When the metallurgist pores over the manifest of spelljamming ships laden with exotic ores, such as adamantine, meteroric iron, and Frewer's Gold, none excites the pulse and widens the scholarly prospects as finding a lump of the fabled Myrkandite. Native to but one world, early experiments in spatial transport has scattered the lumps of reddish rock across the spheres, to the boon of some, and the detriment of others. For myrkandite is an ore like no other. Most ores and metals are prized for their constancy of properties. Myrkandite, as shall be seen, is prized for just the opposite reason.

Wherever you go, mithril is the same. Metallic gold in sheen, it is virtually impossible to smelt without the aid of magic. Wherever you go, an mithril sword will always be a mithril sword. Its properties are its innate hardness and readiness to take enchantment. These never change, except perhaps on magically dead worlds.

Myrkandite, on the other hand, is as constant as the wind. Deep red in hue when it is discovered in the ground, it resolves into a metallic scarlet after careful refining. Such processing is necessary, since Myrkandite is an amalgam of gold, silver, adamantine, and what appears to be quicksilver. Thrust into a common fire, it readily disassociates into its valuable components. Carefully tempered, however, it is worth a thousand times the sum of all its components.

It was originally found as a natural ore only on Greyhawk. Here, oddly, it showed no innate properties, other than being a fantastically valuable chunk of rock, that could be disassociated into several priceless metals. Much myrkandite was lost in these years, to those too greedy to look beyond a quick piece.

It was only when a mage decided to show a sample of the ore to a colleague in Faerun. He set up the powerful magicks to bridge the two worlds, and enacted them. Suddenly, and quite by surprise, the sample utterly annihilated in a burst of energy, mortally wounding the mage. He lived long enough to tell his friend, Cameron, that it was indeed the Myrkandite that had done it. From that day on, it took on the unsavory name "bloodsilver."

As is the case with human nature, such events do not dissuade interests, but rather fire the imagination. What made the ore behave in such a fashion? Was it perhaps inimical to existence on Faerun, and that any sample thus transported would explode? Cameron travelled to Oerth, to study it in greater detail.

After five years, he came up with nothing. Myrkandite was largely unreactive, and seemed fit only to adorn jewelry, as was the fashion now. Its scarlet red hue enhanced any material it was added to, from base pewter to the most elegant adamantine bracelet.

The secret for myrkandite incorporation in other materials was discovered by Cameron himself. First, the ore is ground down into a fine powder. Then the substance to which it is to be mixed is also ground down (nearly impossible for adamantium, but where there's an iron golem, there's a way). The powders are added, and the mix is slowly heated, gradually increasing the fires, until the substance is liquid. A quick pour, and the item is molded.

Cameron theorized that whole items could be forged out of myrkandite by a process he called "press forging." A mold would be filled with powdered myrkandite. A golem or other fire resistant creature would hold the two halves together, and insert them into the furnace. When finished, the mold is taken out, and cracked open. The result is left to cool.

When the first item, a bracelet, was forged in this manner, Cameron turned it over to a jeweler for engraving and encrustment. Much to his chagrin, nothing short of adamantine would score it, and that merely scratched the surface. Gems had to be tied on with gold wire.

Puzzled by such a radical state change, Cameron sought to gather up as much Myrkandite ore as possible, and stashed it safely. His family begged him to return home, but he could find no safe magical transport. Finally, a friend recommended one of the Spelljammers so often seen in the night sky. He knew that the moment he arrived home, he would resume his studies with a fevered pitch, so he thought a slow ride home might be nice.

He took with him a small sack of the ore for study, and the first bracelet he had forged, now around his wrist. When they made ready to leave this world, he went to the edge of the ship, to see the breathtaking view.

No sooner had they entered wildspace than something frightening happened. The bracelet began to shake and throb mightily, and Cameron, recalling what had happened to his friend, dropped the bracelet to the deck, and leapt back.

This caused a hearty chuckle amongst the crew, convinced they had a newbie on this journey, unused to the differences in gravity. The captain moved to reassure his passenger, and noticed the bracelet on the ground. Picking it up, against the protestations of the mage, he asked the scholar where he had acquired a lump of planetite.

The mage was confused. He touched the bracelet, and it was indeed still throbbing, albeit diminishing. Did the captain expect this?

The captain explained that this substance, normally called myrkandite, but planetite in wildspace, was extremely valued in the art of navigation. It thrummed and throbbed in the presence of a planet, growing more intense the closer the planet got. Many a ship whose air supply dwindled, was saved by these rocks. Of course, smaller pieces were usually employed, to prevent the startling nature the mage had witnessed.

Were there any more uses, the mage queried?

The captain knew of only one. There were rumors that the ore did not respond well to extradimensional energies, such as seen in a teleport, or a dimension door. When a ship faced a dire foe, myrkandite could be teleported onto the foe's ship, where it would explode, and hopefully disable the 'jammer. Because of the heavy price of Myrkandite, however, this was keenly discouraged.

A change in properties! How incredible! The mage was now enthralled by the prospects for his ore, and sought a return to home as soon as possible, to carry on his experiments.

He almost asked the captain to return to Oerth, when an idea came into his impassioned brain. If there was a change of properties here, then why not on other planets, other worlds? Was myrkandite so whimsical that it affected different things on different worlds? There was only one way to find out.

The results consumed the rest of Cameron's life. His results were collected in the Tome of Myrkandite, which was lost in a magical war between his guild and a wizard's college over a stash of adamantine never returned. The random notes that survive, as well as specific examples which Cameron discovered, follow:

Oerth

As stated, the effects of Myrkandite are hidden on Oerth. This can primarily be linked to the fact that Myrkandite has only been found naturally on Greyhawk. Further, Myrkandite can only be synthesized artificially in Oerthan laboratories. Some have theorized that the majority of the properties that surround Myrkandite have to do with vibrational generation and control. If synthesized on another world, the compound, in the process of creation, will shake itself apart. However, its inability to teleport between worlds, coupled with records of its existence on worlds other than Oerth before the advent of Spelljamming leads some to conclude that part of the secret of Myrkandite is still unknown.

The majority of Myrkandite forging is done here, due to the fact that little in the way of surprises await those who try to forge it. Otherwise, it is necessary to erect a shield against a planet's specific effects, lest the vibrating skew the results. This shield usually is an anti-magic shell, allowing spells to be cast within, but not across the barrier. There also exists a spell created by the unknown mage that neutralizes the vibrational field of the myrkandite, allowing it to be unreactive. Bearing in mind that such a spell also neutralizes the effectiveness of a weapon or item already created, its secret was tightly guarded.

Wildspace

Despite the proliferation of crystal spheres, the effects of Myrkandite are always constant when in Wildspace. The myrkandite hums and throbs the closer it gets to a planetary mass. This is not always good, as it locks in to the closest mass, and not necessarily the largest, or the one that has precious air or life.

Still, it is useful in detecting magically cloaked worlds, or uncharted planets, as magic screening has no effect on it. In spheres that are antimagic in nature, a combination of a lump of Myrkandite and a gnome rocket ship is all that's needed to navigate even the largest Sargasso.

When approaching 100 million miles from a world, the stone begins to vibrate lightly. Often, the rock is cradled in a sophisticated holder that sets off a noticeable change the moment a vibration runs through it. It steadily builds each 10 million miles passes, until, as it reaches the outer edge of a planet's air envelop, it actually shakes and rolls if placed on a flat surface. Those with planetary navigation, and more than a year's experience with a particular piece of Myrkandite, can gauge how far they are from a given world by the rate and strength of vibration. This is extremely useful, as often a navigator will come near two worlds, and will reach a point where she is equidistant to the both. Without an innate knowledge of Myrkandite, she may be confused as to why she isn't getting farther from the world in question, as the Myrkandite suddenly senses this closer world, and takes over.

Planetary Rod:

Often when Myrkandite is used to detect the presence of worlds, it becomes necessary to weave a wide path at first, to determine precisely which direction the planet lies. This is often a time consuming activity, and when one needs desperately to find an air pocket, ultimately fatal.

To this end, the navigators of wildspace have fashioned item called planetary rods. Some are crude, merely two lumps of Myrkandite tied to both ends of a wooden stick. Others are exquisitely fashioned metal rods, inlaid with precious gems, more resembling wands than anything else. Each is anywhere from 1 ft. to 3 ft. in length. The length is critical; the longer the Rod, the more effective it works.

The item is held, one end in each hand, an arm's length distant. By slowly turning the body in a circle, and feeling for the differing rates of vibration, the navigator can tell in which direction the planetary mass lies. For instance, when the navigator feels one end vibrating much more than the other, he knows that the first end is closest to the planetary body. Proper alignment can indicate the precise direction the planetary mass lies.

As can be seen, the longer the pole, the greater the difference between vibrational rates, and the more accurate the reading. The only limiting factor is the sensitivity of the hands in determining differences, as well as the maximum armspan.

The Rod confers a +1 bonus to navigation rolls. It also often is the only way to detect invisible or cloaked celestial bodies. It also only senses bodies which have specific auras which respond to the morphic properties of Myrkandite. In other words, if you sense a body, be prepared for your Myrkandite to change when you get there.

Faerun

This planet has perhaps the best example of the true capabilities of this substance. On Faerun, home of the Forgotten Realms, Cameron sought to introduce Myrkandite to his colleague. When he told the Guild of Metallurgy that the bracelet he wore around his wrist, an amalgam of adamantine, gold, silver, and mercury, was tougher than adamantine, the majority scoffed, and demanded proof.

However, not even the mage who discovered it could believe the results. The mightiest smith smote the bracelet with his largest hammer.

No effect. Not even a sound. A flurry of examination followed. Adamantine tools still scored the surface, but only when slowly cut. From all observations, the material seemed to absorb kinetic energy readily.

Cameron quickly sent a messenger to retrieve more, and scoured through magical tomes to determine whether or not Myrkandite had already been discovered on Toril, perhaps under another name.

They needed to look no further that Justrael's Book of Singular Weapons:

The Scarlet Arms:

This suit of chain armor and shield was created hundreds of years ago, supposedly by the Red Wizards of Thay (thus the color, as the legend went). The style of manufacture suggests dwarven influence, although, with the information Cameron brought forth, a whole new history could be guessed at. Since the material itself would resist the shock of forging and shaping, the individual links needed to be forged one at a time, painstakingly, and then slowly incorporated into the suit. Sudden, sharp blows would not work; only tireless application of steadily increasing force would close a link. Based on the information garnered in the book, one mage calculated it would take over 100 years to forge 1 man-sized suit.

Now knowing what to look for, they examined any legends dealing with the uncovered information. According to one legend, the suit, lighter and stronger than any mithril construct, required no magic in its creation. It was made as part of a prophecy followed by a dwarven/human community that lived in the shadow of the Spine of the World. According to the prophesy, a horrid creature would rise from the earth, devouring all magic in its path. Where it could not find magic, it would take life. But the earth would not forsake her children. It pointed to a pile of rocks that had "fallen from the heavens," and were discarded as too hard to forge. It taught them how to slowly shape the ore into defense sufficient against the creature. The horror never came, and the armor was sold for food to merchants during an especially bitter winter.

From there, the armor, non-magical in nature, was sold to the highest bidder, a collector of novelties. After a hundred years of collecting dust, it was stolen by a thief, who wore it during his escape. He was struck by an arrow while climbing the wall to freedom, but amazingly took no damage from the fall. Rumors came to the ears of The Wizards of Thay concerning the armor, and they hired to best assassins to bring it low. From there, the legend ends, with it falling into their hands, and starting the original tale, a suit worn by Thay enforcers during ceremonial battles.

The armor does not glow under the scrutiny of detect magic. However, for all intents and purposes, it acts as a suit of elven chain + 3. Further, it has fantastic damage absorption capabilities. For every amount of damage leveled against the wearer, 4 is absorbed. This can come as any type of kinetic damage, from bites, to sword thrusts, to arrows, to even falling. However, unless a magical attack is kinetic in nature, it provides no protection. Thus, some types of weapons can be all but ignored.

The shield acts as a +1 item, also non-magical in nature. It can absorb 4 points of damage, but only when the wielder strictly parries in a round. When the two items are combined in a parry, up to 8 points are absorbed. Further, the shield can be positioned underneath a falling wielder to absorb part of the damage from a fall (DEX check required).

Cool Sphere:

One mage in Cameron's enclave happened upon this idea. Grabbing a piece of Myrkandite roughly caused it to become cooler, as the rock stole heat and motion from the hand (necessitating a layer of protection when fashioned into shields or armor). Since liquids, when heated, seemed to become agitated, it would reason that something that actively sought to still the liquid as much as possible would cool it. To affect the change, the liquid should be kept from the air as much as possible. She sent word to Greyhawk to fashion a sphere out of the substance, with a removable plug, also of Myrkandite.

The item can hold up to 1/2 gallon of fluid. If shook briskly, the liquid within quickly cools, always right before the freezing point. Small pads must be worn during agitation, to prevent cold burns.

On Toril, Myrkandite acts to absorb kinetic energy. It does so in four distinct grades (the energy is dispersed along a matrix throughout the item. Until a discreet level of Myrkandite is reached, the alloy does not efficiently dissipate energy). The grades are linked to the percentage of Myrkandite within an object. For every 25% an item is composed, the item will absorb 1 point of damage. Thus, an item composed of 50% Myrkandite absorbs 2 points of damage. However, keep in mind that although a pure Myrkandite coin will absorb 4 points damage, the area it protects is very small indeed. As the Scarlet Suit, composed of thousands of individual links, showed, unless the item covers a wide area, it protects very little. As a rule, unless the Myrkandite intercepts every part of the force, it is not completely effective. Thus, ring mail, raised above the leather coat, will completely intercept the shock of a bashing weapon (while allowing a small enough dirk to pass through), while Myrkandite studs placed into the bottom of boots will not completely absorb the shock of a fall, since they do not cover the entire surface area of the bottom of the shoe.

On Toril, Myrkandite does not take an enchantment well. However, it is excellent protection, acting as magically enchanted armor, depending on the degree of protection it provides. This is usually directly linked to the mass of an object. Of course, the amount of metal (which Myrkandite is taking the place of) must be a significant fraction of the armor to be considered. Here is a rough estimate, assuming 100% Myrkandite. For less pure mixtures, divide the number by the fraction it contains (25, 50, or 75%) and round down.

          Armor Type          Defense Bonus
          Studded Leather          1
          Scale Mail               2
          Chain Mail               3
          Plate Mail               4
          Field/Full Plate         5

A shield of myrkandite is not enchanted to move to intercept attacks, as many magical shields are. Subsequently, unless it is specifically used to parry, the shield confers no defense bonus, except the standard +1. If it is used to parry, the bonus increases to +3. However, its damage absorbing capacity makes it worth creating and owning.

Al-Qadim

Soon after Cameron finished his studies in Faerun, he hired a spelljammer to investigate the planets of Realmspace, to see what effect Myrkandite had on the different worlds, beginning with the moon.

When they were about to depart, Cameron explained to the captain about the nature of the mission, and asked her if she knew of anything that would assist him in his studies. After a bit of pondering, she told him that certain areas of Toril were avoided by spelljamming captains, because of sudden shifts in the way magic worked. Intrigued, Cameron asked to be taken to the border of one such barrier.

When they arrived, it was at the edge of a vast desert. Finding a caravan route, they waited until one approached, and Cameron left the ship to travel into this strange land. Showing a sample of the ore to a pack of merchants, they immediately attempted to buy it, claiming it was a substance called the Radiance of Fate. From what Cameron was able to glean, Myrkandite glowed when struck, making it ideal for use as a lighting element.

Further experiments with the bits he had brought with him confirmed this discovery. Not only did the ore cast a bright white light, but it also gave off no heat. It seemed a mundane power, but it enthralled Cameron nonetheless. This proved his theory that Myrkandite had a specific, differing effect on each world, and not all were keyed to a special aspect of that world. It also reasoned that if the Myrkandite had mundane effects on some world, it might take years to correctly analyze the effect on certain worlds.

Armed with this knowledge, Cameron left the land of sand and Djinn, to search other worlds for other properties.

On Al-Qadim, Myrkandite has, perhaps, its most mundane effect. When struck, it produces a bright, clean light from every exposed surface. However, even a light application of paint will shield an area from illumination; thus, myrkandite is sometimes used to coat decorative pieces, then delicately painted over in intricate designs, so that when struck, produce dazzling geometric patterns that shine on surrounding walls and floors.

Otherwise, Myrkandite can be treated as a novelty, or a weak tool. Oftentimes, a small shaped piece is tied to the end of a stick, to make a safe torch. However, those who inhabit Al Qadim, being innately creative, seldom allow such a miraculous item to be wasted. Pieces of myrkandite are intricately worked into weapons, instruments, and articles of clothing, so that in the frenetic motions of fighting, playing, and dancing, radiant beauty can be discovered.

Myrkandite glows in direct relation to the amount of force applied. For every point of damage inflicted upon the item, the item glows for a round. Further, for the first round after contact, the object hums with a pleasant tone, whose pitch is determined by the amount of myrkandite used; the smaller the amount, the higher the pitch. Of course, intensity of light is directly based on a ratio between mass of object and amount of force applied. Thus, an extremely large object and an extremely small object are struck with the same amount of force. The large object will glow with a hazy illumination, while the smaller one will burn brightly. Oddly, both will glow for the same amount of time. The reason for this is not particularly well understood.

The Divination Conic of Umar Abd Al-Badia:

The largest and perhaps most dramatic application of Myrkandite is found in the Haunted Lands. There, amidst the endlessly swirling, shifting dunes, a single island of black basalt thrusts from the sand. No matter how savage the sun beats down, however, the rock remains cool and sitting upon its surface seems to refresh even the weariest of travellers.

In the center of the platform, a six foot cone rises into the air. Studded across its surface are hundred, perhaps thousands of pieces of carefully crafted Myrkandite. The whole was fashioned by Umar bin Rashad, a corrupt merchant who sold tainted food to the nomads of the region. The vengeful Al-Badia hunted the merchant down, and compelled him into slavery. There he languished until a sandstorm separated him from his tribe, and led him to the basalt platform. A vision appeared before him, a ghostly image of the cone, and a voice commanded him to make it. He then followed a ghul back to the camp.

The nomads, astounded by the return of their slave, being led by a ghul no less, listened gravely to the vision, and knew that it was the will of Fate. They returned to the platform, and established camp there. Because there was no water to be found, their lives became exceedingly harsh, but they did whatever was necessary to complete the task.

Led by another vision, Umar came across a granite cone in the ruins of a temple. Half buried in the sand, it still contained gems embedded in the surface. The nomads dragged the cone two weeks to the platform.

Using the small fortune garnered from the cone, Umar travelled north, and wandered the bazaar where once he cheated and stole. He came upon a boy who had found a sackful of red stones. He paid the boy well, and returned, knowing his quest was soon over.

The histories become unclear here. What does remain, however, is the stone. When the top is struck, it transmits the energy across the surface of the stone. Light and sound wash down the outside, creating a brilliant spectacle.

Folklore states that those who seek an answer from the stone must travel alone across the sands, seeking the cone and fasting all the while. Once she arrives there, she must wait until the sun goes down. Then the petitioner strikes the top of the cone, a solid chunk of Myrkandite. The energy from the blow creates a chain reaction, lighting each stone in sequence. However, the path the energy travels is never the same.

Carved into the surface of the basalt platform is alphabetic characters. When the flow finally reaches the platform, it casts light on certain characters.

Now most of the time, this jumble is fairly incomprehensible. That's where the Al-Badia come in. The sounds and light sent out from the stone travels across the dunes, summoning the nomads from miles away. The petitioner should have brought gifts for the nomads. Failure to do so usually raises the ire of the already unpredictable nomads.

Depending on how well rewarded the Al-Badia are, they will do their best to translate the message. Often this is an analysis of the letters from the most wise of those who came. For those who are extremely generous, the petitioner is brought to a camp, where she may speak to the hakima. Chances of accurate divination are almost 100% at this point.

There are those who say that there is no divination powers inherent in the conic; that rather the Al-Badia respond to the calling of the stone, and use their wisdom to ascertain an answer. Those who have made the journey, those who have struck the stone, and met the Al-Badia, have no doubts that the conic works.

Krynn

After the journey to Al-Qadim, Cameron began to prepare for the journey to all the populated worlds known, to begin a careful survey of how Myrkandite worked, and to see if there was a pattern to its cause and effect.

The moon of Faerun provided no quick solution, and rather than allowing his enthusiasm to wane, he travelled to the next world. And the next. And the next. Sometimes it thrummed lightly, sometimes it gave out a keening whistle. Other times, it just became dark and inert. It was recommended to him by friends that such uninhabited worlds held little in the way of interest. It was best, then to go to another heavily populated world, to seek out any scholarship already done on Myrkandite. The next, then, was Krynn.

In transit, Cameron had the fortune to come across a member of the Arcane, who offered a goodly sum for his samples of Myrkandite, which he refused, after being told by the captain not to trust such creatures. He did manage to ferret out of the merchant that on the Arcane homeworld, Myrkandite absorbs ambient light, creating fields of darkness relative in size to the amount of Myrkandite.

Almost immediately after arriving on Ansalon, Cameron was astounded to discover that the Myrkandite was changing its basic properties! The scarlet red faded into a burnished silver, with flecks of red throughout, and the whole mass became very malleable. Other than that, however, the ore seemed unresponsive.

He was told by the captain to travel to Palanthus, the consult the Library, and the Metallist Guild, for any evidence concerning Myrkandite's discovery here. Those he spoke with claimed a familiarity with the substance, but confessed a need to take samples for further examination. Only in the Library did the truth come forth, as the acolytes' eyes widened with astonishment.

"Dragon metal!" they whispered. Cameron was told of the Dragonlance, and how an exceptional few took on the red flecked sheen seen in the metal. These were exceptional weapons, even for lances. It was believed that the blood of the first dragon killed with the newly forged weapon permeated the metal, and the spirit of the beast, thus trapped, enervated any dragons who came near.

Cameron was informed that the method of forging these weapons was perhaps the best kept secret on all of Krynn. There was little chance of an outsider, even one who knew so much about the ore, would be allowed into the forges of Ergoth.

Still, he asked to be pointed in the right direction, to see if he could convince the armorers to allow him access. He was referred to Captain Allain, commander of a brig of war, which would be making the run to Ergoth. This meeting was perhaps the most fortuitous of any he had on Krynn.

Deciding to be as forthright as possible, he brought a lump of the metal to the meeting, so that there would be no questions in the captain's mind. However, the moment Cameron stepped on board, the rock began humming and vibrating. Cameron was intrigued, but he did not want to offend the captain. He need not have bothered.

In a flurry, the captain burst from the cabin, glancing about. As he approached, Cameron noted the rock vibrated more intensely. Suddenly, he caught view of the mage, and stormed up to him. He grabbed Cameron by the robes, and hauled him below deck.

A quick interrogation, and Cameron sheepishly surrendered the samples. Allain then revealed to Cameron that he was a dragon in disguise. After the war, he tired of the constant politics of his kind, and preferred an easy life of adventure on the seas. He told Cameron that his race had a name for the substance. Roughly translated, it meant Dragonsbane. Not only did it thrum in the presence of dragons, but the vibration audibly irritated any dragons in range. The substance was well guarded, but occasionally weapons and armors were found containing Dragonsbane.

Cameron spent a month in Krynn, talking to various dragons (friends of Allain) about their experience with the substance. Most items found containing the substance were sent to a vault deep within the earth, far from where they would interfere with dragonkind. The tour culminated with a visit to a scholarly bronze, who conferred a scroll upon Cameron. On it was everything the dragon had dared learn about the metal, which wasn't very much. Allain returned Cameron to his ship, and cautioned him about further research. Allain was a good dragon, used to humanity and their curious nature. Other dragons would not have been so understanding, thinking the metal an attack.

Before Cameron left, a messenger arrived at the spelljammer with a package wrapped in heavy burlap. It was a rod, forged of Myrkandite. With it was a message, advising Cameron to take the dagger as far as possible, and never return. Heeding these words, Cameron made for home with his precious cargo. Never before had he possessed an item fashioned of the substance.

To understand the effect Myrkandite has on Krynn, it is first necessary to understand how dragons communicate. Many believe that two dragons somehow communicate through telepathy, when facing off against one another. The truth is actually quite more profound.

On the back of a dragon's head is usually a series of horns or hairs that seem to serve no purpose, and are indeed only seen in action during dragon combat, when other dragons aim their attacks specifically at these objects. A closer examination of these horns and hairs reveal that they are actually filled with holes. Within these holes are channels covered with fine hairs. In many ways, these organs replicate the same effect as ears do.

When a dragon breathes, the air is dispatched through a variety of chambers, some travelling to the deep lungs, which remain inactive when dragons sleep, some to the shallow lungs, which is the primary air system, and some travel to the areas that control the dragon's breath weapon. When the air is expelled, it passes by something very much like a human's voicebox.

However, such an organ would be wholly impractical for communications when a dragon is in flight. An interesting adaption, then, is two constructs, composed primarily of the hard bone of the neck, which is stimulated by the breathing of the dragon. The deeper or more excited the dragon breathes, the more the bones vibrate together.

Dragons can control the amount the bones vibrate in a manner very similar to the way a human can control his vocal cords, in order to speak, to scream, or to sing. The noise produced, however, is ultrasonic, well out of the range of human perception. Thus, dragons may "speak" to one another without any humans hearing a sound. The only sign that this communication is taking place is that the two will seem to preen and cock their heads, trying to position their sensory organs in such a manner for optimal transmission. This sound is called the "Keening."

Since the dragon's lungs are exceedingly powerful, this sound can be transmitted over miles, warning other dragons, who pick up the vibrations in their super- sensitive horn or hair organs. As alluded to above, it is an exceptional tool for communication in flight, early warning, and navigation (it works as a very crude form of sonar). Dragons may try to muffle to sound, but this is tantamount to holding their breath, something they are wont to do. Dragons who are shapechanged may opt not to broadcast, but some do, to warn other dragons away from their presence. Chances are, if a dragon picks up the keening, and sees no visible dragon, the shapeshifted dragon in question probably doesn't want to be seen.

There is one final application of the keening pertinent to this discussion. Those dragons who become agitated tend to allow the "harmonic" bones to vibrate uncontrolled. This sound dips far below the standard ultrasonic range at which they speak, passing almost to the standard sonic range.

When this level of keening strikes the basilar membrane of lesser animals, it creates disharmonies within the inner ear, and sets up disorienting pain within the cranium. The standard response to this effect is the much dreaded dragonfear.

On Krynn, Myrkandite continues to display absorptive capacity, in addition to energy translation. The substance absorbs the sound of the keening, making the Myrkandite vibrate. Thus, if the dragon is breathing at all, there is a good chance the Myrkandite will pick up the vibrations. Anyone standing within 10 feet of Myrkandite will be rendered immune to dragonfear.

The immunity has to do with the second property. The Myrkandite acts very much like a sonic prism, absorbing the noise of the keening, and breaking it apart into different frequencies. One effectively cancels out the keening, creating a zone of silence.

The second sends out disharmonious frequencies which aggravate the sensory organs. Dragons thus affected seem distracted by the noise. All rolls made by the dragon are at -1. Further, the dragon will act irrationally, as if bothered by an itch it just cannot scratch. Over time, the agitated beast will begin to lash out, trying to divine the source. It would make sense that the dragon should notice a connection between the keening and the amount he is annoyed, but this is seldom the case. Few dragons know enough about Dragonsbane to seek it out as a cause.

The third, and most puzzling, translates the keening into lower frequencies understandable to humans. The wielder of the Myrkandite will not receive a verbatim translation but will understand intent, as well as a general message.

The Rod of DrachensDoom:

The Rod was created in Ergoth before the Cataclysm at a time when the Forges were bustling with legendary life. A cleric of Paladine, convinced by the Kingpriest of Istar that an evil dragon assault was coming, commanded a few of the faithful to steal samples of material, and make a weapon he could use.

Forged of the same stuff and in the same manner as the DragonLance, the three foot weapon has a Myrkandite dragon's head, screaming in agony, on one end. It does the same damage as a mace +2, except against dragons, where it acts as a footman's dragonlance. Further, it possesses all the properties of myrkandite, sensing dragons within 100 yards, as well as causing them excruciating pain (-2 to dice rolls) within 50 feet. Finally, the Rod will allow the wielder to speak the dragontongue, though those she speaks to may not be in a friendly mood.

Other worlds

Sadly, soon after his return from Krynn, Cameron was struck with an illness both debilitating and contagious, contracted perhaps on one of the many moons he visited as he slowly made his way home. The finest clerics in Waterdeep could do nothing except quarantine him for the duration of the disease, a disease which consumed his life over 10 years.

During that time, however, the other mages in his coven agreed to assist him in any way they could. All Cameron asked was for the tower to be enlarged, giving him the freedom to perform experimentation. He spent ten years, locked in that wing, and although the days were filled with the sound of never-ending construction and destruction, the nights filled with screams of pain and triumph, and the air stank with the odor of heavy magick, no one dared enter.

Finally, one day, the coven awoke to find the noise had stopped. There, in the middle of the room, was a small pile of Myrkandite, a strange chair which thrummed divination magic, and a crystal ball somehow connected to the chair. Cameron was nowhere to be seen.

The only other thing out of the ordinary was a sheaf of papers, ready for binding. Within, Cameron tells how he developed a machine to project his consciousness into other worlds, to enter the minds of the denizens, to find within their history and legends knowledge of the strange substance. The majority of the coven's mages denounced it as the work of a raving madman, but others were not so quick to dismiss the results. In truth, no mage possessed the courage to operate the device, to confirm or deny the theories, so it was left at that.

Within the book was a careful cataloguing of each world, each planetoid that Cameron's mind touched in its long sojourn. Each planet moved farther and farther from Toril, eventually penetrating the crystal sphere to other worlds, other places. What followed was perhaps the most complete inventory of inhabited worlds. Only a fraction of the worlds, perhaps ten in the hundreds discovered, had any hints of Myrkandite.

Beyond these, however, lay two chapters, separated from the rest. Only one had ever been heard of before, and that was in legend. The details of these were sufficiently fantastic to cast doubt upon the entire work. What was written has been presented here, for the curious.

Ravenloft

Cameron's search led him through some of the finest libraries, not only in the Realms, but in all the worlds his mind visited. Not only did he study the legends of these worlds, but also legends of other worlds, and other times, concentrating especially on weapons that seemed "to fall from the heavens." This would adequately describe Myrkandite, and its extraplanetary origin.

However, the more delving Cameron did, the more he discovered one legend in particular, repeated over and over. All worlds, all cultures had vivid versions of an afterlife, both positive and negative. From descriptions given, it was simple placing them as locations in the Outer Planes. However, one in particular eluded him.

It was a place, as normal as the world from which the legend sprung, and yet it was dark. All of them matched the pattern exactly, an evil reflection of the normalcy. The one thing they all had in common was the form of passage: a portal of mist. Strangest of all, those who travelled this land could enter the dark reflection of other worlds. Thus, those who entered through the Greyhawk reflection could travel to the Krynn reflection, and escape to Krynn. If they could escape.

It was a place of terrors, and as far as Cameron could divine, it was impossible to reach, except by the truly evil and the truly unfortunate. Still, he watched and studied, discovering that natural portals to this nightmare world opened regularly. It was a simple matter of doing the unthinkable: finding when a portal opened, and following the doomed inside. This he did, and mourned the loss of the young boy, lost in the woods.

He travelled freely, and almost immediately discovered what he was seeking. There was a material known as bloodiron that was almost as feared as the Lords who held each realm in their sway. Those samples which existed seem to come from other worlds, other realms. No forging of the bloodiron seemed possible, because of the peculiar properties. Still, the legends spoke of diabolic tools of restraint and torture employing the crimson metal.

Cameron gives no indication how he escaped the horrid place; only that it was more terrible than his means of entering.

Despite the fact that Ravenloft is an amalgam of different worlds, each possessing different Myrkandite properties, there is a unified effect while on the demiplane of horror. The metal turns a deep scarlet, and becomes almost slick to the touch; thus the source of the name.

In many ways, the Ravenloft properties of Myrkandite closely follow those of the Forgotten Realms, with one savage difference. On Ravenloft, the kinetic energy of a strike is not absorbed; it is instead magnified. Thus, a weapon forged of the substance will double the amount of force inflicted, effectively doubling the damage. However, this amplification is not without its cost. It backlashes on the wielder, inflicting the standard damage on the attacker. Thus, if a fighter strikes for 7 points damage (including all bonuses) with a myrkandite sword, his victim takes 14 points, while he himself takes 7. Subsequently, the only practical use is as a ranged weapon.

As can be imagined, a piece of Myrkandite armor is deadly. Anyone wearing the armor takes twice normal damage from attacks, but inflicts the kinetic backlash on any melee attackers. Thus, the only practical use is as a trap, or to be worn by something immune to normal damage, such as certain types of undead.

Note that all materials fashioned out of Myrkandite probably were brought over through the Mists, since the very act of pounding the metal into shape would kill the blacksmith. Since Myrkandite ranged weapons were always rare, they would be next to impossible to find in Ravenloft.

Durel's Manacles:

An insidious device, they consist of a standard set of iron manacles lined with small pieces of Myrkandite. Any attempt to break out through force or picking the lock will result in kinetic backlash. Forcing them open will do (1d4 + Str bonus)*2. Each failed lockpick roll will do 2 pts damage to the wearer. The only safe way to remove them is with the key.

Athas

The second chapter, a place Cameron referred to only as Athas, seems absolutely normal compared to the first. However, to the mage, it was a horrid place, a desert land of dying and endless suffering. Apparently there his soul form, normally invisible and invulnerable, took on a material aspect.

He came there only after finding another spirit, travelling in a manner very similar to the one he was employing. The spirit seemed amazed to find someone, normally going to this place for solitude. Cameron agreed, and was almost killed when his guide turned on him.

Barely escaping, he fled into a vast desert. Cameron was alone, dressed only in his study clothes, with no provisions and no spells memorized. Further, the myrkandite he was carrying also travelled with him, something that had never happened before.

It is astonishing that Cameron survived, further lending credibility to the theory that his entire journey was a product of his frustrated, delusional mind. He was almost slain time and again, except for the fact that all those who opposed him seemed astonished that...something wasn't working. He speaks little of this period; only that it took months to leave the place. Those who aided him in returning home begged him to come back with more Myrkandite, and he seemed glad to see that the samples which he carried did not return with him.

The mages of his guild immediately disbelieved the record, since they placed food outside his door every evening, and there never was a break in the cycle. The final part of the journal is concerned with his preparations to return, and from the fact that he made preparations with a variety of travelling spellbooks, magical items, and the Rod of DragonsDoom, and none of these things were found in his wing when it was searched. Perhaps he found a way to return, and has not come back yet.

On Athas, Myrkandite is valued a thousand times more than silver, gold, even steel. It is as malleable as iron, takes an edge well, and makes a durable weapon. What is more significant, however, is that it absorbs psionic energy. How, is not well understood. It seems to work in a field, absorbing psionic effect in a 5' radius around the wielder.

A pound of Myrkandite is sufficient to absorb 1d6 PSP worth of active psychic powers each round. Calculate the amount of Myrkandite in an object, and adjust accordingly. This total is subtracted from the total PSPs neccessary to create the effect. If there isn't enough PSPs, then the power doesn't go off. The psionicist is instantly aware of the drain, and can add more to insure the effect happens. However, most psionicists will not blindly pump PSPs without first understanding why. Further, it can only affect the initial overlay of PSPs. If another psionicist activates a power later on in the round, the power goes off full effect.

Active psychic powers are those currently being used. Myrkandite will not touch reserves of PSP, but the moment the PSPs are applied, they are subject to drain. Specifically, the ore only affects psionic powers directed into the field, but will protect the wielder from area affect psionics. Thus, even though the center of the area of effect of an Inertial Barrier falls outside the 5' drain area, the Myrkandite protects the holder. The door does swing both ways. Beneficial powers are subject to the same drain as malevolent ones.

Myrkandite armor and especially helms are useful in incapacitating psionic individuals. The effect must pass from the wearer to the target, and thus the armor isolates the wearer from the outside world. Every time someone wearing a piece of myrkandite armor tries to use a psionic power, she must first penetrate the armor's draining effect. Thus, Myrkandite is most useful in the hands of the non-psionic.

So where does the psychic energy go? Once again, it is retranslated into another form, one quite similar to the Krynn effect. The energy is rebroadcasted as disruptive psionic waves. All psionicists within a 25' radius take a penalty to all power scores. For every round the Myrkandite absorbs PSPs, the psionic static grows more intense, building +1 for each consecutive round, to a max of +4. The effect fades -1 for each round of zero exposure.

What follows is a quick guide to how valuable Myrkandite is in each of the worlds, in addition to how well known it is to sages and metallurgists.

                    Cost/lbs       Rarity
Greyhawk            10,000 gp      15 in 20
Forgotten Realms    20,000 gp      16 in 20
Krynn               50,000 stp     19 in 20
Al-Qadim            15,000 gp      16 in 20
Ravenloft           75,000 gp*     17 in 20
Athas               Priceless      20 in 20
Wildspace            5,000 gp      14 in 20