A compass, also called a trailfinder, was an instrument that showed the cardinal directions. It was used for navigation and travel.[3][4][1] They were found amongst sets of navigator's tools.[5][6]
Function[]
Compasses utilized a magnetic needle that pointed north–south, but the principle was not well understood in the Realms, so their designs were crude and unscientific. For example, although navigators around Zakhara in the mid–14th century DR were familiar with them, it was widely believed the needle was possessed by a gen. In addition, navigators did not fully understand magnetic declination, that is, the angle of difference between a magnetic pole and a pole star. Hence, their accuracy was passable and their usefulness limited, and made much worse aboard a rocking ship, yet they could still provide a slight benefit to navigation at sea.[3]
Proximity to large lodestone—that is, magnetic rock—could ruin a compass needle.[7]
History[]
Compasses were invented, at least independently, by Shou craftsmen of Shou Lung.[8]
Varieties[]
- Compass rose
- A type of magical compass from the land of Zakhara. They took the form of a clear medallion and came with some metal rose that they could track the direction of.[9]
- Elemental Compass
- Magical compasses designed to function within the Inner Planes.[10]
- Zakharan Compass
- Compasses in the land of Zakhara had thirty-two points of direction, each referred to as a khann.[11] Magical versions of these compasses existed that really did have a gen trapped in the needle, though these were incredibly rare and just as expensive. Such magical compasses always pointed to the pole star, not to magnetic north, so they had a significant discrepancy with basic compasses, which could cause confusion. They remained much more accurate and were a greater aid to navigation.[3]
Usage[]
Compasses were used for navigation in such places as the Sea of Fallen Stars in Faerûn,[4] the Celestial Sea in Kara-Tur[8] and the Crowded Sea of Zakhara.[3]
Trailfinders were used in the Utter East during the Bloodforge Wars (648–657 DR) to aid basal golem warriors traverse uneven terrain.[1][12]
Appendix[]
See Also[]
- compass (spell)
- orb of direction
Appearances[]
External Links[]
References[]
- ↑ 1.0 1.1 1.2 Tachyon Studios (November 1996). Designed by Brian Fargo. Blood & Magic. Interplay.
- ↑ David Cook (October 1992). “Home Port: Wherein the Tale Begins”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.), pp. 20–21. ISBN 978-1560763314.
- ↑ 3.0 3.1 3.2 3.3 David Cook (October 1992). “Home Port: Wherein the Tale Begins”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.), p. 20. ISBN 978-1560763314.
- ↑ 4.0 4.1 Curtis Scott (March 1992). Pirates of the Fallen Stars. (TSR, Inc), p. 6. ISBN 978-1560763208.
- ↑ Grant Boucher, Troy Christensen, Jon Pickens, John Terra and Scott Davis (1991). Arms and Equipment Guide. (TSR, Inc.), p. 28. ISBN 1-56076-109-1.
- ↑ Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), p. 80. ISBN 978-0-7869-6612-7.
- ↑ David Cook (October 1992). “The Steaming Isles”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.), p. 31. ISBN 978-1560763314.
- ↑ 8.0 8.1 Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume I). (TSR, Inc), p. 29. ISBN 0-88038-608-8.
- ↑ Nicky Rea (1994). Corsairs of the Great Sea (Adventures in the Corsair Domains). (TSR, Inc), p. 63. ISBN 978-1560768678.
- ↑ David "Zeb" Cook (1994). Planescape Campaign Setting, A DM Guide to the Planes. Edited by David Wise. (TSR, Inc), p. 27. ISBN 978-1560768340.
- ↑ David Cook (October 1992). “Home Port: Wherein the Tale Begins”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.), p. 31. ISBN 978-1560763314.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), pp. 94, 95. ISBN 978-0-7869-4731-7.