swamps, in poisonous atmosphere (such as [[Skylark Vale|Skylark Vale&#039;s caverns]]) or by being close to corpses in advanced state of decomposition. A disease wastes away the victim, eating their health until they are withered husks. However, unlike poison, acid or other comparable magical afflictions, common disease is never deadly on its&#039; own. &lt;br /&gt;
&lt;br /&gt;
The affliction can be cured by application of [[clerical magic|magic]], [[Alchemy#Potions|curing potions]] or other curative items such as [[Magic#Scrolls|magical scrolls]]. However, recent studies have shown that the amount of outbreaks within the world of Ermarian in general has drastically reduced. Scholars have surmised that this can be attributed to advances within the fields of hygiene, first aid and increased education. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Biology]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Alchemy&amp;diff=9715</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Alchemy&amp;diff=9715"/>
		<updated>2019-01-04T20:21:31Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The art of &#039;&#039;&#039;alchemy&#039;&#039;&#039;, of transforming one substance into another, is divided into two fields: &#039;&#039;substance alchemy&#039;&#039; and &#039;&#039;transformational alchemy&#039;&#039;. Many books were written on the subject, especially on scholarly uses for alchemy, before the [[Empire]] came to power and began suppressing magical proliferation. However, those which resurface are usually mistaken by uninitated adventurers for cookbooks and are left to lie in obscure and nigh unreachable ancient libraries.&lt;br /&gt;
&lt;br /&gt;
== Substance Alchemy ==&lt;br /&gt;
&lt;br /&gt;
This field of alchemy can be used to the augmentation or alteration of sentient beings or creatures by affecting their physical or mental characteristics, usually through a potion or a salve. The actual act of alchemizing something comes much earlier than the alteration, when the potion or other substance is created. Many things can be used as ingredients, such as body parts (of animals or even sentient beings), herbs or minerals. Generally, if the finished product is not easily carried, it is mixed with water or ground into a paste and then carried in a pouch, clay jar or glass bottle.&lt;br /&gt;
&lt;br /&gt;
Poisons are also refined by practising this area of alchemy. Poisons are generally made by mixing toxic substances found in wildlife with water (such as poisonous plants or snakes&#039; poison glands), which can then be applied to wounds, weapons, or even food. Some explosives are also made by mixing minerals in a special ratio and them boiling them together, giving the resulting paste the property of extremely fast combustion.&lt;br /&gt;
&lt;br /&gt;
Finally, substance alchemy can be used to affect material world instead of a sentient subject. One such examplary area of study is the application of alchemy in identifying, refining and purifying ore, as has been practiced in [[Fort Draco]] since the earliest days due to the rich nodes of various ores in its&#039; proximity.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
Potions in general require fewer and less powerful ingredients to make, but are modest in their effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Healing Potion&#039;&#039;. Restores health. &lt;br /&gt;
* &#039;&#039;Curing Potion&#039;&#039;. Cures [[disease]], [[poison]], ensaring and slowing effects.&lt;br /&gt;
* &#039;&#039;Strength Potion&#039;&#039;. Empowers and shields the imbiber.&lt;br /&gt;
* &#039;&#039;Energy Potion&#039;&#039;. Restores mana.&lt;br /&gt;
* &#039;&#039;Poison Potion&#039;&#039;. Induces a fast-effecting poison. &lt;br /&gt;
* &#039;&#039;Haste Potion&#039;&#039; (also known as &#039;&#039;Speed potion&#039;&#039;). Allows the imbiber to move and act much faster.&lt;br /&gt;
* &#039;&#039;Invulnerability Potion&#039;&#039;. These potions made according to the old and rare recipes makes the imbiber completely invulnerable. Modern recipes can only result in extreme resistance to most forms of damage, but not death curse. &lt;br /&gt;
* &#039;&#039;Resistance Potion&#039;&#039;. A rarity in modern times: boosts magical and elemental resistance. &lt;br /&gt;
* &#039;&#039;Shielding Potion&#039;&#039;. Causes regeneration and spine shielding.&lt;br /&gt;
&lt;br /&gt;
=== Elixirs ===&lt;br /&gt;
Elixirs have more powerful or additive effects in comparison to their weaker potion-counterparts, but require more ingredients both in quality and quantity. The effects also last longer than those of potions&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Healing elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Curing elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Strength elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Energy elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Poison elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Haste elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Invulnerability elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Resistance elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Shielding elixir&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brews and salves ===&lt;br /&gt;
Brews and salves are generally unique in effect, and require the best ingredients. Consequently, they are very much in demand and highly valuable. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Knowledge brew&#039;&#039;. Namesake, this brew has the magical capability to improve its imbiber&#039;s mental capacity.&lt;br /&gt;
* &#039;&#039;Restoration brew&#039;&#039;. This is the most powerful restorative concoction known to the sentient races of Ermarian. It restores health and negates most known afflictions.&lt;br /&gt;
* &#039;&#039;Protection brew&#039;&#039;. Similar to invulnerability potions and elixirs of modern times, it simply increases its&#039; imbiber&#039;s resistances to elements and physical damage sources.&lt;br /&gt;
* &#039;&#039;Heroic brew&#039;&#039;. Similar in effect to modern days&#039; speed elixirs.&lt;br /&gt;
* &#039;&#039;Graymold salve&#039;&#039;. This sought after salve can cure any known ailment. The modern, improved version can also restore a modest amount of health.&lt;br /&gt;
* &#039;&#039;Balm of life&#039;&#039;. This concoction was used in ancient rituals of bringing the recently deceased back to life. Since the modern temples and priests have somehow modified the ritual, this balm is nowadays obsolete.&lt;br /&gt;
* &#039;&#039;Searing balm&#039;&#039;. A cruel alchemical wonder, this liquid afflicts the victim with deadly poison, disease and acid.&lt;br /&gt;
* &#039;&#039;Draining brew&#039;&#039;. This brew covers the victim with acid and drains their memories.&lt;br /&gt;
&lt;br /&gt;
=== Crystals ===&lt;br /&gt;
There is only one verified instance where a human has managed to create a crystal with an excessive amount of alchemical ingredients. She was a witch in [[Dharmon]]. Sadly, little else is known about her because of her extremely secretive nature.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Wisdom Crystal&#039;&#039;. Similar in effect to &#039;&#039;knowledge brew&#039;&#039;, this crystal can whisper helpful thoughts into the user&#039;s head, increasing their experience.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;[[Crystals]]&#039;&#039;&#039; for further details.&lt;br /&gt;
&lt;br /&gt;
== Transformational Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Transformational alchemy is not studied by many people outside of magical and historical academies, as it is mostly a useless subject (in terms of practical applications). Transformational alchemy supposedly, when there were still masters of the subject, allowed those masters to turn lead into gold and to transform many other substances into different things.&lt;br /&gt;
&lt;br /&gt;
No known books actually explain how to perform the act of transformation of gold into lead, although many have searched for the answer.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Alchemical ingredients]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9714</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9714"/>
		<updated>2019-01-04T20:19:56Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Poison&#039;&#039;&#039; is a substance that is either &#039;&#039;organic&#039;&#039; or &#039;&#039;synthetic&#039;&#039;. An organic poison is something that either an animal, a magical creature or a plant has produced either for passive defence or predation. A synthetic poison is manufactured, usually by an alchemist or a person who practises [[alchemy]], to be used for experimentation, commerce or combat.&lt;br /&gt;
&lt;br /&gt;
Poisons comes in a variety of efficacies, but most toxic compounds are considered to be less dangerous than acid. Incidentally, poison is easier to cure than acid: requiring a curing potion and curing elixir, respectively.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Biology]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Alchemy&amp;diff=9713</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Alchemy&amp;diff=9713"/>
		<updated>2019-01-04T20:18:15Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The art of &#039;&#039;&#039;alchemy&#039;&#039;&#039;, of transforming one substance into another, is divided into two fields: &#039;&#039;substance alchemy&#039;&#039; and &#039;&#039;transformational alchemy&#039;&#039;. Many books were written on the subject, especially on scholarly uses for alchemy, before the [[Empire]] came to power and began suppressing magical proliferation. However, those which resurface are usually mistaken by uninitated adventurers for cookbooks and are left to lie in obscure and nigh unreachable ancient libraries.&lt;br /&gt;
&lt;br /&gt;
== Substance Alchemy ==&lt;br /&gt;
&lt;br /&gt;
This field of alchemy can be used to the augmentation or alteration of sentient beings or creatures by affecting their physical or mental characteristics, usually through a potion or a salve. The actual act of alchemizing something comes much earlier than the alteration, when the potion or other substance is created. Many things can be used as ingredients, such as body parts (of animals or even sentient beings), herbs or minerals. Generally, if the finished product is not easily carried, it is mixed with water or ground into a paste and then carried in a pouch, clay jar or glass bottle.&lt;br /&gt;
&lt;br /&gt;
Poisons are also refined by practising this area of alchemy. Poisons are generally made by mixing toxic substances found in wildlife with water (such as poisonous plants or snakes&#039; poison glands), which can then be applied to wounds, weapons, or even food. Some explosives are also made by mixing minerals in a special ratio and them boiling them together, giving the resulting paste the property of extremely fast combustion.&lt;br /&gt;
&lt;br /&gt;
Finally, substance alchemy can be used to affect material world instead of a sentient subject. One such examplary area of study is the application of alchemy in identifying, refining and purifying ore, as has been practiced in [[Fort Draco]] since the earliest days due to the rich nodes of various ores in its&#039; proximity.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
Potions in general require fewer and less powerful ingredients to make, but are modest in their effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Healing Potion&#039;&#039;. Restores health. &lt;br /&gt;
* &#039;&#039;Curing Potion&#039;&#039;. Cures [[disease]], poison, ensaring and slowing effects.&lt;br /&gt;
* &#039;&#039;Strength Potion&#039;&#039;. Empowers and shields the imbiber.&lt;br /&gt;
* &#039;&#039;Energy Potion&#039;&#039;. Restores mana.&lt;br /&gt;
* &#039;&#039;Poison Potion&#039;&#039;. Induces a fast-effecting poison. &lt;br /&gt;
* &#039;&#039;Haste Potion&#039;&#039; (also known as &#039;&#039;Speed potion&#039;&#039;). Allows the imbiber to move and act much faster.&lt;br /&gt;
* &#039;&#039;Invulnerability Potion&#039;&#039;. These potions made according to the old and rare recipes makes the imbiber completely invulnerable. Modern recipes can only result in extreme resistance to most forms of damage, but not death curse. &lt;br /&gt;
* &#039;&#039;Resistance Potion&#039;&#039;. A rarity in modern times: boosts magical and elemental resistance. &lt;br /&gt;
* &#039;&#039;Shielding Potion&#039;&#039;. Causes regeneration and spine shielding.&lt;br /&gt;
&lt;br /&gt;
=== Elixirs ===&lt;br /&gt;
Elixirs have more powerful or additive effects in comparison to their weaker potion-counterparts, but require more ingredients both in quality and quantity. The effects also last longer than those of potions&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Healing elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Curing elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Strength elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Energy elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Poison elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Haste elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Invulnerability elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Resistance elixir&#039;&#039;&lt;br /&gt;
* &#039;&#039;Shielding elixir&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brews and salves ===&lt;br /&gt;
Brews and salves are generally unique in effect, and require the best ingredients. Consequently, they are very much in demand and highly valuable. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Knowledge brew&#039;&#039;. Namesake, this brew has the magical capability to improve its imbiber&#039;s mental capacity.&lt;br /&gt;
* &#039;&#039;Restoration brew&#039;&#039;. This is the most powerful restorative concoction known to the sentient races of Ermarian. It restores health and negates most known afflictions.&lt;br /&gt;
* &#039;&#039;Protection brew&#039;&#039;. Similar to invulnerability potions and elixirs of modern times, it simply increases its&#039; imbiber&#039;s resistances to elements and physical damage sources.&lt;br /&gt;
* &#039;&#039;Heroic brew&#039;&#039;. Similar in effect to modern days&#039; speed elixirs.&lt;br /&gt;
* &#039;&#039;Graymold salve&#039;&#039;. This sought after salve can cure any known ailment. The modern, improved version can also restore a modest amount of health.&lt;br /&gt;
* &#039;&#039;Balm of life&#039;&#039;. This concoction was used in ancient rituals of bringing the recently deceased back to life. Since the modern temples and priests have somehow modified the ritual, this balm is nowadays obsolete.&lt;br /&gt;
* &#039;&#039;Searing balm&#039;&#039;. A cruel alchemical wonder, this liquid afflicts the victim with deadly poison, disease and acid.&lt;br /&gt;
* &#039;&#039;Draining brew&#039;&#039;. This brew covers the victim with acid and drains their memories.&lt;br /&gt;
&lt;br /&gt;
=== Crystals ===&lt;br /&gt;
There is only one verified instance where a human has managed to create a crystal with an excessive amount of alchemical ingredients. She was a witch in [[Dharmon]]. Sadly, little else is known about her because of her extremely secretive nature.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Wisdom Crystal&#039;&#039;. Similar in effect to &#039;&#039;knowledge brew&#039;&#039;, this crystal can whisper helpful thoughts into the user&#039;s head, increasing their experience.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;[[Crystals]]&#039;&#039;&#039; for further details.&lt;br /&gt;
&lt;br /&gt;
== Transformational Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Transformational alchemy is not studied by many people outside of magical and historical academies, as it is mostly a useless subject (in terms of practical applications). Transformational alchemy supposedly, when there were still masters of the subject, allowed those masters to turn lead into gold and to transform many other substances into different things.&lt;br /&gt;
&lt;br /&gt;
No known books actually explain how to perform the act of transformation of gold into lead, although many have searched for the answer.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Alchemical ingredients]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9712</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9712"/>
		<updated>2019-01-04T20:18:04Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Avernum remake conflict}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disease&#039;&#039;&#039; is an affliction commonly borne by [[cockroaches]] and [[rats]]. It can be also contracted by traversing on swamps, in poisonous atmosphere (such as [[Skylark Vale|Skylark Vale&#039;s caverns]]) or by being close to corpses in advanced state of decomposition. A disease wastes away the victim, eating their health until they are withered husks. However, unlike poison, acid or other comparable magical afflictions, common disease is never deadly on its&#039; own. &lt;br /&gt;
&lt;br /&gt;
The affliction can be cured by application of [[clerical magic|magic]], [[Alchemy#Potions|curing potions]] or other curative items such as [[Magic#Scrolls|magical scrolls]]. However, recent studies have shown that the amount of outbreaks within the world of Ermarian in general has drastically reduced. Scholars have surmised that this can be attributed to advances within the fields of hygiene, first aid and increased education. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9711</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9711"/>
		<updated>2019-01-04T20:16:49Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Avernum remake conflict}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disease&#039;&#039;&#039; is an affliction commonly borne by [[cockroaches]] and [[rats]]. It can be also contracted by traversing on swamps, in poisonous atmosphere (such as [[Skylark Vale|Skylark Vale&#039;s caverns]]) or by being close to corpses in advanced state of decomposition. A disease wastes away the victim, eating their health until they are withered husks. However, unlike poison, acid or other comparable magical afflictions, common disease is never deadly on its&#039; own. &lt;br /&gt;
&lt;br /&gt;
The affliction can be cured by application of [[clerical magic|magic]], [[Alchemy|curing potions]] or other curative items such as [[Magic#Scrolls|magical scrolls]]. However, recent studies have shown that the amount of outbreaks within the world of Ermarian in general has drastically reduced. Scholars have surmised that this can be attributed to advances within the fields of hygiene, first aid and increased education. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9710</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9710"/>
		<updated>2019-01-04T20:15:19Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Avernum remake conflict}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disease&#039;&#039;&#039; is an affliction commonly borne by [[cockroaches]] and [[rats]]. It can be also contracted by traversing on swamps, in poisonous atmosphere (such as Skylark Vale&#039;s caverns) or by being close to corpses in advanced state of decomposition. A disease wastes away the victim, eating their health until they are withered husks. However, unlike poison, acid or other comparable magical afflictions, common disease is never deadly on its&#039; own. &lt;br /&gt;
&lt;br /&gt;
The affliction can be cured by application of [[clerical magic|magic]], [[Alchemy|curing potions]] or other curative items such as [[Magic#Scrolls|magical scrolls]]. However, recent studies have shown that the amount of outbreaks within the world of Ermarian in general has drastically reduced. Scholars have surmised that this can be attributed to advances within the fields of hygiene, first aid and increased education. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9709</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Disease&amp;diff=9709"/>
		<updated>2019-01-04T20:14:57Z</updated>

		<summary type="html">&lt;p&gt;Zaego: Created page with &amp;quot;{{Avernum remake conflict}}  &amp;#039;&amp;#039;&amp;#039;Disease&amp;#039;&amp;#039;&amp;#039; is an affliction commonly borne by cockroaches and rats. It can be also contracted by traversing on swamps, in poisonous atm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Avernum remake conflict}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disease&#039;&#039;&#039; is an affliction commonly borne by [[cockroaches]] and [[rats]]. It can be also contracted by traversing on swamps, in poisonous atmosphere (such as Skylark Vale&#039;s caverns) or by being close to corpses in advanced state of decomposition. A disease wastes away the victim, eating their health until they are withered husks. However, unlike poison, acid or other comparable magical afflictions, common disease is never deadly on its&#039; own. &lt;br /&gt;
&lt;br /&gt;
The affliction can be cured by application of [[clerical magic|magic]], [[Alchemy|curing potions]] or other curative items such as [[Magic#Scrolls|magical scrolls]]. However, recent studies have shown that the amount of outbreaks within the world of Ermarian in general has drastically reduced. Scholars have surmised that this can be attributed to advances within the fields of hygiene, first aid and increased education. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Categories:Magic]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9708</id>
		<title>Cockroaches</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Cockroaches&amp;diff=9708"/>
		<updated>2019-01-04T20:04:19Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cockroaches&#039;&#039;&#039; are small, highly resilient, scavenging insects. They are known as pests in the cities, but they also pose a real danger to [[humans]] through their tendency to spread [[disease]], either directly by their bite, or by scattering trash in human cities.&lt;br /&gt;
&lt;br /&gt;
[[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|Giant Intelligent Friendly Talking Spiders]] are the most notable natural enemy to the cockroaches, who raise roaches in pens. When the roaches reach maturity, the spiders paralyze them, set them up in webs and suck them dry. Conversely, cockroaches also find spiders tasty to eat, although their main diet is nutritious trash.&lt;br /&gt;
&lt;br /&gt;
Giant cockroaches formed one of the [[Plagues]] that swept [[Valorim]] in 832 IE. The cockroach plague consisted of many unusual types of magically created roaches, including giant roaches, mung roaches and guardian roaches. These unusual roaches were created in the [[Filth Factory]]. However, no new sightings have been reported since the Factory was destroyed by [[Surface Explorers|a band of adventurers]].&lt;br /&gt;
&lt;br /&gt;
== Types of Cockroaches ==&lt;br /&gt;
*&#039;&#039;&#039;Large cockroach&#039;&#039;&#039; is a common breed of the roach-family of insectoids.&lt;br /&gt;
*&#039;&#039;&#039;Giant cockroaches&#039;&#039;&#039; are a bigger form of the large roach. They are generally harder to kill and have a more dangerous bite. They are also capable of spreading disease. &lt;br /&gt;
*&#039;&#039;&#039;Guardian cockroach&#039;&#039;&#039; is the largest and most unhealthy of the giant roach family.&lt;br /&gt;
*&#039;&#039;&#039;Mung cockroach&#039;&#039;&#039; does not carry disease but is covered in poisonous mung, instead, which seeps into anything it touches.&lt;br /&gt;
&lt;br /&gt;
== Friendly Roaches ==&lt;br /&gt;
The [[Isle of Bigail]] in [[Valorim]] is home to a colony of friendly roaches.  Like the plague roaches, the friendly roaches originated in the [[Filth Factory]].  However unlike the nasty roaches, the friendly roaches were born intelligent, and fearing being slaughtered by the humans, they hid in a cave whose whereabouts was a closely guarded secret, but was known to the [[Spiders#Giant_Intelligent_Friendly_Talking_Spiders|GIFTS]].&lt;br /&gt;
&lt;br /&gt;
The friendly roaches dreamed of peaceful coexistence with the humans. All they wanted was to get along with humanity and collect humans&#039; filth. The friendly roaches helped the Surface Explorers by telling them the location of the Filth Factory producing the hostile roaches, and thus unwittingly participated in its&#039; destruction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*The [[Filth Factory]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Bugs]]&lt;br /&gt;
[[Category:Plagues]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9707</id>
		<title>Ursagi</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9707"/>
		<updated>2019-01-03T13:28:51Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Habitat and society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ursagi&#039;&#039;&#039; (singular &#039;ursag&#039;) are mutant [[bears]] that have an unnatural cunning, vicious attitude and larger bodies than their natural cousins. They are capable spellcasters, and are known to worship deities alien to Ermarian.&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
The fur of the ursagi is usually pinkish, purple or green depending on the source. These beasts are capable of rearing onto their hindlegs into a near-upright position for short periods of time, allowing them to better engage in melee, as well as perform adequate spellcasting. &lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Although bears are usually solitary creatures, the ursagi seem to be able to muster them into a sort of drove under ursagi command. The ursagi are also known to have enslaved, or allied, [[ogres]], [[worgs]], and [[goblins]]. It is theorized that the goblins are used by the ursagi as food, groomers and slaves. Ursagi generally avoid human settlements despite their excessive prowess. They will, however, attack hunters in the forest or brushland when their territory is encroached.&lt;br /&gt;
&lt;br /&gt;
The ursagi appear to worship an unknown deity, one that is completely alien to Ermarian. It is possible that the dark magic of this deity grants the ursagi their magical capabilities and diminutive intelligence. It also worthy to note that a band of [[Surface Explorers|adventurers]] reported that their attempts at sanctifying the ursagi altar were virtually ineffective. The altar, as observed by the same adventurers, also summoned several special [[Slimes#Rare_Varieties|slimes]] to aid the ursagi leader.&lt;br /&gt;
&lt;br /&gt;
== Theories on origins ==&lt;br /&gt;
The origin of the ursagi is not known, or at least no theory is widely accepted. One states that the ursagi were created by the [[Vahnatai]]. Another claims that they were twisted magical experiments that were accidentally released. However, scholars have yet to reach a consensus concerning the origin of these magical beasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9706</id>
		<title>Ursagi</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9706"/>
		<updated>2019-01-03T13:28:32Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ursagi&#039;&#039;&#039; (singular &#039;ursag&#039;) are mutant [[bears]] that have an unnatural cunning, vicious attitude and larger bodies than their natural cousins. They are capable spellcasters, and are known to worship deities alien to Ermarian.&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
The fur of the ursagi is usually pinkish, purple or green depending on the source. These beasts are capable of rearing onto their hindlegs into a near-upright position for short periods of time, allowing them to better engage in melee, as well as perform adequate spellcasting. &lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Although bears are usually solitary creatures, the ursagi seem to be able to muster them into a sort of drove under ursagi command. The ursagi are also known to have enslaved, or allied, [[ogres]], [[worgs]], and [[goblins]]. It is theorized that the goblins are used by the ursagi as food, groomers and slaves. Ursagi generally avoid human settlements despite their excessive prowess. They will, however, attack hunters in the forest or brushland when their territory is encroached.&lt;br /&gt;
&lt;br /&gt;
The ursagi appear to worship an unknown deity, one that is completely alien to Ermarian. It is possible that the dark magic of this deity grants the ursagi their magical capabilities and diminutive intelligence. It also worthy to note that a band of [[Surface Explorers|adventurers]] reported that their attempts at sanctifying the ursagi altar were virtually ineffective. The altar, as observed by the same adventurers, also summoned several special [[Slimes#rare_varieties|slimes]] to aid the ursagi leader.&lt;br /&gt;
&lt;br /&gt;
== Theories on origins ==&lt;br /&gt;
The origin of the ursagi is not known, or at least no theory is widely accepted. One states that the ursagi were created by the [[Vahnatai]]. Another claims that they were twisted magical experiments that were accidentally released. However, scholars have yet to reach a consensus concerning the origin of these magical beasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9705</id>
		<title>Ursagi</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9705"/>
		<updated>2019-01-03T13:25:43Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ursagi&#039;&#039;&#039; (singular &#039;ursag&#039;) are mutant [[bears]] that have an unnatural cunning, vicious attitude and larger bodies than their natural cousins. They are capable spellcasters, and are known to worship deities alien to Ermarian.&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
The fur of the ursagi is usually pinkish, purple or green depending on the source. These beasts are capable of rearing onto their hindlegs into a near-upright position for short periods of time, allowing them to better engage in melee, as well as perform adequate spellcasting. &lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Although bears are usually solitary creatures, the ursagi seem to be able to muster them into a sort of drove under ursagi command. The ursagi are also known to have enslaved, or allied, [[ogres]], [[worgs]], and [[goblins]]. It is theorized that the goblins are used by the ursagi as food, groomers and slaves. Ursagi generally avoid human settlements despite their excessive prowess. They will, however, attack hunters in the forest or brushland when their territory is encroached.&lt;br /&gt;
&lt;br /&gt;
The ursagi appear to worship an unknown deity, one that is completely alien to Ermarian. It is possible that the dark magic of this deity grants the ursagi their magical capabilities and diminutive intelligence. It also worthy to note that a band of [[Surface Explorers|adventurers]] reported that their attempts at sanctifying the ursagi altar were virtually ineffective. The altar, as observed by the same adventurers, also summoned several special [[Slimes#Rare_varieties|slimes]] to aid the ursagi leader.&lt;br /&gt;
&lt;br /&gt;
== Theories on origins ==&lt;br /&gt;
The origin of the ursagi is not known, or at least no theory is widely accepted. One states that the ursagi were created by the [[Vahnatai]]. Another claims that they were twisted magical experiments that were accidentally released. However, scholars have yet to reach a consensus concerning the origin of these magical beasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9704</id>
		<title>Ursagi</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9704"/>
		<updated>2019-01-03T13:25:25Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Habitat and society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ursagi&#039;&#039;&#039; (singular &#039;ursag&#039;) are mutant [[bears]] that have an unnatural cunning, vicious attitude and larger bodies than their natural cousins. They are capable spellcasters, and are known to worship deities alien to Ermarian.&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
The fur of the ursagi is usually pinkish, purple or green depending on the source. These beasts are capable of rearing onto their hindlegs into a near-upright position for short periods of time, allowing them to better engage in melee, as well as perform adequate spellcasting. &lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Although bears are usually solitary creatures, the ursagi seem to be able to muster them into a sort of drove under ursagi command. The ursagi are also known to have enslaved, or allied, [[ogres]], [[worgs]], and [[goblins]]. It is theorized that the goblins are used by the ursagi as food, groomers and slaves. Ursagi generally avoid human settlements despite their excessive prowess. They will, however, attack hunters in the forest or brushland when their territory is encroached.&lt;br /&gt;
&lt;br /&gt;
The ursagi appear to worship an unknown deity, one that is completely alien to Ermarian. It is possible that the dark magic of this deity grants the ursagi their magical capabilities and diminutive intelligence. It also worthy to note that a band of [[Surface Explorers|adventurers]] reported that their attempts at sanctifying the ursagi altar were virtually ineffective. The altar, as observed by the same adventurers, also summoned several special [[slimes|Slimes#Rare_varieties]] to aid the ursagi leader.&lt;br /&gt;
&lt;br /&gt;
== Theories on origins ==&lt;br /&gt;
The origin of the ursagi is not known, or at least no theory is widely accepted. One states that the ursagi were created by the [[Vahnatai]]. Another claims that they were twisted magical experiments that were accidentally released. However, scholars have yet to reach a consensus concerning the origin of these magical beasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Slimes&amp;diff=9703</id>
		<title>Slimes</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Slimes&amp;diff=9703"/>
		<updated>2019-01-03T13:24:49Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Rare Varieties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Artistsimpressslime.jpg|thumb|right|300 px|Artist&#039;s impression.]]&lt;br /&gt;
[[Slimes]] are gloopy, gelationous masses.  They are unintelligent, but they like to dissolve things.  Oozes, viscous goos and puddings are also part of the slime family.&lt;br /&gt;
&lt;br /&gt;
== Physical and Magical Traits ==&lt;br /&gt;
Slimes are usually easily distinguished by their bright colours (most defaulting to acidic green), and almost all slimes tend to use disintegration and dissolution as digestive, offensive and defensive means equally to survive. Some specialized slimes are composed of various magical substances such as poison, acid and ice, while others may divide into small pieces when harmed. In very rare cases some magically augmented slimes are known to even possess very shallow [[Magic|magical abilities]], most notably the ability to summon creatures and wield elements. &lt;br /&gt;
&lt;br /&gt;
The most disturbing ability that the slimes, namely creatures known as &#039;&#039;augmented slimes&#039;&#039;, are known to have had is the ability to merge with other creatures. It is reported that at least the [[Surface Explorers]] ran into this kind of experimentation during their journey to exterminate the [[Plagues#Slimes|slime plague]], while exploring [[Slime_Pit|one of the slime-conquered caverns]] at the southern parts of [[Krizsan_Province#Plagues|Krizsan Province]]. These horrid merging attempts included at least a goblin, a wolf and a giant lizard. The &#039;&#039;Surface Explorers&#039;&#039; reportedly ended the abominations&#039; suffering.&lt;br /&gt;
&lt;br /&gt;
== Types of Slimes ==&lt;br /&gt;
=== Cave Slimes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cave slime&#039;&#039;&#039; is the most common form of slimes found in most of Exile.&lt;br /&gt;
* &#039;&#039;&#039;Searing slime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Draining slime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bursting ooze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Ice Slimes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ice slimes&#039;&#039;&#039; are elemental cave slimes that use freezing attacks to harm their prey. They also feature a natural resistance to cold. It is noteworthy that ice slimes can be found either in packs or leading a solitary existence; on the contrary to their normal cave slime -cousins which are almost without exception found in packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ice puddings&#039;&#039;&#039; have been known to live side by side with other ice-loving creatures, such as [[ice lizards]] and [[hydra|cryohydra]]. These puddings are special in the way that they radiate a cold field of ice when they feel threatened, or when they&#039;re hunting food.&lt;br /&gt;
&lt;br /&gt;
=== Rare Varieties ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Royal slime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mung slime&#039;&#039;&#039; is a variety that is covered in a layer of acid, making them notorious and feared creatures.&lt;br /&gt;
* &#039;&#039;&#039;Abyssal slime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slime from Beyond&#039;&#039;&#039; is a breed of slimes that the [[ursagi]] altar was capable of summoning to its&#039; aid.&lt;br /&gt;
&lt;br /&gt;
=== Viscous Goos ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Viscous goo&#039;&#039;&#039; is an extremely vicious type of slime. When attacked, it splits into several smaller goos, until hacked into pieces too small to function. Similar to a [[doomguard]].&lt;br /&gt;
&lt;br /&gt;
=== Augmented Varieties ===&lt;br /&gt;
Four colorful varieties of slimes were created [[Slimes#As_Plague|as a Plague]]:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amber slimes&#039;&#039;&#039; cover everything they touch in gooey webs that make it hard to move.&lt;br /&gt;
*The muck of &#039;&#039;&#039;emerald slimes&#039;&#039;&#039; induces sleep.&lt;br /&gt;
*&#039;&#039;&#039;Mauve slimes&#039;&#039;&#039; were somehow imbued with minor spellcasting ability.&lt;br /&gt;
*The dangerous &#039;&#039;&#039;ochre slimes&#039;&#039;&#039; are composed partially of acid.&lt;br /&gt;
&lt;br /&gt;
Most of the augmented slimes were spawned in huge, roomlike cesspits of gel known as slime pools.  The slime pools, in turn, were tended by the potentially unique &#039;&#039;&#039;alien slime&#039;&#039;&#039;.  The alien slime was a truly massive slime, covered in tentacles, that was able to form other slimes from its own body.&lt;br /&gt;
&lt;br /&gt;
=== Transformed Slimes ===&lt;br /&gt;
* &#039;&#039;&#039;Slime zombie&#039;&#039;&#039; is a form of undead which can infect its&#039; victims with an acidic layer while attacking. &lt;br /&gt;
* &#039;&#039;&#039;Slime shambler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Manipulation by Mages ==&lt;br /&gt;
=== As Plague ===&lt;br /&gt;
[[Rentar-Ihrno]].&lt;br /&gt;
&lt;br /&gt;
=== As Magical Reagent ===&lt;br /&gt;
[[Jordan Bojar]], mages on [[Morrow&#039;s Isle]].&lt;br /&gt;
&lt;br /&gt;
=== As Agent ===&lt;br /&gt;
Gladwell.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Plagues]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9702</id>
		<title>Ursagi</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9702"/>
		<updated>2019-01-03T13:23:01Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ursagi&#039;&#039;&#039; (singular &#039;ursag&#039;) are mutant [[bears]] that have an unnatural cunning, vicious attitude and larger bodies than their natural cousins. They are capable spellcasters, and are known to worship deities alien to Ermarian.&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
The fur of the ursagi is usually pinkish, purple or green depending on the source. These beasts are capable of rearing onto their hindlegs into a near-upright position for short periods of time, allowing them to better engage in melee, as well as perform adequate spellcasting. &lt;br /&gt;
&lt;br /&gt;
== Habitat and society ==&lt;br /&gt;
Although bears are usually solitary creatures, the ursagi seem to be able to muster them into a sort of drove under ursagi command. The ursagi are also known to have enslaved, or allied, [[ogres]], [[worgs]], and [[goblins]]. It is theorized that the goblins are used by the ursagi as food, groomers and slaves. Ursagi generally avoid human settlements despite their excessive prowess. They will, however, attack hunters in the forest or brushland when their territory is encroached.&lt;br /&gt;
&lt;br /&gt;
The ursagi appear to worship an unknown deity, one that is completely alien to Ermarian. It is possible that the dark magic of this deity grants the ursagi their magical capabilities and diminutive intelligence. It also worthy to note that a band of [[Surface Explorers|adventurers]] reported that their attempts at sanctifying the ursagi altar were virtually ineffective. The altar, as observed by the same adventurers, also summoned several special [[slimes]] to aid the ursagi leader.&lt;br /&gt;
&lt;br /&gt;
== Theories on origins ==&lt;br /&gt;
The origin of the ursagi is not known, or at least no theory is widely accepted. One states that the ursagi were created by the [[Vahnatai]]. Another claims that they were twisted magical experiments that were accidentally released. However, scholars have yet to reach a consensus concerning the origin of these magical beasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9701</id>
		<title>Ursagi</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9701"/>
		<updated>2019-01-03T13:07:44Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ursagi&#039;&#039;&#039; (singular &#039;ursag&#039;) are mutant [[bears]] that have increased cunning, vicious attitude and larger bodies. Their fur is usually pinkish, purple or green, and are considered exotic, even if somewhat common in southern parts of [[Valorim]]. &lt;br /&gt;
&lt;br /&gt;
The ursagi are capable of rearing onto their hindlegs into a near-upright position for short periods of time and can rotate their forearms to some degree, allowing them to use their forelegs in melee combat, as well as spellcasting. Although bears are usually solitary hunters, the ursagi seem to be able to muster their natural cousins into a sort of drove under ursagi command. These magical and vicious creatures are also known to hunt alongside [[ogres]], [[worgs]], and [[goblins]]. It is claimed that the goblins are used by the ursagi as servants within their lairs as food, groomers and slaves. &lt;br /&gt;
&lt;br /&gt;
The ursagi appear to have a form of worship of an unknown nature deity. The origin of the ursagi is not known, or at least no theory is widely accepted. One states that the ursagi were created by the [[Vahnatai]]. Another claims that they were twisted magical experiments that were accidentally released.&lt;br /&gt;
&lt;br /&gt;
Ursagi generally avoid human settlements despite their combat prowess. They will, however, attack hunters in the forest or brushland when their territory is encroached.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9700</id>
		<title>Ursagi</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ursagi&amp;diff=9700"/>
		<updated>2019-01-02T21:39:38Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ursagi (singular &#039;ursag&#039;) are mutant [[bears]] that have increased cunning, vicious attitude and larger bodies. Their fur is usually pinkish, purple or green, and are considered exotic, even if somewhat common in southern parts of [[Valorim]]. &lt;br /&gt;
&lt;br /&gt;
The ursagi are capable of rearing onto their hindlegs into a near-upright position for short periods of time and can rotate their forearms to some degree, allowing them to use their forelegs in melee combat, as well as spellcasting. Although bears are usually solitary hunters, the ursagi seem to be able to muster their natural cousins into a sort of drove under ursagi command. These magical and vicious creatures are also known to hunt alongside [[ogres]], [[worgs]], and [[goblins]]. It is claimed that the goblins are used by the ursagi as servants within their lairs as food, groomers and slaves. &lt;br /&gt;
&lt;br /&gt;
The ursagi appear to have a form of worship of an unknown nature deity. The origin of the ursagi is not known, or at least no theory is widely accepted. One states that the ursagi were created by the [[Vahnatai]]. Another claims that they were twisted magical experiments that were accidentally released.&lt;br /&gt;
&lt;br /&gt;
Ursagi generally avoid human settlements despite their combat prowess. They will, however, attack hunters in the forest or brushland when their territory is encroached.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Ratbane_Clan&amp;diff=9699</id>
		<title>Ratbane Clan</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Ratbane_Clan&amp;diff=9699"/>
		<updated>2018-12-23T09:32:13Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The greatly diminished &#039;&#039;&#039;Ratbane Clan&#039;&#039;&#039; was a [[nephilim]] clan which roamed the plains of [[Valorim]]. Until the discovery of the continent by the [[Empire]] the Ratbane Clan had free reign over much of northern Valorim. The clan was quickly drawn into a bloody war with the invading Imperial forces and with the establishment of the [[Keep of Tinraya]] the Dervishes were able to initiate hit and run raids that devastated the clan&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
Over three decades of the conquest of northern Valorim the Ratbane Clan were wiped out, leaving only a pale remnant of the mighty force they once were. The survivors fled to the south where they subsisted in the hills and were faced with attacks from [[Ursagi]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[category:Organizations]]&lt;br /&gt;
[[category:Nephilim]]&lt;br /&gt;
[[category:Apocrypha]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9698</id>
		<title>Unicorns</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9698"/>
		<updated>2018-12-23T09:28:14Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* White unicorns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Unicorns&#039;&#039;&#039; in general are horse-like creatures that feature a single sharp horn on their foreheads. They are mainly herbivores, but there are differences between the breeds&#039; diets.&lt;br /&gt;
&lt;br /&gt;
== Common unicorns ==&lt;br /&gt;
[[Image:Unicornetchings.jpg|thumb|right|300 px|Unicorn Etchings.]]&lt;br /&gt;
&#039;&#039;&#039;Common unicorns&#039;&#039;&#039; are ill-tempered animals, distinguished by their gray or greenish hides. Unlike their benevolent cousins, the horns of common unicorns tend to be bent or curved. They stand about four feet tall. Although commonly supposed to be stupid, evidence such as unicorn cave paintings suggests that the creatures are far from unintelligent.&lt;br /&gt;
&lt;br /&gt;
They are known as vicious, annoying pests on the [[surface]], where their speed, pugnaciousness, and high birth rate has allowed them to endure the [[Empire]]&#039;s attempts at the [[Extermination of Non-Humans]] better than many other races.&lt;br /&gt;
&lt;br /&gt;
=== Common unicorn names ===&lt;br /&gt;
*Benthorn the Vile&lt;br /&gt;
&lt;br /&gt;
== White unicorns ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White unicorns&#039;&#039;&#039; are a very rare breed. Unlike their common cousins, they are peaceful, benevolent, and imbued with powerful magic. These good unicorns carry the living embodiment of nature wherever they go. Where unicorns live, grass will grow, because they will it -- even underground. Nonetheless, white unicorns prefer to live on the surface.&lt;br /&gt;
&lt;br /&gt;
The benevolent unicorns bear an aura of serenity, much like a [[dragon]] bears an aura of awe: simply being in the presence of a unicorn has been reported to have brought feelings of warmth. The white unicorns&#039; magical aura is centered within the [[unicorn horn|unicorn&#039;s horn]]. To their kind, the horn is sacred, and a white unicorn cannot be laid to rest without it. To others, however, the horn is a much-sought after magical reagent of some power. Unicorns, and their horns, have powerful healing properties that are magical in nature.&lt;br /&gt;
&lt;br /&gt;
Consequently, because of their intensely magical nature, the white unicorns were hunted especially fiercely by the [[Empire]]. Many have been slain or forced into hiding; thus, white unicorns are among the most rarified of all races, second only to [[dragons]]. Yet the slaughter of one comes often at a steep price, as the killer of a white unicorn gets branded with a permanent curse, rendering them much more suspectible to magic.&lt;br /&gt;
&lt;br /&gt;
=== White unicorn names ===&lt;br /&gt;
*Handi&lt;br /&gt;
*Aetherius&lt;br /&gt;
*Aeliopol&lt;br /&gt;
*Aeriassa&lt;br /&gt;
*Aessoforus&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9697</id>
		<title>Unicorns</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9697"/>
		<updated>2018-12-22T19:12:26Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* White unicorns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Unicorns&#039;&#039;&#039; in general are horse-like creatures that feature a single sharp horn on their foreheads. They are mainly herbivores, but there are differences between the breeds&#039; diets.&lt;br /&gt;
&lt;br /&gt;
== Common unicorns ==&lt;br /&gt;
[[Image:Unicornetchings.jpg|thumb|right|300 px|Unicorn Etchings.]]&lt;br /&gt;
&#039;&#039;&#039;Common unicorns&#039;&#039;&#039; are ill-tempered animals, distinguished by their gray or greenish hides. Unlike their benevolent cousins, the horns of common unicorns tend to be bent or curved. They stand about four feet tall. Although commonly supposed to be stupid, evidence such as unicorn cave paintings suggests that the creatures are far from unintelligent.&lt;br /&gt;
&lt;br /&gt;
They are known as vicious, annoying pests on the [[surface]], where their speed, pugnaciousness, and high birth rate has allowed them to endure the [[Empire]]&#039;s attempts at the [[Extermination of Non-Humans]] better than many other races.&lt;br /&gt;
&lt;br /&gt;
=== Common unicorn names ===&lt;br /&gt;
*Benthorn the Vile&lt;br /&gt;
&lt;br /&gt;
== White unicorns ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White unicorns&#039;&#039;&#039; are a very rare breed. Unlike their common cousins, they are peaceful, benevolent, and imbued with powerful magic. These good unicorns carry the living embodiment of nature wherever they go. Where unicorns live, grass will grow, because they will it -- even underground. Nonetheless, white unicorns prefer to live on the surface.&lt;br /&gt;
&lt;br /&gt;
The benevolent unicorns bear an aura of serenity, much like a [[dragon]] bears an aura of awe: simply being in the presence of a unicorn has been reported to have brought feelings of warmth. The white unicorns&#039; magical aura is centered within the [[unicorn horn|unicorn&#039;s horn]]. To their kind, the horn is sacred, and a white unicorn cannot be laid to rest without it. To others, however, the horn is a much-sought after magical reagent of some power. Unicorns, and their horns, have powerful healing properties that are magical in nature.&lt;br /&gt;
&lt;br /&gt;
Consequently, because of their intensely magical nature, the white unicorns were hunted especially fiercely by the [[Empire]]. Many have been slain or forced into hiding; thus, white unicorns are among the most rarified of all races, second only to [[dragons]]. Yet the slaughter of one came often at a steep price, as the killer of a white unicorn would be branded with a permanent curse, rendering them much more suspectible to magic.&lt;br /&gt;
&lt;br /&gt;
=== White unicorn names ===&lt;br /&gt;
*Handi&lt;br /&gt;
*Aetherius&lt;br /&gt;
*Aeliopol&lt;br /&gt;
*Aeriassa&lt;br /&gt;
*Aessoforus&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9696</id>
		<title>Unicorns</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9696"/>
		<updated>2018-12-22T19:04:14Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Unicorns&#039;&#039;&#039; in general are horse-like creatures that feature a single sharp horn on their foreheads. They are mainly herbivores, but there are differences between the breeds&#039; diets.&lt;br /&gt;
&lt;br /&gt;
== Common unicorns ==&lt;br /&gt;
[[Image:Unicornetchings.jpg|thumb|right|300 px|Unicorn Etchings.]]&lt;br /&gt;
&#039;&#039;&#039;Common unicorns&#039;&#039;&#039; are ill-tempered animals, distinguished by their gray or greenish hides. Unlike their benevolent cousins, the horns of common unicorns tend to be bent or curved. They stand about four feet tall. Although commonly supposed to be stupid, evidence such as unicorn cave paintings suggests that the creatures are far from unintelligent.&lt;br /&gt;
&lt;br /&gt;
They are known as vicious, annoying pests on the [[surface]], where their speed, pugnaciousness, and high birth rate has allowed them to endure the [[Empire]]&#039;s attempts at the [[Extermination of Non-Humans]] better than many other races.&lt;br /&gt;
&lt;br /&gt;
=== Common unicorn names ===&lt;br /&gt;
*Benthorn the Vile&lt;br /&gt;
&lt;br /&gt;
== White unicorns ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White unicorns&#039;&#039;&#039; are a very rare breed. Unlike their common cousins, they are peaceful, benevolent, and imbued with powerful magic.&lt;br /&gt;
&lt;br /&gt;
These good unicorns carry the living embodiment of nature wherever they go. Where unicorns live, grass will grow, because they will it -- even underground. Nonetheless, white unicorns prefer to live on the surface.&lt;br /&gt;
&lt;br /&gt;
This unicorn spirit can often be felt by others near such a unicorn. Simply being in the presence of a unicorn makes some people feel warm and serene. Similarly, when a white unicorn is slain, there is a horrible price that must be paid, as the killer is afflicted by a permanent magical weakness.&lt;br /&gt;
&lt;br /&gt;
The white unicorns&#039; magical spirit is centered in the [[unicorn horn|unicorn&#039;s horn]]. To their kind, the horn is sacred; a white unicorn cannot be laid to rest without it. To others, however, the horn is a much-sought after magical reagent of some power. Unicorns, and their horns, have powerful healing properties that are magical in nature.&lt;br /&gt;
&lt;br /&gt;
Because of their intensely magical nature, white unicorns were hunted especially fiercely by the [[Empire]]. Many have been slain or forced into hiding; thus, white unicorns are among the most rarified of all races, second only to [[dragons]].&lt;br /&gt;
&lt;br /&gt;
=== White unicorn names ===&lt;br /&gt;
*Handi&lt;br /&gt;
*Aetherius&lt;br /&gt;
*Aeliopol&lt;br /&gt;
*Aeriassa&lt;br /&gt;
*Aessoforus&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9695</id>
		<title>Unicorns</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Unicorns&amp;diff=9695"/>
		<updated>2018-12-22T18:59:14Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common unicorns ==&lt;br /&gt;
[[Image:Unicornetchings.jpg|thumb|right|300 px|Unicorn Etchings.]]&lt;br /&gt;
[[Unicorns]] are ill-tempered animals resembling small horses, distinguished by their gray hides and the single sharp horn that protrudes from their foreheads.  &lt;br /&gt;
They stand about four feet tall. Although commonly supposed to be stupid, evidence such as unicorn cave paintings suggests that the creatures are far from unintelligent.&lt;br /&gt;
&lt;br /&gt;
They are known as vicious, annoying pests on the [[surface]], where their speed, pugnaciousness, and high birth rate has allowed them to endure the [[Empire]]&#039;s attempts at the [[Extermination of Non-Humans]] better than many other races.&lt;br /&gt;
&lt;br /&gt;
=== Common unicorn names ===&lt;br /&gt;
*Benthorn the Vile&lt;br /&gt;
&lt;br /&gt;
== White unicorns ==&lt;br /&gt;
&lt;br /&gt;
White unicorns are a very rare breed. They are peaceful, benevolent, and imbued with powerful magic.&lt;br /&gt;
&lt;br /&gt;
These good unicorns carry the living embodiment of nature wherever they go. Where unicorns live, grass will grow, because they will it -- even underground. Nonetheless, white unicorns prefer to live on the surface.&lt;br /&gt;
&lt;br /&gt;
This unicorn spirit can often be felt by others near such a unicorn. Simply being in the presence of a unicorn makes some people feel warm and serene. Similarly, when a white unicorn is slain, there is a horrible price that must be paid, as the killer is afflicted by a permanent magical weakness.&lt;br /&gt;
&lt;br /&gt;
The white unicorns&#039; magical spirit is centered in the [[unicorn horn|unicorn&#039;s horn]]. To their kind, the horn is sacred; a white unicorn cannot be laid to rest without it. To others, however, the horn is a much-sought after magical reagent of some power. Unicorns, and their horns, have powerful healing properties that are magical in nature.&lt;br /&gt;
&lt;br /&gt;
Because of their intensely magical nature, white unicorns were hunted especially fiercely by the [[Empire]]. Many have been slain or forced into hiding; thus, white unicorns are among the most rarified of all races, second only to [[dragons]].&lt;br /&gt;
&lt;br /&gt;
=== White unicorn names ===&lt;br /&gt;
*Handi&lt;br /&gt;
*Aetherius&lt;br /&gt;
*Aeliopol&lt;br /&gt;
*Aeriassa&lt;br /&gt;
*Aessoforus&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Rodents&amp;diff=9694</id>
		<title>Rodents</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Rodents&amp;diff=9694"/>
		<updated>2018-12-21T16:20:25Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rodents&#039;&#039;&#039; are small, furry mammals who use their miniature size and overwhelming numbers to survive the harshness of the world. &#039;&#039;&#039;Rats&#039;&#039;&#039; and &#039;&#039;&#039;mice&#039;&#039;&#039; can be counted amidst rodents. They can be oftentimes found in trashpits and abandoned, dead spaces where no other being could thrive. They are omnivorous, which means that they eat both flora and fauna to survive. &lt;br /&gt;
&lt;br /&gt;
These small creatures have many natural enemies, such as cats, dogs, [[nephilim]], bounty-hunting [[adventurers]] and other predators.&lt;br /&gt;
&lt;br /&gt;
== Notable Rodents ==&lt;br /&gt;
* &#039;&#039;Cave/Giant Rat&#039;&#039; represents the vast majority of rodents in most (underground) areas.&lt;br /&gt;
* &#039;&#039;Mung Rat&#039;&#039;&lt;br /&gt;
* &#039;&#039;Vapor Rat&#039;&#039; is a rodent capable of spraying poisonous gassy substance that weakens the prey.&lt;br /&gt;
* &#039;&#039;Brain Rat&#039;&#039; is an exceptionally magical rodent that has an ability to charm its&#039; opponents.&lt;br /&gt;
* &#039;&#039;Escaped Experiment&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fierce Rat&#039;&#039; doesn&#039;t have any special abilities but makes up for this by the strength of its&#039; bites.&lt;br /&gt;
* &#039;&#039;Experimental Rat&#039;&#039; is a fierce rodent, capable of swinging itself around, damaging all surrounding enemies.&lt;br /&gt;
* &#039;&#039;Frothing Rat&#039;&#039; is a bigger version of a vapor rat.&lt;br /&gt;
* &#039;&#039;Nicely Fattened Rat&#039;&#039; is a breed kept as pets by goblins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Mice&amp;diff=9693</id>
		<title>Mice</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Mice&amp;diff=9693"/>
		<updated>2018-12-21T16:19:53Z</updated>

		<summary type="html">&lt;p&gt;Zaego: Redirected page to Rodents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rodents]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Rat&amp;diff=9692</id>
		<title>Rat</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Rat&amp;diff=9692"/>
		<updated>2018-12-21T16:19:44Z</updated>

		<summary type="html">&lt;p&gt;Zaego: Redirected page to Rodents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rodents]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Rodents&amp;diff=9691</id>
		<title>Rodents</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Rodents&amp;diff=9691"/>
		<updated>2018-12-21T16:19:15Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rodents&#039;&#039;&#039; are small mammals who use their miniature size and overwhelming numbers to survive the harshness of the world. &#039;&#039;&#039;Rats&#039;&#039;&#039; and &#039;&#039;&#039;mice&#039;&#039;&#039; can be counted amidst rodents. They can be oftentimes found in trashpits and abandoned, dead spaces where no other being could thrive. They are omnivorous, which means that they eat both flora and fauna to survive. &lt;br /&gt;
&lt;br /&gt;
These small creatures have many natural enemies, such as cats, dogs, [[nephilim]], bounty-hunting [[adventurers]] and other predators.&lt;br /&gt;
&lt;br /&gt;
== Notable Rodents ==&lt;br /&gt;
* &#039;&#039;Cave/Giant Rat&#039;&#039; represents the vast majority of rodents in most (underground) areas.&lt;br /&gt;
* &#039;&#039;Mung Rat&#039;&#039;&lt;br /&gt;
* &#039;&#039;Vapor Rat&#039;&#039; is a rodent capable of spraying poisonous gassy substance that weakens the prey.&lt;br /&gt;
* &#039;&#039;Brain Rat&#039;&#039; is an exceptionally magical rodent that has an ability to charm its&#039; opponents.&lt;br /&gt;
* &#039;&#039;Escaped Experiment&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fierce Rat&#039;&#039; doesn&#039;t have any special abilities but makes up for this by the strength of its&#039; bites.&lt;br /&gt;
* &#039;&#039;Experimental Rat&#039;&#039; is a fierce rodent, capable of swinging itself around, damaging all surrounding enemies.&lt;br /&gt;
* &#039;&#039;Frothing Rat&#039;&#039; is a bigger version of a vapor rat.&lt;br /&gt;
* &#039;&#039;Nicely Fattened Rat&#039;&#039; is a breed kept as pets by goblins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Rodents&amp;diff=9690</id>
		<title>Rodents</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Rodents&amp;diff=9690"/>
		<updated>2018-12-21T16:18:43Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Notable Rodents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rodents&#039;&#039;&#039; are small mammals who use their miniature size and overwhelming numbers to survive the harshness of the world - &#039;&#039;&#039;rats&#039;&#039;&#039; and &#039;&#039;&#039;mice&#039;&#039;&#039; can be counted amidst rodents. They can be oftentimes found in trashpits and abandoned, dead spaces where no other being could thrive. They are omnivorous, which means that they eat both flora and fauna to survive. &lt;br /&gt;
&lt;br /&gt;
These small creatures have many natural enemies, such as cats, dogs, [[nephilim]], bounty-hunting [[adventurers]] and other predators.&lt;br /&gt;
&lt;br /&gt;
== Notable Rodents ==&lt;br /&gt;
* &#039;&#039;Cave/Giant Rat&#039;&#039; represents the vast majority of rodents in most (underground) areas.&lt;br /&gt;
* &#039;&#039;Mung Rat&#039;&#039;&lt;br /&gt;
* &#039;&#039;Vapor Rat&#039;&#039; is a rodent capable of spraying poisonous gassy substance that weakens the prey.&lt;br /&gt;
* &#039;&#039;Brain Rat&#039;&#039; is an exceptionally magical rodent that has an ability to charm its&#039; opponents.&lt;br /&gt;
* &#039;&#039;Escaped Experiment&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fierce Rat&#039;&#039; doesn&#039;t have any special abilities but makes up for this by the strength of its&#039; bites.&lt;br /&gt;
* &#039;&#039;Experimental Rat&#039;&#039; is a fierce rodent, capable of swinging itself around, damaging all surrounding enemies.&lt;br /&gt;
* &#039;&#039;Frothing Rat&#039;&#039; is a bigger version of a vapor rat.&lt;br /&gt;
* &#039;&#039;Nicely Fattened Rat&#039;&#039; is a breed kept as pets by goblins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Mammals]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Sss-Thsss&amp;diff=9689</id>
		<title>Sss-Thsss</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Sss-Thsss&amp;diff=9689"/>
		<updated>2018-10-23T14:48:37Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The family line of &#039;&#039;&#039;Sss-Thsss&#039;&#039;&#039; is a complex one and has puzzled many scholars over the years. For ulterior reasons, the [[darklings|barbaric]] [[slithzerikai]] family decided to keep the name passed from one generation to another.&lt;br /&gt;
&lt;br /&gt;
=== First Thsss ===&lt;br /&gt;
&lt;br /&gt;
Sss-Thsss the First was the leader of the [[demon]]-worshipping [[slithzerikai]] rebels who were expelled from their homeland and settled in [[Exile]] around 617 [[IE]]. He was killed by Calindor in 727 [[IE]]. Although he was technically referenced to as &amp;quot;Thsss&amp;quot; within the [[Lost Bahssikava|Bahssikava Deeps]] by the magical wards set into the doors by the ancient homeland sliths, he is referenced to as Sss-Thsss by many historians.&lt;br /&gt;
&lt;br /&gt;
=== Second Thsss ===&lt;br /&gt;
&lt;br /&gt;
{{apocrypha|source=[[Apocrypha]]}}&lt;br /&gt;
It is logical to assume that Sss-Thsss the Second is either the son or the grandson of Sss-Thsss the First; however this has not been explicitly confirmed within the annals of [[Patrick&#039;s Tower]]. &lt;br /&gt;
&lt;br /&gt;
Sss-Thsss the Second led the sliths during the [[First Slith War]]. He made pact with [[Grah-Hoth]] to help fight the humans in exchange for power in 777 [[IE]]. He was assassinated by [[Hawthorne&#039;s Assassins]] in 817 [[IE]]. He was largely responsible for the war, and after his death the fighting tapered off. However, some slithzerikai [[Slithzerikai#Known_slith_societies|extremists]] continued fighting, worshipping their fallen king as a god.&lt;br /&gt;
&lt;br /&gt;
== Discrepancies in historical references == &lt;br /&gt;
&lt;br /&gt;
Although Sss-Thsss the First has been also referenced to as &#039;&#039;&#039;Sss-Thoss&#039;&#039;&#039;, it seems likely that this is humans scholars&#039; and librarians&#039; attempt to clarify the different generations for themselves. Indeed, the annals recognize no such name, and are therefore considered non-canonical and/or apocryphal.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Persons]]&lt;br /&gt;
[[Category:Slithzerikai]]&lt;br /&gt;
[[Category:Avernum]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9688</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9688"/>
		<updated>2018-08-03T15:46:59Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Poison&#039;&#039;&#039; is a substance that is either &#039;&#039;organic&#039;&#039; or &#039;&#039;synthetic&#039;&#039;. An organic poison is something that either an animal, a magical creature or a plant has produced either for passive defence or predation. A synthetic poison is manufactured, usually by an alchemist or a person who practises [[alchemy]], to be used for experimentation, commerce or combat.&lt;br /&gt;
&lt;br /&gt;
Poisons comes in a variety of efficacies, but most toxic compounds are considered to be less dangerous than acid. Incidentally, poison is easier to cure than acid: requiring a curing potion and curing elixir, respectively.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9687</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9687"/>
		<updated>2018-08-03T15:46:03Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Poison&#039;&#039;&#039; is a substance that is either &#039;&#039;organic&#039;&#039; or &#039;&#039;synthetic&#039;&#039;. An organic poison is something that either an animal, a magical creature or a plant has produced either for passive defence or predation. A synthetic poison is manufactured by an alchemist or a person who practises [[alchemy]] to be used for experimentation, commerce or combat.&lt;br /&gt;
&lt;br /&gt;
Poisons comes in a variety of efficacies, but most toxic compounds are considered to be less dangerous than acid. Incidentally, poison is easier to cure than acid: requiring a curing potion and curing elixir, respectively.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9686</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Poison&amp;diff=9686"/>
		<updated>2018-08-03T15:45:38Z</updated>

		<summary type="html">&lt;p&gt;Zaego: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Poison&amp;#039;&amp;#039;&amp;#039; is a substance that is either &amp;#039;&amp;#039;organic&amp;#039;&amp;#039; or &amp;#039;&amp;#039;synthetic&amp;#039;&amp;#039;. An organic poison is something that either an animal, a magical creature or a plant has produced eithe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Poison&#039;&#039;&#039; is a substance that is either &#039;&#039;organic&#039;&#039; or &#039;&#039;synthetic&#039;&#039;. An organic poison is something that either an animal, a magical creature or a plant has produced either for passive defence or predation. A synthetic poison is manufactured by an alchemist or a person who practises [[alchemy]] to be used for experimentation, commerce or combat.&lt;br /&gt;
&lt;br /&gt;
Poisons comes in a variety of efficacies, but most toxic compounds are considered to be less dangerous than acid. Incidentally, poison is easier to cure than acid: requiring a curing potion and curing elixir, respectively.&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Alchemical_ingredients&amp;diff=9685</id>
		<title>Alchemical ingredients</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Alchemical_ingredients&amp;diff=9685"/>
		<updated>2018-08-03T15:33:41Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Alchemical ingredients]] are used by alchemists and sages across [[Ermarian]] to create [[potions]] for various purposes. Alchemical ingredients should be distinguished from magical [[reagents]] such as [[sapphires]] and [[smoky crystals]].&lt;br /&gt;
&lt;br /&gt;
Generally speaking, there is more than one way to concoct the same potion.  Which ingredients will work, and what proportion of each is necessary, depends in some part on the condition of the ingredients, as well as local climate, and so on.  For this reason, some alchemists classify herbs and other potion ingredients into several categories based on their general alchemical use.&lt;br /&gt;
&lt;br /&gt;
== Healing Herbs ==&lt;br /&gt;
=== Comfrey Root===&lt;br /&gt;
Comfrey roots are used into healing purposes, both on surface and beneath it. To gain the beneficial effects of the plant, the roots must be grinded in mortar, and mixed with some sort of fluid, most commonly water. Some healers are known to use even resin or other sticky plant-parts in conjunction with comfrey-mass. Once ready, the gained concoction is put into a container that can be easily accessed and is lightweight to carry, usually into a glassbottle.&lt;br /&gt;
&lt;br /&gt;
In times of need, internal usage of the comfrey-mass should be avoided completely, for this may or will be fatal to the imbiber. Instead, the salve should be spread across the damaged area of the user&#039;s body, i.e. broken bone or minor laceration.&lt;br /&gt;
&lt;br /&gt;
Even though this quite useful plant is somewhat common around the world, it is still priced very often for it&#039;s general healing ability.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Nettle ===&lt;br /&gt;
It is not known what makes some nettle plants absorb magical energy from the earth, but we are lucky they do. The strange, bright sheen on the leaves marks such plants. They can grow anywhere, even underground. However, the very same plant growing underground doesn&#039;t look like the same as it does on surface, but is more pale and grows weaker, instead.&lt;br /&gt;
&lt;br /&gt;
=== Ember Flowers ===&lt;br /&gt;
Ember flowers are beautiful, sweet-smelling orange or yellow flowers. They have powerful healing properties that make them the essential component in the strongest healing potions and in [[resurrection balm]]. They are extremely rare.&lt;br /&gt;
&lt;br /&gt;
== Spiritual Herbs ==&lt;br /&gt;
=== Holly ===&lt;br /&gt;
This thorny green plant with the red berries is renowned for its usefulness in naturalistic rituals and alchemy. It is highly poisonous, and yet, in small quantities and properly treated, can make curing potions as well.&lt;br /&gt;
&lt;br /&gt;
=== Crypt Shrooms ===&lt;br /&gt;
A rare variety of [[mushrooms|mushroom]] used in some poison and energy potions.  Studied by Cochran of the [[Tower of Magi]].&lt;br /&gt;
&lt;br /&gt;
=== Asptongue Mold ===&lt;br /&gt;
A rare, dangerous mold, used in the creation of the most powerful poisons.&lt;br /&gt;
&lt;br /&gt;
== Energetic Herbs ==&lt;br /&gt;
=== Wormgrass ===&lt;br /&gt;
Wormgrass is twisted, wicked-looking, and defends itself with razor sharp edges. The youngest, freshest, sharpest blades are valuable in alchemy.&lt;br /&gt;
&lt;br /&gt;
== Unique Herbs ==&lt;br /&gt;
=== Toadstools ===&lt;br /&gt;
One of many poisonous varieties of [[mushrooms|mushroom]].  Toadstools are scattered throughout the land, which contributes to their diversity.&lt;br /&gt;
&lt;br /&gt;
One extremely rare species of toadstool is the &#039;&#039;&#039;Borgia toadstool&#039;&#039;&#039;.  It is native to the [[lower caves]].&lt;br /&gt;
&lt;br /&gt;
=== Graymold ===&lt;br /&gt;
Graymold is a sweet smelling, slimy, dark gray mold. Because of its scarcity and ability to cure almost any illness or injury, it is constantly in demand by healers and alchemists. It is best known for its use in &#039;&#039;graymold salve&#039;&#039;, though it is also used in other powerful potions. It is usually only found underground, but has been known to appear in isolated crags on the surface.&lt;br /&gt;
&lt;br /&gt;
=== Mandrake ===&lt;br /&gt;
Since the earliest dawning of magical power, mandrake root has been the key ingredient of the most powerful rituals. In addition to containing much energy waiting to be unleashed, proper treatment can turn mandrake into a vicious poison.&lt;br /&gt;
&lt;br /&gt;
== Animal Part Ingredients ==&lt;br /&gt;
=== Fangs ===&lt;br /&gt;
Fangs and glands from [[asps]], [[spiders]], and even [[drakes]] are sometimes used in the creation of poisons.  Intact sets are hard to come by, as most venom sacs rupture soon after a creature dies.  Fangs from especially strong, magical creatures, such as spider queens and drake lords, are particularly valuable.&lt;br /&gt;
&lt;br /&gt;
== Otiose Reagents ==&lt;br /&gt;
=== Black-spotted Sponge Moss ===&lt;br /&gt;
One of the rarer naturally occuring ingredients, the sponge moss hasn&#039;t found any use in modern alchemy. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mundane herbs]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Alchemical_ingredients&amp;diff=9684</id>
		<title>Alchemical ingredients</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Alchemical_ingredients&amp;diff=9684"/>
		<updated>2018-08-03T15:33:24Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Alchemical ingredients]] are used by alchemists and sages across [[Ermarian]] to create [[potions]] for various purposes. Alchemical ingredients should be distinguished from magical [[reagents]] such as [[sapphires]] and [[smoky crystals]].&lt;br /&gt;
&lt;br /&gt;
Generally speaking, there is more than one way to concoct the same potion.  Which ingredients will work, and what proportion of each is necessary, depends in some part on the condition of the ingredients, as well as local climate, and so on.  For this reason, some alchemists classify herbs and other potion ingredients into several categories based on their general alchemical use.&lt;br /&gt;
&lt;br /&gt;
== Healing Herbs ==&lt;br /&gt;
=== Comfrey Root===&lt;br /&gt;
Comfrey roots are used into healing purposes, both on surface and beneath it. To gain the beneficial effects of the plant, the roots must be grinded in mortar, and mixed with some sort of fluid, most commonly water. Some healers are known to use even resin or other sticky plant-parts in conjunction with comfrey-mass. Once ready, the gained concoction is put into a container that can be easily accessed and is lightweight to carry, usually into a glassbottle.&lt;br /&gt;
&lt;br /&gt;
In times of need, internal usage of the comfrey-mass should be avoided completely, for this may or will be fatal to the imbiber. Instead, the salve should be spread across the damaged area of the user&#039;s body, i.e. broken bone or minor laceration.&lt;br /&gt;
&lt;br /&gt;
Even though this quite useful plant is somewhat common around the world, it is still priced very often for it&#039;s general healing ability.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Nettle ===&lt;br /&gt;
It is not known what makes some nettle plants absorb magical energy from the earth, but we are lucky they do. The strange, bright sheen on the leaves marks such plants. They can grow anywhere, even underground. However, the very same plant growing underground doesn&#039;t look like the same as it does on surface, but is more pale and grows weaker, instead.&lt;br /&gt;
&lt;br /&gt;
=== Ember Flowers ===&lt;br /&gt;
Ember flowers are beautiful, sweet-smelling orange or yellow flowers. They have powerful healing properties that make them the essential component in the strongest healing potions and in [[resurrection balm]]. They are extremely rare.&lt;br /&gt;
&lt;br /&gt;
== Spiritual Herbs ==&lt;br /&gt;
=== Holly ===&lt;br /&gt;
This thorny green plant with the red berries is renowned for its usefulness in naturalistic rituals and alchemy. It is highly poisonous, and yet, in small quantities and properly treated, can make curing potions as well.&lt;br /&gt;
&lt;br /&gt;
=== Crypt Shrooms ===&lt;br /&gt;
A rare variety of [[mushrooms|mushroom]] used in some poison and energy potions.  Studied by Cochran of the [[Tower of Magi]].&lt;br /&gt;
&lt;br /&gt;
=== Asptongue Mold ===&lt;br /&gt;
A rare, dangerous mold, used in the creation of the most powerful poisons.&lt;br /&gt;
&lt;br /&gt;
== Energetic Herbs ==&lt;br /&gt;
=== Wormgrass ===&lt;br /&gt;
Wormgrass is twisted, wicked-looking, and defends itself with razor sharp edges. The youngest, freshest, sharpest blades are valuable in alchemy.&lt;br /&gt;
&lt;br /&gt;
== Unique Herbs ==&lt;br /&gt;
=== Toadstools ===&lt;br /&gt;
One of many poisonous varieties of [[mushrooms|mushroom]].  Toadstools are scattered throughout the land, which contributes to their diversity.&lt;br /&gt;
&lt;br /&gt;
One extremely rare species of toadstool is the &#039;&#039;&#039;Borgia toadstool&#039;&#039;&#039;.  It is native to the [[lower caves]].&lt;br /&gt;
&lt;br /&gt;
=== Graymold ===&lt;br /&gt;
Graymold is a sweet smelling, slimy, dark gray mold. Because of its scarcity and ability to cure almost any illness or injury, it is constantly in demand by healers and alchemists. It is best known for its use in &#039;&#039;graymold salve&#039;&#039;, though it is also used in other powerful potions. It is usually only found underground, but has been known to appear in isolated crags on the surface.&lt;br /&gt;
&lt;br /&gt;
=== Mandrake ===&lt;br /&gt;
Since the earliest dawning of magical power, mandrake root has been the key ingredient of the most powerful rituals. In addition to containing much energy waiting to be unleashed, proper treatment can turn mandrake into a vicious poison.&lt;br /&gt;
&lt;br /&gt;
== Animal Part Ingredients ==&lt;br /&gt;
=== Fangs ===&lt;br /&gt;
Fangs and glands from [[asps]], [[spiders]], and even [[drakes]] are sometimes used in the creation of poisons.  Intact sets are hard to come by, as most venom sacs rupture soon after a creature dies.  Fangs from especially strong, magical creatures, such as spider queens and drake lords, are particularly valuable.&lt;br /&gt;
&lt;br /&gt;
== Otiose Reagents ==&lt;br /&gt;
=== Black-spotted Sponge Moss ===&lt;br /&gt;
One of the rarer naturally occuring ingredients, the sponge moss hasn&#039;t found any use in modern alchemy. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mundane herbs]].&lt;br /&gt;
* [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Alchemical_ingredients&amp;diff=9683</id>
		<title>Alchemical ingredients</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Alchemical_ingredients&amp;diff=9683"/>
		<updated>2018-08-03T15:33:11Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Alchemical ingredients]] are used by alchemists and sages across [[Ermarian]] to create [[potions]] for various purposes. Alchemical ingredients should be distinguished from magical [[reagents]] such as [[sapphires]] and [[smoky crystals]].&lt;br /&gt;
&lt;br /&gt;
Generally speaking, there is more than one way to concoct the same potion.  Which ingredients will work, and what proportion of each is necessary, depends in some part on the condition of the ingredients, as well as local climate, and so on.  For this reason, some alchemists classify herbs and other potion ingredients into several categories based on their general alchemical use.&lt;br /&gt;
&lt;br /&gt;
== Healing Herbs ==&lt;br /&gt;
=== Comfrey Root===&lt;br /&gt;
Comfrey roots are used into healing purposes, both on surface and beneath it. To gain the beneficial effects of the plant, the roots must be grinded in mortar, and mixed with some sort of fluid, most commonly water. Some healers are known to use even resin or other sticky plant-parts in conjunction with comfrey-mass. Once ready, the gained concoction is put into a container that can be easily accessed and is lightweight to carry, usually into a glassbottle.&lt;br /&gt;
&lt;br /&gt;
In times of need, internal usage of the comfrey-mass should be avoided completely, for this may or will be fatal to the imbiber. Instead, the salve should be spread across the damaged area of the user&#039;s body, i.e. broken bone or minor laceration.&lt;br /&gt;
&lt;br /&gt;
Even though this quite useful plant is somewhat common around the world, it is still priced very often for it&#039;s general healing ability.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Nettle ===&lt;br /&gt;
It is not known what makes some nettle plants absorb magical energy from the earth, but we are lucky they do. The strange, bright sheen on the leaves marks such plants. They can grow anywhere, even underground. However, the very same plant growing underground doesn&#039;t look like the same as it does on surface, but is more pale and grows weaker, instead.&lt;br /&gt;
&lt;br /&gt;
=== Ember Flowers ===&lt;br /&gt;
Ember flowers are beautiful, sweet-smelling orange or yellow flowers. They have powerful healing properties that make them the essential component in the strongest healing potions and in [[resurrection balm]]. They are extremely rare.&lt;br /&gt;
&lt;br /&gt;
== Spiritual Herbs ==&lt;br /&gt;
=== Holly ===&lt;br /&gt;
This thorny green plant with the red berries is renowned for its usefulness in naturalistic rituals and alchemy. It is highly poisonous, and yet, in small quantities and properly treated, can make curing potions as well.&lt;br /&gt;
&lt;br /&gt;
=== Crypt Shrooms ===&lt;br /&gt;
A rare variety of [[mushrooms|mushroom]] used in some poison and energy potions.  Studied by Cochran of the [[Tower of Magi]].&lt;br /&gt;
&lt;br /&gt;
=== Asptongue Mold ===&lt;br /&gt;
A rare, dangerous mold, used in the creation of the most powerful poisons.&lt;br /&gt;
&lt;br /&gt;
== Energetic Herbs ==&lt;br /&gt;
=== Wormgrass ===&lt;br /&gt;
Wormgrass is twisted, wicked-looking, and defends itself with razor sharp edges. The youngest, freshest, sharpest blades are valuable in alchemy.&lt;br /&gt;
&lt;br /&gt;
== Unique Herbs ==&lt;br /&gt;
=== Toadstools ===&lt;br /&gt;
One of many poisonous varieties of [[mushrooms|mushroom]].  Toadstools are scattered throughout the land, which contributes to their diversity.&lt;br /&gt;
&lt;br /&gt;
One extremely rare species of toadstool is the &#039;&#039;&#039;Borgia toadstool&#039;&#039;&#039;.  It is native to the [[lower caves]].&lt;br /&gt;
&lt;br /&gt;
=== Graymold ===&lt;br /&gt;
Graymold is a sweet smelling, slimy, dark gray mold. Because of its scarcity and ability to cure almost any illness or injury, it is constantly in demand by healers and alchemists. It is best known for its use in &#039;&#039;graymold salve&#039;&#039;, though it is also used in other powerful potions. It is usually only found underground, but has been known to appear in isolated crags on the surface.&lt;br /&gt;
&lt;br /&gt;
=== Mandrake ===&lt;br /&gt;
Since the earliest dawning of magical power, mandrake root has been the key ingredient of the most powerful rituals. In addition to containing much energy waiting to be unleashed, proper treatment can turn mandrake into a vicious poison.&lt;br /&gt;
&lt;br /&gt;
== Animal Part Ingredients ==&lt;br /&gt;
=== Fangs ===&lt;br /&gt;
Fangs and glands from [[asps]], [[spiders]], and even [[drakes]] are sometimes used in the creation of poisons.  Intact sets are hard to come by, as most venom sacs rupture soon after a creature dies.  Fangs from especially strong, magical creatures, such as spider queens and drake lords, are particularly valuable.&lt;br /&gt;
&lt;br /&gt;
== Otiose Reagents ==&lt;br /&gt;
=== Black-spotted Sponge Moss ===&lt;br /&gt;
One of the rarer naturally occuring ingredients, the sponge moss hasn&#039;t found any use in modern alchemy. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Mundane herbs]].&lt;br /&gt;
[[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9682</id>
		<title>Mushrooms</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9682"/>
		<updated>2018-08-03T15:31:16Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Edible mushrooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mushrooms&#039;&#039;&#039; form a separate taxonomical kingdom of their own. In general, they are of poor nutritional value, and contain a higher percentile of toxic, harmful or inedible strains within their kingdom than other plants by way of comparison. Regardless of their poor qualities, they are one of the few organic forms of plantlife that may flourish in utter darkness, such as the caverns of [[Exile]]. In addition to the capability to grow without a proper source of light, the mushrooms grow and spread faster than plantlife of comparable size. &lt;br /&gt;
&lt;br /&gt;
== Edible mushrooms ==&lt;br /&gt;
Mushrooms are the &#039;&#039;main means of subsistence&#039;&#039; for those living in the caves of Exile. The fast-growing mushrooms that thrive in Exile with a minimal amount of care were created or altered by the archmage [[Erika Redmark]]. They are farmed similarly to crops like corn and wheat on the [[surface]]. It is noteworthy that [[vahnatai]] of the lower caverns have cultivated strains of their own, either by creating such populations from scratch or by assisted evolution. Like humans, the vahnatai use mushroom-derivatives as the bulk of their diet.&lt;br /&gt;
&lt;br /&gt;
Avernites have developed a &#039;&#039;variety of mushroom dishes&#039;&#039;, including: mushroom soup, mushroom bread, fried mushrooms, candied mushrooms, and many tantalizing combinations of mushrooms with lichen and giant lizard meat. Mushrooms are also ground into a meal which is used in place of flour to make rolls. Mushrooms may be fermented to create mushroom ale. Mushroom [[wine]] is produced as well, using a special breed of mushrooms developed by the [[Tower of Magi]] and grown around [[Almaria]].&lt;br /&gt;
&lt;br /&gt;
Despite their poor nutritional value, the mushrooms&#039; benefits include providing essential micronutrients and minerals. Avernites who have returned to the surface have been found to be less susceptible to common diseases as well. For these reasons, mushroom farming has begun in earnest all over the [[Empire]], although much of it is concentrated in [[Krizsan Province]] and [[Karnold Province]] in [[Valorim]].&lt;br /&gt;
&lt;br /&gt;
== Poisonous mushrooms ==&lt;br /&gt;
Mushrooms are also used in a variety of weapon and military [[poison|poisons]], and certain [[alchemy|alchemical]] formulas. Although mushroom poisons are not particularly potent, poisonous mushrooms can be lethal. Poisonous mushrooms, including many [[toadstools]], have been cleared from most populated areas of Avernum, but still exist in the darker recesses of the caves. Any citizens planning to grow their own mushrooms should check carefully with an expert to make sure that they are growing an edible variety, as the alternative can be extremely unpleasant and gruesome.&lt;br /&gt;
&lt;br /&gt;
== Magical mushrooms ==&lt;br /&gt;
Several magical varieties of mushrooms also exist, though they are much rarer.  &#039;&#039;&#039;Healing mushrooms&#039;&#039;&#039; (such as &#039;&#039;&#039;Aescal mushrooms&#039;&#039;&#039;) have a restorative effect, and are sometimes used in [[alchemy]].  &#039;&#039;&#039;Hallucinogenic mushrooms&#039;&#039;&#039; release spores that induce wild hallucinations and eventually sleep in anyone who comes near them.  These mushrooms have only been sighted in the [[Za-Khazi Run]].  Rarest of all, &#039;&#039;&#039;euphoric mushrooms&#039;&#039;&#039; cause an extreme feeling of peace and happiness when they are ingested.  Their victims often become so fixated on the mushrooms that they are unable to do anything but search for more mushrooms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Fungi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Avernum]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9681</id>
		<title>Mushrooms</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9681"/>
		<updated>2018-08-03T15:29:31Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mushrooms&#039;&#039;&#039; form a separate taxonomical kingdom of their own. In general, they are of poor nutritional value, and contain a higher percentile of toxic, harmful or inedible strains within their kingdom than other plants by way of comparison. Regardless of their poor qualities, they are one of the few organic forms of plantlife that may flourish in utter darkness, such as the caverns of [[Exile]]. In addition to the capability to grow without a proper source of light, the mushrooms grow and spread faster than plantlife of comparable size. &lt;br /&gt;
&lt;br /&gt;
== Edible mushrooms ==&lt;br /&gt;
Mushrooms are the &#039;&#039;main means of subsistence&#039;&#039; for those living in the caves of Exile. The fast-growing mushrooms that thrive in Exile with a minimal amount of light were created by the archmage [[Erika Redmark]]. They are farmed similarly to crops like corn and wheat on the [[surface]]. It is noteworthy that [[vahnatai]] of the lower caverns have cultivated strains of their own, either by creating such populations from scratch or by assisted evolution. Like humans, the vahnatai use mushroom-derivatives as the bulk of their diet.&lt;br /&gt;
&lt;br /&gt;
Avernites have developed a variety of mushroom dishes, included mushroom soup, mushroom bread, fried mushrooms, candied mushrooms, and many tantalizing combinations of mushrooms with lichen and giant lizard meat. Mushrooms are also ground into a meal which is used in place of flour to make rolls. Mushrooms may be fermented to create mushroom ale. Mushroom [[wine]] is produced as well, using a special breed of mushrooms developed by the [[Tower of Magi]] and grown around [[Almaria]].&lt;br /&gt;
&lt;br /&gt;
Despite their poor nutritional value, the mushrooms&#039; benefits include providing essential micronutrients and minerals. Avernites who have returned to the surface have been found to be less susceptible to common diseases as well. For these reasons, mushroom farming has begun in earnest all over the [[Empire]], although much of it is concentrated in [[Krizsan Province]] and [[Karnold Province]] in [[Valorim]].&lt;br /&gt;
&lt;br /&gt;
== Poisonous mushrooms ==&lt;br /&gt;
Mushrooms are also used in a variety of weapon and military [[poison|poisons]], and certain [[alchemy|alchemical]] formulas. Although mushroom poisons are not particularly potent, poisonous mushrooms can be lethal. Poisonous mushrooms, including many [[toadstools]], have been cleared from most populated areas of Avernum, but still exist in the darker recesses of the caves. Any citizens planning to grow their own mushrooms should check carefully with an expert to make sure that they are growing an edible variety, as the alternative can be extremely unpleasant and gruesome.&lt;br /&gt;
&lt;br /&gt;
== Magical mushrooms ==&lt;br /&gt;
Several magical varieties of mushrooms also exist, though they are much rarer.  &#039;&#039;&#039;Healing mushrooms&#039;&#039;&#039; (such as &#039;&#039;&#039;Aescal mushrooms&#039;&#039;&#039;) have a restorative effect, and are sometimes used in [[alchemy]].  &#039;&#039;&#039;Hallucinogenic mushrooms&#039;&#039;&#039; release spores that induce wild hallucinations and eventually sleep in anyone who comes near them.  These mushrooms have only been sighted in the [[Za-Khazi Run]].  Rarest of all, &#039;&#039;&#039;euphoric mushrooms&#039;&#039;&#039; cause an extreme feeling of peace and happiness when they are ingested.  Their victims often become so fixated on the mushrooms that they are unable to do anything but search for more mushrooms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Fungi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Avernum]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9680</id>
		<title>Mushrooms</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9680"/>
		<updated>2018-08-03T15:28:39Z</updated>

		<summary type="html">&lt;p&gt;Zaego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mushrooms&#039;&#039;&#039; form a separate taxonomical kingdom of their own. In general, they are of poor nutritional value, and contain a higher percentile of toxic, harmful or inedible strains within their kingdom than other plants by way of comparison. Regardless of their poor qualities, they are one of the few organic forms of plantlife that may flourish in utter darkness, such as the caverns of [[Exile]]. In addition to the capability to grow without a proper source of light, the mushrooms grow and spread faster than plantlife of comparable size. &lt;br /&gt;
&lt;br /&gt;
== Edible mushrooms ==&lt;br /&gt;
Mushrooms are the main means of subsistence for those living in the caves of Exile. The fast-growing mushrooms that thrive in Exile with a minimal amount of light were created by the archmage [[Erika Redmark]]. They are farmed similarly to crops like corn and wheat on the [[surface]]. It is noteworthy that [[vahnatai]] of the lower caverns have cultivated strains of their own, either by creating such populations from scratch or by assisted evolution. Like humans, the vahnatai use mushroom-derivatives as the bulk of their diet.&lt;br /&gt;
&lt;br /&gt;
Avernites have developed a variety of mushroom dishes, included mushroom soup, mushroom bread, fried mushrooms, candied mushrooms, and many tantalizing combinations of mushrooms with lichen and giant lizard meat. Mushrooms are also ground into a meal which is used in place of flour to make rolls. Mushrooms may be fermented to create mushroom ale. Mushroom [[wine]] is produced as well, using a special breed of mushrooms developed by the [[Tower of Magi]] and grown around [[Almaria]].&lt;br /&gt;
&lt;br /&gt;
Despite their poor nutritional value, the mushrooms&#039; benefits include providing essential micronutrients and minerals. Avernites who have returned to the surface have been found to be less susceptible to common diseases as well. For these reasons, mushroom farming has begun in earnest all over the [[Empire]], although much of it is concentrated in [[Krizsan Province]] and [[Karnold Province]] in [[Valorim]].&lt;br /&gt;
&lt;br /&gt;
== Poisonous mushrooms ==&lt;br /&gt;
Mushrooms are also used in a variety of weapon and military [[poison|poisons]], and certain [[alchemy|alchemical]] formulas. Although mushroom poisons are not particularly potent, poisonous mushrooms can be lethal. Poisonous mushrooms, including many [[toadstools]], have been cleared from most populated areas of Avernum, but still exist in the darker recesses of the caves. Any citizens planning to grow their own mushrooms should check carefully with an expert to make sure that they are growing an edible variety, as the alternative can be extremely unpleasant and gruesome.&lt;br /&gt;
&lt;br /&gt;
== Magical mushrooms ==&lt;br /&gt;
Several magical varieties of mushrooms also exist, though they are much rarer.  &#039;&#039;&#039;Healing mushrooms&#039;&#039;&#039; (such as &#039;&#039;&#039;Aescal mushrooms&#039;&#039;&#039;) have a restorative effect, and are sometimes used in [[alchemy]].  &#039;&#039;&#039;Hallucinogenic mushrooms&#039;&#039;&#039; release spores that induce wild hallucinations and eventually sleep in anyone who comes near them.  These mushrooms have only been sighted in the [[Za-Khazi Run]].  Rarest of all, &#039;&#039;&#039;euphoric mushrooms&#039;&#039;&#039; cause an extreme feeling of peace and happiness when they are ingested.  Their victims often become so fixated on the mushrooms that they are unable to do anything but search for more mushrooms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Fungi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Avernum]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9679</id>
		<title>Mushrooms</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9679"/>
		<updated>2018-08-03T15:28:29Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Magical Mushrooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mushrooms&#039;&#039;&#039; form a separate taxonomical kingdom of their own. In general, they are of poor nutritional value, and contain a higher percentile of toxic, harmful or inedible strains within their kingdom than other plants by way of comparison. Regardless of their poor qualities, they are one of the few organic forms of plantlife that may flourish in utter darkness, such as the caverns of [[Exile]]. In addition to the capability to grow without a proper source of light, the mushrooms grow and spread faster than plantlife of comparable size. &lt;br /&gt;
&lt;br /&gt;
== Edible mushrooms ==&lt;br /&gt;
Mushrooms are the main means of subsistence for those living in the caves of Exile. The fast-growing mushrooms that thrive in Exile with a minimal amount of light were created by the archmage [[Erika Redmark]]. They are farmed similarly to crops like corn and wheat on the [[surface]]. It is noteworthy that [[vahnatai]] of the lower caverns have cultivated strains of their own, either by creating such populations from scratch or by assisted evolution. Like humans, the vahnatai use mushroom-derivatives as the bulk of their diet.&lt;br /&gt;
&lt;br /&gt;
Avernites have developed a variety of mushroom dishes, included mushroom soup, mushroom bread, fried mushrooms, candied mushrooms, and many tantalizing combinations of mushrooms with lichen and giant lizard meat. Mushrooms are also ground into a meal which is used in place of flour to make rolls. Mushrooms may be fermented to create mushroom ale. Mushroom [[wine]] is produced as well, using a special breed of mushrooms developed by the [[Tower of Magi]] and grown around [[Almaria]].&lt;br /&gt;
&lt;br /&gt;
Despite their poor nutritional value, the mushrooms&#039; benefits include providing essential micronutrients and minerals. Avernites who have returned to the surface have been found to be less susceptible to common diseases as well. For these reasons, mushroom farming has begun in earnest all over the [[Empire]], although much of it is concentrated in [[Krizsan Province]] and [[Karnold Province]] in [[Valorim]].&lt;br /&gt;
&lt;br /&gt;
== Poisonous mushrooms ==&lt;br /&gt;
Mushrooms are also used in a variety of weapon and military [[poison|poisons]], and certain [[alchemy|alchemical]] formulas. Although mushroom poisons are not particularly potent, poisonous mushrooms can be lethal. Poisonous mushrooms, including many [[toadstools]], have been cleared from most populated areas of Avernum, but still exist in the darker recesses of the caves. Any citizens planning to grow their own mushrooms should check carefully with an expert to make sure that they are growing an edible variety, as the alternative can be extremely unpleasant and gruesome.&lt;br /&gt;
&lt;br /&gt;
=== Magical mushrooms ===&lt;br /&gt;
Several magical varieties of mushrooms also exist, though they are much rarer.  &#039;&#039;&#039;Healing mushrooms&#039;&#039;&#039; (such as &#039;&#039;&#039;Aescal mushrooms&#039;&#039;&#039;) have a restorative effect, and are sometimes used in [[alchemy]].  &#039;&#039;&#039;Hallucinogenic mushrooms&#039;&#039;&#039; release spores that induce wild hallucinations and eventually sleep in anyone who comes near them.  These mushrooms have only been sighted in the [[Za-Khazi Run]].  Rarest of all, &#039;&#039;&#039;euphoric mushrooms&#039;&#039;&#039; cause an extreme feeling of peace and happiness when they are ingested.  Their victims often become so fixated on the mushrooms that they are unable to do anything but search for more mushrooms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Fungi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Avernum]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
	<entry>
		<id>https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9678</id>
		<title>Mushrooms</title>
		<link rel="alternate" type="text/html" href="https://encyclopedia.ermarian.net/w/index.php?title=Mushrooms&amp;diff=9678"/>
		<updated>2018-08-03T15:28:20Z</updated>

		<summary type="html">&lt;p&gt;Zaego: /* Poisonous Mushrooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mushrooms&#039;&#039;&#039; form a separate taxonomical kingdom of their own. In general, they are of poor nutritional value, and contain a higher percentile of toxic, harmful or inedible strains within their kingdom than other plants by way of comparison. Regardless of their poor qualities, they are one of the few organic forms of plantlife that may flourish in utter darkness, such as the caverns of [[Exile]]. In addition to the capability to grow without a proper source of light, the mushrooms grow and spread faster than plantlife of comparable size. &lt;br /&gt;
&lt;br /&gt;
== Edible mushrooms ==&lt;br /&gt;
Mushrooms are the main means of subsistence for those living in the caves of Exile. The fast-growing mushrooms that thrive in Exile with a minimal amount of light were created by the archmage [[Erika Redmark]]. They are farmed similarly to crops like corn and wheat on the [[surface]]. It is noteworthy that [[vahnatai]] of the lower caverns have cultivated strains of their own, either by creating such populations from scratch or by assisted evolution. Like humans, the vahnatai use mushroom-derivatives as the bulk of their diet.&lt;br /&gt;
&lt;br /&gt;
Avernites have developed a variety of mushroom dishes, included mushroom soup, mushroom bread, fried mushrooms, candied mushrooms, and many tantalizing combinations of mushrooms with lichen and giant lizard meat. Mushrooms are also ground into a meal which is used in place of flour to make rolls. Mushrooms may be fermented to create mushroom ale. Mushroom [[wine]] is produced as well, using a special breed of mushrooms developed by the [[Tower of Magi]] and grown around [[Almaria]].&lt;br /&gt;
&lt;br /&gt;
Despite their poor nutritional value, the mushrooms&#039; benefits include providing essential micronutrients and minerals. Avernites who have returned to the surface have been found to be less susceptible to common diseases as well. For these reasons, mushroom farming has begun in earnest all over the [[Empire]], although much of it is concentrated in [[Krizsan Province]] and [[Karnold Province]] in [[Valorim]].&lt;br /&gt;
&lt;br /&gt;
== Poisonous mushrooms ==&lt;br /&gt;
Mushrooms are also used in a variety of weapon and military [[poison|poisons]], and certain [[alchemy|alchemical]] formulas. Although mushroom poisons are not particularly potent, poisonous mushrooms can be lethal. Poisonous mushrooms, including many [[toadstools]], have been cleared from most populated areas of Avernum, but still exist in the darker recesses of the caves. Any citizens planning to grow their own mushrooms should check carefully with an expert to make sure that they are growing an edible variety, as the alternative can be extremely unpleasant and gruesome.&lt;br /&gt;
&lt;br /&gt;
== Magical Mushrooms ==&lt;br /&gt;
Several magical varieties of mushrooms also exist, though they are much rarer.  &#039;&#039;&#039;Healing mushrooms&#039;&#039;&#039; (such as &#039;&#039;&#039;Aescal mushrooms&#039;&#039;&#039;) have a restorative effect, and are sometimes used in [[alchemy]].  &#039;&#039;&#039;Hallucinogenic mushrooms&#039;&#039;&#039; release spores that induce wild hallucinations and eventually sleep in anyone who comes near them.  These mushrooms have only been sighted in the [[Za-Khazi Run]].  Rarest of all, &#039;&#039;&#039;euphoric mushrooms&#039;&#039;&#039; cause an extreme feeling of peace and happiness when they are ingested.  Their victims often become so fixated on the mushrooms that they are unable to do anything but search for more mushrooms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbarium]]&lt;br /&gt;
[[Category:Fungi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Avernum]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Zaego</name></author>
	</entry>
</feed>