Where known, a brief summary of the type of quests usually associated with a gem have been included below. These will vary according to decisions of the God managing the event (see HELP SCHEDULE for date-known Gem Quests) and, closer to the quest date itself, typing HELP followed by the gem ( HELP CORNELIAN for instance) will show you specific rules and important info relating to that particular Divine Gem Quest format.
Here is a list of the Divine Gems and a very brief summary of the Quest or Contest associated with each particular Gem:
The Cornelian EVIL
Epic strategic team combat on Battleisle using two to four sands and the battlesands points (see HELP BATTLEQUEST). Team rounds play through the first rounds with at least half eliminated through team performances. Semi-Final and Final become pairs+individual or individuals four then two; until one remains and is declared Gem Winner.
The Ruby WAR
Single elimination of competitors in a succession of knock-out tournaments and courage-rewarding risk challenges against opponents within reach on an ongoing league table. Winner of the Ruby League is the winner of the Gem.
The Moonstone JUSTICE
The military strategist and commander contest involving all wishing to compete and no combat between individuals. Duellists, pacifists and cowards are welcome. Each competitor begins with a 5000-strong army and first round is a free-for-all where elimination is defined by loss of men until an "army" can no longer field (i..e. 2000 casualties). Round ends when just one commander has over 3000 men left. Winning commander gets 5000 men for next round, all competitors below receive men based on position making equal spread 2000 (first eliminated) to the 5000 (winner). Second round all fatigue/wounds refreshed. Battlefield restarts with commanders paired based on position: winner with first eliminated/weakest, second place with second to last place etc. Contest fought to the death until just four commanders remain. Finale pits the four commanders leading two regiments (100 men) each, no alliances, battle until just one commander has legion(s) alive. This supreme commander wins the Moonstone.
The Malachite Test of the knowledge of the outer-reaches of the land.
The Topaz Combination of competitive and intellectual puzzles.
The Ebony Guild Tournament for the Sceptre of Night and Gem Victory.
The Coral Quest involving speed, and knowledge of the waterways.
The Pearl Quest of the Stars: passion, violence, excellence, balance.
The Onyx A test of the hunting ability of individual mortals.
The Opal Quest to test the compassion and healing ability of mortals.
The Amber Battles between groups for the honour of the gem.
The Diamond Multiuest testing to the full the intellect of an individual.
The Sapphire Battles between teams over the sands of time.
The Emerald Intuitive searching out of golden eggs, knowledge of Avalon.
The Amethyst The Quest of Ordination, described separately.
If you are lucky enough to win a Gem Quest, you will be able to throw the gem into the pool atop the rock pinnacle - typically watched by an audience of deities and fellow competitors. Your name will be included in the contenders list (see HELP CONTENDERS) and added to the rollcall of gem-winners (see HELP GEMHOLDERS).
Related helpfiles include HELP GEMS for info on the powers acquired by winning a specific Divine Gem, HELP AMETHYST for detailed information about this most special of gems - the fifteenth in the series - along with HELP ORDINATION for the Amethyst is the apotheosis gem; the exploision of the mortal soul into that of an immortal God.