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	<entry>
		<id>https://gswiki.play.net/index.php?title=Path_to_Palestra&amp;diff=75259</id>
		<title>Path to Palestra</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Path_to_Palestra&amp;diff=75259"/>
		<updated>2016-02-16T18:53:39Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Path to Palestra&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
My hands reach for a small scroll tucked away on a top shelf in my library.  Gently caressing the parchment, I close my eyes and let my mind wander. I can still see the day I first passed through the doors of the academy.  &lt;br /&gt;
&lt;br /&gt;
Trying to wait patiently, my short legs swung back and forth, causing my boot clad feet to make a dull *thud* against the stone legs of the bench I had been commanded to sit on.  My father turned towards me and stared with a stern expression.  I immediately stilled, but it only lasted for a moment.  Soon my backside was wiggling in the hard seat.  I gazed towards the doors that lead further inside the academy, the place where my future was to be decided, where I would begin the path to my ultimate destiny.&lt;br /&gt;
&lt;br /&gt;
Blinking, I open my eyes and unroll the ancient document.  Glancing over the words, I remind myself of the history it contained and fondly remember teaching the newly accepted.&lt;br /&gt;
&lt;br /&gt;
===Three Major Academies of the Palestra===&lt;br /&gt;
&lt;br /&gt;
Seeing the potential and the danger of researching and summoning demons, Ondreian Shamsiel Faendryl, Patriarch XVII, established the Palestra, an elite force of Faendryl warrior designed to protect sorcerers as they delved beyond the mists in their demonic research.  With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl.  It was during this time that the three major academies of Palestra training were founded.  Their purpose: to balance the power of the sorcerer by training exceptionally skilled warriors who specialize in demonology.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Academies&amp;lt;/b&amp;gt;&lt;br /&gt;
*Korthyr   &lt;br /&gt;
*Anaya &lt;br /&gt;
*Shamsiel&lt;br /&gt;
&lt;br /&gt;
The symbol of the Palestra is a triskele. It is a motif consisting of three interlocked spirals extending from the center of the symbol.  The three branches stand for strength of heart, strength of mind, and strength of spirit.  Palestra graduating from the great academies are awarded a lor triskele set with three gold-veined scarlet despanal, and the name of the school engraved along the back along with, &amp;quot;Our discipline rules all worlds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Four Lesser Academies===&lt;br /&gt;
Over time, it became apparent that the Palestra academies could not keep up with the demand for Palestra-trained warriors.  Graduation took a long time, and in the end, few would reach that achievement.  Most of those who did graduate took positions as trainers within the basillica, or within houses of the wealthy, well known of Faendryl society.  In response, Korvath Dardanus Faendryl, XXXIX Faendryl Patriarch, commissioned what was to be known as the lesser Palestra academies.  While these schools trained excellent warriors, the requirements for graduation were not as rigid as in the greater academies.  As a result, Palestra-trained bodyguards were made readily available to the common sorcerer.&lt;br /&gt;
Upon graduating, a Palestra of the lesser academies, except Mahkra, are awarded a lor triskele inset with three wine-veined scarlet despanal.  Those candidates that do not fit into any of the greater or forenamed lesser academies are usually admitted to Mahkra, named for Elizhabet Mahkra Faendryl, sister to Thanris Akeleyn Faendryl, Patriarch XVI, who lost her sanity when she pierced the veil.  These graduates tend to wander the lands, taking jobs where they can find them.  They are awarded a lor triskele inset with three ebon-veined scarlet despanal.  All the symbols bear the same engraving as the greater academies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Lesser Academies&amp;lt;/b&amp;gt;&lt;br /&gt;
*Silvius&lt;br /&gt;
&lt;br /&gt;
*Akeleyn&lt;br /&gt;
&lt;br /&gt;
*Kanigel&lt;br /&gt;
&lt;br /&gt;
*Mahkra&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
Acceptance into an academy can be granted at any age, although most candidates enter while still a youth.  Once a month, academies open their doors to candidates.  While there, the candidates are tested for strengths and weaknesses, and evaluated for their potential level of abilities.  If accepted, the candidate begins training immediately.  If declined, the candidate is sent away.  If the candidate is rejected by a greater academy, they may apply to a lesser, but no other greater academy will take them, and it is unlikely they would survive a subsequent, more rigorous testing.&#039;&lt;br /&gt;
&lt;br /&gt;
Once a Faendryl enters an academy for training, the initiate takes part in a ritual to shed their family name.  The process represents their unwavering dedication and loyalty to their training, and ultimately, their academy class becomes their new family.  Even so, families take pride when one of their own is accepted into one of the greater academies, and will acknowledge them as an honored member.  Many families will train their children from a young age in preparation for the Palestra entrance testing.  While this may seem to give some candidates an edge, it has been said that the testers do not look so much at what the candidates are now, but what they have the potential to become. &lt;br /&gt;
&lt;br /&gt;
Each class of Palestra takes on a symbol of their group.  It is traditional to tattoo an image for their symbol somewhere visible on their body.  This is one way that a Palestra will introduce themselves to other Palestra and offers assistance in determining authority and rank.&lt;br /&gt;
&lt;br /&gt;
===Paths of Study===&lt;br /&gt;
All Palestra are warriors first and foremost.  They train in the art of weaponry and combat, keeping a rigorous schedule.  In addition to this training, they are also taught to calm and focus the mind.  While their initial duty is to protect their charge, all Palestra know their ultimate duty is to protect House Faendryl at all costs, even if it means elimination of those they look over.&lt;br /&gt;
&lt;br /&gt;
During their course of study, it has happened that the warrior may show a talent for magic, healing, or other non-traditional warrior skills.  Classes and studies in these areas are then added to their schooling.&lt;br /&gt;
&lt;br /&gt;
All Palestra are primarily trained in bladed weapons, but may add other styles of fighting as their instructors determine.&lt;br /&gt;
&lt;br /&gt;
===Trials of Honor===&lt;br /&gt;
&lt;br /&gt;
A Palestra&#039;s training may last a few decades or as long as a century.  It depends on the academy and the aptitude of the student. The average time spend in the academy is about thirty years. Many students never complete their training or are removed from the academy for lack of skill, progress, or any number of other reasons, including death.&lt;br /&gt;
&lt;br /&gt;
When a Palestra is ready to leave the academy, they participate in the Trials, where they are put in an arena to fight other Palestra and eventually show their skills against the demons.  When the Trials are over, they are give a title of rank.  This will become one of the ways a Palestra will introduce themselves to other Palestra and will help in determining authority.  This will also be a bargaining tool when discussing payment with a potential client.&lt;br /&gt;
&lt;br /&gt;
Titles earned at the Trials in order from lowest to highest:&lt;br /&gt;
&lt;br /&gt;
*Paele — Symbol: two clasped hands&amp;lt;br&amp;gt;&lt;br /&gt;
*Peltast — Symbol: a shield&amp;lt;br&amp;gt;&lt;br /&gt;
*Sarissa — Symbol: a pair of crossed spears&amp;lt;br&amp;gt;&lt;br /&gt;
*Blade — Symbol: a pair of crossed blades&lt;br /&gt;
&lt;br /&gt;
===The Patriarch&#039;s Chosen: Fact or Fiction===&lt;br /&gt;
It is whispered that there is a secret faction of Palestra within the organization answering only to the Patriarch.  Rumors exist that they dispense his secret justice and have the power to judge and execute sentence on other Faendryl, without the approval of the Patriarch.&lt;br /&gt;
&lt;br /&gt;
There is no official documentation on such a group, and if one did exist, it would surely hold its secrets close.  &lt;br /&gt;
&lt;br /&gt;
Faendryl society does not mention such an organization, and if asked, no one will comment on such a group.  One can only assume it is a tale used to inspire students and would-be Palestra.&lt;br /&gt;
&lt;br /&gt;
===The Role of the Wandering Palestra===&lt;br /&gt;
&lt;br /&gt;
Over the years, it has become apparent that a large population of Faendryl live scattered in Elanthia, far from the center of Faendryl culture in New Ta&#039;Faendryl.  The Faendryl government has begun to recognize this group as a raw, untapped resource. &lt;br /&gt;
&lt;br /&gt;
Periodically, the academies will send out trainers to search the lands for those who have the potential to be Palestra, but have not had the luxury of presenting themselves to the academy.  These individuals may be given a chance to earn a place in the ranks of the Palestra through a lesser academy, if they can prove their skills and abilities are on par with their graduates.  They fill an important gap in Faendryl society, by being hired as guards to those sorcerers living abroad with no access to academy-trained Palestra. Positions within the city are never offered to these Palestra.  They are considered the lowest of rank, undesirable, yet necessary.&lt;br /&gt;
&lt;br /&gt;
Penned by&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;Blade Jeynti Faendryl, Raven of Korthyr&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prologue===&lt;br /&gt;
&lt;br /&gt;
My old hands let the parchment drop to the table and watch as it rolls back up on its own.  Leaning back in my chair, I rub my temples with old and withered hands and let my mind travel back again to the past and my beginning as a Palestra.&lt;br /&gt;
&lt;br /&gt;
The wait was tiring, and soon my eyes grew heavy and my head fell back against the cool stone wall.  I dreamed of glory and demons until I awakened with a start.  My head snapped forward, I heard my name called. Father looked angry and relieved at the same time.  In his fluster, he missed the look on the large warrior standing by the double doors.  A smirk that set me on edge.  He did not believe I would pass, but I knew I would. I would be the greatest Palestra Elanthia had ever seen.  Slowly, I stood and moved towards the Palestra.  Glancing back at my father, I walked through the doors determined to bravely meet my future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Faendryl]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Trade_and_Resources&amp;diff=74308</id>
		<title>Wehnimer&#039;s Landing: Trade and Resources</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Trade_and_Resources&amp;diff=74308"/>
		<updated>2016-02-04T18:03:41Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Wehnimer&amp;#039;s Landing: Trade and Resources&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What It Is==&lt;br /&gt;
&lt;br /&gt;
This document is designed to create a simple perspective of how trade works in Wehnimer&#039;s Landing and how it relates to all of the prominent agreements with imperial neighbors and trade alliances. This document will cover imports and exports, and details about relationships in trade, influence, and rapport with other regions of Elanthia.&lt;br /&gt;
&lt;br /&gt;
==Imperial Trade Partners: Northern Provinces==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vornavis===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: The vineyards of Vornavis are lush and bountiful, and the wines of the region are in demand throughout the Empire. The two most popular wines are the dark Vornavis mourverde and the pale Vornavis chardonnay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:50%; margin:auto; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; border-width:1px; border-style:solid; border-color:#000; width:100%; text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Exports to Wehnimer&#039;s Landing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Imports from Wehnimer&#039;s Landing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Wine|| Coal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | Oil|| Iron&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | Silk|| Gems&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | Fish|| Fur&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | || Lumber&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jantalar===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;&amp;gt;&lt;br /&gt;
:: Jantalarian woodworkers are exceptionally skilled in their trade, and their fine furniture and decorative craftsmanship are in demand throughout the Empire. While Jantalar has plentiful forests of its own, non-indigenous woods are imported by the craftsmen, giving the woodworkers a wide range of styles and flavors for their craft.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:50%; margin:auto; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; border-width:1px; border-style:solid; border-color:#000; width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Exports to Wehnimer&#039;s Landing&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Imports from Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
 | Grain || Coal&lt;br /&gt;
|-&lt;br /&gt;
 | Produce || Fur&lt;br /&gt;
|-&lt;br /&gt;
 | Steel|| Iron&lt;br /&gt;
|-&lt;br /&gt;
 | || Gems&lt;br /&gt;
|-&lt;br /&gt;
 |  || Non-Indigenous Woods&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mestanir===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;&amp;gt;&lt;br /&gt;
::The breweries of Mestanir are renowned for their splendid honey meads and brown ales.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:50%; margin:auto; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; border-width:1px; border-style:solid; border-color:#000; width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Exports to Wehnimer&#039;s Landing&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Imports from Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
 | Gems || Lumber&lt;br /&gt;
|-&lt;br /&gt;
 | Silver || Fur&lt;br /&gt;
|-&lt;br /&gt;
 | Hides || Ore&lt;br /&gt;
|-&lt;br /&gt;
 | Ale|| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===North Hendor===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;&amp;gt;&lt;br /&gt;
:: Not surprisingly, with the wealth of gems and precious metals found in this earldom, gemcutters have flourished in North Hendor, and some of the finest jewelry in the Empire comes from Lollan craftsmen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:50%; margin:auto; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; border-width:1px; border-style:solid; border-color:#000; width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Exports to Wehnimer&#039;s Landing&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Imports from Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
 | Gems and Jewelry|| Produce&lt;br /&gt;
|-&lt;br /&gt;
 | Silver || Meats&lt;br /&gt;
|-&lt;br /&gt;
 | Gold || Spices&lt;br /&gt;
|-&lt;br /&gt;
 | Livestock || Specialty Gems&lt;br /&gt;
|-&lt;br /&gt;
 | || Elven Craftwork&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===South Hendor===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: The merchants of Waterford are renowned for their magnificent silks, as the weavers of South Hendor are among the most skilled in the Empire. In addition to the great scholastic fame of Nydds, scriveners and artists abound.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:50%; margin:auto; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; border-width:1px; border-style:solid; border-color:#000; width:100%; text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Exports to Wehnimer&#039;s Landing&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;color:#00aeef; background-color:#3e3f41;&amp;quot; | Main Imports from Wehnimer&#039;s Landing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | Cloth|| Herbs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | Silk|| Produce&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | Marble|| Specialty Gems&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | Gems || Elven Craftwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trade Contacts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vornavis===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Guildmaster&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Childhood friend of Salnim Malwind, the son of Baron Malwind, the Chief Guildmaster of Vornavis is a human named Gabriel Hunter. Highly intelligent and academic, Gabriel has spent most of his adult life serving in some capacity to the merchant guilds of Vornavis. He was appointed to his position as Chief Guildmaster years ago when his predecessor retired. His scholarly ways have helped him to forge headstrong into his role and have lead to growth in all aspects of trade within the Barony of Vornavis.&lt;br /&gt;
&lt;br /&gt;
===North Hendor===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Craftsman&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Grand Craftsman, Travese Moultrie, resides in North Hendor, but his family originally hails from Phannus in the County of Seareach.  He is the youngest of six brothers who once worked for their father&#039;s business in Phannus where they ran a trading company helping to move ore and gems from the Dragonspine Mountains, along the edge the Sea of Fire, and to imperial coastal locations.  After decades of success, his father&#039;s business was nearly ruined overnight when a host of their caravans were laid to waste by Tehiri raiders from the Sea of Fire. In the near total loss of his life&#039;s work, Travese&#039;s father took his own life, and once the business finally dissolved, the family eventually scattered. Travese found a new home in North Hendor, and used his negotiation skills with his gem and mineral inspection expertise to elevate himself among the guilds, until he found himself promoted to Grand Craftsman of North Hendor, overseeing all aspects of the Earldom&#039;s trade. Since Travese&#039;s rise into this position six years ago, some of his older brothers have begun to arrive to North Hendor, half of them seeking to work hard, and the others wanting to merely live lavishly without putting forth any efforts.&lt;br /&gt;
&lt;br /&gt;
===South Hendor===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controller of Commerce&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chela Thornton is the Controller of Commerce for all of South Hendor. Once a vocal member of the Erudites of Fash&#039;lo&#039;nae in Nydds, her priorities changed in recent years when she was appointed to the position of Controller of Commerce. The position became vacant after tragedy struck the former Controller during the War of Shadows while visiting Lolle in North Hendor on business.  Chela Thornton is known to be a wise and sometimes shrewd woman, making her quite influential among the political circles of South Hendor.  Her reputation has only grown since being named the head of commerce.&lt;br /&gt;
&lt;br /&gt;
===Mestanir===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Trade&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Master of Trade, Lord Clarence Nansel, is a wealthy man, ever loyal to the Empire and Mestanir, and proud devout follower of Koar. Both he and his family are heavily involved in the local Church of Koar, lending lend their aid and influence each year to organize pilgrimages to prominent religious landmarks, such as the Crown of Koar mountain range in Mestanir.&lt;br /&gt;
&lt;br /&gt;
===Jantalar===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seneschal of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oliver Bragg, a man with a mind sharper than his blade, served nearly two decades as a janissary of the Jantalarian Army.  When the expansion conquest of Jantalar died down, he found himself a better and more suitable home in overseeing the management of Jantalar&#039;s finances, resources, and trade. Many like-minded individuals work for him as Coinmasters.&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Festival_of_the_Fallen/2015&amp;diff=69157</id>
		<title>Festival of the Fallen/2015</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Festival_of_the_Fallen/2015&amp;diff=69157"/>
		<updated>2015-09-23T17:37:56Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* Flares */ Added Map, feel free to format the size for best purposes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Festival of the Fallen&#039;&#039;&#039; was a free festival held the 18-20th of Imaerasta 5115 (September 18-20, 2015).  &lt;br /&gt;
&lt;br /&gt;
The Festival of the Fallen officially opened at two in the afternoon, as the elves tell time, on Day of the Huntress, the 18th day of Imaerasta. The grounds can be accessed by a verdant path southeast of Annatto Gate along the Neartofar road outside of Ta&#039;Vaalor. (10498) In addition, for the duration of the festival, identification papers will be temporarily suspended within the Fortress.&lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Festival%20of%20the%20Fallen/view Festival Folder on Officials]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?98509-Festival-of-the-Fallen&amp;amp;p=1810036 PC Thread on Festival]&lt;br /&gt;
*[http://forum.gsplayers.com/attachment.php?attachmentid=7610&amp;amp;d=1442606663 Current Map of Festival]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
We have about 20 different items/services that will be going out via raffle or auction, so keep your eyes and ears open!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday Events ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=font-size: 95%;}} &lt;br /&gt;
!bgcolor=#DDDDDD|Date&lt;br /&gt;
!bgcolor=#DDDDDD|Time&lt;br /&gt;
!bgcolor=#DDDDDD|Selection&lt;br /&gt;
!bgcolor=#DDDDDD|Item(s)&lt;br /&gt;
!bgcolor=#DDDDDD|Ticket&amp;lt;br&amp;gt;Price&lt;br /&gt;
!bgcolor=#DDDDDD|Location&lt;br /&gt;
!bgcolor=#DDDDDD|Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||6:00 PM ET||Raffle||Greater Mood||25k||&amp;quot;Protect and Serve Wagon Yard&amp;quot; 24004 (Closest Room)||Citizen Only - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||6:30 PM ET||Raffle||Sonic Alter||25k||&amp;quot;Siren&#039;s Wood, Riverbank&amp;quot; 22453 (Closest Room)||Bard Only - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||7:00 PM ET||Raffle||Spectacles||50k||&amp;quot;Inner Walkway, Bonfire&amp;quot; 24012||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||7:30 PM ET||Raffle||Great Mood||50k||&amp;quot;Siren&#039;s Wood, Path&amp;quot; 17885||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||7:45 PM ET||Raffle||Lockpick Bracer||50k||&amp;quot;Siren&#039;s Wood, Carnations&amp;quot; 24000||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||8:00 PM ET||Raffle||Portable Wine Press||50k||&amp;quot;The Gilded Longsword, Lounge&amp;quot; 24022||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||8:30 PM ET||Raffle||4/+5 Enchant slots (Nothing over 5x finished enchant)||50k||&amp;quot;Inner Walkway, Blacksmith&amp;quot; 24021||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||9:30 PM ET||Raffle||1/+5 Enchant (Nothing over 8x finished)||100k||Blacksmith, Coal Storage 24041||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/18/15||10:00 PM ET||Raffle||Permabless||50k||&amp;quot;Siren&#039;s Wood, Riverbank&amp;quot; 22453||Open - Must Be Present&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Enchanting&lt;br /&gt;
** +5 enchant to an eligible weapon.&lt;br /&gt;
** Ending enchant cannot exceed +25. &lt;br /&gt;
** Weapon cannot have more than heavy crit/damage weighting. &lt;br /&gt;
** No claidhmores or katanas. &lt;br /&gt;
** Naginatas must be +0 to be eligible. &lt;br /&gt;
** There is an extra charge for this service depending on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Saturday Events ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=font-size: 95%;}} &lt;br /&gt;
!bgcolor=#DDDDDD|Date&lt;br /&gt;
!bgcolor=#DDDDDD|Time&lt;br /&gt;
!bgcolor=#DDDDDD|Selection&lt;br /&gt;
!bgcolor=#DDDDDD|Item(s)&lt;br /&gt;
!bgcolor=#DDDDDD|Ticket&amp;lt;br&amp;gt;Price&lt;br /&gt;
!bgcolor=#DDDDDD|Location&lt;br /&gt;
!bgcolor=#DDDDDD|Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||10:30 AM ET||Auction||[[Loresong#Custom_Loresong|Custom Loresong]]||N/A||&amp;quot;Silk Pavilion, Garden&amp;quot; 22455||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||11:00 AM ET||Raffle||Animal Companion Grooming||50k||&amp;quot;Gimme Shelter, Private Quarters&amp;quot; 23994 (Closest Room)||Ranger Only - Must Be In Game&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||12:00 PM ET||Raffle||Pre QC&#039;d Sig Verb||50k||&amp;quot;Siren&#039;s Wood, Convergence&amp;quot; 23992||Open - Must Be In Game&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||12:30 PM ET||Raffle||4 Gorey Weapons||50k||&amp;quot;Gimme Shelter&amp;quot; 23994||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||5:00 PM ET||Raffle||Voln Armor script adding, T1, 2 winners||75k||Inner Walkway, Blacksmith (24021)||Open - Must Be Present (no swapping)&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||5:00 PM ET||Raffle||Voln Armor Add/Unlock up to T2, 1 winner||100k||Inner Walkway, Blacksmith (24021)||Open - Must Be Present (no swapping)&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||5:30 PM ET||Raffle||Voln Armor Add/Unlock T1, T2, and T3 (3 raffles)||75k, 100k, 150k||Voln Outpost, Meditation Chamber (21643)||Voln Members - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||7:00 PM ET||Spin||Grobey Shield Script Adding||??k||Gimme Shelter, Private quarters (23994 Closest Room)||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||10:30 PM ET||Raffle||3 Common Flares then 2 Uncommon Flare Sports||25k||Points and Polish (22452)||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/19/15||11:10pm ET ||Raffle||Custom Signature Verb, 3 winners||25k||Siren&#039;s Wood, Bubbler (22449)||Open - Must Be In Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Animal Companion Grooming&lt;br /&gt;
** The ranger MUST have a companion at the time of the win. &lt;br /&gt;
** This is a delayed service, as it has to go through QC.&lt;br /&gt;
&lt;br /&gt;
* Flares&lt;br /&gt;
** Common Flares&lt;br /&gt;
*** Heat&lt;br /&gt;
*** Cold&lt;br /&gt;
*** Electricity&lt;br /&gt;
*** Impact&lt;br /&gt;
*** Vacuum&lt;br /&gt;
*** Mana (Adding +1 up to total max of +2)&lt;br /&gt;
*** Acuity (Adding 1x up to a max  of 4x)&lt;br /&gt;
** Uncommon&lt;br /&gt;
*** Acid&lt;br /&gt;
*** Unbalance&lt;br /&gt;
** Any enchant.&lt;br /&gt;
** No Claidhmores, naginatas, or katanas.&lt;br /&gt;
** No mechanical scripts.&lt;br /&gt;
** Extra charges per item.&lt;br /&gt;
&lt;br /&gt;
=== Sunday Events ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=font-size: 95%;}} &lt;br /&gt;
!bgcolor=#DDDDDD|Date&lt;br /&gt;
!bgcolor=#DDDDDD|Time&lt;br /&gt;
!bgcolor=#DDDDDD|Selection&lt;br /&gt;
!bgcolor=#DDDDDD|Item(s)&lt;br /&gt;
!bgcolor=#DDDDDD|Ticket&amp;lt;br&amp;gt;Price&lt;br /&gt;
!bgcolor=#DDDDDD|Location&lt;br /&gt;
!bgcolor=#DDDDDD|Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|9/20/15||9:00 AM ET||Spin||2 Creature Bane||??k||??||GOS Members - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/20/15||9:30 AM ET||Spin||3 Creature Bane||??k||??||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/20/15||2:00 PM ET to 5:00 PM ET||N/A||Arena Tournament||N/A||Arena||Combatants selected by Raffle&lt;br /&gt;
|-&lt;br /&gt;
|9/20/15||9:00 PM ET to 10:00 PM ET||N/A||Grand Ball||N/A||??||Open&lt;br /&gt;
|-&lt;br /&gt;
|9/20/15||10:00 PM ET||Auction||Unclaimed Certificate Services (if any) and Twilight Parlor)||N/A||(24013)||Open - Must Be Present&lt;br /&gt;
|-&lt;br /&gt;
|9/20/15||10:29 PM ET||Raffle||Goat Pin)||25k||Inner Walkway, Tavern (24010)||Open - Must Be Present within 5 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Creature bane! &lt;br /&gt;
** +10 AS vs orcs, +10 AS vs giants, or 13% fire flares against trolls. &lt;br /&gt;
** No weapon over +35. &lt;br /&gt;
** No claidhmores, nagintas, or katanas. &lt;br /&gt;
** No other special abilities on a weapon are allowed. &lt;br /&gt;
** There is an additional fee to have this added to your weapon.&lt;br /&gt;
** Flares cannot go above +10. If you have weighting, padding, DS boost, or AS boost, those can stack and go above +10.&lt;br /&gt;
** Can only have one property for the bane. Can either have flares, or weighting, or +AS, etc. Can&#039;t combine them.&lt;br /&gt;
&lt;br /&gt;
== Grand Ball ==&lt;br /&gt;
&lt;br /&gt;
Toward the conclusion of the festival, there will be a ball, so dress to impress! King Qalinor will be in attendance, so no weapons will be allowed in the pavilion, except those carried by a select few who will be guarding the King closely.&lt;br /&gt;
&lt;br /&gt;
== Coliseum ==&lt;br /&gt;
&lt;br /&gt;
A coliseum has been built in the festival grounds with four practice arenas and one main arena. In the arenas you can fight against each other. A maximum of two people can be in a specific arena at any one time. No spells over level 10 can be used. The cloak of shadows retribution effect will be disabled as well. No taking familiars, animal companions, demons, etc in with you. You have to fight on your own. If someone is already in an arena when you try to enter, you&#039;ll be told who is there. Each arena has a viewing room, so people can watch the fights and yell or heckle. If you die in the arena, medics are on-hand to move you to the infirmary and get you cleaned up; let it be noted that you will not lose deeds if you die. You will also be charged a small fee for being tended to by the medical staff. The only compensation you get for killing each other is bragging rights. Any fighting done in the arenas will be considered consensual.&lt;br /&gt;
&lt;br /&gt;
=== Combatant Selection ===&lt;br /&gt;
&lt;br /&gt;
Contestants for the grand tournament will be chosen by citizen only raffles in all cities (Ta&#039;Vaalor, Ta&#039;Illistim, Cysaegir, Zul Logoth, Icemule, Solhaven, River&#039;s Rest, Kharam Dzu, Wehnimer&#039;s Landing, and Mist Harbor). A total of four contestants from each town will be selected to represent their town in the tournament. If four names are not drawn in a town, a new raffle, that is open to everyone, will be set up in that town to fill the remaining slots. We&#039;ll announce when and where these raffles will be set up shortly. The raffles are not restricted by level, so players of any level may participate (tournament will not be bracketed by level so enter at your own risk). The top two combatants will be awarded custom post-name titles.&lt;br /&gt;
&lt;br /&gt;
* Cysaegir: Archales&lt;br /&gt;
* Icemule Trace: Roblar&lt;br /&gt;
* Kharam Dzu: Rolfard&lt;br /&gt;
* Mist Harbor: Durakar and Barthollomew&lt;br /&gt;
* River&#039;s Rest: Neovik&lt;br /&gt;
* Solhaven: Bristen, Ceyrin, and Alisaire&lt;br /&gt;
* Ta&#039;Vaalor: Kakoon and Nihrvanah&lt;br /&gt;
* Wehnimer&#039;s Landing: Hoy, Japhrimel, Ramladu, and Riend&lt;br /&gt;
* Zul Logoth: Frorin&lt;br /&gt;
&lt;br /&gt;
* Other participants: Stavio, Pereus, Skymare, Ryjex, Daiyon, Fuaru, Myharl, Ohnus, Demianna, Wulfguard, Enestrie, Ueru, Lochlaen&lt;br /&gt;
&lt;br /&gt;
== Merchants ==&lt;br /&gt;
&lt;br /&gt;
== Mini Games ==&lt;br /&gt;
&lt;br /&gt;
There will be three mini-games, with special prizes that include some unique items and certificates to be redeemed for special services. Any certificate found in the mini-game feeders MUST be redeemed by noon ET on Sunday. Any certificate not redeemed by then will be considered forfeit, and any unclaimed certificate will be distributed before the closing of the festival.&lt;br /&gt;
&lt;br /&gt;
* Javelin&lt;br /&gt;
** T1 - Nothing. You lose. &lt;br /&gt;
** T2 - Leg&lt;br /&gt;
** T3 - Arm&lt;br /&gt;
** T4 - Chest&lt;br /&gt;
** T5 - Head? (Unconfirmed)&lt;br /&gt;
* Hatchet&lt;br /&gt;
* Dagger&lt;br /&gt;
** T1 - Nothing. You lose.&lt;br /&gt;
** T2 - Centaur&lt;br /&gt;
** T3 - Orc&lt;br /&gt;
** T4 - Rodent&lt;br /&gt;
** T5 - Wyvern&lt;br /&gt;
&lt;br /&gt;
== Shops ==&lt;br /&gt;
&lt;br /&gt;
There will be shops! Not just armor and weapons, but also clothing and magic items as well. We&#039;ll leave the specifics on those to the shop owners, if they wish to post about them. There will also be merchants to work on your items.&lt;br /&gt;
&lt;br /&gt;
* Points and Polish - Weapons and Weapon Related&lt;br /&gt;
* Harmony and Dissonance - Instruments and Accessories.&lt;br /&gt;
* A Violet silk Tent - Perfumes&lt;br /&gt;
* Protect and Serve - Morphing Armor&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Teasers ==&lt;br /&gt;
&lt;br /&gt;
=== Morphing Armor ===&lt;br /&gt;
&amp;quot;Are you tired of trying to find the right shirt to offset your clunky armor? Or scrambling to change out of that armor and into a nice gown to head to the ball? Wouldn’t you feel safer having that armor with you at all times? Then do we have a product for you.&lt;br /&gt;
&lt;br /&gt;
Mazreth taps a zelnorn breastplate inlaid with an eahnor wyvern that he is wearing.&lt;br /&gt;
&lt;br /&gt;
Mazreth runs his fingers over the surface of his zelnorn breastplate. A soft WHIR accompanies the metallic gnashing of gears as his breastplate transforms into a shimmering crimson aqilorn shirt.&lt;br /&gt;
&lt;br /&gt;
Mazreth taps a shimmering crimson aqilorn shirt that he is wearing.&lt;br /&gt;
&lt;br /&gt;
Stop by Protect and Serve, making its appearance at Festival of the Fallen, for all your armor needs.&lt;br /&gt;
&lt;br /&gt;
~Management&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Morphing Armor&lt;br /&gt;
** Works with Fusion&lt;br /&gt;
*** Shirt will not have enhancive properties.&lt;br /&gt;
** Does NOT work with Ithzir&lt;br /&gt;
** Works with Voln&lt;br /&gt;
** Shirt cannot be pocketed.&lt;br /&gt;
** Will have RT while wearing/removing if morphing.&lt;br /&gt;
&lt;br /&gt;
=== Grobey Shields ===&lt;br /&gt;
&lt;br /&gt;
Grobey will have a wagon at the festival to sell his regular shields and an updated version. The shields will now work with fusion! He&#039;ll be around to add his script (fully unlocked) to existing fusion shields, and regular shields as well.&lt;br /&gt;
&lt;br /&gt;
=== Signature Verbs ===&lt;br /&gt;
&lt;br /&gt;
We&#039;ll also be distributing one pre-QC&#039;d signature verbs and three custom signature verbs!&lt;br /&gt;
&lt;br /&gt;
=== Flares ===&lt;br /&gt;
&lt;br /&gt;
I have not posted my services yet, as my schedule is subject to change due to work. I will be raffling common and uncommon flares as well as a custom signature verb. I will post a schedule and more details as soon as I have my work schedule set. ~ GS4-Valyrka&lt;br /&gt;
&lt;br /&gt;
[[Category: Festivals]]&lt;br /&gt;
&lt;br /&gt;
== Map of Festival Grounds ==&lt;br /&gt;
&lt;br /&gt;
[[image:Festival of the FallenMap.jpg]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Festival_of_the_FallenMap.jpg&amp;diff=69156</id>
		<title>File:Festival of the FallenMap.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Festival_of_the_FallenMap.jpg&amp;diff=69156"/>
		<updated>2015-09-23T17:36:24Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Map by Telyav&amp;#039;s player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map by Telyav&#039;s player&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ur-barath&amp;diff=67687</id>
		<title>Ur-barath</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ur-barath&amp;diff=67687"/>
		<updated>2015-08-31T17:58:28Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Ur-barath&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Official-document}}&lt;br /&gt;
&#039;&#039;&#039;Ur-barath&#039;&#039;&#039; (err-bar-oth)&lt;br /&gt;
&lt;br /&gt;
Ur-barath is a naturally oily stone that forms near the Locksmehr River at the foot of the DragonSpine Mountains resembling a red flint. Loosely translated to red rivulet stone, it was mistranslated to blood ravine stone after the dwarves that discovered it fled back into the mountains. The word continued to be bastardized into bloodriven, the location of its origin endorsing the village of the same name. The stone itself has no special properties, but local folklore says it gives the wielder ungodly might in combat. It wasn&#039;t until recently that the stone was properly called ur-barath by the dwarves of [[Zul Logoth]]. Ur-barath is generally used to embellish weapons, armor, and jewelry in runic motifs.&lt;br /&gt;
&lt;br /&gt;
[[Category: Materials]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Lumnis&amp;diff=67686</id>
		<title>History of Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Lumnis&amp;diff=67686"/>
		<updated>2015-08-31T17:25:01Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Lumnis is pronounced [LOOM-nis].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Lumnis.jpg|290px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
== Prologue: Drakes ==&lt;br /&gt;
&lt;br /&gt;
In the ancient past, the Drakes spawned in a great cavern far below the land. In the snowy skies above, they flew in fierce mating rituals in which two individuals would consummate a pairing that lasted their entire lives. At the suitable time (a gestation period no longer known), a female drove away her mate and returned to the frozen north. Finding the long passageway leading underground, she crawled laboriously down into the Cavern of the Ages, and laid a clutch of eggs in the heated sands covering the floor of the cave. There, the females guarded their broods until shortly before hatching, but then they returned to the skies, leaving the hatchlings to survive on their inherited cunning and strength. Only the strongest of the young would ever emerge from that cavern.&lt;br /&gt;
&lt;br /&gt;
Ages passed. At some point, for reasons lost in the passing years, the Drakes abandoned the old hatching sands. And so, a new hatching field was found, although, whether &#039;found&#039; or &#039;made&#039; is unknown. Legends tell of a cavern vast beyond all reckoning, located in the heart of a range of peaks so massive that the colossal DragonSpine Mountains served as their foothills and their guardians. Clouds cloaked the feet of this range, and the craggy summits were so tall, they gave the Drakes a superb vantage point from which they could survey the Elanthian continent.&lt;br /&gt;
&lt;br /&gt;
While towering over the whole of the continent&#039;s landmass, the peaks were said to be mild of climate and beautiful to behold. Truly a magical land of golden light, unimaginable vistas and graceful, arching structures. Tall waterfalls dropped down hundreds of feet, spraying massive boulders with mist that fed banks of ferns as tall as oak trees. Clouds reaching out from the lower slopes in graceful tendrils were bathed golden by the sun and silvery by the moons. And there, among the mountains called Nagothrym, were born the Arkati.&lt;br /&gt;
&lt;br /&gt;
It is not completely understood how the Arkati came into being; you can describe the moment and the immediate how, but not the ultimate why. There were never a great number of them. They came into existence, a product of nothing more than an instance of beauty or a mistake of chance. And for this, they were beloved of the Drakes.&lt;br /&gt;
&lt;br /&gt;
In that distant time, the world was verdant and beautiful. Meadows teemed with a great variety of creatures, and streambeds cascaded with pristine water that sang as it ran along its paths toward the oceans. Mountains towered up toward skies inhabited by the winged ones, birds and small winged mammals. The races of man lived in the forests and on the plains, primitive although they quickly multiplied, racing toward higher thought with a velocity that worried the Great Drakes. However, these puny races, mostly of undetermined characteristics in those days, delighted the ones the Drakes kept by them, those called Arkati.&lt;br /&gt;
&lt;br /&gt;
As the Arkati matured, they came to serve the Drakes. Many of them became something akin to acolytes, offering not only service, but loyalty and love. And the Drakes, knowing this, allowed the Arkati to dwell with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lumnis [LOOM-nis] ==&lt;br /&gt;
&lt;br /&gt;
=== Part 1: Birth ===&lt;br /&gt;
&lt;br /&gt;
Legend tells us that sunlight striking the glassy surface of a deep pool caused the birth of the Arkati named Lumnis. She arose, product of light and reflection, and she was both beautiful and wise in the moment she first drew breath. A flight of parrots, their plumage bright with the colors of scarlet, blue, gold and emerald, heralded the occasion by lifting from the trees surrounding the pool in a glorious cloud. They serenaded the birth with a song that lured the Drakes from their slumber and pursuits. The Great Ones all lifted their heads and gazing toward the peak called Larydur, they added their booming bass vocalizations to the parrots&#039; soprano song.&lt;br /&gt;
&lt;br /&gt;
Lumnis opened her eyes, beheld the glade surrounding her and pondered the beauty of it. She contemplated the teeming life surging through the bountiful land beneath the Nagothrym. She smiled, and knew love for the mighty ones she sensed above and around her. From that moment, a passion for knowing and understanding all things consumed her, filling her mind with questions and images of the myriad forms of life, large as well as small and insignificant. Lumnis glanced up, allowing the sunlit world to fill her lovely grey eyes, and she greeted life with a smile and a sigh, for already she knew that knowledge held both grace and sorrow.&lt;br /&gt;
&lt;br /&gt;
It is said one watched her birth with interest. However, he did not approach her, knowing that she would need time and experience to come into her own. She began her pursuit of knowledge with alacrity, at once leaving the beautiful slopes of the gilded peaks of Nagothrym.&lt;br /&gt;
&lt;br /&gt;
She walked the lands below the DragonSpines, watching the races as they lived out their short lives and the abundance of species proliferated. She immersed herself in the Elements, observing the transparent ones as they emerged from the matter that both sustained them and imprisoned them. Lumnis walked the crooked way of Chaos and delved into the dark secrets in its heart. She grew wise and as she did, she grew more beautiful. And this was not lost on the one who watched.&lt;br /&gt;
&lt;br /&gt;
Time aged, as did the races of man. They proceeded upon the path toward intelligence and understanding. It is said Lumnis was there, standing behind the wise, the soothsayers, the teachers of skills and wisdom. Teaching the shamen and counseling the pure of heart, those who sought knowledge at great price and sacrifice.&lt;br /&gt;
&lt;br /&gt;
But finally, she was drawn back to the heights of her birth, drawn back to the beauty of the sublime home that would always be a part of her. She was drawn back feeling a need to reflect upon all that she had learned. And she was drawn back for reasons she could not quite define, or understand. Lumnis returned to her home surrounded by ivory pillars, walks girded by tall poplars and graceful architecture, a home long before given to her by a queenly Drake called Ferushigon, who had enjoyed the young Arkati&#039;s curious questions. There, gardens flanked fine patios, with grape and wisteria vines covering trestles overhead. Lumnis sat among banks of flowers, content, and filled with the pleasure of beauty on every side.&lt;br /&gt;
&lt;br /&gt;
One evening as Lumnis studied a bank of steel-grey and indigo clouds, their dark tones contrasting vividly against the golden sunset, rays of light suddenly broke through the shadowy cloudbank and struck the flagstones before her in a flash of light. As Lumnis regained her vision, she beheld a tall figure standing before her. She greeted him, and he told her that he was called Koar. She bade him be welcome, for she already knew him, not being one to be caught uninformed.&lt;br /&gt;
&lt;br /&gt;
He was tall and handsome, and very strong. She found the sight of him pleased her. His long silver hair hung over his shoulders and his eyes, dark and cold, regarded her without a hint of weakness, giving no indication of his thoughts. She, the scholar, found she knew many things about him just by observing him for a few moments. He was cold justice, and yet she knew he possessed tenderness and mercy. She wondered if she could withstand the conflict arising from the collision of two such relentless concepts as justice and mercy.&lt;br /&gt;
&lt;br /&gt;
The two Arkati talked, exchanging many thoughts known only to each other. He told her he had come with an invitation and with hope, and she knew then that she would accept his invitation, embracing that hope and making it hers as well. As the last of the light darkened into the star-studded sky of evening, the two were pledged to each other. As the Great Drakes joined in the skies of the North, so too would Koar and Lumnis celebrate their life-long union, not with flight and a match of strength and will, but with a sacrament of honor, trust and love.&lt;br /&gt;
&lt;br /&gt;
=== Part 2: Banishment ===&lt;br /&gt;
&lt;br /&gt;
The union of Koar and Lumnis was a private one. They bound their lifetime troth high in the peaks of the Nagothrym with only the Drake, Ferushigon present as witness to the union. Legend says that lights played across the skies for an entire summer thereafter, flashing the colors Lumnis came to call her own. And roses, always white before that time, burst into bloom with a riot of color -- in red, yellow, violet and, (the rarest) indigo and black blooms.&lt;br /&gt;
&lt;br /&gt;
For long years, the Goddess (for goddess she was both in beauty and in wisdom) dwelt with her chosen high in the distant mountains, content to watch the races below them increase and spread as she grew to know her husband&#039;s every aspect. Finally, though, as Koar eventually could no longer put off matters needing his counsel, she returned to the land below, walking among the elves, the dwarves and the halflings. She watched as wars divided the races, as plague and famine followed the wars. And she grieved, seeing cruelty run rife though the populations.&lt;br /&gt;
&lt;br /&gt;
And yet, where the arts blossomed, she rejoiced. She marveled that these lesser beings could almost equal those she called her kin in creating such inspired beauty in song, in painted canvas and in sculpted stone. She sat in the hut of a humble craftsman as he fashioned instruments that could rival celestial song in the hands of a gifted musician. She knelt at the feet of a painter as he mixed pigments to mix into wet plaster on a wall. And she reached around the shoulders of a maid as she warped a loom that would weave a tapestry as beautiful as a living forest. Lumnis sat with holy men as they penned first scrolls, then books. She stood in the framework of libraries as they were built, and later filled with their precious treasure of books and scrolls. She knelt with clerics as they learned the words that would animate a lifeless corpse with living breath. And she held the hand of a ranger as she discovered a new blossom that would mean the difference between life and death. She rejoiced in every form of knowledge, every act of discovery or creation.&lt;br /&gt;
&lt;br /&gt;
For generations, Lumnis walked the lands, no stranger to those who sought wisdom in its many forms.&lt;br /&gt;
&lt;br /&gt;
Although it is not known what provoked such a controversial action, there came a time when the Drakes made a decision to send the Arkati to the moons of Liabo and Lornon. There is strong evidence that suggests it was not a unanimously supported plan. In fact, it is said the confrontations were so violent they almost divided the Drakes. Nonetheless, finally, the decision was settled. The Arkati would go, taking with them some elements a number of the Drakes considered unreliable and, in fact, capable of dissention and unrest.&lt;br /&gt;
&lt;br /&gt;
Koar did not like the decision, yet in the interest of reaching a peaceful settlement, he agreed. Lumnis did not wish to leave her husband; however, in concert with Koar&#039;s efforts to achieve harmony, she made preparations to leave her home and accompany the delegation bound for Liabo. As they departed, she watched the form of her husband fade into the distance, much grieved by the separation.&lt;br /&gt;
&lt;br /&gt;
Time passed slowly for Lumnis on Liabo. She contemplated all she had observed during the ages, and found solace in her memories. She could still observe events on the planet below, but she missed the smell of the trees, the sensation of sunlight on her shoulders, and her husband. Then one day, her situation was dramatically changed.&lt;br /&gt;
&lt;br /&gt;
When the Ur-Daemons appeared, there was first disbelief, then panic and frantic plans among the Liabo Arkati, many of whom wished to rush back to the surface in aid of the Drakes. However, none were able to return, and as the conflict waged its calamitous way across the lands below, the Arkati mourned. Lumnis worried for Koar and the Drakes. She also feared for the hapless mortal beings trying to avoid the conflict waging across the landscape. From far away, she watched as death stalked the lands, claiming such numbers that she and the other Liabo Arkati were stunned by its ferocity. She watched as souls died in the thousands, and she watched as the Drakes fell and succumbed to worse than death. She came to know despair.&lt;br /&gt;
&lt;br /&gt;
Finally, the Ur-Daemons were defeated, and the Arkati were able to return to the peaks that had been their home. It is said that Koar was never again light-hearted after the Ur-Daemon menace. Seeing so many of the Great Ones perish broke his ability to feel lighthearted or find ease in pleasure. Lumnis, finding her husband changed and distant, loved him no less, and remained his constant confident, the only being able to rouse him from his solemn introspection.&lt;br /&gt;
&lt;br /&gt;
Finding so many of the Drakes gone, the Arkati stepped into the breach. Some had the best of intentions, hopes to help the floundering refugee populations rebuild and heal. Others saw it as a superb opportunity to seize power. As the Lornon Arkati and those returned from Liabo fell into bitter argument, Koar roused himself from his melancholy and stepped in. As the first, and the strongest of the Arkati, he wielded a power that none could challenge. He forged a treaty between the bitter caucus that stands to this day. It is said that the diplomatic skills of Lumnis, standing beside the angry Koar and doing what she could to mitigate, was the honey that enabled the angry factions to reach a settlement.&lt;br /&gt;
&lt;br /&gt;
In present times, Lumnis rarely finds the inclination to walk among the ones that once so captured her attention. She spends much of her time contemplating all she has seen, all she has experienced, and all she has loved. However, she still watches and protects bastions of learning, and congregations pledged to the furtherance of knowledge. And on very rare occasions, it is said she will hold the hand of any who despair of achieving their goal of understanding, giving encouragement and hope.&lt;br /&gt;
&lt;br /&gt;
[[Category: Arkati]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_of_Lumnis&amp;diff=67685</id>
		<title>History of Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_of_Lumnis&amp;diff=67685"/>
		<updated>2015-08-31T17:24:48Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Lumnis is pronounced [LOOM-nis].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Lumnis.jpg|290px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Prologue: Drakes ==&lt;br /&gt;
&lt;br /&gt;
In the ancient past, the Drakes spawned in a great cavern far below the land. In the snowy skies above, they flew in fierce mating rituals in which two individuals would consummate a pairing that lasted their entire lives. At the suitable time (a gestation period no longer known), a female drove away her mate and returned to the frozen north. Finding the long passageway leading underground, she crawled laboriously down into the Cavern of the Ages, and laid a clutch of eggs in the heated sands covering the floor of the cave. There, the females guarded their broods until shortly before hatching, but then they returned to the skies, leaving the hatchlings to survive on their inherited cunning and strength. Only the strongest of the young would ever emerge from that cavern.&lt;br /&gt;
&lt;br /&gt;
Ages passed. At some point, for reasons lost in the passing years, the Drakes abandoned the old hatching sands. And so, a new hatching field was found, although, whether &#039;found&#039; or &#039;made&#039; is unknown. Legends tell of a cavern vast beyond all reckoning, located in the heart of a range of peaks so massive that the colossal DragonSpine Mountains served as their foothills and their guardians. Clouds cloaked the feet of this range, and the craggy summits were so tall, they gave the Drakes a superb vantage point from which they could survey the Elanthian continent.&lt;br /&gt;
&lt;br /&gt;
While towering over the whole of the continent&#039;s landmass, the peaks were said to be mild of climate and beautiful to behold. Truly a magical land of golden light, unimaginable vistas and graceful, arching structures. Tall waterfalls dropped down hundreds of feet, spraying massive boulders with mist that fed banks of ferns as tall as oak trees. Clouds reaching out from the lower slopes in graceful tendrils were bathed golden by the sun and silvery by the moons. And there, among the mountains called Nagothrym, were born the Arkati.&lt;br /&gt;
&lt;br /&gt;
It is not completely understood how the Arkati came into being; you can describe the moment and the immediate how, but not the ultimate why. There were never a great number of them. They came into existence, a product of nothing more than an instance of beauty or a mistake of chance. And for this, they were beloved of the Drakes.&lt;br /&gt;
&lt;br /&gt;
In that distant time, the world was verdant and beautiful. Meadows teemed with a great variety of creatures, and streambeds cascaded with pristine water that sang as it ran along its paths toward the oceans. Mountains towered up toward skies inhabited by the winged ones, birds and small winged mammals. The races of man lived in the forests and on the plains, primitive although they quickly multiplied, racing toward higher thought with a velocity that worried the Great Drakes. However, these puny races, mostly of undetermined characteristics in those days, delighted the ones the Drakes kept by them, those called Arkati.&lt;br /&gt;
&lt;br /&gt;
As the Arkati matured, they came to serve the Drakes. Many of them became something akin to acolytes, offering not only service, but loyalty and love. And the Drakes, knowing this, allowed the Arkati to dwell with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lumnis [LOOM-nis] ==&lt;br /&gt;
&lt;br /&gt;
=== Part 1: Birth ===&lt;br /&gt;
&lt;br /&gt;
Legend tells us that sunlight striking the glassy surface of a deep pool caused the birth of the Arkati named Lumnis. She arose, product of light and reflection, and she was both beautiful and wise in the moment she first drew breath. A flight of parrots, their plumage bright with the colors of scarlet, blue, gold and emerald, heralded the occasion by lifting from the trees surrounding the pool in a glorious cloud. They serenaded the birth with a song that lured the Drakes from their slumber and pursuits. The Great Ones all lifted their heads and gazing toward the peak called Larydur, they added their booming bass vocalizations to the parrots&#039; soprano song.&lt;br /&gt;
&lt;br /&gt;
Lumnis opened her eyes, beheld the glade surrounding her and pondered the beauty of it. She contemplated the teeming life surging through the bountiful land beneath the Nagothrym. She smiled, and knew love for the mighty ones she sensed above and around her. From that moment, a passion for knowing and understanding all things consumed her, filling her mind with questions and images of the myriad forms of life, large as well as small and insignificant. Lumnis glanced up, allowing the sunlit world to fill her lovely grey eyes, and she greeted life with a smile and a sigh, for already she knew that knowledge held both grace and sorrow.&lt;br /&gt;
&lt;br /&gt;
It is said one watched her birth with interest. However, he did not approach her, knowing that she would need time and experience to come into her own. She began her pursuit of knowledge with alacrity, at once leaving the beautiful slopes of the gilded peaks of Nagothrym.&lt;br /&gt;
&lt;br /&gt;
She walked the lands below the DragonSpines, watching the races as they lived out their short lives and the abundance of species proliferated. She immersed herself in the Elements, observing the transparent ones as they emerged from the matter that both sustained them and imprisoned them. Lumnis walked the crooked way of Chaos and delved into the dark secrets in its heart. She grew wise and as she did, she grew more beautiful. And this was not lost on the one who watched.&lt;br /&gt;
&lt;br /&gt;
Time aged, as did the races of man. They proceeded upon the path toward intelligence and understanding. It is said Lumnis was there, standing behind the wise, the soothsayers, the teachers of skills and wisdom. Teaching the shamen and counseling the pure of heart, those who sought knowledge at great price and sacrifice.&lt;br /&gt;
&lt;br /&gt;
But finally, she was drawn back to the heights of her birth, drawn back to the beauty of the sublime home that would always be a part of her. She was drawn back feeling a need to reflect upon all that she had learned. And she was drawn back for reasons she could not quite define, or understand. Lumnis returned to her home surrounded by ivory pillars, walks girded by tall poplars and graceful architecture, a home long before given to her by a queenly Drake called Ferushigon, who had enjoyed the young Arkati&#039;s curious questions. There, gardens flanked fine patios, with grape and wisteria vines covering trestles overhead. Lumnis sat among banks of flowers, content, and filled with the pleasure of beauty on every side.&lt;br /&gt;
&lt;br /&gt;
One evening as Lumnis studied a bank of steel-grey and indigo clouds, their dark tones contrasting vividly against the golden sunset, rays of light suddenly broke through the shadowy cloudbank and struck the flagstones before her in a flash of light. As Lumnis regained her vision, she beheld a tall figure standing before her. She greeted him, and he told her that he was called Koar. She bade him be welcome, for she already knew him, not being one to be caught uninformed.&lt;br /&gt;
&lt;br /&gt;
He was tall and handsome, and very strong. She found the sight of him pleased her. His long silver hair hung over his shoulders and his eyes, dark and cold, regarded her without a hint of weakness, giving no indication of his thoughts. She, the scholar, found she knew many things about him just by observing him for a few moments. He was cold justice, and yet she knew he possessed tenderness and mercy. She wondered if she could withstand the conflict arising from the collision of two such relentless concepts as justice and mercy.&lt;br /&gt;
&lt;br /&gt;
The two Arkati talked, exchanging many thoughts known only to each other. He told her he had come with an invitation and with hope, and she knew then that she would accept his invitation, embracing that hope and making it hers as well. As the last of the light darkened into the star-studded sky of evening, the two were pledged to each other. As the Great Drakes joined in the skies of the North, so too would Koar and Lumnis celebrate their life-long union, not with flight and a match of strength and will, but with a sacrament of honor, trust and love.&lt;br /&gt;
&lt;br /&gt;
=== Part 2: Banishment ===&lt;br /&gt;
&lt;br /&gt;
The union of Koar and Lumnis was a private one. They bound their lifetime troth high in the peaks of the Nagothrym with only the Drake, Ferushigon present as witness to the union. Legend says that lights played across the skies for an entire summer thereafter, flashing the colors Lumnis came to call her own. And roses, always white before that time, burst into bloom with a riot of color -- in red, yellow, violet and, (the rarest) indigo and black blooms.&lt;br /&gt;
&lt;br /&gt;
For long years, the Goddess (for goddess she was both in beauty and in wisdom) dwelt with her chosen high in the distant mountains, content to watch the races below them increase and spread as she grew to know her husband&#039;s every aspect. Finally, though, as Koar eventually could no longer put off matters needing his counsel, she returned to the land below, walking among the elves, the dwarves and the halflings. She watched as wars divided the races, as plague and famine followed the wars. And she grieved, seeing cruelty run rife though the populations.&lt;br /&gt;
&lt;br /&gt;
And yet, where the arts blossomed, she rejoiced. She marveled that these lesser beings could almost equal those she called her kin in creating such inspired beauty in song, in painted canvas and in sculpted stone. She sat in the hut of a humble craftsman as he fashioned instruments that could rival celestial song in the hands of a gifted musician. She knelt at the feet of a painter as he mixed pigments to mix into wet plaster on a wall. And she reached around the shoulders of a maid as she warped a loom that would weave a tapestry as beautiful as a living forest. Lumnis sat with holy men as they penned first scrolls, then books. She stood in the framework of libraries as they were built, and later filled with their precious treasure of books and scrolls. She knelt with clerics as they learned the words that would animate a lifeless corpse with living breath. And she held the hand of a ranger as she discovered a new blossom that would mean the difference between life and death. She rejoiced in every form of knowledge, every act of discovery or creation.&lt;br /&gt;
&lt;br /&gt;
For generations, Lumnis walked the lands, no stranger to those who sought wisdom in its many forms.&lt;br /&gt;
&lt;br /&gt;
Although it is not known what provoked such a controversial action, there came a time when the Drakes made a decision to send the Arkati to the moons of Liabo and Lornon. There is strong evidence that suggests it was not a unanimously supported plan. In fact, it is said the confrontations were so violent they almost divided the Drakes. Nonetheless, finally, the decision was settled. The Arkati would go, taking with them some elements a number of the Drakes considered unreliable and, in fact, capable of dissention and unrest.&lt;br /&gt;
&lt;br /&gt;
Koar did not like the decision, yet in the interest of reaching a peaceful settlement, he agreed. Lumnis did not wish to leave her husband; however, in concert with Koar&#039;s efforts to achieve harmony, she made preparations to leave her home and accompany the delegation bound for Liabo. As they departed, she watched the form of her husband fade into the distance, much grieved by the separation.&lt;br /&gt;
&lt;br /&gt;
Time passed slowly for Lumnis on Liabo. She contemplated all she had observed during the ages, and found solace in her memories. She could still observe events on the planet below, but she missed the smell of the trees, the sensation of sunlight on her shoulders, and her husband. Then one day, her situation was dramatically changed.&lt;br /&gt;
&lt;br /&gt;
When the Ur-Daemons appeared, there was first disbelief, then panic and frantic plans among the Liabo Arkati, many of whom wished to rush back to the surface in aid of the Drakes. However, none were able to return, and as the conflict waged its calamitous way across the lands below, the Arkati mourned. Lumnis worried for Koar and the Drakes. She also feared for the hapless mortal beings trying to avoid the conflict waging across the landscape. From far away, she watched as death stalked the lands, claiming such numbers that she and the other Liabo Arkati were stunned by its ferocity. She watched as souls died in the thousands, and she watched as the Drakes fell and succumbed to worse than death. She came to know despair.&lt;br /&gt;
&lt;br /&gt;
Finally, the Ur-Daemons were defeated, and the Arkati were able to return to the peaks that had been their home. It is said that Koar was never again light-hearted after the Ur-Daemon menace. Seeing so many of the Great Ones perish broke his ability to feel lighthearted or find ease in pleasure. Lumnis, finding her husband changed and distant, loved him no less, and remained his constant confident, the only being able to rouse him from his solemn introspection.&lt;br /&gt;
&lt;br /&gt;
Finding so many of the Drakes gone, the Arkati stepped into the breach. Some had the best of intentions, hopes to help the floundering refugee populations rebuild and heal. Others saw it as a superb opportunity to seize power. As the Lornon Arkati and those returned from Liabo fell into bitter argument, Koar roused himself from his melancholy and stepped in. As the first, and the strongest of the Arkati, he wielded a power that none could challenge. He forged a treaty between the bitter caucus that stands to this day. It is said that the diplomatic skills of Lumnis, standing beside the angry Koar and doing what she could to mitigate, was the honey that enabled the angry factions to reach a settlement.&lt;br /&gt;
&lt;br /&gt;
In present times, Lumnis rarely finds the inclination to walk among the ones that once so captured her attention. She spends much of her time contemplating all she has seen, all she has experienced, and all she has loved. However, she still watches and protects bastions of learning, and congregations pledged to the furtherance of knowledge. And on very rare occasions, it is said she will hold the hand of any who despair of achieving their goal of understanding, giving encouragement and hope.&lt;br /&gt;
&lt;br /&gt;
[[Category: Arkati]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Origin_of_Mularos&amp;diff=67684</id>
		<title>Origin of Mularos</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Origin_of_Mularos&amp;diff=67684"/>
		<updated>2015-08-31T17:24:01Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Origin of Mularos&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And the meek shall be made strong by the oceans of agony that reside within them, oceans stirred to raging tides by His ungentle mercy. The least shall be filled up and flow over, spilling their pain upon the ground in a gentle rain, and from those fertile waters shall the shoots of more misery grow, until all the world is beautified by His blessed gifts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He was born atop a mountain amidst the throes of a dying drake.&lt;br /&gt;
&lt;br /&gt;
She was Goragan. Silver of scale, and with eyes that burned the color of the sky at sunset, she was a creature of unsurpassed majesty and beauty. She had been savaged in a squabble with another female. At first, it was merely a raw red score across the unprotected flesh of her underbelly, but there, infection had taken root, sinking its gnawing tendrils into her bloodstream, wracking her with agony at all hours. She had lain in torment for countless days before, at last, she expired. And from her last tortured gasp, [[Mularos]] was formed.&lt;br /&gt;
&lt;br /&gt;
As all [[Arkati]], he sprang into being fully formed, but fresh of mind. His first sight was the final, tortured throe of the drake that ought to have been his patron. What followed was worse.&lt;br /&gt;
&lt;br /&gt;
The Arkati lay in the shadow of Goragan, new to the world, but with no drake to teach him of how to live in it. Three days passed, and in this time he learned three lessons. His first lesson was hunger, as his empty belly gnawed at him and the worms gnawed at Goragan. The second was privation, for the flesh on his bones wasted as the flesh on hers was consumed. The third was sorrow. He wept over the [[drake]], and her eyes wept as they rotted away.&lt;br /&gt;
&lt;br /&gt;
It was an inauspicious beginning.&lt;br /&gt;
&lt;br /&gt;
Goragan was little more than a spent carcass when another drake found Mularos. This one had scales of vivid azure like a sky scoured clean after a spring storm. He was Athma, and he was a cunning worm, always collecting trinkets and baubles of great renown. The moment he saw the nascent Arkati from afar, he wished to be Mularos&#039;s patron. So, he darted down out of the sky and came to rest near the corpse.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why do you guard this carcass, young Arkati?&amp;quot; he trumpeted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was my maker,&amp;quot; said Mularos. &amp;quot;More than that, I do not know, for her death was the spark that set my life&#039;s fire burning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Athma sniffed at the youth; examined him with two great eyes. &amp;quot;You do not know her, yet you weep for her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I weep for the loss of her beauty. She was once the most stunning of creatures, with scales of hammered silver and eyes like sunfire. But now she is only bleached bone and dried flesh. I did not know her, but I knew her beauty, and I could not save it. I know only hunger and privation and mourning, and so I remain here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is much a drake could teach you. Come away from those remains and serve me, and I will show you,&amp;quot; Athma said.&lt;br /&gt;
&lt;br /&gt;
Mularos gave a shake of his head. &amp;quot;All I wish to see is her beauty again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I, too, have a desire for beautiful things,&amp;quot; said the drake, his eyes gleaming. &amp;quot;If you come with me, I will show you beauty that does not fade, loveliness that time cannot touch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This argument swayed Mularos. He went with Athma, sparing nary a glance back at Goragan&#039;s remains. The azure drake lifted him gently in his great talons. Together, they flew, crossing a wide sea and a desert that seemed itself an ocean of rippling flame. At its boundaries was Athma&#039;s abode, a tower sized for a drake of his stature. It was carved from gleaming moonstone that drank in the colors of the day, never able to decide upon a single hue. When first Mularos saw it, it was suffused with the pink of an unfurling dawn. Brighter still were the rose vines that climbed the tower&#039;s facade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is Feragas, the Tower of Ten Thousand Blossoms,&amp;quot; said Athma. &amp;quot;It is your home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that was how Mularos came to be part of Athma&#039;s collection. He was only the latest bauble that the drake had gathered to his nest. Every chamber of Feragas overflowed with glittering prizes: jewels so bright as to make the stars seem dim, statues so lifelike they looked as if they might draw breath, even exotic weavings from the farthest reaches of the world and beyond.&lt;br /&gt;
&lt;br /&gt;
Athma showed him all these things. Mularos&#039;s eyes were wide and hungry for all these works of beauty, but he yearned more for sustenance. Athma commanded that a great feast be made for the young Arkati, and his servants of many races brought out ambrosia, and sweetmeats, and a thousand other delicacies. The Arkati feasted until he thought he might burst, and the flesh came back to his bones.&lt;br /&gt;
&lt;br /&gt;
At the end of the meal, Athma demanded that the loveliest piece of his collection be brought to him. This was neither jewel, nor statue, nor beast, but an Arkati: Maigra. She was a sight to behold, in a dress made of woven greenery clinging to a frame as alluring as spellsong. Long silver hair spilled down her back like watered silk, and her eyes changed their colors with as much fickleness as the stone of the tower.&lt;br /&gt;
&lt;br /&gt;
She was beyond fair, but her true value lay in her power. She held within her the spark of creation. Hers were the roses that climbed the tower. Hers were a thousand pieces of clockwork ingenuity that roamed its halls, clanking and letting out musical percussion as they roamed the vast chambers. She was ingenuity embodied, and Atham prized her above anything else, even his beautiful new acquisition.&lt;br /&gt;
&lt;br /&gt;
She swept down the central stair that spanned the tower from floor to peak, and the sight of her stole Mularos&#039;s breath from his lungs. She greeted her master and showed him all that she had wrought in his absence--clockwork crabs that scuttled and sang; berries that tasted as sweet as springtime; a song that could make the hardest heart weep for pleasure--and Mularos watched in awe.&lt;br /&gt;
&lt;br /&gt;
And as he looked after her, she looked at him. His beauty woke new songs in her heart, fanned the fires of her genius. Maigra was as taken with Mularos as he was with she.&lt;br /&gt;
&lt;br /&gt;
Athma saw this and was displeased. He sent Maigra to her works, and she left with some reluctance. Once she was gone, the drake turned to the young Arkati. Though his voice was gentle, his eyes were hard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All this is yours to do with as you wish, save her,&amp;quot; he said. &amp;quot;Take your delight in any bauble, any trinket, any beast. Maigra is mine alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I look around this place, at all of this beauty, and I see nothing I desire as much as she,&amp;quot; said Mularos.&lt;br /&gt;
&lt;br /&gt;
Athma was unswayed. &amp;quot;That is a burden of pain you must carry, then. For she is mine. Do not forget the kindness that I showed you, when you might have starved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mularos was cowed, and said, &amp;quot;I shall not.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He spent the next years wandering through the corridors of Feragas. He delighted at first in the great jewels, the diamonds, emeralds, rubies, and sapphires that shone as if with their own light. Their fire dazzled him only for a time. Then he lost himself in the music of a thousand instruments, each more spectacularly crafted and tuned and played than the last. Music could not entangle him, no matter how alluring. Having seen Maigra, the rest of Athma&#039;s treasures all seemed dim and unrefined.&lt;br /&gt;
&lt;br /&gt;
Only the roses held his attention for more than a brief span. They were varicolored and immense, possessed of scents that could stir smiles on his face or tears in his eyes. They were also of Maigra&#039;s making, and that was reason above all others for Mularos to love them.&lt;br /&gt;
&lt;br /&gt;
He came to delight in their scent and hue, and often spent his days walking the perimeter of the tower, reveling in the sight of new blossoms. Little did he mind the way the thorns dragged at his flesh when he walked through the overgrown bushes. In fact, he came to crave the pain, as if it was a personal gift from Maigra herself.&lt;br /&gt;
&lt;br /&gt;
He was on such a walk, one day, when he saw her again. Centuries had passed since he first came to Feragas, and only the flowers held any delight for him still. So he was walking through them, and came around the bend of the tower, and she was there, form framed by the breaking dawn.&lt;br /&gt;
&lt;br /&gt;
Mularos turned to walk in the other direction, mindful of Athma&#039;s rule. But she called after him, and without knowing why, he halted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is it that you wish of me?&amp;quot; Mularos asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only to speak,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is forbidden by Athma himself.&amp;quot; He turned to go, but she cried out after him again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Athma is gone. He spends less time here of late. The drakes have gathered; for what reason I do not know, but he has gone to council with them and will not return for some days. Besides, it has been some time since he has paid any attention to me,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
Mularos was aghast. &amp;quot;You? But you are the foremost of all his prizes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once I was, but his interest in me has dimmed. He has moved on to fairer jewels than I,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is no jewel more fair than you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She smiled. &amp;quot;If you feel so, then sit with me, on occasion, while he is gone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He agreed that he would. And from that day, the two spent much time together. They roved from the peaks of the eastern mountains to the western desert, finding amusement in the stunted creatures of the former and the short-lived ones, in silks of gemstone hue, who dwelled in a stone city in the heart of the latter. Every day they met, and talked, and sometimes loved.&lt;br /&gt;
&lt;br /&gt;
Athma sent word ahead that he would return from the great assembly of the drakes, and this was the death knell of their time together. On the day before his return, a day much like any other, Maigra met Mularos in the shadow of the tower. Her fair face was wan, and the fire in her eyes was dim.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the morrow, he returns,&amp;quot; she said. &amp;quot;And I know not how long it shall be before I might see you once again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Would that we could flee, but there is nowhere a drake may not see. And we have already challenged his will so,&amp;quot; said Mularos. &amp;quot;I fear that you will fade into memory, and I will become as I was before our days together, lifeless and sorrowful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then take this, and remember me until we can be together again,&amp;quot; said Maigra.&lt;br /&gt;
&lt;br /&gt;
She opened her hands, and in it was a most unusual blossom. Dark as heartsblood, it was trumpet-shaped and had a heart as white as was the stone of the tower by moonlight. At that moment, a breeze swirled past, and as it passed over the blossom, it awakened from the petals a melancholy sound like a lover&#039;s sigh.&lt;br /&gt;
&lt;br /&gt;
Mularos took the blossom and held it close to his heart.&lt;br /&gt;
&lt;br /&gt;
On the next day, Athma returned, and all was as it had been before. If the azure drake noticed how the fire in Mularos&#039;s eyes shone more brightly for the first few days after his return, he said nothing, probably attributing it to the joy of an Arkati reunited with his master.  That flame guttered to embers as the days passed,  and Mularos resumed his listless pattern of touring the tower&#039;s perimeter. He wore the mournbloom Maigra had given him always.&lt;br /&gt;
&lt;br /&gt;
Athma cared little for the Arkati&#039;s moping, but he came to loathe the sight of the sad creature. He had selected Mularos, first and foremost, for his physical beauty, and that was diminished when he looked so pale and distraught. Though Athma was stern, he took little pleasure in cruelty, so he did not slaughter the Arkati for this. Instead, he took it upon himself to cheer the young creature.&lt;br /&gt;
&lt;br /&gt;
On his travels, Athma had discovered a gemstone the size of a giant. Green and gold swirled in its depths in equal measure, and it shone with inner light even in its rough state. He ordered it brought to Feragas and carried to its own chamber, and arranged that Mularos would be on hand when it arrived.&lt;br /&gt;
&lt;br /&gt;
Confronted with the size and shade of the stone, Mularos could not help but be awed. Athma saw this, and was pleased. He encouraged the Arkati to find renewed delight in the impossible jewel.&lt;br /&gt;
&lt;br /&gt;
They met daily in its chamber, and they spoke with one another of many things. One day, Mularos even summoned the courage to speak to him of Maigra.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master,&amp;quot; he said. &amp;quot;Once you took delight in Maigra. Is this no longer so? Never do I see you while away your time with her, as once you did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She has come to bore me. There is only so much pleasure I can find in her beauty and works.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then might I see her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To Mularos&#039;s surprise, the azure drake did not grow enraged. He merely considered the Arkati before him, and gave a heave of his great shoulders, saying, &amp;quot;I will consider it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A stone is only a stone, and its entrancement over Mularos faded as the days passed. He began to resume his grey wanderings. Athma grew displeased again, but he could think of nothing in all the world to amuse his Arkati.&lt;br /&gt;
&lt;br /&gt;
He thought back to the stone, and how it was rough and unrefined. He brought the most skilled of jewelcrafters to Feragas, and they set to work in cutting the stone. And this restored Mularos&#039;s interest once more.&lt;br /&gt;
&lt;br /&gt;
He came to watch them work. They hewed away the imperfections. They shaped the facets. They made more perfect a stone that had previously seemed divine. The shine of the jewel grew, until it shone in the chamber like a green sun. And in this, he learned a fourth lesson.&lt;br /&gt;
&lt;br /&gt;
At last, it was finished, and the jewel&#039;s shine was so bright that one could not sit in the chamber for long. But Athma brought Mularos there to show him the completed product, and he was pleased to see the green light answered by renewed fire in the Arkati&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you, at last, happy?&amp;quot; Athma asked.&lt;br /&gt;
&lt;br /&gt;
In that moment, Mularos saw why Athma put so much effort in keeping him happy. The drake was infected with the same ennui that plagued him, and if he could only make his Arkati&#039;s pleasure everlasting, perhaps he could find a bit of permanence for his own joy, as if it were light preserved in eternal stone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said Mularos, emboldened by the truth he had glimpsed. He bent and lifted one of the shards of the jewel, holding it up before his master. &amp;quot;This gem is beautiful, but it is a cold and unfeeling thing, for all its warmth. There is only one thing that can make me happy, and you withhold her from me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Athma sighed. &amp;quot;I know this. But she is mine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then let me go to her, and I promise that we will both bring you delight,&amp;quot; said Mularos.&lt;br /&gt;
&lt;br /&gt;
The cunning drake&#039;s eyes narrowed. &amp;quot;I offer you this bargain, because of the love I bear you. I give you three nights, between the two of you, to make me feel delight at dear Maigra once more. Succeed, and you will both be free to come and go however you wish, and I will think no ill of it.  Fail, and you will never be allowed to see each other again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mularos bowed his head. It was not the bargain for which he had hoped, but it was the one he had been given. With trepidation, he ascended the stairs of the tower, traveling all the way up to where Maigra&#039;s chambers there. His heart was heavy with the weight of his charge. How could he guarantee that Athma, such a fickle drake, would love again a creature that had once been his most beloved? He knocked, and waited.&lt;br /&gt;
&lt;br /&gt;
Maigra threw open the great doors to her chamber. She smiled when she saw him, a true and bright smile. Then she drew him inside.&lt;br /&gt;
&lt;br /&gt;
Her happiness died when he told her of the bargain he had made. Distraught, she sat on the bed of shining silks that Athma had made for her. Truly, hers was a prison of velvet and lace.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What shall we do?&amp;quot; Maigra asked. &amp;quot;I have tried everything I know, and still I do not please him any longer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have tried alone,&amp;quot; said Mularos. &amp;quot;Now we are together, and together we shall divine a way to freedom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So he bedecked her in gold and jewels, and she donned her finest garb. She painted her lips and reddened her cheeks. That night, they went down to dine with the drake. He glanced up at them, and went back to devouring the fat lamb that had been slaughtered for him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you not pleased with her, my lord?&amp;quot; Mularos asked.&lt;br /&gt;
&lt;br /&gt;
The drake rumbled. &amp;quot;I have seen her dressed before. It is a daily occurrence. Her body and face are lovely, but they do not move me as they once did. You have two nights more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Little deterred, the pair planned all of the next day. Music, Maigra claimed, had always been one of her greatest talents. So, as the sun passed overhead, she composed a song. Its melodies told of how Mularos made her heart beat, and its harmonies whispered of her long sadness in captivity. He agreed that surely this would stir the drake&#039;s soul.&lt;br /&gt;
&lt;br /&gt;
They went to dine with Athma again, and Maigra played her song. Her eyes bled sweet tears of happiness and sorrow, and when it was over, not an eye in the hall was dry. Not an eye but Athma&#039;s two, which were disinterested and cold.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One night more,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
And now the pair knew fear. They had not between them an idea of how to impress the drake. Maigra&#039;s nails tore at Mularos&#039;s back while she wept into his shoulder. Their tears mingled in the moonlight.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What can we do?&amp;quot; she asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not know,&amp;quot; said he. &amp;quot;Surely there must be some way to please him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The failure is in me,&amp;quot; said Maigra. &amp;quot;I am simply not good enough in his eyes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So the third day came and went. Night fell: the last night that Maigra and Mularos had together. Time came to dine with the drake, and Mularos went down alone. He ate, and felt the drake watching him the whole time. The interminable meal ended, and that was when the drake spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are looking fetching tonight, in your robe of red,&amp;quot; said Athma. &amp;quot;But where is Maigra? It is she who must bring me delight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She waits in her chambers,&amp;quot; said Mularos.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope she has used this time in planning well, then.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mularos led the way to Maigra&#039;s chambers. Up the giant stairway they went, drake and Arkati. At the top, Mularos threw open the doors of his beloved&#039;s chamber.&lt;br /&gt;
&lt;br /&gt;
What Athma saw within turned the bile in his stomach. Maigra lay abed, a tatter of rent flesh and clothing, still as if in death. Everywhere there was red, as if countless of her rose petals blanketed the floor, the bed, the walls. Mularos gestured to her, a fey smile on his face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you done?&amp;quot; Athma demanded, aghast.&lt;br /&gt;
&lt;br /&gt;
Mularos looked to the unmoving woman. &amp;quot;She was a rough stone, master, and I cut her into a work of beauty. Does she not please you now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then Athma saw Mularos as if for the first time, saw why it was that the pale Arkati had never long delighted in any beauty. He had been born of pain, and only pain could truly fill him up. It had been Maigra&#039;s pain and solitude that had drawn him, not any true love for her. And he had made an artwork of her agony, spilling her blood and potency out on the ground, the sheets, the walls. By the bedside lay a sharpened spar of green jewel; on her ravaged breast, a single mournbloom.&lt;br /&gt;
&lt;br /&gt;
Athma began to weep, though drakes do not weep. But something chilled the tears in his eyes to ice. Maigra&#039;s chest moved. Mularos had worked with such incredible artistry that she still drew breath, broken and twisted though she now was. All the strength had gone out of her limbs, but they twitched like the limbs of a puppet on broken strings. Her eyes were open, and in them was torment.&lt;br /&gt;
&lt;br /&gt;
The azure drake roared, and his roars shook the tower. Rage and horror left him in a deafening cry, and when its last echoes had faded, he was as empty as the thing that had been Maigra.&lt;br /&gt;
&lt;br /&gt;
On the next day, the other drakes came, and Athma&#039;s cruel secret was revealed. That was the day they had all, in their council, decided to gather the Arkati and send them to the moons for their safety, for a threat was coming that would change the face of the world.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry,&amp;quot; said Athma as the other drakes dragged Mularos from the tower. Remorse had filled the emptiness. &amp;quot;All I wanted was to be happy again, one last time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mularos, weeping and laughing in turns, was consigned to the darkness of Lornon. There, he was welcomed by the broken and blighted, who would become the gods of darkness. And as [[Eorgina]], foremost among them, welcomed the shattered Arkati into her fold, she placed a hand on his shoulder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; she said, &amp;quot;are Sorrow. It is all that you are. If you welcome pain, none can break you. If you embrace agony, any pains they heap upon you will only give you strength.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And embrace it he did.&lt;br /&gt;
&lt;br /&gt;
As for Maigra, it is said that hers was a stranger fate, for Athma could not bring himself to lose her. He did not send her to Liabo or Lornon, nor did he end her suffering. He entombed her instead in a tower of green and growing things, and made her safe there. And there, she could work on her delightful creations until the end of time, mad and broken, the first victim of the Sorrow of the World.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And seldom shall be the soul that does not walk through His garden, whose flesh is not rent by the cruel thorns that grow there. Fortunate shall be the few who do not know His pain before the sky falls and the land is consumed by cleansing flame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
~ from The Shattering of the Fourth Moon, an apocalyptic treatise from the [[Age of Chaos]], author unknown&lt;br /&gt;
&lt;br /&gt;
[[Category: Arkati]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Origins_of_Ronan_and_Sheru&amp;diff=67683</id>
		<title>Origins of Ronan and Sheru</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Origins_of_Ronan_and_Sheru&amp;diff=67683"/>
		<updated>2015-08-31T17:22:35Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Origins of Ronan and Sheru&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Official-document}}&lt;br /&gt;
==Sins in Shadow: Of Sheru and Ronan==&lt;br /&gt;
&lt;br /&gt;
The following is taken from the &#039;&#039;Books of Midnight&#039;&#039;, found in the private collection of Indethrion XI Faendryl, commonly called Indethrion the Mad. Commonly held to be apocryphal, most research into the Books has been confined to damaged copies available in the [[Library Aies]] of Ta&#039;Illistim, on generous loan from House Nalfein.&lt;br /&gt;
&lt;br /&gt;
The source tomes for this document appear to predate those copies, and are, by all appearances, whole.&lt;br /&gt;
&lt;br /&gt;
===The Shadow With Wings===&lt;br /&gt;
&lt;br /&gt;
[[Sheru]] and [[Ronan]] are two faces of a coin.&lt;br /&gt;
&lt;br /&gt;
At first, it seems no pair of gods could be more different. One, the Lord of Madness, dwells in Lornon&#039;s unknowable chasms, feeding on the terror of the lesser races. The other is a weary paladin, consigned to shadow, guarding mortals where they are most vulnerable: in dreams. The truth is that Ronan and Sheru are more closely kin than any other living Arkati, and they were once alike and aligned before their squabbles became an enmity spanning ages.&lt;br /&gt;
&lt;br /&gt;
As with all Arkati, their tale begins with a drake.&lt;br /&gt;
&lt;br /&gt;
In the dark swathes of time before written history, there lived a drake that was as old as any of its kind. He had no true name. He had come before the very idea of names, and had never desired to claim one for himself. Lightless black and immeasurable in size after aeons of existing and feeding and growing, he had little concern for the dealings of lesser drakes and wyrms. They rarely saw him, save as he flew through the sky, a black streak against the unending blue.&lt;br /&gt;
&lt;br /&gt;
It was for these reasons that they called him the Shadow With Wings.&lt;br /&gt;
&lt;br /&gt;
Perhaps the best hallmark of the beast&#039;s age was the silvering about his ancient scales. Though the days of those draconian gods were many, they did age, in time. They were also fierce and predatory, often clashing with and killing their own kind. Few drakes ever lived to see the day when the color began to leach from their impenetrable hides, but the Shadow had, and so he glinted like a sea of silver and onyx in the light of the sun.&lt;br /&gt;
&lt;br /&gt;
The secret to his great age was his solitude. Other drakes his age had been wiped out by internecine conflict, but the Shadow had no interest in bloodshed, no hunger for the domains or demesnes of his kindred. It was not that he was not a covetous creature, for all drakes were driven by bestial desires to control and to own. He had simply found something that no other drake had: a realm of his own. When he was young, when the world was newborn, he had burrowed through its feeble walls and gone to another place. That place was the Endless Dream.&lt;br /&gt;
&lt;br /&gt;
To call the Dream another world would be but part of the truth. Within its boundaries was a place where thought and form were one, a paradise of the mind where anything that one could imagine could also be. So the Shadow spent his days hunting and his nights hoarding the secrets of the Dream from his own kind.&lt;br /&gt;
&lt;br /&gt;
Then came Kel&#039;toren.&lt;br /&gt;
&lt;br /&gt;
Small and crimson, a stunted wyrm with eyes of glowing amber, he had spent most of his life hiding in the shadows of greater beings. One day, he came upon the Shadow, lazing in the cold flow of a waterfall. Kel&#039;toren was fearful, but his previous patron had fallen while battling the vicious tyrant Beh&#039;Amant. It would not be long before a larger drake slew him, either for joy or for food. His choice was simple: perish for certain, or risk the displeasure of the Shadow, who was known to kill only rarely and not for sport.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great One,&amp;quot; he said, his voice a gentle keening.&lt;br /&gt;
&lt;br /&gt;
One great eye cracked open, its slit a silver crescent like the half-spent moon. It regarded him for a long moment, and then the reply came:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go away.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kel&#039;toren was not a stupid beast. He was possessed of a sort of low cunning, and that was enough to warn him not to test the Shadow&#039;s mood. So he fled, and flew to a place not far away, but he did not give up. The fear of death is, after all, a powerful motivator.&lt;br /&gt;
&lt;br /&gt;
So when the Shadow was sunning in a meadow full of fat sheep and sweet-smelling grasses, some days later, Kel&#039;toren approached again. He trod toward the greater drake on carmine talons, terrified but unswayed, and hunkered down near him. This time, he did not speak, but waited for the Shadow to wake on his own.&lt;br /&gt;
&lt;br /&gt;
The Shadow woke many hours later. He let out a chagrined growl at the sight of persistent creature, but he did not attack. Kel&#039;toren was no threat to him; he was barely a threat to the sheep.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you want?&amp;quot; asked the Shadow.&lt;br /&gt;
&lt;br /&gt;
Kel&#039;toren&#039;s answer was simple. &amp;quot;Only to live.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was no formal understanding between the two creatures, but after that, where the Shadow went on Elanthia, Kel&#039;toren followed after. A younger, more fiery drake might have killed the intruder, but the ancient saw little purpose in bestirring himself. He went where he would go, and if Kel&#039;toren was as present around him as the air itself, it was no nuisance to him.&lt;br /&gt;
&lt;br /&gt;
The red drake could not follow his ambivalent benefactor everywhere. Sometimes he woke to find the Shadow gone with not a scent on the breeze to mark his passing. Always, the silvered black drake returned before a less gentle superior found Kel&#039;toren and did away with him for good. Even so, he was a creature of fear, and lived in terror that one day, he would find himself truly alone.&lt;br /&gt;
&lt;br /&gt;
Now, as was said, the Shadow rarely came into conflict with others of his kind. That did not mean that he did not have foes. The very size and power that he had acquired from such a long life made him a target for others wishing to prove their might and dominance. Slaying him in battle would be an incredible feat, one that would make all other drakes think twice before challenging the victor of such a fight.&lt;br /&gt;
&lt;br /&gt;
The Shadow and Kel&#039;toren were wintering on Aenatumgana when one such competitor struck. Taahmad, a devilish golden creature, had been plotting the Shadow&#039;s downfall for some time. She had enlisted the aid of four other drakes, her consorts, to cover any routes of escape, and to witness the slaughter so they could spread the tale.&lt;br /&gt;
&lt;br /&gt;
She was as swift as streaking sunlight on the winds. The Shadow had no warning when she struck. One moment, he was bathing his sweltering bulk in a fresh snowfall, and in the next, there were scythe-like teeth tearing at his neck. Had it not been for Kel&#039;toren, he would have been lost.&lt;br /&gt;
&lt;br /&gt;
The smaller drake did not strike out of any bravery. He was driven by confusion, terror, and self-preservation, perhaps, but there was no heroism driving him to launch himself at yellow Tahmaad and begin savaging her exposed belly. Fending him off was effortless to her.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, it allowed the Shadow an opening.&lt;br /&gt;
&lt;br /&gt;
He tore free of her assault and slashed back with a swipe that would have disemboweled a lesser drake. Against Taahmad, it was but a glancing attack. With a trumpet of rage, he snatched the stunned Kel&#039;toren up in his talons and fled.&lt;br /&gt;
&lt;br /&gt;
Taahmad&#039;s mates were at every turn. To the west, he found silver Jormungant. From the east came cerulean Nythok, the Sky-Breaker. South and north waited Lefatin and Hethra, both copper drakes terrible and potent in their own right. The sole refuge that the Shadow could find was a cave near the very roof of the world.&lt;br /&gt;
&lt;br /&gt;
By the time he dragged Kel&#039;toren there, the younger drake had recovered from his confusion and surrendered to panic entirely. Fear seeped from him like blood from a wound, staining the walls of the cavern with its corrupting strength. He keened and cried as the assailants circled in on the cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We will not die in this place,&amp;quot; said the Shadow. The certainty in his voice was enough to pull the younger drake back from the brink, but not to allay his tumult of emotion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely we shall! You cannot defeat all five of them, great drake or no,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have no intention of fighting them. I will flee, as I have always fled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kel&#039;toren laughed at that, emboldened by the frantic pounding of his heart. &amp;quot;Your senses may have taken leave of you, Great One,&amp;quot; said he. &amp;quot;We are trapped here. There are no ways out but one, and that one leads to death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Shadow regarded him. For a moment, he considered fleeing on his own and leaving the nettlesome little beast to a gruesome fate. They had flown together for some years, and so he felt a glimmer akin to compassion in his heart.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know of a place where they cannot follow, where none but I can go,&amp;quot; he said. And he told Kel&#039;toren, briefly, of the Dream, and how he could burrow through the walls of the world and go there when he wished. There was time for little else, but he ended with a warning. &amp;quot;There, thought and form are as one. You must master yourself if you are to follow me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anything!&amp;quot; Kel&#039;toren said. &amp;quot;Do not leave me here to face them!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Shadow could see that Kel&#039;toren was beyond self-control, but his pity overtook him. He wrapped the smaller drake in his silver and black wings and, as he had done so many times before, burrowed through the walls of the world. In the past, the commutation had been a careful one, but this time was hurried, and the passage left a scar, a thinness in the space for ever more.&lt;br /&gt;
&lt;br /&gt;
The Shadow and Kel&#039;toren were safe from Tahmaad. They spilled together out onto a black vista of unfathomable beauty. It was a place that the elder drake had made in his long years of mastery over the Dream. Blossoms of impossible color shimmered beneath a sun that drank light rather than birthed it. Creatures flew on wings of jewel. Silver waterfalls poured up cliffsides of radiant black stone.&lt;br /&gt;
&lt;br /&gt;
This beauty lasted for but a moment. The Shadow had no time to find relief in his long-time sanctuary, for he had brought into it a flaw, a cancer, and that cancer was Kel&#039;toren.&lt;br /&gt;
&lt;br /&gt;
In the space between heartbeats, the smaller drake&#039;s fear poisoned the place. The inconceivable blossoms crumbled into grey rot. The water-that-was-not-water dried. The sun became a hungry hole in the skies, threatening to consume all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must go,&amp;quot; said the Shadow, recognizing the source of the corruption.&lt;br /&gt;
&lt;br /&gt;
He turned, thinking to shuffle the smaller drake back to the Elanthian plane and to safety. What he found was not Kel&#039;toren at all, not the small crimson reptile that had sheltered by him. He saw an abomination.&lt;br /&gt;
&lt;br /&gt;
Kel&#039;toren&#039;s fear, the overwhelming emotion that had driven the lesser drake for all his life, had found fertile ground in the place where form and thought were one. He was monstrous, a creature of many eyes and snapping maws.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; they said, as one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have not the control to exist here, in this place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kel&#039;toren was not swayed. &amp;quot;All my life, I have been afraid. I have dwelled in constant terror, and that made me weak. But here, look what I have done in moments! I can destroy as easily as you create, and my fear gives me that power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Shadow pleaded. &amp;quot;Come with me. I can show you the mastery of this place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You?&amp;quot; Kel&#039;toren laughed. &amp;quot;How long did it take you to craft these things? How long have you owned this place, coming here while I slept? You are no true master of this domain. You are little more than a gardener!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was no rescuing him from himself. That, the Shadow knew the instant the creature that had been Kel&#039;toren spoke those words from its many maws. Even as he watched, the Shadow saw wonders that had taken him centuries to craft blistering and breaking. More, he saw how the power was sweeping away everything that Kel&#039;toren had been. He acted quickly, in something that might be called mercy.&lt;br /&gt;
&lt;br /&gt;
His neck snaked out and his maw closed around Kel&#039;toren&#039;s neck. One snap ended his compatriot&#039;s madness. Had the Shadow been mortal, perhaps he would have mourned, but drakes are not so easily swayed to loyalty or remorse.&lt;br /&gt;
&lt;br /&gt;
Instead, he pulled his former accomplice from the Dream, not far from the waterfall where first they had met. There, the last of the lesser drake&#039;s life spilled from his form.&lt;br /&gt;
&lt;br /&gt;
Yet in Kel&#039;toren&#039;s ending, there was also a beginning. As the Shadow surveyed the desolation an unprepared mind had brought to his realm, he saw movement in the curve of the other drake&#039;s corpse. Two of them there were, perfect and new, creatures dark as his own scales but small and frail, smaller and frailer than Kel&#039;toren had been. These were Arkati, each born part from fear and part from mercy, and they were Ronan and Sheru.&lt;br /&gt;
&lt;br /&gt;
===In Dreams===&lt;br /&gt;
&lt;br /&gt;
The Shadow had created Arkati before, but these were different.&lt;br /&gt;
&lt;br /&gt;
The making of an Arkati was never an intentional thing. His last had arisen from a passing fancy while he lay on a hillside. He had been content, bathed in warmth and sunlight, and the creature that had arisen from this was comely, golden and strong, but shared little of the Shadow&#039;s goals or demeanor. These nascent beings were silent and thoughtful as their creator, and though they were well-formed, theirs was a dark beauty, like the dreamy vista of his crafting before it had come to ruin. They were as alike as apples from the same tree.&lt;br /&gt;
&lt;br /&gt;
They were also strange. Arkati had always been born to adult forms, but with fresh minds. Ronan and Sheru had eyes that knew too much. Neither had the wonder of a new creature as they went through their first days on Elanthia sheltered by the Shadow&#039;s wings. Instead, they seemed forlorn.&lt;br /&gt;
&lt;br /&gt;
Never once did either of the pair smile. They were not sullen, but neither did they take delight in the loveliness of the world, nor even in serving their drake. This perplexed the Shadow, who knew well how most Arkati took pleasure in doting on their draconian patrons. The question weighed on him until he finally demanded they answer it one day.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are not of this place,&amp;quot; said Sheru, or Ronan, for they were as alike to another in those days as to be indistinguishable.&lt;br /&gt;
&lt;br /&gt;
Then the other said, &amp;quot;We are of the Dream, and to the Dream we wish to return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Upon the Shadow&#039;s mind, the answer weighed even heavier than the question. He had never considered taking the pair into the Dream. Since he had killed mad Kel&#039;toren, he had voyaged there only rarely himself. The Shadow had grown quickly fond of the two, and feared they might have even less control than the red drake had on that plane, with similar results.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot go there. I forbid it,&amp;quot; he said, and left it at that.&lt;br /&gt;
&lt;br /&gt;
So they continued, the trio: the silent drake, and two joyless Arkati, for some centuries. In that time, they walked in the dark places of the world, and Sheru and Ronan came to know much of the darkness. They also learned of the mortal races, who unlike Arkati had the power to sleep. They came to find that, in sleep, sometimes the dreams of mortals abutted on the Dream, and that made them envy those lesser creatures. But for the most part, they kept to themselves. Everything changed one day, when they encountered another drake, almost entirely by chance.&lt;br /&gt;
&lt;br /&gt;
The great beast, named Vashelisk, came upon them while they were resting in a grove near Nagothrym. His hide, though heavily scarred, was grey and swirled like polished agates. He swooped low, letting out a cry of warning, but not of threat. He landed nearby, accompanied by a grey and fair Arkati.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hail, Old One,&amp;quot; said Vashelisk, his posture without threat. &amp;quot;You are the one called the Shadow with Wings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Shadow laughed, the sound low in his throat. &amp;quot;If you know of me, then you know, too, that the affairs of other drakes are not my affairs. You would do well to leave.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What I have to say is the affair of every drake,&amp;quot; Vashelisk said. &amp;quot;A great danger is coming to us all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Our kind knows many things, but visions of our own future have always been unclear,&amp;quot; said the Shadow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To us, perhaps, but not to him.&amp;quot; Vashelisk turned his great silver eyes upon the grey Arkati. &amp;quot;His name is Jastev.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jastev told them all how he had seen into the darkness of the future. He spoke of a darkness to come, from beyond the world, one that would eradicate drake and Arkati alike. A darkness that would knock the world from its wagon-wheel course, and send it spinning onto another track.&lt;br /&gt;
&lt;br /&gt;
Without knowing why, the Shadow believed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What might we do?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Vashelisk lowered his head. &amp;quot;There is little that can be done, but there is a chance for the survival of our race. I have put the preparations in order.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He had been all over the world, telling the tale of the future to other drakes. Those who did not listen, he made listen. Among them, he had found a consensus. The drakes would prepare for war. And soon, in a year and a day, their favored Arkati would be gathered and sent to the moons for their own protection. This Jastev knew, for the future came upon him in torrents of incredible clarity.&lt;br /&gt;
&lt;br /&gt;
While the two drakes held council, the Arkati waited in silence. Jastev was little disposed to speak, and Sheru and Ronan were often silent, so this suited them all well. But as their masters&#039; conversation drew to a close, Jastev turned his eyes upon the pair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am sorry. I am so sorry,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why?&amp;quot; asked Ronan and Sheru, speaking as one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For what shall come to both of you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you mean?&amp;quot; Sheru asked, suspicious.&lt;br /&gt;
&lt;br /&gt;
Jastev said, &amp;quot;When the time comes for us to be sent to the moons, one of you will go to Liabo and the other to Lornon, and never again shall you meet as brothers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is absurd,&amp;quot; said Ronan. &amp;quot;We are cut of the same cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know what I know,&amp;quot; Jastev told them.&lt;br /&gt;
&lt;br /&gt;
Sheru&#039;s voice was cold as he said, &amp;quot;As do we.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Despite their protestations, the pair succumbed to a new emotion. It quivered within them, growing and putting out cold tendrils. Jastev&#039;s word had awakened in them both the specter of fear.&lt;br /&gt;
&lt;br /&gt;
When Vashelisk and his strange Arkati had left, the Shadow slumped against a hillside, his gaze dim. He looked bent beneath the weight of every year. His Arkati went to comfort him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shadow,&amp;quot; they said. &amp;quot;Will you go to war?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is what the others will do, but I have always gone my own way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then we will go to the Dream, at last?&amp;quot; asked Sheru.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the Shadow. &amp;quot;I shall, but I cannot trust the two of you there. I have been betrayed before. You will be called to the moons, and Jastev says you will survive. But until that time, you must fend for yourselves, and for that, I know true remorse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Remorseful he might be, but drakes were not sentimental. With nary a look back at his creations, he burrowed into the space between worlds, and was gone, never to return to Elanthia. Sheru and Ronan were alone.&lt;br /&gt;
&lt;br /&gt;
They held each other in the darkness the fear grew in them: fear of what would happen to them now that they had been deserted; fear that they might never see the place of their birth, which called to them from every shadow. But both were resourceful, and they replaced fear with discussion as the night died and daylight came.&lt;br /&gt;
&lt;br /&gt;
Sheru quavered. &amp;quot;What shall we do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There has never been any other path for us,&amp;quot; Ronan said. &amp;quot;We must find our way to the Dream.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the Shadow with Wings forbade it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He has abandoned us,&amp;quot; said Ronan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you believe what Jastev said?&amp;quot; Sheru&#039;s eyes shone in the light of the rising sun, almost appearing amber instead of grey.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whether I do or not, I will not chance it happening.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With the threat of exile to the moons looming over them, they decided to go separately, and seek around the world for ways to return to their birthplace. With one last embrace, they parted, agreeing that they would do anything to reach their goal.&lt;br /&gt;
&lt;br /&gt;
Ronan wandered across the world. He spent the remainder of spring in a fertile wood, where a nearby waterfall shone with rainbowed hues in the sunlight and gleamed like silver by night. In summer, he lived among other Arkati, and he came to know Lumnis and Koar and even Phoen, who told him of his brief span before abandoning the Shadow with Wings. Fall came, and he walked with Imaera and L&#039;Naere in the greenest reaches of Elanthia, but found not a shred of the Dream there. In winter, he went in desperation to Fash&#039;lo&#039;nae himself, but the stooped and bookish Arkati could give him no assistance.&lt;br /&gt;
&lt;br /&gt;
At last, he returned to the grove where he and Sheru had parted. It had changed in the course of the year. The greenery had thrived and died and regrown in new configurations, but that was the least of it. All around, there were mounds of disturbed earth. And there waited Sheru.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I found nothing,&amp;quot; said Ronan. &amp;quot;Nothing in all my travels. We are trapped here, and we will go into exile.&amp;quot; He no longer had to take Jastev&#039;s word for this, for in his travels among the other Arkati, it had become clear that the drakes were enacting Vashelisk&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said Sheru. &amp;quot;We will not.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turned to his brother. His eyes brimmed with tears and happiness. One hand stretched out, and the nearby air rippled; changed. Beyond it spread a vista the two had seen but once before, on the day of their birth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How?&amp;quot; Ronan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The mortal races,&amp;quot; Sheru said. &amp;quot;The answer was within them the whole time. Come with me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
But Ronan halted. &amp;quot;What do you mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It does not matter! The Dream awaits us, my brother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sheru, tell me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sheru frowned. &amp;quot;Ronan, let us not belabor it. The mortal races had within them the secret of entering the Dream. I extracted it from them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are all of these mounds?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had to bury the bodies somewhere,&amp;quot; said Sheru. &lt;br /&gt;
&lt;br /&gt;
Ronan, shaking, chased after him. The moment he stepped beyond the boundaries of Elanthia and into that strange space, the tumult of emotions he felt began to seep from him. His uncontrolled thoughts tore at his body, threatened to reshape it. He fought for control.&lt;br /&gt;
&lt;br /&gt;
In the distance, Sheru was also wracked by the reality of emotions, but not his own. The stink of a thousand fearful gasps, expelled from the mortals he had slain, still clung to him.  His monstrous deed, the murder of thousands to divine the path to the Dream, turned upon him. His grey eyes filled with a sick yellow sheen. Fur began to sprout from his perfect flesh. His teeth became fangs, until truly, he was the monster that his victims had seen.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must leave here,&amp;quot; said Ronan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, you must,&amp;quot; boomed a voice neither thought they would hear again.&lt;br /&gt;
&lt;br /&gt;
The Shadow materialized out of the darkness. He had known the moment his creations had entered the Dream, and he was not pleased. Silver-edged black wings spread wide and he reared up in fury. Without any effort, he cast the misshapen body of Sheru out into the waking world.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master, please,&amp;quot; said Ronan.&lt;br /&gt;
&lt;br /&gt;
The Shadow turned on him. &amp;quot;You defied me, my creation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did, and I repent it. I saw what Sheru did to open the way here, and if that is the cost of coming to the Dream, I will never tread these paths again. So do I swear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is not enough,&amp;quot; said the Shadow.&lt;br /&gt;
&lt;br /&gt;
Ronan faced his creator, and found that he was shockingly unafraid. His form had ceased to shift. He had resigned himself to his fate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kill me, then, if you must.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have a harsher charge for you, my Arkati,&amp;quot; the Shadow with Wings. &amp;quot;Sheru has divined the knowledge of coming to this place, and it cannot be taken from him or from you. Nor do I have any desire to slay a creature of my own making.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You would spend your days defending the Dream against his incursions?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Shadow shook his great head. &amp;quot;No. I would have a penance of you. And by the time you are done carrying it out, perhaps you will wish I had killed you instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He told Ronan that he planned to hide so deep in the Dream that he would never again be found. But of Ronan, he had one demand: that the repentant Arkati defend the paths between the Dream and Elanthia, and never allow it to become perverted by fear or rage or horrible acts. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So be it,&amp;quot; said Ronan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take this, then.&amp;quot; The Shadow dropped one of his scales, his silver-edged scales that were as dark as ink. Using the powers of the Dream, he shaped it into an unbreakable blade, and nudged it toward Ronan.&lt;br /&gt;
&lt;br /&gt;
The young Arkati said, &amp;quot;I do not deserve this gift.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is not a gift, but a reminder. You and Sheru were created same. Only circumstance has set you on this path and not his.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then he sent Ronan from the Dream to face the coming exile of the Arkati. It came not days later. The Arkati were gathered together by the drakes, and a great spell was worked to send them to the moons. There, Ronan found Phoen, his distant kindred, and remained with him. It was not long before Sheru came to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My brother,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
Sheru had exerted control over his shape, as all Arkati could do. Now he appeared fair and young, a mirror to Ronan. All except for his eyes. They were yellow and burning like a beast&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where?&amp;quot; Ronan said. &amp;quot;Where do you see a brother?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ronan, too, had control over his form. He turned to Phoen and placed a hand on his shoulder. In the space between instants, the guardian of the dream&#039;s face and form shifted. They became a dark reflection of Phoen&#039;s own.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This,&amp;quot; said Ronan. &amp;quot;This is my brother. I do not know you, monster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So Ronan went with Phoen and the other Arkati of Liabo, and Sheru was abandoned to the darkness of Lornon. And from that wedge, the path of the two diverged, until their kinship was barely a memory, and all that they had between them was enmity everlasting.&lt;br /&gt;
&lt;br /&gt;
[[Category: Arkati]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Frontier_Politics&amp;diff=67493</id>
		<title>Wehnimer&#039;s Landing: Frontier Politics</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Frontier_Politics&amp;diff=67493"/>
		<updated>2015-08-26T17:31:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Wehnimer&amp;#039;s Landing: Frontier Politics&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
For years, corruption had run rampant in [[Wehnimer&#039;s Landing]], often taking the form of greedy council members putting their own interests over the town, or even past mayors who were either involved in criminal organizations, or succumbed to dark curses and foolheartedly led the town and its people into danger, despite the best of intentions. In light of the string of poor choices and self-serving decisions of the past, a new concentrated effort has been documented to better establish rules and regulations to provide a clear and concise road map for all officials within the town, as well as establishing the means to keep them in check should corruption arise. &lt;br /&gt;
&lt;br /&gt;
Within the town of Wehnimer&#039;s Landing, in order to better serve the people that we have been elected or appointed to oversee, the responsibilities of all political offices have been more specifically defined. In light of recent events, these policies and procedures have been ratified by the town council and mayor of Wehnimer&#039;s Landing in the year of 5115. &lt;br /&gt;
&lt;br /&gt;
== General Assumptions ==&lt;br /&gt;
&lt;br /&gt;
All town council members will be appointed by the town mayor and must be approved by the local judge. The term for town council members is five years, with no restriction on the number of terms they may serve. At any time during their service, if the mayor is dissatisfied with a council member, that council member can be brought before the judge to be reviewed for expulsion.&lt;br /&gt;
&lt;br /&gt;
== Mayor&#039;s Authority ==&lt;br /&gt;
&lt;br /&gt;
The mayor has the authority to recommend new policy as it relates to the militia, local taxes, foreign policies as it pertains to any principalities in the area and all spending expenditures. The mayor is responsible for recommending and appointing members of the town council, who will then be approved or denied dependent upon the local judge. The mayor has no influence over the local court system, as it is an independent branch of the Wehnimer&#039;s government and the judge is appointed for life.&lt;br /&gt;
&lt;br /&gt;
Should the local law system come into question, the mayor would have to petition the town through town hall meetings for the power to replace either the town constable or judge, at which point the decision would then need approval of a majority of the town council. In the event of a tie, the citizens in attendance at the public hearing will place the deciding vote, only if a majority is established.&lt;br /&gt;
&lt;br /&gt;
Because of recent developments with corruption and the influence of dark magic effecting those who held the office historically, the mayor&#039;s term shall be one year with the option of re-election only once, for a maximum of 2 terms.&lt;br /&gt;
&lt;br /&gt;
== Town Council ==&lt;br /&gt;
&lt;br /&gt;
All local matters will be addressed to the town council either through petition or at town hall meetings as set by the council. Any matter raised for discussion will be subject to a vote by the town council, each member having one equal vote, with the mayor breaking any ties. Should the town council feel that the mayor is not operating in the best interest of the town, or has somehow compromised the position, they will have to petition the local judge to hear their case. All facts and evidence must be offered at that time, with the Judge having the final say based on the case presented.&lt;br /&gt;
&lt;br /&gt;
The town council will consist of four positions, each one overlooking a specific role of the town, as it relates to the local militia, the town&#039;s economic structure, foreign affairs, and the local guilds. All matters in the realm of these responsibilities will still require a majority vote among the town council, with the mayor breaking any and all ties. &lt;br /&gt;
&lt;br /&gt;
=== Town Council Roles ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Militia:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to organize and maintain the local defense of Wehnimer&#039;s Landing. This includes recruitment of local militia members and the management of their training. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Coffers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to oversee the treasury of Wehnimer&#039;s Landing, including financial accountability, approval of funds for projects, and tax and debt collection. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Guilds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to act as the lead representative on the council, for the trade guilds and local merchants of Wehnimer&#039;s Landing, including supporting fair business practices, instituting worker protection and driving commerce and trade for the town. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regional Envoy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to act as an official delegate of Wehnimer&#039;s Landing, often serving as an ambassador of goodwill to other towns, regions, or nations. The primary purpose of this position is to foster diplomacy while protecting the town&#039;s interests at large.&lt;br /&gt;
&lt;br /&gt;
== Judicial Authority ==&lt;br /&gt;
&lt;br /&gt;
The judge is elected by the people to serve a life term, and represents the most independent branch of the political structure outside of the mayoral office. The judge has sole authority over the discipline and severity of punishments prescribed, and the manner in which they are to be carried out. The judge has authority to fine, imprison, banish or lessen a penalty to community service at their discretion. &lt;br /&gt;
&lt;br /&gt;
The constable reports regularly to the mayor, however there is also another direct line from the constable to the judge that remains open and active at all times. The constable enforces the laws that are brought forth by the town council, but also works with the judge to see that they are fairly executed, and that punishment is prescribed and followed. To ensure no undue pressure is applied from the mayor or judge, the constable can only be replaced by a public hearing held by the town council, which would require a majority vote of citizens in attendance to be carried out. &lt;br /&gt;
&lt;br /&gt;
Any appeal of a court decision must be petitioned before the town council, if evidence can be brought forth to show that the original verdict was erroneous. At that point the council may vote to overturn the court ruling following standard petition voting rules. Having a hearing to overturn a court ruling would require a great deal of effort on the part of the accused, and a strong case must be made in the petition before the town council would even consider a vote.&lt;br /&gt;
&lt;br /&gt;
== Current Town Council (circa 5115)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Militia:&#039;&#039;&#039; - Thrayzar&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Coffers:&#039;&#039;&#039; - Surofee&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Guilds:&#039;&#039;&#039; - Juramis&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regional Envoy:&#039;&#039;&#039; - Pylasar&lt;br /&gt;
&lt;br /&gt;
[[Category: Wehnimer&#039;s Landing]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Frontier_Politics&amp;diff=67492</id>
		<title>Wehnimer&#039;s Landing: Frontier Politics</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Frontier_Politics&amp;diff=67492"/>
		<updated>2015-08-26T17:30:57Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* Judicial Authority */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
For years, corruption had run rampant in [[Wehnimer&#039;s Landing]], often taking the form of greedy council members putting their own interests over the town, or even past mayors who were either involved in criminal organizations, or succumbed to dark curses and foolheartedly led the town and its people into danger, despite the best of intentions. In light of the string of poor choices and self-serving decisions of the past, a new concentrated effort has been documented to better establish rules and regulations to provide a clear and concise road map for all officials within the town, as well as establishing the means to keep them in check should corruption arise. &lt;br /&gt;
&lt;br /&gt;
Within the town of Wehnimer&#039;s Landing, in order to better serve the people that we have been elected or appointed to oversee, the responsibilities of all political offices have been more specifically defined. In light of recent events, these policies and procedures have been ratified by the town council and mayor of Wehnimer&#039;s Landing in the year of 5115. &lt;br /&gt;
&lt;br /&gt;
== General Assumptions ==&lt;br /&gt;
&lt;br /&gt;
All town council members will be appointed by the town mayor and must be approved by the local judge. The term for town council members is five years, with no restriction on the number of terms they may serve. At any time during their service, if the mayor is dissatisfied with a council member, that council member can be brought before the judge to be reviewed for expulsion.&lt;br /&gt;
&lt;br /&gt;
== Mayor&#039;s Authority ==&lt;br /&gt;
&lt;br /&gt;
The mayor has the authority to recommend new policy as it relates to the militia, local taxes, foreign policies as it pertains to any principalities in the area and all spending expenditures. The mayor is responsible for recommending and appointing members of the town council, who will then be approved or denied dependent upon the local judge. The mayor has no influence over the local court system, as it is an independent branch of the Wehnimer&#039;s government and the judge is appointed for life.&lt;br /&gt;
&lt;br /&gt;
Should the local law system come into question, the mayor would have to petition the town through town hall meetings for the power to replace either the town constable or judge, at which point the decision would then need approval of a majority of the town council. In the event of a tie, the citizens in attendance at the public hearing will place the deciding vote, only if a majority is established.&lt;br /&gt;
&lt;br /&gt;
Because of recent developments with corruption and the influence of dark magic effecting those who held the office historically, the mayor&#039;s term shall be one year with the option of re-election only once, for a maximum of 2 terms.&lt;br /&gt;
&lt;br /&gt;
== Town Council ==&lt;br /&gt;
&lt;br /&gt;
All local matters will be addressed to the town council either through petition or at town hall meetings as set by the council. Any matter raised for discussion will be subject to a vote by the town council, each member having one equal vote, with the mayor breaking any ties. Should the town council feel that the mayor is not operating in the best interest of the town, or has somehow compromised the position, they will have to petition the local judge to hear their case. All facts and evidence must be offered at that time, with the Judge having the final say based on the case presented.&lt;br /&gt;
&lt;br /&gt;
The town council will consist of four positions, each one overlooking a specific role of the town, as it relates to the local militia, the town&#039;s economic structure, foreign affairs, and the local guilds. All matters in the realm of these responsibilities will still require a majority vote among the town council, with the mayor breaking any and all ties. &lt;br /&gt;
&lt;br /&gt;
=== Town Council Roles ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Militia:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to organize and maintain the local defense of Wehnimer&#039;s Landing. This includes recruitment of local militia members and the management of their training. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Coffers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to oversee the treasury of Wehnimer&#039;s Landing, including financial accountability, approval of funds for projects, and tax and debt collection. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Guilds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to act as the lead representative on the council, for the trade guilds and local merchants of Wehnimer&#039;s Landing, including supporting fair business practices, instituting worker protection and driving commerce and trade for the town. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regional Envoy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to act as an official delegate of Wehnimer&#039;s Landing, often serving as an ambassador of goodwill to other towns, regions, or nations. The primary purpose of this position is to foster diplomacy while protecting the town&#039;s interests at large.&lt;br /&gt;
&lt;br /&gt;
== Judicial Authority ==&lt;br /&gt;
&lt;br /&gt;
The judge is elected by the people to serve a life term, and represents the most independent branch of the political structure outside of the mayoral office. The judge has sole authority over the discipline and severity of punishments prescribed, and the manner in which they are to be carried out. The judge has authority to fine, imprison, banish or lessen a penalty to community service at their discretion. &lt;br /&gt;
&lt;br /&gt;
The constable reports regularly to the mayor, however there is also another direct line from the constable to the judge that remains open and active at all times. The constable enforces the laws that are brought forth by the town council, but also works with the judge to see that they are fairly executed, and that punishment is prescribed and followed. To ensure no undue pressure is applied from the mayor or judge, the constable can only be replaced by a public hearing held by the town council, which would require a majority vote of citizens in attendance to be carried out. &lt;br /&gt;
&lt;br /&gt;
Any appeal of a court decision must be petitioned before the town council, if evidence can be brought forth to show that the original verdict was erroneous. At that point the council may vote to overturn the court ruling following standard petition voting rules. Having a hearing to overturn a court ruling would require a great deal of effort on the part of the accused, and a strong case must be made in the petition before the town council would even consider a vote.&lt;br /&gt;
&lt;br /&gt;
== Current Town Council (circa 5115)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Militia:&#039;&#039;&#039; - Thrayzar&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Coffers:&#039;&#039;&#039; - Surofee&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Guilds:&#039;&#039;&#039; - Juramis&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regional Envoy:&#039;&#039;&#039; - Pylasar&lt;br /&gt;
&lt;br /&gt;
[[Category: Wehnimer&#039;s Landing]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Frontier_Politics&amp;diff=67491</id>
		<title>Wehnimer&#039;s Landing: Frontier Politics</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing:_Frontier_Politics&amp;diff=67491"/>
		<updated>2015-08-26T17:30:34Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  == Introduction ==  For years, corruption had run rampant in Wehnimer&amp;#039;s Landing, often taking the form of greedy council members putting their own i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
For years, corruption had run rampant in [[Wehnimer&#039;s Landing]], often taking the form of greedy council members putting their own interests over the town, or even past mayors who were either involved in criminal organizations, or succumbed to dark curses and foolheartedly led the town and its people into danger, despite the best of intentions. In light of the string of poor choices and self-serving decisions of the past, a new concentrated effort has been documented to better establish rules and regulations to provide a clear and concise road map for all officials within the town, as well as establishing the means to keep them in check should corruption arise. &lt;br /&gt;
&lt;br /&gt;
Within the town of Wehnimer&#039;s Landing, in order to better serve the people that we have been elected or appointed to oversee, the responsibilities of all political offices have been more specifically defined. In light of recent events, these policies and procedures have been ratified by the town council and mayor of Wehnimer&#039;s Landing in the year of 5115. &lt;br /&gt;
&lt;br /&gt;
== General Assumptions ==&lt;br /&gt;
&lt;br /&gt;
All town council members will be appointed by the town mayor and must be approved by the local judge. The term for town council members is five years, with no restriction on the number of terms they may serve. At any time during their service, if the mayor is dissatisfied with a council member, that council member can be brought before the judge to be reviewed for expulsion.&lt;br /&gt;
&lt;br /&gt;
== Mayor&#039;s Authority ==&lt;br /&gt;
&lt;br /&gt;
The mayor has the authority to recommend new policy as it relates to the militia, local taxes, foreign policies as it pertains to any principalities in the area and all spending expenditures. The mayor is responsible for recommending and appointing members of the town council, who will then be approved or denied dependent upon the local judge. The mayor has no influence over the local court system, as it is an independent branch of the Wehnimer&#039;s government and the judge is appointed for life.&lt;br /&gt;
&lt;br /&gt;
Should the local law system come into question, the mayor would have to petition the town through town hall meetings for the power to replace either the town constable or judge, at which point the decision would then need approval of a majority of the town council. In the event of a tie, the citizens in attendance at the public hearing will place the deciding vote, only if a majority is established.&lt;br /&gt;
&lt;br /&gt;
Because of recent developments with corruption and the influence of dark magic effecting those who held the office historically, the mayor&#039;s term shall be one year with the option of re-election only once, for a maximum of 2 terms.&lt;br /&gt;
&lt;br /&gt;
== Town Council ==&lt;br /&gt;
&lt;br /&gt;
All local matters will be addressed to the town council either through petition or at town hall meetings as set by the council. Any matter raised for discussion will be subject to a vote by the town council, each member having one equal vote, with the mayor breaking any ties. Should the town council feel that the mayor is not operating in the best interest of the town, or has somehow compromised the position, they will have to petition the local judge to hear their case. All facts and evidence must be offered at that time, with the Judge having the final say based on the case presented.&lt;br /&gt;
&lt;br /&gt;
The town council will consist of four positions, each one overlooking a specific role of the town, as it relates to the local militia, the town&#039;s economic structure, foreign affairs, and the local guilds. All matters in the realm of these responsibilities will still require a majority vote among the town council, with the mayor breaking any and all ties. &lt;br /&gt;
&lt;br /&gt;
=== Town Council Roles ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Militia:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to organize and maintain the local defense of Wehnimer&#039;s Landing. This includes recruitment of local militia members and the management of their training. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Coffers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to oversee the treasury of Wehnimer&#039;s Landing, including financial accountability, approval of funds for projects, and tax and debt collection. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steward of the Guilds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to act as the lead representative on the council, for the trade guilds and local merchants of Wehnimer&#039;s Landing, including supporting fair business practices, instituting worker protection and driving commerce and trade for the town. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regional Envoy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of this position is to act as an official delegate of Wehnimer&#039;s Landing, often serving as an ambassador of goodwill to other towns, regions, or nations. The primary purpose of this position is to foster diplomacy while protecting the town&#039;s interests at large.&lt;br /&gt;
&lt;br /&gt;
== Judicial Authority ==&lt;br /&gt;
&lt;br /&gt;
The judge is elected by the people to serve a life term, and represents the most independent branch of the political structure outside of the mayoral office. The judge has sole authority over the discipline and severity of punishments prescribed, and the manner in which they are to be carried out. The judge has authority to fine, imprison, banish or lessen a penalty to community service at their discretion. &lt;br /&gt;
&lt;br /&gt;
The constable reports regularly to the mayor, however there is also another direct line from the constable to the judge that remains open and active at all times. The constable enforces the laws that are brought forth by the town council, but also works with the judge to see that they are fairly executed, and that punishment is prescribed and followed. To ensure no undue pressure is applied from the mayor or judge, the constable can only be replaced by a public hearing held by the town council, which would require a majority vote of citizens in attendance to be carried out. &lt;br /&gt;
&lt;br /&gt;
Any appeal of a court decision must be petitioned before the town council, if evidence can be brought forth to show that the original verdict was erroneous. At that point the council may vote to overturn the court ruling following standard petition voting rules. Having a hearing to overturn a court ruling would require a great deal of effort on the part of the accused, and a strong case must be made in the petition before the town council would even consider a vote.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current Town Council (circa 5115)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Militia:&#039;&#039;&#039; - Thrayzar&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Coffers:&#039;&#039;&#039; - Surofee&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steward of the Guilds:&#039;&#039;&#039; - Juramis&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regional Envoy:&#039;&#039;&#039; - Pylasar&lt;br /&gt;
&lt;br /&gt;
[[Category: Wehnimer&#039;s Landing]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Orders_of_the_Turamzzyrian_Empire&amp;diff=67327</id>
		<title>Orders of the Turamzzyrian Empire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Orders_of_the_Turamzzyrian_Empire&amp;diff=67327"/>
		<updated>2015-08-22T20:14:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Orders of the Turamzzyrian Empire&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Official-document}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
=Orders of the [[Turamzzyrian Empire]]: Forward=&lt;br /&gt;
&lt;br /&gt;
There exists in all of us a need to belong. A desire to be a part of something, great or small, dark or heroic. I would argue it is by our design, that this longing exists. Throughout time, among humans, among the elves, among the [[Arkati]], even among the [[Drakes]] themselves, there existed a semblance of community. A rough design of structure. Whether it was on the peaks of Nagothrym, or the united halls of the Elven Empire, the presence of order has always been, whether due to the basic needs of survival, or apathy and comfort. &lt;br /&gt;
&lt;br /&gt;
What unites a great people? Is it their self-acknowledged purpose? Their attunement to the elements around us? Is it their faith in a cause, or a deity, or something darker? Or, is it their unlawful actions, their disobedience and rebellion that are the only common threads of accord among them? I would tell you it is all of these things and more. I would go so far as to suggest that we do not walk Elanthia as unique as others -- or ourselves -- think we are.  &lt;br /&gt;
&lt;br /&gt;
That is why a son of a prince and the son of a blacksmith may find commonality amidst their faith, or that servants of the Grandfather may walk two paths but serve one god. It is why, despite these fractured pieces of interest and passion in all of our lives, we do not easily mesh to create a whole. I have spent years, scouring chronicles of the history of the Turamzzyrian Empire, and time and again it has sung to me of order, of belonging, of common ground, and common cause. In my research and labored efforts, I have cataloged a number of organizations that have existed, or still do, among the lands and cities of the Turamzzyrian Empire. While my work is far from complete, and may never be finished in my spark of a lifetime, I feel my work thus far will provide a glimpse into the inner workings of the Turamzzyrian Empire, and in turn, its people and the societies they form. &lt;br /&gt;
&lt;br /&gt;
By my Hand,&lt;br /&gt;
&lt;br /&gt;
Lord Brieson Cassle of Highmount&amp;lt;br&amp;gt;&lt;br /&gt;
Adjudicator of the [[Hall of Mages]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cataloged this Day, Volnes the 1st of Lumnea, 5115.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Magical Organizations=&lt;br /&gt;
&lt;br /&gt;
==The Hall of Mages==&lt;br /&gt;
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In 4362, the Hall of Mages was founded in Tamzyrr by Emperor Immuros, and the initial response exceeded the Emperor&#039;s hopes. The number of imperial spellcasters increased markedly over the remainder of Immuros&#039; reign.  In 4547, the Hall of Mages, controlled by the House of Kestrel, became involved in a serious dispute with The Arcanum, the magical school in Toullaire. Led by the wizardess Hyla Kestrel, an official complaint was lodged with Empress Eschylle that The Arcanum was allowing reckless use of magic. No official action was taken, but many students turned to the Hall of Mages, favoring structure and reason over the recklessness espoused by The Arcanum.  In 4565, a major magical catastrophe destroyed the city of Toullaire, causing a devastating earthquake that damaged Krestle, Immuron and Elstreth, and even shook the city of Tamzyrr. The disastrous combination caused several volcanoes to erupt, hurling a huge cloud of dust and ash into the air that covered the region for several months. Dust fell as far away as the Kezmon Isle. Imperial historians call the territory the Wizardwaste, but the citizens of Krestle and Immuron call it &amp;quot;Ba&#039;Lathon&amp;quot;, which translates to &amp;quot;Land in Pain&amp;quot; in the elder Kannalar tongue.  Faced with the clear proof of the folly of irresponsible and unrestricted magical training, Empress Verranna passed a law requiring mandatory registration of all wizards and sorcerers within the Empire, and required all elemental magic instruction to be approved and guided by the Hall of Mages. Casting of elemental magics (Minor Elemental, Major Elemental, Wizard, and Sorcerer Circles) without registering would lead to imprisonment, and using elemental magic against another individual would be punishable by death.   &lt;br /&gt;
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In 4922, Emperor Trydall bestowed the hereditary position of Royal Magister upon the patriarch of the House of Kestrel. The Royal Magister governs the study of arcane arts within the empire and serves as advisor to the emperor.  As the founders and leaders of the Hall of Mages, the governance over arcane study was not a true change for the Kestrels. What was significant, however, was that with the appointment to a hereditary advisor position, the Kestrels gained in political strength. The Royal Magister is an official position close to the emperor and on equal footing with the Sentinels, with the additional advantage of always being at the emperor&#039;s side, whereas the Sentinels must advise from a distance.  With the bestowal of the Royal Magister position, the Kestrels ceded their lands local to Tamzyrr, and Trydall granted them a small earldom south of the city, including The Swale. &lt;br /&gt;
&lt;br /&gt;
The Hall of Mages began in Tamzyrr, with two satellite colleges forming later in Elstreth and Nydds. Years later, additional satellite colleges were built in Phannus, Immuron, Brantur, Connedale, and The Swale. &lt;br /&gt;
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Within the Hall of Mages, there are several specific organizations and roles dedicated to special goals or responsibilities of the Hall itself. There exists an entire group of adjudicators that operate similarly to imperial inquisitors. These adjudicators are dispatched by high ranking members of the Hall of Mages, often the Royal Magister himself, and deal with the research, investigation, and sometimes judgment over crimes against the Empire or the Hall of Mages. Often times, these investigations involve crimes of powerful magic, which is why the expertise of the Hall is called into service. In addition, another group referred to as the Witchhunters, exists as a powerful segment of the Hall that is specifically designed to help hunt down, and bring justice to, rogue spellcasters. While they themselves often employ a variety of magic, they are also trained in many anti-magic techniques, allowing them to better combat arcane users. Another prominent branch of the Hall is referred to as the Archivers, who serve throughout the main college and all of its satellite sisters, tirelessly working to catalog and protect the tomes and artifacts of the Hall, in addition to providing scrivener services.&lt;br /&gt;
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Their symbol is a golden hawk overlapping three blue spheres.&lt;br /&gt;
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==The Imperial Drakes==&lt;br /&gt;
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In 4935, the House of Kestrel founded the Imperial Drakes, a new branch of the military consisting solely of skilled wizards. With this organization, magical training for military mages could be standardized and focused for specific military needs, and a military officer would know what the minimum capabilities of an allied spellcaster would be. Previously, allied spellcasters had wide variances in capabilities, leading to battlefield errors when one may not be able to perform as required.&lt;br /&gt;
&lt;br /&gt;
The Imperial Drakes have been instrumental in a number of battles throughout the recent history of the Turamzzyrian Empire, using their might and magic to aid in conflict against the Horned Cabal and other nefarious creatures and enemies along the Demonwall.  One of their greatest accomplishments was when a trio of Imperial Drakes defeated Tyrgh, the Chaos Lord, and drove his creatures back into the depths of the Wizardwaste.&lt;br /&gt;
&lt;br /&gt;
Because of the fame and adventures surrounding the legend of Imperial Drakes, enrollment in the Hall of Mages has increased exponentially.  &lt;br /&gt;
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All members of the Imperial Drakes begin their initial studies among the lower echelons of the Hall of Mages, learning rudimentary skills and control with their magic before graduating to the Imperial Drakes, where they then undergo years of training and seasoning to become some of the finest mages trained in combat for the glory and defense of the Turamzzyrian Empire.  The Imperial Drakes exist as a branch separate from the Hall of Mages, yet also report to the Royal Magister, who ultimately oversees their regime and training.&lt;br /&gt;
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==The Wardens of the Hallowed Scroll==&lt;br /&gt;
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&lt;br /&gt;
Long before the creation of Chaston&#039;s Edict in 4310, there existed an organization known as the Wardens of the Hallowed Scroll.  They were a mixed group of scholars and magic users, comprised of elves, humans, and half-elves.  They dwelled in a library tucked into icy caverns along the base of the DragonSpine Mountains. They existed solely for knowledge, both its pursuit and its protection.  Many among them served the Grandfather, Fash&#039;lo&#039;nae, himself.  Rarely did they make themselves known to the rest of the world, those of the Turamzzyrian Empire, or the Elven Nations.  Little is recorded of their contributions in history as their organization was known more for its talent of observations and study.  &lt;br /&gt;
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Somewhere around year 4314, an elven member of the Wardens, known in some rare records by the name of Nexur, embraced his insane theory of a Twilight of the Elves, using his mastery of runes and magic to destroy all enemies of Elvenkind, seeking to make himself a king to unite all of the elven houses.  His plan was thwarted early on by fellow Wardens of the Hallowed Scroll, but the battle that ensued destroyed the arctic library along with a majority of its members and students.  In the end, only a few Elders of the order remained, and Nexur was said to have been encased in an icy prison to wither away.&lt;br /&gt;
&lt;br /&gt;
While no proof that the Wardens of the Hallowed Scroll still exist today, it is still rumored that a smaller version of the organization may still thrive in some corner of Elanthia, watching, observing, and learning.&lt;br /&gt;
&lt;br /&gt;
=Martial Organizations=&lt;br /&gt;
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==The Imperial Navy==&lt;br /&gt;
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In 4317, increased piracy in shipping lanes between Kai Toka and Tamzyrr caused Emperor Chaston to respond with an increased focus on the imperial navy, finally building it out and strengthening it to combat a growing trend of seafaring threats. In response to merchant outcry and preserving the safety of the Empire&#039;s commerce, the imperial navy was officially born. In 4319, shipbuilding became a major source of income in Tamzyrr, forcing a sometimes fierce competition amongst new rival shipwrights of Kezmon Isle. By 4320, the Western Sea became bloated with imperial warships, and piracy dwindled significantly. &lt;br /&gt;
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In 4873, in the midst of a terrible storm, Kezmon Isle mysterious disappeared, leaving many to wonder if the island sank or vanished due to an elven curse. The tragedy set back the imperial navy for several years as Tamzyrr remained the prominent expert in ship construction. Years later, the port towns of Ubl and Idolone grew to rival the old naval forces of Kezmon Isle.&lt;br /&gt;
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Presently, four Admirals serve over large imperial fleets, one out of Tamzyrr, Ubl, Idolone, and Fairport. Their respective flagships are called, &amp;quot;The Sea Drake II,&amp;quot; &amp;quot;Charl&#039;s Pride,&amp;quot; &amp;quot;The Emerald Jewel,&amp;quot; and &amp;quot;The Torren Tide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In addition to the official naval force, a number of imperial squadrons have gained some notoriety for their history, bravery, and deeds in service to the Sun Throne. &lt;br /&gt;
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====The Kraken Squadron====&lt;br /&gt;
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Ubl is a port city in the County of Allace, and though not as large as Tamzyrr or Fairport, it has a thriving fishing industry and is renowned for the quality and skill of its sailors. At the time, years after the Battle of Skyreach, Ubl had suffered significant losses to ground troops.  Nevertheless, they were still able to produce a large number of ships for the Imperial Navy, and they furnished ships and the sailors to man them when needed.  One such group is known as the Kraken Squadron.  This fleet of naval ships is comprised mostly of galleys of various sizes, and they are renowned for their seamanship and aggressiveness in naval combat.&lt;br /&gt;
&lt;br /&gt;
In 5026, a well organized fleet of krolvin under the leadership of Czag Dubra Drenloth, a ruthless krolvin warlord, led an assault on the shores of Ubl and took many of the docks and ships by surprise. For weeks, the port town was assaulted, their very life blood of sea trade cut off by the menacing blue apes. At the time, Lady Cera the Crow was the commander of the Kraken Squadron, and her fleet had been days out in the waters on a routine patrol. They learned of the attack on their home but were warned to await reinforcements from Tamzyrr and Idolone. The commander refused to let her city suffer.&lt;br /&gt;
&lt;br /&gt;
In a brave and selfless act, Lady Cera led the Kraken Squadron in a full-on attack at the backside of the krolvin fleet, mercilessly tearing through them with no other purpose than to save the city, even at the cost of themselves. The battle known as Crow&#039;s Courage allowed the townspeople of Ubl to better manage landlocked defenses and safely transport refugees, when normally they would be focusing on fighting at the docks and coasts. In addition, the Kraken Squadron&#039;s fearless and suicidal tactics allowed reinforcements from Idolone to arrive to help in finishing off the remnants of the krolvin galleons, sinking or destroying almost every last one, including the Czag Dubra&#039;s flagship. &lt;br /&gt;
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In the aftermath of the battle, only a handful of ships belonging to the Kraken Squadron remained, and over the years, their ranks would be replenished. But to this day, all members of the seafaring brigade still hold Commander Cera in high honor, knowing that even though she died that day, the sacrifice of her and her soldiers saved countless lives. Many in Ubl were not surprised when they learned of Commander Cera&#039;s death, as it was rumored that as a baby she was given a black crow as her pet, as part of the tradition that children receive animals at a very young age. It is said the pet received helps shape the child&#039;s personality forever. But days after receiving her pet, long before even her own memory could recall, the black crow died suddenly, leaving the family to replace the animal with another bird, but never truly forgetting the omen displayed for their daughter.&lt;br /&gt;
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Their symbol is a black kraken on a field of white and blue.&lt;br /&gt;
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====The Bluewater Brigade====&lt;br /&gt;
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This unit is a seaborne heavy infantry and medium cavalry unit with its own independent regiment of archers and siege engineers.  Capable of fighting from both the decks of ships and in land battles, this unit is extremely versatile and exceptionally well-trained and led.  Completely self-sufficient with its own magically trained personnel and triage, it is not uncommon for this unit to be moved by sea far behind enemy lines to capture supply trains, or to set up advanced outposts or fortresses in the enemy&#039;s rear areas.  Many times this unit has fought, completely surrounded and massively outnumbered, and has always managed to hold out until reinforcements arrive, eating their horses, if necessary, to survive.&lt;br /&gt;
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The origins of the organization can be loosely tied to Kezmon Isle, and the group was originally started as a series of merchant ships with trained mercenaries to help provide protection. The Bluewater Brigade saw tremendous losses during a few months in 4277 while pirate raids on Kezmonian vessels increased to historical levels. It was never confirmed, but rumored that many of the mercenaries contracted with the Brigade were ex-pirates or pirates themselves, planted to help better track and raid the merchant ships. That same year, Tamzyrrian Overlord Selantha Anodheles offered protection and an alliance with Kezmon Isle, and in a matter of weeks, the level of piracy became almost non-existent. &lt;br /&gt;
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After the imperial alliance was formed, the Bluewater Brigade expanded its services and slowly transitioned to more of a military escort unit than merchant vessels. They saw years of action against the krolvin in the Western Seas and provided plenty of aid along the shores between Tamzyrr and Ubl. In 4873, the ranks of the Bluewater Brigade suffered a heavy loss as a terrible storm engulfed Kezmon Isle and its surrounding waters, both causing the entire island to mysteriously disappear and hundreds of Kezmonian naval vessels to go missing, presumably broken apart and scattered to the high seas. &lt;br /&gt;
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The ships of the Bluewater Brigade that were far from Kezmon Isle during the calamity found a new home in Tamzyrr, but many more members lost their lives over the years to grief and scouring the seas for any sign of the island and survivors, never returning themselves. In recent times, the Bluewater Brigade has been renewed with a heavy focus on prolonged combat, even building appropriate ships able to support soldier and horses, to help move cavalry units more quickly and sometimes more safely than over land and other rough terrain.&lt;br /&gt;
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Their symbol is a faceted amber gem on a field of deep blue.&lt;br /&gt;
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====The White Sparrows====&lt;br /&gt;
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In 5048, the Horned Cabal cut off trade roads between Idolone and The Swale, drawing much of Estoria&#039;s focus in combating the thousands of undead and reopening their land commerce. But not once did Idolone take its eyes off the sea and the ongoing threat of the krolvin. The White Sparrows were formed near the tail end of year 5048, founded by a veteran soldier who some claim had a crippling fear of undead that forced him to use his skills at sea instead of fighting against the Horned Cabal.&lt;br /&gt;
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The White Sparrows earned their name from the fact that all of their captains, soldiers, and crew painted their faces ghost white, and each ship in the fleet set with a huge white marble sparrow figurehead. The White Sparrows&#039; sole purpose was offense first, defense second. They were loyal to the Sun Throne and at times were instrumental in defending the western coasts, but often their missions and service took them far from the shores and deep into the arctic waters of krolvin territory. It is typical for members of the White Sparrows to be gone for years at a time, waging war far from home and often some never make it back altogether.&lt;br /&gt;
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It is not uncommon for members of the White Sparrows to appear more monster than man, some even taking to wearing the skin of their hated enemies like armor and morbid trophies.  &lt;br /&gt;
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Many imperial citizens, especially those proud ones of Idolone, compare the ferocity and training of the White Sparrows to the Order of the Golvern Star, except where demons are their speciality for overcoming, the White Sparrows became the bane of krolvin. Over the years the ranks of the organization have shrunk, but most recently, in 5115, the White Sparrows have seen an uptick in membership as many locals of Idolone have sworn vengeance upon the krolvin for their siege and near destruction of Idolone in 5114.&lt;br /&gt;
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They have no symbol but are often recognized by their armor and cloaks of skin, often krolvin in origin.&lt;br /&gt;
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====Niima&#039;s Own====&lt;br /&gt;
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Niima&#039;s Own was birthed sometime shortly after the year 5010, originally ordered by Count Claybourne, to help the Royal Torren Guard better monitor Maelstrom Bay and beyond. Niima&#039;s Own rarely drift far from the waters of Torre, primarily focused on protecting merchant ships, fishing vessels, and working as a buffer against krolvin and pirates. On the first of every month, many naval members of Niima&#039;s Own make a small pilgrimage to the Tower of the Sea Princess in Fairport, offering their worship and homage to Charl&#039;s daughter, invoking her grace and protection for themselves, their ships, and their sea.&lt;br /&gt;
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After the devastation brought by the krolvin in 5114 that left Fairport occupied for many months, Niima&#039;s Own had suffered countless casualties by the war&#039;s end. The force was left with only a handful of ships still active or repairable. This faction of the imperial naval has been slowly rebuilding itself, and has since split their focus between defending Torren coasts and slowly moving into the area of merchant vessel transport and passenger ships, bringing goods and people in and out of the County.&lt;br /&gt;
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Their symbol is two green dolphins on a field of azure.&lt;br /&gt;
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====The Black Tide====&lt;br /&gt;
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The Black Tide is one of the longest known factions of the imperial navy, dating back to the summer of 4222. It was the ships of the Black Tide that helped protect shipping vessels during the trade and defense alliance between Tamzyrr, Elstreth, and Kai Toka. The group gained infamy over the years in successfully countering piracy, which helped provide efficient results after Kezmon Isle submitted to governance by Overlord Selantha Anodheles in Tamzyrr. Throughout history, the Black Tide has been treated and trained like a specialized unit of the imperial navy, eventually exploring new tactics and strategies thanks to the magical knowledge and education of House Kestrel. &lt;br /&gt;
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Their soldiers are trained and fiercely loyal to the Sun Throne, and every one of their ships houses a handful of mages trained in the elements of water and air, providing many useful talents to the naval fleets. The hardened and veteran warriors, augmented with the presence of powerful magic users, has allowed for the Black Tide to gain a reputation for being the fastest and deadliest ships in the Western Sea. They are the bane of krolvin, pirates, and enemies of the Sun Throne, providing swift and deadly action and justice on the high seas.&lt;br /&gt;
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Their symbol is a golden crown and cutlass on a field of black.&lt;br /&gt;
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====The Swans of Selanthia====&lt;br /&gt;
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The capital city of Tamzyrr was rocked by the explosion of Mount Ysspethos when it erupted suddenly in 4327. The imperial palace itself was left mostly in ruins, the destruction even claiming the lives of Emperor Chaston and his daughters. In the aftermath of the event, Chaston&#039;s young cousin Immuros ascended to the throne and ushered in an age of great economic prosperity for the Empire, working to repair the shattered city, public buildings, and neighborhoods. While Emperor Immuros did reduce the standing imperial army at the time, he did not reduce any forces within the navy, and it was during this time the Swans of Selanthia were born.&lt;br /&gt;
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Technically considered part of the imperial navy, the Swans of Selanthia are more ceremonious than combat ready, their members trained but rarely tried. The Swan ships, recognized by their ornate designs and heavy white masts bearing the crest of Selanthia, provide more decoration in the waters near Tamzyrr than any real protection. Many Tamzyrr nobles send members of their families to train and serve with the Swans, knowing full well they will likely face no danger while still garnering some military allocades to help further their family name. &lt;br /&gt;
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The Swan Ships have been prominent at many imperial celebrations, from coronations to festivals, the sea vessels providing the backdrop of many lavish parties, or glorified escort ships for visiting nobles. While the members of the Swans of Selanthia are indeed trained in combat and naval tactics, few have seen conflict, and their inexperience causes other members of the imperial navy and factions to look down upon them as nothing more than show.&lt;br /&gt;
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Their symbol is a golden white-beaked swan on a field of crimson.&lt;br /&gt;
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==The Imperial Army==&lt;br /&gt;
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The Imperial Army is a standing military force commanded by the Sun Throne, and its size alone is enough to overpower any provincial force, or even two or three of them combined. Throughout history, imperial soldiers were dispatched to many locations to provide additional support, and this remains true even to this day. Under the command of Empress Myna&#039;lyanna, imperial garrisons were established in strategic areas of the Empire, such as locations like Kragsfell, Barret&#039;s Gorge, Hendor, and Jantalar. While imperial strongholds do not exist in every region, the forces can easily be mobilized to address any threats, be they foreign or domestic. &lt;br /&gt;
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As the Turamzzyrian Empire is not currently in a period of expansion, the Imperial Army&#039;s focus is less on conquest and one more of defense. The scope and skill of the imperial army is designed in such a way to protect the Empire&#039;s interests against threats such as the Horned Cabal, the scourge along the Demonwall, and enemies at their borders, while still being prepared to crush any province with a leader who might be less than loyal to the Sun Throne. The Imperial Army serves as a comforting shield that can be quickly turned into a threatening sword. &lt;br /&gt;
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While the Imperial Army is large in size, and its focus is primarily dealing with conflicts on land, there are a few specialized groups that operate within its organization but serve more of a specific role. &lt;br /&gt;
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Their current symbol represents the Anodheles line, a crimson starburst on a field of gold. &lt;br /&gt;
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====The Imperial Blades====&lt;br /&gt;
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While the seat of the Sun Throne has always had the protection of close and trusted defenders, the official position of Imperial Blade was not ordered into existence, and subsequently recognized, until the year 4281. This position underwent a score of new training regimes and oaths after the Kannalan Alliance sent back imperial emissaries tortured and whipped after having been dispatched on a peacekeeping mission. After such an affront, Empress Selantha Anodheles declared war on the Kannalan Alliance, and at the request of her own counsel, tested and trained more members to serve as the newly named Imperial Blades, whose sole purpose in life was to provide protection for the Empress or Emperor, even at the cost of their own lives.&lt;br /&gt;
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The Imperial Blades consist solely of men, each one spending years being conditioned to obtain fierce loyalty to the command and defense of the Sun Throne. Members of the Imperial Blades hold no land and no titles beyond their service and duty, and are forbidden from marriage or siring children. Their life is the Sun Throne, and anything else is deemed a distraction and punishable by death.&lt;br /&gt;
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Most recently, in 5103, the Imperial Blades played a critical role in scouring the Empire seeking out the responsible parties in the assassination of Empress Mynal&#039;lyanna.&lt;br /&gt;
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Their symbol is of crossed golden blades on a field of crimson.&lt;br /&gt;
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====The Orphans====&lt;br /&gt;
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Made up only of troops with no familial attachments and not formally based in or hailing from any city, The Orphans are a shock unit attached directly to the Imperial Army.  Very well organized, trained, and led, they are a mixed unit of heavy foot and cavalry whose main purpose is to break the lines of any defenders they face.  This is a reinforced brigade-sized force of approximately 1,200 troops.  The Orphans, though solely a part of the Imperial Army, are also a sea-worthy unit, occasionally being transported by The Imperial Navy to their destinations. There are no Knights among their numbers, although there have been a number of members who have been knighted for bravery and service to the Empire, though always posthumously.  Since there are no Knights in the ranks of this unit, many soldiers of various races, such as half-krolvin, giantmen, and dwarves, and even those of questionable legal background, serve in The Orphans without prejudice or judgment.&lt;br /&gt;
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While there is little prejudice among the ranks of the Orphans, the rest of the imperial army and imperial citizens often view them as nothing more than fodder since they are typically thrown into the front lines of particularly risky combat situations where the likelihood of survival is greatly diminished, which essentially means their life and blood are less valuable. Despite the fact that The Orphans hold no titles or land, and many dwell in the shadow of imperial racism, they still have a home and a purpose, and to many, that is enough.&lt;br /&gt;
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====The Grey Order====&lt;br /&gt;
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Miners turned mercenaries, the Grey Order is primarily comprised of human citizens of the Barony of Talador who once toiled in the dozens of mines in the area that have since been mostly exhausted. The miners had endured less than ideal living standards under the cruel rulership of Baron Lerep Hochstib, and once mining became a dying trade, there was little elsewhere they could go, and so naturally many adapted to a life of the sword, having already been in good physical condition.&lt;br /&gt;
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For years, The Grey Order served as a mercenary group, deriving their name from the &amp;quot;ash and soot&amp;quot; from their long days of mining. They were typically used as armed escorts for wealthy merchants in and out of Talador, the few who existed during those times. After the death of Baron Lerep Hochstib and a semblance of freedom returned to Talador, the members of The Grey Order were officially conscripted into service within the imperial army, but maintained their own faction and leadership. Many within the group even became skilled engineers and sappers, often called upon for their expertise in tunneling under enemy defenses. The ranks of The Grey Order had dwindled off over the years, but most recently in 5114 they have seen a new flood of recruits sign up for their organization. &lt;br /&gt;
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The influx of new members is easily explained as a result of the boom of business that has recently come to Talador with the discovery of blood marble in a once abandoned silver mine. The highly sought after material has reached elevated levels of demand all throughout the Turamzzyrian Empire, and Talador is finally exploring the wealth that comes with such a commodity. But fortune does not always bring the right kind of attention, and while many merchants and other traders have flocked to Talador in recent times, so too have bandits and other unsavory types, some even trying to illegally mine the blood marble themselves or explore other sealed-off mines currently untouched.&lt;br /&gt;
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The ruling council of Talador has tasked the soldiers of The Grey Order to focus primarily on protection for their mines and workers, and who better to be assigned to such a job than a group whose origins began in that industry.&lt;br /&gt;
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Their symbol is a grey pickaxe on a field of black and white.&lt;br /&gt;
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====The Black Hands====&lt;br /&gt;
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It was the year 4500 when an old retired sea captain named Eli &amp;quot;Blackhands&amp;quot; Gladden started up a mercenary company comprised mostly of fellow ex-pirates and some unsavory imperial sailors. Old Blackhands was given his nickname due to the fact that his hands were mostly useless, scorched black and charred by a gruesome incident, supposedly because he had wedded the daughter of an Archmagister of the Hall of Mages. The confrontation ended with the sea captain without his new bride and blackened clumps for hands with barely a finger or two left. It&#039;s unclear in the legend what happened to the captain&#039;s wife, although many presume her angry and powerful mage father whisked her back home after leaving the captain wounded as a warning. &lt;br /&gt;
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After his hands were crippled by fire, Eli Blackhands Gladden used what wealth he had amassed on the high seas and started up a band of merry mercenaries to help provide protection for merchants and other trade vessels up and down the length of the Tempest River. His services could not have come at a better time, as sea pirates had recently gained a strong foothold along the river banks through the regions of the Turamzzyrian Empire. Because of this his business flourished and even expanded, many members of his crew branching out to provide protection along other vital rivers that winded through the lands of the Empire. &lt;br /&gt;
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In 4518, the Lords of Waterford within the Kingdom of Hendor met with Blackhands and offered him a sizable amount of money to bring his group of skilled mercenaries into service to the Hendoran Kingdom, where they could continue to operate as normal, but reap the benefits of an officially recognized branch of the Kingdom&#039;s military, and full pardons for many of the seedier members of his company. It is said that Captain Eli met with every single member of his organization to hear out their opinions before finally accepting Waterford&#039;s offer two and a half years later in 4520. As promised, the Black Hands Company continued with business as usual, but now benefited from additional perks and respect brought about due to their affiliation with the Kingdom&#039;s army.&lt;br /&gt;
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Shortly after the deal with Waterford, Captain Eli officially retired and left behind his home and his trusted servant and was never seen again. Some say he traveled south to once again see his bride who was stolen from him, and if that tale is true, then it is likely the captain finally met his demise at the end of an angry father&#039;s wrath. Others say he merely set off to find a new comfortable home, likely upon some shore, to await Gosaena&#039;s arrival for him.&lt;br /&gt;
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Regardless of their founder&#039;s fate, The Black Hands continued to grow until their numbers suffered heavy casualties during the Witch Winter, when the Kingdom of Hendor eventually collapsed. Those soldiers and crew that survived escaped far to the south into the protection of the Turamzzyrian Empire. In 4650, a few years after the Turamzzyrian Empire recaptured the fallen cities of Hendor and imperial citizens began to once again settle the area, the Black Hands sprang back into full operation with many of the veterans resuming their old roles.  Some took on the positions of officers and captains in a new specific branch of the Imperial Army with the Turamzzyrian nobles providing the funding needed to allow for new training and recruitment to strengthen the unit. The presence and success of the Black Hands were crucial to many northern and eastern nobles, as it helped to ensure safety along the vast rivers and offered a measure of economic security.&lt;br /&gt;
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Their symbol is a black hand on a field of navy blue and gold.&lt;br /&gt;
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====The Falcons====&lt;br /&gt;
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Birthed on the fringes of the Wyrdeep Forest, the Falcons are a specialized branch of the imperial army that are predominantly stationed in the Barony of Bourth, where they spend much of their time patrolling the vast forests and landscape between Gallardshold and Krestle. They are a mixed bunch, consisting of woodsmen, hunters, rangers, and  soldiers.  Some knights of both the Empire and Bourth have even joined their ranks, preferring the open life and view of the great wilderness to the politics of imperial court.  Every member of the Falcons is trained to be an expert archer and scout, and throughout history, small numbers of them have been dispatched to various locations throughout the Turamzzyrian Empire when their skills were greatly needed in times of war or espionage. &lt;br /&gt;
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The Falcons are a strong brotherhood of men and women, loyal first and foremost to the Sun Throne, and second to the wild, preserving and protecting life, blood, and nature alike. Their group is quite friendly with the Elves of the Wyrdeep and are often involved in some of the trading agreements and shipments that happen between the humans and elves in the region, their presence and respectable conduct helping to ease tensions and keep the peace. Despite their ways of preservation, they hold no such mercy for the undead and barbarian monster races of the region, and when faced in combat or conflict against these beings, their wrath is swift and unmerciful.&lt;br /&gt;
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Their symbol is of three black falcons ringed by a white circle.&lt;br /&gt;
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==Provincial Armies==&lt;br /&gt;
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Each region, be it Duchy, Earldom, County, or Barony, has its own army raised with fierce loyalty to the local nobles and by extension, the Sun Throne.  These forces are primarily confined to their borders, but in times of great crisis they can be diverted as necessary to provide relief or military aid to other regions across the Turamzzyrian Empire. It is only done so with extreme caution as to prevent weakness in their home territory.  Furthermore, the soldiers of the Imperial Army have been known to work closely with provincial armies in the past, especially in large scale wars against enemies of the Turamzzyrian Empire.&lt;br /&gt;
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Some of these Provincial Armies have gained some notoriety over the ages.&lt;br /&gt;
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====The Silver Shields of Immuron====&lt;br /&gt;
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In the well-fortified city of Immuron in the Barony of Honneland, the Silver Shields act as the city&#039;s guards.  Every year, a great tournament is held in Immuron called, &amp;quot;The Feat at Rallick&#039;s Field,&amp;quot; the first one reportedly occurring back as far as 4769. While the tournament was formed originally to discern the knights with the highest level of skill to be selected as officers during the Second Elven War, the tournament itself, which is hosted by the Silver Shields, has now become a renowned annual festival of great celebration and physical bouts. &lt;br /&gt;
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Many of the members of the Silver Shields participate in the legendary tournament, and more than a few continue to bring home fame and victory, only further adding to the high honor, respect and discipline that has become the reputation of these guards and soldiers. Their training is difficult, only a third of the recruits lasting until the end, and their loyalty to both Honneland and the Sun Throne is unmatched. The streets of Immuron know little violence and crime, as the townspeople are primarily orderly and peaceful, with such peace managed and controlled by the military presence of the highly trained Silver Shields.&lt;br /&gt;
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Their symbol is crossed purple lances on a field of silver.&lt;br /&gt;
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====The Royal Torren Guard====&lt;br /&gt;
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The origin of the Royal Torren Guard goes back to the founding of the Kingdom of Torre in 4240 by Gardiel of Torre and the establishment of a military force under the King&#039;s control.  The military force did not arise out of the ether, but was the resulting combination of Gardiel&#039;s own private force and the forces of three other members of the Circle of Regents, a confederation of seven powerful leaders in the area now known as the County of Torre.  In an agreement with his allies, Gardiel acquiesced to the permanent inclusion of their forces with his to form the royal army of the kingdom.  The military forces of the other three members of the Circle of Regents were subsequently dissolved to remove any remaining threat to the newly enthroned king.  For nearly two hundred years, this force was known as the Royal Army of Torre. &lt;br /&gt;
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The army was organized in four companies, which reflected the four separate forces of its origin.  While each company initially mirrored the philosophies and discipline of the original leader, gradually the influence of Gardiel and subsequent Torre kings became the overwhelming morality influence, which unsurprisingly was one that demanded strict obedience to order from its foot soldiers and creative minds in its officers.  Each company was commanded by a captain and the four captains overseen by the commander, a kannalan title that has survived in the Torre region in the place of the more standard and preferred title of general elsewhere in the Empire.&lt;br /&gt;
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In the wake of the annexation of the Kingdom of Torre by the Turamzzyrian Empire in 4417, the army that had served King Yamaus of Torre understandably was expected by the rulers of the Empire to reduce its size as to reduce the confidence of success of the leaders of Torre should they reconsider their allegiance to the Sun Throne.  At this point, the Royal Army of Torre was renamed the Royal Torren Guard, a name it has carried for nearly 700 years of service, and while it retained its original organization of four companies and command structure, the numbers of each company have since been lowered.  The modern Royal Torren Guard has retained a more mobile stance with only one heavy company of the four.  Captains are provided the unique and traditional state power since the days of the Royal Army to perform capital punishment without the need of higher authorization.  &lt;br /&gt;
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Their symbol is a white stork clutching spear tips in its feet with wings spread upward on a field of blue and yellow.&lt;br /&gt;
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====The Dragoons of DragonSpine====&lt;br /&gt;
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Along the base and foothills of the DragonSpine Mountains, in the year 4883, several gem and ore mines were discovered as imperial forces pushed back monstrous hordes and expanded the Empire&#039;s territory. The city of Kragsfell in the Barony of Highmount saw increased business and trade because of these mines, and there quickly became work-a-plenty for woodsmen and stoneworkers. In order to help protect their financial interests in the mines along the lowlands, the Barony of Highmount created a specific branch of cavalry units called the Dragoons of DragonSpine, whose sole purpose was to patrol the range of the mountains, scouting and defending against T&#039;Kirem giantmen, orcs, and goblins, and to prevent any incursions of elves.&lt;br /&gt;
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The members of this unit are trained in martial combat and highly skilled when fighting on horseback or sometimes even yak and mules. Many of them are also skilled in archery and carry their own messenger birds to quickly dispatch warnings or information to officers and various outposts around Highmount. They are fierce in combat and know the wilds and region around the base of the DragonSpines better than any other soldiers or units in the area. The Dragoons are a source of pride for many citizens of Highmount, and each year a number of knights and decorated officers travel to Immuron to partake in the annual tournament named, &amp;quot;The Feat at Rallick&#039;s Field.&amp;quot;&lt;br /&gt;
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Their symbol is a red horse before grey mountains on a field of white.&lt;br /&gt;
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====The Sunriders of Seareach====&lt;br /&gt;
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The Sunriders of Seareach are based in Phannus in the County of Seareach, on the edge of the Sea of Fire and Tehir territory.  These troops, founded in 4895, were initially a dismal failure as they were not equipped and poorly trained to deal with the harsh conditions of the desert and the hit-and-run tactics of the Tehir.  During that time, imperial soldiers set up two strongholds in the Sea of Fire where the Sunriders operated.  After heavy losses in 4902, primarily to desert conditions and poor organization, Emperor Rallick II recalled the bulk of the soldiers from the edge of the Sea of Fire and left the strongholds behind to operate more as functional outposts to provide a small measure of comfort and protection for hunters and trades bold enough to brave the vast land beyond.  The Sunriders remained as the predominant fighting force at the strongholds, but their role switched more to defense and trade protection and very few incursions happened into the Sea of Fire.&lt;br /&gt;
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Over sixty years later, in 4966, copper was discovered within the region of the Sea of Fire. This caught the interest of Emperor Yarrowe, and so once again a focus was placed upon the desert land, and imperial soldiers were dispatched to strengthen the garrison at the two strongholds and provide protection for the copper mines. The County of Seareach began to actively recruit for members of the Sunriders, and for a time, their numbers swelled as the Empire embarked on numerous small-scale conflicts with Tehir tribes and warbands. Time had made the Sea of Fire no easier than before, and so many soldiers eventually left the Sunriders, positioned elsewhere within the Empire, while others found their lives claimed by Tehir raiders or other dangers of the sands.&lt;br /&gt;
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It was not until 4968 that the then commander of the Sunriders was replaced, his position soon taken over by Commander Drenden. This new commander immediately converted the infantry unit into light cavalry and copied the tactics of the Tehir raiders with whom they have had numerous costly engagements. Such tactics included using yierkas as mounts, and so far the changes and new leadership have worked well in keeping the Tehir raiders at bay, increasing the safety of the imperial copper mines and emboldening trade caravans moving through the region.&lt;br /&gt;
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Their symbol is a red cutlass before a golden sun.&lt;br /&gt;
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====The Order of Llaestal&#039;s Guard====&lt;br /&gt;
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The fall of the Kingdom of Hendor came in the year 4630 after the Ice Queen Issyldra had spent years suffocating the region in a bitter unyielding winter, and her ice creatures had spread across the land bringing death and destruction. In the end, everyone in Hendor had perished or fled. It was not until 4632 when a heroic group of adventurers out of the Turamzzyrian Empire, led by Llaestal Anodheles and Rasimm Roelas, were able to attack the Ice Queen&#039;s citadel Rimefast and kill her. The defeat of the Ice Queen allowed the eternal winter to finally end, and over the course of several more years, imperial forces fought back barbarians and monsters to reclaim the lands that once belonged to the kingdom that was Hendor. By 4644, the major cities of Hendor such as Lolle, Waterford, and Nydds had been reclaimed, and finally the Mensyl Pass was recaptured in a great battle by General Jyllander. &lt;br /&gt;
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In the rebirth of what became North and South Hendor, often referred to as the Broken Kingdom, a special order of noble knights and soldiers arose called the Order of Llaestal&#039;s Guard, named in the honor of the bravery of Llaestal Anodheles. Founded in Lolle, the capital of North Hendor, the Order of Llaestal&#039;s Guard is considered to be the highest ranking and respected order of knights in all of the region. Their loyalty and skill are nearly unmatched in Hendor, and so it is often that the Northern Sentinel throughout history has dispatched members, soldiers, or entire platoons of these knights to help take care of highly critical missions of imperial interest.&lt;br /&gt;
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Over the years the Order of Llaestal&#039;s Guard has evolved in their role, evenly split between both combat and military operations, to also being involved in peacekeeping missions in helping to protect and stabilize areas that might be in unrest. They are indeed the powerful right hand of the Northern Sentinel, and equally act and obey in every manner commanded.&lt;br /&gt;
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Their symbol is of a fiery sword on a field of blue and silver.&lt;br /&gt;
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====Mensyl&#039;s Marauders====&lt;br /&gt;
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General Jyllander recaptured Mensyl&#039;s Pass in 4644, years after it fell to the Witch Winter and hordes of monsters and other barbaric humanoids.  After the Pass was reclaimed and the Turamzzyrian Empire&#039;s northern expansion re-opened, Mensyl Keep was re-outfitted and repaired, expanding its size to help house a very large battalion of the Hendoran army, specifically called Mensyl&#039;s Marauders. The warriors stationed at Mensyl Keep are a very tough and skilled lot, expertly trained in various forms of combat and survival.  While their unit is primarily contained to Mensyl Keep, they are in no way complacent. &lt;br /&gt;
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The Marauders are frequently put to the test, time and again, as they launch coordinated scouting parties and military strikes against monstrous hordes in the area, often beating them back to the cold of the DragonSpine mountains but rarely stopping there. It is not uncommon for the Marauders to depart on an operation and not return until every last goblin, orc, or troll enemy is dead.  At that point, the Marauders tend to return to the Keep, spend a few days of rest, then head back out to the wilds, always vigilant against the imperial enemies of the north.&lt;br /&gt;
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Because of their constant conflict with hordes of orcs, ogres, and trolls, many members of the Marauders themselves also belong to the Guardians of the Sunfist but put their loyalty in that organization second, as there is no higher oath to them than the one made to Hendor and the Turamzzyrian Empire.  Every soldier among the Marauders carries with him a sharpened drake dagger, more for ceremony than actual use.  It is said that when each soldier is on a mission in the wilds and not at home within the Keep, they sharpen the drake dagger each night as a show of respect and acute awareness to the history of Hendor&#039;s greatest loss during the Ice Queen Issyldra&#039;s reign. It is also said that among the Marauders, many boast that should the Ice Queen or another like her return, there shall be a great reward for the first Hendoran who can thrust the fiery blade of their drake weapon into the heart of their enemy first. The tradition has gone on to become quite embellished, as some claim whosoever accomplishes such a feat, should that day ever come, would be granted tremendous amounts of riches and land, as well as the hand of a nobleman&#039;s daughter.&lt;br /&gt;
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Their symbol is of a drake dagger on a field of white and silver.&lt;br /&gt;
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====The Grey Wolves of the Thane====&lt;br /&gt;
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In the County of Trauntor, which includes the Demonwall cities of Brantur and Barrett&#039;s Gorge, the Order of the Golvern Star is well known.  However, the Order, which is an autonomous Imperial Army unit, is not the only cause of soldiers in this county.  Trauntor has long been very militaristic due to the presence of the Demonwall, and its soldiers supplement the Order of The Golvern Star.  House Greythane has their own soldiers known as The Grey Wolves of the Thane.  These soldiers are exceptionally well-trained and often see regular combat along the Demonwall.  Trauntor, being so military oriented, has very little crime, and punishment for criminal activity is swift and harsh, freeing the soldiers of the Grey Wolves from the need to patrol the cities which allows them to concentrate on their duties at the Demonwall.&lt;br /&gt;
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So it is that while the primary purpose of the Grey Wolves&#039; creation was protection and support for the Count of Trauntor and his family, their duties have been split to help supplement the forces, be it of arms or scouting eyes, for the Order of the Golvern Star.  In fact, many new recruits to the Order of the Golvern Star often serve in some capacity within the Grey Wolves before joining the fabled order of knights.  Many times, the Grey Wolves will be seen guarding segments of the Demonwall along Trauntor as units of the Golvern Star knights patrol beyond the wall and into the demonic wasteland far from imperial protection.  As Barrett&#039;s Gorge is the preferred starting point for any imperial invasion into Elven Lands, and likewise a prime target for elven enemies, the area is always heavily supplied and defended.  Despite the low crime in Trauntor, a selective group of Grey Wolves remains at the Greythane keep, always ready to defend against any enemies foolish, or brave enough, to strike.&lt;br /&gt;
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Their symbol is a grey wolf&#039;s head on a field of black and green.&lt;br /&gt;
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====The Greensmen of the Deep====&lt;br /&gt;
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The Barony of Bourth, to which the cities of Krestle and Gallardshold belong, is also home to Wyrdeep Forest.  Woodsmen are plentiful in Bourth, and it is said that the archers from this region are second to none.  The Barony of Bourth regularly supplies levies of archers as part of its contribution to the security of the Empire.  One of these units, and one of the more infamous, is called The Greensmen of the Deep, and they are renowned for their outdoor lore and their skills with bows at long range.&lt;br /&gt;
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House Caulfield of Bourth is proud to boast of their home-grown archers, whose skill is nearly unmatched in all of the Turamzzyrian Empire. The Greensmen are trained from a very early age, as many hopeful parents often push their children towards it, but to their dismay, very few complete the training.  The walls of Bourth&#039;s major cities are lined with the Greensmen of the Deep, from Krestle to Gallardshold, their sights and arrows are trained to the horizons and the woods, ready to kill any enemy before it can come into view of the gates. &lt;br /&gt;
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Every year, just after the first of spring, an annual archery tournament is held in Krestle called the Green Games. The competition itself is restricted to Greensmen of the Deep, but citizens and visitors travel from all over to witness the festivities and fierce contest. One of the most popular rumors about the Greensmen of the Deep relates to their origin, as their style, preparation, and tactics of their archery skills appear closer to those of the elves than other archery regiments within the imperial army. It is said that long ago, in the founding days of the Greensmen, that the human guard captain of House Caulfield had come to know the love of a Nalfein woman on the edges of the Wyrdeep Forest. The legend has evolved over time, but it claims the guard captain rescued a wounded Nalfein woman from imperial outlaws, and while nursing her back to health in secret, they fell in love.&lt;br /&gt;
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In their time together, the elven woman taught the captain of the archery style that he then passed on to his own men, which eventually became the standard training for the group. No true evidence of this origin has been found, save for the eyewitness accounts of some of the captain&#039;s own men claiming he often went off into the edges of the Wyrdeep by himself, disappearing for days during his off duty time. One day the captain returned, crippled by a foul mood, and was eventually forced to resign his position because of his love of the tavern spirits. Years later, upon his own death bed, the retired captain made no confessions or shared no secrets into the rumors about his life, and merely welcomed his death as if embracing the arms of a lover. Some say he prayed for death, that he might rejoin his lost love in whatever awaited them both beyond. But one thing is certain: the Greensmen of the Deep have mastered the art of the bow, and forever does their aim fly true.&lt;br /&gt;
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Their symbol is of a black yew longbow ringed by three white hawk feathers.&lt;br /&gt;
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====The Red Brigade====&lt;br /&gt;
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The Red Brigade is one of the newest faces to the ranks of provincial armies, having only officially formed in the year 5114.  After the coordinated multi-region strikes against the Turamzzyrian Empire by the dark summoner Elithain Cross and his monster allies, Baron Chydenar of Mestanir sought to create a new faction within his military arm that was primarily designed to help provide simple protection for citizens, escort supply caravans, and provide defense for refugees when rumors of monster hordes sweeping into the Barony had surfaced.  Able to be spotted by their sweeping red capes, the Red Brigade became a growing force of reassurance for many imperial citizens within Mestanir. While more seasoned soldiers and groups set off to meet the enemy hordes face-to-face on the battlefield, the Red Brigade took up the torch at home, working to patrol the streets, some farmlands, and overall work at keeping the peace during times of uncertainty. &lt;br /&gt;
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While their passion for the innocent and their loyalty to House Chydenar and the Sun Throne was fierce, their experience in battle was not. So it was that the Red Brigade almost suffered annihilation in late 5114 when a host of demonic chimera took to the skies over the capitol of Mestanir, laying waste to hundreds of miles of farmlands and over two thirds of the entire city. Brave adventurers from Wehnimer&#039;s Landing, Vornavis, the Order of Voln, and other allies helped in Mestanir&#039;s time of need and aided in securing refugees far away from Mestanir, but were only able to help a small fraction of the overall population.&lt;br /&gt;
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Before, during, and after the chimera assault, the Red Brigade, despite their inexperience, did indeed find bravery that day in the face of carnage. They suffered heavy casualties, but their sacrifices permitted hundreds of Mestaniri men, women, and children to escape the capital before it was nearly destroyed. None in Mestanir question the courage or have forgotten the sacrifice of the members of the Red Brigade that died during the war, and many of the fallen were knighted posthumously, lending further honor to their legacy and the names of their family.  In fact, since the beginning of rebuilding once more in Mestanir, Baron Chydenar has hand-selected certain surviving members of the Red Brigade to become his new appointed house guards, claiming their loyalty in the face of all odds is unmatched.&lt;br /&gt;
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Their symbol is of a gold shield on a field of red.&lt;br /&gt;
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====Tornak&#039;s Irregulars====&lt;br /&gt;
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Tornak&#039;s Irregulars are born and bred in the cold valleys of Krinklehorn, tucked away near the southern base of the DragonSpine Mountains in the Barony of Dragach. Some time ago, Baron Farneth McGarry&#039;s life was put in danger on a hunting expedition when he suffered a fall, disappearing into a cavern where he broke a leg and arm, leaving him a potential victim to a cave bear awoken nearby.  A young woman, known as Selgrid, who grew up as a trapper for her family, overheard the commotion of the imperial soldiers seeking to rescue their Lord, and she rushed in to drop herself down into the pit, where she single handedly defeated the bear, tended to the Baron&#039;s wounds, and helped to free him from the pit.  Because of Selgrid&#039;s bravery, Baron McGarry appointed her as commander of a new provincial army within the Barony, named Tornak&#039;s Irregulars.  The unit&#039;s fealty is to House McGarry and the Sun Throne, but their primary focus is the safety of the region near the mountains, protecting the Barony and its people from barbarians, monsters, ice creatures, and any wild elves from the Wyrdeep Forest. &lt;br /&gt;
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Led by now Commander Selgrid Tornak, a demure and soft spoken woman until she enters battle, the Irregulars are a heavy cavalry unit that has seen service in many skirmishes and battles along the low hills and cold lands of Dragach, fighting back beasts and barbarians alike. Known for their tenacity and ferocity in battle and their habit of sounding hundreds of warhorns made from curled horns of mature mountain sheep throughout their charge, these men and women are excellent horsemen and fiercely loyal to their commander, of whom it has been said can drink any of her troops under the table.  Many times, enemy lines have broken solely from the sound of those warhorns due to the reputation this unit brings with it to the battlefield. &lt;br /&gt;
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This unit&#039;s battle standard is crossed golden lances beneath a white horse head on a field of scarlet.  On a side note, Selgrid Tornak has thrice been chosen for knighthood for bravery on the field of battle and she has declined, respectfully, all three times, citing her aversion to spurs, believing them cruel to horses.&lt;br /&gt;
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Their symbol is of a red bear on a field of white and green.&lt;br /&gt;
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==The Order of the Golvern Star==&lt;br /&gt;
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Founded in 4848, the Order of the Golvern Star is a martial organization formed in response to the embarrassing loss of imperial forces at the hands of the Faendryl. Created by Sir Pyrrhon Von Kammersteyl, a knight from Immuron, a large gathering of warriors were trained to his ultra-disciplined ideals, as they sought to never again let the dark elves and their summoned demons gain the upper hand. The Order is fiercely loyal to the Sun Throne, and while largely autonomous, they serve the role of a unique and elite arm of the imperial military, specifically designed to combat demons and other dark denizens of the world. &lt;br /&gt;
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The knights of The Order of the Golvern Star (OGS) are most notably stationed at sections along the Demonwall, but it is not unheard of to see smaller numbers of their organization in other areas of the Turamzzyrian Empire, depending upon the Order&#039;s goals and activities. &lt;br /&gt;
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The OGS is not directly associated with the imperial military structure.  While the Golvern Star often assists the imperial military in times of battle, from the perspective of training, chain of command, and day-to-day functions, the two are completely separate.  Even along the Demonwall, battle plans are coordinated between the military and the OGS leadership, but the organizations do not mingle for patrols or combat.&lt;br /&gt;
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The citizens of the empire have lifted the Order of the Golvern Star to almost mythical status due to their constant battling against the Scourge, and it is considered a great (and rare) honor to be asked to join their ranks.  Individually, OGS knights are formidable opponents, and it is generally believed that only the best of knights from other orders are on a comparable martial level.  However, as a group, the OGS knights are considered to be virtually unstoppable.  Their discipline, unflinching adherence to orders, fearlessness, and lack of compunction in carrying out their duties make them a unit with a single-mindedness that is, at times, terrifying to observe.  Their might at arms is seldom on display for the general populace, however, as the OGS is rarely involved in conflict in the inner empire.  The majority are stationed along the Demonwall, either near Barrett&#039;s Gorge to combat the Scourge, or along the southern border to aid Duke Chandrennin.&lt;br /&gt;
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Only slightly less so than the legends of their martial skill, the members of the OGS are renowned for their incredible, some say inhuman, mental, and emotional discipline.  Beyond the fierce resolve displayed in their approach to combat and their duties, this discipline has given them a large degree of resistance against mind and emotion-based attacks, such as the aura of terror and despair exuded by demons and some of their spawn.&lt;br /&gt;
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The membership of the OGS is strictly human warriors, predominantly male, and only gained through invitation.  Nobility is not a prerequisite for knighthood in this organization.  Early in the training, candidates are given the opportunity to decline to proceed (a common occurrence), at which point they are dismissed from the Order without loss of honor.  Reports from those who have declined membership at this point have indicated that the training focuses on rigorous mental and emotional discipline, absolute submission to the commands of their direct superior, and intensified training at arms.&lt;br /&gt;
 &lt;br /&gt;
Once joining, a member of the OGS is considered always on duty.  Nobles or members with obligations outside of the Order are relieved of those obligations.  Land and wealth are either given to a relative or donated to the OGS to be overseen by one of the Order&#039;s seneschals (typically elder members of the Order.)  Marriage is not prohibited outright by the Order, but it is rare for married candidates to proceed beyond the initial stage of training, and rarer still for a knight to have children.  It is unheard of for an OGS knight to marry after joining the Order.&lt;br /&gt;
 &lt;br /&gt;
The Order has a fair amount of wealth as a result of the donations of prospective members, but they are not an economic force within the empire.  The wealth generated from their property is primarily used to maintain the needs of the Order.&lt;br /&gt;
 &lt;br /&gt;
While some of the OGS knights were knights in other orders prior to joining the OGS, the OGS is not a chivalric order, per se. In many ways, they are more myrmidons with an extreme sense of duty and discipline than righteous cavaliers pursuing the chivalric ideal, though their beliefs overlap in several areas. The members of the OGS do not engage in tournament competition with the chivalric orders of the empire, and they often ignore individual challenges to duel from those whom they consider inferior foes.  Most OGS members were not knights of other orders prior to joining the Golvern Star; few knights are willing to humble themselves to take the status of squire in the OGS after having attained knighthood elsewhere.&lt;br /&gt;
 &lt;br /&gt;
The OGS does not have law enforcement authority unless it is bestowed by the Emperor, a Sentinel, or the lord of whatever territory they inhabit.  However, since the OGS has a primary purpose of defending the Empire against the Scourge and places its forces there unless needed elsewhere, it is likely that an OGS knight found elsewhere in the Empire is acting with the authority of the Empire or one of her nobles.  For occasions when the OGS has need of law enforcement authority for their own affairs, the Order must request bestowal of this authority from the Emperor, a Sentinel, or the territorial lord. When such authority is requested by the OGS, it is seldom denied.&lt;br /&gt;
 &lt;br /&gt;
The Order will occasionally accept special missions for the imperial throne, or infrequently for their own purposes. The nature of these missions is rarely revealed, though the missions are evidenced by occasional sightings of OGS knights, alone or in small groups, in various regions of the Empire and on the frontiers. The OGS is autonomous by and large, but it honors all requests from the imperial throne, and it is recognized by would-be usurpers as an unshakable loyal foe. Other nobles of baronial rank and above may request the aid of the OGS at times, primarily as escorts or security for internal diplomatic events where a neutral party is desired, and the Order rarely declines.&lt;br /&gt;
 &lt;br /&gt;
Finally, there are more than three dozen other orders in the Turamzzyrian Empire, and most have a more chivalric bent than the Golvern Star. While the OGS is certainly the order with the greatest historical effect on the Empire, some of these other orders play key roles in patrolling the fringes of Ba&#039;Lathon, combatting the Horned Cabal along the southern borders, defending against Tehir raids, protecting overland trade routes throughout the Empire&#039;s interior, and maintaining imperial control over the western edge of the DragonSpine.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a golvern star on a field of black.&lt;br /&gt;
&lt;br /&gt;
==The Order of the Crimson Fist==&lt;br /&gt;
&lt;br /&gt;
Founded in 4822, the Order of the Crimson Fist achieved early notoriety as courageous knights with expert prowess, skill in combat, and unquestionable loyalty to the Sun Throne.  Their accolades only grew in number during the events leading up to, and including battles within, the Third Elven War, also known as the Faendryl War.  Often referred to as the cousins of the Order of the Golvern Star, these knights of the Crimson Fist were well-disciplined and trained specifically to face off against &amp;quot;black elven sorcery&amp;quot; which resulted in a number of victories against the Faendryl armies and their summoners. &lt;br /&gt;
&lt;br /&gt;
One of the last well known heroes of the Order was Sir Gallestan the Mighty, who was said to have slain a half dozen demons before being struck down himself in 4842 on the road to Ta&#039;Faendryl. &lt;br /&gt;
&lt;br /&gt;
The Order of the Crimson Fist remains a fully functioning fighting force today, and while the Order of the Golvern Star is primarily stationed along the Demonwall, the knights of the Crimson Fist find themselves more often than not beyond the Demonwall, taking the fight directly to the Faendryl, their abominations, and the Scourge.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a crimson fist on a field of black.&lt;br /&gt;
&lt;br /&gt;
==The Company of the Three Maidens==&lt;br /&gt;
&lt;br /&gt;
It was in the year 5048 when the Horned Cabal led a massive offensive in the southern region of the Turamzzyrian Empire, their undead forces cutting off critical trade between the Swale and Idolone.  It took almost three months for the undead force to be driven back, and it was due to no small part from a company of heroes comprised of Imperial Drakes and knights of Idolone.  After their victory, business slowly returned to the old trade routes between the Swale and Idolone, but fears of the Horned Cabal returned to the area and continued to stifle the growth both regions needed so desperately.&lt;br /&gt;
&lt;br /&gt;
So it was that a wounded knight of Idolone named Sir Clayton Grantham started up the Company of the Three Maidens. The knight had been injured during the final battle against the Horned Cabal, and it kept him from performing his regular duties as an oath bound knight.  Despite his new physical weakness, he refused to sit idly by and not contribute somehow to the protection of the Empire and the defense of her people. The knight started up a mercenary company that was dedicated to aiding and escorting travelers and caravans along the trade routes between the Swale and Idolone.  The name of the organization is said to have been named after the knight&#039;s three young daughters who he himself claimed would be maidens for all of eternity, and never allowed to wed.&lt;br /&gt;
&lt;br /&gt;
Despite the overly protective nature of Sir Clayton Grantham for his daughters, his claims eventually became false, when two decades later he died of natural causes, and his daughters went on to take over the mercenary trader group, marry, and have children of their own. Two of the daughters help run the organization based out of The Swale, while the third daughter manages part of the business on her end in Idolone.  The Company of the Three Maidens are a fair and just group of mercenaries, mostly comprised of loyal soldiers who prefer the freedom of being hired help over conscription into the imperial army.  &lt;br /&gt;
&lt;br /&gt;
In recent years, as the success and wealth of the Company has grown in the south, the leadership of the organization has looked into the possibilities of extending their operations even further north.&lt;br /&gt;
&lt;br /&gt;
Their symbol is three golden rings on a field of blue.&lt;br /&gt;
&lt;br /&gt;
==The Ulterlain Traders==&lt;br /&gt;
&lt;br /&gt;
The Ulterlain Traders face fierce competition with the Company of the Three Maidens when it comes to landlocked trade routes between The Swale and places like Idolone, but their business has flourished in their dealings with Ubl and Tamzyrr, where they have set up smaller headquarters in each port city location to expand their reach throughout the coastline. The Ulterlain Traders originated in The Swale, where they maintain a number of warehouses and barracks for their mercenaries in need of shelter, and their hubs in Ubl and Tamzyrr are growing rapidly.&lt;br /&gt;
&lt;br /&gt;
Because The Swale is landlocked and a heavily trafficked area for trade, the Ulterlain brothers, Roland and Randall, have invested heavily in fleets of merchant vessels and shipwrights throughout Ubl and Tamzyrr, providing a luxury service of quick and far reaching trade, and ensuring high profits from it within The Swale.  The Ulterlain Traders are the go-to mercenary and transport company for many nobles in the region, who hardly mind the higher fees, which is a small price to pay for the luxury transports provided, and the powerful, guaranteed protection afforded.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a crossed silver and gold swords on a field of blue.&lt;br /&gt;
&lt;br /&gt;
==The Golden Smiths==&lt;br /&gt;
&lt;br /&gt;
The Golden Smiths are a renowned organization known along the streets and among the imperial barracks of Tamzyrr, and their reputation spreads far and wide.  They are, in fact, a group of highly skilled and highly sought after human blacksmiths, whose craftsmanship is extremely coveted and often compared to the work of dwarves. The Golden Smiths, while all experienced blacksmiths, are also trained in many areas of combat, sometimes even competing in various local tournaments, but never leaving their day jobs. Their weapons are primarily circulated among the higher ranking officers of imperial and provincial armies, and collected by nobles all throughout the Turamzzyrian Empire. &lt;br /&gt;
&lt;br /&gt;
Throughout history, in times of great conflict, the Golden Smiths have suspended their work and taken to the battlefield, lending both their skills and weapons against imperial enemies. While they are not enlisted into any faction within the imperial army, they are indeed considered a powerful fighting reserve, and both their presence and their products provide many citizens with a sense of peace and pride.&lt;br /&gt;
&lt;br /&gt;
No one is for certain where the secrets of the Golden Smith&#039;s forging process came from, and none among the group dare to even think of sharing it outside of their organization. Speculation insists that the knowledge came directly from the dwarves, while others say their talents were first born in the Kannalan Empire. Others, a bit more radical in their theory, put forth that Eonak himself blessed the original Golden Smiths with the divine knowledge to forge their blades, which explains why all members of the organization are devout followers of the Arkati smith himself.&lt;br /&gt;
&lt;br /&gt;
Their symbol is a golden hammer on a field of grey and red.&lt;br /&gt;
&lt;br /&gt;
==The Crown Trade Council==&lt;br /&gt;
&lt;br /&gt;
The Crown Trade Council can date their very beginnings back to 4883, when the small northern town of Mestanir was founded near a range of mountains called the Crown of Koar, a very popular and powerful religious site. The Council began small early on, consisting of only four merchants who had gained some initial wealth and notoriety in Mestanir&#039;s early years. They sought to capitalize on the frequent pilgrimages that Koar followers made to the area every year, when they visited such holy places like the Crown of Koar. For years their influence and reach expanded, as did the number of members and merchants within the union council. Using their position, the Council worked to help influence economic policies and even construction development near the capital of Mestanir and other outlining areas, to help promote a welcoming environment to those travelers passing through.&lt;br /&gt;
&lt;br /&gt;
But over time Mestanir became well known for its practitioners of arcane arts, many whom did not willfully adhere to the registration laws within the Hall of Mages.  Such a reputation eventually began to hurt business, and some historians speculate that the crafty leaders of the Crown Trade Council actually sought to undermine the magical community of Mestanir and were frequently aiding the military officers of Baron Lerep Hochstib, months before he launched his invasion of the barony.  Despite their rumored meddling, Jantalar&#039;s initial invasion was easily thwarted as the might of the magic users within Mestanir overpowered the Jantalarians with devastating spells. Ever the opportunists, the Crown Trade Council tried to secretly support both sides, one side of their mouth spoke unity with the people of Mestanir, while the other side whispered secrets to Jantalar.&lt;br /&gt;
&lt;br /&gt;
After Jantalar&#039;s failed attacks, they returned later employing Mandis Crystals, dangerous artifacts that drained mana from their surroundings, essentially making magic users powerless.  The results were catastrophic. Victory easily fell into Jantalar&#039;s hands, and many of the magic users were executed or expelled, with only a few pockets of illegal magic users going underground to secretly pursue their craft. However, after Baron Hochstib&#039;s takeover, the pilgrimages of Koar&#039;s devout followers were still permitted in the region, and the Crown Trade Council was surprisingly left alone, free to conduct their business as usual.  That fact alone was all the evidence some historians needed to prove that the Crown Trade Council was involved with Jantalar&#039;s occupation efforts.&lt;br /&gt;
&lt;br /&gt;
In 5103, Baron Hochstib was killed after an unsuccessful takeover of Wehnimer&#039;s Landing, and subsequently his oppressive reign ended there. Years later, in 5107, Emperor Aurmont Anodheles invested Lerep Hochstib&#039;s sister, Delphinuria, as the new Baroness of Jantalar. The Baroness, very much unlike her brother, took great strides to make amends and renounced Jantalar&#039;s claim to Mestanir, finally freeing them to reclaim their land and barony.&lt;br /&gt;
&lt;br /&gt;
Despite the changing of rulership over the many decades, the Crown Trade Council has ever remained an influential force in the region, swift on their feet and able to take advantage of every opportunity as it arose.  Most recently, in 5114, when entire swathes of land and towns were destroyed in the barony, including two thirds of the capital, the Crown Trade Council saw heavy losses in their warehouses and staff, but ultimately came forth from the disaster still in a powerful position.  Despite the setback, the Council continues to grow, always scanning the horizon for their next big profit.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a silver coin before a golden crown on a field of red.&lt;br /&gt;
&lt;br /&gt;
==The Troubadours of Tamzyrr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Turamzzyrian Empire saw a boost of imperial pride in 5903 as Empress Mynal&#039;lyanna sparked a revival in restrictions on non-humans in accordance to Chaston&#039;s Edict, and also significantly increased the military in a pro-expansion movement for the Empire.  Such actions saw growth across all regions in the shape of swelling in the size of armies as the Empire strengthened its position to defend both its current lands, and perhaps soon turn eyes outward into future conquests to broaden their borders.&lt;br /&gt;
&lt;br /&gt;
It was in the winter of 5903 that the Troubadours of Tamzyrr were born.  Unfortunately, their origins are as wide and far flung as the members of their organization.  It is only fitting perhaps, that a group comprised primarily of bards and other performers have hugely embellished their history.  Some sing of the Troubadours starting from a group of retired adventurers who still sought the glory of battle without facing the front lines of war.  Some claim the group sprung up out of an elaborate scheme for a handful of knaves to impress some local maidens in their self-proclaimed fame and misrepresented service in the imperial military.  But there are others who would say that the group began more organically, like many do. A minstrel meets another, a bard greets a friend, armies fight and serve together, and the performers make long lasting relationships. &lt;br /&gt;
&lt;br /&gt;
Whatever their past, the Troubadours are famous all through Tamzyrr and beyond.  While bards and performers they are, there is certainly no lack of fighting prowess among them.  Members of the Troubadours, alone or in groups, can often be found traveling with imperial armies, especially in times of war or conflict, as they seek to acquire some level of fame with their experience, tales, and songs. When not deep in the chaos of battle and war camps, the Troubadours gather many times a year to host festivals, carnivals, and are always lending their musical and entertainment talents to imperial courts and galas.&lt;br /&gt;
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Their symbol is of a silver mandolin on a field of crimson.&lt;br /&gt;
&lt;br /&gt;
=Religious Organizations=&lt;br /&gt;
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==The Elders of the Everwatch Tower==&lt;br /&gt;
&lt;br /&gt;
The Everwatch Tower is an old fortified stronghold that is just outside the city of Mestanir, its creation and its members dedicated to the worship of Koar and the expansion and protection of that religion. Mestanir itself is home to many holy sites, including the Fist of Koar and the Crown of Koar.  The Everwatch Tower stands as an ever present guiding light and watchful eye in the region, providing both a safeguard and warning against enemies of the God King Koar.&lt;br /&gt;
&lt;br /&gt;
In the lands between Mestanir and Jantalar, the worship of Koar is very prominent, and even conflicts among imperials and other noble lords have left places such as the Everwatch Tower untouched, for none sought to invoke the wrath of the Arkati King.  To that end, the highest ranking clergy members of the order, called the Elders of the Everwatch Tower, do not often take action in the squabbles of imperial lords and their conflicts, unless dictated otherwise by the Patriarch of the Church of Koar.  The Elders are comprised of devout followers of Koar with unquestionable loyalty to the Church, and in turn, the Turamzzyrian Empire.  Often it is from the Everwatch Tower that holy men are selected to serve in new capacities, such as a prelate of a provincial region, or even respected positions within the First or Second Watchers.&lt;br /&gt;
&lt;br /&gt;
But the Everwatch Tower, despite its preference to remain uninvolved in imperial politics, is anything but complacent in regards to the ever growing battle between forces of Liabo and Lornon.  The Everwatch Tower, contrary to its namesake, is actually a massive fortress that some say holds more dwarven workmanship than human, but none in the Church will admit it.  The stronghold houses hundreds of highly trained warriors, all with a fervor for Koar and spreading his light, all while defending against the forces of darkness.  While the Order of Voln is established with the primary purpose of battling the undead scourge of the world, the Everwatch Tower&#039;s purpose is to keep at bay the evil that can at times run rampant in the world, all while ushering in the truth of Koar&#039;s Light.&lt;br /&gt;
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The Elders of the Everwatch Tower understand that peace and light are not always accomplished, or sustained, with gentle words and a hand of mercy. The members of the Tower are educated and trained to embody the message that darkness often responds only to force, and more often deserves justice, not compassion.  So the Everwatch Tower stands, always a powerful, stabilizing presence in the northern area of the Empire, and never hesitant to mobilize against the opposing forces of Koar&#039;s Light.&lt;br /&gt;
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Their symbol is a white keep on a field of gold.&lt;br /&gt;
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==The Blameless==&lt;br /&gt;
&lt;br /&gt;
The Griffin Sword War occurred in 5096, and years later, a second war of its name came about in 5099.  It was during these wars that the balance of all Elanthia was at risk as the Dark Alliance created a powerful threat to man and god alike.  The combined forces and followers of Luukos, Sheru, V&#039;tull, and Mularos seemed nearly unstoppable, and the Dark Alliance grew too close to their end goal for anyone&#039;s comfort.  Although members and worshippers of Liabo proved successful in the end after both catastrophic conflicts, there were others whose perception of balance was transformed from the fire and carnage of the chaos during these wars.&lt;br /&gt;
&lt;br /&gt;
Once members and warriors of the Everwatch Tower, a group of highly trained and rigidly devout followers of Koar left the confines and laws of the Tower and instead sought to purge all of Elanthia from the taint that was the worshippers of Lornon.  Never again would they allow such darkness to unite and threaten the world and all of innocence.  Never again would they allow such evil to foster and gain a foothold.  So it was that the Blameless were born.  A group of skilled and powerful zealots of Koar who used every ounce of their being in a holy crusade to purge the darkness of Lornon from the world.  Despite the youth of their creation, their numbers have swollen and the ranks are filled with a variety of all professions and ages, each one providing a range of skills and assets in their defense of Koar&#039;s Light, but all rallied behind one goal.&lt;br /&gt;
&lt;br /&gt;
Purification.&lt;br /&gt;
&lt;br /&gt;
The Blameless are not considered to be an officially recognized section of the Church of Koar, as rumors abound about their questionable tactics when hunting down and meting out justice against Koar&#039;s enemies. This often puts them politically at odds with much of the Church, who preach as much about mercy as they do justice. However, despite this conflict of interest, there has been no action taken against the Blameless, or their leaders, or even against members of the Church of Koar known to aid the Blameless, or even use their unique skill sets.&lt;br /&gt;
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Regardless of what holy banner they may fly, the Blameless are respected and feared by worshipers of both Liabo and Lornon.  It needn&#039;t take much to fall into the target of the Blameless, especially if there is proof, or sometimes even just speculation of those being involved in rituals and worship of Lornon Arkati.  Because of their zealousness, throughout their recent history there have been a few occasions where the Blameless were used by political, or even merchant rivals to eliminate their opponents who were, in truth, completely innocent of any connections to Lornon Arkati and their cults. Tales persist of one imperial noble in Jantalar framing his House rival with false evidence and testimonies linking him to an Ivasian cult, and once the Blameless were informed, they hunted down the rival noble and murdered not only him, but his entire bloodline, to weed out the dark stain of the entire family. &lt;br /&gt;
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Over the years, stories such as those have faded with only a few arising from time to time, and more often than not, with no evidence to backup such tragic acts of zealotry.  Regardless, the reputation of religious butchers is a heavy cloud the Blameless will likely never be able to shed, but more troubling is the fact that they embrace it.&lt;br /&gt;
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==The Daughters of Lumnis==&lt;br /&gt;
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Lumnis, is often seen as the Queen of the Gods, as she is the wife of Koar.  She is worshipped as the divine guardian of knowledge, and the birth of wisdom that comes along with it.  Because of her honored status among various races and cultures throughout history, many have formed together under her name.  One of the more well known groupings within the Turamzzyrian Empire is called the Daughters of Lumnis.  They are recognized by their signature hooded cloaks created from feathers of scarlet, blue, gold, and emerald hues.  They wear such a garment in respect to the legend of Lumnis&#039; birth, when a flight of colorful parrots took to the sky, heralding her arrival, which caught the attention of the Drakes along the peaks of Nagothrym.  Likewise, all Daughters wear a white silk veil over their mouths, proclaiming that true wisdom is seen and received through one&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Lumnis are a peaceful order and have various numbers all throughout the Turamzzyrian Empire, primarily in the western and southern provinces.  There are a number of libraries and academies for scholars that are fully operated by the Daughters as they seek not just to appreciate the beauty and truth in the world, but to spread such a knowledge to others.  Truth and love are the pillars they steadfastly embrace to counter the darkness in all corners of Elanthia.&lt;br /&gt;
&lt;br /&gt;
Wisdom, as the Daughters see it, is a lesson more often learned than taught.  Many among their order are seen as divine Oracles, and it is not unheard of for their seemingly ageless seers to be sought after by ruling nobles before embarking on important matters of state and war.  But true to the nature of Lumnis, the Daughters are wary to have a heavy hand in any political or military plans, and sometimes their advice is seen as more puzzling than offering any clarity.&lt;br /&gt;
&lt;br /&gt;
In 5092, a boastful nobleman in the city of Brisker&#039;s Cove sought out the divine arts of a Daughter of Lumnis, seeking her wisdom on a political maneuver he was going to engage in against his family&#039;s long rivals.  Despite the Daughter&#039;s vague guidance, the nobleman felt empowered by her words and soon found his plans had gone awry, resulting in heavy losses both in fortune and life among his house.  Outraged, the noble lashed out and murdered the Oracle, ripping out her eyes and sending them back to the local chapter of the Daughters of Lumnis.  The Count of Seareach was petitioned to take action and carry out justice, but refused to take action, and so the Daughters of Lumnis removed all operations from the County of Seareach.  To this day, the Daughters will not operate within Seareach, and offer no counsel to their rulers and people.&lt;br /&gt;
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Their symbol is of a white shroud on a field of grey.&lt;br /&gt;
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==The Children of Many Colors==&lt;br /&gt;
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The Children of Many Colors, sometimes referred to skeptically as the Children of Many Burdens, are a group of men and women, all of human or half-elven race, that are highly devoted to their worship of the Arkati Lumnis. Their order is younger and more controversial than the Daughters of Lumnis, of whom they often find themselves at odds with. The Children have established their order into a series of ranks, each based on the Spheres of Knowledge that Lumnis has mastered. The Children within the order enter into two spheres of influence that they select or feel drawn too. These are represented by bands they wear proudly upon their arms, the color and style determined by the area of study or mastery.  There is red for Planar, blue for Spiritual, black for Chaos, green for Elemental, and white for Order.  No member may delve into more than two areas of expertise, save for the Mother of Many Colors, a matriarch-like figure who wears all five colors represented by gemstones upon her crystal crown.&lt;br /&gt;
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The Mother of Many Colors is said to be timeless, having been around long before the order&#039;s conception and walked the world even before the rise of the Turamzzyrian Empire.  She is celebrated and honored among the order as one who is divinely close to Lumnis, often mirroring many of her attributes, traits and even miracles.  Some within the organization revere here as holy as the Goddess herself, which is the root cause of their conflict with the Daughters of Lumnis, who argue that to place such focus and power into one mortal has the potential to draw them away from the true path of Lumnis.  While the conflict between the two organizations is never violent, it can indeed turn into heated arguments that when such members from both groups cross paths, typically during festivals or large gatherings, their scathing words and rebuke of each other drives many onlookers away.&lt;br /&gt;
&lt;br /&gt;
The nickname, Children of Many Burdens, came about for this organization due to the darker tone its members usher in in regards to soothsaying.  Many a wandering gypsy has loose ties to the Children, and their tellings of fates and futures often portend of doom.  They respect and cherish the beauty of the world, as Lumnis herself once did, but they focus so much more on the threats of the world, such as chaos, war, and dark magic, that their outlook is often bleak, and so too are the fortunes they deliver.&lt;br /&gt;
&lt;br /&gt;
==The Fellowship of Night==&lt;br /&gt;
&lt;br /&gt;
The beginning of the Fellowship of Night has no recorded date, and none alive still recall its conception.  Some insist ancient tomes indicate it was birthed during the Age of Chaos, where the world knew the dark days of Despana and the Undead War.  Others say its original members were elves and half-elves, initially guided by Ronan himself in the years following the Age of the Drakes, when the Arkati rose to power and shaped the world.  What is known, is that many orders involved in the worship and tenets of Ronan often claim some connection to the Fellowship of Night.  From this Fellowship, many groups have grown to a level of renown, chief among them the Order of the Dreamwalkers and the Order of the Night&#039;s Blade.  So it is often with religion, the spark of a new idea or the stroke of a new method can spawn forth a new path altogether.&lt;br /&gt;
&lt;br /&gt;
Some say the membership of the Fellowship of Night lives on, practiced by small pockets of loyal Ronanites who have not sought to join the other splinter groups that have formed throughout the Turamzzyrian Empire.  Others debate that the Fellowship no longer exists as one entity, but instead is represented in many facets among each group of Ronan followers in existence.  Unfortunately, beyond its name and associated rumors, little else is recorded of the Fellowship.&lt;br /&gt;
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==The Order of Dreamwalkers==&lt;br /&gt;
&lt;br /&gt;
An ancient group of devout Ronan followers, the Order of the Dreamwalkers&#039;s origins are said to be loosely tied to the once Fellowship of Night, before breaking off into their own path, and ultimately goals.  Throughout their history, there have been many who have surfaced across Elanthia, but recently the most notable among their order have been Chaeye, Tseleth, Indhis, Llumen, and Beonas. Chaeye was most prominent during the Griffon Sword wars, offering her aid and powers to help battle the evil of the Dark Alliance, and working to reclaim and restore the pieces of the Griffin Sword itself.  Llumen and Beonas themselves played active roles during recent history, when one of their own, Indhis, betrayed them, nearly killing their entire Order and seeking to throw Elanthia into darkness, challenging the Arkati themselves.  Tseleth, now an ex-Dreamwalker himself, fled the Order once he was defeated by Indhis, and Ronan smote him with a curse that led to his eventual descension into further darkness.&lt;br /&gt;
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The Order of Dreamwalkers has always been small in size, but the scope of their goals and powers has been anything but.  Long have they served Ronan, to the point that few over time have developed difficulty assessing reality and the realm of dreams.  Today, little mention of the Dreamwalkers occurs, but is hardly evidence of their inactivity.  Many suggest that behind the veil of obscurity lies a war unseen, that the Dreamwalkers&#039; lives are filled with endless conflict, battling the minions of Sheru, Luukos, and other dark gods of Lornon.  In fact, some monastic scholars go on to say that should these Dreamwalkers ever make an appearance, whomever it may be among the Order now, that it would surely herald troubled times and danger, indeed.&lt;br /&gt;
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==The Order of the Night&#039;s Blade==&lt;br /&gt;
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In the year 4993, a time of change and conflict swept across Elstreth in the Duchy of Aldora.  For too long, the citizens of Elstreth knew too well the struggle against the undead minions of the Horned Cabal.  It was because of this constant danger that the Order of Voln swelled in numbers throughout the city and region, proving to be a powerful and critical defense against the unholy scourge.  As a direct result of the valiant efforts of the Order of Voln, racial tensions slowly faded in the area, and while pockets of it still exist today, it is no where near the levels of the past.  The Order of Voln was blind to race, and so many ordlyn and elves joined its ranks, fighting and dying for the safety of Aldora and its people.  In time, the entire slave market of Elstreth collapsed, and only criminals remained in chains and service.&lt;br /&gt;
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But in the endless battles against the Horned Cabal, it was not those loyal to Voln alone who rose to fight, defend, and die. In the winter of 5022, in the aftermath of the conflicts of the Battle of Tyllan and the Battle of Skyreach, a new order of Ronan was formed from many of the survivors of both events.  They took upon the name of the Order of the Night&#039;s Blade, reconfirming their commitment to Ronan and their dedication to fight against the undead, terrors, and nightmares of the world. The Night&#039;s Blades have worked frequently with the Order of Voln near Immuron, as they both fight to combat the horrors creeping from the depths of the Wizardwaste.&lt;br /&gt;
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In recent history, due to the ever spreading darkness of evil, the Order of the Night&#039;s Blade turned their eyes also to the north, slowly building up awareness and forces in those regions as they maintained their defense, in alliance with the Order of Voln, against the minions of the Horned Cabal.&lt;br /&gt;
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Their symbol is of a black sword on a field of silver and white.&lt;br /&gt;
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==The Green Sisters==&lt;br /&gt;
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Imaera, the Goddess of Nature and Autumn, is one of the most revered Arkati throughout the Turamzzyrian Empire, especially along the outlying areas of the provinces, where nature and land play more prominent roles in the daily lives of imperial citizens. The Green Sisters, as they have been come to be known as, traced their original foundation to the outskirts of Talador long before it had been annexed as part of the Turamzzyrian Empire in 5030.  The group consisted of women healers and rangers, many who preferred to focus on the protection and nourishment of nature and less occupied by the struggles of the mortal coils of men.  However, drastic measures eventually caused the Green Sisters to take a more active and tragically costly role during Jantalar&#039;s invasion of Talador in 5087.&lt;br /&gt;
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The Green Sisters worked tirelessly to try to help run communications between the merchant council of Talador, the military officers of Jantalar, and Baron Lerep Hochstib, himself.  The Green Sisters understood that the conflict was unavoidable, but wished to help mitigate the destruction done to the land in the surrounding area, as flesh was not the only victim of war, and so too would nature suffer.  Unfortunately, because of their mission, the Green Sisters lost favor in the eyes of both sides as many Taladorians viewed them as traitors, while the Jantalarians often saw them as a pesky obstacle to overrun.  For months, the Green Sisters&#039; reputation of powerful earth magic kept them from being easily swept aside by Baron Hochstib&#039;s forces, and so the talks continued, and their pleas were heard, if for nothing else than to appease them. &lt;br /&gt;
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It was on the first morning of Autumn in the year 5087 when Baron Hochstib dispatched a host of Jantalarian soldiers accompanied by three dozen witch hunters, whose greatest ability was to help combat against magic users.  At the time, the Green Sisters&#039; primary residence was in a Temple of Imaera, just a half day&#039;s travel from the main gates of Talador&#039;s capital city.  Historians recount that Baron Hochstib, in all of his cruelty, specifically waited until the first recognized day of autumn to strike the Green Sisters, finding no small pleasure in the irony of murdering Imaera worshippers at the change of the season.  The witch hunters struck first, assaulted the Temple of Imaera and its surroundings with massive destructive spells, then augmented the abilities of the Jantalarian soldiers, effectively squashing any magical counterattack the Green Sisters could hope to mount.  The battle was over quickly, and is known today as the Harvest of Blood, one of the last conflicts before Baron Hochstib officially invaded Talador and occupied it.&lt;br /&gt;
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The remaining Green Sisters who had escaped the massacre, or had not been present when it occurred, shifted their focus away from trying to mediate, and instead provided what services they could to the Taladorian forces, often in the form of their healing arts.  Their efforts were short lived, because Talador lacked the fighting force to properly stand up against the Jantalarian might.  In addition, it is said that many within the merchant council of Talador, even the ceremonious Baron Donnebrugh himself, struck a secret deal to allow Baron Hochstib&#039;s abrupt victory.&lt;br /&gt;
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After the dust of the war settled, and Talador was firmly in the grasp of Jantalarian control, the Green Sisters found themselves returning to their work, despite their losses, and trying to find some level of comfort and worship in the new rulership.  At that time, a renowned healer referred to as the Earth Queen, took great measures among the surviving Green Sisters to refocus their order onto the land and the protection of nature, to move beyond the war and not lose their sight of Imaera&#039;s true nature.  It was the Earth Queen&#039;s logic that the wars and lives of men would rise and fall, but the laws of nature needed to be protected to ensure the cycle continued. &lt;br /&gt;
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Because of the realignment of their faith and purpose, the Green Sisters branched out, almost a third of their surviving members finding new residence in Oire.  They became heavily involved in erecting new shrines and temples to Imaera where their people hold the Goddess of Nature in high regard, praying and reflecting on her in their daily lives.  But the Green Sisters still began to rebuild in Talador, seeing the war-torn land not as a blemish to avoid, but instead as a wound to heal.  In modern day Talador, great revelry occurs in the month of Imaerasta where locals celebrate the marriage of Imaera and Eonak with an event called the Festival of the Land&#039;s Bounty.  For days, the citizens of Talador enjoy feasting, singing, dancing, and handfasting.  These ceremonies are commonplace during these annual events.&lt;br /&gt;
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Their symbol is of a green leaf on a field of gold.&lt;br /&gt;
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==Keepers of the Golden Key==&lt;br /&gt;
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In Connedale, in the Barony of Dragach, there exists a large Temple of Lorminstra nestled among the mountainous valleys of the harsh, cold region. Because of the proximity to the Dragonspine Mountains, the Temple faces survivable conditions in the summers and chilling dangers in the winter.  But it is in this place of worship, and almost eternal cold, that the Keepers of the Golden Key feel at home, ever surrounded by the natural display of the Goddess of Winter. &lt;br /&gt;
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The Keepers of the Golden Key are a solemn group of scholars, healers, and clerics, who pride themselves on their vast religious and philosophical knowledge and are ever willing to offer their restorative arts to travelers to and from the DragonSpine Mountains.  Connedale is a waystation for those braving the dangers and cold of the DragonSpine mountains, and more often than not, those adventurers never return from their journey.  The Keepers of the Golden Key hold regular sessions both in their Temple and at a smaller church within the city itself.&lt;br /&gt;
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Many Dragach citizens visit the Keepers when praying for those traveling into the mountains or even asking for prayers on their behalf to help Lorminstra guide their souls home if they are lost or never return.  It is because of this that many of the members of the Keepers of the Golden Key are treated with high regard and praise, as they are seen as not only healers and counselors of the flesh and soul, but also as having a direct line to the Goddess of Death and Rebirth, so that even if their loved ones perish, there is some hope that their souls will find peace.&lt;br /&gt;
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Every year in Connedale on the Eve of the Reunion, the Keepers of the Golden Key host an all day and night Ceremony of Remembrance to honor the lives of lost loved ones.  Each night during this ceremony, when the veil is said to be weakest before the Ebon Gate, the Keepers perform a great commune to the Arkati Lorminstra, and if the Goddess shows favor upon the region, then many spirits of the dead will wander down from the mountains, returning only for the night to share tales and be with their families once more.&lt;br /&gt;
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Their symbol is of a golden key before grey mountains on a field of black.&lt;br /&gt;
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==The Warlords of Kai==&lt;br /&gt;
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The Warlords of Kai are a relatively new group among the history of the Turamzzyrian Empire, not officially coming into existence until 5103 after the fall of Baron Hochstib and the end of the Jantalarian conquest.  After Hochstin&#039;s sister was appointed Baroness and the new ruler of Jantalar, the demilitarization of the region began almost overnight.  As funding for the military was downsized and recruitment was halted, many soldiers and knights among the Jantalarian army had little place to turn, and a majority of them had no family or profession waiting for them back at home.  Because of this sudden change, many among the Jantalarian army turned to a life of crime, raiding the areas between Talador and Jantalar, and some even joining up to become what is now known as the Murkwood Bandits. &lt;br /&gt;
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But not all turned to crime, despite having no family or job waiting for them.  Many ex-soldiers and knights lobbied the new Baroness to approve the creation of the Warlords of Kai, a group of lukewarm worshippers of Kai, who would be allowed to open a fighting arena in the capitol, pitting their own ranks against criminals, animals, and even captured monsters from the wilds. While many of the Warlords tout praise to Kai and even wear a silver-studded crimson sash in honor of the warrior Arkati, most of their loyalty lies to themselves, as the fighters have become ever prideful over the years.  But over the years, some among the Warlords have gained a genuine worship to Kai, thanking him for his protection in their battles within the arena and worshipping him for the skills and expertise they possess. &lt;br /&gt;
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As the success and reputation of the Warlords of Kai has grown, so too has their gladiators and arenas.  Over a dozen fighting arenas exist across Jantalar today, providing a suitable venue for ex-soldiers and even those seeking fame in combat.&lt;br /&gt;
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Their symbol is of a crimson axe on a field of silver.&lt;br /&gt;
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==The Grey Mystics of Yssian==&lt;br /&gt;
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The Yssian mountains run north to south in the region of Selanthia, separating shorelines to the west, and plains and hills to the east.  Many storms that move along the western coasts are buffered by these mountains, generally keeping the weather more moderate for the rest of Selanthia.  Settled into the depths of the Yssian mountain range is a stone monastery dedicated to Jastev, where a number of monks, scholars, and priests reside throughout the year, fully dedicating their lives to the worship of the Great Seer.  But chief among these residents are the four elders of the temple who many refer to as the Grey Prophets.&lt;br /&gt;
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Little is known of the birth of these Grey Prophets, as the earliest documents indicate they were all identical brothers, quadruplets born within minutes to their mother, a proud servant of Jastev, who had foretold her own death, but gave the ultimate sacrifice to bring her sons and prophets into the world.  It is suggested, because of the recorded history and the dialect of the scholar&#039;s writings, that this event occurred long before the Turamzzyrian Empire was formed and might have dated back to the early ages of the Kannalan Empire.  Nothing is known of the time between their birth and their ascension to influence within the temple or its founding. &lt;br /&gt;
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Despite the mystery of the legend behind their origins, the Grey Prophets have held great sway over the history of the Turamzzyrian Empire as it is rumored on many occasions an imperial ruler has gone to them, traveling into the great mountains to seek their guidance or warning before participating in a great undertaking.  The Prophets themselves were taken more seriously, and visited more frequently after the death of Emperor Bezzender in 4303.  It is said, but not proven, that Emperor Bezzender had sought the advice of the Grey Prophets about his plans to attack the Kingdom of Hendor, to which all of them warned him of doom if he chose to do so.  Despite their message, the Emperor pressed on and found only defeat when faced against Hendor, and months later, the Emperor and his heir are poisoned by House Lampion. &lt;br /&gt;
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Other such warnings throughout time were ignored, such as the eruption of Mount Ysspethos, which  resulted in the death of Emperor Chaston and his two daughters, and the mysterious death of Emperor Jasdurel, who some among his court claim was foretold a year before, and some claim he died at the hands of anti-imperial agents of the recently annexed Kingdom of Torre.  It is unclear at this time if Emperor Aurmont Anodheles has ever consulted with the Grey Prophets, but given that the Turamzzyrian Empire is in a state of peace with little to no focus on conquest and expansion, it is unlikely the devout Jastev followers would be called upon anytime soon.&lt;br /&gt;
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Speculation does surround the Grey Prophets&#039; identities however, as what small clues exist of their origin all indicate they were human.  That alone raises many questions about the longevity of their lives.  Some historians point out that the Prophets themselves are anointed by Jastev, thus making it easily explained that the divine hand of an Arkati can strengthen the mind and flesh of any mortal, making them last throughout the ages.  But there is another school of thought that persists.  The original Grey Prophets, while experts in the arts of divination, foretold of their own eventual deaths much like their mother.  To this end, the founding brothers took it upon themselves to secretly train hand-picked members within their own organization to eventually ascend to their position at the time of their deaths, indicating that over time, the actual Grey Prophets have changed.  This theory is embraced by many, as the Grey Prophets&#039; appearance is similar to one legend of Jastev, who has at times appeared as an old wizened man with a thick grey beard.  So it is, too, that these Prophets appear in such a manner, their heavy robes and thick beards providing an easy concealment of their features beneath.&lt;br /&gt;
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But while the Grey Prophets are the true power and head of the order, it is their servants that also carry out a very important role.  The Grey Mystics, as they are called, exist of many different ranges of age and skills.  Some are scholars who seek knowledge and the mastery of divination.  Others are artists content to be confined to their temple, surrounded by the teachings and truths of the Great Seer.  Others come on as great servants, devout in their worship of Jastev and loyal in their aid to the Grey Prophets, hoping to one day ascend to their position should the rumors prove to be true.  At times, Grey Mystics even depart from their mountain home, traveling the world to bring their gifts of sight and knowledge to others, as it is not uncommon for imperial citizens and even minor nobles to request their service.  However, the Grey Prophets themselves speak only to the ruler of the Sun Throne of the Turamzzyrian Empire, and rarely do they offer warnings unless asked.  It is because of this some have come to even call them the Grey Guardians, as their faith is bound to Jastev but their purpose seems bound to the kingdom of humans.&lt;br /&gt;
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==The Erudites of Fash&#039;lo&#039;nae==&lt;br /&gt;
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The city of Nydds is just south of a land full of hills that borders the Sea of Fire, and it is a city full of culture and an open embrace of foreigners and strangers.  It is considered to be the heart of knowledge throughout all of the Turamzzyrian Empire as it houses dozens of imperial colleges and even a satellite college of the Hall of Mages.  Because of this scholastic environment, people in the area are allowed more freedom than one might find in other areas of the Empire, as many feel knowledge and education rises above any ignorance of race.  But with all of that said, human superiority still exists, even if only as an undercurrent.  And, while elves and half-elves freely walk the streets and attend many of the colleges, they can never hope to rise to the same ranks as humans in the political structure.&lt;br /&gt;
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One of the largest colleges in Nydds is the Halls of the Patriarch, established to provide religious education for those aspiring to join the Church of Koar.  It was founded by the Patriarch in the time period of Emperor Rallick II, and a special tax was ordered to help support the endeavor.  In 4918, Lelandri, a young priestess of Koar, had excelled in her studies at the Halls of the Patriarch, gathering with her a small following who would attend weekly meetings and seminars with her, many of them in secret.  Over time, her name became well known, and the secrecy of her education sessions with fellow peers began to circulate.  The Headmaster of the Hall had sought to investigate, as the college&#039;s education was the rightful job of the instructors, and they could not allow any deviation.  While students studying with students was not forbidden, it certainly needed to be managed.  The Headmaster was then later shocked to learn that it was not Koar&#039;s Light that Lelandri had been preaching to her fellow students, but instead she was now a professed follower of Fash&#039;lo&#039;nae, the God of Magic and Forbidden Knowledge. &lt;br /&gt;
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Lelandri was immediately expelled from the college for her conversion to Fash&#039;lo&#039;nae, but no other punishments were brought against her.  In Nydds, diversity and knowledge were supported and heavily fostered, but the Halls of the Patriarch would not be used as a secret location to spread faith in the Grandfather.  So it was that when Lelandri went peacefully and without asking, nearly three dozen students left with her.  With no official academy to now call home, Lelandri led her seminars all throughout Nydds, even occasionally traveling to Waterford, where she always held meetings in libraries, regardless of their size, or those in attendance.  It was out of this movement that the Erudites of Fash&#039;lo&#039;nae were born.&lt;br /&gt;
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Since their founding, the Erudites have grown in size and reach, small pockets of the faithful scattered all throughout the Turamzzyrian Empire.  There is truly no one center location for the Erudites anymore, as knowledge is best when explored and shared, and so it is often that members of the Erudites travel more than anything.  However, the heaviest population of their order still remains within the walls of Nydds, where some members still hold monthly seminars throughout libraries in honor of Lelandri&#039;s memory.&lt;br /&gt;
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Lelandri herself disappeared some fifteen years later, as her and her elven lover left on a voyage out of Seareach to travel beyond the Western Sea in search of surviving remnants of the Ashrim culture.  Whether their mission was successful or not, neither of them returned.&lt;br /&gt;
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Despite their seemingly good natured goals of education and knowledge, the Erudites are not immune to controversy.  A number of their members have gotten in trouble over time, some having even suffered imprisonment in imperial cells for their dangerous methods of research.  In addition, in recent history a firestorm of rumors have circulated surrounding the Erudites of Fash&#039;lo&#039;nae, many suggesting that some within their ranks are actually Faendryl elves, using the magic of illusion to conceal their true identities.  Some in Nydds have no qualms with this, since they argue knowledge transcends race and blood, but others worry it may all be an elaborate dark elven conspiracy to infiltrate a segment of imperial life or even jeopardize the greatest educational center in all of the Turamzzyrian Empire.&lt;br /&gt;
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Their symbol is a stylized yellow flame on a field of grey.&lt;br /&gt;
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==The Maidens of Ivas==&lt;br /&gt;
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In the fairly ordinary and uneventful barony of Oire, the Villaunne family maintains a long history of fair rulership, and the most well known thing about the region besides their famous wines is their ability to avoid the manipulations and trappings of the political landscape that plagues many of the other nobles and imperial lands.  However, that is not to say the Villaunne does not have their share of sins, regardless of how small in comparison to the rest of the Turamzzyrian Empire.  While unproven and never acknowledged by the Villaunne family, it was decades ago that the then Baron&#039;s wife was discovered to have been an adultress, caught in affair with one of the Baron&#039;s own maidens in the keep.  In a fit of rage, the Baron was said to have murdered his wife, and would have done the same to the maiden had she not escaped in the chaos.  The official statements indicated that the Baron&#039;s wife had grown ill and unfit to make public appearances, and weeks later, she died from the sickness.  But few in Oire believe the story, and taverns and small farmsteads were ripe with gossip regarding the wife&#039;s infidelity and the sultry maiden.  But nothing was ever confirmed, and any and all investigations into the matter were covered up.  Years later, the Baron himself took his own life, his young son inheriting the baronial throne and working hard to put the lives of Oireans first and foremost.  The people of the barony found these efforts to their liking, and the brief stain on the name of the Villaunne family was soon forgotten.&lt;br /&gt;
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A wealthy merchant from Vornavis had sailed the western seas for a majority of his life, for the sea had always held his heart in more ways than the coldness of his wife and their bed back home ever could.  He had never sired children, the spark of his once passionate marriage flickering into smoke as his wife, after the passing of her father, grew distant and forlorn.  The life of a sea captain&#039;s wife only made her loneliness even more surmountable.  But while the merchant sailor held a deep love for the sea and his trade, he would one day become enraptured in the arms of a lover deep in the dark halls of a brothel in Brisker&#039;s Cove.  He fell madly in love with the seductress, her body covered in majestic ink, each mark holding a story she would recount to him as they lay naked after each tryst.  Her hair was a deep color of seaweed, and for him, she always smelled of the ocean.  The captain had found his true love, a woman who embodied the passions of his life at sea, and generously fulfilled the desires of his flesh.  So it was that one day when his crew stopped for the night at Brisker&#039;s Cove, he returned to the brothel as was his routine, but he also begged for the green-haired woman&#039;s hand in marriage, to sail by his side as the beautiful pearl that had captured his heart.  The woman refused to accept his proposal until he returned with the heart of his wife, claiming she could not trust in his loyalty until the strings another woman once held were severed.  Weeks later, the merchant captain returned to Brisker&#039;s Cove after tragically murdering his wife in Vornavis, carving out her heart and bringing it as his act of loyalty.  When he arrived back at the brothel, he learned that the green-haired woman was gone.  The guilt of the murder and the sting of the double betrayal is said to have caused the captain to drown himself, still clutching the heart of his wife before succumbing to the depths of the sea.&lt;br /&gt;
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These are the beginnings of the Maidens of Ivas, two women of no connection outside of their worship of Ivas and the long string of victims they created throughout their lives.  It was by a chance meeting in The Swale that they became aware of each others&#039; existence, and their alliance--tho some dare say relationship--was born.  From these two women spawned a history of Ivas worship and converts, as their arts and pleasures expanded, especially along coastal cities and ports where their talents thrived.  As the Maidens grew from two to twelve to thirty to a hundred, so to did their depravity.  Many brothels operating within seedier towns of the Turamzzyrian Empire are owned, or at one time had some ties to, members of the Maidens of Ivas.  Some have not been content to the confines of pleasure houses and so many have set about traveling the lands, sometimes in large caravans.  It is not unheard of for them to be spotted amongst the camps of imperial soldiers during times of war and other conflict.  While many of the Maidens of Ivas do not resort to murderous results like their founders, there are always some who push their devotion to the next level.&lt;br /&gt;
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==The Sheruvian Order==&lt;br /&gt;
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Never far from the sleeping minds of innocents lies the horrors of nightmares, seeking power from their fear and pleasure in their crippling anxiety.  The Sheruvian Order has no recorded time of history within the Turamzzyrian Empire, and many say they existed in imperial lands long before the fall of the Kannalan Empire.  So in truth, it stands to reason that as the light of the Sun Throne expanded, it was in the shadows that the Sheruvian Order already existed.  It is because of this alone that some claim is cause for the zeal of the Sheruvian Order within the Turamzzyrian Empire.  To their thinking, these Sheruvians see their order, members, and methods to be the truest form of worship to their Arkati, the Bringer of Terror.  They are cold, calculating, and cruel, matching the attributes said to be powerful in the God of Nightmares himself.&lt;br /&gt;
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This overzealous behavior has caused the Sheruvian Order to suffer no one else among their faith as equals. Throughout history, the Sheruvian Order has found numerous allies among followers of Luukos, Mularos, and even Marlu on occasions, but when faced with competition from other Sheruvian cults, they do not tolerate their existence.  There is only one voice for Sheru among the Turamzzyrian Empire, and when any other voice rises, it is soon silenced or joined to theirs.  It has always been the goal of the Sheruvian Order to spread their influence and ultimately serve Sheru in ushering in horrors, and because of this, many in their ranks have sought after positions of power or bending the ears and wills of those who held them.  There lies no greater opportunity to bring about terror than from a position of authority.&lt;br /&gt;
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Rumors among imperial historians often point to a number of rulers, even among minor families, who may have had decisions and decrees influenced by the subtle whispers of the fear-mongering Sheruvians.  But the Sheruvian Order has not always known great times of power of influence, and for a time, they suffered during the aftermath of the First Elven War in 4610 when dozens of new Sheruvian sects seemed to spring up overnight, their own message being lost among the new sea of voices.  But true to their cause and rigid faith, the Sheruvian Order turned inward, focusing not on the fostering of unbridled fear, but instead of maintaining their place among the echelons of their god. &lt;br /&gt;
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To this end, the Sheruvian Order mobilized their forces in 4611 and essentially led an underground war against other non-controlled Sheruvian cults, systematically hunting them down and forcing them into assimilation or crushing them.  Regardless, both tactics resulted in terror, fear, and the things of nightmares, so their dedication to Sheru suffered not.  The unification lasted for three bloody years, and often the conflicts would spill into the streets of imperial towns, most notably in places like Tamzyrr, Elstreth, and even Idolone.  When the dust of the conflict settled, the Sheruvian Order had been wounded, but stood victorious, annihilating a number of their competition while bringing in some to their ranks.&lt;br /&gt;
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In present day, there has been little headway made by rival Sheruvian cults, allowing free reign of the Sheruvian Order to continue to dominate within the shadows of terror that reach all corners of the Turamzzyrian empire.&lt;br /&gt;
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==The Luukosian Order==&lt;br /&gt;
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Cradled in the shadows of Tamzyrr lies the ancient Luukosian Order, whose power and reach have grown in parallel with the Turamzzyrian Empire&#039;s own expansion.  Since the dawn of the Sun Throne, there has been, and always will be, those whose ears are more easily swayed by the silk whispers of the shadows, the honey-coated promises of power, influence, and wealth. Behind each string lies the followers of Luukos, the Eater of Souls.  Perhaps it is by happenstance or careful manipulation that a handful of changes of power have come about in the history of the empire as a result of the deadly poison Luuksian deathwort.  In 4307, House Lampion poisoned Emperor Bezzender and his heir with the deathwort.  Again in 4832 Selantha II narrowly avoids death by the poison, but her son Morlan is not as fortunate when his drink was laced with the substance.  Again in 5074, the Southern Sentinel Marcus Calquinor marshals imperial forces to battle the undead minions of the Horned Cabal, but he is assassinated and in the ensuing chaos, the undead armies nearly overcome the defenders.  In time, it is Luukosian cultists who are assumed to be behind the murder, but no proof is ever discovered.&lt;br /&gt;
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Even in most recent times, in the year 5103, Empress Mynal&#039;lyanna was assassinated in Solhaven by a bolt covered in Luukosian Deathwort, and even that same year when Baron Hochstib lost control of his conquest and suffered many defeats, it is said he called upon Luukosian followers to help him infuse his body with Mandis Crystal shards by conducting mass killings in a series of dark rituals.  Some rumors even persist that part of the reason for Empress Mynal&#039;lyanna&#039;s death was that she refused to follow commands by the Luukosian Order, who had originally helped place her on the Sun Throne after the mysterious deaths of her siblings, freeing her to be the only surviving heir to ascend.&lt;br /&gt;
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The dangers the Luukosian Order present do not end with the nobility and their people, as many suggest that within the very Church of Koar itself there has slowly been corruption taking place.  While it is unknown if this is true or how far their reach may go, it is becoming more and more common for some to believe that there are pockets of high ranking clergy throughout the Church of Koar that are secretly agents of the Luukosian Order, using their position and power to further spread the Serpent&#039;s mission of lies, betrayal, and death.  Over the years, proof of the cult&#039;s expansion has been unearthed by members of the Order of Voln or other Liabo organizations as they seek to uproot the underground Luukosian cells throughout the Turamzzyrian Empire.  It is believed there exists dozens of smaller sects with a few powerful underground strongholds in areas such as Tamzyrr, Vornavis, Jantalar, and even Elstreth, a place where they seek to help overthrow the efforts against the Horned Cabal.&lt;br /&gt;
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==The Sand Snakes==&lt;br /&gt;
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Tseleth was once human, and a member of the Order of the Dreamwalkers, which he shamefully abandoned after facing a defeat at the hands of Indhis, the Red Dreamer, and at the time, a fellow Dreamwalker.  In response to his cowardice, Ronan cursed the human and forced him to wander the sands of the Sea of Fire, doomed to live an eternal life of torment and exile. It was in that place that Tseleth came upon the ruins of Bir Mahallah and underwent a dark transformation that resulted in him becoming a spirit eater for Luukos, the Father of Lies.  It was during this time, as a new servant to Luukos, that he used his powerful artificer powers to create living and animated constructs out of the dead and their souls.  His most famous creation, his lieutenant, was an abomination known as Athamael, who would later play a critical role in Tseleth&#039;s temporary demise before he was later resurrected as a lich by the Luukosian Morvule.&lt;br /&gt;
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But during Tseleth&#039;s time in the Sea of Fire, he formed a following of fellow Luukosians, comprised primarily of Tehir.  Over time, these so-called Sand Snakes become an eerie conglomerate of both living and undead, and while recent reports have shown Tseleth&#039;s activity has taken him away from Bir Mahallah, it is said the Sand Snakes still exist today, lurking in the depths of the Sea of Fire.  This truth is confirmed by imperial scouts, and even Tehir traders who tell of twisted, soul draining Tehir that dwell near the Lost City.&lt;br /&gt;
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==The Southern Order of Voln==&lt;br /&gt;
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The Southern Order of Voln is in fact a handful of monasteries in the south region of the Turamzzyrian Empire that have united under an agreement known as the Righteous Indenture, which came into effect in the year 5024 shortly after the conflict and tragedy surrounding the Battle of Skyreach.  These monasteries in the south have all been aligned with the Grand Master of the House of the Paladin in Elstreth, and both respect and adhere to his orders and requests. This unification was created to allow for better cooperation and a more efficient response to the dangers posed by the Horned Cabal.  Much of its premise and focus is centered more on military action, both offensive and defensive, against the darkness of the Horned Cabal, and spend less time focused on theological matters.&lt;br /&gt;
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The Southern Order of Voln, more of a conglomerate of monasteries bound with one unified goal and voice, have found great success in recent times in their efforts against the Horned Cabal and have been heavily praised and funded by the Chandrennin family in Aldora.  It is said that more imperial youths are signing up for service among the Southern Order of Voln, at three times the rate of those enlisting in the imperial armies.  Because of this, many think the Chandrennin&#039;s have a heavy sway with the direction of the Southern Order of Voln, but many will argue it is in fact the reverse, that the Grand Master of the House of the Paladin is one of the most powerful and influential men in all of Aldora.&lt;br /&gt;
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==The White Fists==&lt;br /&gt;
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The House of the Paladin is the largest Voln monastery in the southern empire and is housed within the Duchy of Aldora in the capital city of Elstreth.  It&#039;s prime benefactor is the Chandrennin family, where the Duke himself has placed heavy focus and contributions to the order.  There is no greater enemy to Aldora than the Horned Cabal, and no greater ally than the Order of Voln. While the House of the Paladin operates as both a center for research and training, it too has facets created to help physically combat against the undead and darkness of the Horned Cabal&#039;s armies.  One specific, more well-known branch, is that of the White Fists, a group of zealous Voln monks mostly comprised of Halluckites and a few Dandrellians.&lt;br /&gt;
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Because of the scale being tipped towards the philosophical position of the Halluckites, the monks of the White Fists face not only combat against the undead minions of the Horned Cabal, but their goal is also to target the living supporters of the Lornon Arkati such as Luukos and Sheru.  Their belief is that to release the undead merely peels bark from the tree, while vanquishing those who do the service of the dark gods strikes at the roots.  While some of the House of Paladin do not necessarily subscribe to that concept as the White Fists, they still tolerate the existence of their more militant brothers, for Lord Voln blesses all of their endeavors equally.&lt;br /&gt;
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It is said that Duke Chandrennin is heavily influenced by the Grand Master of the House of the Paladin, which has allowed Chaston&#039;s Edict to become almost non-existent throughout Aldora, and tolerance for non-humans has spread due to the Order of Voln&#039;s work in the region.  It is because of this acceptance and righteous mission that orders such as the White Fists have grown in number over recently years, as non-humans have found a new home in service to the fight against evil.&lt;br /&gt;
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Their symbol is of a white fist on a field of black.&lt;br /&gt;
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==The Solacebringers==&lt;br /&gt;
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The Halls of Solace is the primary center for knowledge and research in all matters related to the Order of Voln.  Over the ages, nestled away in Nydds, the Halls have become an immense library where young and old followers of Voln alike come to become educated in both their faith and their purpose. It was also the largest depository of original works from the founding monastery at Kedshold, before it was destroyed by imperial troops during the Kannalan War.  Generally, when a question of knowledge is discussed amongst the monasteries, the Grand Master of the Halls of Solace is given the most deference.  But knowledge, like true life, does not grow if not nurtured.&lt;br /&gt;
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Out of the Halls, an order of scholars and healers were founded, aptly named the Solacebringers, and sometimes among the more devout, referred to as the Sons of Fasthr. They exist because of what transpired at Fasthr&#039;s Monastery, and of the Order&#039;s need to preserve and expand their knowledge that was originally split from the old ruins, a majority going to the Halls of Solace, and other caches of tomes and research ending up in Fairport and the region where Highmount is today.  These Solacebringers, in fact, spend very little time in the Halls.  Instead, they are assigned to scouring the world, seeking out lost knowledge regarding their order and faith wherever it might have scattered. In addition, their travels afford multiple opportunities to heal and preach, bringing comfort to those who seek it, while also educating them on the truth of the Order and its crucial role in the events of the world today.  It is through their pursuit of lost knowledge that they solidify their faith, and it is by their words and healing arts that they expand it.&lt;br /&gt;
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Their symbol is of a white tree on a field of black.&lt;br /&gt;
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==The Battle Dancers of Leya==&lt;br /&gt;
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The Battle Dancers began as a group of skilled warriors and monks, many experts in small blades and martial arts.  They sprung up out of the need of defenders within small rural communities on the outskirts of Tamzyrr, where imperial soldiers rarely visited, and in the time of conflict, they were slow to respond.  Bandits, and even monster hordes, continued to be a problem during this time, and so many who felt a connection to the lesser spirit Leya formed together to provide a much needed resistance to these thieves and savages.  Over time, as these enemies dwindled and the reach of imperial might expanded, the original purpose of the Battle Dancers was rarely needed.&lt;br /&gt;
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Not ones to become accustomed with complacency, the Battle Dancers had already gained a reputation for their highly regarded skills in combat, and so over time, more and more became increasingly invested in entertainment events.  Presently, most of the Battle Dancers of Leya provide more ceremony than true combat, showing up at many imperial festivals and performing great feats of combat and dancing.  But this is not to say they are in any way weak, as each Dancer still possesses a honed sense for fighting, and it is very common for them to find themselves at the defense of those unable to protect themselves. &lt;br /&gt;
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Because of their most recent success over the years as entertainment, the Battle Dancers of Leya have sprung up in other locations throughout the Empire and have gained popularity in places like Vornavis, Chastonia, and Hendor.&lt;br /&gt;
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Their symbol is of an ivory shield on a field of deep blue.&lt;br /&gt;
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==The Reeds of Jes&#039;Tamaline==&lt;br /&gt;
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Aptly due to its name, Barony Riverwood has no shortage of winding rivers that criss-cross along the entire wooded region.  The area is plush, filled with plentiful game and resources, and the harshness of winter is never long and always mild.  There is a legend among those in Riverwood, of a local spirit named Jes&#039;Tamaline.  It is said that ages before the first town in the barony was founded, there existed a dark plague on the land where all streams and lakes were turned foul and poisonous.  Many of the denizens of the woods and small hamlets anguished, some in silence, and some with great crying voices, but all consumed with their own suffering.  Rumors insist that one lone hermit did not weep for the boils and diseases of the people, but instead wept for the dying of the forest itself.  Some claim that the Goddess of Nature, Imaera herself, had intended the plague to run its course, to allow the natural order of events to occur until the grief of this hermit both got her attention and moved her.  The hermit was alone when she died, her last breath given in her countless care of the forest, where her body fell upon blemished land, her lifeless frame mere feet from a river turned black and brown with death.  Because of her service and compassion to the world around her, Imaera was gifted the soul of the hermit by Lorminstra.  In turn, Imaera release the soul, giving birth to the nature spirit of Jes&#039;Tamaline, who was now gifted with immortality to forever watch over the wilderness that she loved.&lt;br /&gt;
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There is no proof of Jes&#039;Tamaline&#039;s existance, but history tomes do indicate a great plague that once ravaged the lands before Riverwood was formed, and in them lies no explanation for how the rot came to an end.  This alone is more than enough evidence many citizens of Riverwood need to claim Jes&#039;Tamaline is real, as it can be explained that through her rebirth and guidance that the lands were freed of their blight and offer the rich landscape that the barony now possesses.  While many pay regular homage to the spirit of Jes&#039;Tamaline and share a certain respect of nature, there exists a group who call themselves the Reeds of Jes&#039;Tamaline that take their service to another level.&lt;br /&gt;
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The Reeds are a mix of all ages, and it is not uncommon to see a few elves, sylvans and half-elves among the humans in this group.  Many of them, in fact, still worship other Arkati but have dedicated their time and lives to the importance of Jes&#039;Tamaline&#039;s mission.  These men and women have no houses or owned land within towns and cities, but instead live in small pockets of makeshift homes along the edges of rivers or nestled into the many plush groves throughout the woodlands. Some travel and dwell alone, others exist in smaller communities in the wild.  They are not political in nature, and much like the legend of Jes&#039;Tamaline, they care less for the plight of the citizens, and more for the safety and nourishment of the land around them.  To this end, the Reeds are known to be peaceful until the forest and rivers that are their heart and soul are threatened.&lt;br /&gt;
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In 5049, a nobleman in Riverwood had undergone a hefty investment to start up a massive logging operation that would have seen hundreds of miles of woodland destroyed for the profit of exports to other provinces.  Two days before his operation went live, the nobleman went missing from his house, his fate never discovered.  Some say that it was the constant threats from the Reeds of Jes&#039;Tamaline that finally gave him cold feet, and he fled the area.  Others claim those same threats bore fruit and that, in the middle of the night, the Reeds kidnapped the nobleman, killing him and burying his body within the depths of the woods, never to be found.  Regardless, the disappearance of the main investor caused the logging operation to close down within a week, and the forest was saved.&lt;br /&gt;
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In Riverwood, there is an understanding among many of the merchants and nobles.  The land is seen as bountiful, but it must be protected and replenished. While some lumber extraction does occur in Riverwood, it is always controlled and done within reason, while equal actions are taken to ensure the land is rebuilt.&lt;br /&gt;
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==Xshitha Raamaani==&lt;br /&gt;
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The Sea of Fire is home to an unusually high density and variety of spirits.  Amongst these are the jealous spirits - raamaani - many of which, though not all, are known to outlanders as the undead.  While most Tehir know how to deal with raamaani, rarely is combating them a full-time pursuit.  Most spirit-callers and warriors have numerous responsibilities to their tribes and families, such that they cannot devote themselves exclusively to the hunting of hostile spirits.  There are those select few tribesmen, however, that do make a passion of such work, and these spirit hunters are known as the Xshitha Raamaani, literally, &amp;quot;Those Who Fight Jealous Spirits.&amp;quot;&lt;br /&gt;
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Those outlanders who are familiar with Voln and the teachings of his monastic order would see the Xshitha (singular: Xshithi) Raamaani as kindred spirits, and the Spirit Hunters would likely view the order of Voln in the same manner.  Their goals and abilities are essentially the same, although there are key differences within the cultural and religious frameworks surrounding the two groups.&lt;br /&gt;
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The ability to harm the unliving with the very touch of one’s body is especially revered amongst the tribes, and the art known as An Khesra - &amp;quot;Hand Memory&amp;quot; - is very similar in effect to the unarmed fighting style of the Voln monks.  The name of the art is derived from the tribal notion that harming the undead is synonymous with reminding them what it was like to be alive, thus making the undead vulnerable once more to what the living were. Thus, &amp;quot;Memory&amp;quot; in this context, is similar to what outlanders know as &amp;quot;Blessing.&amp;quot;&lt;br /&gt;
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Unlike the Voln monks, the Xshitha Raamaani do not belong to a unified order. They are scattered amongst the tribes, and most have their own training methods that a Spirit Hunter from another tribe might not recognize at all.  A tribe may have only one or two Spirit Hunters who pass their secrets down to a select few apprentices, and most never leave their Tribes to share this information with others.  Thus, the method of advancing along &amp;quot;steps&amp;quot;, as a Voln monk would understand it, is typically proprietary to a particular Tribe.&lt;br /&gt;
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Also, the Xshitha Raamaani do not frame their conflict with the undead as part of a larger conflict between pantheons of Arkati.  Not all desert tribes recognize the Arkati as outlanders see them, and even those that do, don’t always organize them along the same lines. Though the powers of a Spirit Hunter are roughly the same as one might find in the repertoire of a Volnite, often it is local/tribal spirits who grant this power rather than the Liabo Arkati.  These spirits require their own unique tasks in return for their favor, and their reasons for doing so can vary wildly.  A local spirit of the Sea of Fire may have a personal vendetta against undead, or it may wish to protect the tribe that honors it, or it may simply not care about anything but its own power and views the Spirit Hunter as a means for increasing its worship and prestige.  There can be differences on the Spirit Hunter’s end, as well.  While he depends primarily on the spirits involved and their relation to him and his tribe, often the Xshitha Raamaani views the attaining of these powers not as &amp;quot;dedication&amp;quot; to the spirits granting them, but rather as bargaining with them.  It is more of a transaction between two equal parties than devotion to a higher being and its beliefs.  The high density of spirits in the Sea tends to make the Tehir simultaneously more spiritually aware and more jaded and practical towards interaction with spirits than the typical outlander.&lt;br /&gt;
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In addition, those Arkati that outlanders see as central to their conflict are often seen differently even by those Tehir that recognize them.  Luukos is perhaps the most prominent example.  Not all Tehir view him or his manifestations as inherently evil (though most wouldn’t consider him particularly friendly or trustworthy either,) and there are those who connect him with the First Serpent, a legendary snake of enormous size that is said to dwell in or around Bir Mahallah, considered by some to be an instrument of vengeance against those who wrong Creation.&lt;br /&gt;
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There is no dedication amongst the Xshitha Raamaani to the releasing of all undead. For the most part, they are interested in opposing only those Jealous Spirits that threaten them or their tribes and families, as there are some undead that are not Jealous Spirits, and some that have even allied with certain tribes.  The Spirit Hunters also do not see all cursed souls as worthy of release and redemption.  There are those they believe fully deserve to spend eternity tormented, roaming without rest or peace.  Unless personally threatened by such a jealous spirit, most Hunters will not make any effort to free it.  The Voln sanction against all undead is looked upon with derision by many tribesmen, seen as an overly simplistic view of the nature of undeath and the variety and hierarchy of spirits.&lt;br /&gt;
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Aside from these doctrinal differences, however, there are more similarities than not between the Order of Voln and the Xshitha Raamaani, and it’s unlikely that even the most zealous members of the two groups would ever do more than argue philosophy over ale or khava.  In fact, it is not unheard of for Spirit Hunters outside of the Sea of Fire to be accepted into the ranks of Voln’s monks that they may assist each other better.  Much like the mortal members of the groups, their various patron spirits rarely come into conflict either, and many of the powers they grant are effectively interchangeable.  Xshitha Raamaani who are adopted into the Order typically have no problem also adopting its terminology in the interest of facilitating communication.  When describing the throws and grapples of their art, An Khesra, to an outlander they may refer to &amp;quot;Charl’s Throw,&amp;quot; even though many Tehir in the Sea of Fire have barely any conception of ocean-related spirits, and certainly wouldn&#039;t be seeking one out for its favor.  It’s simply easier to adopt the terminology than to try to explain the differences when the effect is much the same.  Not many outlanders would care to know that the particular Tehir learned his art from his Tribe’s patron spirit, a being whom they&#039;ve never heard of and whose name an outlander might not even be able to pronounce.&lt;br /&gt;
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=Unlawful Organizations=&lt;br /&gt;
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==Gallard&#039;s Guardians==&lt;br /&gt;
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Built on the edge of the massive Wyrdeep Forest, Gallardshold is a stronghold that has a small military garrison with the assignment of protecting the woodcutters, trappers, and other hunters of the area to secure the region&#039;s timber business. Even as human superiority seems to be on the rise in some areas of the Turamzzyrian Empire, it has significantly lowered in Gallardshold where Baron Caulfield and his family enjoy a relative peace with the independent elven communities of the Wyrdeep Forest, as well as many beneficial trade agreements between the races.  In fact, in some areas of Gallardshold, elven culture has bled through, providing a slow mixture of styles. &lt;br /&gt;
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However, despite the peace and relaxed view of Chaston&#039;s Edict, there still exists an undercurrent of racism in some hearts and minds of citizens within Gallardshold.  Because of this, there exists two forms of demonstration -- one in support of the elves, half-elves, and sylvans of the area, and one that displays their opposition.  Some townspeople wear a single hawk feather braided into the right side of their hair to show their support of the elves of the Wyrdeep and how they should be exempt from the cruelty of Chaston&#039;s Edict.  Those who do not support this belief, or the elves, wear a white leather bracelet around their left wrist.  While there exists a difference of opinions, there has been relatively no violence until more recent times.&lt;br /&gt;
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Somewhere in the summer of 5099, a group of unnamed half-elves began to strike out at citizens in Gallardshold who openly wore the white leather bracelets to demonstrate their support of Chaston&#039;s Edict.  At first, these series of attacks were thrown at the feet of the elves of the Wyrdeep until masked half-elf citizens of the town came forward, taking credit for the attacks and declaring they would continue until all racism was washed out of the city.  Shortly after their announcement, many of the townspeople came to call them the Gallard&#039;s Guardians.&lt;br /&gt;
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The anti-Chaston Edict group of half-elves have seen their numbers rise over the years, even if some refused to join in on attacks.  Many provided shelter, weapons, even intelligence to these so-called freedom fighters who only sought to bleed the intolerant.  Because of that, the outcry of those wearing the white bracelets have ebbed and flowed, often times turning the streets and taverns of the city into bloody brawls, and sometimes the attacks have led to murder on both sides.  Baron Caulfield has been able to do little to help put the conflict at rest, as Chaston&#039;s Edict remains a law of the Turamzzyrian Empire, and while the Baron may be able to get away with ignoring it, he would be unable to officially make any laws or take specific actions against it without endangering his own position.&lt;br /&gt;
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==The Bayrunners==&lt;br /&gt;
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Pirates.  Anti-imperialists.  Freedom fighters.  Bayrunners. They&#039;ll answer to every one of those and never offer an apology for it.  They don&#039;t often talk of their beginnings, but some locals insist the first operation of the Bayrunners, before they even called themselves such, was around 5022.  It is said a number of them may have once been river pirates who had been successfully run out of River&#039;s Rest during the Smuggling War after the Great Cataclysm, and some of the original founders were said to have been descendants of native Resters who were displaced by the imperial colonization program centuries before.  Whatever the case, their blood is Torren, and their mission is wealth at the cost of the Turamzzyrian Empire.  While many citizens of the County of Torre peacefully live their lives under imperial rule despite not being overly pleased with it, they do so in relative peace.  The Bayrunners are a stark contrast to that, seeing the Turamzzyrian Empire as an oppressive boot on the throat of the once great Kingdom of Torre, and while they may not be able to defeat it with force and fire, perhaps they can enjoy victory by striking their purse strings.&lt;br /&gt;
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The Bayrunners are celebrated as heroes by some in River&#039;s Rest, even in Fairport, where their piracy throughout Maelstrom Bay and the surrounding Western Sea is well-known, and by some, well-appreciated.  But the Bayrunners, while a constant thorn in the side of the Empire and its naval fleets and merchants, take certain actions to help win the hearts and support of the people who dislike imperial rule.  Over the years, Count Claybourne and his family have tried many different strategies to help combat the Bayrunners efforts, and to their credit, many of these attempts worked, but a majority of them only showed results for the short-term.  The Count and other justice officials have been unable to gain any long term advantage over the Bayrunners, and there have been no large accomplishments towards their defeat.&lt;br /&gt;
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Because of this constant conflict with no victory in sight, many merchants who utilize Maelstrom Bay have began to budget what they call &amp;quot;The Bay Tax&amp;quot; into their financials, as there seems to be no easy way to avoid the piracy, and certainly not doing any business is not good business.  Tragically, many of these merchants make up the difference in their losses by increasing prices locally, ultimately having an adverse effect on the citizens of the region.  The irony is not lost on the Bayrunners, who understand their piracy increases costs for the citizens they claim to be helping, but overlook it by arguing that in the big scheme of things, their operations save more money in the end, especially if one day they are successful enough to break free of the chains of the Sun Throne.&lt;br /&gt;
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==The Red Hats==&lt;br /&gt;
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In 4417, the Kingdom of Torre was annexed by the Turamzzyrian Empire.  In laws, in land, and in claim, the Sun Throne now ruled above the new County of Torre.  But the greatest piece of Torre was absent as a result of the annexation, and that was the hearts and minds of its people.  A nameless man, his birth and race lost to the passing of time, dared to defy the loss of Torren pride and independence during the ceremony of swearing an oath from the County to Emperor Jasdurel Burzost.  It is on the salt-stained cobbles of Fairport where the Red Defender, so aptly named that day, he openly declared opposition during the ceremony, even moving towards the procession.  Whether his intentions were murderous or not, it was the crossbow bolt of a Torren guard that sunk into the side of his cheek, sending a spray of blood onto his dusty white hat before both it, and he, collapsed to the ground.&lt;br /&gt;
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While the Royal Torren Guard is well known for their lack of imperial sympathy and refusal to obey many of Turamzzyrian laws, it is the action of one of their own on that day that gave birth to the Red Hat Movement.  From that day forward, the Red Hats sparked to life.  They saw themselves as a true rebellion, and that the fact that the loudest voice of dissension was silenced by a Royal Torren guard, only lent credence to their message that the guards were not their allies and just another puppet of the Sun Throne.  While the movement has seen its membership rise and fall over the ages, there has never been a shortage of sympathizers to their cause, consisting of fair, law-abiding, but freedom supporting individuals, who have on numerous occasions provided information and shelter for suspected Red Hats.&lt;br /&gt;
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For a brief period of time during the Turamzzyrian resettlement in the County of Torre, nobles from Tamzyrr, on becoming aware of the Red Hats, established a pseudo-society branch of the group.  The members of the society gained admittance after engaging in some form of petty theft or crime, though some members developed notorious reputations for their thefts over the time of their membership.  The original Red Hats deigned to allow the showy version of their brotherhood to continue for the purpose of infiltration of the Turamzzyrian outsiders and to glean intelligence which was used against the rich who played at being criminals.  As the Turamzzyrians inter-married with Fairport&#039;s existing nobility, the native Torren nobility&#039;s own reflections on such criminal behavior rubbed off, and membership in the false brotherhood tapered off until it became an embarrassing fact of one&#039;s ancestors.&lt;br /&gt;
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What once began as the idea of freedom fighters, the Red Hats are very much now a criminal organization and no longer confined to Fairport.  Their philosophy is now to reject imperial oversight and rule, not just over Torre. Their hands are in a number of smuggling operations and thieves&#039; guilds throughout Fairport and its surrounding areas, and they use their resources and agents to constantly undermine the efforts of imperial soldiers.  This sometimes puts them at odds with the Royal Torren Guard, who may like to look the other way, but in some cases, they cannot.  While the Red Hats serve their own agenda, which rarely is aligned with the Turamzzyrian Empire, there have been occasions when external, or even internal threats, have forced these two sides of the coin to work together.  Most recently in 5114, a gathering of krolvin fleets waged a long war against the Empire, ravaging cities and ports up and down the western coastline.  In fact, the krolvin victorious continued to mount, which resulted in the Fall of Fairport where the krolvin had completely overrun the city, nearly destroying the Tower of the Sea Princess, and began to slowly build a new foothold on imperial soil.  It was the gathered might of imperial reinforcements dispatched from other provinces, in addition to the strategic strikes and intel provided by the Red Hats, that ultimately led to Fairport being reclaimed and the krolvin pushed back to sea. &lt;br /&gt;
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Of course, in the aftermath of the conflict, all returned to normal with the Red Hats continuing to operate in the shadows of western coast, their voice and actions serving as an ever-constant torch of defiance against imperial dominance.  To wear a red hat is to have a friend in almost every port in the Empire.&lt;br /&gt;
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==The Hedgewizards of Mestanir==&lt;br /&gt;
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The northern town of Mestanir was founded in 4883 near a powerful religious site known as the Crown of Koar, which would become a great beacon for many pilgrimages over the years.  By 4897, Mestanir not only became a well-known Barony for its holy followers of Koar, but it also became a hotbed for practitioners of the arcane arts.  The Hedgewizards of Mestanir came into existence around this time, and are less-structured than any organization within the Turamzzyrian Empire.  In fact, the Hedgewizard title itself is most often used by those not of Mestanir, or of town officials, who condemn the unregistered wizards and sorcerers.  Centuries before 4565, after the destruction of Toullaire, Empress Verranna passed a law requiring mandatory registration of all wizards and sorcerers within the Empire.  As Mestanir came into existence and its magical population grew, many refused to go along with the centuries-old law.  In fact, it was the lax requirements in Mestanir and lack of persecution that caused the practitioners of the arcane to grow to such numbers in Mestanir.  They had truly found a community that allowed them to be free of imperial judgment for their magic.&lt;br /&gt;
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The Hedgewizards, as they are labeled by others, existed in small pockets, or even sometimes independent of one another.  Some were noblemen by day and summoners by night.  Some were more blatant with their magic, displaying it in the open, always in defiance of the registration laws and always undisturbed by Mestaniri officials.  So while the collective group of Hedgewizards were viewed as outlaws because of their failure to register, they were in truth more rebellious than criminal.  That was not always the case, though, as some more unsavory mages and sorcerers came to Mestanir to dabble in dark magic, but they were more of an exception to the norm.  However, in 5092, after the Northern Sentinel Earl Wierlund of Hendor died, Baron Hochstib of Jantalar attacked Mestanir and moved his invading forces into the region.&lt;br /&gt;
&lt;br /&gt;
Mestanir was able to withstand Jantalar&#039;s initial invasions as their so-called Hedgewizards easily overwhelmed the attackers with mass spells of destruction, and witch hunters assigned to Jantalar were too few to overcome the number of defenders.  Having recently ascended to the Sun Throne, Empress Mynal&#039;lyanna supported Baron Hochstib&#039;s efforts against Mestanir and permitted him the use of Mandis Crystals, which are dreadful artifacts that nullify magic in an area.  With the power of the Mandis Crystals, Baron Hochstib and his army easily conquered the small Barony of Mestanir.&lt;br /&gt;
&lt;br /&gt;
After the successful occupation, Baron Hochstib expelled all mages from Mestanir, and gruesomely put to death those who did not comply.  Because there was no active registration of magic users in the region, there was little the Baron had to work from in regards to weeding out the Hedgewizards.  So while many practitioners of the arcane flee or die in defiance, many cling to the shadows, ever watchful as they live double lives while keeping up appearances and then practicing their magic in secret.  So it was, for many years following, it was in the shadows alone that magic occurred, save for the small number of those who surrendered to Jantalar and registered with the Hall of Mages.  Of those, their lives were a constant struggle, for the Jantalarian occupiers despised them, and the townspeople were taught to fear them.&lt;br /&gt;
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In 5107, years after Baron Hochstib was killed, his sister Baroness Delphinuria was instated as the new ruler of Jantalar by Emperor Aurmont Anodheles. In the Baroness&#039; first act, she announced a writ of relinquishment that renounced Jantalar&#039;s claim on Mestanir and restored its powers, privileges, and property.  It wasn&#039;t much longer until Emperor Aurmont Anodheles appointed an old friend, Seurdyn Chydenar, as the new Baron of Mestanir.  It is rumored that Seurdyn himself was actually an activist among a group of hedgewizards during Jantalar&#039;s control, and such speculation was born out of his close ties to the Nesbithes, a prominent hedgewizard family.  Once Jantalarian forces had been expelled from Mestanir, years before the area truly became free again, Seurdyn Chydenar had married Sionwryn, the eldest Nesbithe daughter.  After his investiture ceremony, Baron Chydenar spoke of the importance of the Barony&#039;s future, and that to ensure its success, the days of secret spellcasting must be over.  He expressed his desire to slowly ease the spellcasting community into registration with the Hall of Mages, and with his wife Lady Sionwryn and her family beside him, he predicted it would be a success.&lt;br /&gt;
&lt;br /&gt;
In truth, the Wizard Baron, as he is sometimes referred to, was correct in his prediction.  His having long suffered under the oppression of Jantalar made many spellcasters in Mestanir, those who were hiding and those who have returned, appreciate the new rulership and feel a sort of kinship with a man who understands their art.  Many wizards and sorcerers have now registered with the Hall of Mages, and the numbers remain steady year after year.  However, it is still known, but rarely discussed, amongst those who still practice in the shadows of Mestanir who refuse to bend to the overreaching hand of the Hall of Mages and will stop at nothing to keep at least what they deem their freedom of magic.&lt;br /&gt;
&lt;br /&gt;
==The Arcane Eyes==&lt;br /&gt;
&lt;br /&gt;
In the capital city of Mestanir, magic was heavily restricted by decree of the Hall of Mages, and so it was only natural that an underground movement of rogue spellcasters who practiced and taught their art outside the observant rule of the Empire sparked to life.  Many subversive groups flourished in the shadows, one of them being a wealthy group of summoners called the Arcane Eyes.&lt;br /&gt;
 &lt;br /&gt;
Many of the notable members of the Eyes were influential and wealthy nobles and merchants within Mestanir who knew full-well that their passion for the dark arts would lead to their imprisonment or execution.  So during the days, they spent their time in the affairs of politics and entertainment, and at night, they retreated to their extravagant manors and the evil secrets of their magic.&lt;br /&gt;
 &lt;br /&gt;
They spent countless decades perfecting their summoning art, whether it was calling forth demons to bend to their will, or breathing life into golem minions.  It was only a matter of time until their sight went beyond Mestanir and, in time, beyond the Empire.  Small groups of the Arcane Eyes began to form in many nations and cities from Ta’Illistim to River’s Rest.&lt;br /&gt;
 &lt;br /&gt;
Many of the branches of the Arcane Eyes were diversified in their minor objectives, but overall their major goal remained the same: power.  They did not desire to overthrow rulers and wear crowns of gold, but instead they sought to use their power to manipulate, influence, and further their own knowledge.&lt;br /&gt;
 &lt;br /&gt;
During this time, a powerful summoner by the name of Sebasation Stone,who also dabbled in dark magic, was gaining influence among his noble peers. His power and wisdom was seemingly unmatched, but his philosophy troubled many of the founders.  Having originated in Mestanir, most of the founders had at least a loose devotion to Koar.  So it did not bode well when Sebasation Stone began to sway minds into believing that great power lied beyond the Arkati.  He took time to remind the others that in an age long ago, the Arkati themselves were servants to the Drakes.  Even their idol Koar was rumored to be the last living Drake.&lt;br /&gt;
 &lt;br /&gt;
Despite the truth of Sebasation’s words regarding Koar, he was still seen as a heretic among his brethren.  So it was that Sebasation’s secret rival, Elithian Cross, hatched a plan to end Sebasation.  Elithian convinced his daughter Madelyne to seduce Sebasation’s son, Grishom, and get close enough to murder Sebasation.&lt;br /&gt;
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Elithain’s plan took months to come to fruition, as the naïve and noble Grishom eventually fell madly in love with Madelyne and became enraptured with her, never thinking for an instant that she had ulterior motives.  It was late one evening when Madelyne, who had earned passage into the Stone’s inner sanctum, confronted Sebasation while tending to his garden of sirenflowers.  Not suspecting his son’s lover, Sebasation was murdered with surprise in his eyes.  His death was not silent, and Grishom was soon there and bore witness to his father’s murderer, clutching the bloody dagger in her hand.  Fully enraged, Grishom attacked Madelyne.  They struggled, and in the end, Grishom disarmed her and killed her with the same bloodstained weapon.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately, Grishom’s mind was shattered and was unable to handle the burden of his loss.  Seeing no harm in Sebasation’s death, the elders of the Arcane Eyes defended Elithian, and in fact, helped to frame Grishom for the murder of both his father and Madelyne.  Supporters of Grishom’s father quickly came to his side, and a full conflict was about to escalate when another outside force struck Mestanir.&lt;br /&gt;
 &lt;br /&gt;
In the year 5092, Baron Hochstib of Jantalar launched an invasion into the barony of Mestanir and conquered the land, annexing Mestanir, its capital, and other cities into its control.  During this time, facing the alarming Mandis Crystals, many of the members of the Arcane Eyes fled the city and barony of Mestanir, regrouping and merging with many of the smaller branches throughout Elanthia.&lt;br /&gt;
 &lt;br /&gt;
It was the Jantalar invasion that kept the Arcane Eyes from dragging their conflict into the streets, but it did not keep them from breaking off into two different schools of thought.  In 5107, Baron Hochstib was killed and Emperor Aurmont Anodheles appointed his sister, Lady Delphinuria, as Baroness.  Upon the change of rulership, the Baroness relinquished Jantalar’s control over Mestanir, and they were once more their own barony.&lt;br /&gt;
 &lt;br /&gt;
It was not long after that the small force of Arcane Eyes, still in Mestanir, began to increase in both size and influence once more, especially in light of the new Baron of Mestanir declaring an open mind to a variety of arts of magic.  The faction of the Arcane Eyes were old supporters of Sebasation Stone, so it was no large feat for his son Grishom to rise in the ranks.&lt;br /&gt;
 &lt;br /&gt;
But living in the shadow of a legend was not easy for Grishom, on top of his already fractured mind.  So Grishom sought to achieve fame and power that outdid those before him.  It was then Grishom discovered many of his father&#039;s old rituals and possessions, among them a large chunk of the ever-chaotic urnon.&lt;br /&gt;
 &lt;br /&gt;
Using his father’s musings, which had been untested, Grishom began to seduce women to fall in love with him, and in the end, he would murder them before conducting a ritual to channel their spirits to power his magical creations. Knowing the irony of his situation, and that now Grishom was perpetrating the very betrayal of love that had happened to him, he sought to find some comfort by being selective in his victims.  Madelyne, his father’s murderer, had black hair and emerald eyes. So too, were all of Grishom’s victims.&lt;br /&gt;
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Years passed and Grishom’s attempts at creating a perfect golem, one to serve and destroy at whim, continued to fail.  His peers began to speculate whether to continue their support or not. Finally, Grishom came to the desperate opinion that in order to gain any control over the urnon, he would need a very significant sacrifice.&lt;br /&gt;
 &lt;br /&gt;
Grishom, along with some of his fellow summoners, orchestrated a massive human sacrifice of women, imbuing their spirits into the urnon block.  The dark ritual was successful from a creation perspective, and soon the urnon began to calm and take on the form of a featureless woman.  However, still chaotic in nature, they were unable to control the urnon golem and it turned on them, striking out in fear and even killing some of the summoners present before escaping into the night.&lt;br /&gt;
 &lt;br /&gt;
Losing face among the Arcane Eyes, Grishom had squandered an incredible amount of influence and power.  Not only had his magical creation escaped, but it had cost the lives of other summoners, as well.  Seeking to regain his greatest construction, Grishom enlisted two of his old allies, the summoners Albright and Raznel.&lt;br /&gt;
 &lt;br /&gt;
Albright and Raznel set off on the golem’s trail, following her for nearly two years.  Meanwhile, Grishom Stone began to build his presence elsewhere by purchasing an island on Mist Harbor and funding the renovations of the Bathhouse and Museum in Wehnimer’s Landing.  Little did Grishom know that his urnon golem, with no memories of her past, and now believing she was a human named Mirayam, would arrive in Wehnimer’s Landing and forever alter the city’s course. &lt;br /&gt;
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In present day, the Arcane Eyes are all but a scattered group of individuals, their power and influence seeming to have waned over the recent years of being hunted down and conflicts arising from internal unrest.  Time will surely tell if this organization&#039;s activity and membership ever returns to its once former glory.&lt;br /&gt;
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Their symbol is of a silver eye.&lt;br /&gt;
&lt;br /&gt;
==The Celestial Cenobites==&lt;br /&gt;
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In all great civilizations and kingdoms, there often exists a black mark among their history and people.  While the Kingdom of Hendor, now known as North and South Hendor, has seen its share of them, there exists one that is rarely discussed in present day.  Those that are unspoken among many Hendorans are named the Celestial Cenobites.  It began when it all ended, in the year 4630, when the Kingdom of Hendor officially fell to Issyldra the Ice Queen.  During what is known in history as the Witch Winter, many in Hendor starved, fought and died, or fled the area.  It would not be until 4635 when imperial forces from the Turamzzyrian Empire would help to liberate old Hendoran territories and wedge them from the grasp of monsters and other humanoids, eventually seeing a resettlement of humans in the area as Hendor was brought into the Empire as both north and south baronies.&lt;br /&gt;
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But it was during the aftermath of the fall of the Kingdom of Hendor that the Cenobites came into existence.  Before the Witch Winter, the Cenobites were a group of scholars and monks who were dedicated to the worship of Fash&#039;lo&#039;nae, often crossing the lines of morality to see the pursuit of knowledge carried out.  Because of this, they often operated in secret.  When the forces of Issyldra the Ice Queen descended on Hendor and the kingdom eventually collapsed, many of the Cenobites fled their home.  As they wandered in the northern wilderness, many facing starvation, there was one among them who proclaimed he had received a vision, and that during his slumber an old man bearing the yellow eyes of Fash&#039;lo&#039;nae&#039;s symbol spoke to him, directing him where to travel.  The dreamer then shepherded the Cenobites further north where they eventually came upon the ruins of an old fortress bearing the remnants of the Kannalan Empire.  The Witch Winter continued, and while the Cenobites had escaped the arctic minions of the Ice Queen, they could not so easily overcome the seemingly endless winter.&lt;br /&gt;
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After thorough exploration of the old fortress, a few storage reserves were found, indicating the area was used far more recently, but those inhabitants had died without a trace, or abandoned the stronghold.  The Dreamer, as he came be known among the Cenobites, helped to try to organize those that remained, as they numbered around one hundred, with hardly enough food and supplies to last that number for months.  The Cenobites survived, eating sparingly, over the course of two months, only losing a few of their ranks to the dangers of the cold.  But it was not much longer before unrest began to settle in, as hunting became nearly impossible in the wilderness, and far too often those who left never returned. Supplies dwindled rapidly and many cases of theft occurred as corruption began among those who were tasked at protecting the food.  Many even turned on the Dreamer, questioning his vision and whether Fash&#039;lo&#039;nae had truly led them to this spot, and if so, why do they suffer? It was then that he who is known as the Upstart gained for himself both a reputation, and set the Cenobites on a course that would forever change their existence and mission. &lt;br /&gt;
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One night, in the last and nearly depleted food storage, the body of the Dreamer was found murdered, his skull hollowed-out and his brain feverishly being consumed by the Upstart, who claimed he too had received a vision--that their new home had been but a step in their evolutionary process, a means to grow more powerful, not to wither away and die. Thus began the first cannibalism of the Cenobites and their new, twisted ideology that had them believing that by the consumption of the brains of their victims, they can evolve both their intelligence and their mental powers.  The Upstart was unfortunately the next victim, the second casualty in the birth of his new form of worship.  From there, chaos reigned.&lt;br /&gt;
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The nearly one hundred Cenobites that had arrived soon dwindled to half that number in the coming days and weeks, as small pockets of the group formed together, some forging alliances while targeting others.  Cannibalism was in full swing, all under the banner of Fash&#039;lo&#039;nae and repurposed as steps towards ascension.  In truth though, many written documents recovered from that time seem to validate their theory, as even though they fed on their victims to survive, many experienced heightened senses of intelligence and the development of mental magic they had never previously been able to perform.  Of course, these magical feats of the mind only further worked to fuel the murder and cannibalism.  Those wisest among the Cenobites knew that such a pattern would result in their extinction, leaving only one, or a few behind as survivors, which was perhaps Fash&#039;lo&#039;nae&#039;s goal all along, they reasoned.&lt;br /&gt;
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But their speculation was put to rest in 4632 when a band of adventurers from the Turamzzyrian Empire vanquished the Ice Queen, ending the eternal winter that had nearly suffocated all of Hendor.  In the coming years, monster and barbarian forces would move into the region, and imperial forces would clash with them in their conquest to take back the region and eventually claim it as part of their Empire.  But the thawing of the ice and unsettling chaos in the area allowed the Cenobites to stop their cycle of self destruction and move their efforts and research outward.  Over time, a shrine to Fash&#039;lo&#039;nae was built within the old Kannalan fortress, and a large number of the Cenobites remained, turning to capturing and eating victims outside of their order, such as imperials, monsters, and barbarians in the area.  Other Cenobites chose to depart, settling in other small pockets through the Turamzzyrian Empire and beyond, wherever they felt the Grandfather led them in their pursuit of more knowledge and power. &lt;br /&gt;
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In 4645, a year after General Jyllander captured Mensyl Pass, imperial forces began to successfully spread out, resettling the old Kingdom of Hendor. It was then that imperial soldiers discovered the old Kannalan stronghold and the cannibalistic Cenobites that awaited within.  The battle lasted for days, as many among the Celestial Cenobites were highly trained monks, devout in their faith but skilled in combat.  In time the imperial army defeated the Cenobites within the fortress and sent those few who remained scattered, many of them eventually meeting up with the smaller sects of their order that had already established new footing elsewhere.&lt;br /&gt;
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Today, the Celestial Cenobites are more of a concept than a fully organized group.  There exists some level of communication among many of their underground cells, but it only happens rarely, and usually only in times of great importance.  Despite their more independent nature of each other, they still all subscribe to the ideology that the consumption of brains and cannibalism leads them down the path to further enlightenment as they embrace, at least what they determine, to be Fash&#039;lo&#039;nae&#039;s true calling for his followers.  Meanwhile, the old fortress still remains abandoned, with rumors claiming the spirits of the fallen still haunt its stone halls.&lt;br /&gt;
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==The Blackwood Ravagers==&lt;br /&gt;
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The Barony of Jantalar is known for a good many things, but while in recent times many reflect on the tyranny of Baron Lerep Hochstib and the wars with Mestanir, Talador, and Vornavis, there exists a side to Jantalar that is not always in the forefront.  One of the most thriving industries in Jantalar, even when it was at its military height, its lumber mills and the skills of their woodworkers are unmatched throughout the Turamzzyrian Empire.  While Jantalar has many dense and lush forests to the north, many of their crafters even import different styles of wood that help to ensure their craftsmen have a variety of options.  However, among Jantalar&#039;s forests, there exists a region of thick trees aptly named the Blackwoods, which stretch out like a half-moon on the northern border of Jantalar, even spilling into the Barony of Talador.&lt;br /&gt;
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It is in the depths of this dark forest that the Blackwood Ravagers have found their home for the last two decades.  The Ravagers are cruel, destructive, and often times possessed with dangerous levels of zeal for the V&#039;tull, God of Combat and Lust.  Despite their known alignment with the Berserker Arkati, their nefarious tactics of kidnappings and murder make them criminals in the eyes of the Turamzzyrian Empire.  Many of the Blackwood Ravagers can date their origins to the fallout after the Griffin Sword Wars, where many of those V&#039;tullian followers who worked with Zerroth, a powerful champion of V&#039;tull, had sought out a new home and purpose. While some scattered and were hunted down, others found the depths of the Blackwoods to their liking, which allowed them to remain close enough to civilization to have access to an ample amount of targets. &lt;br /&gt;
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Over the years there have been a number of incursions, primarily in Jantalarian territory, when members of the Blackwood Ravagers will strike out at merchant caravans, farmsteads, and sometimes even being bold enough to attack towns, striking deeper into imperial footholds.  While the Ravagers always leave a trail of blood and victims, they are always beat back into their Blackwoods, time and again.  In recent years, the Blackwood Ravagers have resorted to mass kidnappings as if baiting imperial soldiers and bounty hunters to tread into their forest, meeting them in combat in their familiar territory.  It is reported by some eyewitness accounts, that weekly, sometimes daily blood sports and combat rituals occur within the depths of the Blackwoods, as the Ravagers are almost always occupying themselves in some form of bloodlust and battle, even amongst their own.&lt;br /&gt;
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==The Sons of Sorrow==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He who is the Sorrow of the World, may he take great pleasure in the suffering of their flesh, may he delight in the bleeding wounds of their hearts, and may one day I too know the blessing of such pain.&amp;quot;&lt;br /&gt;
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That is the credo of the Sons of Sorrow, a group of elite noblemen operating out of the imperial capital of Tamzyrr.  Their true names are unknown, along with anything regarding their identities, with the sole exception of their noble birth.  That information alone is founded primarily on rumors and a few accounts of survivors who claim to have once been captives of the Sons.  Many times these surviving victims are so traumatized that they remember very little else, and many dismiss their claims as wild notions born from Zelian madness or illness.  Few, at least among imperial nobility, can fathom that any among their peers could be sadomasochists and would participate in such acts of depravity, torture, and sometimes, even death.&lt;br /&gt;
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Despite all of that, the rumors persist and there exists enough witnesses and rumors to help frame loose details around the Sons of Sorrow, who go to extreme measures in secret worship of Mularos.  Some say many of these sadistic noblemen have financial ties to the Conquest Fetes that transpire in Tamzyrr, where constant and glorified battles to the death could easily serve as a den of wickedness for Mularos followers, who would find such agony fitting to their pleasures.&lt;br /&gt;
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But the Sons of Sorrow&#039;s reach is said to go beyond the bloodstained combat arenas and underground slave markets, and indicates that many hold ownership over dark brothels, where all manner of torture and decadence exists.  Of course, even those of questionable carnal tastes avoid these particular brothels, as many have claimed, on more than a few occasions, that some who have entered have never returned.&lt;br /&gt;
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==Disciples of the Shadows==&lt;br /&gt;
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For as long as the worship of Arkati has been established, so too has there been those who were driven to stop it at all costs.  One such group is referenced throughout the history of the Turamzzyrian Empire as the Disciples of the Shadows.  They are a group of loosely organized cults bent on the destruction of all Arkati relics, temples, and shrines, in addition to the wholesale slaughter of those who worship them.  In the past, these demonic cults were responsible for the destruction of religious archives, mass murders of priests and other followers of Arkati, and have even been known to converge on entire towns and cities, seeking to burn them to the ground simply to destroy the holy temples and faithful worshippers within. &lt;br /&gt;
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The Disciples worship an ancient being called Althedeus.  It is said Althedeus was created by the titantic power unleashed in the war between the Drakes and Ur&#039;Daemons.  When the war ended, the Drakes had won, but many of them were lost to madness and fear, and it is suggested that out of this fear the chaos being of Althedeus was born, essentially the child of both the Drakes&#039; and Ur&#039;Daemons&#039; energies, empowered by the death of the great beings and fueled by their fear. However, being a force with no physical manifestation, he exists beyond Elanthia among the valences, potentially influencing other planes but never having a body or presence in the physical world.  The truth will always be a mystery, but many agree that his creation spawned from the clash of the Drakes and Ur&#039;Daemons, and the power they unleashed caused Althedeus to manifest. &lt;br /&gt;
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Throughout time, Althedeus, known as the Shadows, had many other names based on time and culture.  The Krolvin legend is that a great shadowy evil once ravaged many krolvin clans in their original cluster of arctic islands.  Little else is known of what the shadow force could have been, as the krolvin were never quick to discuss any weakness, and those that survived the conflict are long gone.  The Sylvan legend is that Althedeus is a being of chaos, born from the shadows thrown across Elanthia in the aftermath of the war between Drakes and Ur&#039;Daemons.  When Althedeus was first learned to exist, it is said the ancient creature made an attempt to cross over into Elanthia, but the sylvan&#039;s magic of preservation was able to trap the demon&#039;s essence in what is now called the Heart of the Wyrdeep, and that the forest itself is managed as a safeguard--a prison--keeping Althedeus from crossing over.  The Tehir legend is a very ancient one, unknown to many of the living Tehir, even today.  It is said Althedeus could have once been known to those in the Sea of Fire as the great Maw of the Void, a dark powerful force that some of their shamans blamed for infant mortality among their tribes.  The Erithian legend is that a small group of Erithian sailors once embarked on a voyage even further east, beyond their continent.  Only two of the Erithians returned alive, but they had gone insane, unable to speak and spending their waking moments sketching images of dark horrific scenes and gruesome shadowy creatures.  It is rumored that Althedeus may have spawned those creatures as some of his original servants.  When another voyage of Erithians sought to discover what chaos those before them had found, they never returned.  Even beyond the world of Elanthia, it is said the extraplanar Ithzir held the name Grak&#039;na&#039;Den and had taken measures to guard their world from him.&lt;br /&gt;
&lt;br /&gt;
The Disciples of the Shadows had firmly believed, likely under manipulation by this demonic entity, that Althedeus was beyond the Arkati; that it existed as a being more worthy and powerful than the gods.  It is because of this unyielding faith that the Disciples sought to desecrate all tools of worship for the Arkati, be it their followers or their temples.  They truly believed that to snuff out the minions of the Arkati and their holy places, they could help make a place for the Shadows to reign.  Over the course of history, the scale and tactics of the Disciples have grown and waned.  Many times their actions were the catalyst for the faithful of both Liabo and Lornon to unite on some occasions as they attempted to squash out the rising pockets of these anti-Arkati cults.  Each time they proved successful in the end, as the Disciples would rise up from time to time, and then be chased back into the darkness or underground.  It would sometimes be decades or centuries until they resurfaced, each time eventually finding defeat.  While the Disciples could be of any race, many were humans, elves, half-elves, and even some monstrous humanoids like orcs and ogres.  As they evolved in their depravity and worship of the Shadows, their physical forms would often change, resulting in pale or grey skin, yellow eyes, and often times red or black veins on areas of their flesh. &lt;br /&gt;
&lt;br /&gt;
While the time period of their origin remains unclear, and some suggest they even existed during the Age of Chaos, the oldest document recording their activities came from scholars in a monastery in Elstreth, where he claims to have encountered some of these followers in the Southron Wastes.  If the scribe&#039;s recounting is to be true, it certainly does not make the Disciples exclusive to that area, as they have been seen and their attacks felt all across the Turamzzyrian Empire and Elanthia throughout history.&lt;br /&gt;
&lt;br /&gt;
In the year 5114, the Disciples of the Shadows rose again in prominence and staged dozens of coordinated strikes throughout the human and elven lands, attacking and destroying a number of Arkati shrines and massacring their followers.  Their newest attacks were all created for the purpose of attempting to finally usher in a new Age of Shadows, where Althedeus would reign over the world with the bones and blood of the Arkati beneath him.  In 5115, the combined efforts of countless adventurers from all over Elanthia were able to stop the birth of Althedeus in their world, in the end unraveling him from existence and sending the twisted Disciples to death or scattering across the world.  Despite the destruction of Althedeus, not all of the Disciples of the Shadows are on the run.  Their activity is still historically low, but there remains some pockets who still attempt to bring ruin to temples of the Arkati and death to their followers.  It is rumored they still seek this goal as a means of one day resurrecting their shadow god.&lt;br /&gt;
&lt;br /&gt;
==The Hand of Bones==&lt;br /&gt;
&lt;br /&gt;
It is unclear how long the Hand of Bones have been in operation.  Some say even as early as the first years of the Turamzzyrian Empire and that their agents were secretly employed by Empress Selantha against high value targets in the Kingdom of Hendor during their conflict that originated in 4292.  Regardless, little is known of the Hand of Bones save for their worship of Onar the Assassin.  This unlawful sect of assassins have been rumored to have a hand in numerous mysterious deaths, especially of nobility, throughout the history of the Empire, but there exists little evidence beyond speculation.  Most notable of these rumors are old accounts of Nalfein soldiers near Barret&#039;s Gorge claiming they had been harried, and some of their commanders murdered, by shadowy figures wearing white skull-shaped rings.  It&#039;s said one such figure released the poison inside his ring into the glasses of Nalfein commanders, and the next morning they were found dead, mere moments before imperial warhorns had sounded and the Nalfein outpost was overrun during the Second Elven War.&lt;br /&gt;
&lt;br /&gt;
The rumors, of course, are dismissed by imperials as just more elven lies used to justify their conflict with the humans.  Given the nature and business of the Hand of Bones, one can surely expect such an organization exists within the Turamzzyrian Empire, but its size and locations are unknown.  In current times, the two most prominent rumors surrounding this band of Onarian assassins is that they are used by nobility against nobility, and also sometimes employed to strike out in secret against Ta&#039;Nalfein.&lt;br /&gt;
&lt;br /&gt;
==The Murkdeep Bandits==&lt;br /&gt;
&lt;br /&gt;
In 5087, Jantalar invaded and occupied Talador, making it formally part of Jantalar.  The reasoning behind this invasion was the lack of noble leadership in the province.  This hostile move by Baron Lerep Hochstib caused new rules and edicts regarding inter-territorial relations to be established.  In 5103, Baron Lerep Hochstib was killed after an unsuccessful attempt to take over Wehnimer&#039;s Landing.  In 5107, Emperor Aurmont Anodheles invested Delphinuria Hochstib, Lerep&#039;s sister, as the Baroness of Jantalar.  As her first ruling act, she renounced Jantalar&#039;s claim to Mestanir, finally freeing them.  However, Talador remained under Jantalarian control.&lt;br /&gt;
&lt;br /&gt;
As the war machine of Jantalar slowly died down and conquest was no longer it&#039;s goal, many Jantalarian soldiers found themselves without work, and many without homes or families to return to.  Because of this sudden demilitarization of Jantalar in the aftermath of Baron Hochstib&#039;s death and failed war, many returning soldiers fell into a life of banditry, finding new work and more pay in criminal activities. &lt;br /&gt;
&lt;br /&gt;
So it has come to be that there are regions of woodland areas between Jantalar and Talador that are infested with thieves and robbers, loosely organized, but all under the name of the Murkdeep Bandits, so called after the forests in which they dwell.  The bandits discriminate against no one, robbing from merchants, nobles, and travelers alike.  They seem content with their new lives, or perhaps are patiently waiting for the day another push for imperial expansion provides them with the profits of war over thievery.&lt;br /&gt;
&lt;br /&gt;
==The Silver Kings==&lt;br /&gt;
&lt;br /&gt;
One of the most notable criminal organizations in all of the Turamzzyrian Empire are called the Silver Kings.  These Kings are organized by three nameless men, their referenced titles being the Crown, the Scepter, and the Blade.  The Silver Kings are all of the ranking members who are united as one under these three leaders who help orchestrate the large scale plans and operations of the unlawful order.  The first activities of the Silver Kings are said to have occurred around 4479, when Emperor Roginard amended Chaston&#039;s Edict to add restrictions to other non-humans, such as dwarves, giants, and halflings.  Prior to this change, Chaston&#039;s Edict had only prevented elves and half-elves from owning land or positions of power, making many of them outcasts.  It&#039;s believed that some of the first operations of the Silver Kings were providing smuggling services for non-humans to escape the intolerance of some imperial regions.  Of course, this was not done out of the goodness of their hearts, but out of influence and greed.  From here, the three founding members, their names forever forgotten to all, created the titles for themselves and began expanding their organization through activities all in direct opposition of imperial laws.&lt;br /&gt;
&lt;br /&gt;
Over the years, with an eye on profits and power, the Silver Kings expanded into almost every fathomable angle.  They invested in smuggling operations at port towns on the western coast with heavy activity in Tamzyrr itself.  All across the Empire they financed brothels and taverns, always owning a share of the profits and always having a base or front for their operations, if needed.  Where there is profit, there are the Silver Kings, who manage their business ruthlessly and are known to completely eradicate or swallow up other criminal organizations who encroach on their established territories.  This is not to say that the Silver Kings have never formed alliances, especially for financial gain, but if too much conflict and competition exists, they take measures to ensure their business does not suffer. &lt;br /&gt;
&lt;br /&gt;
In present day, while the original founders of the Kings are long gone, their positions and titles remain, and it is speculated they are passed down over time to descendants or those hand picked to be worthy of the power.  In addition, many among the Silver Kings and their leaders are said to have firm and influential ties among nobles in many provinces, as well as connections to wealthy merchant families and even justice officials.  In fact, some theorize that the Silver Kings exist still today because they have successfully immersed themselves in many aspects of imperial life and business, that the law allows them to operate in a strange coexistence, otherwise the Turamzzyrian Empire would see bloody war in all corners of their domain.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Rooks==&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of Rooks were born in the imperial protectorate of Wehnimer&#039;s Landing in the year 5112.  Their benefactor at the original time was a mystery, and they seemingly sprung up overnight, first appearing as hooded figures wearing dark bird masks with razor-sharp silver beaks.  For many months these Rooks terrorized shopkeepers in Wehnimer&#039;s Landing, using intimidation to get them to sign up for protection or face risking their shops and livelihood or even their lives.  It was later discovered that the Rooks were merely using magical items to maintain their bird-like visage and help them to move quickly and unseen throughout the town.  &lt;br /&gt;
&lt;br /&gt;
The Rooks have primarily been self-contained to Wehnimer&#039;s Landing, but in recent years, have had some small incursions into Solhaven where they conducted a number of bank heists, attacked ships from Vornavis bringing supplies to the Landing, and were even involved in a smuggling operation arming krolvin warships with weapons and armor to raid imperial towns along the Western Sea.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood operates on various levels of secrecy, and many times, fellow members are even unaware of the identity of those who serve alongside them.  It is said the ranks of the Rooks are filled with the likes of merchants, tradesmen and commoners, all the way to pirates, bandits, and thieves.&lt;br /&gt;
&lt;br /&gt;
It has since been learned that the Brotherhood of Rooks has had connections to many imperial criminals, such as Elithain Cross, Drangell, and Stephos DeArchon. Because of their criminal activities within the Empire, even on a small scale, and their proximity to imperial lands being based out of Wehnimer&#039;s Landing, they are deemed an unlawful organization in the eyes of the Sun Throne.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a red outline of a rook.&lt;br /&gt;
&lt;br /&gt;
==The Black Fog Federation==&lt;br /&gt;
&lt;br /&gt;
At a time in the early ages of the Turamzzyrian Empire, piracy along the shipping lanes between Tamzyrr and Kai Toka was commonplace, so much so that a huge shift was made towards the training and size of the imperial navy to help combat the sea raiders.  During this time of increased piracy on the high seas, one such man gained notoriety and fame for his brazen attacks against imperial ships and officials.  His name was Bloody Malovor, and he was widely known for two decades of infamy and unrivaled fortune on the seas.  Eventually, the experience and skill of the imperial navy hindered all piracy, and by 4328, buccaneering had dwindled down to become almost nonexistent.  Bloody Malovor was never captured or killed, and some say when he saw the tide changing, he simply retired off of the massive wealth he and his crew had obtained and lived a comfortable life along some pockets of islands far from the Western Sea.  Other rumors imply that Bloody Malovor was actually granted an imperial pardon and, with a new name and cleaned-up appearance, he actually became a high ranking officer in the navy fleet outside of Tamzyrr.&lt;br /&gt;
&lt;br /&gt;
While the true fate of Malovor is unknown, it is around 4331 that a woman by the name of Shade emerged on the Western Sea and launched a coordinated attack on two port cities on Kezmon Isle.  The attacks were heralded by a thick black fog that rolled in from the sea and blanketed the dockets of the port towns, even some of their streets, obscuring the defenders view of the raiding pirates.  Because of the element of surprise and the seemingly magical fog, Shade was successful in plundering great wealth from Kezmon Isle, hitting the bustling ports right at the beginning of their summer festival where the docks were filled with expensive wares and treasures ripe for the taking.  Shade&#039;s fleet departed, making off with their trove and leaving behind a storm of rumors and speculation.  Many Kezmonians who had survived the attack had claimed to have heard the pirate captain herself proclaiming to be the daughter of Bloody Malovor, but others dismissed it as a fear tactic and nothing more than a ploy at infamy.&lt;br /&gt;
&lt;br /&gt;
It was eventually learned that Shade, who was half-elven, was likely the daughter of Bloody Malovor and an elven sorceress who he had met at one of the many docks in Ta&#039;Nalfein.  The timeline of Shade&#039;s arrival would indicate she likely got into piracy after her father&#039;s retirement or disappearance.  Imperial wizards would later explain the black fog to be connected to a sort of sorcery or elemental magic, but the fact that Shade employed it in simultaneous locations hinted that there were others among her crew who also had mastered such arcane arts.  Over the next three decades, the Black Fog Federation was formed, a loosely allied group of pirate captains and fleets, some human, some elven, some half-elven, all with the goal of raiding imperial ports. The Federation suffered gaps of inactivity over their history as they constantly found new threats of the growth of the imperial navy, the presence of krolvin on the seas, and many times internal conflicts among factions of the pirate alliance. The most successful of any pirate attacks over its history were always when done with the aid of trained magic users who employed the signature black fog to conceal their raids.&lt;br /&gt;
&lt;br /&gt;
Historical archives in Idolone go on to tell the story of Shade&#039;s demise, that she was in fact captured by imperial officers of the navy.  Some say she was tried and executed for her high crimes, while others speak of a more nefarious end--that she was tortured and brutalized beyond recognition in the process of trying to get her to reveal the whereabouts of Bloody Malovor and essentially his infamous treasure trove.  Regardless of how she met her end, after she was captured she never returned, and for many years, infighting spread among the pirate captains of the Black Fog Federation, and their entire alliance was likely to dissolve.  It would be another fifteen years before the next attack was ever orchestrated by the Black Fog Federation, and over time, their magical tactics have been weakened or disappeared altogether.  Some say this is likely due to the countermeasures installed in many large imperial ports by the Hall of Mages, which provides for easier means to dispel the fog before the pirates are able to deal any significant attacks.  So while the Black Fog Federation remains at least in name, very rarely are their strikes still heralded by fog, and if so, it is typically in smaller ports that lack the proper defense resources as larger cities.&lt;br /&gt;
&lt;br /&gt;
==The Ivory Thorns==&lt;br /&gt;
&lt;br /&gt;
So little is known of the Ivory Thorns that of those few who have heard their name, many of them believe their existence to be a fable or some other manufactured lie among warring imperials, or even rumors supplanted by elven factions.  There are absolutely no details surrounding their origins or members, and all that exists is the faintest of whispers among a small population of people within the Turamzzyrian Empire.  But despite any documents or evidence of this group&#039;s existence, the few who speak of them do so with such a passion and zeal that they are openly mocked or even locked away as mad Zelians working to spread conspiracies and cause treason.&lt;br /&gt;
&lt;br /&gt;
But what details can be gleaned, whether true or contrived, state that the Thorns are highly skilled killers under the employ of a mysterious figure known only as the Ivory Baron.  Whether or not this man is even of true nobility is uncertain, as the title itself may be nothing more than a tactic of misdirection.  Whispers suggest that the Ivory Thorns come from all walks of life, but a majority of them were once bloodthirsty and greedy imperials or criminals, all of which have been reformed, retrained, and reborn into silent killers that can be wielded against enemies of the Sun Throne, be they domestic or foreign.  In the last sixty years, it&#039;s said the Ivory Thorns had seen their highest levels of activity even though it was mostly done in secrecy, so none of which can be confirmed.  Conflict will always be a constant factor among nobles within the Turamzzyrian Empire, whether it is disagreements and issues amongst rival provinces, or even against enemies beyond their borders, such as the elves and krolvin. &lt;br /&gt;
&lt;br /&gt;
It has been during some of these conflicts that the Ivory Thorns have been utilized to successfully, and secretly, eliminate threats, whether by hunting down rogue witches, rival merchant lords, pirate kings, or elven royalty.  No records of recognition of this group has ever been mentioned in any official capacity, because to acknowledge the existence of this group, and their use from time to time, could very well ignite civil war among imperial provinces or even a Third Elven War.&lt;br /&gt;
&lt;br /&gt;
In fact, some even go so far as to say that the Ivory Baron and his Thorns no longer exist, that over ten years ago, the operation was silently terminated, which also called for the eradication of many of its assassins so that no trail of their existence remained.&lt;br /&gt;
&lt;br /&gt;
==Kalahaya - the Black Wind==&lt;br /&gt;
&lt;br /&gt;
In the heart of the desert, in an ancient tomb complex near fallen Bir Mahallah, dwells a tribe that is not a tribe, but rather a band that is spoken of in hushed whispers throughout the Sea of Fire. They are a clan of assassins, dedicated to the art of secret murder, which is normally anathema to the warrior culture of the Tehir.  They are known as the Kalahaya - the Black Wind.&lt;br /&gt;
&lt;br /&gt;
Ask the tribes and they will tell you that the Kalahaya is as old as the Tehir themselves.  Even the Black Wind itself doesn’t know how long it has existed, its origin long buried in the sands, though they credit their founding to a group known as the Nao Javar, the Nine Shadows.  When these men lived, however, remains a mystery...assuming they were, in fact, men, and assuming they do not still live.&lt;br /&gt;
&lt;br /&gt;
The Kalahaya have no singular identity, as they adopt and train outcasts from all tribes, thus physical appearance, dress, and even tribal dialect can vary wildly from one assassin to the next.  The assassins will adopt anyone they feel has the potential to learn their art well, and should an individual survive training, he or she is considered a full member of the clan, regardless of background.&lt;br /&gt;
&lt;br /&gt;
The subterranean tomb complex that the Black Wind inhabits is referred to as Yaehe Iraj, the Silent City.  Very few are willing to venture near even the outskirts of cursed Bir Mahallah, never mind explore the underground necropoli, so the home of the Kalahaya has remained secure for ages.  Some say the Kalahaya may even have some limited immunity to the dark power that roils at the heart of Bir Mahallah, allowing them to survive where few, if any, could reach safely, and perhaps even to speak the name of the cursed city aloud without drawing its ire.  As the Kalahaya are not known to be nomadic, it is assumed that they have learned to be self-sufficient with the resources available to them in the Yaehe Iraj and the surrounding area.&lt;br /&gt;
&lt;br /&gt;
Those who wish to procure the services of the Black Wind do not seek them at their home, but rather perform very specific rites to draw their attention. The nature of these rites vary depending on tribe and region, and generally involve leaving a very specific sign in a particular spot.  It is rumored that some Tehir who have left the desert still retain knowledge of the Black Wind and how to contact them, and that the assassins are not only willing, but quite capable of accepting contracts outside the Sea of Fire.&lt;br /&gt;
&lt;br /&gt;
The Kalahaya do not accept every contract presented to them, however.  No outsider has yet determined what their criteria are for accepting an assassination, and they will either refuse or accept with no explanation given as to why. If they accept, payment must be granted in advance, and the payment is always something the client is able, though not necessarily willing, to pay.  This payment is sometimes given in precious gems or metals. Sometimes it may be in a particular service, or in something the client has absolutely no knowledge as to the value of - the offering of a strange or seemingly worthless object, or a task with no explicable value behind it, and so on.&lt;br /&gt;
&lt;br /&gt;
The Kalahaya do not practice the art of disguise in order to safely approach a target. The nature of tribal society prohibits the effectiveness of such attempts - everyone would easily be able to identify a stranger. Thus, they focus on stealth and misdirection as their prime assassination methodology.  Their preferred weapons are the knife and katar, though the Wind’s trainers are practical.  Should a member show exceptional skill with another type of weapon, or even magic, that talent will be exploited to its fullest lethal potential.&lt;br /&gt;
&lt;br /&gt;
There are countless tales told about the Black Wind, and nearly every tribe has their own unique stories regarding the nature and exploits of the assassins. Only the Kalahaya know where the truth lies, and, in fact, the Black Wind itself spreads many of these legends and rumors, the better to keep their nature secret and their potential victims unsure and uneasy.&lt;br /&gt;
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[[Category: Turamzzyrian Empire]]&lt;br /&gt;
[[Category: Humans]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Orders_of_the_Turamzzyrian_Empire&amp;diff=67326</id>
		<title>Orders of the Turamzzyrian Empire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Orders_of_the_Turamzzyrian_Empire&amp;diff=67326"/>
		<updated>2015-08-22T20:13:49Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
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&lt;div&gt;{{Official-document}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
=Orders of the [[Turamzzyrian Empire]]: Forward=&lt;br /&gt;
&lt;br /&gt;
There exists in all of us a need to belong. A desire to be a part of something, great or small, dark or heroic. I would argue it is by our design, that this longing exists. Throughout time, among humans, among the elves, among the [[Arkati]], even among the [[Drakes]] themselves, there existed a semblance of community. A rough design of structure. Whether it was on the peaks of Nagothrym, or the united halls of the Elven Empire, the presence of order has always been, whether due to the basic needs of survival, or apathy and comfort. &lt;br /&gt;
&lt;br /&gt;
What unites a great people? Is it their self-acknowledged purpose? Their attunement to the elements around us? Is it their faith in a cause, or a deity, or something darker? Or, is it their unlawful actions, their disobedience and rebellion that are the only common threads of accord among them? I would tell you it is all of these things and more. I would go so far as to suggest that we do not walk Elanthia as unique as others -- or ourselves -- think we are.  &lt;br /&gt;
&lt;br /&gt;
That is why a son of a prince and the son of a blacksmith may find commonality amidst their faith, or that servants of the Grandfather may walk two paths but serve one god. It is why, despite these fractured pieces of interest and passion in all of our lives, we do not easily mesh to create a whole. I have spent years, scouring chronicles of the history of the Turamzzyrian Empire, and time and again it has sung to me of order, of belonging, of common ground, and common cause. In my research and labored efforts, I have cataloged a number of organizations that have existed, or still do, among the lands and cities of the Turamzzyrian Empire. While my work is far from complete, and may never be finished in my spark of a lifetime, I feel my work thus far will provide a glimpse into the inner workings of the Turamzzyrian Empire, and in turn, its people and the societies they form. &lt;br /&gt;
&lt;br /&gt;
By my Hand,&lt;br /&gt;
&lt;br /&gt;
Lord Brieson Cassle of Highmount&amp;lt;br&amp;gt;&lt;br /&gt;
Adjudicator of the [[Hall of Mages]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cataloged this Day, Volnes the 1st of Lumnea, 5115.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Magical Organizations=&lt;br /&gt;
&lt;br /&gt;
==The Hall of Mages==&lt;br /&gt;
&lt;br /&gt;
In 4362, the Hall of Mages was founded in Tamzyrr by Emperor Immuros, and the initial response exceeded the Emperor&#039;s hopes. The number of imperial spellcasters increased markedly over the remainder of Immuros&#039; reign.  In 4547, the Hall of Mages, controlled by the House of Kestrel, became involved in a serious dispute with The Arcanum, the magical school in Toullaire. Led by the wizardess Hyla Kestrel, an official complaint was lodged with Empress Eschylle that The Arcanum was allowing reckless use of magic. No official action was taken, but many students turned to the Hall of Mages, favoring structure and reason over the recklessness espoused by The Arcanum.  In 4565, a major magical catastrophe destroyed the city of Toullaire, causing a devastating earthquake that damaged Krestle, Immuron and Elstreth, and even shook the city of Tamzyrr. The disastrous combination caused several volcanoes to erupt, hurling a huge cloud of dust and ash into the air that covered the region for several months. Dust fell as far away as the Kezmon Isle. Imperial historians call the territory the Wizardwaste, but the citizens of Krestle and Immuron call it &amp;quot;Ba&#039;Lathon&amp;quot;, which translates to &amp;quot;Land in Pain&amp;quot; in the elder Kannalar tongue.  Faced with the clear proof of the folly of irresponsible and unrestricted magical training, Empress Verranna passed a law requiring mandatory registration of all wizards and sorcerers within the Empire, and required all elemental magic instruction to be approved and guided by the Hall of Mages. Casting of elemental magics (Minor Elemental, Major Elemental, Wizard, and Sorcerer Circles) without registering would lead to imprisonment, and using elemental magic against another individual would be punishable by death.   &lt;br /&gt;
&lt;br /&gt;
In 4922, Emperor Trydall bestowed the hereditary position of Royal Magister upon the patriarch of the House of Kestrel. The Royal Magister governs the study of arcane arts within the empire and serves as advisor to the emperor.  As the founders and leaders of the Hall of Mages, the governance over arcane study was not a true change for the Kestrels. What was significant, however, was that with the appointment to a hereditary advisor position, the Kestrels gained in political strength. The Royal Magister is an official position close to the emperor and on equal footing with the Sentinels, with the additional advantage of always being at the emperor&#039;s side, whereas the Sentinels must advise from a distance.  With the bestowal of the Royal Magister position, the Kestrels ceded their lands local to Tamzyrr, and Trydall granted them a small earldom south of the city, including The Swale. &lt;br /&gt;
&lt;br /&gt;
The Hall of Mages began in Tamzyrr, with two satellite colleges forming later in Elstreth and Nydds. Years later, additional satellite colleges were built in Phannus, Immuron, Brantur, Connedale, and The Swale. &lt;br /&gt;
&lt;br /&gt;
Within the Hall of Mages, there are several specific organizations and roles dedicated to special goals or responsibilities of the Hall itself. There exists an entire group of adjudicators that operate similarly to imperial inquisitors. These adjudicators are dispatched by high ranking members of the Hall of Mages, often the Royal Magister himself, and deal with the research, investigation, and sometimes judgment over crimes against the Empire or the Hall of Mages. Often times, these investigations involve crimes of powerful magic, which is why the expertise of the Hall is called into service. In addition, another group referred to as the Witchhunters, exists as a powerful segment of the Hall that is specifically designed to help hunt down, and bring justice to, rogue spellcasters. While they themselves often employ a variety of magic, they are also trained in many anti-magic techniques, allowing them to better combat arcane users. Another prominent branch of the Hall is referred to as the Archivers, who serve throughout the main college and all of its satellite sisters, tirelessly working to catalog and protect the tomes and artifacts of the Hall, in addition to providing scrivener services.&lt;br /&gt;
&lt;br /&gt;
Their symbol is a golden hawk overlapping three blue spheres.&lt;br /&gt;
&lt;br /&gt;
==The Imperial Drakes==&lt;br /&gt;
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In 4935, the House of Kestrel founded the Imperial Drakes, a new branch of the military consisting solely of skilled wizards. With this organization, magical training for military mages could be standardized and focused for specific military needs, and a military officer would know what the minimum capabilities of an allied spellcaster would be. Previously, allied spellcasters had wide variances in capabilities, leading to battlefield errors when one may not be able to perform as required.&lt;br /&gt;
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The Imperial Drakes have been instrumental in a number of battles throughout the recent history of the Turamzzyrian Empire, using their might and magic to aid in conflict against the Horned Cabal and other nefarious creatures and enemies along the Demonwall.  One of their greatest accomplishments was when a trio of Imperial Drakes defeated Tyrgh, the Chaos Lord, and drove his creatures back into the depths of the Wizardwaste.&lt;br /&gt;
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Because of the fame and adventures surrounding the legend of Imperial Drakes, enrollment in the Hall of Mages has increased exponentially.  &lt;br /&gt;
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All members of the Imperial Drakes begin their initial studies among the lower echelons of the Hall of Mages, learning rudimentary skills and control with their magic before graduating to the Imperial Drakes, where they then undergo years of training and seasoning to become some of the finest mages trained in combat for the glory and defense of the Turamzzyrian Empire.  The Imperial Drakes exist as a branch separate from the Hall of Mages, yet also report to the Royal Magister, who ultimately oversees their regime and training.&lt;br /&gt;
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==The Wardens of the Hallowed Scroll==&lt;br /&gt;
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Long before the creation of Chaston&#039;s Edict in 4310, there existed an organization known as the Wardens of the Hallowed Scroll.  They were a mixed group of scholars and magic users, comprised of elves, humans, and half-elves.  They dwelled in a library tucked into icy caverns along the base of the DragonSpine Mountains. They existed solely for knowledge, both its pursuit and its protection.  Many among them served the Grandfather, Fash&#039;lo&#039;nae, himself.  Rarely did they make themselves known to the rest of the world, those of the Turamzzyrian Empire, or the Elven Nations.  Little is recorded of their contributions in history as their organization was known more for its talent of observations and study.  &lt;br /&gt;
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Somewhere around year 4314, an elven member of the Wardens, known in some rare records by the name of Nexur, embraced his insane theory of a Twilight of the Elves, using his mastery of runes and magic to destroy all enemies of Elvenkind, seeking to make himself a king to unite all of the elven houses.  His plan was thwarted early on by fellow Wardens of the Hallowed Scroll, but the battle that ensued destroyed the arctic library along with a majority of its members and students.  In the end, only a few Elders of the order remained, and Nexur was said to have been encased in an icy prison to wither away.&lt;br /&gt;
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While no proof that the Wardens of the Hallowed Scroll still exist today, it is still rumored that a smaller version of the organization may still thrive in some corner of Elanthia, watching, observing, and learning.&lt;br /&gt;
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=Martial Organizations=&lt;br /&gt;
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==The Imperial Navy==&lt;br /&gt;
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In 4317, increased piracy in shipping lanes between Kai Toka and Tamzyrr caused Emperor Chaston to respond with an increased focus on the imperial navy, finally building it out and strengthening it to combat a growing trend of seafaring threats. In response to merchant outcry and preserving the safety of the Empire&#039;s commerce, the imperial navy was officially born. In 4319, shipbuilding became a major source of income in Tamzyrr, forcing a sometimes fierce competition amongst new rival shipwrights of Kezmon Isle. By 4320, the Western Sea became bloated with imperial warships, and piracy dwindled significantly. &lt;br /&gt;
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In 4873, in the midst of a terrible storm, Kezmon Isle mysterious disappeared, leaving many to wonder if the island sank or vanished due to an elven curse. The tragedy set back the imperial navy for several years as Tamzyrr remained the prominent expert in ship construction. Years later, the port towns of Ubl and Idolone grew to rival the old naval forces of Kezmon Isle.&lt;br /&gt;
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Presently, four Admirals serve over large imperial fleets, one out of Tamzyrr, Ubl, Idolone, and Fairport. Their respective flagships are called, &amp;quot;The Sea Drake II,&amp;quot; &amp;quot;Charl&#039;s Pride,&amp;quot; &amp;quot;The Emerald Jewel,&amp;quot; and &amp;quot;The Torren Tide.&amp;quot;&lt;br /&gt;
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In addition to the official naval force, a number of imperial squadrons have gained some notoriety for their history, bravery, and deeds in service to the Sun Throne. &lt;br /&gt;
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====The Kraken Squadron====&lt;br /&gt;
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Ubl is a port city in the County of Allace, and though not as large as Tamzyrr or Fairport, it has a thriving fishing industry and is renowned for the quality and skill of its sailors. At the time, years after the Battle of Skyreach, Ubl had suffered significant losses to ground troops.  Nevertheless, they were still able to produce a large number of ships for the Imperial Navy, and they furnished ships and the sailors to man them when needed.  One such group is known as the Kraken Squadron.  This fleet of naval ships is comprised mostly of galleys of various sizes, and they are renowned for their seamanship and aggressiveness in naval combat.&lt;br /&gt;
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In 5026, a well organized fleet of krolvin under the leadership of Czag Dubra Drenloth, a ruthless krolvin warlord, led an assault on the shores of Ubl and took many of the docks and ships by surprise. For weeks, the port town was assaulted, their very life blood of sea trade cut off by the menacing blue apes. At the time, Lady Cera the Crow was the commander of the Kraken Squadron, and her fleet had been days out in the waters on a routine patrol. They learned of the attack on their home but were warned to await reinforcements from Tamzyrr and Idolone. The commander refused to let her city suffer.&lt;br /&gt;
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In a brave and selfless act, Lady Cera led the Kraken Squadron in a full-on attack at the backside of the krolvin fleet, mercilessly tearing through them with no other purpose than to save the city, even at the cost of themselves. The battle known as Crow&#039;s Courage allowed the townspeople of Ubl to better manage landlocked defenses and safely transport refugees, when normally they would be focusing on fighting at the docks and coasts. In addition, the Kraken Squadron&#039;s fearless and suicidal tactics allowed reinforcements from Idolone to arrive to help in finishing off the remnants of the krolvin galleons, sinking or destroying almost every last one, including the Czag Dubra&#039;s flagship. &lt;br /&gt;
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In the aftermath of the battle, only a handful of ships belonging to the Kraken Squadron remained, and over the years, their ranks would be replenished. But to this day, all members of the seafaring brigade still hold Commander Cera in high honor, knowing that even though she died that day, the sacrifice of her and her soldiers saved countless lives. Many in Ubl were not surprised when they learned of Commander Cera&#039;s death, as it was rumored that as a baby she was given a black crow as her pet, as part of the tradition that children receive animals at a very young age. It is said the pet received helps shape the child&#039;s personality forever. But days after receiving her pet, long before even her own memory could recall, the black crow died suddenly, leaving the family to replace the animal with another bird, but never truly forgetting the omen displayed for their daughter.&lt;br /&gt;
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Their symbol is a black kraken on a field of white and blue.&lt;br /&gt;
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====The Bluewater Brigade====&lt;br /&gt;
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This unit is a seaborne heavy infantry and medium cavalry unit with its own independent regiment of archers and siege engineers.  Capable of fighting from both the decks of ships and in land battles, this unit is extremely versatile and exceptionally well-trained and led.  Completely self-sufficient with its own magically trained personnel and triage, it is not uncommon for this unit to be moved by sea far behind enemy lines to capture supply trains, or to set up advanced outposts or fortresses in the enemy&#039;s rear areas.  Many times this unit has fought, completely surrounded and massively outnumbered, and has always managed to hold out until reinforcements arrive, eating their horses, if necessary, to survive.&lt;br /&gt;
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The origins of the organization can be loosely tied to Kezmon Isle, and the group was originally started as a series of merchant ships with trained mercenaries to help provide protection. The Bluewater Brigade saw tremendous losses during a few months in 4277 while pirate raids on Kezmonian vessels increased to historical levels. It was never confirmed, but rumored that many of the mercenaries contracted with the Brigade were ex-pirates or pirates themselves, planted to help better track and raid the merchant ships. That same year, Tamzyrrian Overlord Selantha Anodheles offered protection and an alliance with Kezmon Isle, and in a matter of weeks, the level of piracy became almost non-existent. &lt;br /&gt;
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After the imperial alliance was formed, the Bluewater Brigade expanded its services and slowly transitioned to more of a military escort unit than merchant vessels. They saw years of action against the krolvin in the Western Seas and provided plenty of aid along the shores between Tamzyrr and Ubl. In 4873, the ranks of the Bluewater Brigade suffered a heavy loss as a terrible storm engulfed Kezmon Isle and its surrounding waters, both causing the entire island to mysteriously disappear and hundreds of Kezmonian naval vessels to go missing, presumably broken apart and scattered to the high seas. &lt;br /&gt;
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The ships of the Bluewater Brigade that were far from Kezmon Isle during the calamity found a new home in Tamzyrr, but many more members lost their lives over the years to grief and scouring the seas for any sign of the island and survivors, never returning themselves. In recent times, the Bluewater Brigade has been renewed with a heavy focus on prolonged combat, even building appropriate ships able to support soldier and horses, to help move cavalry units more quickly and sometimes more safely than over land and other rough terrain.&lt;br /&gt;
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Their symbol is a faceted amber gem on a field of deep blue.&lt;br /&gt;
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====The White Sparrows====&lt;br /&gt;
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In 5048, the Horned Cabal cut off trade roads between Idolone and The Swale, drawing much of Estoria&#039;s focus in combating the thousands of undead and reopening their land commerce. But not once did Idolone take its eyes off the sea and the ongoing threat of the krolvin. The White Sparrows were formed near the tail end of year 5048, founded by a veteran soldier who some claim had a crippling fear of undead that forced him to use his skills at sea instead of fighting against the Horned Cabal.&lt;br /&gt;
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The White Sparrows earned their name from the fact that all of their captains, soldiers, and crew painted their faces ghost white, and each ship in the fleet set with a huge white marble sparrow figurehead. The White Sparrows&#039; sole purpose was offense first, defense second. They were loyal to the Sun Throne and at times were instrumental in defending the western coasts, but often their missions and service took them far from the shores and deep into the arctic waters of krolvin territory. It is typical for members of the White Sparrows to be gone for years at a time, waging war far from home and often some never make it back altogether.&lt;br /&gt;
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It is not uncommon for members of the White Sparrows to appear more monster than man, some even taking to wearing the skin of their hated enemies like armor and morbid trophies.  &lt;br /&gt;
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Many imperial citizens, especially those proud ones of Idolone, compare the ferocity and training of the White Sparrows to the Order of the Golvern Star, except where demons are their speciality for overcoming, the White Sparrows became the bane of krolvin. Over the years the ranks of the organization have shrunk, but most recently, in 5115, the White Sparrows have seen an uptick in membership as many locals of Idolone have sworn vengeance upon the krolvin for their siege and near destruction of Idolone in 5114.&lt;br /&gt;
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They have no symbol but are often recognized by their armor and cloaks of skin, often krolvin in origin.&lt;br /&gt;
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====Niima&#039;s Own====&lt;br /&gt;
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Niima&#039;s Own was birthed sometime shortly after the year 5010, originally ordered by Count Claybourne, to help the Royal Torren Guard better monitor Maelstrom Bay and beyond. Niima&#039;s Own rarely drift far from the waters of Torre, primarily focused on protecting merchant ships, fishing vessels, and working as a buffer against krolvin and pirates. On the first of every month, many naval members of Niima&#039;s Own make a small pilgrimage to the Tower of the Sea Princess in Fairport, offering their worship and homage to Charl&#039;s daughter, invoking her grace and protection for themselves, their ships, and their sea.&lt;br /&gt;
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After the devastation brought by the krolvin in 5114 that left Fairport occupied for many months, Niima&#039;s Own had suffered countless casualties by the war&#039;s end. The force was left with only a handful of ships still active or repairable. This faction of the imperial naval has been slowly rebuilding itself, and has since split their focus between defending Torren coasts and slowly moving into the area of merchant vessel transport and passenger ships, bringing goods and people in and out of the County.&lt;br /&gt;
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Their symbol is two green dolphins on a field of azure.&lt;br /&gt;
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====The Black Tide====&lt;br /&gt;
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The Black Tide is one of the longest known factions of the imperial navy, dating back to the summer of 4222. It was the ships of the Black Tide that helped protect shipping vessels during the trade and defense alliance between Tamzyrr, Elstreth, and Kai Toka. The group gained infamy over the years in successfully countering piracy, which helped provide efficient results after Kezmon Isle submitted to governance by Overlord Selantha Anodheles in Tamzyrr. Throughout history, the Black Tide has been treated and trained like a specialized unit of the imperial navy, eventually exploring new tactics and strategies thanks to the magical knowledge and education of House Kestrel. &lt;br /&gt;
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Their soldiers are trained and fiercely loyal to the Sun Throne, and every one of their ships houses a handful of mages trained in the elements of water and air, providing many useful talents to the naval fleets. The hardened and veteran warriors, augmented with the presence of powerful magic users, has allowed for the Black Tide to gain a reputation for being the fastest and deadliest ships in the Western Sea. They are the bane of krolvin, pirates, and enemies of the Sun Throne, providing swift and deadly action and justice on the high seas.&lt;br /&gt;
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Their symbol is a golden crown and cutlass on a field of black.&lt;br /&gt;
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====The Swans of Selanthia====&lt;br /&gt;
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The capital city of Tamzyrr was rocked by the explosion of Mount Ysspethos when it erupted suddenly in 4327. The imperial palace itself was left mostly in ruins, the destruction even claiming the lives of Emperor Chaston and his daughters. In the aftermath of the event, Chaston&#039;s young cousin Immuros ascended to the throne and ushered in an age of great economic prosperity for the Empire, working to repair the shattered city, public buildings, and neighborhoods. While Emperor Immuros did reduce the standing imperial army at the time, he did not reduce any forces within the navy, and it was during this time the Swans of Selanthia were born.&lt;br /&gt;
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Technically considered part of the imperial navy, the Swans of Selanthia are more ceremonious than combat ready, their members trained but rarely tried. The Swan ships, recognized by their ornate designs and heavy white masts bearing the crest of Selanthia, provide more decoration in the waters near Tamzyrr than any real protection. Many Tamzyrr nobles send members of their families to train and serve with the Swans, knowing full well they will likely face no danger while still garnering some military allocades to help further their family name. &lt;br /&gt;
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The Swan Ships have been prominent at many imperial celebrations, from coronations to festivals, the sea vessels providing the backdrop of many lavish parties, or glorified escort ships for visiting nobles. While the members of the Swans of Selanthia are indeed trained in combat and naval tactics, few have seen conflict, and their inexperience causes other members of the imperial navy and factions to look down upon them as nothing more than show.&lt;br /&gt;
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Their symbol is a golden white-beaked swan on a field of crimson.&lt;br /&gt;
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==The Imperial Army==&lt;br /&gt;
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The Imperial Army is a standing military force commanded by the Sun Throne, and its size alone is enough to overpower any provincial force, or even two or three of them combined. Throughout history, imperial soldiers were dispatched to many locations to provide additional support, and this remains true even to this day. Under the command of Empress Myna&#039;lyanna, imperial garrisons were established in strategic areas of the Empire, such as locations like Kragsfell, Barret&#039;s Gorge, Hendor, and Jantalar. While imperial strongholds do not exist in every region, the forces can easily be mobilized to address any threats, be they foreign or domestic. &lt;br /&gt;
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As the Turamzzyrian Empire is not currently in a period of expansion, the Imperial Army&#039;s focus is less on conquest and one more of defense. The scope and skill of the imperial army is designed in such a way to protect the Empire&#039;s interests against threats such as the Horned Cabal, the scourge along the Demonwall, and enemies at their borders, while still being prepared to crush any province with a leader who might be less than loyal to the Sun Throne. The Imperial Army serves as a comforting shield that can be quickly turned into a threatening sword. &lt;br /&gt;
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While the Imperial Army is large in size, and its focus is primarily dealing with conflicts on land, there are a few specialized groups that operate within its organization but serve more of a specific role. &lt;br /&gt;
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Their current symbol represents the Anodheles line, a crimson starburst on a field of gold. &lt;br /&gt;
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====The Imperial Blades====&lt;br /&gt;
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While the seat of the Sun Throne has always had the protection of close and trusted defenders, the official position of Imperial Blade was not ordered into existence, and subsequently recognized, until the year 4281. This position underwent a score of new training regimes and oaths after the Kannalan Alliance sent back imperial emissaries tortured and whipped after having been dispatched on a peacekeeping mission. After such an affront, Empress Selantha Anodheles declared war on the Kannalan Alliance, and at the request of her own counsel, tested and trained more members to serve as the newly named Imperial Blades, whose sole purpose in life was to provide protection for the Empress or Emperor, even at the cost of their own lives.&lt;br /&gt;
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The Imperial Blades consist solely of men, each one spending years being conditioned to obtain fierce loyalty to the command and defense of the Sun Throne. Members of the Imperial Blades hold no land and no titles beyond their service and duty, and are forbidden from marriage or siring children. Their life is the Sun Throne, and anything else is deemed a distraction and punishable by death.&lt;br /&gt;
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Most recently, in 5103, the Imperial Blades played a critical role in scouring the Empire seeking out the responsible parties in the assassination of Empress Mynal&#039;lyanna.&lt;br /&gt;
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Their symbol is of crossed golden blades on a field of crimson.&lt;br /&gt;
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====The Orphans====&lt;br /&gt;
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Made up only of troops with no familial attachments and not formally based in or hailing from any city, The Orphans are a shock unit attached directly to the Imperial Army.  Very well organized, trained, and led, they are a mixed unit of heavy foot and cavalry whose main purpose is to break the lines of any defenders they face.  This is a reinforced brigade-sized force of approximately 1,200 troops.  The Orphans, though solely a part of the Imperial Army, are also a sea-worthy unit, occasionally being transported by The Imperial Navy to their destinations. There are no Knights among their numbers, although there have been a number of members who have been knighted for bravery and service to the Empire, though always posthumously.  Since there are no Knights in the ranks of this unit, many soldiers of various races, such as half-krolvin, giantmen, and dwarves, and even those of questionable legal background, serve in The Orphans without prejudice or judgment.&lt;br /&gt;
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While there is little prejudice among the ranks of the Orphans, the rest of the imperial army and imperial citizens often view them as nothing more than fodder since they are typically thrown into the front lines of particularly risky combat situations where the likelihood of survival is greatly diminished, which essentially means their life and blood are less valuable. Despite the fact that The Orphans hold no titles or land, and many dwell in the shadow of imperial racism, they still have a home and a purpose, and to many, that is enough.&lt;br /&gt;
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====The Grey Order====&lt;br /&gt;
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Miners turned mercenaries, the Grey Order is primarily comprised of human citizens of the Barony of Talador who once toiled in the dozens of mines in the area that have since been mostly exhausted. The miners had endured less than ideal living standards under the cruel rulership of Baron Lerep Hochstib, and once mining became a dying trade, there was little elsewhere they could go, and so naturally many adapted to a life of the sword, having already been in good physical condition.&lt;br /&gt;
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For years, The Grey Order served as a mercenary group, deriving their name from the &amp;quot;ash and soot&amp;quot; from their long days of mining. They were typically used as armed escorts for wealthy merchants in and out of Talador, the few who existed during those times. After the death of Baron Lerep Hochstib and a semblance of freedom returned to Talador, the members of The Grey Order were officially conscripted into service within the imperial army, but maintained their own faction and leadership. Many within the group even became skilled engineers and sappers, often called upon for their expertise in tunneling under enemy defenses. The ranks of The Grey Order had dwindled off over the years, but most recently in 5114 they have seen a new flood of recruits sign up for their organization. &lt;br /&gt;
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The influx of new members is easily explained as a result of the boom of business that has recently come to Talador with the discovery of blood marble in a once abandoned silver mine. The highly sought after material has reached elevated levels of demand all throughout the Turamzzyrian Empire, and Talador is finally exploring the wealth that comes with such a commodity. But fortune does not always bring the right kind of attention, and while many merchants and other traders have flocked to Talador in recent times, so too have bandits and other unsavory types, some even trying to illegally mine the blood marble themselves or explore other sealed-off mines currently untouched.&lt;br /&gt;
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The ruling council of Talador has tasked the soldiers of The Grey Order to focus primarily on protection for their mines and workers, and who better to be assigned to such a job than a group whose origins began in that industry.&lt;br /&gt;
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Their symbol is a grey pickaxe on a field of black and white.&lt;br /&gt;
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====The Black Hands====&lt;br /&gt;
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It was the year 4500 when an old retired sea captain named Eli &amp;quot;Blackhands&amp;quot; Gladden started up a mercenary company comprised mostly of fellow ex-pirates and some unsavory imperial sailors. Old Blackhands was given his nickname due to the fact that his hands were mostly useless, scorched black and charred by a gruesome incident, supposedly because he had wedded the daughter of an Archmagister of the Hall of Mages. The confrontation ended with the sea captain without his new bride and blackened clumps for hands with barely a finger or two left. It&#039;s unclear in the legend what happened to the captain&#039;s wife, although many presume her angry and powerful mage father whisked her back home after leaving the captain wounded as a warning. &lt;br /&gt;
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After his hands were crippled by fire, Eli Blackhands Gladden used what wealth he had amassed on the high seas and started up a band of merry mercenaries to help provide protection for merchants and other trade vessels up and down the length of the Tempest River. His services could not have come at a better time, as sea pirates had recently gained a strong foothold along the river banks through the regions of the Turamzzyrian Empire. Because of this his business flourished and even expanded, many members of his crew branching out to provide protection along other vital rivers that winded through the lands of the Empire. &lt;br /&gt;
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In 4518, the Lords of Waterford within the Kingdom of Hendor met with Blackhands and offered him a sizable amount of money to bring his group of skilled mercenaries into service to the Hendoran Kingdom, where they could continue to operate as normal, but reap the benefits of an officially recognized branch of the Kingdom&#039;s military, and full pardons for many of the seedier members of his company. It is said that Captain Eli met with every single member of his organization to hear out their opinions before finally accepting Waterford&#039;s offer two and a half years later in 4520. As promised, the Black Hands Company continued with business as usual, but now benefited from additional perks and respect brought about due to their affiliation with the Kingdom&#039;s army.&lt;br /&gt;
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Shortly after the deal with Waterford, Captain Eli officially retired and left behind his home and his trusted servant and was never seen again. Some say he traveled south to once again see his bride who was stolen from him, and if that tale is true, then it is likely the captain finally met his demise at the end of an angry father&#039;s wrath. Others say he merely set off to find a new comfortable home, likely upon some shore, to await Gosaena&#039;s arrival for him.&lt;br /&gt;
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Regardless of their founder&#039;s fate, The Black Hands continued to grow until their numbers suffered heavy casualties during the Witch Winter, when the Kingdom of Hendor eventually collapsed. Those soldiers and crew that survived escaped far to the south into the protection of the Turamzzyrian Empire. In 4650, a few years after the Turamzzyrian Empire recaptured the fallen cities of Hendor and imperial citizens began to once again settle the area, the Black Hands sprang back into full operation with many of the veterans resuming their old roles.  Some took on the positions of officers and captains in a new specific branch of the Imperial Army with the Turamzzyrian nobles providing the funding needed to allow for new training and recruitment to strengthen the unit. The presence and success of the Black Hands were crucial to many northern and eastern nobles, as it helped to ensure safety along the vast rivers and offered a measure of economic security.&lt;br /&gt;
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Their symbol is a black hand on a field of navy blue and gold.&lt;br /&gt;
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====The Falcons====&lt;br /&gt;
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Birthed on the fringes of the Wyrdeep Forest, the Falcons are a specialized branch of the imperial army that are predominantly stationed in the Barony of Bourth, where they spend much of their time patrolling the vast forests and landscape between Gallardshold and Krestle. They are a mixed bunch, consisting of woodsmen, hunters, rangers, and  soldiers.  Some knights of both the Empire and Bourth have even joined their ranks, preferring the open life and view of the great wilderness to the politics of imperial court.  Every member of the Falcons is trained to be an expert archer and scout, and throughout history, small numbers of them have been dispatched to various locations throughout the Turamzzyrian Empire when their skills were greatly needed in times of war or espionage. &lt;br /&gt;
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The Falcons are a strong brotherhood of men and women, loyal first and foremost to the Sun Throne, and second to the wild, preserving and protecting life, blood, and nature alike. Their group is quite friendly with the Elves of the Wyrdeep and are often involved in some of the trading agreements and shipments that happen between the humans and elves in the region, their presence and respectable conduct helping to ease tensions and keep the peace. Despite their ways of preservation, they hold no such mercy for the undead and barbarian monster races of the region, and when faced in combat or conflict against these beings, their wrath is swift and unmerciful.&lt;br /&gt;
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Their symbol is of three black falcons ringed by a white circle.&lt;br /&gt;
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==Provincial Armies==&lt;br /&gt;
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Each region, be it Duchy, Earldom, County, or Barony, has its own army raised with fierce loyalty to the local nobles and by extension, the Sun Throne.  These forces are primarily confined to their borders, but in times of great crisis they can be diverted as necessary to provide relief or military aid to other regions across the Turamzzyrian Empire. It is only done so with extreme caution as to prevent weakness in their home territory.  Furthermore, the soldiers of the Imperial Army have been known to work closely with provincial armies in the past, especially in large scale wars against enemies of the Turamzzyrian Empire.&lt;br /&gt;
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Some of these Provincial Armies have gained some notoriety over the ages.&lt;br /&gt;
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====The Silver Shields of Immuron====&lt;br /&gt;
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In the well-fortified city of Immuron in the Barony of Honneland, the Silver Shields act as the city&#039;s guards.  Every year, a great tournament is held in Immuron called, &amp;quot;The Feat at Rallick&#039;s Field,&amp;quot; the first one reportedly occurring back as far as 4769. While the tournament was formed originally to discern the knights with the highest level of skill to be selected as officers during the Second Elven War, the tournament itself, which is hosted by the Silver Shields, has now become a renowned annual festival of great celebration and physical bouts. &lt;br /&gt;
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Many of the members of the Silver Shields participate in the legendary tournament, and more than a few continue to bring home fame and victory, only further adding to the high honor, respect and discipline that has become the reputation of these guards and soldiers. Their training is difficult, only a third of the recruits lasting until the end, and their loyalty to both Honneland and the Sun Throne is unmatched. The streets of Immuron know little violence and crime, as the townspeople are primarily orderly and peaceful, with such peace managed and controlled by the military presence of the highly trained Silver Shields.&lt;br /&gt;
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Their symbol is crossed purple lances on a field of silver.&lt;br /&gt;
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====The Royal Torren Guard====&lt;br /&gt;
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The origin of the Royal Torren Guard goes back to the founding of the Kingdom of Torre in 4240 by Gardiel of Torre and the establishment of a military force under the King&#039;s control.  The military force did not arise out of the ether, but was the resulting combination of Gardiel&#039;s own private force and the forces of three other members of the Circle of Regents, a confederation of seven powerful leaders in the area now known as the County of Torre.  In an agreement with his allies, Gardiel acquiesced to the permanent inclusion of their forces with his to form the royal army of the kingdom.  The military forces of the other three members of the Circle of Regents were subsequently dissolved to remove any remaining threat to the newly enthroned king.  For nearly two hundred years, this force was known as the Royal Army of Torre. &lt;br /&gt;
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The army was organized in four companies, which reflected the four separate forces of its origin.  While each company initially mirrored the philosophies and discipline of the original leader, gradually the influence of Gardiel and subsequent Torre kings became the overwhelming morality influence, which unsurprisingly was one that demanded strict obedience to order from its foot soldiers and creative minds in its officers.  Each company was commanded by a captain and the four captains overseen by the commander, a kannalan title that has survived in the Torre region in the place of the more standard and preferred title of general elsewhere in the Empire.&lt;br /&gt;
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In the wake of the annexation of the Kingdom of Torre by the Turamzzyrian Empire in 4417, the army that had served King Yamaus of Torre understandably was expected by the rulers of the Empire to reduce its size as to reduce the confidence of success of the leaders of Torre should they reconsider their allegiance to the Sun Throne.  At this point, the Royal Army of Torre was renamed the Royal Torren Guard, a name it has carried for nearly 700 years of service, and while it retained its original organization of four companies and command structure, the numbers of each company have since been lowered.  The modern Royal Torren Guard has retained a more mobile stance with only one heavy company of the four.  Captains are provided the unique and traditional state power since the days of the Royal Army to perform capital punishment without the need of higher authorization.  &lt;br /&gt;
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Their symbol is a white stork clutching spear tips in its feet with wings spread upward on a field of blue and yellow.&lt;br /&gt;
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====The Dragoons of DragonSpine====&lt;br /&gt;
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Along the base and foothills of the DragonSpine Mountains, in the year 4883, several gem and ore mines were discovered as imperial forces pushed back monstrous hordes and expanded the Empire&#039;s territory. The city of Kragsfell in the Barony of Highmount saw increased business and trade because of these mines, and there quickly became work-a-plenty for woodsmen and stoneworkers. In order to help protect their financial interests in the mines along the lowlands, the Barony of Highmount created a specific branch of cavalry units called the Dragoons of DragonSpine, whose sole purpose was to patrol the range of the mountains, scouting and defending against T&#039;Kirem giantmen, orcs, and goblins, and to prevent any incursions of elves.&lt;br /&gt;
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The members of this unit are trained in martial combat and highly skilled when fighting on horseback or sometimes even yak and mules. Many of them are also skilled in archery and carry their own messenger birds to quickly dispatch warnings or information to officers and various outposts around Highmount. They are fierce in combat and know the wilds and region around the base of the DragonSpines better than any other soldiers or units in the area. The Dragoons are a source of pride for many citizens of Highmount, and each year a number of knights and decorated officers travel to Immuron to partake in the annual tournament named, &amp;quot;The Feat at Rallick&#039;s Field.&amp;quot;&lt;br /&gt;
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Their symbol is a red horse before grey mountains on a field of white.&lt;br /&gt;
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====The Sunriders of Seareach====&lt;br /&gt;
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The Sunriders of Seareach are based in Phannus in the County of Seareach, on the edge of the Sea of Fire and Tehir territory.  These troops, founded in 4895, were initially a dismal failure as they were not equipped and poorly trained to deal with the harsh conditions of the desert and the hit-and-run tactics of the Tehir.  During that time, imperial soldiers set up two strongholds in the Sea of Fire where the Sunriders operated.  After heavy losses in 4902, primarily to desert conditions and poor organization, Emperor Rallick II recalled the bulk of the soldiers from the edge of the Sea of Fire and left the strongholds behind to operate more as functional outposts to provide a small measure of comfort and protection for hunters and trades bold enough to brave the vast land beyond.  The Sunriders remained as the predominant fighting force at the strongholds, but their role switched more to defense and trade protection and very few incursions happened into the Sea of Fire.&lt;br /&gt;
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Over sixty years later, in 4966, copper was discovered within the region of the Sea of Fire. This caught the interest of Emperor Yarrowe, and so once again a focus was placed upon the desert land, and imperial soldiers were dispatched to strengthen the garrison at the two strongholds and provide protection for the copper mines. The County of Seareach began to actively recruit for members of the Sunriders, and for a time, their numbers swelled as the Empire embarked on numerous small-scale conflicts with Tehir tribes and warbands. Time had made the Sea of Fire no easier than before, and so many soldiers eventually left the Sunriders, positioned elsewhere within the Empire, while others found their lives claimed by Tehir raiders or other dangers of the sands.&lt;br /&gt;
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It was not until 4968 that the then commander of the Sunriders was replaced, his position soon taken over by Commander Drenden. This new commander immediately converted the infantry unit into light cavalry and copied the tactics of the Tehir raiders with whom they have had numerous costly engagements. Such tactics included using yierkas as mounts, and so far the changes and new leadership have worked well in keeping the Tehir raiders at bay, increasing the safety of the imperial copper mines and emboldening trade caravans moving through the region.&lt;br /&gt;
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Their symbol is a red cutlass before a golden sun.&lt;br /&gt;
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====The Order of Llaestal&#039;s Guard====&lt;br /&gt;
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The fall of the Kingdom of Hendor came in the year 4630 after the Ice Queen Issyldra had spent years suffocating the region in a bitter unyielding winter, and her ice creatures had spread across the land bringing death and destruction. In the end, everyone in Hendor had perished or fled. It was not until 4632 when a heroic group of adventurers out of the Turamzzyrian Empire, led by Llaestal Anodheles and Rasimm Roelas, were able to attack the Ice Queen&#039;s citadel Rimefast and kill her. The defeat of the Ice Queen allowed the eternal winter to finally end, and over the course of several more years, imperial forces fought back barbarians and monsters to reclaim the lands that once belonged to the kingdom that was Hendor. By 4644, the major cities of Hendor such as Lolle, Waterford, and Nydds had been reclaimed, and finally the Mensyl Pass was recaptured in a great battle by General Jyllander. &lt;br /&gt;
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In the rebirth of what became North and South Hendor, often referred to as the Broken Kingdom, a special order of noble knights and soldiers arose called the Order of Llaestal&#039;s Guard, named in the honor of the bravery of Llaestal Anodheles. Founded in Lolle, the capital of North Hendor, the Order of Llaestal&#039;s Guard is considered to be the highest ranking and respected order of knights in all of the region. Their loyalty and skill are nearly unmatched in Hendor, and so it is often that the Northern Sentinel throughout history has dispatched members, soldiers, or entire platoons of these knights to help take care of highly critical missions of imperial interest.&lt;br /&gt;
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Over the years the Order of Llaestal&#039;s Guard has evolved in their role, evenly split between both combat and military operations, to also being involved in peacekeeping missions in helping to protect and stabilize areas that might be in unrest. They are indeed the powerful right hand of the Northern Sentinel, and equally act and obey in every manner commanded.&lt;br /&gt;
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Their symbol is of a fiery sword on a field of blue and silver.&lt;br /&gt;
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====Mensyl&#039;s Marauders====&lt;br /&gt;
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General Jyllander recaptured Mensyl&#039;s Pass in 4644, years after it fell to the Witch Winter and hordes of monsters and other barbaric humanoids.  After the Pass was reclaimed and the Turamzzyrian Empire&#039;s northern expansion re-opened, Mensyl Keep was re-outfitted and repaired, expanding its size to help house a very large battalion of the Hendoran army, specifically called Mensyl&#039;s Marauders. The warriors stationed at Mensyl Keep are a very tough and skilled lot, expertly trained in various forms of combat and survival.  While their unit is primarily contained to Mensyl Keep, they are in no way complacent. &lt;br /&gt;
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The Marauders are frequently put to the test, time and again, as they launch coordinated scouting parties and military strikes against monstrous hordes in the area, often beating them back to the cold of the DragonSpine mountains but rarely stopping there. It is not uncommon for the Marauders to depart on an operation and not return until every last goblin, orc, or troll enemy is dead.  At that point, the Marauders tend to return to the Keep, spend a few days of rest, then head back out to the wilds, always vigilant against the imperial enemies of the north.&lt;br /&gt;
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Because of their constant conflict with hordes of orcs, ogres, and trolls, many members of the Marauders themselves also belong to the Guardians of the Sunfist but put their loyalty in that organization second, as there is no higher oath to them than the one made to Hendor and the Turamzzyrian Empire.  Every soldier among the Marauders carries with him a sharpened drake dagger, more for ceremony than actual use.  It is said that when each soldier is on a mission in the wilds and not at home within the Keep, they sharpen the drake dagger each night as a show of respect and acute awareness to the history of Hendor&#039;s greatest loss during the Ice Queen Issyldra&#039;s reign. It is also said that among the Marauders, many boast that should the Ice Queen or another like her return, there shall be a great reward for the first Hendoran who can thrust the fiery blade of their drake weapon into the heart of their enemy first. The tradition has gone on to become quite embellished, as some claim whosoever accomplishes such a feat, should that day ever come, would be granted tremendous amounts of riches and land, as well as the hand of a nobleman&#039;s daughter.&lt;br /&gt;
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Their symbol is of a drake dagger on a field of white and silver.&lt;br /&gt;
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====The Grey Wolves of the Thane====&lt;br /&gt;
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In the County of Trauntor, which includes the Demonwall cities of Brantur and Barrett&#039;s Gorge, the Order of the Golvern Star is well known.  However, the Order, which is an autonomous Imperial Army unit, is not the only cause of soldiers in this county.  Trauntor has long been very militaristic due to the presence of the Demonwall, and its soldiers supplement the Order of The Golvern Star.  House Greythane has their own soldiers known as The Grey Wolves of the Thane.  These soldiers are exceptionally well-trained and often see regular combat along the Demonwall.  Trauntor, being so military oriented, has very little crime, and punishment for criminal activity is swift and harsh, freeing the soldiers of the Grey Wolves from the need to patrol the cities which allows them to concentrate on their duties at the Demonwall.&lt;br /&gt;
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So it is that while the primary purpose of the Grey Wolves&#039; creation was protection and support for the Count of Trauntor and his family, their duties have been split to help supplement the forces, be it of arms or scouting eyes, for the Order of the Golvern Star.  In fact, many new recruits to the Order of the Golvern Star often serve in some capacity within the Grey Wolves before joining the fabled order of knights.  Many times, the Grey Wolves will be seen guarding segments of the Demonwall along Trauntor as units of the Golvern Star knights patrol beyond the wall and into the demonic wasteland far from imperial protection.  As Barrett&#039;s Gorge is the preferred starting point for any imperial invasion into Elven Lands, and likewise a prime target for elven enemies, the area is always heavily supplied and defended.  Despite the low crime in Trauntor, a selective group of Grey Wolves remains at the Greythane keep, always ready to defend against any enemies foolish, or brave enough, to strike.&lt;br /&gt;
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Their symbol is a grey wolf&#039;s head on a field of black and green.&lt;br /&gt;
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====The Greensmen of the Deep====&lt;br /&gt;
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The Barony of Bourth, to which the cities of Krestle and Gallardshold belong, is also home to Wyrdeep Forest.  Woodsmen are plentiful in Bourth, and it is said that the archers from this region are second to none.  The Barony of Bourth regularly supplies levies of archers as part of its contribution to the security of the Empire.  One of these units, and one of the more infamous, is called The Greensmen of the Deep, and they are renowned for their outdoor lore and their skills with bows at long range.&lt;br /&gt;
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House Caulfield of Bourth is proud to boast of their home-grown archers, whose skill is nearly unmatched in all of the Turamzzyrian Empire. The Greensmen are trained from a very early age, as many hopeful parents often push their children towards it, but to their dismay, very few complete the training.  The walls of Bourth&#039;s major cities are lined with the Greensmen of the Deep, from Krestle to Gallardshold, their sights and arrows are trained to the horizons and the woods, ready to kill any enemy before it can come into view of the gates. &lt;br /&gt;
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Every year, just after the first of spring, an annual archery tournament is held in Krestle called the Green Games. The competition itself is restricted to Greensmen of the Deep, but citizens and visitors travel from all over to witness the festivities and fierce contest. One of the most popular rumors about the Greensmen of the Deep relates to their origin, as their style, preparation, and tactics of their archery skills appear closer to those of the elves than other archery regiments within the imperial army. It is said that long ago, in the founding days of the Greensmen, that the human guard captain of House Caulfield had come to know the love of a Nalfein woman on the edges of the Wyrdeep Forest. The legend has evolved over time, but it claims the guard captain rescued a wounded Nalfein woman from imperial outlaws, and while nursing her back to health in secret, they fell in love.&lt;br /&gt;
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In their time together, the elven woman taught the captain of the archery style that he then passed on to his own men, which eventually became the standard training for the group. No true evidence of this origin has been found, save for the eyewitness accounts of some of the captain&#039;s own men claiming he often went off into the edges of the Wyrdeep by himself, disappearing for days during his off duty time. One day the captain returned, crippled by a foul mood, and was eventually forced to resign his position because of his love of the tavern spirits. Years later, upon his own death bed, the retired captain made no confessions or shared no secrets into the rumors about his life, and merely welcomed his death as if embracing the arms of a lover. Some say he prayed for death, that he might rejoin his lost love in whatever awaited them both beyond. But one thing is certain: the Greensmen of the Deep have mastered the art of the bow, and forever does their aim fly true.&lt;br /&gt;
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Their symbol is of a black yew longbow ringed by three white hawk feathers.&lt;br /&gt;
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====The Red Brigade====&lt;br /&gt;
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The Red Brigade is one of the newest faces to the ranks of provincial armies, having only officially formed in the year 5114.  After the coordinated multi-region strikes against the Turamzzyrian Empire by the dark summoner Elithain Cross and his monster allies, Baron Chydenar of Mestanir sought to create a new faction within his military arm that was primarily designed to help provide simple protection for citizens, escort supply caravans, and provide defense for refugees when rumors of monster hordes sweeping into the Barony had surfaced.  Able to be spotted by their sweeping red capes, the Red Brigade became a growing force of reassurance for many imperial citizens within Mestanir. While more seasoned soldiers and groups set off to meet the enemy hordes face-to-face on the battlefield, the Red Brigade took up the torch at home, working to patrol the streets, some farmlands, and overall work at keeping the peace during times of uncertainty. &lt;br /&gt;
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While their passion for the innocent and their loyalty to House Chydenar and the Sun Throne was fierce, their experience in battle was not. So it was that the Red Brigade almost suffered annihilation in late 5114 when a host of demonic chimera took to the skies over the capitol of Mestanir, laying waste to hundreds of miles of farmlands and over two thirds of the entire city. Brave adventurers from Wehnimer&#039;s Landing, Vornavis, the Order of Voln, and other allies helped in Mestanir&#039;s time of need and aided in securing refugees far away from Mestanir, but were only able to help a small fraction of the overall population.&lt;br /&gt;
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Before, during, and after the chimera assault, the Red Brigade, despite their inexperience, did indeed find bravery that day in the face of carnage. They suffered heavy casualties, but their sacrifices permitted hundreds of Mestaniri men, women, and children to escape the capital before it was nearly destroyed. None in Mestanir question the courage or have forgotten the sacrifice of the members of the Red Brigade that died during the war, and many of the fallen were knighted posthumously, lending further honor to their legacy and the names of their family.  In fact, since the beginning of rebuilding once more in Mestanir, Baron Chydenar has hand-selected certain surviving members of the Red Brigade to become his new appointed house guards, claiming their loyalty in the face of all odds is unmatched.&lt;br /&gt;
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Their symbol is of a gold shield on a field of red.&lt;br /&gt;
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====Tornak&#039;s Irregulars====&lt;br /&gt;
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Tornak&#039;s Irregulars are born and bred in the cold valleys of Krinklehorn, tucked away near the southern base of the DragonSpine Mountains in the Barony of Dragach. Some time ago, Baron Farneth McGarry&#039;s life was put in danger on a hunting expedition when he suffered a fall, disappearing into a cavern where he broke a leg and arm, leaving him a potential victim to a cave bear awoken nearby.  A young woman, known as Selgrid, who grew up as a trapper for her family, overheard the commotion of the imperial soldiers seeking to rescue their Lord, and she rushed in to drop herself down into the pit, where she single handedly defeated the bear, tended to the Baron&#039;s wounds, and helped to free him from the pit.  Because of Selgrid&#039;s bravery, Baron McGarry appointed her as commander of a new provincial army within the Barony, named Tornak&#039;s Irregulars.  The unit&#039;s fealty is to House McGarry and the Sun Throne, but their primary focus is the safety of the region near the mountains, protecting the Barony and its people from barbarians, monsters, ice creatures, and any wild elves from the Wyrdeep Forest. &lt;br /&gt;
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Led by now Commander Selgrid Tornak, a demure and soft spoken woman until she enters battle, the Irregulars are a heavy cavalry unit that has seen service in many skirmishes and battles along the low hills and cold lands of Dragach, fighting back beasts and barbarians alike. Known for their tenacity and ferocity in battle and their habit of sounding hundreds of warhorns made from curled horns of mature mountain sheep throughout their charge, these men and women are excellent horsemen and fiercely loyal to their commander, of whom it has been said can drink any of her troops under the table.  Many times, enemy lines have broken solely from the sound of those warhorns due to the reputation this unit brings with it to the battlefield. &lt;br /&gt;
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This unit&#039;s battle standard is crossed golden lances beneath a white horse head on a field of scarlet.  On a side note, Selgrid Tornak has thrice been chosen for knighthood for bravery on the field of battle and she has declined, respectfully, all three times, citing her aversion to spurs, believing them cruel to horses.&lt;br /&gt;
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Their symbol is of a red bear on a field of white and green.&lt;br /&gt;
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==The Order of the Golvern Star==&lt;br /&gt;
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Founded in 4848, the Order of the Golvern Star is a martial organization formed in response to the embarrassing loss of imperial forces at the hands of the Faendryl. Created by Sir Pyrrhon Von Kammersteyl, a knight from Immuron, a large gathering of warriors were trained to his ultra-disciplined ideals, as they sought to never again let the dark elves and their summoned demons gain the upper hand. The Order is fiercely loyal to the Sun Throne, and while largely autonomous, they serve the role of a unique and elite arm of the imperial military, specifically designed to combat demons and other dark denizens of the world. &lt;br /&gt;
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The knights of The Order of the Golvern Star (OGS) are most notably stationed at sections along the Demonwall, but it is not unheard of to see smaller numbers of their organization in other areas of the Turamzzyrian Empire, depending upon the Order&#039;s goals and activities. &lt;br /&gt;
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The OGS is not directly associated with the imperial military structure.  While the Golvern Star often assists the imperial military in times of battle, from the perspective of training, chain of command, and day-to-day functions, the two are completely separate.  Even along the Demonwall, battle plans are coordinated between the military and the OGS leadership, but the organizations do not mingle for patrols or combat.&lt;br /&gt;
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The citizens of the empire have lifted the Order of the Golvern Star to almost mythical status due to their constant battling against the Scourge, and it is considered a great (and rare) honor to be asked to join their ranks.  Individually, OGS knights are formidable opponents, and it is generally believed that only the best of knights from other orders are on a comparable martial level.  However, as a group, the OGS knights are considered to be virtually unstoppable.  Their discipline, unflinching adherence to orders, fearlessness, and lack of compunction in carrying out their duties make them a unit with a single-mindedness that is, at times, terrifying to observe.  Their might at arms is seldom on display for the general populace, however, as the OGS is rarely involved in conflict in the inner empire.  The majority are stationed along the Demonwall, either near Barrett&#039;s Gorge to combat the Scourge, or along the southern border to aid Duke Chandrennin.&lt;br /&gt;
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Only slightly less so than the legends of their martial skill, the members of the OGS are renowned for their incredible, some say inhuman, mental, and emotional discipline.  Beyond the fierce resolve displayed in their approach to combat and their duties, this discipline has given them a large degree of resistance against mind and emotion-based attacks, such as the aura of terror and despair exuded by demons and some of their spawn.&lt;br /&gt;
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The membership of the OGS is strictly human warriors, predominantly male, and only gained through invitation.  Nobility is not a prerequisite for knighthood in this organization.  Early in the training, candidates are given the opportunity to decline to proceed (a common occurrence), at which point they are dismissed from the Order without loss of honor.  Reports from those who have declined membership at this point have indicated that the training focuses on rigorous mental and emotional discipline, absolute submission to the commands of their direct superior, and intensified training at arms.&lt;br /&gt;
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Once joining, a member of the OGS is considered always on duty.  Nobles or members with obligations outside of the Order are relieved of those obligations.  Land and wealth are either given to a relative or donated to the OGS to be overseen by one of the Order&#039;s seneschals (typically elder members of the Order.)  Marriage is not prohibited outright by the Order, but it is rare for married candidates to proceed beyond the initial stage of training, and rarer still for a knight to have children.  It is unheard of for an OGS knight to marry after joining the Order.&lt;br /&gt;
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The Order has a fair amount of wealth as a result of the donations of prospective members, but they are not an economic force within the empire.  The wealth generated from their property is primarily used to maintain the needs of the Order.&lt;br /&gt;
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While some of the OGS knights were knights in other orders prior to joining the OGS, the OGS is not a chivalric order, per se. In many ways, they are more myrmidons with an extreme sense of duty and discipline than righteous cavaliers pursuing the chivalric ideal, though their beliefs overlap in several areas. The members of the OGS do not engage in tournament competition with the chivalric orders of the empire, and they often ignore individual challenges to duel from those whom they consider inferior foes.  Most OGS members were not knights of other orders prior to joining the Golvern Star; few knights are willing to humble themselves to take the status of squire in the OGS after having attained knighthood elsewhere.&lt;br /&gt;
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The OGS does not have law enforcement authority unless it is bestowed by the Emperor, a Sentinel, or the lord of whatever territory they inhabit.  However, since the OGS has a primary purpose of defending the Empire against the Scourge and places its forces there unless needed elsewhere, it is likely that an OGS knight found elsewhere in the Empire is acting with the authority of the Empire or one of her nobles.  For occasions when the OGS has need of law enforcement authority for their own affairs, the Order must request bestowal of this authority from the Emperor, a Sentinel, or the territorial lord. When such authority is requested by the OGS, it is seldom denied.&lt;br /&gt;
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The Order will occasionally accept special missions for the imperial throne, or infrequently for their own purposes. The nature of these missions is rarely revealed, though the missions are evidenced by occasional sightings of OGS knights, alone or in small groups, in various regions of the Empire and on the frontiers. The OGS is autonomous by and large, but it honors all requests from the imperial throne, and it is recognized by would-be usurpers as an unshakable loyal foe. Other nobles of baronial rank and above may request the aid of the OGS at times, primarily as escorts or security for internal diplomatic events where a neutral party is desired, and the Order rarely declines.&lt;br /&gt;
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Finally, there are more than three dozen other orders in the Turamzzyrian Empire, and most have a more chivalric bent than the Golvern Star. While the OGS is certainly the order with the greatest historical effect on the Empire, some of these other orders play key roles in patrolling the fringes of Ba&#039;Lathon, combatting the Horned Cabal along the southern borders, defending against Tehir raids, protecting overland trade routes throughout the Empire&#039;s interior, and maintaining imperial control over the western edge of the DragonSpine.&lt;br /&gt;
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Their symbol is of a golvern star on a field of black.&lt;br /&gt;
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==The Order of the Crimson Fist==&lt;br /&gt;
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Founded in 4822, the Order of the Crimson Fist achieved early notoriety as courageous knights with expert prowess, skill in combat, and unquestionable loyalty to the Sun Throne.  Their accolades only grew in number during the events leading up to, and including battles within, the Third Elven War, also known as the Faendryl War.  Often referred to as the cousins of the Order of the Golvern Star, these knights of the Crimson Fist were well-disciplined and trained specifically to face off against &amp;quot;black elven sorcery&amp;quot; which resulted in a number of victories against the Faendryl armies and their summoners. &lt;br /&gt;
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One of the last well known heroes of the Order was Sir Gallestan the Mighty, who was said to have slain a half dozen demons before being struck down himself in 4842 on the road to Ta&#039;Faendryl. &lt;br /&gt;
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The Order of the Crimson Fist remains a fully functioning fighting force today, and while the Order of the Golvern Star is primarily stationed along the Demonwall, the knights of the Crimson Fist find themselves more often than not beyond the Demonwall, taking the fight directly to the Faendryl, their abominations, and the Scourge.&lt;br /&gt;
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Their symbol is of a crimson fist on a field of black.&lt;br /&gt;
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==The Company of the Three Maidens==&lt;br /&gt;
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It was in the year 5048 when the Horned Cabal led a massive offensive in the southern region of the Turamzzyrian Empire, their undead forces cutting off critical trade between the Swale and Idolone.  It took almost three months for the undead force to be driven back, and it was due to no small part from a company of heroes comprised of Imperial Drakes and knights of Idolone.  After their victory, business slowly returned to the old trade routes between the Swale and Idolone, but fears of the Horned Cabal returned to the area and continued to stifle the growth both regions needed so desperately.&lt;br /&gt;
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So it was that a wounded knight of Idolone named Sir Clayton Grantham started up the Company of the Three Maidens. The knight had been injured during the final battle against the Horned Cabal, and it kept him from performing his regular duties as an oath bound knight.  Despite his new physical weakness, he refused to sit idly by and not contribute somehow to the protection of the Empire and the defense of her people. The knight started up a mercenary company that was dedicated to aiding and escorting travelers and caravans along the trade routes between the Swale and Idolone.  The name of the organization is said to have been named after the knight&#039;s three young daughters who he himself claimed would be maidens for all of eternity, and never allowed to wed.&lt;br /&gt;
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Despite the overly protective nature of Sir Clayton Grantham for his daughters, his claims eventually became false, when two decades later he died of natural causes, and his daughters went on to take over the mercenary trader group, marry, and have children of their own. Two of the daughters help run the organization based out of The Swale, while the third daughter manages part of the business on her end in Idolone.  The Company of the Three Maidens are a fair and just group of mercenaries, mostly comprised of loyal soldiers who prefer the freedom of being hired help over conscription into the imperial army.  &lt;br /&gt;
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In recent years, as the success and wealth of the Company has grown in the south, the leadership of the organization has looked into the possibilities of extending their operations even further north.&lt;br /&gt;
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Their symbol is three golden rings on a field of blue.&lt;br /&gt;
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==The Ulterlain Traders==&lt;br /&gt;
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The Ulterlain Traders face fierce competition with the Company of the Three Maidens when it comes to landlocked trade routes between The Swale and places like Idolone, but their business has flourished in their dealings with Ubl and Tamzyrr, where they have set up smaller headquarters in each port city location to expand their reach throughout the coastline. The Ulterlain Traders originated in The Swale, where they maintain a number of warehouses and barracks for their mercenaries in need of shelter, and their hubs in Ubl and Tamzyrr are growing rapidly.&lt;br /&gt;
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Because The Swale is landlocked and a heavily trafficked area for trade, the Ulterlain brothers, Roland and Randall, have invested heavily in fleets of merchant vessels and shipwrights throughout Ubl and Tamzyrr, providing a luxury service of quick and far reaching trade, and ensuring high profits from it within The Swale.  The Ulterlain Traders are the go-to mercenary and transport company for many nobles in the region, who hardly mind the higher fees, which is a small price to pay for the luxury transports provided, and the powerful, guaranteed protection afforded.&lt;br /&gt;
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Their symbol is of a crossed silver and gold swords on a field of blue.&lt;br /&gt;
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==The Golden Smiths==&lt;br /&gt;
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The Golden Smiths are a renowned organization known along the streets and among the imperial barracks of Tamzyrr, and their reputation spreads far and wide.  They are, in fact, a group of highly skilled and highly sought after human blacksmiths, whose craftsmanship is extremely coveted and often compared to the work of dwarves. The Golden Smiths, while all experienced blacksmiths, are also trained in many areas of combat, sometimes even competing in various local tournaments, but never leaving their day jobs. Their weapons are primarily circulated among the higher ranking officers of imperial and provincial armies, and collected by nobles all throughout the Turamzzyrian Empire. &lt;br /&gt;
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Throughout history, in times of great conflict, the Golden Smiths have suspended their work and taken to the battlefield, lending both their skills and weapons against imperial enemies. While they are not enlisted into any faction within the imperial army, they are indeed considered a powerful fighting reserve, and both their presence and their products provide many citizens with a sense of peace and pride.&lt;br /&gt;
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No one is for certain where the secrets of the Golden Smith&#039;s forging process came from, and none among the group dare to even think of sharing it outside of their organization. Speculation insists that the knowledge came directly from the dwarves, while others say their talents were first born in the Kannalan Empire. Others, a bit more radical in their theory, put forth that Eonak himself blessed the original Golden Smiths with the divine knowledge to forge their blades, which explains why all members of the organization are devout followers of the Arkati smith himself.&lt;br /&gt;
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Their symbol is a golden hammer on a field of grey and red.&lt;br /&gt;
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==The Crown Trade Council==&lt;br /&gt;
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The Crown Trade Council can date their very beginnings back to 4883, when the small northern town of Mestanir was founded near a range of mountains called the Crown of Koar, a very popular and powerful religious site. The Council began small early on, consisting of only four merchants who had gained some initial wealth and notoriety in Mestanir&#039;s early years. They sought to capitalize on the frequent pilgrimages that Koar followers made to the area every year, when they visited such holy places like the Crown of Koar. For years their influence and reach expanded, as did the number of members and merchants within the union council. Using their position, the Council worked to help influence economic policies and even construction development near the capital of Mestanir and other outlining areas, to help promote a welcoming environment to those travelers passing through.&lt;br /&gt;
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But over time Mestanir became well known for its practitioners of arcane arts, many whom did not willfully adhere to the registration laws within the Hall of Mages.  Such a reputation eventually began to hurt business, and some historians speculate that the crafty leaders of the Crown Trade Council actually sought to undermine the magical community of Mestanir and were frequently aiding the military officers of Baron Lerep Hochstib, months before he launched his invasion of the barony.  Despite their rumored meddling, Jantalar&#039;s initial invasion was easily thwarted as the might of the magic users within Mestanir overpowered the Jantalarians with devastating spells. Ever the opportunists, the Crown Trade Council tried to secretly support both sides, one side of their mouth spoke unity with the people of Mestanir, while the other side whispered secrets to Jantalar.&lt;br /&gt;
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After Jantalar&#039;s failed attacks, they returned later employing Mandis Crystals, dangerous artifacts that drained mana from their surroundings, essentially making magic users powerless.  The results were catastrophic. Victory easily fell into Jantalar&#039;s hands, and many of the magic users were executed or expelled, with only a few pockets of illegal magic users going underground to secretly pursue their craft. However, after Baron Hochstib&#039;s takeover, the pilgrimages of Koar&#039;s devout followers were still permitted in the region, and the Crown Trade Council was surprisingly left alone, free to conduct their business as usual.  That fact alone was all the evidence some historians needed to prove that the Crown Trade Council was involved with Jantalar&#039;s occupation efforts.&lt;br /&gt;
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In 5103, Baron Hochstib was killed after an unsuccessful takeover of Wehnimer&#039;s Landing, and subsequently his oppressive reign ended there. Years later, in 5107, Emperor Aurmont Anodheles invested Lerep Hochstib&#039;s sister, Delphinuria, as the new Baroness of Jantalar. The Baroness, very much unlike her brother, took great strides to make amends and renounced Jantalar&#039;s claim to Mestanir, finally freeing them to reclaim their land and barony.&lt;br /&gt;
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Despite the changing of rulership over the many decades, the Crown Trade Council has ever remained an influential force in the region, swift on their feet and able to take advantage of every opportunity as it arose.  Most recently, in 5114, when entire swathes of land and towns were destroyed in the barony, including two thirds of the capital, the Crown Trade Council saw heavy losses in their warehouses and staff, but ultimately came forth from the disaster still in a powerful position.  Despite the setback, the Council continues to grow, always scanning the horizon for their next big profit.&lt;br /&gt;
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Their symbol is of a silver coin before a golden crown on a field of red.&lt;br /&gt;
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==The Troubadours of Tamzyrr==&lt;br /&gt;
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The Turamzzyrian Empire saw a boost of imperial pride in 5903 as Empress Mynal&#039;lyanna sparked a revival in restrictions on non-humans in accordance to Chaston&#039;s Edict, and also significantly increased the military in a pro-expansion movement for the Empire.  Such actions saw growth across all regions in the shape of swelling in the size of armies as the Empire strengthened its position to defend both its current lands, and perhaps soon turn eyes outward into future conquests to broaden their borders.&lt;br /&gt;
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It was in the winter of 5903 that the Troubadours of Tamzyrr were born.  Unfortunately, their origins are as wide and far flung as the members of their organization.  It is only fitting perhaps, that a group comprised primarily of bards and other performers have hugely embellished their history.  Some sing of the Troubadours starting from a group of retired adventurers who still sought the glory of battle without facing the front lines of war.  Some claim the group sprung up out of an elaborate scheme for a handful of knaves to impress some local maidens in their self-proclaimed fame and misrepresented service in the imperial military.  But there are others who would say that the group began more organically, like many do. A minstrel meets another, a bard greets a friend, armies fight and serve together, and the performers make long lasting relationships. &lt;br /&gt;
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Whatever their past, the Troubadours are famous all through Tamzyrr and beyond.  While bards and performers they are, there is certainly no lack of fighting prowess among them.  Members of the Troubadours, alone or in groups, can often be found traveling with imperial armies, especially in times of war or conflict, as they seek to acquire some level of fame with their experience, tales, and songs. When not deep in the chaos of battle and war camps, the Troubadours gather many times a year to host festivals, carnivals, and are always lending their musical and entertainment talents to imperial courts and galas.&lt;br /&gt;
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Their symbol is of a silver mandolin on a field of crimson.&lt;br /&gt;
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=Religious Organizations=&lt;br /&gt;
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==The Elders of the Everwatch Tower==&lt;br /&gt;
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The Everwatch Tower is an old fortified stronghold that is just outside the city of Mestanir, its creation and its members dedicated to the worship of Koar and the expansion and protection of that religion. Mestanir itself is home to many holy sites, including the Fist of Koar and the Crown of Koar.  The Everwatch Tower stands as an ever present guiding light and watchful eye in the region, providing both a safeguard and warning against enemies of the God King Koar.&lt;br /&gt;
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In the lands between Mestanir and Jantalar, the worship of Koar is very prominent, and even conflicts among imperials and other noble lords have left places such as the Everwatch Tower untouched, for none sought to invoke the wrath of the Arkati King.  To that end, the highest ranking clergy members of the order, called the Elders of the Everwatch Tower, do not often take action in the squabbles of imperial lords and their conflicts, unless dictated otherwise by the Patriarch of the Church of Koar.  The Elders are comprised of devout followers of Koar with unquestionable loyalty to the Church, and in turn, the Turamzzyrian Empire.  Often it is from the Everwatch Tower that holy men are selected to serve in new capacities, such as a prelate of a provincial region, or even respected positions within the First or Second Watchers.&lt;br /&gt;
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But the Everwatch Tower, despite its preference to remain uninvolved in imperial politics, is anything but complacent in regards to the ever growing battle between forces of Liabo and Lornon.  The Everwatch Tower, contrary to its namesake, is actually a massive fortress that some say holds more dwarven workmanship than human, but none in the Church will admit it.  The stronghold houses hundreds of highly trained warriors, all with a fervor for Koar and spreading his light, all while defending against the forces of darkness.  While the Order of Voln is established with the primary purpose of battling the undead scourge of the world, the Everwatch Tower&#039;s purpose is to keep at bay the evil that can at times run rampant in the world, all while ushering in the truth of Koar&#039;s Light.&lt;br /&gt;
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The Elders of the Everwatch Tower understand that peace and light are not always accomplished, or sustained, with gentle words and a hand of mercy. The members of the Tower are educated and trained to embody the message that darkness often responds only to force, and more often deserves justice, not compassion.  So the Everwatch Tower stands, always a powerful, stabilizing presence in the northern area of the Empire, and never hesitant to mobilize against the opposing forces of Koar&#039;s Light.&lt;br /&gt;
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Their symbol is a white keep on a field of gold.&lt;br /&gt;
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==The Blameless==&lt;br /&gt;
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The Griffin Sword War occurred in 5096, and years later, a second war of its name came about in 5099.  It was during these wars that the balance of all Elanthia was at risk as the Dark Alliance created a powerful threat to man and god alike.  The combined forces and followers of Luukos, Sheru, V&#039;tull, and Mularos seemed nearly unstoppable, and the Dark Alliance grew too close to their end goal for anyone&#039;s comfort.  Although members and worshippers of Liabo proved successful in the end after both catastrophic conflicts, there were others whose perception of balance was transformed from the fire and carnage of the chaos during these wars.&lt;br /&gt;
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Once members and warriors of the Everwatch Tower, a group of highly trained and rigidly devout followers of Koar left the confines and laws of the Tower and instead sought to purge all of Elanthia from the taint that was the worshippers of Lornon.  Never again would they allow such darkness to unite and threaten the world and all of innocence.  Never again would they allow such evil to foster and gain a foothold.  So it was that the Blameless were born.  A group of skilled and powerful zealots of Koar who used every ounce of their being in a holy crusade to purge the darkness of Lornon from the world.  Despite the youth of their creation, their numbers have swollen and the ranks are filled with a variety of all professions and ages, each one providing a range of skills and assets in their defense of Koar&#039;s Light, but all rallied behind one goal.&lt;br /&gt;
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Purification.&lt;br /&gt;
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The Blameless are not considered to be an officially recognized section of the Church of Koar, as rumors abound about their questionable tactics when hunting down and meting out justice against Koar&#039;s enemies. This often puts them politically at odds with much of the Church, who preach as much about mercy as they do justice. However, despite this conflict of interest, there has been no action taken against the Blameless, or their leaders, or even against members of the Church of Koar known to aid the Blameless, or even use their unique skill sets.&lt;br /&gt;
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Regardless of what holy banner they may fly, the Blameless are respected and feared by worshipers of both Liabo and Lornon.  It needn&#039;t take much to fall into the target of the Blameless, especially if there is proof, or sometimes even just speculation of those being involved in rituals and worship of Lornon Arkati.  Because of their zealousness, throughout their recent history there have been a few occasions where the Blameless were used by political, or even merchant rivals to eliminate their opponents who were, in truth, completely innocent of any connections to Lornon Arkati and their cults. Tales persist of one imperial noble in Jantalar framing his House rival with false evidence and testimonies linking him to an Ivasian cult, and once the Blameless were informed, they hunted down the rival noble and murdered not only him, but his entire bloodline, to weed out the dark stain of the entire family. &lt;br /&gt;
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Over the years, stories such as those have faded with only a few arising from time to time, and more often than not, with no evidence to backup such tragic acts of zealotry.  Regardless, the reputation of religious butchers is a heavy cloud the Blameless will likely never be able to shed, but more troubling is the fact that they embrace it.&lt;br /&gt;
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==The Daughters of Lumnis==&lt;br /&gt;
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Lumnis, is often seen as the Queen of the Gods, as she is the wife of Koar.  She is worshipped as the divine guardian of knowledge, and the birth of wisdom that comes along with it.  Because of her honored status among various races and cultures throughout history, many have formed together under her name.  One of the more well known groupings within the Turamzzyrian Empire is called the Daughters of Lumnis.  They are recognized by their signature hooded cloaks created from feathers of scarlet, blue, gold, and emerald hues.  They wear such a garment in respect to the legend of Lumnis&#039; birth, when a flight of colorful parrots took to the sky, heralding her arrival, which caught the attention of the Drakes along the peaks of Nagothrym.  Likewise, all Daughters wear a white silk veil over their mouths, proclaiming that true wisdom is seen and received through one&#039;s eyes.&lt;br /&gt;
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The Daughters of Lumnis are a peaceful order and have various numbers all throughout the Turamzzyrian Empire, primarily in the western and southern provinces.  There are a number of libraries and academies for scholars that are fully operated by the Daughters as they seek not just to appreciate the beauty and truth in the world, but to spread such a knowledge to others.  Truth and love are the pillars they steadfastly embrace to counter the darkness in all corners of Elanthia.&lt;br /&gt;
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Wisdom, as the Daughters see it, is a lesson more often learned than taught.  Many among their order are seen as divine Oracles, and it is not unheard of for their seemingly ageless seers to be sought after by ruling nobles before embarking on important matters of state and war.  But true to the nature of Lumnis, the Daughters are wary to have a heavy hand in any political or military plans, and sometimes their advice is seen as more puzzling than offering any clarity.&lt;br /&gt;
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In 5092, a boastful nobleman in the city of Brisker&#039;s Cove sought out the divine arts of a Daughter of Lumnis, seeking her wisdom on a political maneuver he was going to engage in against his family&#039;s long rivals.  Despite the Daughter&#039;s vague guidance, the nobleman felt empowered by her words and soon found his plans had gone awry, resulting in heavy losses both in fortune and life among his house.  Outraged, the noble lashed out and murdered the Oracle, ripping out her eyes and sending them back to the local chapter of the Daughters of Lumnis.  The Count of Seareach was petitioned to take action and carry out justice, but refused to take action, and so the Daughters of Lumnis removed all operations from the County of Seareach.  To this day, the Daughters will not operate within Seareach, and offer no counsel to their rulers and people.&lt;br /&gt;
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Their symbol is of a white shroud on a field of grey.&lt;br /&gt;
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==The Children of Many Colors==&lt;br /&gt;
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The Children of Many Colors, sometimes referred to skeptically as the Children of Many Burdens, are a group of men and women, all of human or half-elven race, that are highly devoted to their worship of the Arkati Lumnis. Their order is younger and more controversial than the Daughters of Lumnis, of whom they often find themselves at odds with. The Children have established their order into a series of ranks, each based on the Spheres of Knowledge that Lumnis has mastered. The Children within the order enter into two spheres of influence that they select or feel drawn too. These are represented by bands they wear proudly upon their arms, the color and style determined by the area of study or mastery.  There is red for Planar, blue for Spiritual, black for Chaos, green for Elemental, and white for Order.  No member may delve into more than two areas of expertise, save for the Mother of Many Colors, a matriarch-like figure who wears all five colors represented by gemstones upon her crystal crown.&lt;br /&gt;
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The Mother of Many Colors is said to be timeless, having been around long before the order&#039;s conception and walked the world even before the rise of the Turamzzyrian Empire.  She is celebrated and honored among the order as one who is divinely close to Lumnis, often mirroring many of her attributes, traits and even miracles.  Some within the organization revere here as holy as the Goddess herself, which is the root cause of their conflict with the Daughters of Lumnis, who argue that to place such focus and power into one mortal has the potential to draw them away from the true path of Lumnis.  While the conflict between the two organizations is never violent, it can indeed turn into heated arguments that when such members from both groups cross paths, typically during festivals or large gatherings, their scathing words and rebuke of each other drives many onlookers away.&lt;br /&gt;
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The nickname, Children of Many Burdens, came about for this organization due to the darker tone its members usher in in regards to soothsaying.  Many a wandering gypsy has loose ties to the Children, and their tellings of fates and futures often portend of doom.  They respect and cherish the beauty of the world, as Lumnis herself once did, but they focus so much more on the threats of the world, such as chaos, war, and dark magic, that their outlook is often bleak, and so too are the fortunes they deliver.&lt;br /&gt;
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==The Fellowship of Night==&lt;br /&gt;
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The beginning of the Fellowship of Night has no recorded date, and none alive still recall its conception.  Some insist ancient tomes indicate it was birthed during the Age of Chaos, where the world knew the dark days of Despana and the Undead War.  Others say its original members were elves and half-elves, initially guided by Ronan himself in the years following the Age of the Drakes, when the Arkati rose to power and shaped the world.  What is known, is that many orders involved in the worship and tenets of Ronan often claim some connection to the Fellowship of Night.  From this Fellowship, many groups have grown to a level of renown, chief among them the Order of the Dreamwalkers and the Order of the Night&#039;s Blade.  So it is often with religion, the spark of a new idea or the stroke of a new method can spawn forth a new path altogether.&lt;br /&gt;
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Some say the membership of the Fellowship of Night lives on, practiced by small pockets of loyal Ronanites who have not sought to join the other splinter groups that have formed throughout the Turamzzyrian Empire.  Others debate that the Fellowship no longer exists as one entity, but instead is represented in many facets among each group of Ronan followers in existence.  Unfortunately, beyond its name and associated rumors, little else is recorded of the Fellowship.&lt;br /&gt;
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==The Order of Dreamwalkers==&lt;br /&gt;
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An ancient group of devout Ronan followers, the Order of the Dreamwalkers&#039;s origins are said to be loosely tied to the once Fellowship of Night, before breaking off into their own path, and ultimately goals.  Throughout their history, there have been many who have surfaced across Elanthia, but recently the most notable among their order have been Chaeye, Tseleth, Indhis, Llumen, and Beonas. Chaeye was most prominent during the Griffon Sword wars, offering her aid and powers to help battle the evil of the Dark Alliance, and working to reclaim and restore the pieces of the Griffin Sword itself.  Llumen and Beonas themselves played active roles during recent history, when one of their own, Indhis, betrayed them, nearly killing their entire Order and seeking to throw Elanthia into darkness, challenging the Arkati themselves.  Tseleth, now an ex-Dreamwalker himself, fled the Order once he was defeated by Indhis, and Ronan smote him with a curse that led to his eventual descension into further darkness.&lt;br /&gt;
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The Order of Dreamwalkers has always been small in size, but the scope of their goals and powers has been anything but.  Long have they served Ronan, to the point that few over time have developed difficulty assessing reality and the realm of dreams.  Today, little mention of the Dreamwalkers occurs, but is hardly evidence of their inactivity.  Many suggest that behind the veil of obscurity lies a war unseen, that the Dreamwalkers&#039; lives are filled with endless conflict, battling the minions of Sheru, Luukos, and other dark gods of Lornon.  In fact, some monastic scholars go on to say that should these Dreamwalkers ever make an appearance, whomever it may be among the Order now, that it would surely herald troubled times and danger, indeed.&lt;br /&gt;
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==The Order of the Night&#039;s Blade==&lt;br /&gt;
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In the year 4993, a time of change and conflict swept across Elstreth in the Duchy of Aldora.  For too long, the citizens of Elstreth knew too well the struggle against the undead minions of the Horned Cabal.  It was because of this constant danger that the Order of Voln swelled in numbers throughout the city and region, proving to be a powerful and critical defense against the unholy scourge.  As a direct result of the valiant efforts of the Order of Voln, racial tensions slowly faded in the area, and while pockets of it still exist today, it is no where near the levels of the past.  The Order of Voln was blind to race, and so many ordlyn and elves joined its ranks, fighting and dying for the safety of Aldora and its people.  In time, the entire slave market of Elstreth collapsed, and only criminals remained in chains and service.&lt;br /&gt;
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But in the endless battles against the Horned Cabal, it was not those loyal to Voln alone who rose to fight, defend, and die. In the winter of 5022, in the aftermath of the conflicts of the Battle of Tyllan and the Battle of Skyreach, a new order of Ronan was formed from many of the survivors of both events.  They took upon the name of the Order of the Night&#039;s Blade, reconfirming their commitment to Ronan and their dedication to fight against the undead, terrors, and nightmares of the world. The Night&#039;s Blades have worked frequently with the Order of Voln near Immuron, as they both fight to combat the horrors creeping from the depths of the Wizardwaste.&lt;br /&gt;
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In recent history, due to the ever spreading darkness of evil, the Order of the Night&#039;s Blade turned their eyes also to the north, slowly building up awareness and forces in those regions as they maintained their defense, in alliance with the Order of Voln, against the minions of the Horned Cabal.&lt;br /&gt;
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Their symbol is of a black sword on a field of silver and white.&lt;br /&gt;
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==The Green Sisters==&lt;br /&gt;
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Imaera, the Goddess of Nature and Autumn, is one of the most revered Arkati throughout the Turamzzyrian Empire, especially along the outlying areas of the provinces, where nature and land play more prominent roles in the daily lives of imperial citizens. The Green Sisters, as they have been come to be known as, traced their original foundation to the outskirts of Talador long before it had been annexed as part of the Turamzzyrian Empire in 5030.  The group consisted of women healers and rangers, many who preferred to focus on the protection and nourishment of nature and less occupied by the struggles of the mortal coils of men.  However, drastic measures eventually caused the Green Sisters to take a more active and tragically costly role during Jantalar&#039;s invasion of Talador in 5087.&lt;br /&gt;
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The Green Sisters worked tirelessly to try to help run communications between the merchant council of Talador, the military officers of Jantalar, and Baron Lerep Hochstib, himself.  The Green Sisters understood that the conflict was unavoidable, but wished to help mitigate the destruction done to the land in the surrounding area, as flesh was not the only victim of war, and so too would nature suffer.  Unfortunately, because of their mission, the Green Sisters lost favor in the eyes of both sides as many Taladorians viewed them as traitors, while the Jantalarians often saw them as a pesky obstacle to overrun.  For months, the Green Sisters&#039; reputation of powerful earth magic kept them from being easily swept aside by Baron Hochstib&#039;s forces, and so the talks continued, and their pleas were heard, if for nothing else than to appease them. &lt;br /&gt;
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It was on the first morning of Autumn in the year 5087 when Baron Hochstib dispatched a host of Jantalarian soldiers accompanied by three dozen witch hunters, whose greatest ability was to help combat against magic users.  At the time, the Green Sisters&#039; primary residence was in a Temple of Imaera, just a half day&#039;s travel from the main gates of Talador&#039;s capital city.  Historians recount that Baron Hochstib, in all of his cruelty, specifically waited until the first recognized day of autumn to strike the Green Sisters, finding no small pleasure in the irony of murdering Imaera worshippers at the change of the season.  The witch hunters struck first, assaulted the Temple of Imaera and its surroundings with massive destructive spells, then augmented the abilities of the Jantalarian soldiers, effectively squashing any magical counterattack the Green Sisters could hope to mount.  The battle was over quickly, and is known today as the Harvest of Blood, one of the last conflicts before Baron Hochstib officially invaded Talador and occupied it.&lt;br /&gt;
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The remaining Green Sisters who had escaped the massacre, or had not been present when it occurred, shifted their focus away from trying to mediate, and instead provided what services they could to the Taladorian forces, often in the form of their healing arts.  Their efforts were short lived, because Talador lacked the fighting force to properly stand up against the Jantalarian might.  In addition, it is said that many within the merchant council of Talador, even the ceremonious Baron Donnebrugh himself, struck a secret deal to allow Baron Hochstib&#039;s abrupt victory.&lt;br /&gt;
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After the dust of the war settled, and Talador was firmly in the grasp of Jantalarian control, the Green Sisters found themselves returning to their work, despite their losses, and trying to find some level of comfort and worship in the new rulership.  At that time, a renowned healer referred to as the Earth Queen, took great measures among the surviving Green Sisters to refocus their order onto the land and the protection of nature, to move beyond the war and not lose their sight of Imaera&#039;s true nature.  It was the Earth Queen&#039;s logic that the wars and lives of men would rise and fall, but the laws of nature needed to be protected to ensure the cycle continued. &lt;br /&gt;
&lt;br /&gt;
Because of the realignment of their faith and purpose, the Green Sisters branched out, almost a third of their surviving members finding new residence in Oire.  They became heavily involved in erecting new shrines and temples to Imaera where their people hold the Goddess of Nature in high regard, praying and reflecting on her in their daily lives.  But the Green Sisters still began to rebuild in Talador, seeing the war-torn land not as a blemish to avoid, but instead as a wound to heal.  In modern day Talador, great revelry occurs in the month of Imaerasta where locals celebrate the marriage of Imaera and Eonak with an event called the Festival of the Land&#039;s Bounty.  For days, the citizens of Talador enjoy feasting, singing, dancing, and handfasting.  These ceremonies are commonplace during these annual events.&lt;br /&gt;
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Their symbol is of a green leaf on a field of gold.&lt;br /&gt;
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==Keepers of the Golden Key==&lt;br /&gt;
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In Connedale, in the Barony of Dragach, there exists a large Temple of Lorminstra nestled among the mountainous valleys of the harsh, cold region. Because of the proximity to the Dragonspine Mountains, the Temple faces survivable conditions in the summers and chilling dangers in the winter.  But it is in this place of worship, and almost eternal cold, that the Keepers of the Golden Key feel at home, ever surrounded by the natural display of the Goddess of Winter. &lt;br /&gt;
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The Keepers of the Golden Key are a solemn group of scholars, healers, and clerics, who pride themselves on their vast religious and philosophical knowledge and are ever willing to offer their restorative arts to travelers to and from the DragonSpine Mountains.  Connedale is a waystation for those braving the dangers and cold of the DragonSpine mountains, and more often than not, those adventurers never return from their journey.  The Keepers of the Golden Key hold regular sessions both in their Temple and at a smaller church within the city itself.&lt;br /&gt;
&lt;br /&gt;
Many Dragach citizens visit the Keepers when praying for those traveling into the mountains or even asking for prayers on their behalf to help Lorminstra guide their souls home if they are lost or never return.  It is because of this that many of the members of the Keepers of the Golden Key are treated with high regard and praise, as they are seen as not only healers and counselors of the flesh and soul, but also as having a direct line to the Goddess of Death and Rebirth, so that even if their loved ones perish, there is some hope that their souls will find peace.&lt;br /&gt;
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Every year in Connedale on the Eve of the Reunion, the Keepers of the Golden Key host an all day and night Ceremony of Remembrance to honor the lives of lost loved ones.  Each night during this ceremony, when the veil is said to be weakest before the Ebon Gate, the Keepers perform a great commune to the Arkati Lorminstra, and if the Goddess shows favor upon the region, then many spirits of the dead will wander down from the mountains, returning only for the night to share tales and be with their families once more.&lt;br /&gt;
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Their symbol is of a golden key before grey mountains on a field of black.&lt;br /&gt;
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==The Warlords of Kai==&lt;br /&gt;
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The Warlords of Kai are a relatively new group among the history of the Turamzzyrian Empire, not officially coming into existence until 5103 after the fall of Baron Hochstib and the end of the Jantalarian conquest.  After Hochstin&#039;s sister was appointed Baroness and the new ruler of Jantalar, the demilitarization of the region began almost overnight.  As funding for the military was downsized and recruitment was halted, many soldiers and knights among the Jantalarian army had little place to turn, and a majority of them had no family or profession waiting for them back at home.  Because of this sudden change, many among the Jantalarian army turned to a life of crime, raiding the areas between Talador and Jantalar, and some even joining up to become what is now known as the Murkwood Bandits. &lt;br /&gt;
&lt;br /&gt;
But not all turned to crime, despite having no family or job waiting for them.  Many ex-soldiers and knights lobbied the new Baroness to approve the creation of the Warlords of Kai, a group of lukewarm worshippers of Kai, who would be allowed to open a fighting arena in the capitol, pitting their own ranks against criminals, animals, and even captured monsters from the wilds. While many of the Warlords tout praise to Kai and even wear a silver-studded crimson sash in honor of the warrior Arkati, most of their loyalty lies to themselves, as the fighters have become ever prideful over the years.  But over the years, some among the Warlords have gained a genuine worship to Kai, thanking him for his protection in their battles within the arena and worshipping him for the skills and expertise they possess. &lt;br /&gt;
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As the success and reputation of the Warlords of Kai has grown, so too has their gladiators and arenas.  Over a dozen fighting arenas exist across Jantalar today, providing a suitable venue for ex-soldiers and even those seeking fame in combat.&lt;br /&gt;
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Their symbol is of a crimson axe on a field of silver.&lt;br /&gt;
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==The Grey Mystics of Yssian==&lt;br /&gt;
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The Yssian mountains run north to south in the region of Selanthia, separating shorelines to the west, and plains and hills to the east.  Many storms that move along the western coasts are buffered by these mountains, generally keeping the weather more moderate for the rest of Selanthia.  Settled into the depths of the Yssian mountain range is a stone monastery dedicated to Jastev, where a number of monks, scholars, and priests reside throughout the year, fully dedicating their lives to the worship of the Great Seer.  But chief among these residents are the four elders of the temple who many refer to as the Grey Prophets.&lt;br /&gt;
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Little is known of the birth of these Grey Prophets, as the earliest documents indicate they were all identical brothers, quadruplets born within minutes to their mother, a proud servant of Jastev, who had foretold her own death, but gave the ultimate sacrifice to bring her sons and prophets into the world.  It is suggested, because of the recorded history and the dialect of the scholar&#039;s writings, that this event occurred long before the Turamzzyrian Empire was formed and might have dated back to the early ages of the Kannalan Empire.  Nothing is known of the time between their birth and their ascension to influence within the temple or its founding. &lt;br /&gt;
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Despite the mystery of the legend behind their origins, the Grey Prophets have held great sway over the history of the Turamzzyrian Empire as it is rumored on many occasions an imperial ruler has gone to them, traveling into the great mountains to seek their guidance or warning before participating in a great undertaking.  The Prophets themselves were taken more seriously, and visited more frequently after the death of Emperor Bezzender in 4303.  It is said, but not proven, that Emperor Bezzender had sought the advice of the Grey Prophets about his plans to attack the Kingdom of Hendor, to which all of them warned him of doom if he chose to do so.  Despite their message, the Emperor pressed on and found only defeat when faced against Hendor, and months later, the Emperor and his heir are poisoned by House Lampion. &lt;br /&gt;
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Other such warnings throughout time were ignored, such as the eruption of Mount Ysspethos, which  resulted in the death of Emperor Chaston and his two daughters, and the mysterious death of Emperor Jasdurel, who some among his court claim was foretold a year before, and some claim he died at the hands of anti-imperial agents of the recently annexed Kingdom of Torre.  It is unclear at this time if Emperor Aurmont Anodheles has ever consulted with the Grey Prophets, but given that the Turamzzyrian Empire is in a state of peace with little to no focus on conquest and expansion, it is unlikely the devout Jastev followers would be called upon anytime soon.&lt;br /&gt;
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Speculation does surround the Grey Prophets&#039; identities however, as what small clues exist of their origin all indicate they were human.  That alone raises many questions about the longevity of their lives.  Some historians point out that the Prophets themselves are anointed by Jastev, thus making it easily explained that the divine hand of an Arkati can strengthen the mind and flesh of any mortal, making them last throughout the ages.  But there is another school of thought that persists.  The original Grey Prophets, while experts in the arts of divination, foretold of their own eventual deaths much like their mother.  To this end, the founding brothers took it upon themselves to secretly train hand-picked members within their own organization to eventually ascend to their position at the time of their deaths, indicating that over time, the actual Grey Prophets have changed.  This theory is embraced by many, as the Grey Prophets&#039; appearance is similar to one legend of Jastev, who has at times appeared as an old wizened man with a thick grey beard.  So it is, too, that these Prophets appear in such a manner, their heavy robes and thick beards providing an easy concealment of their features beneath.&lt;br /&gt;
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But while the Grey Prophets are the true power and head of the order, it is their servants that also carry out a very important role.  The Grey Mystics, as they are called, exist of many different ranges of age and skills.  Some are scholars who seek knowledge and the mastery of divination.  Others are artists content to be confined to their temple, surrounded by the teachings and truths of the Great Seer.  Others come on as great servants, devout in their worship of Jastev and loyal in their aid to the Grey Prophets, hoping to one day ascend to their position should the rumors prove to be true.  At times, Grey Mystics even depart from their mountain home, traveling the world to bring their gifts of sight and knowledge to others, as it is not uncommon for imperial citizens and even minor nobles to request their service.  However, the Grey Prophets themselves speak only to the ruler of the Sun Throne of the Turamzzyrian Empire, and rarely do they offer warnings unless asked.  It is because of this some have come to even call them the Grey Guardians, as their faith is bound to Jastev but their purpose seems bound to the kingdom of humans.&lt;br /&gt;
&lt;br /&gt;
==The Erudites of Fash&#039;lo&#039;nae==&lt;br /&gt;
&lt;br /&gt;
The city of Nydds is just south of a land full of hills that borders the Sea of Fire, and it is a city full of culture and an open embrace of foreigners and strangers.  It is considered to be the heart of knowledge throughout all of the Turamzzyrian Empire as it houses dozens of imperial colleges and even a satellite college of the Hall of Mages.  Because of this scholastic environment, people in the area are allowed more freedom than one might find in other areas of the Empire, as many feel knowledge and education rises above any ignorance of race.  But with all of that said, human superiority still exists, even if only as an undercurrent.  And, while elves and half-elves freely walk the streets and attend many of the colleges, they can never hope to rise to the same ranks as humans in the political structure.&lt;br /&gt;
&lt;br /&gt;
One of the largest colleges in Nydds is the Halls of the Patriarch, established to provide religious education for those aspiring to join the Church of Koar.  It was founded by the Patriarch in the time period of Emperor Rallick II, and a special tax was ordered to help support the endeavor.  In 4918, Lelandri, a young priestess of Koar, had excelled in her studies at the Halls of the Patriarch, gathering with her a small following who would attend weekly meetings and seminars with her, many of them in secret.  Over time, her name became well known, and the secrecy of her education sessions with fellow peers began to circulate.  The Headmaster of the Hall had sought to investigate, as the college&#039;s education was the rightful job of the instructors, and they could not allow any deviation.  While students studying with students was not forbidden, it certainly needed to be managed.  The Headmaster was then later shocked to learn that it was not Koar&#039;s Light that Lelandri had been preaching to her fellow students, but instead she was now a professed follower of Fash&#039;lo&#039;nae, the God of Magic and Forbidden Knowledge. &lt;br /&gt;
&lt;br /&gt;
Lelandri was immediately expelled from the college for her conversion to Fash&#039;lo&#039;nae, but no other punishments were brought against her.  In Nydds, diversity and knowledge were supported and heavily fostered, but the Halls of the Patriarch would not be used as a secret location to spread faith in the Grandfather.  So it was that when Lelandri went peacefully and without asking, nearly three dozen students left with her.  With no official academy to now call home, Lelandri led her seminars all throughout Nydds, even occasionally traveling to Waterford, where she always held meetings in libraries, regardless of their size, or those in attendance.  It was out of this movement that the Erudites of Fash&#039;lo&#039;nae were born.&lt;br /&gt;
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Since their founding, the Erudites have grown in size and reach, small pockets of the faithful scattered all throughout the Turamzzyrian Empire.  There is truly no one center location for the Erudites anymore, as knowledge is best when explored and shared, and so it is often that members of the Erudites travel more than anything.  However, the heaviest population of their order still remains within the walls of Nydds, where some members still hold monthly seminars throughout libraries in honor of Lelandri&#039;s memory.&lt;br /&gt;
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Lelandri herself disappeared some fifteen years later, as her and her elven lover left on a voyage out of Seareach to travel beyond the Western Sea in search of surviving remnants of the Ashrim culture.  Whether their mission was successful or not, neither of them returned.&lt;br /&gt;
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Despite their seemingly good natured goals of education and knowledge, the Erudites are not immune to controversy.  A number of their members have gotten in trouble over time, some having even suffered imprisonment in imperial cells for their dangerous methods of research.  In addition, in recent history a firestorm of rumors have circulated surrounding the Erudites of Fash&#039;lo&#039;nae, many suggesting that some within their ranks are actually Faendryl elves, using the magic of illusion to conceal their true identities.  Some in Nydds have no qualms with this, since they argue knowledge transcends race and blood, but others worry it may all be an elaborate dark elven conspiracy to infiltrate a segment of imperial life or even jeopardize the greatest educational center in all of the Turamzzyrian Empire.&lt;br /&gt;
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Their symbol is a stylized yellow flame on a field of grey.&lt;br /&gt;
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==The Maidens of Ivas==&lt;br /&gt;
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In the fairly ordinary and uneventful barony of Oire, the Villaunne family maintains a long history of fair rulership, and the most well known thing about the region besides their famous wines is their ability to avoid the manipulations and trappings of the political landscape that plagues many of the other nobles and imperial lands.  However, that is not to say the Villaunne does not have their share of sins, regardless of how small in comparison to the rest of the Turamzzyrian Empire.  While unproven and never acknowledged by the Villaunne family, it was decades ago that the then Baron&#039;s wife was discovered to have been an adultress, caught in affair with one of the Baron&#039;s own maidens in the keep.  In a fit of rage, the Baron was said to have murdered his wife, and would have done the same to the maiden had she not escaped in the chaos.  The official statements indicated that the Baron&#039;s wife had grown ill and unfit to make public appearances, and weeks later, she died from the sickness.  But few in Oire believe the story, and taverns and small farmsteads were ripe with gossip regarding the wife&#039;s infidelity and the sultry maiden.  But nothing was ever confirmed, and any and all investigations into the matter were covered up.  Years later, the Baron himself took his own life, his young son inheriting the baronial throne and working hard to put the lives of Oireans first and foremost.  The people of the barony found these efforts to their liking, and the brief stain on the name of the Villaunne family was soon forgotten.&lt;br /&gt;
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A wealthy merchant from Vornavis had sailed the western seas for a majority of his life, for the sea had always held his heart in more ways than the coldness of his wife and their bed back home ever could.  He had never sired children, the spark of his once passionate marriage flickering into smoke as his wife, after the passing of her father, grew distant and forlorn.  The life of a sea captain&#039;s wife only made her loneliness even more surmountable.  But while the merchant sailor held a deep love for the sea and his trade, he would one day become enraptured in the arms of a lover deep in the dark halls of a brothel in Brisker&#039;s Cove.  He fell madly in love with the seductress, her body covered in majestic ink, each mark holding a story she would recount to him as they lay naked after each tryst.  Her hair was a deep color of seaweed, and for him, she always smelled of the ocean.  The captain had found his true love, a woman who embodied the passions of his life at sea, and generously fulfilled the desires of his flesh.  So it was that one day when his crew stopped for the night at Brisker&#039;s Cove, he returned to the brothel as was his routine, but he also begged for the green-haired woman&#039;s hand in marriage, to sail by his side as the beautiful pearl that had captured his heart.  The woman refused to accept his proposal until he returned with the heart of his wife, claiming she could not trust in his loyalty until the strings another woman once held were severed.  Weeks later, the merchant captain returned to Brisker&#039;s Cove after tragically murdering his wife in Vornavis, carving out her heart and bringing it as his act of loyalty.  When he arrived back at the brothel, he learned that the green-haired woman was gone.  The guilt of the murder and the sting of the double betrayal is said to have caused the captain to drown himself, still clutching the heart of his wife before succumbing to the depths of the sea.&lt;br /&gt;
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These are the beginnings of the Maidens of Ivas, two women of no connection outside of their worship of Ivas and the long string of victims they created throughout their lives.  It was by a chance meeting in The Swale that they became aware of each others&#039; existence, and their alliance--tho some dare say relationship--was born.  From these two women spawned a history of Ivas worship and converts, as their arts and pleasures expanded, especially along coastal cities and ports where their talents thrived.  As the Maidens grew from two to twelve to thirty to a hundred, so to did their depravity.  Many brothels operating within seedier towns of the Turamzzyrian Empire are owned, or at one time had some ties to, members of the Maidens of Ivas.  Some have not been content to the confines of pleasure houses and so many have set about traveling the lands, sometimes in large caravans.  It is not unheard of for them to be spotted amongst the camps of imperial soldiers during times of war and other conflict.  While many of the Maidens of Ivas do not resort to murderous results like their founders, there are always some who push their devotion to the next level.&lt;br /&gt;
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==The Sheruvian Order==&lt;br /&gt;
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Never far from the sleeping minds of innocents lies the horrors of nightmares, seeking power from their fear and pleasure in their crippling anxiety.  The Sheruvian Order has no recorded time of history within the Turamzzyrian Empire, and many say they existed in imperial lands long before the fall of the Kannalan Empire.  So in truth, it stands to reason that as the light of the Sun Throne expanded, it was in the shadows that the Sheruvian Order already existed.  It is because of this alone that some claim is cause for the zeal of the Sheruvian Order within the Turamzzyrian Empire.  To their thinking, these Sheruvians see their order, members, and methods to be the truest form of worship to their Arkati, the Bringer of Terror.  They are cold, calculating, and cruel, matching the attributes said to be powerful in the God of Nightmares himself.&lt;br /&gt;
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This overzealous behavior has caused the Sheruvian Order to suffer no one else among their faith as equals. Throughout history, the Sheruvian Order has found numerous allies among followers of Luukos, Mularos, and even Marlu on occasions, but when faced with competition from other Sheruvian cults, they do not tolerate their existence.  There is only one voice for Sheru among the Turamzzyrian Empire, and when any other voice rises, it is soon silenced or joined to theirs.  It has always been the goal of the Sheruvian Order to spread their influence and ultimately serve Sheru in ushering in horrors, and because of this, many in their ranks have sought after positions of power or bending the ears and wills of those who held them.  There lies no greater opportunity to bring about terror than from a position of authority.&lt;br /&gt;
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Rumors among imperial historians often point to a number of rulers, even among minor families, who may have had decisions and decrees influenced by the subtle whispers of the fear-mongering Sheruvians.  But the Sheruvian Order has not always known great times of power of influence, and for a time, they suffered during the aftermath of the First Elven War in 4610 when dozens of new Sheruvian sects seemed to spring up overnight, their own message being lost among the new sea of voices.  But true to their cause and rigid faith, the Sheruvian Order turned inward, focusing not on the fostering of unbridled fear, but instead of maintaining their place among the echelons of their god. &lt;br /&gt;
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To this end, the Sheruvian Order mobilized their forces in 4611 and essentially led an underground war against other non-controlled Sheruvian cults, systematically hunting them down and forcing them into assimilation or crushing them.  Regardless, both tactics resulted in terror, fear, and the things of nightmares, so their dedication to Sheru suffered not.  The unification lasted for three bloody years, and often the conflicts would spill into the streets of imperial towns, most notably in places like Tamzyrr, Elstreth, and even Idolone.  When the dust of the conflict settled, the Sheruvian Order had been wounded, but stood victorious, annihilating a number of their competition while bringing in some to their ranks.&lt;br /&gt;
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In present day, there has been little headway made by rival Sheruvian cults, allowing free reign of the Sheruvian Order to continue to dominate within the shadows of terror that reach all corners of the Turamzzyrian empire.&lt;br /&gt;
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==The Luukosian Order==&lt;br /&gt;
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Cradled in the shadows of Tamzyrr lies the ancient Luukosian Order, whose power and reach have grown in parallel with the Turamzzyrian Empire&#039;s own expansion.  Since the dawn of the Sun Throne, there has been, and always will be, those whose ears are more easily swayed by the silk whispers of the shadows, the honey-coated promises of power, influence, and wealth. Behind each string lies the followers of Luukos, the Eater of Souls.  Perhaps it is by happenstance or careful manipulation that a handful of changes of power have come about in the history of the empire as a result of the deadly poison Luuksian deathwort.  In 4307, House Lampion poisoned Emperor Bezzender and his heir with the deathwort.  Again in 4832 Selantha II narrowly avoids death by the poison, but her son Morlan is not as fortunate when his drink was laced with the substance.  Again in 5074, the Southern Sentinel Marcus Calquinor marshals imperial forces to battle the undead minions of the Horned Cabal, but he is assassinated and in the ensuing chaos, the undead armies nearly overcome the defenders.  In time, it is Luukosian cultists who are assumed to be behind the murder, but no proof is ever discovered.&lt;br /&gt;
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Even in most recent times, in the year 5103, Empress Mynal&#039;lyanna was assassinated in Solhaven by a bolt covered in Luukosian Deathwort, and even that same year when Baron Hochstib lost control of his conquest and suffered many defeats, it is said he called upon Luukosian followers to help him infuse his body with Mandis Crystal shards by conducting mass killings in a series of dark rituals.  Some rumors even persist that part of the reason for Empress Mynal&#039;lyanna&#039;s death was that she refused to follow commands by the Luukosian Order, who had originally helped place her on the Sun Throne after the mysterious deaths of her siblings, freeing her to be the only surviving heir to ascend.&lt;br /&gt;
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The dangers the Luukosian Order present do not end with the nobility and their people, as many suggest that within the very Church of Koar itself there has slowly been corruption taking place.  While it is unknown if this is true or how far their reach may go, it is becoming more and more common for some to believe that there are pockets of high ranking clergy throughout the Church of Koar that are secretly agents of the Luukosian Order, using their position and power to further spread the Serpent&#039;s mission of lies, betrayal, and death.  Over the years, proof of the cult&#039;s expansion has been unearthed by members of the Order of Voln or other Liabo organizations as they seek to uproot the underground Luukosian cells throughout the Turamzzyrian Empire.  It is believed there exists dozens of smaller sects with a few powerful underground strongholds in areas such as Tamzyrr, Vornavis, Jantalar, and even Elstreth, a place where they seek to help overthrow the efforts against the Horned Cabal.&lt;br /&gt;
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==The Sand Snakes==&lt;br /&gt;
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Tseleth was once human, and a member of the Order of the Dreamwalkers, which he shamefully abandoned after facing a defeat at the hands of Indhis, the Red Dreamer, and at the time, a fellow Dreamwalker.  In response to his cowardice, Ronan cursed the human and forced him to wander the sands of the Sea of Fire, doomed to live an eternal life of torment and exile. It was in that place that Tseleth came upon the ruins of Bir Mahallah and underwent a dark transformation that resulted in him becoming a spirit eater for Luukos, the Father of Lies.  It was during this time, as a new servant to Luukos, that he used his powerful artificer powers to create living and animated constructs out of the dead and their souls.  His most famous creation, his lieutenant, was an abomination known as Athamael, who would later play a critical role in Tseleth&#039;s temporary demise before he was later resurrected as a lich by the Luukosian Morvule.&lt;br /&gt;
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But during Tseleth&#039;s time in the Sea of Fire, he formed a following of fellow Luukosians, comprised primarily of Tehir.  Over time, these so-called Sand Snakes become an eerie conglomerate of both living and undead, and while recent reports have shown Tseleth&#039;s activity has taken him away from Bir Mahallah, it is said the Sand Snakes still exist today, lurking in the depths of the Sea of Fire.  This truth is confirmed by imperial scouts, and even Tehir traders who tell of twisted, soul draining Tehir that dwell near the Lost City.&lt;br /&gt;
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==The Southern Order of Voln==&lt;br /&gt;
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The Southern Order of Voln is in fact a handful of monasteries in the south region of the Turamzzyrian Empire that have united under an agreement known as the Righteous Indenture, which came into effect in the year 5024 shortly after the conflict and tragedy surrounding the Battle of Skyreach.  These monasteries in the south have all been aligned with the Grand Master of the House of the Paladin in Elstreth, and both respect and adhere to his orders and requests. This unification was created to allow for better cooperation and a more efficient response to the dangers posed by the Horned Cabal.  Much of its premise and focus is centered more on military action, both offensive and defensive, against the darkness of the Horned Cabal, and spend less time focused on theological matters.&lt;br /&gt;
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The Southern Order of Voln, more of a conglomerate of monasteries bound with one unified goal and voice, have found great success in recent times in their efforts against the Horned Cabal and have been heavily praised and funded by the Chandrennin family in Aldora.  It is said that more imperial youths are signing up for service among the Southern Order of Voln, at three times the rate of those enlisting in the imperial armies.  Because of this, many think the Chandrennin&#039;s have a heavy sway with the direction of the Southern Order of Voln, but many will argue it is in fact the reverse, that the Grand Master of the House of the Paladin is one of the most powerful and influential men in all of Aldora.&lt;br /&gt;
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==The White Fists==&lt;br /&gt;
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The House of the Paladin is the largest Voln monastery in the southern empire and is housed within the Duchy of Aldora in the capital city of Elstreth.  It&#039;s prime benefactor is the Chandrennin family, where the Duke himself has placed heavy focus and contributions to the order.  There is no greater enemy to Aldora than the Horned Cabal, and no greater ally than the Order of Voln. While the House of the Paladin operates as both a center for research and training, it too has facets created to help physically combat against the undead and darkness of the Horned Cabal&#039;s armies.  One specific, more well-known branch, is that of the White Fists, a group of zealous Voln monks mostly comprised of Halluckites and a few Dandrellians.&lt;br /&gt;
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Because of the scale being tipped towards the philosophical position of the Halluckites, the monks of the White Fists face not only combat against the undead minions of the Horned Cabal, but their goal is also to target the living supporters of the Lornon Arkati such as Luukos and Sheru.  Their belief is that to release the undead merely peels bark from the tree, while vanquishing those who do the service of the dark gods strikes at the roots.  While some of the House of Paladin do not necessarily subscribe to that concept as the White Fists, they still tolerate the existence of their more militant brothers, for Lord Voln blesses all of their endeavors equally.&lt;br /&gt;
&lt;br /&gt;
It is said that Duke Chandrennin is heavily influenced by the Grand Master of the House of the Paladin, which has allowed Chaston&#039;s Edict to become almost non-existent throughout Aldora, and tolerance for non-humans has spread due to the Order of Voln&#039;s work in the region.  It is because of this acceptance and righteous mission that orders such as the White Fists have grown in number over recently years, as non-humans have found a new home in service to the fight against evil.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a white fist on a field of black.&lt;br /&gt;
&lt;br /&gt;
==The Solacebringers==&lt;br /&gt;
&lt;br /&gt;
The Halls of Solace is the primary center for knowledge and research in all matters related to the Order of Voln.  Over the ages, nestled away in Nydds, the Halls have become an immense library where young and old followers of Voln alike come to become educated in both their faith and their purpose. It was also the largest depository of original works from the founding monastery at Kedshold, before it was destroyed by imperial troops during the Kannalan War.  Generally, when a question of knowledge is discussed amongst the monasteries, the Grand Master of the Halls of Solace is given the most deference.  But knowledge, like true life, does not grow if not nurtured.&lt;br /&gt;
&lt;br /&gt;
Out of the Halls, an order of scholars and healers were founded, aptly named the Solacebringers, and sometimes among the more devout, referred to as the Sons of Fasthr. They exist because of what transpired at Fasthr&#039;s Monastery, and of the Order&#039;s need to preserve and expand their knowledge that was originally split from the old ruins, a majority going to the Halls of Solace, and other caches of tomes and research ending up in Fairport and the region where Highmount is today.  These Solacebringers, in fact, spend very little time in the Halls.  Instead, they are assigned to scouring the world, seeking out lost knowledge regarding their order and faith wherever it might have scattered. In addition, their travels afford multiple opportunities to heal and preach, bringing comfort to those who seek it, while also educating them on the truth of the Order and its crucial role in the events of the world today.  It is through their pursuit of lost knowledge that they solidify their faith, and it is by their words and healing arts that they expand it.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a white tree on a field of black.&lt;br /&gt;
&lt;br /&gt;
==The Battle Dancers of Leya==&lt;br /&gt;
&lt;br /&gt;
The Battle Dancers began as a group of skilled warriors and monks, many experts in small blades and martial arts.  They sprung up out of the need of defenders within small rural communities on the outskirts of Tamzyrr, where imperial soldiers rarely visited, and in the time of conflict, they were slow to respond.  Bandits, and even monster hordes, continued to be a problem during this time, and so many who felt a connection to the lesser spirit Leya formed together to provide a much needed resistance to these thieves and savages.  Over time, as these enemies dwindled and the reach of imperial might expanded, the original purpose of the Battle Dancers was rarely needed.&lt;br /&gt;
&lt;br /&gt;
Not ones to become accustomed with complacency, the Battle Dancers had already gained a reputation for their highly regarded skills in combat, and so over time, more and more became increasingly invested in entertainment events.  Presently, most of the Battle Dancers of Leya provide more ceremony than true combat, showing up at many imperial festivals and performing great feats of combat and dancing.  But this is not to say they are in any way weak, as each Dancer still possesses a honed sense for fighting, and it is very common for them to find themselves at the defense of those unable to protect themselves. &lt;br /&gt;
&lt;br /&gt;
Because of their most recent success over the years as entertainment, the Battle Dancers of Leya have sprung up in other locations throughout the Empire and have gained popularity in places like Vornavis, Chastonia, and Hendor.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of an ivory shield on a field of deep blue.&lt;br /&gt;
&lt;br /&gt;
==The Reeds of Jes&#039;Tamaline==&lt;br /&gt;
&lt;br /&gt;
Aptly due to its name, Barony Riverwood has no shortage of winding rivers that criss-cross along the entire wooded region.  The area is plush, filled with plentiful game and resources, and the harshness of winter is never long and always mild.  There is a legend among those in Riverwood, of a local spirit named Jes&#039;Tamaline.  It is said that ages before the first town in the barony was founded, there existed a dark plague on the land where all streams and lakes were turned foul and poisonous.  Many of the denizens of the woods and small hamlets anguished, some in silence, and some with great crying voices, but all consumed with their own suffering.  Rumors insist that one lone hermit did not weep for the boils and diseases of the people, but instead wept for the dying of the forest itself.  Some claim that the Goddess of Nature, Imaera herself, had intended the plague to run its course, to allow the natural order of events to occur until the grief of this hermit both got her attention and moved her.  The hermit was alone when she died, her last breath given in her countless care of the forest, where her body fell upon blemished land, her lifeless frame mere feet from a river turned black and brown with death.  Because of her service and compassion to the world around her, Imaera was gifted the soul of the hermit by Lorminstra.  In turn, Imaera release the soul, giving birth to the nature spirit of Jes&#039;Tamaline, who was now gifted with immortality to forever watch over the wilderness that she loved.&lt;br /&gt;
&lt;br /&gt;
There is no proof of Jes&#039;Tamaline&#039;s existance, but history tomes do indicate a great plague that once ravaged the lands before Riverwood was formed, and in them lies no explanation for how the rot came to an end.  This alone is more than enough evidence many citizens of Riverwood need to claim Jes&#039;Tamaline is real, as it can be explained that through her rebirth and guidance that the lands were freed of their blight and offer the rich landscape that the barony now possesses.  While many pay regular homage to the spirit of Jes&#039;Tamaline and share a certain respect of nature, there exists a group who call themselves the Reeds of Jes&#039;Tamaline that take their service to another level.&lt;br /&gt;
&lt;br /&gt;
The Reeds are a mix of all ages, and it is not uncommon to see a few elves, sylvans and half-elves among the humans in this group.  Many of them, in fact, still worship other Arkati but have dedicated their time and lives to the importance of Jes&#039;Tamaline&#039;s mission.  These men and women have no houses or owned land within towns and cities, but instead live in small pockets of makeshift homes along the edges of rivers or nestled into the many plush groves throughout the woodlands. Some travel and dwell alone, others exist in smaller communities in the wild.  They are not political in nature, and much like the legend of Jes&#039;Tamaline, they care less for the plight of the citizens, and more for the safety and nourishment of the land around them.  To this end, the Reeds are known to be peaceful until the forest and rivers that are their heart and soul are threatened.&lt;br /&gt;
&lt;br /&gt;
In 5049, a nobleman in Riverwood had undergone a hefty investment to start up a massive logging operation that would have seen hundreds of miles of woodland destroyed for the profit of exports to other provinces.  Two days before his operation went live, the nobleman went missing from his house, his fate never discovered.  Some say that it was the constant threats from the Reeds of Jes&#039;Tamaline that finally gave him cold feet, and he fled the area.  Others claim those same threats bore fruit and that, in the middle of the night, the Reeds kidnapped the nobleman, killing him and burying his body within the depths of the woods, never to be found.  Regardless, the disappearance of the main investor caused the logging operation to close down within a week, and the forest was saved.&lt;br /&gt;
&lt;br /&gt;
In Riverwood, there is an understanding among many of the merchants and nobles.  The land is seen as bountiful, but it must be protected and replenished. While some lumber extraction does occur in Riverwood, it is always controlled and done within reason, while equal actions are taken to ensure the land is rebuilt.&lt;br /&gt;
&lt;br /&gt;
==Xshitha Raamaani==&lt;br /&gt;
&lt;br /&gt;
The Sea of Fire is home to an unusually high density and variety of spirits.  Amongst these are the jealous spirits - raamaani - many of which, though not all, are known to outlanders as the undead.  While most Tehir know how to deal with raamaani, rarely is combating them a full-time pursuit.  Most spirit-callers and warriors have numerous responsibilities to their tribes and families, such that they cannot devote themselves exclusively to the hunting of hostile spirits.  There are those select few tribesmen, however, that do make a passion of such work, and these spirit hunters are known as the Xshitha Raamaani, literally, &amp;quot;Those Who Fight Jealous Spirits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Those outlanders who are familiar with Voln and the teachings of his monastic order would see the Xshitha (singular: Xshithi) Raamaani as kindred spirits, and the Spirit Hunters would likely view the order of Voln in the same manner.  Their goals and abilities are essentially the same, although there are key differences within the cultural and religious frameworks surrounding the two groups.&lt;br /&gt;
&lt;br /&gt;
The ability to harm the unliving with the very touch of one’s body is especially revered amongst the tribes, and the art known as An Khesra - &amp;quot;Hand Memory&amp;quot; - is very similar in effect to the unarmed fighting style of the Voln monks.  The name of the art is derived from the tribal notion that harming the undead is synonymous with reminding them what it was like to be alive, thus making the undead vulnerable once more to what the living were. Thus, &amp;quot;Memory&amp;quot; in this context, is similar to what outlanders know as &amp;quot;Blessing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unlike the Voln monks, the Xshitha Raamaani do not belong to a unified order. They are scattered amongst the tribes, and most have their own training methods that a Spirit Hunter from another tribe might not recognize at all.  A tribe may have only one or two Spirit Hunters who pass their secrets down to a select few apprentices, and most never leave their Tribes to share this information with others.  Thus, the method of advancing along &amp;quot;steps&amp;quot;, as a Voln monk would understand it, is typically proprietary to a particular Tribe.&lt;br /&gt;
&lt;br /&gt;
Also, the Xshitha Raamaani do not frame their conflict with the undead as part of a larger conflict between pantheons of Arkati.  Not all desert tribes recognize the Arkati as outlanders see them, and even those that do, don’t always organize them along the same lines. Though the powers of a Spirit Hunter are roughly the same as one might find in the repertoire of a Volnite, often it is local/tribal spirits who grant this power rather than the Liabo Arkati.  These spirits require their own unique tasks in return for their favor, and their reasons for doing so can vary wildly.  A local spirit of the Sea of Fire may have a personal vendetta against undead, or it may wish to protect the tribe that honors it, or it may simply not care about anything but its own power and views the Spirit Hunter as a means for increasing its worship and prestige.  There can be differences on the Spirit Hunter’s end, as well.  While he depends primarily on the spirits involved and their relation to him and his tribe, often the Xshitha Raamaani views the attaining of these powers not as &amp;quot;dedication&amp;quot; to the spirits granting them, but rather as bargaining with them.  It is more of a transaction between two equal parties than devotion to a higher being and its beliefs.  The high density of spirits in the Sea tends to make the Tehir simultaneously more spiritually aware and more jaded and practical towards interaction with spirits than the typical outlander.&lt;br /&gt;
&lt;br /&gt;
In addition, those Arkati that outlanders see as central to their conflict are often seen differently even by those Tehir that recognize them.  Luukos is perhaps the most prominent example.  Not all Tehir view him or his manifestations as inherently evil (though most wouldn’t consider him particularly friendly or trustworthy either,) and there are those who connect him with the First Serpent, a legendary snake of enormous size that is said to dwell in or around Bir Mahallah, considered by some to be an instrument of vengeance against those who wrong Creation.&lt;br /&gt;
&lt;br /&gt;
There is no dedication amongst the Xshitha Raamaani to the releasing of all undead. For the most part, they are interested in opposing only those Jealous Spirits that threaten them or their tribes and families, as there are some undead that are not Jealous Spirits, and some that have even allied with certain tribes.  The Spirit Hunters also do not see all cursed souls as worthy of release and redemption.  There are those they believe fully deserve to spend eternity tormented, roaming without rest or peace.  Unless personally threatened by such a jealous spirit, most Hunters will not make any effort to free it.  The Voln sanction against all undead is looked upon with derision by many tribesmen, seen as an overly simplistic view of the nature of undeath and the variety and hierarchy of spirits.&lt;br /&gt;
&lt;br /&gt;
Aside from these doctrinal differences, however, there are more similarities than not between the Order of Voln and the Xshitha Raamaani, and it’s unlikely that even the most zealous members of the two groups would ever do more than argue philosophy over ale or khava.  In fact, it is not unheard of for Spirit Hunters outside of the Sea of Fire to be accepted into the ranks of Voln’s monks that they may assist each other better.  Much like the mortal members of the groups, their various patron spirits rarely come into conflict either, and many of the powers they grant are effectively interchangeable.  Xshitha Raamaani who are adopted into the Order typically have no problem also adopting its terminology in the interest of facilitating communication.  When describing the throws and grapples of their art, An Khesra, to an outlander they may refer to &amp;quot;Charl’s Throw,&amp;quot; even though many Tehir in the Sea of Fire have barely any conception of ocean-related spirits, and certainly wouldn&#039;t be seeking one out for its favor.  It’s simply easier to adopt the terminology than to try to explain the differences when the effect is much the same.  Not many outlanders would care to know that the particular Tehir learned his art from his Tribe’s patron spirit, a being whom they&#039;ve never heard of and whose name an outlander might not even be able to pronounce.&lt;br /&gt;
&lt;br /&gt;
=Unlawful Organizations=&lt;br /&gt;
&lt;br /&gt;
==Gallard&#039;s Guardians==&lt;br /&gt;
&lt;br /&gt;
Built on the edge of the massive Wyrdeep Forest, Gallardshold is a stronghold that has a small military garrison with the assignment of protecting the woodcutters, trappers, and other hunters of the area to secure the region&#039;s timber business. Even as human superiority seems to be on the rise in some areas of the Turamzzyrian Empire, it has significantly lowered in Gallardshold where Baron Caulfield and his family enjoy a relative peace with the independent elven communities of the Wyrdeep Forest, as well as many beneficial trade agreements between the races.  In fact, in some areas of Gallardshold, elven culture has bled through, providing a slow mixture of styles. &lt;br /&gt;
&lt;br /&gt;
However, despite the peace and relaxed view of Chaston&#039;s Edict, there still exists an undercurrent of racism in some hearts and minds of citizens within Gallardshold.  Because of this, there exists two forms of demonstration -- one in support of the elves, half-elves, and sylvans of the area, and one that displays their opposition.  Some townspeople wear a single hawk feather braided into the right side of their hair to show their support of the elves of the Wyrdeep and how they should be exempt from the cruelty of Chaston&#039;s Edict.  Those who do not support this belief, or the elves, wear a white leather bracelet around their left wrist.  While there exists a difference of opinions, there has been relatively no violence until more recent times.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the summer of 5099, a group of unnamed half-elves began to strike out at citizens in Gallardshold who openly wore the white leather bracelets to demonstrate their support of Chaston&#039;s Edict.  At first, these series of attacks were thrown at the feet of the elves of the Wyrdeep until masked half-elf citizens of the town came forward, taking credit for the attacks and declaring they would continue until all racism was washed out of the city.  Shortly after their announcement, many of the townspeople came to call them the Gallard&#039;s Guardians.&lt;br /&gt;
&lt;br /&gt;
The anti-Chaston Edict group of half-elves have seen their numbers rise over the years, even if some refused to join in on attacks.  Many provided shelter, weapons, even intelligence to these so-called freedom fighters who only sought to bleed the intolerant.  Because of that, the outcry of those wearing the white bracelets have ebbed and flowed, often times turning the streets and taverns of the city into bloody brawls, and sometimes the attacks have led to murder on both sides.  Baron Caulfield has been able to do little to help put the conflict at rest, as Chaston&#039;s Edict remains a law of the Turamzzyrian Empire, and while the Baron may be able to get away with ignoring it, he would be unable to officially make any laws or take specific actions against it without endangering his own position.&lt;br /&gt;
&lt;br /&gt;
==The Bayrunners==&lt;br /&gt;
&lt;br /&gt;
Pirates.  Anti-imperialists.  Freedom fighters.  Bayrunners. They&#039;ll answer to every one of those and never offer an apology for it.  They don&#039;t often talk of their beginnings, but some locals insist the first operation of the Bayrunners, before they even called themselves such, was around 5022.  It is said a number of them may have once been river pirates who had been successfully run out of River&#039;s Rest during the Smuggling War after the Great Cataclysm, and some of the original founders were said to have been descendants of native Resters who were displaced by the imperial colonization program centuries before.  Whatever the case, their blood is Torren, and their mission is wealth at the cost of the Turamzzyrian Empire.  While many citizens of the County of Torre peacefully live their lives under imperial rule despite not being overly pleased with it, they do so in relative peace.  The Bayrunners are a stark contrast to that, seeing the Turamzzyrian Empire as an oppressive boot on the throat of the once great Kingdom of Torre, and while they may not be able to defeat it with force and fire, perhaps they can enjoy victory by striking their purse strings.&lt;br /&gt;
&lt;br /&gt;
The Bayrunners are celebrated as heroes by some in River&#039;s Rest, even in Fairport, where their piracy throughout Maelstrom Bay and the surrounding Western Sea is well-known, and by some, well-appreciated.  But the Bayrunners, while a constant thorn in the side of the Empire and its naval fleets and merchants, take certain actions to help win the hearts and support of the people who dislike imperial rule.  Over the years, Count Claybourne and his family have tried many different strategies to help combat the Bayrunners efforts, and to their credit, many of these attempts worked, but a majority of them only showed results for the short-term.  The Count and other justice officials have been unable to gain any long term advantage over the Bayrunners, and there have been no large accomplishments towards their defeat.&lt;br /&gt;
&lt;br /&gt;
Because of this constant conflict with no victory in sight, many merchants who utilize Maelstrom Bay have began to budget what they call &amp;quot;The Bay Tax&amp;quot; into their financials, as there seems to be no easy way to avoid the piracy, and certainly not doing any business is not good business.  Tragically, many of these merchants make up the difference in their losses by increasing prices locally, ultimately having an adverse effect on the citizens of the region.  The irony is not lost on the Bayrunners, who understand their piracy increases costs for the citizens they claim to be helping, but overlook it by arguing that in the big scheme of things, their operations save more money in the end, especially if one day they are successful enough to break free of the chains of the Sun Throne.&lt;br /&gt;
&lt;br /&gt;
==The Red Hats==&lt;br /&gt;
&lt;br /&gt;
In 4417, the Kingdom of Torre was annexed by the Turamzzyrian Empire.  In laws, in land, and in claim, the Sun Throne now ruled above the new County of Torre.  But the greatest piece of Torre was absent as a result of the annexation, and that was the hearts and minds of its people.  A nameless man, his birth and race lost to the passing of time, dared to defy the loss of Torren pride and independence during the ceremony of swearing an oath from the County to Emperor Jasdurel Burzost.  It is on the salt-stained cobbles of Fairport where the Red Defender, so aptly named that day, he openly declared opposition during the ceremony, even moving towards the procession.  Whether his intentions were murderous or not, it was the crossbow bolt of a Torren guard that sunk into the side of his cheek, sending a spray of blood onto his dusty white hat before both it, and he, collapsed to the ground.&lt;br /&gt;
&lt;br /&gt;
While the Royal Torren Guard is well known for their lack of imperial sympathy and refusal to obey many of Turamzzyrian laws, it is the action of one of their own on that day that gave birth to the Red Hat Movement.  From that day forward, the Red Hats sparked to life.  They saw themselves as a true rebellion, and that the fact that the loudest voice of dissension was silenced by a Royal Torren guard, only lent credence to their message that the guards were not their allies and just another puppet of the Sun Throne.  While the movement has seen its membership rise and fall over the ages, there has never been a shortage of sympathizers to their cause, consisting of fair, law-abiding, but freedom supporting individuals, who have on numerous occasions provided information and shelter for suspected Red Hats.&lt;br /&gt;
&lt;br /&gt;
For a brief period of time during the Turamzzyrian resettlement in the County of Torre, nobles from Tamzyrr, on becoming aware of the Red Hats, established a pseudo-society branch of the group.  The members of the society gained admittance after engaging in some form of petty theft or crime, though some members developed notorious reputations for their thefts over the time of their membership.  The original Red Hats deigned to allow the showy version of their brotherhood to continue for the purpose of infiltration of the Turamzzyrian outsiders and to glean intelligence which was used against the rich who played at being criminals.  As the Turamzzyrians inter-married with Fairport&#039;s existing nobility, the native Torren nobility&#039;s own reflections on such criminal behavior rubbed off, and membership in the false brotherhood tapered off until it became an embarrassing fact of one&#039;s ancestors.&lt;br /&gt;
&lt;br /&gt;
What once began as the idea of freedom fighters, the Red Hats are very much now a criminal organization and no longer confined to Fairport.  Their philosophy is now to reject imperial oversight and rule, not just over Torre. Their hands are in a number of smuggling operations and thieves&#039; guilds throughout Fairport and its surrounding areas, and they use their resources and agents to constantly undermine the efforts of imperial soldiers.  This sometimes puts them at odds with the Royal Torren Guard, who may like to look the other way, but in some cases, they cannot.  While the Red Hats serve their own agenda, which rarely is aligned with the Turamzzyrian Empire, there have been occasions when external, or even internal threats, have forced these two sides of the coin to work together.  Most recently in 5114, a gathering of krolvin fleets waged a long war against the Empire, ravaging cities and ports up and down the western coastline.  In fact, the krolvin victorious continued to mount, which resulted in the Fall of Fairport where the krolvin had completely overrun the city, nearly destroying the Tower of the Sea Princess, and began to slowly build a new foothold on imperial soil.  It was the gathered might of imperial reinforcements dispatched from other provinces, in addition to the strategic strikes and intel provided by the Red Hats, that ultimately led to Fairport being reclaimed and the krolvin pushed back to sea. &lt;br /&gt;
&lt;br /&gt;
Of course, in the aftermath of the conflict, all returned to normal with the Red Hats continuing to operate in the shadows of western coast, their voice and actions serving as an ever-constant torch of defiance against imperial dominance.  To wear a red hat is to have a friend in almost every port in the Empire.&lt;br /&gt;
&lt;br /&gt;
==The Hedgewizards of Mestanir==&lt;br /&gt;
&lt;br /&gt;
The northern town of Mestanir was founded in 4883 near a powerful religious site known as the Crown of Koar, which would become a great beacon for many pilgrimages over the years.  By 4897, Mestanir not only became a well-known Barony for its holy followers of Koar, but it also became a hotbed for practitioners of the arcane arts.  The Hedgewizards of Mestanir came into existence around this time, and are less-structured than any organization within the Turamzzyrian Empire.  In fact, the Hedgewizard title itself is most often used by those not of Mestanir, or of town officials, who condemn the unregistered wizards and sorcerers.  Centuries before 4565, after the destruction of Toullaire, Empress Verranna passed a law requiring mandatory registration of all wizards and sorcerers within the Empire.  As Mestanir came into existence and its magical population grew, many refused to go along with the centuries-old law.  In fact, it was the lax requirements in Mestanir and lack of persecution that caused the practitioners of the arcane to grow to such numbers in Mestanir.  They had truly found a community that allowed them to be free of imperial judgment for their magic.&lt;br /&gt;
&lt;br /&gt;
The Hedgewizards, as they are labeled by others, existed in small pockets, or even sometimes independent of one another.  Some were noblemen by day and summoners by night.  Some were more blatant with their magic, displaying it in the open, always in defiance of the registration laws and always undisturbed by Mestaniri officials.  So while the collective group of Hedgewizards were viewed as outlaws because of their failure to register, they were in truth more rebellious than criminal.  That was not always the case, though, as some more unsavory mages and sorcerers came to Mestanir to dabble in dark magic, but they were more of an exception to the norm.  However, in 5092, after the Northern Sentinel Earl Wierlund of Hendor died, Baron Hochstib of Jantalar attacked Mestanir and moved his invading forces into the region.&lt;br /&gt;
&lt;br /&gt;
Mestanir was able to withstand Jantalar&#039;s initial invasions as their so-called Hedgewizards easily overwhelmed the attackers with mass spells of destruction, and witch hunters assigned to Jantalar were too few to overcome the number of defenders.  Having recently ascended to the Sun Throne, Empress Mynal&#039;lyanna supported Baron Hochstib&#039;s efforts against Mestanir and permitted him the use of Mandis Crystals, which are dreadful artifacts that nullify magic in an area.  With the power of the Mandis Crystals, Baron Hochstib and his army easily conquered the small Barony of Mestanir.&lt;br /&gt;
&lt;br /&gt;
After the successful occupation, Baron Hochstib expelled all mages from Mestanir, and gruesomely put to death those who did not comply.  Because there was no active registration of magic users in the region, there was little the Baron had to work from in regards to weeding out the Hedgewizards.  So while many practitioners of the arcane flee or die in defiance, many cling to the shadows, ever watchful as they live double lives while keeping up appearances and then practicing their magic in secret.  So it was, for many years following, it was in the shadows alone that magic occurred, save for the small number of those who surrendered to Jantalar and registered with the Hall of Mages.  Of those, their lives were a constant struggle, for the Jantalarian occupiers despised them, and the townspeople were taught to fear them.&lt;br /&gt;
&lt;br /&gt;
In 5107, years after Baron Hochstib was killed, his sister Baroness Delphinuria was instated as the new ruler of Jantalar by Emperor Aurmont Anodheles. In the Baroness&#039; first act, she announced a writ of relinquishment that renounced Jantalar&#039;s claim on Mestanir and restored its powers, privileges, and property.  It wasn&#039;t much longer until Emperor Aurmont Anodheles appointed an old friend, Seurdyn Chydenar, as the new Baron of Mestanir.  It is rumored that Seurdyn himself was actually an activist among a group of hedgewizards during Jantalar&#039;s control, and such speculation was born out of his close ties to the Nesbithes, a prominent hedgewizard family.  Once Jantalarian forces had been expelled from Mestanir, years before the area truly became free again, Seurdyn Chydenar had married Sionwryn, the eldest Nesbithe daughter.  After his investiture ceremony, Baron Chydenar spoke of the importance of the Barony&#039;s future, and that to ensure its success, the days of secret spellcasting must be over.  He expressed his desire to slowly ease the spellcasting community into registration with the Hall of Mages, and with his wife Lady Sionwryn and her family beside him, he predicted it would be a success.&lt;br /&gt;
&lt;br /&gt;
In truth, the Wizard Baron, as he is sometimes referred to, was correct in his prediction.  His having long suffered under the oppression of Jantalar made many spellcasters in Mestanir, those who were hiding and those who have returned, appreciate the new rulership and feel a sort of kinship with a man who understands their art.  Many wizards and sorcerers have now registered with the Hall of Mages, and the numbers remain steady year after year.  However, it is still known, but rarely discussed, amongst those who still practice in the shadows of Mestanir who refuse to bend to the overreaching hand of the Hall of Mages and will stop at nothing to keep at least what they deem their freedom of magic.&lt;br /&gt;
&lt;br /&gt;
==The Arcane Eyes==&lt;br /&gt;
&lt;br /&gt;
In the capital city of Mestanir, magic was heavily restricted by decree of the Hall of Mages, and so it was only natural that an underground movement of rogue spellcasters who practiced and taught their art outside the observant rule of the Empire sparked to life.  Many subversive groups flourished in the shadows, one of them being a wealthy group of summoners called the Arcane Eyes.&lt;br /&gt;
 &lt;br /&gt;
Many of the notable members of the Eyes were influential and wealthy nobles and merchants within Mestanir who knew full-well that their passion for the dark arts would lead to their imprisonment or execution.  So during the days, they spent their time in the affairs of politics and entertainment, and at night, they retreated to their extravagant manors and the evil secrets of their magic.&lt;br /&gt;
 &lt;br /&gt;
They spent countless decades perfecting their summoning art, whether it was calling forth demons to bend to their will, or breathing life into golem minions.  It was only a matter of time until their sight went beyond Mestanir and, in time, beyond the Empire.  Small groups of the Arcane Eyes began to form in many nations and cities from Ta’Illistim to River’s Rest.&lt;br /&gt;
 &lt;br /&gt;
Many of the branches of the Arcane Eyes were diversified in their minor objectives, but overall their major goal remained the same: power.  They did not desire to overthrow rulers and wear crowns of gold, but instead they sought to use their power to manipulate, influence, and further their own knowledge.&lt;br /&gt;
 &lt;br /&gt;
During this time, a powerful summoner by the name of Sebasation Stone,who also dabbled in dark magic, was gaining influence among his noble peers. His power and wisdom was seemingly unmatched, but his philosophy troubled many of the founders.  Having originated in Mestanir, most of the founders had at least a loose devotion to Koar.  So it did not bode well when Sebasation Stone began to sway minds into believing that great power lied beyond the Arkati.  He took time to remind the others that in an age long ago, the Arkati themselves were servants to the Drakes.  Even their idol Koar was rumored to be the last living Drake.&lt;br /&gt;
 &lt;br /&gt;
Despite the truth of Sebasation’s words regarding Koar, he was still seen as a heretic among his brethren.  So it was that Sebasation’s secret rival, Elithian Cross, hatched a plan to end Sebasation.  Elithian convinced his daughter Madelyne to seduce Sebasation’s son, Grishom, and get close enough to murder Sebasation.&lt;br /&gt;
 &lt;br /&gt;
Elithain’s plan took months to come to fruition, as the naïve and noble Grishom eventually fell madly in love with Madelyne and became enraptured with her, never thinking for an instant that she had ulterior motives.  It was late one evening when Madelyne, who had earned passage into the Stone’s inner sanctum, confronted Sebasation while tending to his garden of sirenflowers.  Not suspecting his son’s lover, Sebasation was murdered with surprise in his eyes.  His death was not silent, and Grishom was soon there and bore witness to his father’s murderer, clutching the bloody dagger in her hand.  Fully enraged, Grishom attacked Madelyne.  They struggled, and in the end, Grishom disarmed her and killed her with the same bloodstained weapon.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately, Grishom’s mind was shattered and was unable to handle the burden of his loss.  Seeing no harm in Sebasation’s death, the elders of the Arcane Eyes defended Elithian, and in fact, helped to frame Grishom for the murder of both his father and Madelyne.  Supporters of Grishom’s father quickly came to his side, and a full conflict was about to escalate when another outside force struck Mestanir.&lt;br /&gt;
 &lt;br /&gt;
In the year 5092, Baron Hochstib of Jantalar launched an invasion into the barony of Mestanir and conquered the land, annexing Mestanir, its capital, and other cities into its control.  During this time, facing the alarming Mandis Crystals, many of the members of the Arcane Eyes fled the city and barony of Mestanir, regrouping and merging with many of the smaller branches throughout Elanthia.&lt;br /&gt;
 &lt;br /&gt;
It was the Jantalar invasion that kept the Arcane Eyes from dragging their conflict into the streets, but it did not keep them from breaking off into two different schools of thought.  In 5107, Baron Hochstib was killed and Emperor Aurmont Anodheles appointed his sister, Lady Delphinuria, as Baroness.  Upon the change of rulership, the Baroness relinquished Jantalar’s control over Mestanir, and they were once more their own barony.&lt;br /&gt;
 &lt;br /&gt;
It was not long after that the small force of Arcane Eyes, still in Mestanir, began to increase in both size and influence once more, especially in light of the new Baron of Mestanir declaring an open mind to a variety of arts of magic.  The faction of the Arcane Eyes were old supporters of Sebasation Stone, so it was no large feat for his son Grishom to rise in the ranks.&lt;br /&gt;
 &lt;br /&gt;
But living in the shadow of a legend was not easy for Grishom, on top of his already fractured mind.  So Grishom sought to achieve fame and power that outdid those before him.  It was then Grishom discovered many of his father&#039;s old rituals and possessions, among them a large chunk of the ever-chaotic urnon.&lt;br /&gt;
 &lt;br /&gt;
Using his father’s musings, which had been untested, Grishom began to seduce women to fall in love with him, and in the end, he would murder them before conducting a ritual to channel their spirits to power his magical creations. Knowing the irony of his situation, and that now Grishom was perpetrating the very betrayal of love that had happened to him, he sought to find some comfort by being selective in his victims.  Madelyne, his father’s murderer, had black hair and emerald eyes. So too, were all of Grishom’s victims.&lt;br /&gt;
 &lt;br /&gt;
Years passed and Grishom’s attempts at creating a perfect golem, one to serve and destroy at whim, continued to fail.  His peers began to speculate whether to continue their support or not. Finally, Grishom came to the desperate opinion that in order to gain any control over the urnon, he would need a very significant sacrifice.&lt;br /&gt;
 &lt;br /&gt;
Grishom, along with some of his fellow summoners, orchestrated a massive human sacrifice of women, imbuing their spirits into the urnon block.  The dark ritual was successful from a creation perspective, and soon the urnon began to calm and take on the form of a featureless woman.  However, still chaotic in nature, they were unable to control the urnon golem and it turned on them, striking out in fear and even killing some of the summoners present before escaping into the night.&lt;br /&gt;
 &lt;br /&gt;
Losing face among the Arcane Eyes, Grishom had squandered an incredible amount of influence and power.  Not only had his magical creation escaped, but it had cost the lives of other summoners, as well.  Seeking to regain his greatest construction, Grishom enlisted two of his old allies, the summoners Albright and Raznel.&lt;br /&gt;
 &lt;br /&gt;
Albright and Raznel set off on the golem’s trail, following her for nearly two years.  Meanwhile, Grishom Stone began to build his presence elsewhere by purchasing an island on Mist Harbor and funding the renovations of the Bathhouse and Museum in Wehnimer’s Landing.  Little did Grishom know that his urnon golem, with no memories of her past, and now believing she was a human named Mirayam, would arrive in Wehnimer’s Landing and forever alter the city’s course. &lt;br /&gt;
&lt;br /&gt;
In present day, the Arcane Eyes are all but a scattered group of individuals, their power and influence seeming to have waned over the recent years of being hunted down and conflicts arising from internal unrest.  Time will surely tell if this organization&#039;s activity and membership ever returns to its once former glory.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a silver eye.&lt;br /&gt;
&lt;br /&gt;
==The Celestial Cenobites==&lt;br /&gt;
&lt;br /&gt;
In all great civilizations and kingdoms, there often exists a black mark among their history and people.  While the Kingdom of Hendor, now known as North and South Hendor, has seen its share of them, there exists one that is rarely discussed in present day.  Those that are unspoken among many Hendorans are named the Celestial Cenobites.  It began when it all ended, in the year 4630, when the Kingdom of Hendor officially fell to Issyldra the Ice Queen.  During what is known in history as the Witch Winter, many in Hendor starved, fought and died, or fled the area.  It would not be until 4635 when imperial forces from the Turamzzyrian Empire would help to liberate old Hendoran territories and wedge them from the grasp of monsters and other humanoids, eventually seeing a resettlement of humans in the area as Hendor was brought into the Empire as both north and south baronies.&lt;br /&gt;
&lt;br /&gt;
But it was during the aftermath of the fall of the Kingdom of Hendor that the Cenobites came into existence.  Before the Witch Winter, the Cenobites were a group of scholars and monks who were dedicated to the worship of Fash&#039;lo&#039;nae, often crossing the lines of morality to see the pursuit of knowledge carried out.  Because of this, they often operated in secret.  When the forces of Issyldra the Ice Queen descended on Hendor and the kingdom eventually collapsed, many of the Cenobites fled their home.  As they wandered in the northern wilderness, many facing starvation, there was one among them who proclaimed he had received a vision, and that during his slumber an old man bearing the yellow eyes of Fash&#039;lo&#039;nae&#039;s symbol spoke to him, directing him where to travel.  The dreamer then shepherded the Cenobites further north where they eventually came upon the ruins of an old fortress bearing the remnants of the Kannalan Empire.  The Witch Winter continued, and while the Cenobites had escaped the arctic minions of the Ice Queen, they could not so easily overcome the seemingly endless winter.&lt;br /&gt;
&lt;br /&gt;
After thorough exploration of the old fortress, a few storage reserves were found, indicating the area was used far more recently, but those inhabitants had died without a trace, or abandoned the stronghold.  The Dreamer, as he came be known among the Cenobites, helped to try to organize those that remained, as they numbered around one hundred, with hardly enough food and supplies to last that number for months.  The Cenobites survived, eating sparingly, over the course of two months, only losing a few of their ranks to the dangers of the cold.  But it was not much longer before unrest began to settle in, as hunting became nearly impossible in the wilderness, and far too often those who left never returned. Supplies dwindled rapidly and many cases of theft occurred as corruption began among those who were tasked at protecting the food.  Many even turned on the Dreamer, questioning his vision and whether Fash&#039;lo&#039;nae had truly led them to this spot, and if so, why do they suffer? It was then that he who is known as the Upstart gained for himself both a reputation, and set the Cenobites on a course that would forever change their existence and mission. &lt;br /&gt;
&lt;br /&gt;
One night, in the last and nearly depleted food storage, the body of the Dreamer was found murdered, his skull hollowed-out and his brain feverishly being consumed by the Upstart, who claimed he too had received a vision--that their new home had been but a step in their evolutionary process, a means to grow more powerful, not to wither away and die. Thus began the first cannibalism of the Cenobites and their new, twisted ideology that had them believing that by the consumption of the brains of their victims, they can evolve both their intelligence and their mental powers.  The Upstart was unfortunately the next victim, the second casualty in the birth of his new form of worship.  From there, chaos reigned.&lt;br /&gt;
&lt;br /&gt;
The nearly one hundred Cenobites that had arrived soon dwindled to half that number in the coming days and weeks, as small pockets of the group formed together, some forging alliances while targeting others.  Cannibalism was in full swing, all under the banner of Fash&#039;lo&#039;nae and repurposed as steps towards ascension.  In truth though, many written documents recovered from that time seem to validate their theory, as even though they fed on their victims to survive, many experienced heightened senses of intelligence and the development of mental magic they had never previously been able to perform.  Of course, these magical feats of the mind only further worked to fuel the murder and cannibalism.  Those wisest among the Cenobites knew that such a pattern would result in their extinction, leaving only one, or a few behind as survivors, which was perhaps Fash&#039;lo&#039;nae&#039;s goal all along, they reasoned.&lt;br /&gt;
&lt;br /&gt;
But their speculation was put to rest in 4632 when a band of adventurers from the Turamzzyrian Empire vanquished the Ice Queen, ending the eternal winter that had nearly suffocated all of Hendor.  In the coming years, monster and barbarian forces would move into the region, and imperial forces would clash with them in their conquest to take back the region and eventually claim it as part of their Empire.  But the thawing of the ice and unsettling chaos in the area allowed the Cenobites to stop their cycle of self destruction and move their efforts and research outward.  Over time, a shrine to Fash&#039;lo&#039;nae was built within the old Kannalan fortress, and a large number of the Cenobites remained, turning to capturing and eating victims outside of their order, such as imperials, monsters, and barbarians in the area.  Other Cenobites chose to depart, settling in other small pockets through the Turamzzyrian Empire and beyond, wherever they felt the Grandfather led them in their pursuit of more knowledge and power. &lt;br /&gt;
&lt;br /&gt;
In 4645, a year after General Jyllander captured Mensyl Pass, imperial forces began to successfully spread out, resettling the old Kingdom of Hendor. It was then that imperial soldiers discovered the old Kannalan stronghold and the cannibalistic Cenobites that awaited within.  The battle lasted for days, as many among the Celestial Cenobites were highly trained monks, devout in their faith but skilled in combat.  In time the imperial army defeated the Cenobites within the fortress and sent those few who remained scattered, many of them eventually meeting up with the smaller sects of their order that had already established new footing elsewhere.&lt;br /&gt;
&lt;br /&gt;
Today, the Celestial Cenobites are more of a concept than a fully organized group.  There exists some level of communication among many of their underground cells, but it only happens rarely, and usually only in times of great importance.  Despite their more independent nature of each other, they still all subscribe to the ideology that the consumption of brains and cannibalism leads them down the path to further enlightenment as they embrace, at least what they determine, to be Fash&#039;lo&#039;nae&#039;s true calling for his followers.  Meanwhile, the old fortress still remains abandoned, with rumors claiming the spirits of the fallen still haunt its stone halls.&lt;br /&gt;
&lt;br /&gt;
==The Blackwood Ravagers==&lt;br /&gt;
&lt;br /&gt;
The Barony of Jantalar is known for a good many things, but while in recent times many reflect on the tyranny of Baron Lerep Hochstib and the wars with Mestanir, Talador, and Vornavis, there exists a side to Jantalar that is not always in the forefront.  One of the most thriving industries in Jantalar, even when it was at its military height, its lumber mills and the skills of their woodworkers are unmatched throughout the Turamzzyrian Empire.  While Jantalar has many dense and lush forests to the north, many of their crafters even import different styles of wood that help to ensure their craftsmen have a variety of options.  However, among Jantalar&#039;s forests, there exists a region of thick trees aptly named the Blackwoods, which stretch out like a half-moon on the northern border of Jantalar, even spilling into the Barony of Talador.&lt;br /&gt;
&lt;br /&gt;
It is in the depths of this dark forest that the Blackwood Ravagers have found their home for the last two decades.  The Ravagers are cruel, destructive, and often times possessed with dangerous levels of zeal for the V&#039;tull, God of Combat and Lust.  Despite their known alignment with the Berserker Arkati, their nefarious tactics of kidnappings and murder make them criminals in the eyes of the Turamzzyrian Empire.  Many of the Blackwood Ravagers can date their origins to the fallout after the Griffin Sword Wars, where many of those V&#039;tullian followers who worked with Zerroth, a powerful champion of V&#039;tull, had sought out a new home and purpose. While some scattered and were hunted down, others found the depths of the Blackwoods to their liking, which allowed them to remain close enough to civilization to have access to an ample amount of targets. &lt;br /&gt;
&lt;br /&gt;
Over the years there have been a number of incursions, primarily in Jantalarian territory, when members of the Blackwood Ravagers will strike out at merchant caravans, farmsteads, and sometimes even being bold enough to attack towns, striking deeper into imperial footholds.  While the Ravagers always leave a trail of blood and victims, they are always beat back into their Blackwoods, time and again.  In recent years, the Blackwood Ravagers have resorted to mass kidnappings as if baiting imperial soldiers and bounty hunters to tread into their forest, meeting them in combat in their familiar territory.  It is reported by some eyewitness accounts, that weekly, sometimes daily blood sports and combat rituals occur within the depths of the Blackwoods, as the Ravagers are almost always occupying themselves in some form of bloodlust and battle, even amongst their own.&lt;br /&gt;
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==The Sons of Sorrow==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He who is the Sorrow of the World, may he take great pleasure in the suffering of their flesh, may he delight in the bleeding wounds of their hearts, and may one day I too know the blessing of such pain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That is the credo of the Sons of Sorrow, a group of elite noblemen operating out of the imperial capital of Tamzyrr.  Their true names are unknown, along with anything regarding their identities, with the sole exception of their noble birth.  That information alone is founded primarily on rumors and a few accounts of survivors who claim to have once been captives of the Sons.  Many times these surviving victims are so traumatized that they remember very little else, and many dismiss their claims as wild notions born from Zelian madness or illness.  Few, at least among imperial nobility, can fathom that any among their peers could be sadomasochists and would participate in such acts of depravity, torture, and sometimes, even death.&lt;br /&gt;
&lt;br /&gt;
Despite all of that, the rumors persist and there exists enough witnesses and rumors to help frame loose details around the Sons of Sorrow, who go to extreme measures in secret worship of Mularos.  Some say many of these sadistic noblemen have financial ties to the Conquest Fetes that transpire in Tamzyrr, where constant and glorified battles to the death could easily serve as a den of wickedness for Mularos followers, who would find such agony fitting to their pleasures.&lt;br /&gt;
&lt;br /&gt;
But the Sons of Sorrow&#039;s reach is said to go beyond the bloodstained combat arenas and underground slave markets, and indicates that many hold ownership over dark brothels, where all manner of torture and decadence exists.  Of course, even those of questionable carnal tastes avoid these particular brothels, as many have claimed, on more than a few occasions, that some who have entered have never returned.&lt;br /&gt;
&lt;br /&gt;
==Disciples of the Shadows==&lt;br /&gt;
&lt;br /&gt;
For as long as the worship of Arkati has been established, so too has there been those who were driven to stop it at all costs.  One such group is referenced throughout the history of the Turamzzyrian Empire as the Disciples of the Shadows.  They are a group of loosely organized cults bent on the destruction of all Arkati relics, temples, and shrines, in addition to the wholesale slaughter of those who worship them.  In the past, these demonic cults were responsible for the destruction of religious archives, mass murders of priests and other followers of Arkati, and have even been known to converge on entire towns and cities, seeking to burn them to the ground simply to destroy the holy temples and faithful worshippers within. &lt;br /&gt;
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The Disciples worship an ancient being called Althedeus.  It is said Althedeus was created by the titantic power unleashed in the war between the Drakes and Ur&#039;Daemons.  When the war ended, the Drakes had won, but many of them were lost to madness and fear, and it is suggested that out of this fear the chaos being of Althedeus was born, essentially the child of both the Drakes&#039; and Ur&#039;Daemons&#039; energies, empowered by the death of the great beings and fueled by their fear. However, being a force with no physical manifestation, he exists beyond Elanthia among the valences, potentially influencing other planes but never having a body or presence in the physical world.  The truth will always be a mystery, but many agree that his creation spawned from the clash of the Drakes and Ur&#039;Daemons, and the power they unleashed caused Althedeus to manifest. &lt;br /&gt;
&lt;br /&gt;
Throughout time, Althedeus, known as the Shadows, had many other names based on time and culture.  The Krolvin legend is that a great shadowy evil once ravaged many krolvin clans in their original cluster of arctic islands.  Little else is known of what the shadow force could have been, as the krolvin were never quick to discuss any weakness, and those that survived the conflict are long gone.  The Sylvan legend is that Althedeus is a being of chaos, born from the shadows thrown across Elanthia in the aftermath of the war between Drakes and Ur&#039;Daemons.  When Althedeus was first learned to exist, it is said the ancient creature made an attempt to cross over into Elanthia, but the sylvan&#039;s magic of preservation was able to trap the demon&#039;s essence in what is now called the Heart of the Wyrdeep, and that the forest itself is managed as a safeguard--a prison--keeping Althedeus from crossing over.  The Tehir legend is a very ancient one, unknown to many of the living Tehir, even today.  It is said Althedeus could have once been known to those in the Sea of Fire as the great Maw of the Void, a dark powerful force that some of their shamans blamed for infant mortality among their tribes.  The Erithian legend is that a small group of Erithian sailors once embarked on a voyage even further east, beyond their continent.  Only two of the Erithians returned alive, but they had gone insane, unable to speak and spending their waking moments sketching images of dark horrific scenes and gruesome shadowy creatures.  It is rumored that Althedeus may have spawned those creatures as some of his original servants.  When another voyage of Erithians sought to discover what chaos those before them had found, they never returned.  Even beyond the world of Elanthia, it is said the extraplanar Ithzir held the name Grak&#039;na&#039;Den and had taken measures to guard their world from him.&lt;br /&gt;
&lt;br /&gt;
The Disciples of the Shadows had firmly believed, likely under manipulation by this demonic entity, that Althedeus was beyond the Arkati; that it existed as a being more worthy and powerful than the gods.  It is because of this unyielding faith that the Disciples sought to desecrate all tools of worship for the Arkati, be it their followers or their temples.  They truly believed that to snuff out the minions of the Arkati and their holy places, they could help make a place for the Shadows to reign.  Over the course of history, the scale and tactics of the Disciples have grown and waned.  Many times their actions were the catalyst for the faithful of both Liabo and Lornon to unite on some occasions as they attempted to squash out the rising pockets of these anti-Arkati cults.  Each time they proved successful in the end, as the Disciples would rise up from time to time, and then be chased back into the darkness or underground.  It would sometimes be decades or centuries until they resurfaced, each time eventually finding defeat.  While the Disciples could be of any race, many were humans, elves, half-elves, and even some monstrous humanoids like orcs and ogres.  As they evolved in their depravity and worship of the Shadows, their physical forms would often change, resulting in pale or grey skin, yellow eyes, and often times red or black veins on areas of their flesh. &lt;br /&gt;
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While the time period of their origin remains unclear, and some suggest they even existed during the Age of Chaos, the oldest document recording their activities came from scholars in a monastery in Elstreth, where he claims to have encountered some of these followers in the Southron Wastes.  If the scribe&#039;s recounting is to be true, it certainly does not make the Disciples exclusive to that area, as they have been seen and their attacks felt all across the Turamzzyrian Empire and Elanthia throughout history.&lt;br /&gt;
&lt;br /&gt;
In the year 5114, the Disciples of the Shadows rose again in prominence and staged dozens of coordinated strikes throughout the human and elven lands, attacking and destroying a number of Arkati shrines and massacring their followers.  Their newest attacks were all created for the purpose of attempting to finally usher in a new Age of Shadows, where Althedeus would reign over the world with the bones and blood of the Arkati beneath him.  In 5115, the combined efforts of countless adventurers from all over Elanthia were able to stop the birth of Althedeus in their world, in the end unraveling him from existence and sending the twisted Disciples to death or scattering across the world.  Despite the destruction of Althedeus, not all of the Disciples of the Shadows are on the run.  Their activity is still historically low, but there remains some pockets who still attempt to bring ruin to temples of the Arkati and death to their followers.  It is rumored they still seek this goal as a means of one day resurrecting their shadow god.&lt;br /&gt;
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==The Hand of Bones==&lt;br /&gt;
&lt;br /&gt;
It is unclear how long the Hand of Bones have been in operation.  Some say even as early as the first years of the Turamzzyrian Empire and that their agents were secretly employed by Empress Selantha against high value targets in the Kingdom of Hendor during their conflict that originated in 4292.  Regardless, little is known of the Hand of Bones save for their worship of Onar the Assassin.  This unlawful sect of assassins have been rumored to have a hand in numerous mysterious deaths, especially of nobility, throughout the history of the Empire, but there exists little evidence beyond speculation.  Most notable of these rumors are old accounts of Nalfein soldiers near Barret&#039;s Gorge claiming they had been harried, and some of their commanders murdered, by shadowy figures wearing white skull-shaped rings.  It&#039;s said one such figure released the poison inside his ring into the glasses of Nalfein commanders, and the next morning they were found dead, mere moments before imperial warhorns had sounded and the Nalfein outpost was overrun during the Second Elven War.&lt;br /&gt;
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The rumors, of course, are dismissed by imperials as just more elven lies used to justify their conflict with the humans.  Given the nature and business of the Hand of Bones, one can surely expect such an organization exists within the Turamzzyrian Empire, but its size and locations are unknown.  In current times, the two most prominent rumors surrounding this band of Onarian assassins is that they are used by nobility against nobility, and also sometimes employed to strike out in secret against Ta&#039;Nalfein.&lt;br /&gt;
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==The Murkdeep Bandits==&lt;br /&gt;
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In 5087, Jantalar invaded and occupied Talador, making it formally part of Jantalar.  The reasoning behind this invasion was the lack of noble leadership in the province.  This hostile move by Baron Lerep Hochstib caused new rules and edicts regarding inter-territorial relations to be established.  In 5103, Baron Lerep Hochstib was killed after an unsuccessful attempt to take over Wehnimer&#039;s Landing.  In 5107, Emperor Aurmont Anodheles invested Delphinuria Hochstib, Lerep&#039;s sister, as the Baroness of Jantalar.  As her first ruling act, she renounced Jantalar&#039;s claim to Mestanir, finally freeing them.  However, Talador remained under Jantalarian control.&lt;br /&gt;
&lt;br /&gt;
As the war machine of Jantalar slowly died down and conquest was no longer it&#039;s goal, many Jantalarian soldiers found themselves without work, and many without homes or families to return to.  Because of this sudden demilitarization of Jantalar in the aftermath of Baron Hochstib&#039;s death and failed war, many returning soldiers fell into a life of banditry, finding new work and more pay in criminal activities. &lt;br /&gt;
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So it has come to be that there are regions of woodland areas between Jantalar and Talador that are infested with thieves and robbers, loosely organized, but all under the name of the Murkdeep Bandits, so called after the forests in which they dwell.  The bandits discriminate against no one, robbing from merchants, nobles, and travelers alike.  They seem content with their new lives, or perhaps are patiently waiting for the day another push for imperial expansion provides them with the profits of war over thievery.&lt;br /&gt;
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==The Silver Kings==&lt;br /&gt;
&lt;br /&gt;
One of the most notable criminal organizations in all of the Turamzzyrian Empire are called the Silver Kings.  These Kings are organized by three nameless men, their referenced titles being the Crown, the Scepter, and the Blade.  The Silver Kings are all of the ranking members who are united as one under these three leaders who help orchestrate the large scale plans and operations of the unlawful order.  The first activities of the Silver Kings are said to have occurred around 4479, when Emperor Roginard amended Chaston&#039;s Edict to add restrictions to other non-humans, such as dwarves, giants, and halflings.  Prior to this change, Chaston&#039;s Edict had only prevented elves and half-elves from owning land or positions of power, making many of them outcasts.  It&#039;s believed that some of the first operations of the Silver Kings were providing smuggling services for non-humans to escape the intolerance of some imperial regions.  Of course, this was not done out of the goodness of their hearts, but out of influence and greed.  From here, the three founding members, their names forever forgotten to all, created the titles for themselves and began expanding their organization through activities all in direct opposition of imperial laws.&lt;br /&gt;
&lt;br /&gt;
Over the years, with an eye on profits and power, the Silver Kings expanded into almost every fathomable angle.  They invested in smuggling operations at port towns on the western coast with heavy activity in Tamzyrr itself.  All across the Empire they financed brothels and taverns, always owning a share of the profits and always having a base or front for their operations, if needed.  Where there is profit, there are the Silver Kings, who manage their business ruthlessly and are known to completely eradicate or swallow up other criminal organizations who encroach on their established territories.  This is not to say that the Silver Kings have never formed alliances, especially for financial gain, but if too much conflict and competition exists, they take measures to ensure their business does not suffer. &lt;br /&gt;
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In present day, while the original founders of the Kings are long gone, their positions and titles remain, and it is speculated they are passed down over time to descendants or those hand picked to be worthy of the power.  In addition, many among the Silver Kings and their leaders are said to have firm and influential ties among nobles in many provinces, as well as connections to wealthy merchant families and even justice officials.  In fact, some theorize that the Silver Kings exist still today because they have successfully immersed themselves in many aspects of imperial life and business, that the law allows them to operate in a strange coexistence, otherwise the Turamzzyrian Empire would see bloody war in all corners of their domain.&lt;br /&gt;
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==The Brotherhood of Rooks==&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of Rooks were born in the imperial protectorate of Wehnimer&#039;s Landing in the year 5112.  Their benefactor at the original time was a mystery, and they seemingly sprung up overnight, first appearing as hooded figures wearing dark bird masks with razor-sharp silver beaks.  For many months these Rooks terrorized shopkeepers in Wehnimer&#039;s Landing, using intimidation to get them to sign up for protection or face risking their shops and livelihood or even their lives.  It was later discovered that the Rooks were merely using magical items to maintain their bird-like visage and help them to move quickly and unseen throughout the town.  &lt;br /&gt;
&lt;br /&gt;
The Rooks have primarily been self-contained to Wehnimer&#039;s Landing, but in recent years, have had some small incursions into Solhaven where they conducted a number of bank heists, attacked ships from Vornavis bringing supplies to the Landing, and were even involved in a smuggling operation arming krolvin warships with weapons and armor to raid imperial towns along the Western Sea.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood operates on various levels of secrecy, and many times, fellow members are even unaware of the identity of those who serve alongside them.  It is said the ranks of the Rooks are filled with the likes of merchants, tradesmen and commoners, all the way to pirates, bandits, and thieves.&lt;br /&gt;
&lt;br /&gt;
It has since been learned that the Brotherhood of Rooks has had connections to many imperial criminals, such as Elithain Cross, Drangell, and Stephos DeArchon. Because of their criminal activities within the Empire, even on a small scale, and their proximity to imperial lands being based out of Wehnimer&#039;s Landing, they are deemed an unlawful organization in the eyes of the Sun Throne.&lt;br /&gt;
&lt;br /&gt;
Their symbol is of a red outline of a rook.&lt;br /&gt;
&lt;br /&gt;
==The Black Fog Federation==&lt;br /&gt;
&lt;br /&gt;
At a time in the early ages of the Turamzzyrian Empire, piracy along the shipping lanes between Tamzyrr and Kai Toka was commonplace, so much so that a huge shift was made towards the training and size of the imperial navy to help combat the sea raiders.  During this time of increased piracy on the high seas, one such man gained notoriety and fame for his brazen attacks against imperial ships and officials.  His name was Bloody Malovor, and he was widely known for two decades of infamy and unrivaled fortune on the seas.  Eventually, the experience and skill of the imperial navy hindered all piracy, and by 4328, buccaneering had dwindled down to become almost nonexistent.  Bloody Malovor was never captured or killed, and some say when he saw the tide changing, he simply retired off of the massive wealth he and his crew had obtained and lived a comfortable life along some pockets of islands far from the Western Sea.  Other rumors imply that Bloody Malovor was actually granted an imperial pardon and, with a new name and cleaned-up appearance, he actually became a high ranking officer in the navy fleet outside of Tamzyrr.&lt;br /&gt;
&lt;br /&gt;
While the true fate of Malovor is unknown, it is around 4331 that a woman by the name of Shade emerged on the Western Sea and launched a coordinated attack on two port cities on Kezmon Isle.  The attacks were heralded by a thick black fog that rolled in from the sea and blanketed the dockets of the port towns, even some of their streets, obscuring the defenders view of the raiding pirates.  Because of the element of surprise and the seemingly magical fog, Shade was successful in plundering great wealth from Kezmon Isle, hitting the bustling ports right at the beginning of their summer festival where the docks were filled with expensive wares and treasures ripe for the taking.  Shade&#039;s fleet departed, making off with their trove and leaving behind a storm of rumors and speculation.  Many Kezmonians who had survived the attack had claimed to have heard the pirate captain herself proclaiming to be the daughter of Bloody Malovor, but others dismissed it as a fear tactic and nothing more than a ploy at infamy.&lt;br /&gt;
&lt;br /&gt;
It was eventually learned that Shade, who was half-elven, was likely the daughter of Bloody Malovor and an elven sorceress who he had met at one of the many docks in Ta&#039;Nalfein.  The timeline of Shade&#039;s arrival would indicate she likely got into piracy after her father&#039;s retirement or disappearance.  Imperial wizards would later explain the black fog to be connected to a sort of sorcery or elemental magic, but the fact that Shade employed it in simultaneous locations hinted that there were others among her crew who also had mastered such arcane arts.  Over the next three decades, the Black Fog Federation was formed, a loosely allied group of pirate captains and fleets, some human, some elven, some half-elven, all with the goal of raiding imperial ports. The Federation suffered gaps of inactivity over their history as they constantly found new threats of the growth of the imperial navy, the presence of krolvin on the seas, and many times internal conflicts among factions of the pirate alliance. The most successful of any pirate attacks over its history were always when done with the aid of trained magic users who employed the signature black fog to conceal their raids.&lt;br /&gt;
&lt;br /&gt;
Historical archives in Idolone go on to tell the story of Shade&#039;s demise, that she was in fact captured by imperial officers of the navy.  Some say she was tried and executed for her high crimes, while others speak of a more nefarious end--that she was tortured and brutalized beyond recognition in the process of trying to get her to reveal the whereabouts of Bloody Malovor and essentially his infamous treasure trove.  Regardless of how she met her end, after she was captured she never returned, and for many years, infighting spread among the pirate captains of the Black Fog Federation, and their entire alliance was likely to dissolve.  It would be another fifteen years before the next attack was ever orchestrated by the Black Fog Federation, and over time, their magical tactics have been weakened or disappeared altogether.  Some say this is likely due to the countermeasures installed in many large imperial ports by the Hall of Mages, which provides for easier means to dispel the fog before the pirates are able to deal any significant attacks.  So while the Black Fog Federation remains at least in name, very rarely are their strikes still heralded by fog, and if so, it is typically in smaller ports that lack the proper defense resources as larger cities.&lt;br /&gt;
&lt;br /&gt;
==The Ivory Thorns==&lt;br /&gt;
&lt;br /&gt;
So little is known of the Ivory Thorns that of those few who have heard their name, many of them believe their existence to be a fable or some other manufactured lie among warring imperials, or even rumors supplanted by elven factions.  There are absolutely no details surrounding their origins or members, and all that exists is the faintest of whispers among a small population of people within the Turamzzyrian Empire.  But despite any documents or evidence of this group&#039;s existence, the few who speak of them do so with such a passion and zeal that they are openly mocked or even locked away as mad Zelians working to spread conspiracies and cause treason.&lt;br /&gt;
&lt;br /&gt;
But what details can be gleaned, whether true or contrived, state that the Thorns are highly skilled killers under the employ of a mysterious figure known only as the Ivory Baron.  Whether or not this man is even of true nobility is uncertain, as the title itself may be nothing more than a tactic of misdirection.  Whispers suggest that the Ivory Thorns come from all walks of life, but a majority of them were once bloodthirsty and greedy imperials or criminals, all of which have been reformed, retrained, and reborn into silent killers that can be wielded against enemies of the Sun Throne, be they domestic or foreign.  In the last sixty years, it&#039;s said the Ivory Thorns had seen their highest levels of activity even though it was mostly done in secrecy, so none of which can be confirmed.  Conflict will always be a constant factor among nobles within the Turamzzyrian Empire, whether it is disagreements and issues amongst rival provinces, or even against enemies beyond their borders, such as the elves and krolvin. &lt;br /&gt;
&lt;br /&gt;
It has been during some of these conflicts that the Ivory Thorns have been utilized to successfully, and secretly, eliminate threats, whether by hunting down rogue witches, rival merchant lords, pirate kings, or elven royalty.  No records of recognition of this group has ever been mentioned in any official capacity, because to acknowledge the existence of this group, and their use from time to time, could very well ignite civil war among imperial provinces or even a Third Elven War.&lt;br /&gt;
&lt;br /&gt;
In fact, some even go so far as to say that the Ivory Baron and his Thorns no longer exist, that over ten years ago, the operation was silently terminated, which also called for the eradication of many of its assassins so that no trail of their existence remained.&lt;br /&gt;
&lt;br /&gt;
==Kalahaya - the Black Wind==&lt;br /&gt;
&lt;br /&gt;
In the heart of the desert, in an ancient tomb complex near fallen Bir Mahallah, dwells a tribe that is not a tribe, but rather a band that is spoken of in hushed whispers throughout the Sea of Fire. They are a clan of assassins, dedicated to the art of secret murder, which is normally anathema to the warrior culture of the Tehir.  They are known as the Kalahaya - the Black Wind.&lt;br /&gt;
&lt;br /&gt;
Ask the tribes and they will tell you that the Kalahaya is as old as the Tehir themselves.  Even the Black Wind itself doesn’t know how long it has existed, its origin long buried in the sands, though they credit their founding to a group known as the Nao Javar, the Nine Shadows.  When these men lived, however, remains a mystery...assuming they were, in fact, men, and assuming they do not still live.&lt;br /&gt;
&lt;br /&gt;
The Kalahaya have no singular identity, as they adopt and train outcasts from all tribes, thus physical appearance, dress, and even tribal dialect can vary wildly from one assassin to the next.  The assassins will adopt anyone they feel has the potential to learn their art well, and should an individual survive training, he or she is considered a full member of the clan, regardless of background.&lt;br /&gt;
&lt;br /&gt;
The subterranean tomb complex that the Black Wind inhabits is referred to as Yaehe Iraj, the Silent City.  Very few are willing to venture near even the outskirts of cursed Bir Mahallah, never mind explore the underground necropoli, so the home of the Kalahaya has remained secure for ages.  Some say the Kalahaya may even have some limited immunity to the dark power that roils at the heart of Bir Mahallah, allowing them to survive where few, if any, could reach safely, and perhaps even to speak the name of the cursed city aloud without drawing its ire.  As the Kalahaya are not known to be nomadic, it is assumed that they have learned to be self-sufficient with the resources available to them in the Yaehe Iraj and the surrounding area.&lt;br /&gt;
&lt;br /&gt;
Those who wish to procure the services of the Black Wind do not seek them at their home, but rather perform very specific rites to draw their attention. The nature of these rites vary depending on tribe and region, and generally involve leaving a very specific sign in a particular spot.  It is rumored that some Tehir who have left the desert still retain knowledge of the Black Wind and how to contact them, and that the assassins are not only willing, but quite capable of accepting contracts outside the Sea of Fire.&lt;br /&gt;
&lt;br /&gt;
The Kalahaya do not accept every contract presented to them, however.  No outsider has yet determined what their criteria are for accepting an assassination, and they will either refuse or accept with no explanation given as to why. If they accept, payment must be granted in advance, and the payment is always something the client is able, though not necessarily willing, to pay.  This payment is sometimes given in precious gems or metals. Sometimes it may be in a particular service, or in something the client has absolutely no knowledge as to the value of - the offering of a strange or seemingly worthless object, or a task with no explicable value behind it, and so on.&lt;br /&gt;
&lt;br /&gt;
The Kalahaya do not practice the art of disguise in order to safely approach a target. The nature of tribal society prohibits the effectiveness of such attempts - everyone would easily be able to identify a stranger. Thus, they focus on stealth and misdirection as their prime assassination methodology.  Their preferred weapons are the knife and katar, though the Wind’s trainers are practical.  Should a member show exceptional skill with another type of weapon, or even magic, that talent will be exploited to its fullest lethal potential.&lt;br /&gt;
&lt;br /&gt;
There are countless tales told about the Black Wind, and nearly every tribe has their own unique stories regarding the nature and exploits of the assassins. Only the Kalahaya know where the truth lies, and, in fact, the Black Wind itself spreads many of these legends and rumors, the better to keep their nature secret and their potential victims unsure and uneasy.&lt;br /&gt;
&lt;br /&gt;
[[Category: Turamzzyrian Empire]]&lt;br /&gt;
[[Category: Humans]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Half-krolvin&amp;diff=67132</id>
		<title>Half-krolvin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Half-krolvin&amp;diff=67132"/>
		<updated>2015-08-14T17:25:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race&lt;br /&gt;
| [[File:Halfkrolvin.gif|center]]&lt;br /&gt;
|decay = 13 minutes&lt;br /&gt;
|regen = 1 per 4 min&lt;br /&gt;
|height = 5&#039; to 5.5&#039;, 6&#039; max&lt;br /&gt;
|weight = 100 to 300 lbs.&lt;br /&gt;
|language = Common, Krolvin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-Krolvin&#039;&#039;&#039; are the offspring of a [[krolvin]] (usually the father) and a non-krolvin.  The vast majority of half-krolvin on the continent are a result of the slave colony at the [[Isle of Glaoveln]].&lt;br /&gt;
&lt;br /&gt;
== Half-Krolvin Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = +10|con  = +10|dex  = 0|agi  = +5|dis  = 0|aur  = 0|log  = -10|int  = 0|wis  = -5|inf  = -5}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Half-Krolvin]].&lt;br /&gt;
&lt;br /&gt;
== Inter-Species Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Most half-krolvin are the offspring of a krolvin and a [[human]], but [[giantman]] slaves also successfully produced children.  [[Elf|Elves]] and [[halfling]]s who became pregnant on the island were almost always killed by the affair.  [[Dwarf|Dwarves]] are apparently unable to conceive a half-krolvin child.&lt;br /&gt;
&lt;br /&gt;
==Religious Beliefs==&lt;br /&gt;
The half-krolvin as a race do not have separate religious convictions from the rest of Elanthia, nor do they have a patron god or goddess.  It is most common for half-krolvins to have no particular deity that they follow; however, when they do follow a deity is it most common for it to be one of the Arkati that is devoted to violent or war-like pursuits.&lt;br /&gt;
&lt;br /&gt;
The half-krolvin of Krint have specific religious beliefs outlines here: [[Half-krolvin religion (saved post)]].&lt;br /&gt;
&lt;br /&gt;
== Other Characteristics ==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Regeneration&lt;br /&gt;
| 1 per 4 min&lt;br /&gt;
|Decay Timer&lt;br /&gt;
| 13 min&lt;br /&gt;
|-&lt;br /&gt;
|Max Health&lt;br /&gt;
| 165&lt;br /&gt;
|Base Regeneration&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|Weight Factor&lt;br /&gt;
| 1&lt;br /&gt;
|Encumbrance Factor&lt;br /&gt;
| 1.1&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver Bonus&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Half-Krolvin have natural critical padding against cold attacks.&lt;br /&gt;
&lt;br /&gt;
== Race-Specific Verbs ==&lt;br /&gt;
The following verbs have extra modifiers for Half-Krolvins:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[BARK (verb)|BARK]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|BARK &amp;lt;target&amp;gt;&lt;br /&gt;
|You bark at (target).&lt;br /&gt;
|-&lt;br /&gt;
|BARK AMUSEMENT  &lt;br /&gt;
|You emit a noise that is a combination of laughter and barking, your eyes full of amusement.&lt;br /&gt;
|-&lt;br /&gt;
|BARK ANGRY       &lt;br /&gt;
|You pull back your upper lip revealing your sharp incisors and give an angry snarl.&lt;br /&gt;
|-&lt;br /&gt;
|BARK ANNOYANCE   &lt;br /&gt;
|You roll your eyes and make an annoyed, barking grunt.&lt;br /&gt;
|-&lt;br /&gt;
|BARK ASSIST    &lt;br /&gt;
|You adopt a hesitant posture and issue three soft barks, requesting help.&lt;br /&gt;
|-&lt;br /&gt;
|BARK BORED      &lt;br /&gt;
| Your bark of boredom is truncated by a half-yawn.&lt;br /&gt;
|-&lt;br /&gt;
|BARK BYE         &lt;br /&gt;
| You bark an abrupt goodbye.&lt;br /&gt;
|-&lt;br /&gt;
|BARK CHALLENGE   &lt;br /&gt;
| You take an aggressive stance, lowering your head as you growl in challenge.&lt;br /&gt;
|-&lt;br /&gt;
|BARK DISCONTENT  &lt;br /&gt;
| With a guarded expression, you release a bark of discontent.&lt;br /&gt;
|-&lt;br /&gt;
|BARK DISGUST     &lt;br /&gt;
| You recoil in disgust as you bark out your distaste.&lt;br /&gt;
|-&lt;br /&gt;
|BARK DISTRESS    &lt;br /&gt;
| You erupt in loud, high-pitched barking as you glance about with an insecure expression.&lt;br /&gt;
|-&lt;br /&gt;
|BARK DISTRUST    &lt;br /&gt;
|You reveal your dubious opinion of the situation with a growling bark.&lt;br /&gt;
|-&lt;br /&gt;
|BARK EMBARRASSED &lt;br /&gt;
|You croak out a bark of embarrassment.&lt;br /&gt;
|-&lt;br /&gt;
|BARK ENCOURAGE   &lt;br /&gt;
|You bark encouragingly.&lt;br /&gt;
|-&lt;br /&gt;
|BARK FEAR        &lt;br /&gt;
| Wide-eyed, you flinch and make several quiet, nervous barks.&lt;br /&gt;
|-&lt;br /&gt;
|BARK FONDLY      &lt;br /&gt;
|You utter a warm bark of fondness.&lt;br /&gt;
|-&lt;br /&gt;
|BARK FRANTIC     &lt;br /&gt;
|You hurriedly bark out a series of clipped yelps.&lt;br /&gt;
|-&lt;br /&gt;
|BARK FRIEND      &lt;br /&gt;
| Recognition registers in your eyes, and you give a short, welcoming bark.&lt;br /&gt;
|-&lt;br /&gt;
|BARK GREEDY      &lt;br /&gt;
|You unleash a string of quick, excited barks in a high tone as your eyes grow large with greedy desire.&lt;br /&gt;
|-&lt;br /&gt;
|BARK HELLO       &lt;br /&gt;
|You give a sharp bark of greeting.&lt;br /&gt;
|-&lt;br /&gt;
|BARK HUNGRY      &lt;br /&gt;
|You declare your hunger with a loud, almost piteous, bark and lick your large white incisors in anticipation.&lt;br /&gt;
|-&lt;br /&gt;
|BARK JOY         &lt;br /&gt;
| You give a piercing bark of pure joy!&lt;br /&gt;
|-&lt;br /&gt;
|BARK LAUGH      &lt;br /&gt;
|You let loose a wild yowl of laughter.&lt;br /&gt;
|-&lt;br /&gt;
|BARK LOUD        &lt;br /&gt;
| You release an abrupt, ear-piercing bark!&lt;br /&gt;
|-&lt;br /&gt;
|BARK NO          &lt;br /&gt;
|You bark loudly in disagreement.&lt;br /&gt;
|-&lt;br /&gt;
|BARK PAIN        &lt;br /&gt;
|You let out a sharp yelp of pain!&lt;br /&gt;
|-&lt;br /&gt;
|BARK PLAYFUL     &lt;br /&gt;
| In a playful tone, you bark repeatedly and give a toothy grin.&lt;br /&gt;
|-&lt;br /&gt;
|BARK PLEASURE    &lt;br /&gt;
|You utter a low, long-lasting growl of pleasure.&lt;br /&gt;
|-&lt;br /&gt;
|BARK PROUD       &lt;br /&gt;
|You draw yourself up proudly and give a deep, guttural bark full of dignity.&lt;br /&gt;
|-&lt;br /&gt;
|BARK SAD         &lt;br /&gt;
| You issue a muted bark that transforms into a keening yowl of sorrow.&lt;br /&gt;
|-&lt;br /&gt;
|BARK SCORN      &lt;br /&gt;
| You give a sneering bark, laced with derision.&lt;br /&gt;
|-&lt;br /&gt;
|BARK SELF        &lt;br /&gt;
|You let a low-pitched, guttural growl grow deep in your throat.&lt;br /&gt;
|-&lt;br /&gt;
|BARK SKEPTICAL   &lt;br /&gt;
|You yip a short bark that is immediately followed by a grunt of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|BARK THANKS      &lt;br /&gt;
| You issue a quick, appreciative bark.&lt;br /&gt;
|-&lt;br /&gt;
|BARK WARNING     &lt;br /&gt;
|You bare your teeth and bark a warning that tapers off into a low growl.&lt;br /&gt;
|-&lt;br /&gt;
|BARK WONDER&lt;br /&gt;
|You bark loudly, then again in a more subdued voice to express your wonderment.&lt;br /&gt;
|-&lt;br /&gt;
|BARK YES&lt;br /&gt;
|You bark loudly in agreement.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[BRISTLE (verb)|BRISTLE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE &amp;lt;self&amp;gt;&lt;br /&gt;
|You turn your head slightly and tense up, forcing the hair on your body to go stiff.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE &amp;lt;target&amp;gt;&lt;br /&gt;
|You bristle at (target). &lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE ANXIOUS&lt;br /&gt;
|You glance around, bristling with anxiety.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE EXCITED&lt;br /&gt;
|You bristle with excitement!&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE HAPPY&lt;br /&gt;
|You give a bright yelp of laughter and bristle with happiness.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE IMPATIENT&lt;br /&gt;
|You bristle impatiently.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE NERVOUS&lt;br /&gt;
|You bristle nervously.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE PROUD&lt;br /&gt;
|You hold yourself in dignified silence, bristling with pride.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE SATISFIED&lt;br /&gt;
|You stretch slowly, bristling with satisfaction.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE SLEEPY&lt;br /&gt;
|You stretch lazily, bristling as you suppress a yawn.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE SMUG&lt;br /&gt;
|You bristle smugly.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[ROAR (verb)|ROAR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|ROAR ANGRY&lt;br /&gt;
|You bare your fangs and roar angrily!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR HUNGRY&lt;br /&gt;
|Pointing to your mouth, you roar hungrily!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR LOUDLY&lt;br /&gt;
|You take a deep breath and level a deafening roar!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR PAIN&lt;br /&gt;
|Wincing with pain, you let out a roar!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR TRIUMPH&lt;br /&gt;
|You throw back your head and let loose with a roar of triumph!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR FEAR&lt;br /&gt;
|Quivering in fear, you let out a tentative roar!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Regarding the Half-Krolvin]]&lt;br /&gt;
*[[Of Krolvin and Reivers]]&lt;br /&gt;
*[http://www.play.net/gs4/info/races/halfkrolvin.asp Races: Half-Krolvin], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Half-Krolvin/view Officials folder]&lt;br /&gt;
*[[The Colonies of the Half-Krolvin]]&lt;br /&gt;
{{Half-Krolvin}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Half-Krolvin_colonies&amp;diff=67131</id>
		<title>Half-Krolvin colonies</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Half-Krolvin_colonies&amp;diff=67131"/>
		<updated>2015-08-14T17:18:10Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;The Colonies of the Half-Krolvin&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
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=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
I am Pla&#039;dushte gno Krol, and a wanderer. I have sailed many seas and gathered countless stories. These stories cannot be heard with open ears if one does not know from whence they came and of whom they are of. For this purpose, I will tell you more of the people you may know as the half-krolvin.&lt;br /&gt;
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=== The Wandering Blood: Half-Krolvin without a Home ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Wandering Blood&amp;quot; or &amp;quot;Pla’dushte gno Krol,&amp;quot; as those like myself have been called by other half-krolvin, are those who are the product of isolated relationships between krol and non-krol, or half-krolvin and non-krol, sometimes romantic and sometimes violent. The krol view us as slaves (&amp;quot;p&#039;tuu&amp;quot;) in the same manner they view any half-krolvin. The Half-Krolvin of Krint views us most often with either pity or dismissal. The pla&#039;dushte gno krol are considered inferiors by those of Pla&#039;dush gno Krint, for either being born outside of the Krint bloodlines or for their Krint bloodlines being &amp;quot;weakened&amp;quot; by the combination of a Krint half-krolvin and non-krol. The Pla&#039;dush gno Krint believe themselves superior due to their bloodlines, the ultimate combination of krol and non-krol. &lt;br /&gt;
&lt;br /&gt;
The pla&#039;dushte gno krol are most often found along the western coasts of Elanith, particularly from the areas north of the Turamzzyrian Empire to the arctics. Among the Pla&#039;dush gno Krint, be it on Krint or colonies of the Pla&#039;dush gno Krint, we are undesired visitors. The Pla&#039;dush gno Krint take great pride in their familial bloodlines and will not tolerate the possibility of outside blood entering it. For a pla&#039;dushte like myself to be allowed to remain in one of these communities, he or she would have to undergo some form of physical act to render them unable of contaminating the bloodlines. Such pla&#039;dushte, eunuchs as they might be called elsewhere, are given the title Tre&#039;jod and treated with respect. Such tre&#039;jod can often rise to high positions under the belief that they have shown true loyalty by volunteering to take the most drastic step to preserve the purity of the dush. The Pla&#039;dush gno Krint do have a special and very rare ceremony known as Tikkak Gno Pla&#039;dush. The ceremony, an initiation ritual, may vary from community to community, but often has the commonly shared attributes of multiple members of the dush swearing that the pla&#039;dushte are worthy to join the bloodlines and a recounting of what deeds or achievements support this belief. More traditional forms of the ceremony required a form of combat or the performance of a task that required the combination of intelligence, cleverness and strength. All such ceremonies generally conclude with a literal mixing of blood with the participants, the pla&#039;dushte and supporters, slicing their palms into a single container and the pla&#039;dushte being marked with this blood. While extremely rare, those pla&#039;dushte who undergo the ceremony are treated as Pla&#039;dush gno Krint and allowed to marry into the bloodlines. To be granted this great honor is a pla&#039;dushte must show that their blood is of equal value to the dush&#039;s. &lt;br /&gt;
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Beyond the Pla&#039;dush gno Krint, the pla&#039;dushte are often left to wander without ever truly finding a home. Due to their wandering, they often develop skills and abilities that might ingratiate them to communities or sustain them in the wilds of their lineage based isolation.&lt;br /&gt;
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=== Geography of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The colonies of the Blood stretch wide across the six oceans and more are established with the passing of every year. They are not restricted to the continent that many know as Elanith, but are spread out upon islands and archipelagos, and even farther, more distant lands. Their placement often comes by trade and rumor, as no member of the Blood can accurately speak of every place of settlement. Navigation requires the ability to locate one, and from there to another, and then another. &lt;br /&gt;
&lt;br /&gt;
Around the southern tip of Elanith they have sailed, and beyond the cursed isle of ruins and nightmares, where even the elves that slip across the waves do not visit. In the forgotten places of the continent Atan Irith, the Blood have settled. Our sails have crossed the forsaken straights of mists and maelstroms to the south of that continent to the place that reaches out to the frozen lands at the bottom of the world. It is a place new of memory, but littered with ancient ruins and mountains that shield our people from knowing the depths of its secrets. Some wonder if this was the burnt land, the origin of the krol and where they were cast out, and others wonder if it is the place they destroyed around themselves, and then others doubt the krol ever had settled its shores. &lt;br /&gt;
Ever eastward our sails have been pushed along by the winds of the Winged One to the place of endless islands known as the Shattered Continent. Here the Krol are strongest and the Blood is weakest. It is a land that one day we will take as we drive the krol into the depths of the seas and into the forgotten places of the conscience. This place of countless isle lies in the northern seas with its farthest islands cursed in eternal cold and winter, while to the south, joined by so many of these same islands is another place. It is three islands, but too big to be called islands, and too small to be separate continents. Perhaps once they were one continent, but by what reason Khar&#039;ta separated them, we do not know. A race of humans once dwelled upon one of these islands, it is said by those who recall such things, but it was a time many centuries ago. Over the ages, some of them left, but legend claims others remain, hidden on one or the other of the vast pieces of land, hidden from the outer world, hidden from the krol. These small continents lie west as the storm eagle flies from the human occupied bay of Maelstrom. The Shattered Continent lies in the same manner, but away from the place the krol call Glaoven.&lt;br /&gt;
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These are the seas that our people have sailed, and the lands on which colonies are settled or will be settled someday.&lt;br /&gt;
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=== The Colonies ===&lt;br /&gt;
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=== The Islands: Dekhat and Kakhan ===&lt;br /&gt;
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In a time forgotten by my human ancestors, the nations of the Blood were bound by violence into an empire, and such a thing directed the expansion of the realm controlled by ship, sail and suffering. In the East, they found a great island, Glaoveln, they named it, and from it they raided the continent just over the horizon. Gloaveln lay to the north and so others sought a place to the south, and there they discovered an archipelago of islands in what the humans call the Great Western Sea. The largest was known as Dekhat, which in the old tongue means &#039;First Among Lessers,&#039; and the second largest, Kakhan, which loosely translates to the things left to slaves after the Blood have eaten. Under the shadow of a volcano, the nation of the Blood raised the banner of settlement, but the peace of empire did not last and eventually, the fear to stay as one gave way to the greed of the many. Rivalries formed, blood was spilled, and the settlement on Dekhat was fractured. The losers fled to Kakhan, and it was at that time the island received the name it now carries. &lt;br /&gt;
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For many years, the two settlements knew only a fragile peace with each other. Conflict was not rare, but it rarely conflated into a true battle of peoples.&lt;br /&gt;
In time, the two islands forgot why they had originally loathed the other and subsisted purely on the outrages of the recent. They jealously guarded the shoals and beaches of their respective islands and enjoyed from afar any perceived misery of the other. By chance, several damaged human vessels, the remnants of a fleet sent to combat piracy between the Isle of Kezmon and the city of Tamzyrr were forced ashore by a tempest on Kakhan. The crews of these ships became the third party in the cool conflict between Dekhat and Kakhan, and for many years, these humans and the krol of Kakhan were relentless in their hatred for the other. It was a much needed alliance between the two against the clan of krol on Dekhat that began the change in relations, one which eventually resulted in the laying down of arms and the creation of a new unified clan of human and krolvin. Divided Kakhat became one, but Dekhat refused to become anything but the enemy of its sister island. If they had forged one community instead, perhaps they would not have fallen so easily to Keelagh the Scarbeard. &lt;br /&gt;
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It was whispered in that time Keelagh had once been a Blood Fist, second only to a Czag Dubra, but had been exiled for blood magic. Despite being outcast for dabbling in something so terrible the krol forbade it, Keelagh still managed to gather those whose lust for wealth outweighed what moral consciences can be found in their Krolvin minds. He left the Shattered Continent with a navy of ships and sailed to find a new place from which to prey upon the human continent and to experiment freely in his magic. That place was the archipelago, home to Dekhat and Kakhan, and upon Dekhat his forces landed and subjugated the krol who had long settled those shores. Slavery is common on the Shattered Continent, but with the advent of raids upon Elanith, it was rare to enslave the full-blooded krol, a traditional right of victors over the defeated in battle. Upon these slaves, the Scarbeard began to experiment. Due to its forbidden nature, little can be said of what blood magic Keelagh engaged in, but it is something often cruel and always with punishment upon those whose blood is involved. The enslaved krol often would escape to Kakhan to seek sanctuary among their former enemies, but their flight only drew Keelagh&#039;s attention to a fresh source of candidates for testing. &lt;br /&gt;
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Keelagh&#039;s hunger for more victims, however, drove his enemies together, uniting the krolvin of both islands and the humans, too. In time, that cooperation leads to the merging of the three communities and then into the mingling of bloods. A new race, strengthened against the blood sorcerer and his pirates, overwhelmed Keelagh and his men and slew them. The entrances to his tunnels and lair in Dekhat&#039;s volcanic mountain were sealed with avalanches and so it seemed the past was buried and the emerging half-krol people would live a peaceful existence. These islands were not discovered in peace, but were born in the spilling of blood, and so peace will never find its home among them. Decades passed and one day a Krolvin vessel sailed into sight. It was a small vessel and commanded by a horribly scarred krol by the name of Sankir the Bloodfist. The people of Dekhat and Kakhan had treated all krol neutrally and if they came in peace, so they left in peace. Sankir came in peace and soon began asking questions of Keelagh. The foolish among the people spoke of the pirate and the buried secrets of his lair. So began another plague of terror upon the archipelago, as Keelagh&#039;s successor discovered his work and turned it to his own dark desires. &lt;br /&gt;
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When the blue comet traced the sky, Sankir departed to join a great krolvin fleet set upon the island of Teras. In this breath of time, the elders gathered and recognized that perhaps Sankir could be defeated away from his stolen home. Sixteen brave heroes, eight men and eight women, lead by Colgan and Airn, departed with specially forged weapons to hunt down Sankir and his supporters. They did not return home, but did make peace with a group known as the Fortuneers, who brought an end to Sankir&#039;s reign.&lt;br /&gt;
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=== In the North ===&lt;br /&gt;
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Several of the oldest colonies are found in the lands of ever winter. The first colony of Krint holds special honor and is known as Burzte. Almost of the same size as Krint, it is known for its fine leather goods made from the abundant and large sea creatures that live in the frozen north. Ice is used second only to wood in the construction of its buildings and structures and form the majority of the thick walls the city has raised along its perimeter for protection against those krol foolish enough to attack the colony. Few who are born in Burzte venture from it for long periods of time; it is a place of pride to those who are native, for they live as examples of the strength of the Blood. They dwell where no halfling or even giant would reside, and call the white landscape their dominion. The members of their Gob&#039;tak are legend in their ability to disappear in the most frigid conditions and to take the unwanted by surprise. In the heart of winter, the colony is safest by their reputation, as no race as of yet has dared to test the line between fact and myth. &lt;br /&gt;
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Not far from Burzte is an island kept warm by the currents that sweep up toward the top of the world. Here is located Onnalak. Onnalak was the third colony established from Krint, but the second oldest. The second colony disappeared many years ago and it is not spoken of by those who keep to the older traditions. Onnalak is a heavily timbered island and thus, a place renown for its shipwrights. The goorts and goort dubras of Oonalak are highly prized by the Blood who seek lives upon the waves, be it transporting cargo, fishing, or harassing the krol. The relative abundance of timber means that Oonalak is a city of wooden towers. Each klinast in Onnalak have halls that rival or surpass Krint&#039;s in their height and decoration. Unlike Burzte, which is a place of strong old tradition, Onnalak is a city of the young with youthful ideas. Tradition is welcomed, but open to interpretation and alteration. The pla&#039;dushte are most welcome in this colony and most often accepted without the extreme sacrifice required to become tre&#039;jod. It is not a coincidence that those native of Onnalak are often required to prove their worth to those of Krint or Burzte out of fear that their bloodlines have been weakened by such lenient polices. Despite this higher expectation of strength, the most acclaimed members of the Lar&#039;toth often call Onnalak home.&lt;br /&gt;
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=== Beyond the Western Sea ===&lt;br /&gt;
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There are an ever-growing number of colonies beyond the Western Sea as the humans call it. Those colonies are often founded by the Rafi&#039;kaes from the established colonies of Elanith. Among those of Krint, these founders are held in high regard for with every colony they strengthen the claim of the Blood to the seas. They brighten the flame of our race and erode the fear that inhabits many races of the unknown, of the unobservable horizon. The seas are open and they are free, and the Blood shall know them. The colonies dot the coastlines of the other continents, even in secret within the Shattered Continent, where the ships of the Blood seek out the slave galleys where those not of Krint, but of the blood, remain in chains. For decades the krol have traded slaves from the east to the west, and so for decades there have been born into bondage those who know nothing but the life of a p&#039;tuu. These who are our kindred in spirit, if not by lineage, must be saved and so the bravest of the Blood will dare the darkest waters of the krol to rescue them.&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
The age and isolation of a colony can be spoken of to its fires by the shore. Beacon fires are often lit to signal the entrance of safe harbor and sometimes false ones to guide those unaware and unwelcomed onto rocks nearby. Other fires, holier fires, also burn signaling the departure of ships or fleets, depending on the size of the settlement. These fires are rarer and hark back to an older belief, one inherited from those who once dared to call themselves our masters. The krol often celebrate with bonfires their departures and returns, and lit them with offerings of lives to the God Khar&#039;ta. Into the flames they cast their p&#039;tuu, captured enemies and criminals to appease Khar&#039;ta and to be granted good fortune on their hunts or to thank him for a wealthy and productive return home. The ashes they collect and cast into the sea to transmit the offering. We of the Blood do not perform such savage acts. &lt;br /&gt;
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It is true that sacrifices are still made to Khar&#039;ta but it is only those who volunteer to offer themselves to him. No greater gift of praise can be made to him, than to offer one&#039;s own life. Some communities, in an effort to separate themselves further from the krol, volunteers will chain themselves in a sacred hole exposed in the rocks at low tide and there await the rising waves and the embrace of the foam and water. These volunteers will adorn themselves with weights shaped like tears, worn about the neck and waists. &lt;br /&gt;
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There are also sacred sites, wrested away from the unworthy krol to belong to the masters of the sea. These places are often remote, on islands or cliffs, and frequently visited by only the most revered religious leaders of our colonies. Sacrifices by coral daggers are often performed at these places when the times, events, and needs require such things. As there is nothing that waits us but to be devoured by Tiktez&#039;te beyond the Krefkra, there is no reward for those who volunteer but the knowledge that they have aided their friends, family and people. Sacrifice for our people is never meant to benefit those who sacrifice themselves. &lt;br /&gt;
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For lesser sacrifices, other things are often offered, be it creatures or herbs or material goods from far away lands. Temples or sacred places for all the gods are honored.&lt;br /&gt;
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=== Conclusion ===&lt;br /&gt;
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These are the people of whom my stories are born. They are whom I belong to, but will never be among as dush. Their sails are always full and their goorts always chasing the horizon. When you know them, then I will tell you their tales and sing their songs. &lt;br /&gt;
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[[Category: Half-Krolvin]]&lt;br /&gt;
[[category: Geography]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Half-Krolvin_colonies&amp;diff=67130</id>
		<title>Half-Krolvin colonies</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Half-Krolvin_colonies&amp;diff=67130"/>
		<updated>2015-08-14T17:18:00Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  === Introduction ===  I am Pla&amp;#039;dushte gno Krol, and a wanderer. I have sailed many seas and gathered countless stories. These stories cannot be heard wi...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
I am Pla&#039;dushte gno Krol, and a wanderer. I have sailed many seas and gathered countless stories. These stories cannot be heard with open ears if one does not know from whence they came and of whom they are of. For this purpose, I will tell you more of the people you may know as the half-krolvin.&lt;br /&gt;
&lt;br /&gt;
=== The Wandering Blood: Half-Krolvin without a Home ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Wandering Blood&amp;quot; or &amp;quot;Pla’dushte gno Krol,&amp;quot; as those like myself have been called by other half-krolvin, are those who are the product of isolated relationships between krol and non-krol, or half-krolvin and non-krol, sometimes romantic and sometimes violent. The krol view us as slaves (&amp;quot;p&#039;tuu&amp;quot;) in the same manner they view any half-krolvin. The Half-Krolvin of Krint views us most often with either pity or dismissal. The pla&#039;dushte gno krol are considered inferiors by those of Pla&#039;dush gno Krint, for either being born outside of the Krint bloodlines or for their Krint bloodlines being &amp;quot;weakened&amp;quot; by the combination of a Krint half-krolvin and non-krol. The Pla&#039;dush gno Krint believe themselves superior due to their bloodlines, the ultimate combination of krol and non-krol. &lt;br /&gt;
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The pla&#039;dushte gno krol are most often found along the western coasts of Elanith, particularly from the areas north of the Turamzzyrian Empire to the arctics. Among the Pla&#039;dush gno Krint, be it on Krint or colonies of the Pla&#039;dush gno Krint, we are undesired visitors. The Pla&#039;dush gno Krint take great pride in their familial bloodlines and will not tolerate the possibility of outside blood entering it. For a pla&#039;dushte like myself to be allowed to remain in one of these communities, he or she would have to undergo some form of physical act to render them unable of contaminating the bloodlines. Such pla&#039;dushte, eunuchs as they might be called elsewhere, are given the title Tre&#039;jod and treated with respect. Such tre&#039;jod can often rise to high positions under the belief that they have shown true loyalty by volunteering to take the most drastic step to preserve the purity of the dush. The Pla&#039;dush gno Krint do have a special and very rare ceremony known as Tikkak Gno Pla&#039;dush. The ceremony, an initiation ritual, may vary from community to community, but often has the commonly shared attributes of multiple members of the dush swearing that the pla&#039;dushte are worthy to join the bloodlines and a recounting of what deeds or achievements support this belief. More traditional forms of the ceremony required a form of combat or the performance of a task that required the combination of intelligence, cleverness and strength. All such ceremonies generally conclude with a literal mixing of blood with the participants, the pla&#039;dushte and supporters, slicing their palms into a single container and the pla&#039;dushte being marked with this blood. While extremely rare, those pla&#039;dushte who undergo the ceremony are treated as Pla&#039;dush gno Krint and allowed to marry into the bloodlines. To be granted this great honor is a pla&#039;dushte must show that their blood is of equal value to the dush&#039;s. &lt;br /&gt;
&lt;br /&gt;
Beyond the Pla&#039;dush gno Krint, the pla&#039;dushte are often left to wander without ever truly finding a home. Due to their wandering, they often develop skills and abilities that might ingratiate them to communities or sustain them in the wilds of their lineage based isolation.&lt;br /&gt;
&lt;br /&gt;
=== Geography of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The colonies of the Blood stretch wide across the six oceans and more are established with the passing of every year. They are not restricted to the continent that many know as Elanith, but are spread out upon islands and archipelagos, and even farther, more distant lands. Their placement often comes by trade and rumor, as no member of the Blood can accurately speak of every place of settlement. Navigation requires the ability to locate one, and from there to another, and then another. &lt;br /&gt;
&lt;br /&gt;
Around the southern tip of Elanith they have sailed, and beyond the cursed isle of ruins and nightmares, where even the elves that slip across the waves do not visit. In the forgotten places of the continent Atan Irith, the Blood have settled. Our sails have crossed the forsaken straights of mists and maelstroms to the south of that continent to the place that reaches out to the frozen lands at the bottom of the world. It is a place new of memory, but littered with ancient ruins and mountains that shield our people from knowing the depths of its secrets. Some wonder if this was the burnt land, the origin of the krol and where they were cast out, and others wonder if it is the place they destroyed around themselves, and then others doubt the krol ever had settled its shores. &lt;br /&gt;
Ever eastward our sails have been pushed along by the winds of the Winged One to the place of endless islands known as the Shattered Continent. Here the Krol are strongest and the Blood is weakest. It is a land that one day we will take as we drive the krol into the depths of the seas and into the forgotten places of the conscience. This place of countless isle lies in the northern seas with its farthest islands cursed in eternal cold and winter, while to the south, joined by so many of these same islands is another place. It is three islands, but too big to be called islands, and too small to be separate continents. Perhaps once they were one continent, but by what reason Khar&#039;ta separated them, we do not know. A race of humans once dwelled upon one of these islands, it is said by those who recall such things, but it was a time many centuries ago. Over the ages, some of them left, but legend claims others remain, hidden on one or the other of the vast pieces of land, hidden from the outer world, hidden from the krol. These small continents lie west as the storm eagle flies from the human occupied bay of Maelstrom. The Shattered Continent lies in the same manner, but away from the place the krol call Glaoven.&lt;br /&gt;
 &lt;br /&gt;
These are the seas that our people have sailed, and the lands on which colonies are settled or will be settled someday.&lt;br /&gt;
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=== The Colonies ===&lt;br /&gt;
&lt;br /&gt;
=== The Islands: Dekhat and Kakhan ===&lt;br /&gt;
&lt;br /&gt;
In a time forgotten by my human ancestors, the nations of the Blood were bound by violence into an empire, and such a thing directed the expansion of the realm controlled by ship, sail and suffering. In the East, they found a great island, Glaoveln, they named it, and from it they raided the continent just over the horizon. Gloaveln lay to the north and so others sought a place to the south, and there they discovered an archipelago of islands in what the humans call the Great Western Sea. The largest was known as Dekhat, which in the old tongue means &#039;First Among Lessers,&#039; and the second largest, Kakhan, which loosely translates to the things left to slaves after the Blood have eaten. Under the shadow of a volcano, the nation of the Blood raised the banner of settlement, but the peace of empire did not last and eventually, the fear to stay as one gave way to the greed of the many. Rivalries formed, blood was spilled, and the settlement on Dekhat was fractured. The losers fled to Kakhan, and it was at that time the island received the name it now carries. &lt;br /&gt;
&lt;br /&gt;
For many years, the two settlements knew only a fragile peace with each other. Conflict was not rare, but it rarely conflated into a true battle of peoples.&lt;br /&gt;
In time, the two islands forgot why they had originally loathed the other and subsisted purely on the outrages of the recent. They jealously guarded the shoals and beaches of their respective islands and enjoyed from afar any perceived misery of the other. By chance, several damaged human vessels, the remnants of a fleet sent to combat piracy between the Isle of Kezmon and the city of Tamzyrr were forced ashore by a tempest on Kakhan. The crews of these ships became the third party in the cool conflict between Dekhat and Kakhan, and for many years, these humans and the krol of Kakhan were relentless in their hatred for the other. It was a much needed alliance between the two against the clan of krol on Dekhat that began the change in relations, one which eventually resulted in the laying down of arms and the creation of a new unified clan of human and krolvin. Divided Kakhat became one, but Dekhat refused to become anything but the enemy of its sister island. If they had forged one community instead, perhaps they would not have fallen so easily to Keelagh the Scarbeard. &lt;br /&gt;
&lt;br /&gt;
It was whispered in that time Keelagh had once been a Blood Fist, second only to a Czag Dubra, but had been exiled for blood magic. Despite being outcast for dabbling in something so terrible the krol forbade it, Keelagh still managed to gather those whose lust for wealth outweighed what moral consciences can be found in their Krolvin minds. He left the Shattered Continent with a navy of ships and sailed to find a new place from which to prey upon the human continent and to experiment freely in his magic. That place was the archipelago, home to Dekhat and Kakhan, and upon Dekhat his forces landed and subjugated the krol who had long settled those shores. Slavery is common on the Shattered Continent, but with the advent of raids upon Elanith, it was rare to enslave the full-blooded krol, a traditional right of victors over the defeated in battle. Upon these slaves, the Scarbeard began to experiment. Due to its forbidden nature, little can be said of what blood magic Keelagh engaged in, but it is something often cruel and always with punishment upon those whose blood is involved. The enslaved krol often would escape to Kakhan to seek sanctuary among their former enemies, but their flight only drew Keelagh&#039;s attention to a fresh source of candidates for testing. &lt;br /&gt;
&lt;br /&gt;
Keelagh&#039;s hunger for more victims, however, drove his enemies together, uniting the krolvin of both islands and the humans, too. In time, that cooperation leads to the merging of the three communities and then into the mingling of bloods. A new race, strengthened against the blood sorcerer and his pirates, overwhelmed Keelagh and his men and slew them. The entrances to his tunnels and lair in Dekhat&#039;s volcanic mountain were sealed with avalanches and so it seemed the past was buried and the emerging half-krol people would live a peaceful existence. These islands were not discovered in peace, but were born in the spilling of blood, and so peace will never find its home among them. Decades passed and one day a Krolvin vessel sailed into sight. It was a small vessel and commanded by a horribly scarred krol by the name of Sankir the Bloodfist. The people of Dekhat and Kakhan had treated all krol neutrally and if they came in peace, so they left in peace. Sankir came in peace and soon began asking questions of Keelagh. The foolish among the people spoke of the pirate and the buried secrets of his lair. So began another plague of terror upon the archipelago, as Keelagh&#039;s successor discovered his work and turned it to his own dark desires. &lt;br /&gt;
&lt;br /&gt;
When the blue comet traced the sky, Sankir departed to join a great krolvin fleet set upon the island of Teras. In this breath of time, the elders gathered and recognized that perhaps Sankir could be defeated away from his stolen home. Sixteen brave heroes, eight men and eight women, lead by Colgan and Airn, departed with specially forged weapons to hunt down Sankir and his supporters. They did not return home, but did make peace with a group known as the Fortuneers, who brought an end to Sankir&#039;s reign.&lt;br /&gt;
&lt;br /&gt;
=== In the North ===&lt;br /&gt;
&lt;br /&gt;
Several of the oldest colonies are found in the lands of ever winter. The first colony of Krint holds special honor and is known as Burzte. Almost of the same size as Krint, it is known for its fine leather goods made from the abundant and large sea creatures that live in the frozen north. Ice is used second only to wood in the construction of its buildings and structures and form the majority of the thick walls the city has raised along its perimeter for protection against those krol foolish enough to attack the colony. Few who are born in Burzte venture from it for long periods of time; it is a place of pride to those who are native, for they live as examples of the strength of the Blood. They dwell where no halfling or even giant would reside, and call the white landscape their dominion. The members of their Gob&#039;tak are legend in their ability to disappear in the most frigid conditions and to take the unwanted by surprise. In the heart of winter, the colony is safest by their reputation, as no race as of yet has dared to test the line between fact and myth. &lt;br /&gt;
&lt;br /&gt;
Not far from Burzte is an island kept warm by the currents that sweep up toward the top of the world. Here is located Onnalak. Onnalak was the third colony established from Krint, but the second oldest. The second colony disappeared many years ago and it is not spoken of by those who keep to the older traditions. Onnalak is a heavily timbered island and thus, a place renown for its shipwrights. The goorts and goort dubras of Oonalak are highly prized by the Blood who seek lives upon the waves, be it transporting cargo, fishing, or harassing the krol. The relative abundance of timber means that Oonalak is a city of wooden towers. Each klinast in Onnalak have halls that rival or surpass Krint&#039;s in their height and decoration. Unlike Burzte, which is a place of strong old tradition, Onnalak is a city of the young with youthful ideas. Tradition is welcomed, but open to interpretation and alteration. The pla&#039;dushte are most welcome in this colony and most often accepted without the extreme sacrifice required to become tre&#039;jod. It is not a coincidence that those native of Onnalak are often required to prove their worth to those of Krint or Burzte out of fear that their bloodlines have been weakened by such lenient polices. Despite this higher expectation of strength, the most acclaimed members of the Lar&#039;toth often call Onnalak home.&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Western Sea ===&lt;br /&gt;
&lt;br /&gt;
There are an ever-growing number of colonies beyond the Western Sea as the humans call it. Those colonies are often founded by the Rafi&#039;kaes from the established colonies of Elanith. Among those of Krint, these founders are held in high regard for with every colony they strengthen the claim of the Blood to the seas. They brighten the flame of our race and erode the fear that inhabits many races of the unknown, of the unobservable horizon. The seas are open and they are free, and the Blood shall know them. The colonies dot the coastlines of the other continents, even in secret within the Shattered Continent, where the ships of the Blood seek out the slave galleys where those not of Krint, but of the blood, remain in chains. For decades the krol have traded slaves from the east to the west, and so for decades there have been born into bondage those who know nothing but the life of a p&#039;tuu. These who are our kindred in spirit, if not by lineage, must be saved and so the bravest of the Blood will dare the darkest waters of the krol to rescue them.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The age and isolation of a colony can be spoken of to its fires by the shore. Beacon fires are often lit to signal the entrance of safe harbor and sometimes false ones to guide those unaware and unwelcomed onto rocks nearby. Other fires, holier fires, also burn signaling the departure of ships or fleets, depending on the size of the settlement. These fires are rarer and hark back to an older belief, one inherited from those who once dared to call themselves our masters. The krol often celebrate with bonfires their departures and returns, and lit them with offerings of lives to the God Khar&#039;ta. Into the flames they cast their p&#039;tuu, captured enemies and criminals to appease Khar&#039;ta and to be granted good fortune on their hunts or to thank him for a wealthy and productive return home. The ashes they collect and cast into the sea to transmit the offering. We of the Blood do not perform such savage acts. &lt;br /&gt;
&lt;br /&gt;
It is true that sacrifices are still made to Khar&#039;ta but it is only those who volunteer to offer themselves to him. No greater gift of praise can be made to him, than to offer one&#039;s own life. Some communities, in an effort to separate themselves further from the krol, volunteers will chain themselves in a sacred hole exposed in the rocks at low tide and there await the rising waves and the embrace of the foam and water. These volunteers will adorn themselves with weights shaped like tears, worn about the neck and waists. &lt;br /&gt;
&lt;br /&gt;
There are also sacred sites, wrested away from the unworthy krol to belong to the masters of the sea. These places are often remote, on islands or cliffs, and frequently visited by only the most revered religious leaders of our colonies. Sacrifices by coral daggers are often performed at these places when the times, events, and needs require such things. As there is nothing that waits us but to be devoured by Tiktez&#039;te beyond the Krefkra, there is no reward for those who volunteer but the knowledge that they have aided their friends, family and people. Sacrifice for our people is never meant to benefit those who sacrifice themselves. &lt;br /&gt;
&lt;br /&gt;
For lesser sacrifices, other things are often offered, be it creatures or herbs or material goods from far away lands. Temples or sacred places for all the gods are honored.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
These are the people of whom my stories are born. They are whom I belong to, but will never be among as dush. Their sails are always full and their goorts always chasing the horizon. When you know them, then I will tell you their tales and sing their songs. &lt;br /&gt;
&lt;br /&gt;
[[Category: Half-Krolvin]]&lt;br /&gt;
[[category: Geography]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Half-Krolvin_Society_and_Faith&amp;diff=67076</id>
		<title>Half-Krolvin Society and Faith</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Half-Krolvin_Society_and_Faith&amp;diff=67076"/>
		<updated>2015-08-11T17:52:24Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;A Short Primer on Half-Krolvin Society and Faith&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Empress College, Nydds&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Master of the Archives, Fentol Braunich&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Year of Our Lord Emperor Aurmont, 5109&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[A Note On This Document: This document was recently brought to the Empress College archives by the survivor of a shipwreck, who had been rescued by a ship of half-krolvin hailing from the Isle of Krint. Never before have we come across a document written by that race of such brutal heritage, especially as their very existence was only lately revealed to the wider world. According to the sailor, the captain of the vessel was taken back by what had been written of his race, and wrote this brief document to offer the most accurate knowledge of his people. Underneath is a short parchment written by the sailor, who had tried to ask questions to further understand what the captain had penned.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They do not know us, our ancestors&#039; descendants. Not the humans. Not the giantmen. Not even their neighbors, the scholarly elves. They do not know us. They write as if they do. They speak as if we do not hear and make judgments as if our lives and fate have already been settled. We, of Krint, and those from Krint, live different lives and for the sake of our dignity, we tell you now of who we are, so not to allow our story to be written by others. For now you shall know the word as we have made it and know the truth. Let us then begin…&lt;br /&gt;
&lt;br /&gt;
We do not worship the Gods of this continent. The Gods of our ancestors died in the slave pens of the Blood. We send sacrifice and fire to the sky to the Gods who gave us freedom and solace in the age when our ancestors suffered as slaves. They are the Gods of the Blood, and they saw the weakness of our capturers. They punished them for their vain pride and divisiveness. The Blood were punished and we were granted what the Blood had lost, dominion of the seas and the freedom of the waves. We kneel first before He who rules the oceans, the powerful Khar&#039;ta. His temper is like the waves and by his grace, we possess the right to know every swell and journey beyond the stone beaches of our home. He is of the Three Face; that who reaches to the highest mountain, he who walks the sands of the depths, and she, the destroyer of Tyrants. He will be one or three, and to him we bow in submission. For the four corners of the seas, we gather every four months and offer our thanks for raising us above the Blood before his eyes.&lt;br /&gt;
&lt;br /&gt;
We offer thanks to the Starbringer, Czag&#039;herndra, who provides the maps of the heavens. Who dies in fire, to emerge as the Czagpritz, only to die in flames again at the end of day. We offer nothing to the Beast that desires the night. He, the Czagprozdmordg is an enemy of our Gods. He is an enemy of our people. Nor do we forget his companion the Serpent, who wraps itself about the necks of the Blood, speaking as they speak.&lt;br /&gt;
&lt;br /&gt;
For all the klinasts, each has their God. The Strong One. The Nurturer. The Winged One. The Builder. The One Eye. For each there is a shadow, and that shadow is also honored. To all else, we offer nothing. We owe nothing. Except for the Krefkra, its Guardians, and He Who Waits within it. She of Winter and She of Sight, we submit ourselves to their worthiness as guardians, and to allow us passage to He Who Waits, Tiktez&#039;te. Then we will be nothing, released from the final chains of bondage, no longer to suffer. Free of this world, lest it continue, the unworthy to walk the earth tez&#039;te and cursed until the great consumption of the lands and the sky. This is how we worship. They are the Gods that lived and delivered us from the Blood, taking from the Blood what once was their right, and giving it to us. These are the Gods we worship.&lt;br /&gt;
&lt;br /&gt;
The eyes that have seen Krint are our eyes. The feet that have walked Krint are our feet. Anymore who may claim to know of Krint, who are not of us, speak of nothing but the rumor of the Others. Only the Blood have known Krint, but they do not know it anymore. It is the Council that rules on Krint. The Council is made of the elected, two from every Klinast, to offer the wisdom and the guidance of the ways of our people. It is the Council, but it is not the only council. Beneath it and obedient, are the other councils, for every village, for every town of Krint, where resides the people of Krint.&lt;br /&gt;
&lt;br /&gt;
The councils judge the law, but it is not the only law. We abide by the older law alongside the new, and grant justice that is found in the arena of battle. Blood can be shed for justice, as well as gold offered in balance for loss of that blood; an offer that cannot be refused. This is the way of our justice, both old and new, beneath the skies and above the seas, and open to all, those of klinast, and those of not. The latter are the greater, but the path is open to them to become the former, to seek their own role to join the council and speak of justice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The sailor&#039;s addendum]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have sailed the many coves and bays of the Great Western Sea for many years, and met not just the many people of the Empire, but the many races found north of our borders. Never before that day, when the Lady Niima guided the vessel of the half-krolvin to my rescue, had I met a people so alien. For all that they were different, the half-krolvin that I encountered on the vessel were a good, if guarded people. It was only through the course of the voyage that I was truly able to befriend them and have the opportunity to learn more of them and their ways. Their religious beliefs were of particular interest to me.&lt;br /&gt;
&lt;br /&gt;
On its face, it would seem that they worship different gods than we, but actually, I believe they are the same gods of Liabo and Lornon, though revered and respected differently. As the elves offer different perspectives than ours, the half-krolvin have their own. Perhaps the most different is their belief regarding life beyond the Ebon Gate. They do not quite acknowledge the Ebon Gate, but refer to it, I think, by the name Krekfa. I am not sure what Krekfa means, but simply that within it resides a god which will destroy their souls. As horrifying as this sounds, they see this as a positive! From some point in their history, they believed that our world is one that exists to suffer and be enslaved within. Thus, one escapes only by dying, and even then, they know that even souls can be enslaved, so only when that soul is destroyed, will it finally be free.&lt;br /&gt;
&lt;br /&gt;
As much as I might argue with them, that souls are safe beyond the Ebon Gate, they refute my points by saying that nothing is ever safe. As a result of this view, that only in death&#039;s destruction are they free, they have little fear of it. They do not court death, for it will come when the &amp;quot;guardians&amp;quot; allow and dictate for it to come. They believe that to actively seek death, or to kill one&#039;s self, offends the guardians by disregarding their will. Like much of their religious beliefs, I found it quite convoluted.&lt;br /&gt;
&lt;br /&gt;
I tried to learn of their society on their island home of Krint and elsewhere where that culture had spread, but could gleam surprisingly little. While they do organize themselves around trades and skills, I was told that it is the old way and not followed by the majority of the population. Only those who are truly driven to these paths seek entry into what they call &amp;quot;klinasts.&amp;quot; If I understood the captain, though, the klinasts are like our guilds, in that they are gatekeepers to certain activities. If a half-krolvin wishes to build a boat, he must gain the permission of the appropriate klinast before embarking on this venture. It is not unusual for members of the population to live with the klinasts, who themselves live separate and communally within the village, or town, or even city of the half-krolvin. There they learn the trade that they can apply toward livelihoods, but with a debt toward the klinast that seems to continue through the rest of their life.&lt;br /&gt;
&lt;br /&gt;
There was much more to these people that I was unable to learn in the little time I had aboard their vessel. They are a proud race, but seem to carry within them all, a quality of sadness for a reason I could never quite identify. This is not to say they are a somber race, for there were moments of gaiety that surprised me with their level of enthusiasm. I wish we could learn more, for they seem to hate the krolvin even more than we of the sea do, and would make fine allies. It is an odd hatred, built on a belief in superiority and in a culture that seems more akin to the krol, than to ours. Nevertheless, I have hope in the future for better relations between our two peoples.&lt;br /&gt;
&lt;br /&gt;
[[category:Half-Krolvin]]&lt;br /&gt;
[[category:Krolvin]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Half-Krolvin_Society_and_Faith&amp;diff=67075</id>
		<title>Half-Krolvin Society and Faith</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Half-Krolvin_Society_and_Faith&amp;diff=67075"/>
		<updated>2015-08-11T17:52:17Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  :&amp;#039;&amp;#039;&amp;#039;Empress College, Nydds&amp;#039;&amp;#039;&amp;#039; :&amp;#039;&amp;#039;&amp;#039;Master of the Archives, Fentol Braunich&amp;#039;&amp;#039;&amp;#039; :&amp;#039;&amp;#039;&amp;#039;Year of Our Lord Emperor Aurmont, 5109&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;[A Note On This Document: ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Empress College, Nydds&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Master of the Archives, Fentol Braunich&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Year of Our Lord Emperor Aurmont, 5109&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[A Note On This Document: This document was recently brought to the Empress College archives by the survivor of a shipwreck, who had been rescued by a ship of half-krolvin hailing from the Isle of Krint. Never before have we come across a document written by that race of such brutal heritage, especially as their very existence was only lately revealed to the wider world. According to the sailor, the captain of the vessel was taken back by what had been written of his race, and wrote this brief document to offer the most accurate knowledge of his people. Underneath is a short parchment written by the sailor, who had tried to ask questions to further understand what the captain had penned.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They do not know us, our ancestors&#039; descendants. Not the humans. Not the giantmen. Not even their neighbors, the scholarly elves. They do not know us. They write as if they do. They speak as if we do not hear and make judgments as if our lives and fate have already been settled. We, of Krint, and those from Krint, live different lives and for the sake of our dignity, we tell you now of who we are, so not to allow our story to be written by others. For now you shall know the word as we have made it and know the truth. Let us then begin…&lt;br /&gt;
&lt;br /&gt;
We do not worship the Gods of this continent. The Gods of our ancestors died in the slave pens of the Blood. We send sacrifice and fire to the sky to the Gods who gave us freedom and solace in the age when our ancestors suffered as slaves. They are the Gods of the Blood, and they saw the weakness of our capturers. They punished them for their vain pride and divisiveness. The Blood were punished and we were granted what the Blood had lost, dominion of the seas and the freedom of the waves. We kneel first before He who rules the oceans, the powerful Khar&#039;ta. His temper is like the waves and by his grace, we possess the right to know every swell and journey beyond the stone beaches of our home. He is of the Three Face; that who reaches to the highest mountain, he who walks the sands of the depths, and she, the destroyer of Tyrants. He will be one or three, and to him we bow in submission. For the four corners of the seas, we gather every four months and offer our thanks for raising us above the Blood before his eyes.&lt;br /&gt;
&lt;br /&gt;
We offer thanks to the Starbringer, Czag&#039;herndra, who provides the maps of the heavens. Who dies in fire, to emerge as the Czagpritz, only to die in flames again at the end of day. We offer nothing to the Beast that desires the night. He, the Czagprozdmordg is an enemy of our Gods. He is an enemy of our people. Nor do we forget his companion the Serpent, who wraps itself about the necks of the Blood, speaking as they speak.&lt;br /&gt;
&lt;br /&gt;
For all the klinasts, each has their God. The Strong One. The Nurturer. The Winged One. The Builder. The One Eye. For each there is a shadow, and that shadow is also honored. To all else, we offer nothing. We owe nothing. Except for the Krefkra, its Guardians, and He Who Waits within it. She of Winter and She of Sight, we submit ourselves to their worthiness as guardians, and to allow us passage to He Who Waits, Tiktez&#039;te. Then we will be nothing, released from the final chains of bondage, no longer to suffer. Free of this world, lest it continue, the unworthy to walk the earth tez&#039;te and cursed until the great consumption of the lands and the sky. This is how we worship. They are the Gods that lived and delivered us from the Blood, taking from the Blood what once was their right, and giving it to us. These are the Gods we worship.&lt;br /&gt;
&lt;br /&gt;
The eyes that have seen Krint are our eyes. The feet that have walked Krint are our feet. Anymore who may claim to know of Krint, who are not of us, speak of nothing but the rumor of the Others. Only the Blood have known Krint, but they do not know it anymore. It is the Council that rules on Krint. The Council is made of the elected, two from every Klinast, to offer the wisdom and the guidance of the ways of our people. It is the Council, but it is not the only council. Beneath it and obedient, are the other councils, for every village, for every town of Krint, where resides the people of Krint.&lt;br /&gt;
&lt;br /&gt;
The councils judge the law, but it is not the only law. We abide by the older law alongside the new, and grant justice that is found in the arena of battle. Blood can be shed for justice, as well as gold offered in balance for loss of that blood; an offer that cannot be refused. This is the way of our justice, both old and new, beneath the skies and above the seas, and open to all, those of klinast, and those of not. The latter are the greater, but the path is open to them to become the former, to seek their own role to join the council and speak of justice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The sailor&#039;s addendum]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have sailed the many coves and bays of the Great Western Sea for many years, and met not just the many people of the Empire, but the many races found north of our borders. Never before that day, when the Lady Niima guided the vessel of the half-krolvin to my rescue, had I met a people so alien. For all that they were different, the half-krolvin that I encountered on the vessel were a good, if guarded people. It was only through the course of the voyage that I was truly able to befriend them and have the opportunity to learn more of them and their ways. Their religious beliefs were of particular interest to me.&lt;br /&gt;
&lt;br /&gt;
On its face, it would seem that they worship different gods than we, but actually, I believe they are the same gods of Liabo and Lornon, though revered and respected differently. As the elves offer different perspectives than ours, the half-krolvin have their own. Perhaps the most different is their belief regarding life beyond the Ebon Gate. They do not quite acknowledge the Ebon Gate, but refer to it, I think, by the name Krekfa. I am not sure what Krekfa means, but simply that within it resides a god which will destroy their souls. As horrifying as this sounds, they see this as a positive! From some point in their history, they believed that our world is one that exists to suffer and be enslaved within. Thus, one escapes only by dying, and even then, they know that even souls can be enslaved, so only when that soul is destroyed, will it finally be free.&lt;br /&gt;
&lt;br /&gt;
As much as I might argue with them, that souls are safe beyond the Ebon Gate, they refute my points by saying that nothing is ever safe. As a result of this view, that only in death&#039;s destruction are they free, they have little fear of it. They do not court death, for it will come when the &amp;quot;guardians&amp;quot; allow and dictate for it to come. They believe that to actively seek death, or to kill one&#039;s self, offends the guardians by disregarding their will. Like much of their religious beliefs, I found it quite convoluted.&lt;br /&gt;
&lt;br /&gt;
I tried to learn of their society on their island home of Krint and elsewhere where that culture had spread, but could gleam surprisingly little. While they do organize themselves around trades and skills, I was told that it is the old way and not followed by the majority of the population. Only those who are truly driven to these paths seek entry into what they call &amp;quot;klinasts.&amp;quot; If I understood the captain, though, the klinasts are like our guilds, in that they are gatekeepers to certain activities. If a half-krolvin wishes to build a boat, he must gain the permission of the appropriate klinast before embarking on this venture. It is not unusual for members of the population to live with the klinasts, who themselves live separate and communally within the village, or town, or even city of the half-krolvin. There they learn the trade that they can apply toward livelihoods, but with a debt toward the klinast that seems to continue through the rest of their life.&lt;br /&gt;
&lt;br /&gt;
There was much more to these people that I was unable to learn in the little time I had aboard their vessel. They are a proud race, but seem to carry within them all, a quality of sadness for a reason I could never quite identify. This is not to say they are a somber race, for there were moments of gaiety that surprised me with their level of enthusiasm. I wish we could learn more, for they seem to hate the krolvin even more than we of the sea do, and would make fine allies. It is an odd hatred, built on a belief in superiority and in a culture that seems more akin to the krol, than to ours. Nevertheless, I have hope in the future for better relations between our two peoples.&lt;br /&gt;
&lt;br /&gt;
[[category:Half-Krolvin]]&lt;br /&gt;
[[category:Krolvin]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prestige_and_Prejudice_in_the_Empire_-_On_Imperial_Rank_and_Titles&amp;diff=67074</id>
		<title>Prestige and Prejudice in the Empire - On Imperial Rank and Titles</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prestige_and_Prejudice_in_the_Empire_-_On_Imperial_Rank_and_Titles&amp;diff=67074"/>
		<updated>2015-08-11T17:35:45Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
=Prestige and Prejudice in the Empire: On Imperial Rank and Titles=&lt;br /&gt;
&lt;br /&gt;
The Empire of Turamzzyr is steeped in traditions.&lt;br /&gt;
&lt;br /&gt;
Life within her vast borders is defined by one&#039;s blood and birth far more often than it is by one&#039;s accomplishments. Never will I hold a barony, no matter my efforts. Neither shall I ever know what it is to walk as a commoner, despite the extraordinary circumstances that have shaped my existence. The same is true of the hathlyn with an incredible talent for magic, who will never be welcomed as a Magister of the Hall, or the scullery maid born on the docks of Solhaven, who never shall see the interiors of Vornavis Keep, save, perhaps, as a servant.&lt;br /&gt;
&lt;br /&gt;
For all the unpleasant questions those truths invite, this system has driven Turamzzyr forward for centuries. Unlike questions of relative merit, which are subjective and not easily settled, there is rarely meaningful debate within the Empire over the value of one&#039;s blood. Even at the most permissive verges of the land, where our borders blend with the lands beyond, these agreed-upon truths set a structure to life&#039;s affairs, one that governs the basest hathlyn to the holder of the Sun Throne himself. It is not a perfect order, but it is necessary nonetheless.&lt;br /&gt;
&lt;br /&gt;
Perhaps it is an irony for one such as I, who has both clung to the peak of privilege and slumbered in the valleys of degradation, to be such an enthusiastic supporter of our land&#039;s system of nobility. The truth is that my homeland is not enamored of these systems: it depends upon them to survive. For all that I have railed against the systems of inequality that keep, for example, non-humans from service in prized martial orders, I have also seen the chaos wrought when those of one station seek to rise to another. This is perhaps our noble system&#039;s greatest accomplishment: it has kept a people predestined and predisposed to carnage from wiping each other out wholly. More, it has allowed us to fashion the greatest society since the rule of the drakes.&lt;br /&gt;
&lt;br /&gt;
This treatise, though brief, aims to explore the various honors and titles of the Turamzzyrian Empire, the clockwork that turns the gears of Elanthia&#039;s greatest nation.&lt;br /&gt;
&lt;br /&gt;
=Nobility=&lt;br /&gt;
&lt;br /&gt;
To the untrained eye, the paramount division in the Empire is that which exists between nobleman and commoner. When one is born into a Ruling House or other noble family, he or she is given a set of privileges and duties unattainable to commoners. What eludes many casual observers of the Turamzzyrian feudal system is the further striations among nobles themselves. These distinctions are vast and intractable, and they stand at the heart of our governance.&lt;br /&gt;
&lt;br /&gt;
==Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
The hereditary ranks of the Empire descend along noble bloodlines. Those who are born to power keep it, and those who are not rarely attain it. As is usual in such systems, power descends from the top, eddying in lesser tributaries before trickling down onto the common folk.&lt;br /&gt;
&lt;br /&gt;
===Emperor/Empress===&lt;br /&gt;
&lt;br /&gt;
The Emperor of Turamzzyr is the unchallenged ruler of the Empire. He rules from Tamzyrr and reigns for life or until abdication. His rule is nominally unchallenged, free of checks or balances so long as he lives. The totality of the office&#039;s power has, in reality, varied somewhat over the years, ebbing and waning with the diminishment and growth of other powerful interests in the Empire, such as the Church of Koar, the Hall of Mages, the Council of Lords, and the Small Ministry.&lt;br /&gt;
&lt;br /&gt;
Aurmont Anodheles&#039;s reign as emperor, for example, has seen major growth in the power of the Small Ministry, a circle of lords--traditionally from Tamzyrr--who serve as advisors to the crown. As emperor, he has personally issued little under a fourth of the edicts his predecessor, Mynal&#039;lyanna, produced during the same number of reigning years, which has allowed the Small Ministry carte blanche to legislate in his place. He is decidedly closer to the Hall of Mages than was Mynal&#039;lyanna, giving House Kestrel unprecedented freedoms and honors. Relations between the crown and the Church of Koar have been unexpectedly cool since Aurmont ascended to the throne, in direct contrast to Mynal&#039;lyanna&#039;s closeness to the religious organization.&lt;br /&gt;
&lt;br /&gt;
===Diadoch===&lt;br /&gt;
&lt;br /&gt;
The Diadoch is the declared successor of the emperor or empress. The Diadoch, when named, holds a seat upon the Small Ministry, helping to advise the Sun Throne and handle daily administrative duties. The position&#039;s holder can also be dispatched to various regions within the Empire as an emissary for the throne. Mynal&#039;lyana, like Aurmont after her, refused to designate a Diadoch, allegedly fearing that naming an heir would make it more likely for that heir to scheme against her. Throughout Turamzzyrian history, the presence of a Diadoch in the ruling house has been seen as a contributor to stability in the line of succession, but just as often, bloody succession battles have occurred, both in the house and on the battlefield, despite such designations.&lt;br /&gt;
&lt;br /&gt;
===The Small Ministry===&lt;br /&gt;
&lt;br /&gt;
The Small Ministry is a handful of individuals, chosen and serving at the whim of the Emperor, as advisors to the Sun Throne.  This group consists of four seats, one occupied by the Royal Magister of the Hall of Mages, the second filled by the diadoch as the chosen heir to the Throne, the third position is held by the Keeper of the Coffers, and the fourth is occupied by the Prelate of the Church of Koar in Tamzzyr, who acts as the Patriarch&#039;s voice to the Sun Throne. These positions serve for life, unless vacated by death, resignation, or royal decree.&lt;br /&gt;
&lt;br /&gt;
===The Council of Lords===&lt;br /&gt;
&lt;br /&gt;
The Council of Lords was founded in 4686 by Emperor Perrinor Rysus, who had gained the support of a large number of wealthy houses in the Empire by swearing to address the outrageous precedent set by previous rulers. The Council of Lords consists of one member of each leading House of the Empire, for the purpose of establishing and scribing the Rysus Codex, a massive document detailing the laws of the Empire, helping the kingdom to transition into a feudalistic society, with noble titles and holdings bestowed upon the leading families of the Empire.&lt;br /&gt;
&lt;br /&gt;
The Council of Lords remains today, though rarely are they called upon unless Imperial laws are sought to be created or amended. The Council consists of seven members, each one the Heads of the Houses from Torre, Aldora, Estoria, Highmount, South Hendor, Seareach, and Jantalar.&lt;br /&gt;
&lt;br /&gt;
===Duke===&lt;br /&gt;
&lt;br /&gt;
Dukes are the first among the titled gentry of the Empire. Throughout Turamzzyrian history, these positions have frequently been held by heirs of the Sun Throne. The duchies of Aldora and Selanthia are the oldest standing regions within the Empire, and their nobles and rulers have amassed more wealth and influence than other regions further from the capital. Dukes hold command of large Imperial forces, second only to the Sentinels and the Sun Throne. In some cases, a duke can hold the position of Sentinel.&lt;br /&gt;
&lt;br /&gt;
The Duchy of Kezmon was lost in a mysterious tragedy and the rights and titles of the area were transferred directly to the holder of the Sun Throne. As such, the Emperor may choose to include &amp;quot;Duke of Kezmon Isle&amp;quot; among his many stylings.&lt;br /&gt;
&lt;br /&gt;
===Earl===&lt;br /&gt;
&lt;br /&gt;
Like barons and counts, earls are the titular heads of Ruling Houses, ancestral lines that manage individual segments of the Turamzzyrian Empire. They are set above their peers due to special duties to the Empire, which are supposed to be put before personal or familial goals. For example, Earl Eddric Jovery is the Northern Sentinel, which charges him with responsibility for the safety of the Empire&#039;s northern borders, including Talador, Jantalar, Mestanir, Vornavis, and Riverwood. The Earl of Chastonia, likewise, is the titular patriarch of House Kestrel and hereditary Royal Magister, responsible for national policies on arcane arts.&lt;br /&gt;
&lt;br /&gt;
Earldoms have a long history within the Empire, being some of the most ancient regions of human dominance in existence.&lt;br /&gt;
&lt;br /&gt;
===Counts and Barons===&lt;br /&gt;
&lt;br /&gt;
Counties are generally at the heart of the Empire with a longer history of human occupation than baronies. Baronies are generally the most recent regions of the Turamzzyrian Empire raised to provincial status with a noble family ruling over it, primarily designed as a bulwark against enemies of the Sun Throne and a source of raw goods for the Empire. Typically, barons oversee a smaller population and less development land, and counts enjoy the prominence and more influence of being further developed and closer to the center of Imperial politics.&lt;br /&gt;
&lt;br /&gt;
The title of count was a remnant of the Kannalan Empire that has failed to die out in the Turamzzyrian Empire due to age-old tradition. Some speculate the ancestry of counts can be traced back to Kannalan bloodlines, though often through questionable means. While both count and baron are prestigious and noble positions, counts typically wield more influence because of their historic place within the Empire, the size of their populations they oversee, and the amassed wealth of the noble families over time.&lt;br /&gt;
&lt;br /&gt;
Counts and barons have the distinction of being eligible to sit on the Council of Lords, which allows them to advise the Emperor directly. Traditionally, this has meant that they send representatives to Tamzyrr to speak for their houses. Advances in magic within the last century have facilitated meetings of the Council across great distances.&lt;br /&gt;
&lt;br /&gt;
===Baronets and Viscounts===&lt;br /&gt;
&lt;br /&gt;
Baronets and viscounts are landed local noble houses who generally have voting rights on a council that advises their local baron, count, or earl. In order to be a baronet or a viscount, one must own or be granted lands within said barony, county, or earldom. Often times, baronets and viscounts serve in other roles unrelated to the mastery of their given lands. As an example, the previous Lord Provost of Solhaven was also a baronet in the service of Baron Malwind of Vornavis.&lt;br /&gt;
&lt;br /&gt;
==Non-Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
Common children, it is said, are fed from a young age tales of the baseborn who are lifted up into the ranks of nobility. The truth is that elevation from poor station is difficult and rare to attain. In these cases, the deeds of the ancestor are not conveyed upon the child. The system presses in on the next generation, forcing them back down into their assigned path. It is not a sentimental process.&lt;br /&gt;
&lt;br /&gt;
===Chevalier===&lt;br /&gt;
&lt;br /&gt;
Chevaliers are unique among nobility in that their titles are non-hereditary. Essentially, to be raised to the status of chevalier implies service to the Empire, generally of a non-martial variety. They may be granted land when raised to nobility, but depending on the terms of that grant, these lands may revert to the crown upon the chevalier&#039;s death. It is possible for a chevalier to be raised, even posthumously, to the status of baronet or viscount, but only under rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Among commoners, there is often the perception that a single line of distinction exists between those who are noble and those who are not. In fact, the separations between nobles of different ranks are often starker and more resistant to change. One born as a child of a baron holds little hope for every wearing a count&#039;s crown, just as the one born of a count&#039;s lineage is highly unlikely to become emperor.&lt;br /&gt;
&lt;br /&gt;
===Knights===&lt;br /&gt;
&lt;br /&gt;
Knights hold an unusual place in the Turamzzyrian hierarchy. They are generally seen as a martial counterpart to the chevalier, but many martial orders have gone decades without seeing combat, with no corresponding drops in membership. For this reason, knighthoods and chivalric orders are discussed in their own section later in this document.&lt;br /&gt;
&lt;br /&gt;
===Protector===&lt;br /&gt;
&lt;br /&gt;
The official title of Protector is not very common within the Empire and is reserved primarily for ordlyn and sylvan defenders who aid Imperial orders against the threats of the Horned Cabal. Duke Chandrennin has allowed for a lesser recognition of non-humans and sylvans who provide heroic contributions in the war against the Horned Cabal, and while the title may be bestowed upon them, they are not given a formal title or land. Such a decision in Aldora is primarily mocked in other areas of the Turamzzyrian Empire, although some rumors suggest a few provinces in the far north are considering similar accolades for those who join the fight against the monster hordes.&lt;br /&gt;
&lt;br /&gt;
=The Spellbook, the Church, and the Sword=&lt;br /&gt;
&lt;br /&gt;
Turamzzyr&#039;s desire to classify its citizenry goes beyond mere distinctions of nobility. In addition to the aforementioned distinctions, the Empire also takes pride in recognizing meritorious service in the fields of warfare and magic. It should be noted, however, that even these honorifics are not immune to the cold influence of our feudal system--sons of noble houses often find it easier to rise in the ranks of the Hall of Mages, the Church of Koar, and the various chivalric orders than the common born.&lt;br /&gt;
&lt;br /&gt;
==The Hall of Mages==&lt;br /&gt;
&lt;br /&gt;
The research done by the Hall of Mages has led to constant innovations and improvements in the quality of Turamzzyrian life, with the Hall&#039;s primary purpose being focused around the knowledge and mastery of magic. In addition, the Hall of Mages is tasked with the registration and control of elemental magic users within the Empire&#039;s borders to better manage and contain disasters from occurring, such as the infamous creation of the Wizardwaste with the destruction of Toullaire. Magic has been the backbone of House Kestrel&#039;s strength and because of this unspoken fact, their members are accorded extraordinary honor within Imperial borders. &lt;br /&gt;
&lt;br /&gt;
While the Hall of Mages focuses more on knowledge and control of the magical arts, the Imperial Drakes operate as an equal force under the Royal Magister. The Imperial Drakes were formed to create a devastating military power and influence for the Sun Throne to deal with threats, both internal and external. &lt;br /&gt;
&lt;br /&gt;
Even though the Hall claims to concern itself first and foremost with the affairs of the arcane, its members are heavily mired in politicking and tradition. The hierarchy within the Hall is no less rigid than that outside. The following are titles held by members of the Hall and their rough responsibilities.&lt;br /&gt;
&lt;br /&gt;
===Royal Magister===&lt;br /&gt;
&lt;br /&gt;
Although seen as the highest ranking magister in the Empire, the Royal Magister is actually not the administrative head of the Hall of Mages. The position is faithfully inherited along with the Earldom of Chastonia and patriarchy of House Kestrel, but the gift for magic is not. Therefore, there have been entire swathes of history wherein the Empire&#039;s Royal Magister is not, actually, an able spellcaster. Further confusing matters, the honorific &amp;quot;Your Wisdom&amp;quot; is reserved only for the Royal Magister and the Rector, the factual administrator of the Hall.&lt;br /&gt;
&lt;br /&gt;
The primary role of the Royal Magister is to advise the Sun Throne on important matters regarding magic and the direction it will take within the Empire, overseeing the general practice of magical education.  While the position is charged with oversight of the Hall of Mages, the responsibility of overseeing the day-to-day activities falls to the Rector of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Rector of the Hall===&lt;br /&gt;
&lt;br /&gt;
The Rector is the official in charge of overseeing the smooth running of the Hall of Mages and its system of satellite colleges. Traditionally, he or she is among the most powerful Kestrel mages, but occasionally, members of other bloodlines have served between Kestrels. The Rector of the Hall also serves as the head of the primary campus of the Hall of Mages in Tamzyrr. &lt;br /&gt;
&lt;br /&gt;
===Magister Provost===&lt;br /&gt;
&lt;br /&gt;
The Magisters Provost are the heads of the seven satellite colleges of the Hall of Mages, which are located in The Swale, Nydds, Elstreth, Phannus, Immuron, Brantur, and Connedale. They are addressed by the title &amp;quot;Archmagister&amp;quot; and are generally accountable only to the Rector and the Royal Magister. A sometimes-friendly rivalry exists between the western campuses of The Swale and Elstreth and Immuron, to the East. Brantur is seen as a peculiar college with a sinister reputation due to its proximity to Maelshyve and New Ta&#039;Faendryl. The satellite school in Connedale is generally viewed as rough and provincial.&lt;br /&gt;
&lt;br /&gt;
===Imperial Magister===&lt;br /&gt;
&lt;br /&gt;
The nine Imperial Magisters are also addressed as &amp;quot;Archmagister&amp;quot; and are generally seen as reporting only to the Royal Magister. They are responsible for the oversight of trained mages and wild talents across the Empire. Imperial Magisters generally serve on a rotating basis. They are selected from the highest echelons of the magical thaumatocracy.&lt;br /&gt;
&lt;br /&gt;
Reporting directly to each Imperial Magister are the Adjudicators and Witchhunters, the Hall&#039;s version of inquisitors and executioners.&lt;br /&gt;
&lt;br /&gt;
===Adjudicator===&lt;br /&gt;
&lt;br /&gt;
This is the branch of the Hall of Mages that works very similar to Imperial inquisitors. They are often dispatched to investigate crimes related to rogue magic but also have jurisdiction over specific crimes committed against the Hall of Mages or its members. Their missions are primarily focused on fact-finding and only in rare circumstances, and often with approval from the Royal Magister or Imperial Magisters, can they also act as judge and juror. Otherwise, their findings must be documented and communicated back to the appropriate heads in the Hall of Mages.&lt;br /&gt;
&lt;br /&gt;
===Witchhunter===&lt;br /&gt;
&lt;br /&gt;
This branch of the Hall of Mages specifically deals with tracking and eliminating rogue magic users, be they former Hall members who have become criminals or dark magic users suspected of performing forbidden spells within the Empire&#039;s boundaries. Witchhunters are also trained in specialized anti-magic counter measures to more easily allow them to overwhelm and subdue their targets, or kill them if necessary.&lt;br /&gt;
 &lt;br /&gt;
There exists one position filled by a high-ranking witchhunter at each satellite college. He or she reports directly to the Royal Magister of the Hall of Mages. The Imperial Magister is an expert on magic and its counters, and oversees both adjudicators and witchhunters. The Imperial Magister and Royal Magister share the authority to send adjudicators to collect information. If a crime is deemed to have been committed, the Imperial Magister will typically dispatch witchhunters to bring enemies of the Hall to justice.&lt;br /&gt;
&lt;br /&gt;
===Archiver===&lt;br /&gt;
&lt;br /&gt;
The archivers of the Hall of Mages help maintain order in the official archives of the Hall, serving throughout its network of colleges. They are responsible for the protection of the archives and the cataloging of all tomes, research, and artifacts. They also function as the official scriveners of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Grand Magister===&lt;br /&gt;
&lt;br /&gt;
Grand Magisters are recognized masters of their craft, elevated above the standard magister. The title can only be attained through years of difficult postgraduate work.&lt;br /&gt;
&lt;br /&gt;
===Magister===&lt;br /&gt;
&lt;br /&gt;
Magisters are members of the Hall of Mages who have proven themselves masters of their arts. Although no official racial limitations prevent non-humans from acquiring the title, there have been scant few non-human magisters in the history of the Empire. This is the only rank in the Hall of Mages generally open to commoners.&lt;br /&gt;
&lt;br /&gt;
===Prentice Mage===&lt;br /&gt;
&lt;br /&gt;
Prentices are mages who have been accepted for study at the Hall, but have not yet completed their studies. Many prentices actually work outside of the Hall, studying abroad and gaining valuable life experience, as innovation is far more prized by the staff than rote repetition.&lt;br /&gt;
&lt;br /&gt;
==The Church==&lt;br /&gt;
&lt;br /&gt;
The foremost religious organization in Turamzzyr is the Church of Koar, but that has not prevented the growth of other, similar fellowships over the course of Imperial history. Unlike the Hall of Mages, the churches usually embrace their obsessions with tradition-based orderings, claiming that human structures are inherent and that they must be the will of their respective gods.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Church of Koar is unusual in its status as a monolithic organization dedicated to the worship of a given deity. Most Arkati have several or many orders dedicated to their worship within the Empire. The Daughters of Lumnis are a matriarchal organization that disagree vehemently with the Children of Many Colors, another Lumnisian church, and less recently, the Order of Dreamwalkers became wholly independent of its parent body, the Fellowship of Night.&lt;br /&gt;
&lt;br /&gt;
Although this document primarily concerns itself with ranks within the Church, equivalent titles are provided where available and applicable.&lt;br /&gt;
&lt;br /&gt;
===Patriarch===&lt;br /&gt;
&lt;br /&gt;
The leader of the Church is known as the Patriarch. The Patriarch is always male, but the heads of other religious orders are not always so. Such is evident in the case of the Bountiful Mother of the Order of Oleani, who is always female, or the Hand of Kai, who may be of either gender. Although honorifics among the various orders and churches may vary, it is proper to address the Patriarch as &amp;quot;Your Holiness&amp;quot; and some variation thereof is usually a safe means of referring to the heads of other holy orders.&lt;br /&gt;
&lt;br /&gt;
===Presbyter===&lt;br /&gt;
&lt;br /&gt;
For the Church, the presbyters are an inner order of priests dedicated to the interpretation of Koar&#039;s acts on Elanthia. As a result, it is from their ranks that the Sun Throne ultimately selects the new Patriarch. Few other religious orders in the Empire have an corresponding body. Presbyters are addressed as &amp;quot;Your Eminence,&amp;quot; as are their local analogues, the prelates.&lt;br /&gt;
&lt;br /&gt;
===Prelate===&lt;br /&gt;
&lt;br /&gt;
The title was originally conveyed upon the leader of the eldest Koarian congregation in a given barony, county, or earldom. Over time, the title has evolved to be conveyed upon the Koarian religious leader in a given territory. Prelates are responsible for setting the course of worship for their domain. They also consult with their local ruling house heads on matters of faith.&lt;br /&gt;
&lt;br /&gt;
While the Imperial courts have their own laws and regulations, it is the law of the Church which provides the last refuge for those who cannot find justice elsewhere. These judgments are made by the prelates, those chosen by the Patriarch to be extensions of his will beyond the center of the Empire. Because they are granted this power by the Patriarch, they can rule with wisdom. Prelates serve as the local authority over the Church of Koar in every region, which has been established as Imperial law since the time of Emperor Rallick Anodheles.&lt;br /&gt;
&lt;br /&gt;
===The First and Second Watchers===&lt;br /&gt;
&lt;br /&gt;
The First and Second Watchers of Koar report directly to the prelate in each region, and they are responsible for governing the small churches. At times, they are dispatched to travel and spread Koar&#039;s justice and will.&lt;br /&gt;
&lt;br /&gt;
===Deacon===&lt;br /&gt;
&lt;br /&gt;
Deacons are servants of the Church who are recognized for their service to their respective god. They are referred to as &amp;quot;Father&amp;quot; or &amp;quot;Mother&amp;quot; and can generally achieve this title after years of work in service to a given cause.&lt;br /&gt;
&lt;br /&gt;
==The Martial Orders of Turamzzyr==&lt;br /&gt;
&lt;br /&gt;
There are hundreds of martial orders of Turamzzyr, but knighthood is still one of the most prized achievements available to any human born in the Empire. In order to become a knight, one must distinguish himself or herself on the field of battle or in service to chivalric causes. Given the peaceful state of the Imperial heartland, more and more knights are raised without any combat experience.  &lt;br /&gt;
&lt;br /&gt;
===Knight Errant===&lt;br /&gt;
&lt;br /&gt;
The embodied fantasy of the wandering warrior, the Knight Errant has few responsibilities beyond service to chivalric ideals. Knights errant possess correspondingly great freedom to act in the interests of the Empire. These knights must be sworn to serve a liege lord, but they are subject to a light hand. Many knights errant choose to live outside of the Empire, working to forward Imperial interests in hostile terrain. Some champion various causes within the boundaries of Turamzzyr. Although it is the de facto lowest rank of knighthood, many knights errant attain celebrity for their brave deeds and quests than other, more responsibility-laden servants of the Empire. Some are members of chivalric orders, but this is not a requirement.&lt;br /&gt;
&lt;br /&gt;
===Knight of the Empire===&lt;br /&gt;
&lt;br /&gt;
Marginally above the default status of knights errant, Knights of the Empire are often saddled with administrative and military charges within the Empire, which can infringe upon their ability to advance in the hierarchy. Knights of the Empire owe their primary allegiance to the lord who raised them, but this service may be passed on without consent or notification to another noble (such as when Earl Eddric Jovery raised Knights of the Empire; they now serve Baron Malwind.) Knights of the Empire often find themselves as leaders of troops under knights-banneret or other nobles, but sometimes end up in administrative positions as a career dead-end. Almost all are members of chivalric orders.&lt;br /&gt;
&lt;br /&gt;
===Knight-Banneret===&lt;br /&gt;
&lt;br /&gt;
This can be considered the highest level of knighthood.  It is often given on the field of battle, and it allows a knight to raise his own standard and organize his or her own fighting force.  Generally, one should be a regular knight first, but outstanding achievement and hard work can sometimes catapult newly raised knights into this position, bypassing lower ranks.&lt;br /&gt;
&lt;br /&gt;
==Those Outside: Non-Humans in a Human Land==&lt;br /&gt;
&lt;br /&gt;
No discussion of the honorifics available in the Empire would be wholly complete without a mention of those demeaned by Imperial law. In Turamzzyr, it is obviously preferable that one be human. However, dwarves and giantmen are generally considered physically similar enough to warrant no special coldness from most Imperial citizens, especially those who live in border states. Aurmont&#039;s Edict of 5113, said to be inspired by the long service of Baron Malwind--who himself was part elven--declared that no individual within the Empire who bears a drop of human blood should be treated as less than human. This has opened up massive new avenues of possibility for half-elves and half-krolvin, both of whom were frequent targets of human supremacist discrimination.&lt;br /&gt;
&lt;br /&gt;
The case is different for elves, sylvankind, dark elves, and gnomes, all of whom are still seen as second-class citizens in a land ill-disposed to change.&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&lt;br /&gt;
Governance is, it is said, the science of saving people from themselves.&lt;br /&gt;
&lt;br /&gt;
If that is truly the case, then perhaps our unjust system, which brutally oppresses some and unquestioningly upjumps others, is a necessary evil, or not evil at all. History has certainly shown us the consequences of deviating from established paths in favor of emotion and sentiment. The arrogant Faendryl, who deviated from millennia of tradition to forge their own bloody path. The Ice Queen, Issyldra, who by some accounts was a commoner who thought herself above the station of her birth. More recently, the disgraced Empress Mynal&#039;lyanna, who was unsatisfied with her worldly power and sought strength beyond even her own mighty grasp. The books of history are littered with such failures, marring the pages like so much spilled ink.&lt;br /&gt;
&lt;br /&gt;
So, the Empire seems a barbaric place, but for all its cruelty, the feudal system has kept our land in a position of strength and safety since the Founding. It is not an arrangement without imperfections, but we humans are imperfect creatures. Without such traditions to divide us, would we unite only to tear our society apart in decadence and ungoverned fury? Perhaps it is our governing systems&#039; acknowledgment and embrace of these flaws, its adaptation of failings into fortitude, that truly stands as the true bulwark against our basest impulses.&lt;br /&gt;
&lt;br /&gt;
--From the desk of Paidreg Venquinor, called the Twice-Born, on 3 Koaratos in the Year 5113&lt;br /&gt;
&lt;br /&gt;
[[category: humans]]&lt;br /&gt;
[[category: Turamzzyrian Empire]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Turamzzyrian_Titles&amp;diff=67073</id>
		<title>Turamzzyrian Titles</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Turamzzyrian_Titles&amp;diff=67073"/>
		<updated>2015-08-11T17:34:36Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: GS4-SCRIBES moved page Turamzzyrian Titles to Prestige and Prejudice in the Empire - On Imperial Rank and Titles: Renaming under official title.&lt;/p&gt;
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		<title>Prestige and Prejudice in the Empire - On Imperial Rank and Titles</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prestige_and_Prejudice_in_the_Empire_-_On_Imperial_Rank_and_Titles&amp;diff=67072"/>
		<updated>2015-08-11T17:34:36Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: GS4-SCRIBES moved page Turamzzyrian Titles to Prestige and Prejudice in the Empire - On Imperial Rank and Titles: Renaming under official title.&lt;/p&gt;
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&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
=Prestige and Prejudice in the Empire: On Imperial Rank and Titles=&lt;br /&gt;
&lt;br /&gt;
The Empire of Turamzzyr is steeped in traditions.&lt;br /&gt;
&lt;br /&gt;
Life within her vast borders is defined by one&#039;s blood and birth far more often than it is by one&#039;s accomplishments. Never will I hold a barony, no matter my efforts. Neither shall I ever know what it is to walk as a commoner, despite the extraordinary circumstances that have shaped my existence. The same is true of the hathlyn with an incredible talent for magic, who will never be welcomed as a Magister of the Hall, or the scullery maid born on the docks of Solhaven, who never shall see the interiors of Vornavis Keep, save, perhaps, as a servant.&lt;br /&gt;
&lt;br /&gt;
For all the unpleasant questions those truths invite, this system has driven Turamzzyr forward for centuries. Unlike questions of relative merit, which are subjective and not easily settled, there is rarely meaningful debate within the Empire over the value of one&#039;s blood. Even at the most permissive verges of the land, where our borders blend with the lands beyond, these agreed-upon truths set a structure to life&#039;s affairs, one that governs the basest hathlyn to the holder of the Sun Throne himself. It is not a perfect order, but it is necessary nonetheless.&lt;br /&gt;
&lt;br /&gt;
Perhaps it is an irony for one such as I, who has both clung to the peak of privilege and slumbered in the valleys of degradation, to be such an enthusiastic supporter of our land&#039;s system of nobility. The truth is that my homeland is not enamored of these systems: it depends upon them to survive. For all that I have railed against the systems of inequality that keep, for example, non-humans from service in prized martial orders, I have also seen the chaos wrought when those of one station seek to rise to another. This is perhaps our noble system&#039;s greatest accomplishment: it has kept a people predestined and predisposed to carnage from wiping each other out wholly. More, it has allowed us to fashion the greatest society since the rule of the drakes.&lt;br /&gt;
&lt;br /&gt;
This treatise, though brief, aims to explore the various honors and titles of the Turamzzyrian Empire, the clockwork that turns the gears of Elanthia&#039;s greatest nation.&lt;br /&gt;
&lt;br /&gt;
=Nobility=&lt;br /&gt;
&lt;br /&gt;
To the untrained eye, the paramount division in the Empire is that which exists between nobleman and commoner. When one is born into a Ruling House or other noble family, he or she is given a set of privileges and duties unattainable to commoners. What eludes many casual observers of the Turamzzyrian feudal system is the further striations among nobles themselves. These distinctions are vast and intractable, and they stand at the heart of our governance.&lt;br /&gt;
&lt;br /&gt;
==Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
The hereditary ranks of the Empire descend along noble bloodlines. Those who are born to power keep it, and those who are not rarely attain it. As is usual in such systems, power descends from the top, eddying in lesser tributaries before trickling down onto the common folk.&lt;br /&gt;
&lt;br /&gt;
===Emperor/Empress===&lt;br /&gt;
&lt;br /&gt;
The Emperor of Turamzzyr is the unchallenged ruler of the Empire. He rules from Tamzyrr and reigns for life or until abdication. His rule is nominally unchallenged, free of checks or balances so long as he lives. The totality of the office&#039;s power has, in reality, varied somewhat over the years, ebbing and waning with the diminishment and growth of other powerful interests in the Empire, such as the Church of Koar, the Hall of Mages, the Council of Lords, and the Small Ministry.&lt;br /&gt;
&lt;br /&gt;
Aurmont Anodheles&#039;s reign as emperor, for example, has seen major growth in the power of the Small Ministry, a circle of lords--traditionally from Tamzyrr--who serve as advisors to the crown. As emperor, he has personally issued little under a fourth of the edicts his predecessor, Mynal&#039;lyanna, produced during the same number of reigning years, which has allowed the Small Ministry carte blanche to legislate in his place. He is decidedly closer to the Hall of Mages than was Mynal&#039;lyanna, giving House Kestrel unprecedented freedoms and honors. Relations between the crown and the Church of Koar have been unexpectedly cool since Aurmont ascended to the throne, in direct contrast to Mynal&#039;lyanna&#039;s closeness to the religious organization.&lt;br /&gt;
&lt;br /&gt;
===Diadoch===&lt;br /&gt;
&lt;br /&gt;
The Diadoch is the declared successor of the emperor or empress. The Diadoch, when named, holds a seat upon the Small Ministry, helping to advise the Sun Throne and handle daily administrative duties. The position&#039;s holder can also be dispatched to various regions within the Empire as an emissary for the throne. Mynal&#039;lyana, like Aurmont after her, refused to designate a Diadoch, allegedly fearing that naming an heir would make it more likely for that heir to scheme against her. Throughout Turamzzyrian history, the presence of a Diadoch in the ruling house has been seen as a contributor to stability in the line of succession, but just as often, bloody succession battles have occurred, both in the house and on the battlefield, despite such designations.&lt;br /&gt;
&lt;br /&gt;
===The Small Ministry===&lt;br /&gt;
&lt;br /&gt;
The Small Ministry is a handful of individuals, chosen and serving at the whim of the Emperor, as advisors to the Sun Throne.  This group consists of four seats, one occupied by the Royal Magister of the Hall of Mages, the second filled by the diadoch as the chosen heir to the Throne, the third position is held by the Keeper of the Coffers, and the fourth is occupied by the Prelate of the Church of Koar in Tamzzyr, who acts as the Patriarch&#039;s voice to the Sun Throne. These positions serve for life, unless vacated by death, resignation, or royal decree.&lt;br /&gt;
&lt;br /&gt;
===The Council of Lords===&lt;br /&gt;
&lt;br /&gt;
The Council of Lords was founded in 4686 by Emperor Perrinor Rysus, who had gained the support of a large number of wealthy houses in the Empire by swearing to address the outrageous precedent set by previous rulers. The Council of Lords consists of one member of each leading House of the Empire, for the purpose of establishing and scribing the Rysus Codex, a massive document detailing the laws of the Empire, helping the kingdom to transition into a feudalistic society, with noble titles and holdings bestowed upon the leading families of the Empire.&lt;br /&gt;
&lt;br /&gt;
The Council of Lords remains today, though rarely are they called upon unless Imperial laws are sought to be created or amended. The Council consists of seven members, each one the Heads of the Houses from Torre, Aldora, Estoria, Highmount, South Hendor, Seareach, and Jantalar.&lt;br /&gt;
&lt;br /&gt;
===Duke===&lt;br /&gt;
&lt;br /&gt;
Dukes are the first among the titled gentry of the Empire. Throughout Turamzzyrian history, these positions have frequently been held by heirs of the Sun Throne. The duchies of Aldora and Selanthia are the oldest standing regions within the Empire, and their nobles and rulers have amassed more wealth and influence than other regions further from the capital. Dukes hold command of large Imperial forces, second only to the Sentinels and the Sun Throne. In some cases, a duke can hold the position of Sentinel.&lt;br /&gt;
&lt;br /&gt;
The Duchy of Kezmon was lost in a mysterious tragedy and the rights and titles of the area were transferred directly to the holder of the Sun Throne. As such, the Emperor may choose to include &amp;quot;Duke of Kezmon Isle&amp;quot; among his many stylings.&lt;br /&gt;
&lt;br /&gt;
===Earl===&lt;br /&gt;
&lt;br /&gt;
Like barons and counts, earls are the titular heads of Ruling Houses, ancestral lines that manage individual segments of the Turamzzyrian Empire. They are set above their peers due to special duties to the Empire, which are supposed to be put before personal or familial goals. For example, Earl Eddric Jovery is the Northern Sentinel, which charges him with responsibility for the safety of the Empire&#039;s northern borders, including Talador, Jantalar, Mestanir, Vornavis, and Riverwood. The Earl of Chastonia, likewise, is the titular patriarch of House Kestrel and hereditary Royal Magister, responsible for national policies on arcane arts.&lt;br /&gt;
&lt;br /&gt;
Earldoms have a long history within the Empire, being some of the most ancient regions of human dominance in existence.&lt;br /&gt;
&lt;br /&gt;
===Counts and Barons===&lt;br /&gt;
&lt;br /&gt;
Counties are generally at the heart of the Empire with a longer history of human occupation than baronies. Baronies are generally the most recent regions of the Turamzzyrian Empire raised to provincial status with a noble family ruling over it, primarily designed as a bulwark against enemies of the Sun Throne and a source of raw goods for the Empire. Typically, barons oversee a smaller population and less development land, and counts enjoy the prominence and more influence of being further developed and closer to the center of Imperial politics.&lt;br /&gt;
&lt;br /&gt;
The title of count was a remnant of the Kannalan Empire that has failed to die out in the Turamzzyrian Empire due to age-old tradition. Some speculate the ancestry of counts can be traced back to Kannalan bloodlines, though often through questionable means. While both count and baron are prestigious and noble positions, counts typically wield more influence because of their historic place within the Empire, the size of their populations they oversee, and the amassed wealth of the noble families over time.&lt;br /&gt;
&lt;br /&gt;
Counts and barons have the distinction of being eligible to sit on the Council of Lords, which allows them to advise the Emperor directly. Traditionally, this has meant that they send representatives to Tamzyrr to speak for their houses. Advances in magic within the last century have facilitated meetings of the Council across great distances.&lt;br /&gt;
&lt;br /&gt;
===Baronets and Viscounts===&lt;br /&gt;
&lt;br /&gt;
Baronets and viscounts are landed local noble houses who generally have voting rights on a council that advises their local baron, count, or earl. In order to be a baronet or a viscount, one must own or be granted lands within said barony, county, or earldom. Often times, baronets and viscounts serve in other roles unrelated to the mastery of their given lands. As an example, the previous Lord Provost of Solhaven was also a baronet in the service of Baron Malwind of Vornavis.&lt;br /&gt;
&lt;br /&gt;
==Non-Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
Common children, it is said, are fed from a young age tales of the baseborn who are lifted up into the ranks of nobility. The truth is that elevation from poor station is difficult and rare to attain. In these cases, the deeds of the ancestor are not conveyed upon the child. The system presses in on the next generation, forcing them back down into their assigned path. It is not a sentimental process.&lt;br /&gt;
&lt;br /&gt;
===Chevalier===&lt;br /&gt;
&lt;br /&gt;
Chevaliers are unique among nobility in that their titles are non-hereditary. Essentially, to be raised to the status of chevalier implies service to the Empire, generally of a non-martial variety. They may be granted land when raised to nobility, but depending on the terms of that grant, these lands may revert to the crown upon the chevalier&#039;s death. It is possible for a chevalier to be raised, even posthumously, to the status of baronet or viscount, but only under rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Among commoners, there is often the perception that a single line of distinction exists between those who are noble and those who are not. In fact, the separations between nobles of different ranks are often starker and more resistant to change. One born as a child of a baron holds little hope for every wearing a count&#039;s crown, just as the one born of a count&#039;s lineage is highly unlikely to become emperor.&lt;br /&gt;
&lt;br /&gt;
===Knights===&lt;br /&gt;
&lt;br /&gt;
Knights hold an unusual place in the Turamzzyrian hierarchy. They are generally seen as a martial counterpart to the chevalier, but many martial orders have gone decades without seeing combat, with no corresponding drops in membership. For this reason, knighthoods and chivalric orders are discussed in their own section later in this document.&lt;br /&gt;
&lt;br /&gt;
===Protector===&lt;br /&gt;
&lt;br /&gt;
The official title of Protector is not very common within the Empire and is reserved primarily for ordlyn and sylvan defenders who aid Imperial orders against the threats of the Horned Cabal. Duke Chandrennin has allowed for a lesser recognition of non-humans and sylvans who provide heroic contributions in the war against the Horned Cabal, and while the title may be bestowed upon them, they are not given a formal title or land. Such a decision in Aldora is primarily mocked in other areas of the Turamzzyrian Empire, although some rumors suggest a few provinces in the far north are considering similar accolades for those who join the fight against the monster hordes.&lt;br /&gt;
&lt;br /&gt;
=The Spellbook, the Church, and the Sword=&lt;br /&gt;
&lt;br /&gt;
Turamzzyr&#039;s desire to classify its citizenry goes beyond mere distinctions of nobility. In addition to the aforementioned distinctions, the Empire also takes pride in recognizing meritorious service in the fields of warfare and magic. It should be noted, however, that even these honorifics are not immune to the cold influence of our feudal system--sons of noble houses often find it easier to rise in the ranks of the Hall of Mages, the Church of Koar, and the various chivalric orders than the common born.&lt;br /&gt;
&lt;br /&gt;
==The Hall of Mages==&lt;br /&gt;
&lt;br /&gt;
The research done by the Hall of Mages has led to constant innovations and improvements in the quality of Turamzzyrian life, with the Hall&#039;s primary purpose being focused around the knowledge and mastery of magic. In addition, the Hall of Mages is tasked with the registration and control of elemental magic users within the Empire&#039;s borders to better manage and contain disasters from occurring, such as the infamous creation of the Wizardwaste with the destruction of Toullaire. Magic has been the backbone of House Kestrel&#039;s strength and because of this unspoken fact, their members are accorded extraordinary honor within Imperial borders. &lt;br /&gt;
&lt;br /&gt;
While the Hall of Mages focuses more on knowledge and control of the magical arts, the Imperial Drakes operate as an equal force under the Royal Magister. The Imperial Drakes were formed to create a devastating military power and influence for the Sun Throne to deal with threats, both internal and external. &lt;br /&gt;
&lt;br /&gt;
Even though the Hall claims to concern itself first and foremost with the affairs of the arcane, its members are heavily mired in politicking and tradition. The hierarchy within the Hall is no less rigid than that outside. The following are titles held by members of the Hall and their rough responsibilities.&lt;br /&gt;
&lt;br /&gt;
===Royal Magister===&lt;br /&gt;
&lt;br /&gt;
Although seen as the highest ranking magister in the Empire, the Royal Magister is actually not the administrative head of the Hall of Mages. The position is faithfully inherited along with the Earldom of Chastonia and patriarchy of House Kestrel, but the gift for magic is not. Therefore, there have been entire swathes of history wherein the Empire&#039;s Royal Magister is not, actually, an able spellcaster. Further confusing matters, the honorific &amp;quot;Your Wisdom&amp;quot; is reserved only for the Royal Magister and the Rector, the factual administrator of the Hall.&lt;br /&gt;
&lt;br /&gt;
The primary role of the Royal Magister is to advise the Sun Throne on important matters regarding magic and the direction it will take within the Empire, overseeing the general practice of magical education.  While the position is charged with oversight of the Hall of Mages, the responsibility of overseeing the day-to-day activities falls to the Rector of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Rector of the Hall===&lt;br /&gt;
&lt;br /&gt;
The Rector is the official in charge of overseeing the smooth running of the Hall of Mages and its system of satellite colleges. Traditionally, he or she is among the most powerful Kestrel mages, but occasionally, members of other bloodlines have served between Kestrels. The Rector of the Hall also serves as the head of the primary campus of the Hall of Mages in Tamzyrr. &lt;br /&gt;
&lt;br /&gt;
===Magister Provost===&lt;br /&gt;
&lt;br /&gt;
The Magisters Provost are the heads of the seven satellite colleges of the Hall of Mages, which are located in The Swale, Nydds, Elstreth, Phannus, Immuron, Brantur, and Connedale. They are addressed by the title &amp;quot;Archmagister&amp;quot; and are generally accountable only to the Rector and the Royal Magister. A sometimes-friendly rivalry exists between the western campuses of The Swale and Elstreth and Immuron, to the East. Brantur is seen as a peculiar college with a sinister reputation due to its proximity to Maelshyve and New Ta&#039;Faendryl. The satellite school in Connedale is generally viewed as rough and provincial.&lt;br /&gt;
&lt;br /&gt;
===Imperial Magister===&lt;br /&gt;
&lt;br /&gt;
The nine Imperial Magisters are also addressed as &amp;quot;Archmagister&amp;quot; and are generally seen as reporting only to the Royal Magister. They are responsible for the oversight of trained mages and wild talents across the Empire. Imperial Magisters generally serve on a rotating basis. They are selected from the highest echelons of the magical thaumatocracy.&lt;br /&gt;
&lt;br /&gt;
Reporting directly to each Imperial Magister are the Adjudicators and Witchhunters, the Hall&#039;s version of inquisitors and executioners.&lt;br /&gt;
&lt;br /&gt;
===Adjudicator===&lt;br /&gt;
&lt;br /&gt;
This is the branch of the Hall of Mages that works very similar to Imperial inquisitors. They are often dispatched to investigate crimes related to rogue magic but also have jurisdiction over specific crimes committed against the Hall of Mages or its members. Their missions are primarily focused on fact-finding and only in rare circumstances, and often with approval from the Royal Magister or Imperial Magisters, can they also act as judge and juror. Otherwise, their findings must be documented and communicated back to the appropriate heads in the Hall of Mages.&lt;br /&gt;
&lt;br /&gt;
===Witchhunter===&lt;br /&gt;
&lt;br /&gt;
This branch of the Hall of Mages specifically deals with tracking and eliminating rogue magic users, be they former Hall members who have become criminals or dark magic users suspected of performing forbidden spells within the Empire&#039;s boundaries. Witchhunters are also trained in specialized anti-magic counter measures to more easily allow them to overwhelm and subdue their targets, or kill them if necessary.&lt;br /&gt;
 &lt;br /&gt;
There exists one position filled by a high-ranking witchhunter at each satellite college. He or she reports directly to the Royal Magister of the Hall of Mages. The Imperial Magister is an expert on magic and its counters, and oversees both adjudicators and witchhunters. The Imperial Magister and Royal Magister share the authority to send adjudicators to collect information. If a crime is deemed to have been committed, the Imperial Magister will typically dispatch witchhunters to bring enemies of the Hall to justice.&lt;br /&gt;
&lt;br /&gt;
===Archiver===&lt;br /&gt;
&lt;br /&gt;
The archivers of the Hall of Mages help maintain order in the official archives of the Hall, serving throughout its network of colleges. They are responsible for the protection of the archives and the cataloging of all tomes, research, and artifacts. They also function as the official scriveners of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Grand Magister===&lt;br /&gt;
&lt;br /&gt;
Grand Magisters are recognized masters of their craft, elevated above the standard magister. The title can only be attained through years of difficult postgraduate work.&lt;br /&gt;
&lt;br /&gt;
===Magister===&lt;br /&gt;
&lt;br /&gt;
Magisters are members of the Hall of Mages who have proven themselves masters of their arts. Although no official racial limitations prevent non-humans from acquiring the title, there have been scant few non-human magisters in the history of the Empire. This is the only rank in the Hall of Mages generally open to commoners.&lt;br /&gt;
&lt;br /&gt;
===Prentice Mage===&lt;br /&gt;
&lt;br /&gt;
Prentices are mages who have been accepted for study at the Hall, but have not yet completed their studies. Many prentices actually work outside of the Hall, studying abroad and gaining valuable life experience, as innovation is far more prized by the staff than rote repetition.&lt;br /&gt;
&lt;br /&gt;
==The Church==&lt;br /&gt;
&lt;br /&gt;
The foremost religious organization in Turamzzyr is the Church of Koar, but that has not prevented the growth of other, similar fellowships over the course of Imperial history. Unlike the Hall of Mages, the churches usually embrace their obsessions with tradition-based orderings, claiming that human structures are inherent and that they must be the will of their respective gods.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Church of Koar is unusual in its status as a monolithic organization dedicated to the worship of a given deity. Most Arkati have several or many orders dedicated to their worship within the Empire. The Daughters of Lumnis are a matriarchal organization that disagree vehemently with the Children of Many Colors, another Lumnisian church, and less recently, the Order of Dreamwalkers became wholly independent of its parent body, the Fellowship of Night.&lt;br /&gt;
&lt;br /&gt;
Although this document primarily concerns itself with ranks within the Church, equivalent titles are provided where available and applicable.&lt;br /&gt;
&lt;br /&gt;
===Patriarch===&lt;br /&gt;
&lt;br /&gt;
The leader of the Church is known as the Patriarch. The Patriarch is always male, but the heads of other religious orders are not always so. Such is evident in the case of the Bountiful Mother of the Order of Oleani, who is always female, or the Hand of Kai, who may be of either gender. Although honorifics among the various orders and churches may vary, it is proper to address the Patriarch as &amp;quot;Your Holiness&amp;quot; and some variation thereof is usually a safe means of referring to the heads of other holy orders.&lt;br /&gt;
&lt;br /&gt;
===Presbyter===&lt;br /&gt;
&lt;br /&gt;
For the Church, the presbyters are an inner order of priests dedicated to the interpretation of Koar&#039;s acts on Elanthia. As a result, it is from their ranks that the Sun Throne ultimately selects the new Patriarch. Few other religious orders in the Empire have an corresponding body. Presbyters are addressed as &amp;quot;Your Eminence,&amp;quot; as are their local analogues, the prelates.&lt;br /&gt;
&lt;br /&gt;
===Prelate===&lt;br /&gt;
&lt;br /&gt;
The title was originally conveyed upon the leader of the eldest Koarian congregation in a given barony, county, or earldom. Over time, the title has evolved to be conveyed upon the Koarian religious leader in a given territory. Prelates are responsible for setting the course of worship for their domain. They also consult with their local ruling house heads on matters of faith.&lt;br /&gt;
&lt;br /&gt;
While the Imperial courts have their own laws and regulations, it is the law of the Church which provides the last refuge for those who cannot find justice elsewhere. These judgments are made by the prelates, those chosen by the Patriarch to be extensions of his will beyond the center of the Empire. Because they are granted this power by the Patriarch, they can rule with wisdom. Prelates serve as the local authority over the Church of Koar in every region, which has been established as Imperial law since the time of Emperor Rallick Anodheles.&lt;br /&gt;
&lt;br /&gt;
===The First and Second Watchers===&lt;br /&gt;
&lt;br /&gt;
The First and Second Watchers of Koar report directly to the prelate in each region, and they are responsible for governing the small churches. At times, they are dispatched to travel and spread Koar&#039;s justice and will.&lt;br /&gt;
&lt;br /&gt;
===Deacon===&lt;br /&gt;
&lt;br /&gt;
Deacons are servants of the Church who are recognized for their service to their respective god. They are referred to as &amp;quot;Father&amp;quot; or &amp;quot;Mother&amp;quot; and can generally achieve this title after years of work in service to a given cause.&lt;br /&gt;
&lt;br /&gt;
==The Martial Orders of Turamzzyr==&lt;br /&gt;
&lt;br /&gt;
There are hundreds of martial orders of Turamzzyr, but knighthood is still one of the most prized achievements available to any human born in the Empire. In order to become a knight, one must distinguish himself or herself on the field of battle or in service to chivalric causes. Given the peaceful state of the Imperial heartland, more and more knights are raised without any combat experience.  &lt;br /&gt;
&lt;br /&gt;
===Knight Errant===&lt;br /&gt;
&lt;br /&gt;
The embodied fantasy of the wandering warrior, the Knight Errant has few responsibilities beyond service to chivalric ideals. Knights errant possess correspondingly great freedom to act in the interests of the Empire. These knights must be sworn to serve a liege lord, but they are subject to a light hand. Many knights errant choose to live outside of the Empire, working to forward Imperial interests in hostile terrain. Some champion various causes within the boundaries of Turamzzyr. Although it is the de facto lowest rank of knighthood, many knights errant attain celebrity for their brave deeds and quests than other, more responsibility-laden servants of the Empire. Some are members of chivalric orders, but this is not a requirement.&lt;br /&gt;
&lt;br /&gt;
===Knight of the Empire===&lt;br /&gt;
&lt;br /&gt;
Marginally above the default status of knights errant, Knights of the Empire are often saddled with administrative and military charges within the Empire, which can infringe upon their ability to advance in the hierarchy. Knights of the Empire owe their primary allegiance to the lord who raised them, but this service may be passed on without consent or notification to another noble (such as when Earl Eddric Jovery raised Knights of the Empire; they now serve Baron Malwind.) Knights of the Empire often find themselves as leaders of troops under knights-banneret or other nobles, but sometimes end up in administrative positions as a career dead-end. Almost all are members of chivalric orders.&lt;br /&gt;
&lt;br /&gt;
===Knight-Banneret===&lt;br /&gt;
&lt;br /&gt;
This can be considered the highest level of knighthood.  It is often given on the field of battle, and it allows a knight to raise his own standard and organize his or her own fighting force.  Generally, one should be a regular knight first, but outstanding achievement and hard work can sometimes catapult newly raised knights into this position, bypassing lower ranks.&lt;br /&gt;
&lt;br /&gt;
==Those Outside: Non-Humans in a Human Land==&lt;br /&gt;
&lt;br /&gt;
No discussion of the honorifics available in the Empire would be wholly complete without a mention of those demeaned by Imperial law. In Turamzzyr, it is obviously preferable that one be human. However, dwarves and giantmen are generally considered physically similar enough to warrant no special coldness from most Imperial citizens, especially those who live in border states. Aurmont&#039;s Edict of 5113, said to be inspired by the long service of Baron Malwind--who himself was part elven--declared that no individual within the Empire who bears a drop of human blood should be treated as less than human. This has opened up massive new avenues of possibility for half-elves and half-krolvin, both of whom were frequent targets of human supremacist discrimination.&lt;br /&gt;
&lt;br /&gt;
The case is different for elves, sylvankind, dark elves, and gnomes, all of whom are still seen as second-class citizens in a land ill-disposed to change.&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&lt;br /&gt;
Governance is, it is said, the science of saving people from themselves.&lt;br /&gt;
&lt;br /&gt;
If that is truly the case, then perhaps our unjust system, which brutally oppresses some and unquestioningly upjumps others, is a necessary evil, or not evil at all. History has certainly shown us the consequences of deviating from established paths in favor of emotion and sentiment. The arrogant Faendryl, who deviated from millennia of tradition to forge their own bloody path. The Ice Queen, Issyldra, who by some accounts was a commoner who thought herself above the station of her birth. More recently, the disgraced Empress Mynal&#039;lyanna, who was unsatisfied with her worldly power and sought strength beyond even her own mighty grasp. The books of history are littered with such failures, marring the pages like so much spilled ink.&lt;br /&gt;
&lt;br /&gt;
So, the Empire seems a barbaric place, but for all its cruelty, the feudal system has kept our land in a position of strength and safety since the Founding. It is not an arrangement without imperfections, but we humans are imperfect creatures. Without such traditions to divide us, would we unite only to tear our society apart in decadence and ungoverned fury? Perhaps it is our governing systems&#039; acknowledgment and embrace of these flaws, its adaptation of failings into fortitude, that truly stands as the true bulwark against our basest impulses.&lt;br /&gt;
&lt;br /&gt;
--From the desk of Paidreg Venquinor, called the Twice-Born, on 3 Koaratos in the Year 5113&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prestige_and_Prejudice_in_the_Empire_-_On_Imperial_Rank_and_Titles&amp;diff=67071</id>
		<title>Prestige and Prejudice in the Empire - On Imperial Rank and Titles</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prestige_and_Prejudice_in_the_Empire_-_On_Imperial_Rank_and_Titles&amp;diff=67071"/>
		<updated>2015-08-11T17:32:48Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
=Prestige and Prejudice in the Empire: On Imperial Rank and Titles=&lt;br /&gt;
&lt;br /&gt;
The Empire of Turamzzyr is steeped in traditions.&lt;br /&gt;
&lt;br /&gt;
Life within her vast borders is defined by one&#039;s blood and birth far more often than it is by one&#039;s accomplishments. Never will I hold a barony, no matter my efforts. Neither shall I ever know what it is to walk as a commoner, despite the extraordinary circumstances that have shaped my existence. The same is true of the hathlyn with an incredible talent for magic, who will never be welcomed as a Magister of the Hall, or the scullery maid born on the docks of Solhaven, who never shall see the interiors of Vornavis Keep, save, perhaps, as a servant.&lt;br /&gt;
&lt;br /&gt;
For all the unpleasant questions those truths invite, this system has driven Turamzzyr forward for centuries. Unlike questions of relative merit, which are subjective and not easily settled, there is rarely meaningful debate within the Empire over the value of one&#039;s blood. Even at the most permissive verges of the land, where our borders blend with the lands beyond, these agreed-upon truths set a structure to life&#039;s affairs, one that governs the basest hathlyn to the holder of the Sun Throne himself. It is not a perfect order, but it is necessary nonetheless.&lt;br /&gt;
&lt;br /&gt;
Perhaps it is an irony for one such as I, who has both clung to the peak of privilege and slumbered in the valleys of degradation, to be such an enthusiastic supporter of our land&#039;s system of nobility. The truth is that my homeland is not enamored of these systems: it depends upon them to survive. For all that I have railed against the systems of inequality that keep, for example, non-humans from service in prized martial orders, I have also seen the chaos wrought when those of one station seek to rise to another. This is perhaps our noble system&#039;s greatest accomplishment: it has kept a people predestined and predisposed to carnage from wiping each other out wholly. More, it has allowed us to fashion the greatest society since the rule of the drakes.&lt;br /&gt;
&lt;br /&gt;
This treatise, though brief, aims to explore the various honors and titles of the Turamzzyrian Empire, the clockwork that turns the gears of Elanthia&#039;s greatest nation.&lt;br /&gt;
&lt;br /&gt;
=Nobility=&lt;br /&gt;
&lt;br /&gt;
To the untrained eye, the paramount division in the Empire is that which exists between nobleman and commoner. When one is born into a Ruling House or other noble family, he or she is given a set of privileges and duties unattainable to commoners. What eludes many casual observers of the Turamzzyrian feudal system is the further striations among nobles themselves. These distinctions are vast and intractable, and they stand at the heart of our governance.&lt;br /&gt;
&lt;br /&gt;
==Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
The hereditary ranks of the Empire descend along noble bloodlines. Those who are born to power keep it, and those who are not rarely attain it. As is usual in such systems, power descends from the top, eddying in lesser tributaries before trickling down onto the common folk.&lt;br /&gt;
&lt;br /&gt;
===Emperor/Empress===&lt;br /&gt;
&lt;br /&gt;
The Emperor of Turamzzyr is the unchallenged ruler of the Empire. He rules from Tamzyrr and reigns for life or until abdication. His rule is nominally unchallenged, free of checks or balances so long as he lives. The totality of the office&#039;s power has, in reality, varied somewhat over the years, ebbing and waning with the diminishment and growth of other powerful interests in the Empire, such as the Church of Koar, the Hall of Mages, the Council of Lords, and the Small Ministry.&lt;br /&gt;
&lt;br /&gt;
Aurmont Anodheles&#039;s reign as emperor, for example, has seen major growth in the power of the Small Ministry, a circle of lords--traditionally from Tamzyrr--who serve as advisors to the crown. As emperor, he has personally issued little under a fourth of the edicts his predecessor, Mynal&#039;lyanna, produced during the same number of reigning years, which has allowed the Small Ministry carte blanche to legislate in his place. He is decidedly closer to the Hall of Mages than was Mynal&#039;lyanna, giving House Kestrel unprecedented freedoms and honors. Relations between the crown and the Church of Koar have been unexpectedly cool since Aurmont ascended to the throne, in direct contrast to Mynal&#039;lyanna&#039;s closeness to the religious organization.&lt;br /&gt;
&lt;br /&gt;
===Diadoch===&lt;br /&gt;
&lt;br /&gt;
The Diadoch is the declared successor of the emperor or empress. The Diadoch, when named, holds a seat upon the Small Ministry, helping to advise the Sun Throne and handle daily administrative duties. The position&#039;s holder can also be dispatched to various regions within the Empire as an emissary for the throne. Mynal&#039;lyana, like Aurmont after her, refused to designate a Diadoch, allegedly fearing that naming an heir would make it more likely for that heir to scheme against her. Throughout Turamzzyrian history, the presence of a Diadoch in the ruling house has been seen as a contributor to stability in the line of succession, but just as often, bloody succession battles have occurred, both in the house and on the battlefield, despite such designations.&lt;br /&gt;
&lt;br /&gt;
===The Small Ministry===&lt;br /&gt;
&lt;br /&gt;
The Small Ministry is a handful of individuals, chosen and serving at the whim of the Emperor, as advisors to the Sun Throne.  This group consists of four seats, one occupied by the Royal Magister of the Hall of Mages, the second filled by the diadoch as the chosen heir to the Throne, the third position is held by the Keeper of the Coffers, and the fourth is occupied by the Prelate of the Church of Koar in Tamzzyr, who acts as the Patriarch&#039;s voice to the Sun Throne. These positions serve for life, unless vacated by death, resignation, or royal decree.&lt;br /&gt;
&lt;br /&gt;
===The Council of Lords===&lt;br /&gt;
&lt;br /&gt;
The Council of Lords was founded in 4686 by Emperor Perrinor Rysus, who had gained the support of a large number of wealthy houses in the Empire by swearing to address the outrageous precedent set by previous rulers. The Council of Lords consists of one member of each leading House of the Empire, for the purpose of establishing and scribing the Rysus Codex, a massive document detailing the laws of the Empire, helping the kingdom to transition into a feudalistic society, with noble titles and holdings bestowed upon the leading families of the Empire.&lt;br /&gt;
&lt;br /&gt;
The Council of Lords remains today, though rarely are they called upon unless Imperial laws are sought to be created or amended. The Council consists of seven members, each one the Heads of the Houses from Torre, Aldora, Estoria, Highmount, South Hendor, Seareach, and Jantalar.&lt;br /&gt;
&lt;br /&gt;
===Duke===&lt;br /&gt;
&lt;br /&gt;
Dukes are the first among the titled gentry of the Empire. Throughout Turamzzyrian history, these positions have frequently been held by heirs of the Sun Throne. The duchies of Aldora and Selanthia are the oldest standing regions within the Empire, and their nobles and rulers have amassed more wealth and influence than other regions further from the capital. Dukes hold command of large Imperial forces, second only to the Sentinels and the Sun Throne. In some cases, a duke can hold the position of Sentinel.&lt;br /&gt;
&lt;br /&gt;
The Duchy of Kezmon was lost in a mysterious tragedy and the rights and titles of the area were transferred directly to the holder of the Sun Throne. As such, the Emperor may choose to include &amp;quot;Duke of Kezmon Isle&amp;quot; among his many stylings.&lt;br /&gt;
&lt;br /&gt;
===Earl===&lt;br /&gt;
&lt;br /&gt;
Like barons and counts, earls are the titular heads of Ruling Houses, ancestral lines that manage individual segments of the Turamzzyrian Empire. They are set above their peers due to special duties to the Empire, which are supposed to be put before personal or familial goals. For example, Earl Eddric Jovery is the Northern Sentinel, which charges him with responsibility for the safety of the Empire&#039;s northern borders, including Talador, Jantalar, Mestanir, Vornavis, and Riverwood. The Earl of Chastonia, likewise, is the titular patriarch of House Kestrel and hereditary Royal Magister, responsible for national policies on arcane arts.&lt;br /&gt;
&lt;br /&gt;
Earldoms have a long history within the Empire, being some of the most ancient regions of human dominance in existence.&lt;br /&gt;
&lt;br /&gt;
===Counts and Barons===&lt;br /&gt;
&lt;br /&gt;
Counties are generally at the heart of the Empire with a longer history of human occupation than baronies. Baronies are generally the most recent regions of the Turamzzyrian Empire raised to provincial status with a noble family ruling over it, primarily designed as a bulwark against enemies of the Sun Throne and a source of raw goods for the Empire. Typically, barons oversee a smaller population and less development land, and counts enjoy the prominence and more influence of being further developed and closer to the center of Imperial politics.&lt;br /&gt;
&lt;br /&gt;
The title of count was a remnant of the Kannalan Empire that has failed to die out in the Turamzzyrian Empire due to age-old tradition. Some speculate the ancestry of counts can be traced back to Kannalan bloodlines, though often through questionable means. While both count and baron are prestigious and noble positions, counts typically wield more influence because of their historic place within the Empire, the size of their populations they oversee, and the amassed wealth of the noble families over time.&lt;br /&gt;
&lt;br /&gt;
Counts and barons have the distinction of being eligible to sit on the Council of Lords, which allows them to advise the Emperor directly. Traditionally, this has meant that they send representatives to Tamzyrr to speak for their houses. Advances in magic within the last century have facilitated meetings of the Council across great distances.&lt;br /&gt;
&lt;br /&gt;
===Baronets and Viscounts===&lt;br /&gt;
&lt;br /&gt;
Baronets and viscounts are landed local noble houses who generally have voting rights on a council that advises their local baron, count, or earl. In order to be a baronet or a viscount, one must own or be granted lands within said barony, county, or earldom. Often times, baronets and viscounts serve in other roles unrelated to the mastery of their given lands. As an example, the previous Lord Provost of Solhaven was also a baronet in the service of Baron Malwind of Vornavis.&lt;br /&gt;
&lt;br /&gt;
==Non-Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
Common children, it is said, are fed from a young age tales of the baseborn who are lifted up into the ranks of nobility. The truth is that elevation from poor station is difficult and rare to attain. In these cases, the deeds of the ancestor are not conveyed upon the child. The system presses in on the next generation, forcing them back down into their assigned path. It is not a sentimental process.&lt;br /&gt;
&lt;br /&gt;
===Chevalier===&lt;br /&gt;
&lt;br /&gt;
Chevaliers are unique among nobility in that their titles are non-hereditary. Essentially, to be raised to the status of chevalier implies service to the Empire, generally of a non-martial variety. They may be granted land when raised to nobility, but depending on the terms of that grant, these lands may revert to the crown upon the chevalier&#039;s death. It is possible for a chevalier to be raised, even posthumously, to the status of baronet or viscount, but only under rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Among commoners, there is often the perception that a single line of distinction exists between those who are noble and those who are not. In fact, the separations between nobles of different ranks are often starker and more resistant to change. One born as a child of a baron holds little hope for every wearing a count&#039;s crown, just as the one born of a count&#039;s lineage is highly unlikely to become emperor.&lt;br /&gt;
&lt;br /&gt;
===Knights===&lt;br /&gt;
&lt;br /&gt;
Knights hold an unusual place in the Turamzzyrian hierarchy. They are generally seen as a martial counterpart to the chevalier, but many martial orders have gone decades without seeing combat, with no corresponding drops in membership. For this reason, knighthoods and chivalric orders are discussed in their own section later in this document.&lt;br /&gt;
&lt;br /&gt;
===Protector===&lt;br /&gt;
&lt;br /&gt;
The official title of Protector is not very common within the Empire and is reserved primarily for ordlyn and sylvan defenders who aid Imperial orders against the threats of the Horned Cabal. Duke Chandrennin has allowed for a lesser recognition of non-humans and sylvans who provide heroic contributions in the war against the Horned Cabal, and while the title may be bestowed upon them, they are not given a formal title or land. Such a decision in Aldora is primarily mocked in other areas of the Turamzzyrian Empire, although some rumors suggest a few provinces in the far north are considering similar accolades for those who join the fight against the monster hordes.&lt;br /&gt;
&lt;br /&gt;
=The Spellbook, the Church, and the Sword=&lt;br /&gt;
&lt;br /&gt;
Turamzzyr&#039;s desire to classify its citizenry goes beyond mere distinctions of nobility. In addition to the aforementioned distinctions, the Empire also takes pride in recognizing meritorious service in the fields of warfare and magic. It should be noted, however, that even these honorifics are not immune to the cold influence of our feudal system--sons of noble houses often find it easier to rise in the ranks of the Hall of Mages, the Church of Koar, and the various chivalric orders than the common born.&lt;br /&gt;
&lt;br /&gt;
==The Hall of Mages==&lt;br /&gt;
&lt;br /&gt;
The research done by the Hall of Mages has led to constant innovations and improvements in the quality of Turamzzyrian life, with the Hall&#039;s primary purpose being focused around the knowledge and mastery of magic. In addition, the Hall of Mages is tasked with the registration and control of elemental magic users within the Empire&#039;s borders to better manage and contain disasters from occurring, such as the infamous creation of the Wizardwaste with the destruction of Toullaire. Magic has been the backbone of House Kestrel&#039;s strength and because of this unspoken fact, their members are accorded extraordinary honor within Imperial borders. &lt;br /&gt;
&lt;br /&gt;
While the Hall of Mages focuses more on knowledge and control of the magical arts, the Imperial Drakes operate as an equal force under the Royal Magister. The Imperial Drakes were formed to create a devastating military power and influence for the Sun Throne to deal with threats, both internal and external. &lt;br /&gt;
&lt;br /&gt;
Even though the Hall claims to concern itself first and foremost with the affairs of the arcane, its members are heavily mired in politicking and tradition. The hierarchy within the Hall is no less rigid than that outside. The following are titles held by members of the Hall and their rough responsibilities.&lt;br /&gt;
&lt;br /&gt;
===Royal Magister===&lt;br /&gt;
&lt;br /&gt;
Although seen as the highest ranking magister in the Empire, the Royal Magister is actually not the administrative head of the Hall of Mages. The position is faithfully inherited along with the Earldom of Chastonia and patriarchy of House Kestrel, but the gift for magic is not. Therefore, there have been entire swathes of history wherein the Empire&#039;s Royal Magister is not, actually, an able spellcaster. Further confusing matters, the honorific &amp;quot;Your Wisdom&amp;quot; is reserved only for the Royal Magister and the Rector, the factual administrator of the Hall.&lt;br /&gt;
&lt;br /&gt;
The primary role of the Royal Magister is to advise the Sun Throne on important matters regarding magic and the direction it will take within the Empire, overseeing the general practice of magical education.  While the position is charged with oversight of the Hall of Mages, the responsibility of overseeing the day-to-day activities falls to the Rector of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Rector of the Hall===&lt;br /&gt;
&lt;br /&gt;
The Rector is the official in charge of overseeing the smooth running of the Hall of Mages and its system of satellite colleges. Traditionally, he or she is among the most powerful Kestrel mages, but occasionally, members of other bloodlines have served between Kestrels. The Rector of the Hall also serves as the head of the primary campus of the Hall of Mages in Tamzyrr. &lt;br /&gt;
&lt;br /&gt;
===Magister Provost===&lt;br /&gt;
&lt;br /&gt;
The Magisters Provost are the heads of the seven satellite colleges of the Hall of Mages, which are located in The Swale, Nydds, Elstreth, Phannus, Immuron, Brantur, and Connedale. They are addressed by the title &amp;quot;Archmagister&amp;quot; and are generally accountable only to the Rector and the Royal Magister. A sometimes-friendly rivalry exists between the western campuses of The Swale and Elstreth and Immuron, to the East. Brantur is seen as a peculiar college with a sinister reputation due to its proximity to Maelshyve and New Ta&#039;Faendryl. The satellite school in Connedale is generally viewed as rough and provincial.&lt;br /&gt;
&lt;br /&gt;
===Imperial Magister===&lt;br /&gt;
&lt;br /&gt;
The nine Imperial Magisters are also addressed as &amp;quot;Archmagister&amp;quot; and are generally seen as reporting only to the Royal Magister. They are responsible for the oversight of trained mages and wild talents across the Empire. Imperial Magisters generally serve on a rotating basis. They are selected from the highest echelons of the magical thaumatocracy.&lt;br /&gt;
&lt;br /&gt;
Reporting directly to each Imperial Magister are the Adjudicators and Witchhunters, the Hall&#039;s version of inquisitors and executioners.&lt;br /&gt;
&lt;br /&gt;
===Adjudicator===&lt;br /&gt;
&lt;br /&gt;
This is the branch of the Hall of Mages that works very similar to Imperial inquisitors. They are often dispatched to investigate crimes related to rogue magic but also have jurisdiction over specific crimes committed against the Hall of Mages or its members. Their missions are primarily focused on fact-finding and only in rare circumstances, and often with approval from the Royal Magister or Imperial Magisters, can they also act as judge and juror. Otherwise, their findings must be documented and communicated back to the appropriate heads in the Hall of Mages.&lt;br /&gt;
&lt;br /&gt;
===Witchhunter===&lt;br /&gt;
&lt;br /&gt;
This branch of the Hall of Mages specifically deals with tracking and eliminating rogue magic users, be they former Hall members who have become criminals or dark magic users suspected of performing forbidden spells within the Empire&#039;s boundaries. Witchhunters are also trained in specialized anti-magic counter measures to more easily allow them to overwhelm and subdue their targets, or kill them if necessary.&lt;br /&gt;
 &lt;br /&gt;
There exists one position filled by a high-ranking witchhunter at each satellite college. He or she reports directly to the Royal Magister of the Hall of Mages. The Imperial Magister is an expert on magic and its counters, and oversees both adjudicators and witchhunters. The Imperial Magister and Royal Magister share the authority to send adjudicators to collect information. If a crime is deemed to have been committed, the Imperial Magister will typically dispatch witchhunters to bring enemies of the Hall to justice.&lt;br /&gt;
&lt;br /&gt;
===Archiver===&lt;br /&gt;
&lt;br /&gt;
The archivers of the Hall of Mages help maintain order in the official archives of the Hall, serving throughout its network of colleges. They are responsible for the protection of the archives and the cataloging of all tomes, research, and artifacts. They also function as the official scriveners of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Grand Magister===&lt;br /&gt;
&lt;br /&gt;
Grand Magisters are recognized masters of their craft, elevated above the standard magister. The title can only be attained through years of difficult postgraduate work.&lt;br /&gt;
&lt;br /&gt;
===Magister===&lt;br /&gt;
&lt;br /&gt;
Magisters are members of the Hall of Mages who have proven themselves masters of their arts. Although no official racial limitations prevent non-humans from acquiring the title, there have been scant few non-human magisters in the history of the Empire. This is the only rank in the Hall of Mages generally open to commoners.&lt;br /&gt;
&lt;br /&gt;
===Prentice Mage===&lt;br /&gt;
&lt;br /&gt;
Prentices are mages who have been accepted for study at the Hall, but have not yet completed their studies. Many prentices actually work outside of the Hall, studying abroad and gaining valuable life experience, as innovation is far more prized by the staff than rote repetition.&lt;br /&gt;
&lt;br /&gt;
==The Church==&lt;br /&gt;
&lt;br /&gt;
The foremost religious organization in Turamzzyr is the Church of Koar, but that has not prevented the growth of other, similar fellowships over the course of Imperial history. Unlike the Hall of Mages, the churches usually embrace their obsessions with tradition-based orderings, claiming that human structures are inherent and that they must be the will of their respective gods.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Church of Koar is unusual in its status as a monolithic organization dedicated to the worship of a given deity. Most Arkati have several or many orders dedicated to their worship within the Empire. The Daughters of Lumnis are a matriarchal organization that disagree vehemently with the Children of Many Colors, another Lumnisian church, and less recently, the Order of Dreamwalkers became wholly independent of its parent body, the Fellowship of Night.&lt;br /&gt;
&lt;br /&gt;
Although this document primarily concerns itself with ranks within the Church, equivalent titles are provided where available and applicable.&lt;br /&gt;
&lt;br /&gt;
===Patriarch===&lt;br /&gt;
&lt;br /&gt;
The leader of the Church is known as the Patriarch. The Patriarch is always male, but the heads of other religious orders are not always so. Such is evident in the case of the Bountiful Mother of the Order of Oleani, who is always female, or the Hand of Kai, who may be of either gender. Although honorifics among the various orders and churches may vary, it is proper to address the Patriarch as &amp;quot;Your Holiness&amp;quot; and some variation thereof is usually a safe means of referring to the heads of other holy orders.&lt;br /&gt;
&lt;br /&gt;
===Presbyter===&lt;br /&gt;
&lt;br /&gt;
For the Church, the presbyters are an inner order of priests dedicated to the interpretation of Koar&#039;s acts on Elanthia. As a result, it is from their ranks that the Sun Throne ultimately selects the new Patriarch. Few other religious orders in the Empire have an corresponding body. Presbyters are addressed as &amp;quot;Your Eminence,&amp;quot; as are their local analogues, the prelates.&lt;br /&gt;
&lt;br /&gt;
===Prelate===&lt;br /&gt;
&lt;br /&gt;
The title was originally conveyed upon the leader of the eldest Koarian congregation in a given barony, county, or earldom. Over time, the title has evolved to be conveyed upon the Koarian religious leader in a given territory. Prelates are responsible for setting the course of worship for their domain. They also consult with their local ruling house heads on matters of faith.&lt;br /&gt;
&lt;br /&gt;
While the Imperial courts have their own laws and regulations, it is the law of the Church which provides the last refuge for those who cannot find justice elsewhere. These judgments are made by the prelates, those chosen by the Patriarch to be extensions of his will beyond the center of the Empire. Because they are granted this power by the Patriarch, they can rule with wisdom. Prelates serve as the local authority over the Church of Koar in every region, which has been established as Imperial law since the time of Emperor Rallick Anodheles.&lt;br /&gt;
&lt;br /&gt;
===The First and Second Watchers===&lt;br /&gt;
&lt;br /&gt;
The First and Second Watchers of Koar report directly to the prelate in each region, and they are responsible for governing the small churches. At times, they are dispatched to travel and spread Koar&#039;s justice and will.&lt;br /&gt;
&lt;br /&gt;
===Deacon===&lt;br /&gt;
&lt;br /&gt;
Deacons are servants of the Church who are recognized for their service to their respective god. They are referred to as &amp;quot;Father&amp;quot; or &amp;quot;Mother&amp;quot; and can generally achieve this title after years of work in service to a given cause.&lt;br /&gt;
&lt;br /&gt;
==The Martial Orders of Turamzzyr==&lt;br /&gt;
&lt;br /&gt;
There are hundreds of martial orders of Turamzzyr, but knighthood is still one of the most prized achievements available to any human born in the Empire. In order to become a knight, one must distinguish himself or herself on the field of battle or in service to chivalric causes. Given the peaceful state of the Imperial heartland, more and more knights are raised without any combat experience.  &lt;br /&gt;
&lt;br /&gt;
===Knight Errant===&lt;br /&gt;
&lt;br /&gt;
The embodied fantasy of the wandering warrior, the Knight Errant has few responsibilities beyond service to chivalric ideals. Knights errant possess correspondingly great freedom to act in the interests of the Empire. These knights must be sworn to serve a liege lord, but they are subject to a light hand. Many knights errant choose to live outside of the Empire, working to forward Imperial interests in hostile terrain. Some champion various causes within the boundaries of Turamzzyr. Although it is the de facto lowest rank of knighthood, many knights errant attain celebrity for their brave deeds and quests than other, more responsibility-laden servants of the Empire. Some are members of chivalric orders, but this is not a requirement.&lt;br /&gt;
&lt;br /&gt;
===Knight of the Empire===&lt;br /&gt;
&lt;br /&gt;
Marginally above the default status of knights errant, Knights of the Empire are often saddled with administrative and military charges within the Empire, which can infringe upon their ability to advance in the hierarchy. Knights of the Empire owe their primary allegiance to the lord who raised them, but this service may be passed on without consent or notification to another noble (such as when Earl Eddric Jovery raised Knights of the Empire; they now serve Baron Malwind.) Knights of the Empire often find themselves as leaders of troops under knights-banneret or other nobles, but sometimes end up in administrative positions as a career dead-end. Almost all are members of chivalric orders.&lt;br /&gt;
&lt;br /&gt;
===Knight-Banneret===&lt;br /&gt;
&lt;br /&gt;
This can be considered the highest level of knighthood.  It is often given on the field of battle, and it allows a knight to raise his own standard and organize his or her own fighting force.  Generally, one should be a regular knight first, but outstanding achievement and hard work can sometimes catapult newly raised knights into this position, bypassing lower ranks.&lt;br /&gt;
&lt;br /&gt;
==Those Outside: Non-Humans in a Human Land==&lt;br /&gt;
&lt;br /&gt;
No discussion of the honorifics available in the Empire would be wholly complete without a mention of those demeaned by Imperial law. In Turamzzyr, it is obviously preferable that one be human. However, dwarves and giantmen are generally considered physically similar enough to warrant no special coldness from most Imperial citizens, especially those who live in border states. Aurmont&#039;s Edict of 5113, said to be inspired by the long service of Baron Malwind--who himself was part elven--declared that no individual within the Empire who bears a drop of human blood should be treated as less than human. This has opened up massive new avenues of possibility for half-elves and half-krolvin, both of whom were frequent targets of human supremacist discrimination.&lt;br /&gt;
&lt;br /&gt;
The case is different for elves, sylvankind, dark elves, and gnomes, all of whom are still seen as second-class citizens in a land ill-disposed to change.&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&lt;br /&gt;
Governance is, it is said, the science of saving people from themselves.&lt;br /&gt;
&lt;br /&gt;
If that is truly the case, then perhaps our unjust system, which brutally oppresses some and unquestioningly upjumps others, is a necessary evil, or not evil at all. History has certainly shown us the consequences of deviating from established paths in favor of emotion and sentiment. The arrogant Faendryl, who deviated from millennia of tradition to forge their own bloody path. The Ice Queen, Issyldra, who by some accounts was a commoner who thought herself above the station of her birth. More recently, the disgraced Empress Mynal&#039;lyanna, who was unsatisfied with her worldly power and sought strength beyond even her own mighty grasp. The books of history are littered with such failures, marring the pages like so much spilled ink.&lt;br /&gt;
&lt;br /&gt;
So, the Empire seems a barbaric place, but for all its cruelty, the feudal system has kept our land in a position of strength and safety since the Founding. It is not an arrangement without imperfections, but we humans are imperfect creatures. Without such traditions to divide us, would we unite only to tear our society apart in decadence and ungoverned fury? Perhaps it is our governing systems&#039; acknowledgment and embrace of these flaws, its adaptation of failings into fortitude, that truly stands as the true bulwark against our basest impulses.&lt;br /&gt;
&lt;br /&gt;
--From the desk of Paidreg Venquinor, called the Twice-Born, on 3 Koaratos in the Year 5113&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
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		<title>Prestige and Prejudice in the Empire - On Imperial Rank and Titles</title>
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		<updated>2015-08-11T17:31:08Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Turamzzyrian Titles&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Prestige and Prejudice in the Empire: On Imperial Rank and Titles=&lt;br /&gt;
&lt;br /&gt;
The Empire of Turamzzyr is steeped in traditions.&lt;br /&gt;
&lt;br /&gt;
Life within her vast borders is defined by one&#039;s blood and birth far more often than it is by one&#039;s accomplishments. Never will I hold a barony, no matter my efforts. Neither shall I ever know what it is to walk as a commoner, despite the extraordinary circumstances that have shaped my existence. The same is true of the hathlyn with an incredible talent for magic, who will never be welcomed as a Magister of the Hall, or the scullery maid born on the docks of Solhaven, who never shall see the interiors of Vornavis Keep, save, perhaps, as a servant.&lt;br /&gt;
&lt;br /&gt;
For all the unpleasant questions those truths invite, this system has driven Turamzzyr forward for centuries. Unlike questions of relative merit, which are subjective and not easily settled, there is rarely meaningful debate within the Empire over the value of one&#039;s blood. Even at the most permissive verges of the land, where our borders blend with the lands beyond, these agreed-upon truths set a structure to life&#039;s affairs, one that governs the basest hathlyn to the holder of the Sun Throne himself. It is not a perfect order, but it is necessary nonetheless.&lt;br /&gt;
&lt;br /&gt;
Perhaps it is an irony for one such as I, who has both clung to the peak of privilege and slumbered in the valleys of degradation, to be such an enthusiastic supporter of our land&#039;s system of nobility. The truth is that my homeland is not enamored of these systems: it depends upon them to survive. For all that I have railed against the systems of inequality that keep, for example, non-humans from service in prized martial orders, I have also seen the chaos wrought when those of one station seek to rise to another. This is perhaps our noble system&#039;s greatest accomplishment: it has kept a people predestined and predisposed to carnage from wiping each other out wholly. More, it has allowed us to fashion the greatest society since the rule of the drakes.&lt;br /&gt;
&lt;br /&gt;
This treatise, though brief, aims to explore the various honors and titles of the Turamzzyrian Empire, the clockwork that turns the gears of Elanthia&#039;s greatest nation.&lt;br /&gt;
&lt;br /&gt;
=Nobility=&lt;br /&gt;
&lt;br /&gt;
To the untrained eye, the paramount division in the Empire is that which exists between nobleman and commoner. When one is born into a Ruling House or other noble family, he or she is given a set of privileges and duties unattainable to commoners. What eludes many casual observers of the Turamzzyrian feudal system is the further striations among nobles themselves. These distinctions are vast and intractable, and they stand at the heart of our governance.&lt;br /&gt;
&lt;br /&gt;
==Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
The hereditary ranks of the Empire descend along noble bloodlines. Those who are born to power keep it, and those who are not rarely attain it. As is usual in such systems, power descends from the top, eddying in lesser tributaries before trickling down onto the common folk.&lt;br /&gt;
&lt;br /&gt;
===Emperor/Empress===&lt;br /&gt;
&lt;br /&gt;
The Emperor of Turamzzyr is the unchallenged ruler of the Empire. He rules from Tamzyrr and reigns for life or until abdication. His rule is nominally unchallenged, free of checks or balances so long as he lives. The totality of the office&#039;s power has, in reality, varied somewhat over the years, ebbing and waning with the diminishment and growth of other powerful interests in the Empire, such as the Church of Koar, the Hall of Mages, the Council of Lords, and the Small Ministry.&lt;br /&gt;
&lt;br /&gt;
Aurmont Anodheles&#039;s reign as emperor, for example, has seen major growth in the power of the Small Ministry, a circle of lords--traditionally from Tamzyrr--who serve as advisors to the crown. As emperor, he has personally issued little under a fourth of the edicts his predecessor, Mynal&#039;lyanna, produced during the same number of reigning years, which has allowed the Small Ministry carte blanche to legislate in his place. He is decidedly closer to the Hall of Mages than was Mynal&#039;lyanna, giving House Kestrel unprecedented freedoms and honors. Relations between the crown and the Church of Koar have been unexpectedly cool since Aurmont ascended to the throne, in direct contrast to Mynal&#039;lyanna&#039;s closeness to the religious organization.&lt;br /&gt;
&lt;br /&gt;
===Diadoch===&lt;br /&gt;
&lt;br /&gt;
The Diadoch is the declared successor of the emperor or empress. The Diadoch, when named, holds a seat upon the Small Ministry, helping to advise the Sun Throne and handle daily administrative duties. The position&#039;s holder can also be dispatched to various regions within the Empire as an emissary for the throne. Mynal&#039;lyana, like Aurmont after her, refused to designate a Diadoch, allegedly fearing that naming an heir would make it more likely for that heir to scheme against her. Throughout Turamzzyrian history, the presence of a Diadoch in the ruling house has been seen as a contributor to stability in the line of succession, but just as often, bloody succession battles have occurred, both in the house and on the battlefield, despite such designations.&lt;br /&gt;
&lt;br /&gt;
===The Small Ministry===&lt;br /&gt;
&lt;br /&gt;
The Small Ministry is a handful of individuals, chosen and serving at the whim of the Emperor, as advisors to the Sun Throne.  This group consists of four seats, one occupied by the Royal Magister of the Hall of Mages, the second filled by the diadoch as the chosen heir to the Throne, the third position is held by the Keeper of the Coffers, and the fourth is occupied by the Prelate of the Church of Koar in Tamzzyr, who acts as the Patriarch&#039;s voice to the Sun Throne. These positions serve for life, unless vacated by death, resignation, or royal decree.&lt;br /&gt;
&lt;br /&gt;
===The Council of Lords===&lt;br /&gt;
&lt;br /&gt;
The Council of Lords was founded in 4686 by Emperor Perrinor Rysus, who had gained the support of a large number of wealthy houses in the Empire by swearing to address the outrageous precedent set by previous rulers. The Council of Lords consists of one member of each leading House of the Empire, for the purpose of establishing and scribing the Rysus Codex, a massive document detailing the laws of the Empire, helping the kingdom to transition into a feudalistic society, with noble titles and holdings bestowed upon the leading families of the Empire.&lt;br /&gt;
&lt;br /&gt;
The Council of Lords remains today, though rarely are they called upon unless Imperial laws are sought to be created or amended. The Council consists of seven members, each one the Heads of the Houses from Torre, Aldora, Estoria, Highmount, South Hendor, Seareach, and Jantalar.&lt;br /&gt;
&lt;br /&gt;
===Duke===&lt;br /&gt;
&lt;br /&gt;
Dukes are the first among the titled gentry of the Empire. Throughout Turamzzyrian history, these positions have frequently been held by heirs of the Sun Throne. The duchies of Aldora and Selanthia are the oldest standing regions within the Empire, and their nobles and rulers have amassed more wealth and influence than other regions further from the capital. Dukes hold command of large Imperial forces, second only to the Sentinels and the Sun Throne. In some cases, a duke can hold the position of Sentinel.&lt;br /&gt;
&lt;br /&gt;
The Duchy of Kezmon was lost in a mysterious tragedy and the rights and titles of the area were transferred directly to the holder of the Sun Throne. As such, the Emperor may choose to include &amp;quot;Duke of Kezmon Isle&amp;quot; among his many stylings.&lt;br /&gt;
&lt;br /&gt;
===Earl===&lt;br /&gt;
&lt;br /&gt;
Like barons and counts, earls are the titular heads of Ruling Houses, ancestral lines that manage individual segments of the Turamzzyrian Empire. They are set above their peers due to special duties to the Empire, which are supposed to be put before personal or familial goals. For example, Earl Eddric Jovery is the Northern Sentinel, which charges him with responsibility for the safety of the Empire&#039;s northern borders, including Talador, Jantalar, Mestanir, Vornavis, and Riverwood. The Earl of Chastonia, likewise, is the titular patriarch of House Kestrel and hereditary Royal Magister, responsible for national policies on arcane arts.&lt;br /&gt;
&lt;br /&gt;
Earldoms have a long history within the Empire, being some of the most ancient regions of human dominance in existence.&lt;br /&gt;
&lt;br /&gt;
===Counts and Barons===&lt;br /&gt;
&lt;br /&gt;
Counties are generally at the heart of the Empire with a longer history of human occupation than baronies. Baronies are generally the most recent regions of the Turamzzyrian Empire raised to provincial status with a noble family ruling over it, primarily designed as a bulwark against enemies of the Sun Throne and a source of raw goods for the Empire. Typically, barons oversee a smaller population and less development land, and counts enjoy the prominence and more influence of being further developed and closer to the center of Imperial politics.&lt;br /&gt;
&lt;br /&gt;
The title of count was a remnant of the Kannalan Empire that has failed to die out in the Turamzzyrian Empire due to age-old tradition. Some speculate the ancestry of counts can be traced back to Kannalan bloodlines, though often through questionable means. While both count and baron are prestigious and noble positions, counts typically wield more influence because of their historic place within the Empire, the size of their populations they oversee, and the amassed wealth of the noble families over time.&lt;br /&gt;
&lt;br /&gt;
Counts and barons have the distinction of being eligible to sit on the Council of Lords, which allows them to advise the Emperor directly. Traditionally, this has meant that they send representatives to Tamzyrr to speak for their houses. Advances in magic within the last century have facilitated meetings of the Council across great distances.&lt;br /&gt;
&lt;br /&gt;
===Baronets and Viscounts===&lt;br /&gt;
&lt;br /&gt;
Baronets and viscounts are landed local noble houses who generally have voting rights on a council that advises their local baron, count, or earl. In order to be a baronet or a viscount, one must own or be granted lands within said barony, county, or earldom. Often times, baronets and viscounts serve in other roles unrelated to the mastery of their given lands. As an example, the previous Lord Provost of Solhaven was also a baronet in the service of Baron Malwind of Vornavis.&lt;br /&gt;
&lt;br /&gt;
==Non-Hereditary Ranks==&lt;br /&gt;
&lt;br /&gt;
Common children, it is said, are fed from a young age tales of the baseborn who are lifted up into the ranks of nobility. The truth is that elevation from poor station is difficult and rare to attain. In these cases, the deeds of the ancestor are not conveyed upon the child. The system presses in on the next generation, forcing them back down into their assigned path. It is not a sentimental process.&lt;br /&gt;
&lt;br /&gt;
===Chevalier===&lt;br /&gt;
&lt;br /&gt;
Chevaliers are unique among nobility in that their titles are non-hereditary. Essentially, to be raised to the status of chevalier implies service to the Empire, generally of a non-martial variety. They may be granted land when raised to nobility, but depending on the terms of that grant, these lands may revert to the crown upon the chevalier&#039;s death. It is possible for a chevalier to be raised, even posthumously, to the status of baronet or viscount, but only under rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Among commoners, there is often the perception that a single line of distinction exists between those who are noble and those who are not. In fact, the separations between nobles of different ranks are often starker and more resistant to change. One born as a child of a baron holds little hope for every wearing a count&#039;s crown, just as the one born of a count&#039;s lineage is highly unlikely to become emperor.&lt;br /&gt;
&lt;br /&gt;
===Knights===&lt;br /&gt;
&lt;br /&gt;
Knights hold an unusual place in the Turamzzyrian hierarchy. They are generally seen as a martial counterpart to the chevalier, but many martial orders have gone decades without seeing combat, with no corresponding drops in membership. For this reason, knighthoods and chivalric orders are discussed in their own section later in this document.&lt;br /&gt;
&lt;br /&gt;
===Protector===&lt;br /&gt;
&lt;br /&gt;
The official title of Protector is not very common within the Empire and is reserved primarily for ordlyn and sylvan defenders who aid Imperial orders against the threats of the Horned Cabal. Duke Chandrennin has allowed for a lesser recognition of non-humans and sylvans who provide heroic contributions in the war against the Horned Cabal, and while the title may be bestowed upon them, they are not given a formal title or land. Such a decision in Aldora is primarily mocked in other areas of the Turamzzyrian Empire, although some rumors suggest a few provinces in the far north are considering similar accolades for those who join the fight against the monster hordes.&lt;br /&gt;
&lt;br /&gt;
=The Spellbook, the Church, and the Sword=&lt;br /&gt;
&lt;br /&gt;
Turamzzyr&#039;s desire to classify its citizenry goes beyond mere distinctions of nobility. In addition to the aforementioned distinctions, the Empire also takes pride in recognizing meritorious service in the fields of warfare and magic. It should be noted, however, that even these honorifics are not immune to the cold influence of our feudal system--sons of noble houses often find it easier to rise in the ranks of the Hall of Mages, the Church of Koar, and the various chivalric orders than the common born.&lt;br /&gt;
&lt;br /&gt;
==The Hall of Mages==&lt;br /&gt;
&lt;br /&gt;
The research done by the Hall of Mages has led to constant innovations and improvements in the quality of Turamzzyrian life, with the Hall&#039;s primary purpose being focused around the knowledge and mastery of magic. In addition, the Hall of Mages is tasked with the registration and control of elemental magic users within the Empire&#039;s borders to better manage and contain disasters from occurring, such as the infamous creation of the Wizardwaste with the destruction of Toullaire. Magic has been the backbone of House Kestrel&#039;s strength and because of this unspoken fact, their members are accorded extraordinary honor within Imperial borders. &lt;br /&gt;
&lt;br /&gt;
While the Hall of Mages focuses more on knowledge and control of the magical arts, the Imperial Drakes operate as an equal force under the Royal Magister. The Imperial Drakes were formed to create a devastating military power and influence for the Sun Throne to deal with threats, both internal and external. &lt;br /&gt;
&lt;br /&gt;
Even though the Hall claims to concern itself first and foremost with the affairs of the arcane, its members are heavily mired in politicking and tradition. The hierarchy within the Hall is no less rigid than that outside. The following are titles held by members of the Hall and their rough responsibilities.&lt;br /&gt;
&lt;br /&gt;
===Royal Magister===&lt;br /&gt;
&lt;br /&gt;
Although seen as the highest ranking magister in the Empire, the Royal Magister is actually not the administrative head of the Hall of Mages. The position is faithfully inherited along with the Earldom of Chastonia and patriarchy of House Kestrel, but the gift for magic is not. Therefore, there have been entire swathes of history wherein the Empire&#039;s Royal Magister is not, actually, an able spellcaster. Further confusing matters, the honorific &amp;quot;Your Wisdom&amp;quot; is reserved only for the Royal Magister and the Rector, the factual administrator of the Hall.&lt;br /&gt;
&lt;br /&gt;
The primary role of the Royal Magister is to advise the Sun Throne on important matters regarding magic and the direction it will take within the Empire, overseeing the general practice of magical education.  While the position is charged with oversight of the Hall of Mages, the responsibility of overseeing the day-to-day activities falls to the Rector of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Rector of the Hall===&lt;br /&gt;
&lt;br /&gt;
The Rector is the official in charge of overseeing the smooth running of the Hall of Mages and its system of satellite colleges. Traditionally, he or she is among the most powerful Kestrel mages, but occasionally, members of other bloodlines have served between Kestrels. The Rector of the Hall also serves as the head of the primary campus of the Hall of Mages in Tamzyrr. &lt;br /&gt;
&lt;br /&gt;
===Magister Provost===&lt;br /&gt;
&lt;br /&gt;
The Magisters Provost are the heads of the seven satellite colleges of the Hall of Mages, which are located in The Swale, Nydds, Elstreth, Phannus, Immuron, Brantur, and Connedale. They are addressed by the title &amp;quot;Archmagister&amp;quot; and are generally accountable only to the Rector and the Royal Magister. A sometimes-friendly rivalry exists between the western campuses of The Swale and Elstreth and Immuron, to the East. Brantur is seen as a peculiar college with a sinister reputation due to its proximity to Maelshyve and New Ta&#039;Faendryl. The satellite school in Connedale is generally viewed as rough and provincial.&lt;br /&gt;
&lt;br /&gt;
===Imperial Magister===&lt;br /&gt;
&lt;br /&gt;
The nine Imperial Magisters are also addressed as &amp;quot;Archmagister&amp;quot; and are generally seen as reporting only to the Royal Magister. They are responsible for the oversight of trained mages and wild talents across the Empire. Imperial Magisters generally serve on a rotating basis. They are selected from the highest echelons of the magical thaumatocracy.&lt;br /&gt;
&lt;br /&gt;
Reporting directly to each Imperial Magister are the Adjudicators and Witchhunters, the Hall&#039;s version of inquisitors and executioners.&lt;br /&gt;
&lt;br /&gt;
===Adjudicator===&lt;br /&gt;
&lt;br /&gt;
This is the branch of the Hall of Mages that works very similar to Imperial inquisitors. They are often dispatched to investigate crimes related to rogue magic but also have jurisdiction over specific crimes committed against the Hall of Mages or its members. Their missions are primarily focused on fact-finding and only in rare circumstances, and often with approval from the Royal Magister or Imperial Magisters, can they also act as judge and juror. Otherwise, their findings must be documented and communicated back to the appropriate heads in the Hall of Mages.&lt;br /&gt;
&lt;br /&gt;
===Witchhunter===&lt;br /&gt;
&lt;br /&gt;
This branch of the Hall of Mages specifically deals with tracking and eliminating rogue magic users, be they former Hall members who have become criminals or dark magic users suspected of performing forbidden spells within the Empire&#039;s boundaries. Witchhunters are also trained in specialized anti-magic counter measures to more easily allow them to overwhelm and subdue their targets, or kill them if necessary.&lt;br /&gt;
 &lt;br /&gt;
There exists one position filled by a high-ranking witchhunter at each satellite college. He or she reports directly to the Royal Magister of the Hall of Mages. The Imperial Magister is an expert on magic and its counters, and oversees both adjudicators and witchhunters. The Imperial Magister and Royal Magister share the authority to send adjudicators to collect information. If a crime is deemed to have been committed, the Imperial Magister will typically dispatch witchhunters to bring enemies of the Hall to justice.&lt;br /&gt;
&lt;br /&gt;
===Archiver===&lt;br /&gt;
&lt;br /&gt;
The archivers of the Hall of Mages help maintain order in the official archives of the Hall, serving throughout its network of colleges. They are responsible for the protection of the archives and the cataloging of all tomes, research, and artifacts. They also function as the official scriveners of the Hall.&lt;br /&gt;
&lt;br /&gt;
===Grand Magister===&lt;br /&gt;
&lt;br /&gt;
Grand Magisters are recognized masters of their craft, elevated above the standard magister. The title can only be attained through years of difficult postgraduate work.&lt;br /&gt;
&lt;br /&gt;
===Magister===&lt;br /&gt;
&lt;br /&gt;
Magisters are members of the Hall of Mages who have proven themselves masters of their arts. Although no official racial limitations prevent non-humans from acquiring the title, there have been scant few non-human magisters in the history of the Empire. This is the only rank in the Hall of Mages generally open to commoners.&lt;br /&gt;
&lt;br /&gt;
===Prentice Mage===&lt;br /&gt;
&lt;br /&gt;
Prentices are mages who have been accepted for study at the Hall, but have not yet completed their studies. Many prentices actually work outside of the Hall, studying abroad and gaining valuable life experience, as innovation is far more prized by the staff than rote repetition.&lt;br /&gt;
&lt;br /&gt;
==The Church==&lt;br /&gt;
&lt;br /&gt;
The foremost religious organization in Turamzzyr is the Church of Koar, but that has not prevented the growth of other, similar fellowships over the course of Imperial history. Unlike the Hall of Mages, the churches usually embrace their obsessions with tradition-based orderings, claiming that human structures are inherent and that they must be the will of their respective gods.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Church of Koar is unusual in its status as a monolithic organization dedicated to the worship of a given deity. Most Arkati have several or many orders dedicated to their worship within the Empire. The Daughters of Lumnis are a matriarchal organization that disagree vehemently with the Children of Many Colors, another Lumnisian church, and less recently, the Order of Dreamwalkers became wholly independent of its parent body, the Fellowship of Night.&lt;br /&gt;
&lt;br /&gt;
Although this document primarily concerns itself with ranks within the Church, equivalent titles are provided where available and applicable.&lt;br /&gt;
&lt;br /&gt;
===Patriarch===&lt;br /&gt;
&lt;br /&gt;
The leader of the Church is known as the Patriarch. The Patriarch is always male, but the heads of other religious orders are not always so. Such is evident in the case of the Bountiful Mother of the Order of Oleani, who is always female, or the Hand of Kai, who may be of either gender. Although honorifics among the various orders and churches may vary, it is proper to address the Patriarch as &amp;quot;Your Holiness&amp;quot; and some variation thereof is usually a safe means of referring to the heads of other holy orders.&lt;br /&gt;
&lt;br /&gt;
===Presbyter===&lt;br /&gt;
&lt;br /&gt;
For the Church, the presbyters are an inner order of priests dedicated to the interpretation of Koar&#039;s acts on Elanthia. As a result, it is from their ranks that the Sun Throne ultimately selects the new Patriarch. Few other religious orders in the Empire have an corresponding body. Presbyters are addressed as &amp;quot;Your Eminence,&amp;quot; as are their local analogues, the prelates.&lt;br /&gt;
&lt;br /&gt;
===Prelate===&lt;br /&gt;
&lt;br /&gt;
The title was originally conveyed upon the leader of the eldest Koarian congregation in a given barony, county, or earldom. Over time, the title has evolved to be conveyed upon the Koarian religious leader in a given territory. Prelates are responsible for setting the course of worship for their domain. They also consult with their local ruling house heads on matters of faith.&lt;br /&gt;
&lt;br /&gt;
While the Imperial courts have their own laws and regulations, it is the law of the Church which provides the last refuge for those who cannot find justice elsewhere. These judgments are made by the prelates, those chosen by the Patriarch to be extensions of his will beyond the center of the Empire. Because they are granted this power by the Patriarch, they can rule with wisdom. Prelates serve as the local authority over the Church of Koar in every region, which has been established as Imperial law since the time of Emperor Rallick Anodheles.&lt;br /&gt;
&lt;br /&gt;
===The First and Second Watchers===&lt;br /&gt;
&lt;br /&gt;
The First and Second Watchers of Koar report directly to the prelate in each region, and they are responsible for governing the small churches. At times, they are dispatched to travel and spread Koar&#039;s justice and will.&lt;br /&gt;
&lt;br /&gt;
===Deacon===&lt;br /&gt;
&lt;br /&gt;
Deacons are servants of the Church who are recognized for their service to their respective god. They are referred to as &amp;quot;Father&amp;quot; or &amp;quot;Mother&amp;quot; and can generally achieve this title after years of work in service to a given cause.&lt;br /&gt;
&lt;br /&gt;
==The Martial Orders of Turamzzyr==&lt;br /&gt;
&lt;br /&gt;
There are hundreds of martial orders of Turamzzyr, but knighthood is still one of the most prized achievements available to any human born in the Empire. In order to become a knight, one must distinguish himself or herself on the field of battle or in service to chivalric causes. Given the peaceful state of the Imperial heartland, more and more knights are raised without any combat experience.  &lt;br /&gt;
&lt;br /&gt;
===Knight Errant===&lt;br /&gt;
&lt;br /&gt;
The embodied fantasy of the wandering warrior, the Knight Errant has few responsibilities beyond service to chivalric ideals. Knights errant possess correspondingly great freedom to act in the interests of the Empire. These knights must be sworn to serve a liege lord, but they are subject to a light hand. Many knights errant choose to live outside of the Empire, working to forward Imperial interests in hostile terrain. Some champion various causes within the boundaries of Turamzzyr. Although it is the de facto lowest rank of knighthood, many knights errant attain celebrity for their brave deeds and quests than other, more responsibility-laden servants of the Empire. Some are members of chivalric orders, but this is not a requirement.&lt;br /&gt;
&lt;br /&gt;
===Knight of the Empire===&lt;br /&gt;
&lt;br /&gt;
Marginally above the default status of knights errant, Knights of the Empire are often saddled with administrative and military charges within the Empire, which can infringe upon their ability to advance in the hierarchy. Knights of the Empire owe their primary allegiance to the lord who raised them, but this service may be passed on without consent or notification to another noble (such as when Earl Eddric Jovery raised Knights of the Empire; they now serve Baron Malwind.) Knights of the Empire often find themselves as leaders of troops under knights-banneret or other nobles, but sometimes end up in administrative positions as a career dead-end. Almost all are members of chivalric orders.&lt;br /&gt;
&lt;br /&gt;
===Knight-Banneret===&lt;br /&gt;
&lt;br /&gt;
This can be considered the highest level of knighthood.  It is often given on the field of battle, and it allows a knight to raise his own standard and organize his or her own fighting force.  Generally, one should be a regular knight first, but outstanding achievement and hard work can sometimes catapult newly raised knights into this position, bypassing lower ranks.&lt;br /&gt;
&lt;br /&gt;
==Those Outside: Non-Humans in a Human Land==&lt;br /&gt;
&lt;br /&gt;
No discussion of the honorifics available in the Empire would be wholly complete without a mention of those demeaned by Imperial law. In Turamzzyr, it is obviously preferable that one be human. However, dwarves and giantmen are generally considered physically similar enough to warrant no special coldness from most Imperial citizens, especially those who live in border states. Aurmont&#039;s Edict of 5113, said to be inspired by the long service of Baron Malwind--who himself was part elven--declared that no individual within the Empire who bears a drop of human blood should be treated as less than human. This has opened up massive new avenues of possibility for half-elves and half-krolvin, both of whom were frequent targets of human supremacist discrimination.&lt;br /&gt;
&lt;br /&gt;
The case is different for elves, sylvankind, dark elves, and gnomes, all of whom are still seen as second-class citizens in a land ill-disposed to change.&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&lt;br /&gt;
Governance is, it is said, the science of saving people from themselves.&lt;br /&gt;
&lt;br /&gt;
If that is truly the case, then perhaps our unjust system, which brutally oppresses some and unquestioningly upjumps others, is a necessary evil, or not evil at all. History has certainly shown us the consequences of deviating from established paths in favor of emotion and sentiment. The arrogant Faendryl, who deviated from millennia of tradition to forge their own bloody path. The Ice Queen, Issyldra, who by some accounts was a commoner who thought herself above the station of her birth. More recently, the disgraced Empress Mynal&#039;lyanna, who was unsatisfied with her worldly power and sought strength beyond even her own mighty grasp. The books of history are littered with such failures, marring the pages like so much spilled ink.&lt;br /&gt;
&lt;br /&gt;
So, the Empire seems a barbaric place, but for all its cruelty, the feudal system has kept our land in a position of strength and safety since the Founding. It is not an arrangement without imperfections, but we humans are imperfect creatures. Without such traditions to divide us, would we unite only to tear our society apart in decadence and ungoverned fury? Perhaps it is our governing systems&#039; acknowledgment and embrace of these flaws, its adaptation of failings into fortitude, that truly stands as the true bulwark against our basest impulses.&lt;br /&gt;
&lt;br /&gt;
--From the desk of Paidreg Venquinor, called the Twice-Born, on 3 Koaratos in the Year 5113&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Klysmar&amp;diff=66816</id>
		<title>Klysmar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Klysmar&amp;diff=66816"/>
		<updated>2015-08-03T14:37:05Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Klysmar&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Klysmar (cliss mahr)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common to the coastal lands around Ta&#039;Loenthra, The klys tree is a mid-sized tree with a trunk just wide enough for an adult elf to wrap his arms about. The tree boasts a multitude of branches that spread out from the trunk like a layered wooden canopy. The most distinguishable characteristic are the pale bluish green leaves. In addition to the unique color, the large rubbery leaves grow in groups of three. Each leaf has six small veins fanning out from a thick center spine. The dark silvery green bark is thick and hard, protecting the very soft pulpwood inside.&lt;br /&gt;
&lt;br /&gt;
The softness of the wood does not allow for this tree to be harvested for use in buildings, weapons, or other items that require a hard, sturdy material. However, due to an interesting combination of location and life cycle, the wood is transformed into a material perfect for the creation of instruments. Once a year, the tree sheds its bark to promote growth, leaving the soft underwood to the mercy of the elements. The rich sea air has a chance to penetrate the trunk and branches, developing a mineral-hardened material. In a few weeks, the tree renews its protective barrier, and the minerals it absorbed from the sea air are used as nutrients to support growth for the coming year.&lt;br /&gt;
&lt;br /&gt;
The master musicians and craftsmen of Ta&#039;Loenthra discovered that while the soft wood is unusable for most projects, the exposed mineral-rich wood is an exceptional base for the art of instrument making. It is easily cut into thin strips and re-softened in water to be flexible, excellent for creating beautiful instrument bodies or ornamentation. Once dried, the wood regains its hardened form. Master musicians covet instruments crafted from this material due to the natural resonance and beautiful grain. The wood can be dyed, but the natural silver-green shade will cause the grain to stand out through the new color.&lt;br /&gt;
&lt;br /&gt;
Klysmar wood is only used to craft the finest instruments Ta&#039;Loenthra can produce and can only be manipulated by a master craftsman who has worked with the wood for an extended period of time. It is rare that craftsmen would agree to export any of the precious material. Sufficient amounts of the wood must be provided when asking a craftsman to create such an instrument, and only a Loenthran craftsman would be able to manipulate it.&lt;br /&gt;
&lt;br /&gt;
[[category: elves]]&lt;br /&gt;
[[category: materials]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Klysmar&amp;diff=66815</id>
		<title>Klysmar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Klysmar&amp;diff=66815"/>
		<updated>2015-08-03T14:36:56Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  &amp;#039;&amp;#039;&amp;#039;Klysmar (cliss mahr)&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Material Description:&amp;#039;&amp;#039;&amp;#039;  Common to the coastal lands around Ta&amp;#039;Loenthra, The klys tree is a mid-sized tree with a trunk ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Klysmar (cliss mahr)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common to the coastal lands around Ta&#039;Loenthra, The klys tree is a mid-sized tree with a trunk just wide enough for an adult elf to wrap his arms about. The tree boasts a multitude of branches that spread out from the trunk like a layered wooden canopy. The most distinguishable characteristic are the pale bluish green leaves. In addition to the unique color, the large rubbery leaves grow in groups of three. Each leaf has six small veins fanning out from a thick center spine. The dark silvery green bark is thick and hard, protecting the very soft pulpwood inside.&lt;br /&gt;
&lt;br /&gt;
The softness of the wood does not allow for this tree to be harvested for use in buildings, weapons, or other items that require a hard, sturdy material. However, due to an interesting combination of location and life cycle, the wood is transformed into a material perfect for the creation of instruments. Once a year, the tree sheds its bark to promote growth, leaving the soft underwood to the mercy of the elements. The rich sea air has a chance to penetrate the trunk and branches, developing a mineral-hardened material. In a few weeks, the tree renews its protective barrier, and the minerals it absorbed from the sea air are used as nutrients to support growth for the coming year.&lt;br /&gt;
&lt;br /&gt;
The master musicians and craftsmen of Ta&#039;Loenthra discovered that while the soft wood is unusable for most projects, the exposed mineral-rich wood is an exceptional base for the art of instrument making. It is easily cut into thin strips and re-softened in water to be flexible, excellent for creating beautiful instrument bodies or ornamentation. Once dried, the wood regains its hardened form. Master musicians covet instruments crafted from this material due to the natural resonance and beautiful grain. The wood can be dyed, but the natural silver-green shade will cause the grain to stand out through the new color.&lt;br /&gt;
&lt;br /&gt;
Klysmar wood is only used to craft the finest instruments Ta&#039;Loenthra can produce and can only be manipulated by a master craftsman who has worked with the wood for an extended period of time. It is rare that craftsmen would agree to export any of the precious material. Sufficient amounts of the wood must be provided when asking a craftsman to create such an instrument, and only a Loenthran craftsman would be able to manipulate it.&lt;br /&gt;
&lt;br /&gt;
[[category: elves]]&lt;br /&gt;
[[category: materials]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ghorsa_Borthuum_and_Kharam-Dzu&amp;diff=66814</id>
		<title>Ghorsa Borthuum and Kharam-Dzu</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ghorsa_Borthuum_and_Kharam-Dzu&amp;diff=66814"/>
		<updated>2015-08-03T14:26:08Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Ghorsa Borthuum and Kharam-Dzu&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghorsa Borthuum and Kharam-Dzu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
There are two irrefutable truths about Ghorsa Borthuum. The first is that he was the founder of Kharam-Dzu. The second is that he established the Borthuum Mining Company. Stories have been told about him. Statues have been erected to him. Portraits have been painted of him. And accounts - some would say carefully edited accounts - of his life have been recorded in what is often referred to as the official record of the development of Kharam-Dzu - the Borthuum Mining Company Folios. The depictions of him range from a gruff, somewhat imposing figure to a simple, good-natured miner at home in miner&#039;s garb and holding a pick.&lt;br /&gt;
&lt;br /&gt;
Much of the official written information about him has traditionally been drawn from sifted extracts of Borthuum Mining Company Folios - which provides an interesting insight into the early years of Kharam-Dzu&#039;s development. The documents are felt to provide a sympathetic gloss to Ghorsa.This tome endeavors to record a more balanced accounting of Ghorsa&#039;s role and influence in the establishment and development of Kharam-Dzu. This is done through the examination not only of the &#039;official&#039; records but also through a piecing together of songs, poems and stories stemming from within and beyond the boundaries of the Terasian Isle. As will be seen, with the collation of this information a picture emerges, not only of a leader and a founding father, but of a shrewd politician and master manipulator.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
&lt;br /&gt;
Ghorsa grew up in a time when dwarven clans were less isolationist. Trading with humans was more commonplace, but there was still wariness about humans who were encroaching into the lands traditionally dominated by dwarven communities. A noteworthy human mining presence in the DragonSpine at that time was met with a degree of unease which filtered through to every dwarf, young and old. Ghorsa&#039;s father Krenak Borthuum was the principal adviser on atmospherics to the Gulroten Clan Chief, Agridan Brendal. The Gulroten clan was adept at extracting the extremely rare veniom from their mines near Zul Golorot. In the process, the clan had acquired a unique specialization - an understanding of natural phenomena such as lightning pulses, the impact of rain, and harnessing the power of the wind. This unique study was practiced almost exclusively for four months of each year in the town of Bortrazo&#039;s Canyon to the northeast. The annual migration also allowed the clan to escape the harshness of the northern winter. During these migrations Ghorsa would hear stories of the world beyond his own, of the humans finding their own mines and of the Turammzyrian Empire expanding northward. But the dominant tale of his youth was that of the lost cities of Kezmon Isle, an isle that has mysteriously vanished in 4873. Tales of the &amp;quot;Sunstone Cliffs of Kai Toka&amp;quot; - Kai Toka the capital of the isle - were recounted to such an extent that they became part of the clan&#039;s folklore.&lt;br /&gt;
&lt;br /&gt;
One verse of a celebrated song of the time claimed:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and Eonak, his hammer points the way&lt;br /&gt;
&lt;br /&gt;
To sunstones yet unmined&lt;br /&gt;
&lt;br /&gt;
A cart filled to the brim with jewels each day&lt;br /&gt;
&lt;br /&gt;
When Kezmon Isle you find...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Kezmon Isle ==&lt;br /&gt;
&lt;br /&gt;
For Ghorsa the idea of finding Kezmon Isle was not the childish dream of youth, but the serious consideration of a dwarf who by 4987 had standing within his clan. The thought took root and blossomed. It was two years after his father&#039;s death in 4992 that he began to develop quite complex plans. In 4995 a fully formed plan was presented to the clan chief for approval. The intricacy of the planning is evident from the duplicate plans held within the Kharam-Dzu museum. Ghorsa&#039;s inherited wealth would enable him to commission such a trip without any direct financial imposition on the clan. However such an undertaking was reliant on the combined skills of the clan whose involvement would require the blessing of the clan leader. The plan was presented as one of exploration - a plan to discover new lands and wealth and to even escape from the threat of human expansion and bitter northern winters for good. Ghorsa&#039;s force of argument played upon all the hopes and fears of the Gulroten Clan of the day. It also played to the vanity of the current clan leader Dralin Brendal.&lt;br /&gt;
&lt;br /&gt;
Although the project was heavily reliant upon the skills of his clan, Ghorsa surprisingly began to gather dwarves of the other local clans and even some of the mining clans further south. It was not unusual for clans to support each other. Clans had worked together successfully in defense against troll and orc invasions, the giantkin-dwarf wars, and less than a century before in the exploration of the caves near the beaches of Solhaven Bay. The Borthuum Folios record that:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...it is a testament to the strength of character of Ghorsa Borthuum that he was able to enthuse not only members of his own clan, but also other local clans.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Songs of the time speak of dwarves who represented the mountain Gezunel and Grevnek clans, and who brought their prized smithing skills to the venture. In addition, the Egrentek and Krethuum clans were also mentioned, as well the surprising presence of three Khanshael dwarves who also joined the group. The curiosity of their presence, with their physical traits not unlike that of the dhe&#039;nar dark elves, as well their absence from their far off lands won them such recognition. Their skill for discovering veins of metal and other expectant dwarven skills matched that of most clans and would not have otherwise earned them a place in song.&lt;br /&gt;
&lt;br /&gt;
== Balloon Construction ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...creation of a great machine&lt;br /&gt;
&lt;br /&gt;
to drift upon the wind&#039;s breath&lt;br /&gt;
&lt;br /&gt;
to lands beyond, in Eonak&#039;s hands&lt;br /&gt;
&lt;br /&gt;
transporting kindred kind...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gulroten Clan &amp;quot;Song of Ghorsa Borthuum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The idea of creating a balloon large enough to accommodate a significant number of dwarves took foresight. What in the more modern world was considered common place, was beyond the wildest dreams of most dwarves, even those within the Gulroten clan. The balloon&#039;s construction was a labor of love and a challenging task for which the Gulroten clan were well suited. The design was not too distinct from many smaller single-person crafts, which at the time experimented with a strong lightweight basket suspended below a spherical balloon envelope. The basket was built out of woven wicker and partitioned to segregate the centrally positioned fueling mechanism from up to 30 passengers, mining gear, charts, compasses, and provisions. The construction of the balloon envelope required the purchase of large quantities of Elven veniom to supplement that meager quantity taken from the Gulroten mines. Gwartilpo wheels, the latest invention by the Krethuum Clan for the spinning of metal thread, whirred day and night, created the thread to attach to the basket.&lt;br /&gt;
&lt;br /&gt;
In 4997, twenty-eight dwarves set off from the center of the Bortrazo&#039;s Canyon. By use of favorable winds they drifted slowly westward to thunderous applause and a fanfare equal to any ever seen before by the Gulroten clan. The names of the travelers are listed in the Borthuum Mining Company Folios, but there is little other verbal or written reference to most of the travelers with two notable exceptions. The Kazunel clan claim two dwarven smiths called Rezudal and Kendukal left their fire forges to join the quest of Ghorsa Borthuum. Although their family names are not included in song, the song is full of heraldic imagery which helps to confirm their presence. Conversely, there is a poem now recited by the Krethuum Clan with a much different tone. A verse captures the somewhat disparaging tone, but also provides us with the names of two further travelers:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...duty forsaken, clan forsaken;&lt;br /&gt;
&lt;br /&gt;
Did Dradel and Bedric,&lt;br /&gt;
&lt;br /&gt;
Abandon stock on Vaslavia Meadows&lt;br /&gt;
&lt;br /&gt;
To aid in Borthuum quest&lt;br /&gt;
&lt;br /&gt;
No Krethuum gain; to Krethuum shame...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(Poem: &amp;quot;Duty to the Clan&amp;quot;) anon&lt;br /&gt;
&lt;br /&gt;
== Arrival on Teras Isle ==&lt;br /&gt;
&lt;br /&gt;
An entry in the Borthuum Mining Company folio from 4997 makes reference to &amp;quot;...the winds blowing the balloon off course and the balloon coming to rest upon a peak.&amp;quot; Beyond this there is scant indication in any text as to how the travelers came to arrive on an island that was descriptively so different from the famed Kezmon Isle. The group flew precariously above the volcanic isle and landed heavily on the most prominent point - the volcano now known as Stormbrow. The impact resulted in the balloon&#039;s virtual destruction, although miraculously there were no fatalities. The occupants were able to salvage a portion of their scattered resources. The volcano afforded them a good view of much of the semi-tropical island, from the western forests, to the magnificent central canyon and the river which meandered to the sea.&lt;br /&gt;
&lt;br /&gt;
Ghorsa organized the group into working parties. Equipment was loaded onto their backs and they climbed somewhat precariously down the volcano. Apprehension about potential hostility from an as yet unknown indigenous population was used by Ghorsa to keep the group unified as they focused on finding shelter before the onset of night. They camped in an opening halfway down the volcano, and the cavern provided the first taste of the riches to be found on the island: the precious material of glaes. Within a few days much of the exterior of the island had been traversed and a rudimentary map created, which pinpointed the first obvious veins of rare and valuable minerals. Glaes was still a rare material, much prized for its strength and durability, and they had discovered large veins, of varying colors, including the rarest rainbow glaes. Assured that the island was uninhabited, Ghorsa claimed it for himself and declared that the island would be called &#039;Teras&#039;(meaning &#039;wonder or marvel&#039; in the Gulroten dialect).&lt;br /&gt;
&lt;br /&gt;
== The Borthuum Clan ==&lt;br /&gt;
&lt;br /&gt;
With the island producing food and fresh water aplenty, mining operations developed over the next few months after the arrival and with it, the erection of small support structures within and outside the rock. A small raft was constructed to give them access to the land on either side of the river and the river itself was named River Muagh after a tributary to Lake Jostallim to the west of the DragonSpine. The mining began with great industry in the belief that eventually the accumulated wealth would be transported to their respective clans. However it became apparent that some were reluctant to simply give away the wealth accumulated. Ghorsa himself believed strongly that the riches should be shared only with those who had joined him and was reluctant to see the wealth transferred from the island. The conflicting feelings within the group resulted in friction amongst its members and resulted in the very rare occurrence in dwarven history: the establishment of a new clan proposed by Ghorsa, the Borthuum Clan. All those who had come with him would become part of the clan and the clan would use their combined skills for the betterment of their island and themselves.&lt;br /&gt;
&lt;br /&gt;
This was a unique concept. Historically, dwarven clans had developed through the coming together of like-minded dwarves, forming communities based on shared interests. The strength of the clan, however, stemmed from filial loyalty, with generation after generation reinforcing and developing the clan&#039;s identity. The idea of breaking ties with existing clans for what were essentially commercial purposes was an entirely new one. To this day speculation abounds as to how Ghorsa convinced his companions to agree to the formation of the Borthuum Clan. Strength of will alone would not have been sufficient to combat the emotional ties the expedition members held to their long established clans. Some have suggested that pure greed was the motivating factor. Faced with the prospect of losing control of their accumulated wealth, each dwarf embraced the idea of the new clan. Although there may have been some element of truth to this, one deciding factor seems to be an agreement to provide all clans with substantial remuneration.&lt;br /&gt;
&lt;br /&gt;
There is a notable reference in the Foilio of 4999 to an agreement to supply &amp;quot;..a collection of precious gems and materials in abundance and to transport this to the mainland clans to honor them...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This was evidence of Ghorsa&#039;s political shrewdness. It is almost certain that these were tithes paid partly to smooth ruffled feathers of other dwarven clans, not least his own, but also to placate any qualms that his travelers may have had about abandoning their traditional clannish ties. An action which led to the enrichment of their old clan could hardly be seen as a betrayal.&lt;br /&gt;
Likewise, there was a transportation of a large consignment of materials and gems five years later to various clans. As an aside, the consignment to the Gultoren clan came later due to the acrimonious ten year Trade Dispute of 5002.&lt;br /&gt;
&lt;br /&gt;
Ghorsa was accepted as the clan chief and quickly established a council of ten, ensuring representation from each of the former clans. The remaining members were given advisory or enforcement posts of note appropriate to their skills and were accountable to the council members. The council members in turn were accountable to the clan leader. Thus, the political and administrative hierarchy was established. (It was not until many years later that the title of Prince was bestowed upon him, which coincided with the consolidation of his power base.)&lt;br /&gt;
&lt;br /&gt;
== Commercial Enterprise ==&lt;br /&gt;
&lt;br /&gt;
It soon became clear that visitors would not be deterred from traveling to the island. Human merchant ships continually found their way to the shores. The threat of krolvin attacks, though never realized, still presented a real threat. So Ghorsa, supported by the Council, proposed to open up borders to others, to encourage residence within isle, and to give the newly arrived a stake in the island&#039;s future. However, that stake would be rigidly controlled by the Borthuum clan. The first task was to establish the Borthuum Mining Company to facilitate and control trade with the outside world. All members of the Borthuum clan would share in the profits from this company, with the Clan Chief naturally retaining the greater proportion of the profits. A charter was established which solidfied the agreement and the crest of the Borthuum family became a miner&#039;s pick and a battleaxe crossed over a stack of ingots.&lt;br /&gt;
&lt;br /&gt;
Trade with human merchants was born out of necessity and pragmatism. Elsewhere, humans eagerly exchanged goods and services for the much sought after glaes items crafted by the dwarves. The first major trade event with humans occurred by accident, when a merchant ship arrived off shore after fleeing the threat of krolvin brigands. The ship was acquired at considerable cost from its human owners, but Ghorsa saw this as an investment. There was considerable benefit to the Borthuum clan members with this acquisition. By refitting the ship into both a cargo and passenger ship, they were able to arrange for the transportation of their families to the island after it hauled the first of many loads of glaes, amongst other valued ores and gems. The ship was named &amp;quot;The Glaesen Star&amp;quot; in honor of the precious glaes found on the island.&lt;br /&gt;
&lt;br /&gt;
== Development of the Town ==&lt;br /&gt;
&lt;br /&gt;
A bustling trading port was soon established. The buildings quickly designed to support mining operations had become a small temporary shanty town, which accommodated the families of the Borthuum clan as they arrived. Humans, dwarves and giantkin soon arrived in greater numbers, with small businesses centered around the port established only with the approval of the Borthuum Mining Company and subject to a tax. No business were permitted to operate in direct competition with the company. Eventually, the town spread outward beyond the confines of the shanty town and across the river into the canyon. The town that emerged was given the name Kharam-Dzu - roughly translated as King&#039;s (Kharam) City (Dzu) or City of Kings.&lt;br /&gt;
&lt;br /&gt;
One of the major impacts of trade was the increased wealth of the Borthuum Clan which enabled them to construct properties to the east of the town, away from the noise of the mining operations and with additional protection afforded by canyon walls. Their old properties in the shanty town were rented out to the newly arrived. Dense forests were harvested and wooden constructs were raised, which stretched from the craggy, reddish-brown canyon wall to the river, and formally marked the town&#039;s northern boundary. The wooden constructs, later be replaced with stone, solidified the town defenses and gave the growing population a sense of security.The power base of the Borthuum clan was consolidated with the creation of a militia, formed ostensibly to defend against the threat of Krolvin raiders and the indigenous wildlife. It also served to remind everyone of the military power behind the company, a power which matched its financial strength.&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
&lt;br /&gt;
There are those, perhaps envious, who have labelled Ghorsa an imperialist. However, there is no evidence to suggest that Ghorsa ever sought to extend his influence beyond the boundaries of Teras Isle or to undermine the traditional clan structure of the dwarven people. Ghorsa did not conquer, but merely made the most of the opportunities that presented themselves. He was undoubtedly politically shrewd and savvy, he recognized the system and worked it to his benefit. By his vision and sheer opportunism, Ghorsa created a undeniable legacy that influenced dwarves, Teras and Kharam-Dzu to the modern day.&lt;br /&gt;
&lt;br /&gt;
[[category: Teras Isle]]&lt;br /&gt;
[[category: dwarves]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ghorsa_Borthuum_and_Kharam-Dzu&amp;diff=66813</id>
		<title>Ghorsa Borthuum and Kharam-Dzu</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ghorsa_Borthuum_and_Kharam-Dzu&amp;diff=66813"/>
		<updated>2015-08-03T14:26:00Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  &amp;#039;&amp;#039;&amp;#039;Ghorsa Borthuum and Kharam-Dzu&amp;#039;&amp;#039;&amp;#039;   == Introduction ==  There are two irrefutable truths about Ghorsa Borthuum. The first is that he was the founder ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghorsa Borthuum and Kharam-Dzu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
There are two irrefutable truths about Ghorsa Borthuum. The first is that he was the founder of Kharam-Dzu. The second is that he established the Borthuum Mining Company. Stories have been told about him. Statues have been erected to him. Portraits have been painted of him. And accounts - some would say carefully edited accounts - of his life have been recorded in what is often referred to as the official record of the development of Kharam-Dzu - the Borthuum Mining Company Folios. The depictions of him range from a gruff, somewhat imposing figure to a simple, good-natured miner at home in miner&#039;s garb and holding a pick.&lt;br /&gt;
&lt;br /&gt;
Much of the official written information about him has traditionally been drawn from sifted extracts of Borthuum Mining Company Folios - which provides an interesting insight into the early years of Kharam-Dzu&#039;s development. The documents are felt to provide a sympathetic gloss to Ghorsa.This tome endeavors to record a more balanced accounting of Ghorsa&#039;s role and influence in the establishment and development of Kharam-Dzu. This is done through the examination not only of the &#039;official&#039; records but also through a piecing together of songs, poems and stories stemming from within and beyond the boundaries of the Terasian Isle. As will be seen, with the collation of this information a picture emerges, not only of a leader and a founding father, but of a shrewd politician and master manipulator.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
&lt;br /&gt;
Ghorsa grew up in a time when dwarven clans were less isolationist. Trading with humans was more commonplace, but there was still wariness about humans who were encroaching into the lands traditionally dominated by dwarven communities. A noteworthy human mining presence in the DragonSpine at that time was met with a degree of unease which filtered through to every dwarf, young and old. Ghorsa&#039;s father Krenak Borthuum was the principal adviser on atmospherics to the Gulroten Clan Chief, Agridan Brendal. The Gulroten clan was adept at extracting the extremely rare veniom from their mines near Zul Golorot. In the process, the clan had acquired a unique specialization - an understanding of natural phenomena such as lightning pulses, the impact of rain, and harnessing the power of the wind. This unique study was practiced almost exclusively for four months of each year in the town of Bortrazo&#039;s Canyon to the northeast. The annual migration also allowed the clan to escape the harshness of the northern winter. During these migrations Ghorsa would hear stories of the world beyond his own, of the humans finding their own mines and of the Turammzyrian Empire expanding northward. But the dominant tale of his youth was that of the lost cities of Kezmon Isle, an isle that has mysteriously vanished in 4873. Tales of the &amp;quot;Sunstone Cliffs of Kai Toka&amp;quot; - Kai Toka the capital of the isle - were recounted to such an extent that they became part of the clan&#039;s folklore.&lt;br /&gt;
&lt;br /&gt;
One verse of a celebrated song of the time claimed:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and Eonak, his hammer points the way&lt;br /&gt;
&lt;br /&gt;
To sunstones yet unmined&lt;br /&gt;
&lt;br /&gt;
A cart filled to the brim with jewels each day&lt;br /&gt;
&lt;br /&gt;
When Kezmon Isle you find...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Kezmon Isle ==&lt;br /&gt;
&lt;br /&gt;
For Ghorsa the idea of finding Kezmon Isle was not the childish dream of youth, but the serious consideration of a dwarf who by 4987 had standing within his clan. The thought took root and blossomed. It was two years after his father&#039;s death in 4992 that he began to develop quite complex plans. In 4995 a fully formed plan was presented to the clan chief for approval. The intricacy of the planning is evident from the duplicate plans held within the Kharam-Dzu museum. Ghorsa&#039;s inherited wealth would enable him to commission such a trip without any direct financial imposition on the clan. However such an undertaking was reliant on the combined skills of the clan whose involvement would require the blessing of the clan leader. The plan was presented as one of exploration - a plan to discover new lands and wealth and to even escape from the threat of human expansion and bitter northern winters for good. Ghorsa&#039;s force of argument played upon all the hopes and fears of the Gulroten Clan of the day. It also played to the vanity of the current clan leader Dralin Brendal.&lt;br /&gt;
&lt;br /&gt;
Although the project was heavily reliant upon the skills of his clan, Ghorsa surprisingly began to gather dwarves of the other local clans and even some of the mining clans further south. It was not unusual for clans to support each other. Clans had worked together successfully in defense against troll and orc invasions, the giantkin-dwarf wars, and less than a century before in the exploration of the caves near the beaches of Solhaven Bay. The Borthuum Folios record that:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...it is a testament to the strength of character of Ghorsa Borthuum that he was able to enthuse not only members of his own clan, but also other local clans.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Songs of the time speak of dwarves who represented the mountain Gezunel and Grevnek clans, and who brought their prized smithing skills to the venture. In addition, the Egrentek and Krethuum clans were also mentioned, as well the surprising presence of three Khanshael dwarves who also joined the group. The curiosity of their presence, with their physical traits not unlike that of the dhe&#039;nar dark elves, as well their absence from their far off lands won them such recognition. Their skill for discovering veins of metal and other expectant dwarven skills matched that of most clans and would not have otherwise earned them a place in song.&lt;br /&gt;
&lt;br /&gt;
== Balloon Construction ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...creation of a great machine&lt;br /&gt;
&lt;br /&gt;
to drift upon the wind&#039;s breath&lt;br /&gt;
&lt;br /&gt;
to lands beyond, in Eonak&#039;s hands&lt;br /&gt;
&lt;br /&gt;
transporting kindred kind...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gulroten Clan &amp;quot;Song of Ghorsa Borthuum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The idea of creating a balloon large enough to accommodate a significant number of dwarves took foresight. What in the more modern world was considered common place, was beyond the wildest dreams of most dwarves, even those within the Gulroten clan. The balloon&#039;s construction was a labor of love and a challenging task for which the Gulroten clan were well suited. The design was not too distinct from many smaller single-person crafts, which at the time experimented with a strong lightweight basket suspended below a spherical balloon envelope. The basket was built out of woven wicker and partitioned to segregate the centrally positioned fueling mechanism from up to 30 passengers, mining gear, charts, compasses, and provisions. The construction of the balloon envelope required the purchase of large quantities of Elven veniom to supplement that meager quantity taken from the Gulroten mines. Gwartilpo wheels, the latest invention by the Krethuum Clan for the spinning of metal thread, whirred day and night, created the thread to attach to the basket.&lt;br /&gt;
&lt;br /&gt;
In 4997, twenty-eight dwarves set off from the center of the Bortrazo&#039;s Canyon. By use of favorable winds they drifted slowly westward to thunderous applause and a fanfare equal to any ever seen before by the Gulroten clan. The names of the travelers are listed in the Borthuum Mining Company Folios, but there is little other verbal or written reference to most of the travelers with two notable exceptions. The Kazunel clan claim two dwarven smiths called Rezudal and Kendukal left their fire forges to join the quest of Ghorsa Borthuum. Although their family names are not included in song, the song is full of heraldic imagery which helps to confirm their presence. Conversely, there is a poem now recited by the Krethuum Clan with a much different tone. A verse captures the somewhat disparaging tone, but also provides us with the names of two further travelers:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...duty forsaken, clan forsaken;&lt;br /&gt;
&lt;br /&gt;
Did Dradel and Bedric,&lt;br /&gt;
&lt;br /&gt;
Abandon stock on Vaslavia Meadows&lt;br /&gt;
&lt;br /&gt;
To aid in Borthuum quest&lt;br /&gt;
&lt;br /&gt;
No Krethuum gain; to Krethuum shame...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(Poem: &amp;quot;Duty to the Clan&amp;quot;) anon&lt;br /&gt;
&lt;br /&gt;
== Arrival on Teras Isle ==&lt;br /&gt;
&lt;br /&gt;
An entry in the Borthuum Mining Company folio from 4997 makes reference to &amp;quot;...the winds blowing the balloon off course and the balloon coming to rest upon a peak.&amp;quot; Beyond this there is scant indication in any text as to how the travelers came to arrive on an island that was descriptively so different from the famed Kezmon Isle. The group flew precariously above the volcanic isle and landed heavily on the most prominent point - the volcano now known as Stormbrow. The impact resulted in the balloon&#039;s virtual destruction, although miraculously there were no fatalities. The occupants were able to salvage a portion of their scattered resources. The volcano afforded them a good view of much of the semi-tropical island, from the western forests, to the magnificent central canyon and the river which meandered to the sea.&lt;br /&gt;
&lt;br /&gt;
Ghorsa organized the group into working parties. Equipment was loaded onto their backs and they climbed somewhat precariously down the volcano. Apprehension about potential hostility from an as yet unknown indigenous population was used by Ghorsa to keep the group unified as they focused on finding shelter before the onset of night. They camped in an opening halfway down the volcano, and the cavern provided the first taste of the riches to be found on the island: the precious material of glaes. Within a few days much of the exterior of the island had been traversed and a rudimentary map created, which pinpointed the first obvious veins of rare and valuable minerals. Glaes was still a rare material, much prized for its strength and durability, and they had discovered large veins, of varying colors, including the rarest rainbow glaes. Assured that the island was uninhabited, Ghorsa claimed it for himself and declared that the island would be called &#039;Teras&#039;(meaning &#039;wonder or marvel&#039; in the Gulroten dialect).&lt;br /&gt;
&lt;br /&gt;
== The Borthuum Clan ==&lt;br /&gt;
&lt;br /&gt;
With the island producing food and fresh water aplenty, mining operations developed over the next few months after the arrival and with it, the erection of small support structures within and outside the rock. A small raft was constructed to give them access to the land on either side of the river and the river itself was named River Muagh after a tributary to Lake Jostallim to the west of the DragonSpine. The mining began with great industry in the belief that eventually the accumulated wealth would be transported to their respective clans. However it became apparent that some were reluctant to simply give away the wealth accumulated. Ghorsa himself believed strongly that the riches should be shared only with those who had joined him and was reluctant to see the wealth transferred from the island. The conflicting feelings within the group resulted in friction amongst its members and resulted in the very rare occurrence in dwarven history: the establishment of a new clan proposed by Ghorsa, the Borthuum Clan. All those who had come with him would become part of the clan and the clan would use their combined skills for the betterment of their island and themselves.&lt;br /&gt;
&lt;br /&gt;
This was a unique concept. Historically, dwarven clans had developed through the coming together of like-minded dwarves, forming communities based on shared interests. The strength of the clan, however, stemmed from filial loyalty, with generation after generation reinforcing and developing the clan&#039;s identity. The idea of breaking ties with existing clans for what were essentially commercial purposes was an entirely new one. To this day speculation abounds as to how Ghorsa convinced his companions to agree to the formation of the Borthuum Clan. Strength of will alone would not have been sufficient to combat the emotional ties the expedition members held to their long established clans. Some have suggested that pure greed was the motivating factor. Faced with the prospect of losing control of their accumulated wealth, each dwarf embraced the idea of the new clan. Although there may have been some element of truth to this, one deciding factor seems to be an agreement to provide all clans with substantial remuneration.&lt;br /&gt;
&lt;br /&gt;
There is a notable reference in the Foilio of 4999 to an agreement to supply &amp;quot;..a collection of precious gems and materials in abundance and to transport this to the mainland clans to honor them...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This was evidence of Ghorsa&#039;s political shrewdness. It is almost certain that these were tithes paid partly to smooth ruffled feathers of other dwarven clans, not least his own, but also to placate any qualms that his travelers may have had about abandoning their traditional clannish ties. An action which led to the enrichment of their old clan could hardly be seen as a betrayal.&lt;br /&gt;
Likewise, there was a transportation of a large consignment of materials and gems five years later to various clans. As an aside, the consignment to the Gultoren clan came later due to the acrimonious ten year Trade Dispute of 5002.&lt;br /&gt;
&lt;br /&gt;
Ghorsa was accepted as the clan chief and quickly established a council of ten, ensuring representation from each of the former clans. The remaining members were given advisory or enforcement posts of note appropriate to their skills and were accountable to the council members. The council members in turn were accountable to the clan leader. Thus, the political and administrative hierarchy was established. (It was not until many years later that the title of Prince was bestowed upon him, which coincided with the consolidation of his power base.)&lt;br /&gt;
&lt;br /&gt;
== Commercial Enterprise ==&lt;br /&gt;
&lt;br /&gt;
It soon became clear that visitors would not be deterred from traveling to the island. Human merchant ships continually found their way to the shores. The threat of krolvin attacks, though never realized, still presented a real threat. So Ghorsa, supported by the Council, proposed to open up borders to others, to encourage residence within isle, and to give the newly arrived a stake in the island&#039;s future. However, that stake would be rigidly controlled by the Borthuum clan. The first task was to establish the Borthuum Mining Company to facilitate and control trade with the outside world. All members of the Borthuum clan would share in the profits from this company, with the Clan Chief naturally retaining the greater proportion of the profits. A charter was established which solidfied the agreement and the crest of the Borthuum family became a miner&#039;s pick and a battleaxe crossed over a stack of ingots.&lt;br /&gt;
&lt;br /&gt;
Trade with human merchants was born out of necessity and pragmatism. Elsewhere, humans eagerly exchanged goods and services for the much sought after glaes items crafted by the dwarves. The first major trade event with humans occurred by accident, when a merchant ship arrived off shore after fleeing the threat of krolvin brigands. The ship was acquired at considerable cost from its human owners, but Ghorsa saw this as an investment. There was considerable benefit to the Borthuum clan members with this acquisition. By refitting the ship into both a cargo and passenger ship, they were able to arrange for the transportation of their families to the island after it hauled the first of many loads of glaes, amongst other valued ores and gems. The ship was named &amp;quot;The Glaesen Star&amp;quot; in honor of the precious glaes found on the island.&lt;br /&gt;
&lt;br /&gt;
== Development of the Town ==&lt;br /&gt;
&lt;br /&gt;
A bustling trading port was soon established. The buildings quickly designed to support mining operations had become a small temporary shanty town, which accommodated the families of the Borthuum clan as they arrived. Humans, dwarves and giantkin soon arrived in greater numbers, with small businesses centered around the port established only with the approval of the Borthuum Mining Company and subject to a tax. No business were permitted to operate in direct competition with the company. Eventually, the town spread outward beyond the confines of the shanty town and across the river into the canyon. The town that emerged was given the name Kharam-Dzu - roughly translated as King&#039;s (Kharam) City (Dzu) or City of Kings.&lt;br /&gt;
&lt;br /&gt;
One of the major impacts of trade was the increased wealth of the Borthuum Clan which enabled them to construct properties to the east of the town, away from the noise of the mining operations and with additional protection afforded by canyon walls. Their old properties in the shanty town were rented out to the newly arrived. Dense forests were harvested and wooden constructs were raised, which stretched from the craggy, reddish-brown canyon wall to the river, and formally marked the town&#039;s northern boundary. The wooden constructs, later be replaced with stone, solidified the town defenses and gave the growing population a sense of security.The power base of the Borthuum clan was consolidated with the creation of a militia, formed ostensibly to defend against the threat of Krolvin raiders and the indigenous wildlife. It also served to remind everyone of the military power behind the company, a power which matched its financial strength.&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
&lt;br /&gt;
There are those, perhaps envious, who have labelled Ghorsa an imperialist. However, there is no evidence to suggest that Ghorsa ever sought to extend his influence beyond the boundaries of Teras Isle or to undermine the traditional clan structure of the dwarven people. Ghorsa did not conquer, but merely made the most of the opportunities that presented themselves. He was undoubtedly politically shrewd and savvy, he recognized the system and worked it to his benefit. By his vision and sheer opportunism, Ghorsa created a undeniable legacy that influenced dwarves, Teras and Kharam-Dzu to the modern day.&lt;br /&gt;
&lt;br /&gt;
[[category: Teras Isle]]&lt;br /&gt;
[[category: dwarves]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66498</id>
		<title>Hot Summer Nights 2015</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66498"/>
		<updated>2015-07-24T19:03:49Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* Releases &amp;amp; Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HSN2015.jpg|center|1000px]]&lt;br /&gt;
&#039;&#039;&#039;[[Hot Summer Nights]] 2015&#039;&#039;&#039; (HSN) will run tentatively from June 21-August 31.  This is the first HSN since [http://www.play.net/gs4/news/2004_plans/HSN2004/home.asp 2004] and, per GM Wyrom, will focus on &amp;quot;long-awaited releases&amp;quot; and [[:Category: Official Documentation|documentation]].&lt;br /&gt;
== Releases &amp;amp; Updates ==&lt;br /&gt;
&#039;&#039;Note: The following should not be depended on to impart knowledge of all limits, cooldown periods, formulas, and other pertinent details of the releases.&#039;&#039;&lt;br /&gt;
[[Image:Elanthia.jpg|right|By GM Haliste|thumb]]&lt;br /&gt;
[[Image:Lorminstra.jpg|thumb|right|Lorminstra]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! HSN Week ||Date of Release || Release Info&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 21 ||&lt;br /&gt;
*101 Ways to Greet Lorminstra: [[Death%27s_Sting#Death_Messaging|Updated Death Messaging]]&lt;br /&gt;
*[[Long-term Benefits|FWI Sadie Scroll Sale]]: Checkbooks are now 400 points instead of 600 (located on the pedestal in the Gift Shop), and flares, padding, and enchanting are 10% off the final price for duration of HSN &lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 23 ||&lt;br /&gt;
*[[Custom spell prep]] expansion to 20 per character&lt;br /&gt;
*Updates to [[perfume]]s&lt;br /&gt;
*[[LOOK]] SORTEDVIEW [[flag]] option&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 24 ||&lt;br /&gt;
*[[UAC]] improvements in The [[Elemental Confluence]].  Users attacking elementals without cold/hot flaring weapons will now see some success.  Attacking elementals without enchanted gauntlets/boots is still not recommended, but will result in much less damage than seen previously. &lt;br /&gt;
*Lands restocked with [[real gem|REAL GEMS]]!&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 25 || &lt;br /&gt;
*[[Dragonbones]] scheduled for June 28 @ 2 pm&lt;br /&gt;
*[[Elanith|New world map]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Private%20Properties/view/28 Private property conversion raffle]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 26 ||&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Icemule%20Trace/view/1058 Icemule pawnshop updated to act like Landing one and say &amp;quot;value&amp;quot; of item instead of just offering 35k]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 27 ||&lt;br /&gt;
*New [[Adventurer&#039;s Guild]] location in [[Mist Harbor]] one block NE of Tigerlily &amp;amp; Rose&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 29 ||&lt;br /&gt;
*[[Monk]]s can now [[MEDITATE]] for damage [[resistance]]s (one at a time). More details on [[Meditation (saved posts)#Monk_Update|Wiki]] or [http://forums.play.net/forums/GemStone%20IV/Monks/Developer&#039;s%20Corner%20-%20Monks/view/1276 Officials].&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 30 ||&lt;br /&gt;
*[[SORT]] ALPHABETIC added to the SORT verb. (Works in conjunction with FLAG LOOK SORTEDVIEW to be more like ;sorter)&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 1 ||&lt;br /&gt;
*July is [[Roleplaying]] awareness month! ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/79 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 3 ||&lt;br /&gt;
*New documentation weekends throughout HSN ([http://forums.play.net/forums/19/241/3282/view/92 Officials])&lt;br /&gt;
*New Ta&#039;Vaalorian rare silk: [[Aquilorn]] ([http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3057 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 4 ||&lt;br /&gt;
*[[Burghal Gnome Enclave]] released ([http://forums.play.net/forums/GemStone%20IV/Races/Burghal%20Gnomes/view/36 Officials])&lt;br /&gt;
*[[SEND]] update: When sending mana, the amount taken from the sender will never exceed the max amount possible for the receiver to accept, and no mana will be lost if both parties have no common mana sharing abilities. [[F2P]] accounts can no longer send mana to other players without a spell pass. ([http://forums.play.net/forums/19/224/2480/view/806 Officials])&lt;br /&gt;
*[[Customs of the Elves of House Vaalor]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/99 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 5 ||&lt;br /&gt;
*[[STAMINA (verb)]] updates including &#039;&#039;&#039;STAMINA BURST&#039;&#039;&#039; and &#039;&#039;&#039;STAMINA SECOND WIND&#039;&#039;&#039; ([http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/General%20Discussion%20about%20H&amp;amp;C/view/729 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 7 ||&lt;br /&gt;
*[[Lorminstra]] image&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 8 ||&lt;br /&gt;
*[[Hendoran Outpost]] released ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/139 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 9 ||&lt;br /&gt;
*[[Sacrifice]] updates including cooldown reduction, Sacrifice Channel and Sacrifice Infest ([http://forums.play.net/forums/19/235/2630/view/374 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 10 ||&lt;br /&gt;
*[[And Then There Were Two (short story)]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/87 Officials])&lt;br /&gt;
*New [[forest gnome]] material: [[Plumille]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/88 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 11 ||&lt;br /&gt;
*[[STRIDE (verb)]] update adding 8 new ways to stride ([http://forums.play.net/forums/19/215/2311/view/1159 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 12 ||&lt;br /&gt;
*[[CHORTLE (verb)]] update adding 9 new ways to chortle ([http://forums.play.net/forums/19/215/2311/view/1164 Officials])&lt;br /&gt;
*[[SAY (verb)]] updates adding 69 new tones and 33 new speech verbs ([http://forums.play.net/forums/19/215/2311/view/1165 Officials])&lt;br /&gt;
*[[Mana Disruption (702)]] updated to remove &amp;quot;Touch of Disruption&amp;quot; creature check on [[tree viper]]s, [[war griffin]]s, etc.; no more hidden damage; and a new ability to disable a buff spell on an opponent for 15 seconds based on the average of [[EMC|Elemental]] and [[Spiritual Mana Control]] ranks and the [[summation chart]] ([http://forums.play.net/forums/19/235/2628/view/2686 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 13 ||&lt;br /&gt;
*[[Corrupt Essence (703)]] update adding an open cast version ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2710 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 14 ||&lt;br /&gt;
*[[Disintegrate (705)]] update adding bolt version and Necromancy benefits for a percent chance to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2762 Officials]}&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 15 ||&lt;br /&gt;
*[[Mind Jolt (706)]] messaging updated to be more demonic; Demonology lore benefit added to transfer the stun to a new target if the original dies with the mind jolt in effect, subject to a warding roll ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2816 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 16 ||&lt;br /&gt;
*[[Eye Spy (707)]] updated to standard spell duration and made refreshable ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2835 Officials])&lt;br /&gt;
*[[Divine Retribution (saved post)‎|Divine Retribution]] released as innate ability for [[paladin]]s once [[Guard the Meek (1613)]] has been learned.  It activates when a paladin has been killed, sending out a spiritual shockwave affecting all creatures in the area ([http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Spells/view/867 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 17 ||&lt;br /&gt;
*[[LAUGH (verb)]] update adding 4 new styles and making styles target-able ([http://forums.play.net/forums/19/215/2311/view/1188 Officials])&lt;br /&gt;
*New sorcerer knockdown/potential damage spell [[Grasp of the Grave (709)]] implemented; [[Quake]] has been moved to the Arcane Circle, 1714 ([http://forums.play.net/forums/19/235/2628/view/2845 Officials])&lt;br /&gt;
*New [[erithian]] culture: [[Volnath Dai]] for [[Order of Voln]] members and [[The Story of the Volnath Dai|origin story]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/175 Officials])&lt;br /&gt;
*New [[giantman]] material [[Iron Boar Hide|iron boar hide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/177 Officials])&lt;br /&gt;
*[[Wehnimer&#039;s Landing Militia (saved posts)|Wehnimer&#039;s Landing Militia]] open for joining by all WL citizens who meet the requirements ([http://forums.play.net/forums/GemStone%20IV/Towns/Wehnimer&#039;s%20Landing/view/7439 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 5 || July 19 ||&lt;br /&gt;
*[[Pain (711)]] updated to show damage ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2941 Officials])&lt;br /&gt;
*New [[sylvankind]] document release: [[Sylvankind Gemology Guide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Announcements/view/35 Officials])&lt;br /&gt;
*New [[aelotoi]] material: [[Zydris]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/207 Officials])&lt;br /&gt;
* [[Martial Prowess (1705)]] officially made part of the [[Arcane Circle (saved posts)|Arcane Circle]] and available on scrolls: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2208 Officials])&lt;br /&gt;
*[[Energy Maelstrom (710)]] updated: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2211 Officials])&lt;br /&gt;
*[[Scroll Infusion (714)]] and [[Charge Item (517)]] spells updated to provide experience per charge restored: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2212 Officials])&lt;br /&gt;
*[[Icemule Trace]]&#039; shop [[Flashfeet&#039;s Emporium]] remodeled: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2215 Officials])&lt;br /&gt;
*The duration for perfumes and colognes expanded to four hours: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2216 Officials])&lt;br /&gt;
* Salt Shakers and Peppermills from 1999 Premium Auction updated with more verbs ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2217 Officials])&lt;br /&gt;
*New [[sorcerer]] spell [[Pestilence (716)]] released: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2218 Officials])&lt;br /&gt;
*[[Minor Summoning (725)]] updated: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2220 Officials])&lt;br /&gt;
*[[Animate Dead (730)]] updated with changes to duration, casting, exploding corpses, etc: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2222 Officials])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===HSN Recaps===&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1370 Week 1 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1374 Week 2 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1379 Week 3 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1381 Week 4 Recap]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view Officials folder]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?96461-Hot-Summer-Nights-speculation PC thread]&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66497</id>
		<title>Hot Summer Nights 2015</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66497"/>
		<updated>2015-07-24T19:03:03Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* HSN Recaps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HSN2015.jpg|center|1000px]]&lt;br /&gt;
&#039;&#039;&#039;[[Hot Summer Nights]] 2015&#039;&#039;&#039; (HSN) will run tentatively from June 21-August 31.  This is the first HSN since [http://www.play.net/gs4/news/2004_plans/HSN2004/home.asp 2004] and, per GM Wyrom, will focus on &amp;quot;long-awaited releases&amp;quot; and [[:Category: Official Documentation|documentation]].&lt;br /&gt;
== Releases &amp;amp; Updates ==&lt;br /&gt;
&#039;&#039;Note: The following should not be depended on to impart knowledge of all limits, cooldown periods, formulas, and other pertinent details of the releases.&#039;&#039;&lt;br /&gt;
[[Image:Elanthia.jpg|right|By GM Haliste|thumb]]&lt;br /&gt;
[[Image:Lorminstra.jpg|thumb|right|Lorminstra]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! HSN Week ||Date of Release || Release Info&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 21 ||&lt;br /&gt;
*101 Ways to Greet Lorminstra: [[Death%27s_Sting#Death_Messaging|Updated Death Messaging]]&lt;br /&gt;
*[[Long-term Benefits|FWI Sadie Scroll Sale]]: Checkbooks are now 400 points instead of 600 (located on the pedestal in the Gift Shop), and flares, padding, and enchanting are 10% off the final price for duration of HSN &lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 23 ||&lt;br /&gt;
*[[Custom spell prep]] expansion to 20 per character&lt;br /&gt;
*Updates to [[perfume]]s&lt;br /&gt;
*[[LOOK]] SORTEDVIEW [[flag]] option&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 24 ||&lt;br /&gt;
*[[UAC]] improvements in The [[Elemental Confluence]].  Users attacking elementals without cold/hot flaring weapons will now see some success.  Attacking elementals without enchanted gauntlets/boots is still not recommended, but will result in much less damage than seen previously. &lt;br /&gt;
*Lands restocked with [[real gem|REAL GEMS]]!&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 25 || &lt;br /&gt;
*[[Dragonbones]] scheduled for June 28 @ 2 pm&lt;br /&gt;
*[[Elanith|New world map]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Private%20Properties/view/28 Private property conversion raffle]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 26 ||&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Icemule%20Trace/view/1058 Icemule pawnshop updated to act like Landing one and say &amp;quot;value&amp;quot; of item instead of just offering 35k]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 27 ||&lt;br /&gt;
*New [[Adventurer&#039;s Guild]] location in [[Mist Harbor]] one block NE of Tigerlily &amp;amp; Rose&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 29 ||&lt;br /&gt;
*[[Monk]]s can now [[MEDITATE]] for damage [[resistance]]s (one at a time). More details on [[Meditation (saved posts)#Monk_Update|Wiki]] or [http://forums.play.net/forums/GemStone%20IV/Monks/Developer&#039;s%20Corner%20-%20Monks/view/1276 Officials].&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 30 ||&lt;br /&gt;
*[[SORT]] ALPHABETIC added to the SORT verb. (Works in conjunction with FLAG LOOK SORTEDVIEW to be more like ;sorter)&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 1 ||&lt;br /&gt;
*July is [[Roleplaying]] awareness month! ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/79 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 3 ||&lt;br /&gt;
*New documentation weekends throughout HSN ([http://forums.play.net/forums/19/241/3282/view/92 Officials])&lt;br /&gt;
*New Ta&#039;Vaalorian rare silk: [[Aquilorn]] ([http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3057 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 4 ||&lt;br /&gt;
*[[Burghal Gnome Enclave]] released ([http://forums.play.net/forums/GemStone%20IV/Races/Burghal%20Gnomes/view/36 Officials])&lt;br /&gt;
*[[SEND]] update: When sending mana, the amount taken from the sender will never exceed the max amount possible for the receiver to accept, and no mana will be lost if both parties have no common mana sharing abilities. [[F2P]] accounts can no longer send mana to other players without a spell pass. ([http://forums.play.net/forums/19/224/2480/view/806 Officials])&lt;br /&gt;
*[[Customs of the Elves of House Vaalor]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/99 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 5 ||&lt;br /&gt;
*[[STAMINA (verb)]] updates including &#039;&#039;&#039;STAMINA BURST&#039;&#039;&#039; and &#039;&#039;&#039;STAMINA SECOND WIND&#039;&#039;&#039; ([http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/General%20Discussion%20about%20H&amp;amp;C/view/729 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 7 ||&lt;br /&gt;
*[[Lorminstra]] image&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 8 ||&lt;br /&gt;
*[[Hendoran Outpost]] released ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/139 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 9 ||&lt;br /&gt;
*[[Sacrifice]] updates including cooldown reduction, Sacrifice Channel and Sacrifice Infest ([http://forums.play.net/forums/19/235/2630/view/374 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 10 ||&lt;br /&gt;
*[[And Then There Were Two (short story)]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/87 Officials])&lt;br /&gt;
*New [[forest gnome]] material: [[Plumille]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/88 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 11 ||&lt;br /&gt;
*[[STRIDE (verb)]] update adding 8 new ways to stride ([http://forums.play.net/forums/19/215/2311/view/1159 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 12 ||&lt;br /&gt;
*[[CHORTLE (verb)]] update adding 9 new ways to chortle ([http://forums.play.net/forums/19/215/2311/view/1164 Officials])&lt;br /&gt;
*[[SAY (verb)]] updates adding 69 new tones and 33 new speech verbs ([http://forums.play.net/forums/19/215/2311/view/1165 Officials])&lt;br /&gt;
*[[Mana Disruption (702)]] updated to remove &amp;quot;Touch of Disruption&amp;quot; creature check on [[tree viper]]s, [[war griffin]]s, etc.; no more hidden damage; and a new ability to disable a buff spell on an opponent for 15 seconds based on the average of [[EMC|Elemental]] and [[Spiritual Mana Control]] ranks and the [[summation chart]] ([http://forums.play.net/forums/19/235/2628/view/2686 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 13 ||&lt;br /&gt;
*[[Corrupt Essence (703)]] update adding an open cast version ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2710 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 14 ||&lt;br /&gt;
*[[Disintegrate (705)]] update adding bolt version and Necromancy benefits for a percent chance to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2762 Officials]}&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 15 ||&lt;br /&gt;
*[[Mind Jolt (706)]] messaging updated to be more demonic; Demonology lore benefit added to transfer the stun to a new target if the original dies with the mind jolt in effect, subject to a warding roll ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2816 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 16 ||&lt;br /&gt;
*[[Eye Spy (707)]] updated to standard spell duration and made refreshable ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2835 Officials])&lt;br /&gt;
*[[Divine Retribution (saved post)‎|Divine Retribution]] released as innate ability for [[paladin]]s once [[Guard the Meek (1613)]] has been learned.  It activates when a paladin has been killed, sending out a spiritual shockwave affecting all creatures in the area ([http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Spells/view/867 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 17 ||&lt;br /&gt;
*[[LAUGH (verb)]] update adding 4 new styles and making styles target-able ([http://forums.play.net/forums/19/215/2311/view/1188 Officials])&lt;br /&gt;
*New sorcerer knockdown/potential damage spell [[Grasp of the Grave (709)]] implemented; [[Quake]] has been moved to the Arcane Circle, 1714 ([http://forums.play.net/forums/19/235/2628/view/2845 Officials])&lt;br /&gt;
*New [[erithian]] culture: [[Volnath Dai]] for [[Order of Voln]] members and [[The Story of the Volnath Dai|origin story]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/175 Officials])&lt;br /&gt;
*New [[giantman]] material [[Iron Boar Hide|iron boar hide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/177 Officials])&lt;br /&gt;
*[[Wehnimer&#039;s Landing Militia (saved posts)|Wehnimer&#039;s Landing Militia]] open for joining by all WL citizens who meet the requirements ([http://forums.play.net/forums/GemStone%20IV/Towns/Wehnimer&#039;s%20Landing/view/7439 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 5 || July 19 ||&lt;br /&gt;
*[[Pain (711)]] updated to show damage ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2941 Officials])&lt;br /&gt;
*New [[sylvankind]] document release: [[Sylvankind Gemology Guide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Announcements/view/35 Officials])&lt;br /&gt;
*New [[aelotoi]] material: [[Zydris]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/207 Officials])&lt;br /&gt;
* [[Martial Prowess (1705)]] officially made part of the [[Arcane Circle (saved posts)|Arcane Circle]] and available on scrolls: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2208 Officials])&lt;br /&gt;
*[[Energy Maelstrom (710)]] updated: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2211 Officials])&lt;br /&gt;
*[[Scroll Infusion (714)]] and [[Charge Item (517)]] spells updated to provide experience per charge restored: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2212 Officials])&lt;br /&gt;
*[[Icemule Trace]]&#039; shop [[Flashfeet&#039;s Emporium]] remodeled: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2215 Officials])&lt;br /&gt;
*The duration for perfumes and colognes expanded to four hours: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2216 Officials])&lt;br /&gt;
* Salt Shakers and Peppermills from 1999 Premium Auction updated with more verbs ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2217 Officials])&lt;br /&gt;
*New [[sorcerer]] spell [[Pestilence (716)]] released: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2218 Officials])&lt;br /&gt;
*[[Minor Summoning (725)]] updated: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2220 Officials])&lt;br /&gt;
*[[Animate Dead (730)]] updated with changes to duration, casting, exploding corpses, etc: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2222 Officials])&lt;br /&gt;
*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===HSN Recaps===&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1370 Week 1 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1374 Week 2 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1379 Week 3 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1381 Week 4 Recap]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view Officials folder]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?96461-Hot-Summer-Nights-speculation PC thread]&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66496</id>
		<title>Hot Summer Nights 2015</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66496"/>
		<updated>2015-07-24T19:02:20Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* Releases &amp;amp; Updates */ Updated HSN releases up to today, feel free to cull the minor ones or expand on what happened.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HSN2015.jpg|center|1000px]]&lt;br /&gt;
&#039;&#039;&#039;[[Hot Summer Nights]] 2015&#039;&#039;&#039; (HSN) will run tentatively from June 21-August 31.  This is the first HSN since [http://www.play.net/gs4/news/2004_plans/HSN2004/home.asp 2004] and, per GM Wyrom, will focus on &amp;quot;long-awaited releases&amp;quot; and [[:Category: Official Documentation|documentation]].&lt;br /&gt;
== Releases &amp;amp; Updates ==&lt;br /&gt;
&#039;&#039;Note: The following should not be depended on to impart knowledge of all limits, cooldown periods, formulas, and other pertinent details of the releases.&#039;&#039;&lt;br /&gt;
[[Image:Elanthia.jpg|right|By GM Haliste|thumb]]&lt;br /&gt;
[[Image:Lorminstra.jpg|thumb|right|Lorminstra]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! HSN Week ||Date of Release || Release Info&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 21 ||&lt;br /&gt;
*101 Ways to Greet Lorminstra: [[Death%27s_Sting#Death_Messaging|Updated Death Messaging]]&lt;br /&gt;
*[[Long-term Benefits|FWI Sadie Scroll Sale]]: Checkbooks are now 400 points instead of 600 (located on the pedestal in the Gift Shop), and flares, padding, and enchanting are 10% off the final price for duration of HSN &lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 23 ||&lt;br /&gt;
*[[Custom spell prep]] expansion to 20 per character&lt;br /&gt;
*Updates to [[perfume]]s&lt;br /&gt;
*[[LOOK]] SORTEDVIEW [[flag]] option&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 24 ||&lt;br /&gt;
*[[UAC]] improvements in The [[Elemental Confluence]].  Users attacking elementals without cold/hot flaring weapons will now see some success.  Attacking elementals without enchanted gauntlets/boots is still not recommended, but will result in much less damage than seen previously. &lt;br /&gt;
*Lands restocked with [[real gem|REAL GEMS]]!&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 25 || &lt;br /&gt;
*[[Dragonbones]] scheduled for June 28 @ 2 pm&lt;br /&gt;
*[[Elanith|New world map]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Private%20Properties/view/28 Private property conversion raffle]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 26 ||&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Icemule%20Trace/view/1058 Icemule pawnshop updated to act like Landing one and say &amp;quot;value&amp;quot; of item instead of just offering 35k]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 27 ||&lt;br /&gt;
*New [[Adventurer&#039;s Guild]] location in [[Mist Harbor]] one block NE of Tigerlily &amp;amp; Rose&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 29 ||&lt;br /&gt;
*[[Monk]]s can now [[MEDITATE]] for damage [[resistance]]s (one at a time). More details on [[Meditation (saved posts)#Monk_Update|Wiki]] or [http://forums.play.net/forums/GemStone%20IV/Monks/Developer&#039;s%20Corner%20-%20Monks/view/1276 Officials].&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 30 ||&lt;br /&gt;
*[[SORT]] ALPHABETIC added to the SORT verb. (Works in conjunction with FLAG LOOK SORTEDVIEW to be more like ;sorter)&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 1 ||&lt;br /&gt;
*July is [[Roleplaying]] awareness month! ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/79 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 3 ||&lt;br /&gt;
*New documentation weekends throughout HSN ([http://forums.play.net/forums/19/241/3282/view/92 Officials])&lt;br /&gt;
*New Ta&#039;Vaalorian rare silk: [[Aquilorn]] ([http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3057 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 4 ||&lt;br /&gt;
*[[Burghal Gnome Enclave]] released ([http://forums.play.net/forums/GemStone%20IV/Races/Burghal%20Gnomes/view/36 Officials])&lt;br /&gt;
*[[SEND]] update: When sending mana, the amount taken from the sender will never exceed the max amount possible for the receiver to accept, and no mana will be lost if both parties have no common mana sharing abilities. [[F2P]] accounts can no longer send mana to other players without a spell pass. ([http://forums.play.net/forums/19/224/2480/view/806 Officials])&lt;br /&gt;
*[[Customs of the Elves of House Vaalor]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/99 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 5 ||&lt;br /&gt;
*[[STAMINA (verb)]] updates including &#039;&#039;&#039;STAMINA BURST&#039;&#039;&#039; and &#039;&#039;&#039;STAMINA SECOND WIND&#039;&#039;&#039; ([http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/General%20Discussion%20about%20H&amp;amp;C/view/729 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 7 ||&lt;br /&gt;
*[[Lorminstra]] image&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 8 ||&lt;br /&gt;
*[[Hendoran Outpost]] released ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/139 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 9 ||&lt;br /&gt;
*[[Sacrifice]] updates including cooldown reduction, Sacrifice Channel and Sacrifice Infest ([http://forums.play.net/forums/19/235/2630/view/374 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 10 ||&lt;br /&gt;
*[[And Then There Were Two (short story)]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/87 Officials])&lt;br /&gt;
*New [[forest gnome]] material: [[Plumille]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/88 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 11 ||&lt;br /&gt;
*[[STRIDE (verb)]] update adding 8 new ways to stride ([http://forums.play.net/forums/19/215/2311/view/1159 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 12 ||&lt;br /&gt;
*[[CHORTLE (verb)]] update adding 9 new ways to chortle ([http://forums.play.net/forums/19/215/2311/view/1164 Officials])&lt;br /&gt;
*[[SAY (verb)]] updates adding 69 new tones and 33 new speech verbs ([http://forums.play.net/forums/19/215/2311/view/1165 Officials])&lt;br /&gt;
*[[Mana Disruption (702)]] updated to remove &amp;quot;Touch of Disruption&amp;quot; creature check on [[tree viper]]s, [[war griffin]]s, etc.; no more hidden damage; and a new ability to disable a buff spell on an opponent for 15 seconds based on the average of [[EMC|Elemental]] and [[Spiritual Mana Control]] ranks and the [[summation chart]] ([http://forums.play.net/forums/19/235/2628/view/2686 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 13 ||&lt;br /&gt;
*[[Corrupt Essence (703)]] update adding an open cast version ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2710 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 14 ||&lt;br /&gt;
*[[Disintegrate (705)]] update adding bolt version and Necromancy benefits for a percent chance to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2762 Officials]}&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 15 ||&lt;br /&gt;
*[[Mind Jolt (706)]] messaging updated to be more demonic; Demonology lore benefit added to transfer the stun to a new target if the original dies with the mind jolt in effect, subject to a warding roll ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2816 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 16 ||&lt;br /&gt;
*[[Eye Spy (707)]] updated to standard spell duration and made refreshable ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2835 Officials])&lt;br /&gt;
*[[Divine Retribution (saved post)‎|Divine Retribution]] released as innate ability for [[paladin]]s once [[Guard the Meek (1613)]] has been learned.  It activates when a paladin has been killed, sending out a spiritual shockwave affecting all creatures in the area ([http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Spells/view/867 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 17 ||&lt;br /&gt;
*[[LAUGH (verb)]] update adding 4 new styles and making styles target-able ([http://forums.play.net/forums/19/215/2311/view/1188 Officials])&lt;br /&gt;
*New sorcerer knockdown/potential damage spell [[Grasp of the Grave (709)]] implemented; [[Quake]] has been moved to the Arcane Circle, 1714 ([http://forums.play.net/forums/19/235/2628/view/2845 Officials])&lt;br /&gt;
*New [[erithian]] culture: [[Volnath Dai]] for [[Order of Voln]] members and [[The Story of the Volnath Dai|origin story]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/175 Officials])&lt;br /&gt;
*New [[giantman]] material [[Iron Boar Hide|iron boar hide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/177 Officials])&lt;br /&gt;
*[[Wehnimer&#039;s Landing Militia (saved posts)|Wehnimer&#039;s Landing Militia]] open for joining by all WL citizens who meet the requirements ([http://forums.play.net/forums/GemStone%20IV/Towns/Wehnimer&#039;s%20Landing/view/7439 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 5 || July 19 ||&lt;br /&gt;
*[[Pain (711)]] updated to show damage ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2941 Officials])&lt;br /&gt;
*New [[sylvankind]] document release: [[Sylvankind Gemology Guide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Announcements/view/35 Officials])&lt;br /&gt;
*New [[aelotoi]] material: [[Zydris]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/207 Officials])&lt;br /&gt;
* [[Martial Prowess (1705)]] officially made part of the [[Arcane Circle (saved posts)|Arcane Circle]] and available on scrolls: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2208 Officials])&lt;br /&gt;
*[[Energy Maelstrom (710)]] updated: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2211 Officials])&lt;br /&gt;
*[[Scroll Infusion (714)]] and [[Charge Item (517)]] spells updated to provide experience per charge restored: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2212 Officials])&lt;br /&gt;
*[[Icemule Trace]]&#039; shop [[Flashfeet&#039;s Emporium]] remodeled: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2215 Officials])&lt;br /&gt;
*The duration for perfumes and colognes expanded to four hours: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2216 Officials])&lt;br /&gt;
* Salt Shakers and Peppermills from 1999 Premium Auction updated with more verbs ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2217 Officials])&lt;br /&gt;
*New [[sorcerer]] spell [[Pestilence (716)]] released: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2218 Officials])&lt;br /&gt;
*[[Minor Summoning (725)]] updated: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2220 Officials])&lt;br /&gt;
*[[Animate Dead (730)]] updated with changes to duration, casting, exploding corpses, etc: ([http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2222 Officials])&lt;br /&gt;
*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===HSN Recaps===&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1370 Week 1 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1374 Week 2 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1379 Week 3 Recap]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view Officials folder]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?96461-Hot-Summer-Nights-speculation PC thread]&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66489</id>
		<title>Hot Summer Nights 2015</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66489"/>
		<updated>2015-07-24T18:29:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* Releases &amp;amp; Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HSN2015.jpg|center|1000px]]&lt;br /&gt;
&#039;&#039;&#039;[[Hot Summer Nights]] 2015&#039;&#039;&#039; (HSN) will run tentatively from June 21-August 31.  This is the first HSN since [http://www.play.net/gs4/news/2004_plans/HSN2004/home.asp 2004] and, per GM Wyrom, will focus on &amp;quot;long-awaited releases&amp;quot; and [[:Category: Official Documentation|documentation]].&lt;br /&gt;
== Releases &amp;amp; Updates ==&lt;br /&gt;
&#039;&#039;Note: The following should not be depended on to impart knowledge of all limits, cooldown periods, formulas, and other pertinent details of the releases.&#039;&#039;&lt;br /&gt;
[[Image:Elanthia.jpg|right|By GM Haliste|thumb]]&lt;br /&gt;
[[Image:Lorminstra.jpg|thumb|right|Lorminstra]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! HSN Week ||Date of Release || Release Info&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 21 ||&lt;br /&gt;
*101 Ways to Greet Lorminstra: [[Death%27s_Sting#Death_Messaging|Updated Death Messaging]]&lt;br /&gt;
*[[Long-term Benefits|FWI Sadie Scroll Sale]]: Checkbooks are now 400 points instead of 600 (located on the pedestal in the Gift Shop), and flares, padding, and enchanting are 10% off the final price for duration of HSN &lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 23 ||&lt;br /&gt;
*[[Custom spell prep]] expansion to 20 per character&lt;br /&gt;
*Updates to [[perfume]]s&lt;br /&gt;
*[[LOOK]] SORTEDVIEW [[flag]] option&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 24 ||&lt;br /&gt;
*[[UAC]] improvements in The [[Elemental Confluence]].  Users attacking elementals without cold/hot flaring weapons will now see some success.  Attacking elementals without enchanted gauntlets/boots is still not recommended, but will result in much less damage than seen previously. &lt;br /&gt;
*Lands restocked with [[real gem|REAL GEMS]]!&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 25 || &lt;br /&gt;
*[[Dragonbones]] scheduled for June 28 @ 2 pm&lt;br /&gt;
*[[Elanith|New world map]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Private%20Properties/view/28 Private property conversion raffle]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 26 ||&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Icemule%20Trace/view/1058 Icemule pawnshop updated to act like Landing one and say &amp;quot;value&amp;quot; of item instead of just offering 35k]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 27 ||&lt;br /&gt;
*New [[Adventurer&#039;s Guild]] location in [[Mist Harbor]] one block NE of Tigerlily &amp;amp; Rose&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 29 ||&lt;br /&gt;
*[[Monk]]s can now [[MEDITATE]] for damage [[resistance]]s (one at a time). More details on [[Meditation (saved posts)#Monk_Update|Wiki]] or [http://forums.play.net/forums/GemStone%20IV/Monks/Developer&#039;s%20Corner%20-%20Monks/view/1276 Officials].&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 30 ||&lt;br /&gt;
*[[SORT]] ALPHABETIC added to the SORT verb. (Works in conjunction with FLAG LOOK SORTEDVIEW to be more like ;sorter)&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 1 ||&lt;br /&gt;
*July is [[Roleplaying]] awareness month! ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/79 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 3 ||&lt;br /&gt;
*New documentation weekends throughout HSN ([http://forums.play.net/forums/19/241/3282/view/92 Officials])&lt;br /&gt;
*New Ta&#039;Vaalorian rare silk: [[Aquilorn]] ([http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3057 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 4 ||&lt;br /&gt;
*[[Burghal Gnome Enclave]] released ([http://forums.play.net/forums/GemStone%20IV/Races/Burghal%20Gnomes/view/36 Officials])&lt;br /&gt;
*[[SEND]] update: When sending mana, the amount taken from the sender will never exceed the max amount possible for the receiver to accept, and no mana will be lost if both parties have no common mana sharing abilities. [[F2P]] accounts can no longer send mana to other players without a spell pass. ([http://forums.play.net/forums/19/224/2480/view/806 Officials])&lt;br /&gt;
*[[Customs of the Elves of House Vaalor]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/99 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 5 ||&lt;br /&gt;
*[[STAMINA (verb)]] updates including &#039;&#039;&#039;STAMINA BURST&#039;&#039;&#039; and &#039;&#039;&#039;STAMINA SECOND WIND&#039;&#039;&#039; ([http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/General%20Discussion%20about%20H&amp;amp;C/view/729 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 7 ||&lt;br /&gt;
*[[Lorminstra]] image&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 8 ||&lt;br /&gt;
*[[Hendoran Outpost]] released ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/139 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 9 ||&lt;br /&gt;
*[[Sacrifice]] updates including cooldown reduction, Sacrifice Channel and Sacrifice Infest ([http://forums.play.net/forums/19/235/2630/view/374 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 10 ||&lt;br /&gt;
*[[And Then There Were Two (short story)]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/87 Officials])&lt;br /&gt;
*New [[forest gnome]] material: [[Plumille]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/88 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 11 ||&lt;br /&gt;
*[[STRIDE (verb)]] update adding 8 new ways to stride ([http://forums.play.net/forums/19/215/2311/view/1159 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 12 ||&lt;br /&gt;
*[[CHORTLE (verb)]] update adding 9 new ways to chortle ([http://forums.play.net/forums/19/215/2311/view/1164 Officials])&lt;br /&gt;
*[[SAY (verb)]] updates adding 69 new tones and 33 new speech verbs ([http://forums.play.net/forums/19/215/2311/view/1165 Officials])&lt;br /&gt;
*[[Mana Disruption (702)]] updated to remove &amp;quot;Touch of Disruption&amp;quot; creature check on [[tree viper]]s, [[war griffin]]s, etc.; no more hidden damage; and a new ability to disable a buff spell on an opponent for 15 seconds based on the average of [[EMC|Elemental]] and [[Spiritual Mana Control]] ranks and the [[summation chart]] ([http://forums.play.net/forums/19/235/2628/view/2686 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 13 ||&lt;br /&gt;
*[[Corrupt Essence (703)]] update adding an open cast version ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2710 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 14 ||&lt;br /&gt;
*[[Disintegrate (705)]] update adding bolt version and Necromancy benefits for a percent chance to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2762 Officials]}&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 15 ||&lt;br /&gt;
*[[Mind Jolt (706)]] messaging updated to be more demonic; Demonology lore benefit added to transfer the stun to a new target if the original dies with the mind jolt in effect, subject to a warding roll ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2816 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 16 ||&lt;br /&gt;
*[[Eye Spy (707)]] updated to standard spell duration and made refreshable ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2835 Officials])&lt;br /&gt;
*[[Divine Retribution (saved post)‎|Divine Retribution]] released as innate ability for [[paladin]]s once [[Guard the Meek (1613)]] has been learned.  It activates when a paladin has been killed, sending out a spiritual shockwave affecting all creatures in the area ([http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Spells/view/867 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 17 ||&lt;br /&gt;
*[[LAUGH (verb)]] update adding 4 new styles and making styles target-able ([http://forums.play.net/forums/19/215/2311/view/1188 Officials])&lt;br /&gt;
*New sorcerer knockdown/potential damage spell [[Grasp of the Grave (709)]] implemented; [[Quake]] has been moved to the Arcane Circle, 1714 ([http://forums.play.net/forums/19/235/2628/view/2845 Officials])&lt;br /&gt;
*New [[erithian]] culture: [[Volnath Dai]] for [[Order of Voln]] members and [[The Story of the Volnath Dai|origin story]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/175 Officials])&lt;br /&gt;
*New [[giantman]] material [[Iron Boar Hide|iron boar hide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/177 Officials])&lt;br /&gt;
*[[Wehnimer&#039;s Landing Militia (saved posts)|Wehnimer&#039;s Landing Militia]] open for joining by all WL citizens who meet the requirements ([http://forums.play.net/forums/GemStone%20IV/Towns/Wehnimer&#039;s%20Landing/view/7439 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 5 || July 19 ||&lt;br /&gt;
*[[Pain (711)]] updated to show damage ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2941 Officials])&lt;br /&gt;
*New [[sylvankind]] document release: [[Sylvankind Gemology Guide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Announcements/view/35 Officials])&lt;br /&gt;
*New [[aelotoi]] material: [[Zydris]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/207 Officials])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===HSN Recaps===&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1370 Week 1 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1374 Week 2 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1379 Week 3 Recap]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view Officials folder]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?96461-Hot-Summer-Nights-speculation PC thread]&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Zydris&amp;diff=66488</id>
		<title>Zydris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Zydris&amp;diff=66488"/>
		<updated>2015-07-24T18:27:55Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Zydris&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zydris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History and Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The zydris is a medium-sized tree with broad, erratically curving branches, capable of growing to heights of 40 to 60 feet tall after the roots have taken hold. The trees were tended to by a small subsect of Mrae&#039;ni on the [[aelotoi]] homeworld and were revered by followers of [[L&#039;Naere]]. In the fall, a pale ivory blush slowly spreads across the velvety pinnate leaves, culminating in a stark white canopy of foliage by the end of the autumn season. This breathtaking botanical phenomenon is called, &amp;quot;L&#039;Naere&#039;s winter kiss,&amp;quot; and, &amp;quot;the Lady&#039;s faewell,&amp;quot; among aelotoi.&lt;br /&gt;
&lt;br /&gt;
Ten divisions are typically present in the forking of the tree&#039;s trunk, unfurling into a sea of smaller wild branches. Towards the end of Charlatos, a delicate outer husk of silvery gold bark can be unraveled from zydrises and used for woven goods or parchment. A fine opalescent powder, called zycana, can be scraped from the raw wood underneath the stripped bark that has a significant numbing effect on contact. It was suspected that this side effect alone kept the kiramon from having any interest in the trees on Bre&#039;Naere, making it valued and protected resource for aelotoi. Zycana has a citrusy sweet-tart flavor that can be added to spirits, ales, and a host of medicinal elixirs to further enhance a product&#039;s pain-dulling properties. Beneath the bark, the smooth, uncovered wood of the zydris tree will gradually turn from the creamy gold after the husk shredding in spring, to a deep silvered lavender hue by wintertime.&lt;br /&gt;
&lt;br /&gt;
The wood can be readily dyed through many techniques, but varies naturally in color from a dark royal purple that develops in a winter growing season to a muted copper-gold when grown in the spring and summer. Rich black grain lines are infused into the surface, frequently depicting captivating patterns of cloudbursts, swirled marbling, and lacelike webwork. The heartwood matches the same matte kohl black as the diverse grain accents and is often best enhanced by a glassy, lacquered finish. Opening only briefly in the evening, the tree&#039;s sky blue blossoms make their first appearance in the spring, reaching their full lushness in mid Koaratos, and continue to taper off through the end of the summer. The flowers are singular, resembling miniature peonies in appearance, but bursting into a showy fan of yellow-green stamens at the heart of the bloom.&lt;br /&gt;
&lt;br /&gt;
Zydris trees flourished profusely in the earth on Bre&#039;Naere, but took much longer to cultivate in elven soils, and have finally been successfully established in a plentiful grove located in Cysaegir. Select aelotoi merchants who have negotiated trade agreements with the town will soon be able to offer the unique material to all of the general populace.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aelotoi]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Zydris&amp;diff=66487</id>
		<title>Zydris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Zydris&amp;diff=66487"/>
		<updated>2015-07-24T18:27:49Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  &amp;#039;&amp;#039;&amp;#039;Zydris&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;History and Description:&amp;#039;&amp;#039;&amp;#039;  The zydris is a medium-sized tree with broad, erratically curving branches, capable of growing to heights ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zydris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History and Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The zydris is a medium-sized tree with broad, erratically curving branches, capable of growing to heights of 40 to 60 feet tall after the roots have taken hold. The trees were tended to by a small subsect of Mrae&#039;ni on the [[aelotoi]] homeworld and were revered by followers of [[L&#039;Naere]]. In the fall, a pale ivory blush slowly spreads across the velvety pinnate leaves, culminating in a stark white canopy of foliage by the end of the autumn season. This breathtaking botanical phenomenon is called, &amp;quot;L&#039;Naere&#039;s winter kiss,&amp;quot; and, &amp;quot;the Lady&#039;s faewell,&amp;quot; among aelotoi.&lt;br /&gt;
&lt;br /&gt;
Ten divisions are typically present in the forking of the tree&#039;s trunk, unfurling into a sea of smaller wild branches. Towards the end of Charlatos, a delicate outer husk of silvery gold bark can be unraveled from zydrises and used for woven goods or parchment. A fine opalescent powder, called zycana, can be scraped from the raw wood underneath the stripped bark that has a significant numbing effect on contact. It was suspected that this side effect alone kept the kiramon from having any interest in the trees on Bre&#039;Naere, making it valued and protected resource for aelotoi. Zycana has a citrusy sweet-tart flavor that can be added to spirits, ales, and a host of medicinal elixirs to further enhance a product&#039;s pain-dulling properties. Beneath the bark, the smooth, uncovered wood of the zydris tree will gradually turn from the creamy gold after the husk shredding in spring, to a deep silvered lavender hue by wintertime.&lt;br /&gt;
&lt;br /&gt;
The wood can be readily dyed through many techniques, but varies naturally in color from a dark royal purple that develops in a winter growing season to a muted copper-gold when grown in the spring and summer. Rich black grain lines are infused into the surface, frequently depicting captivating patterns of cloudbursts, swirled marbling, and lacelike webwork. The heartwood matches the same matte kohl black as the diverse grain accents and is often best enhanced by a glassy, lacquered finish. Opening only briefly in the evening, the tree&#039;s sky blue blossoms make their first appearance in the spring, reaching their full lushness in mid Koaratos, and continue to taper off through the end of the summer. The flowers are singular, resembling miniature peonies in appearance, but bursting into a showy fan of yellow-green stamens at the heart of the bloom.&lt;br /&gt;
&lt;br /&gt;
Zydris trees flourished profusely in the earth on Bre&#039;Naere, but took much longer to cultivate in elven soils, and have finally been successfully established in a plentiful grove located in Cysaegir. Select aelotoi merchants who have negotiated trade agreements with the town will soon be able to offer the unique material to all of the general populace.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aelotoi]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66486</id>
		<title>Hot Summer Nights 2015</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hot_Summer_Nights_2015&amp;diff=66486"/>
		<updated>2015-07-24T18:23:57Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: /* Releases &amp;amp; Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HSN2015.jpg|center|1000px]]&lt;br /&gt;
&#039;&#039;&#039;[[Hot Summer Nights]] 2015&#039;&#039;&#039; (HSN) will run tentatively from June 21-August 31.  This is the first HSN since [http://www.play.net/gs4/news/2004_plans/HSN2004/home.asp 2004] and, per GM Wyrom, will focus on &amp;quot;long-awaited releases&amp;quot; and [[:Category: Official Documentation|documentation]].&lt;br /&gt;
== Releases &amp;amp; Updates ==&lt;br /&gt;
&#039;&#039;Note: The following should not be depended on to impart knowledge of all limits, cooldown periods, formulas, and other pertinent details of the releases.&#039;&#039;&lt;br /&gt;
[[Image:Elanthia.jpg|right|By GM Haliste|thumb]]&lt;br /&gt;
[[Image:Lorminstra.jpg|thumb|right|Lorminstra]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! HSN Week ||Date of Release || Release Info&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 21 ||&lt;br /&gt;
*101 Ways to Greet Lorminstra: [[Death%27s_Sting#Death_Messaging|Updated Death Messaging]]&lt;br /&gt;
*[[Long-term Benefits|FWI Sadie Scroll Sale]]: Checkbooks are now 400 points instead of 600 (located on the pedestal in the Gift Shop), and flares, padding, and enchanting are 10% off the final price for duration of HSN &lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 23 ||&lt;br /&gt;
*[[Custom spell prep]] expansion to 20 per character&lt;br /&gt;
*Updates to [[perfume]]s&lt;br /&gt;
*[[LOOK]] SORTEDVIEW [[flag]] option&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 24 ||&lt;br /&gt;
*[[UAC]] improvements in The [[Elemental Confluence]].  Users attacking elementals without cold/hot flaring weapons will now see some success.  Attacking elementals without enchanted gauntlets/boots is still not recommended, but will result in much less damage than seen previously. &lt;br /&gt;
*Lands restocked with [[real gem|REAL GEMS]]!&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 25 || &lt;br /&gt;
*[[Dragonbones]] scheduled for June 28 @ 2 pm&lt;br /&gt;
*[[Elanith|New world map]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Private%20Properties/view/28 Private property conversion raffle]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 26 ||&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Icemule%20Trace/view/1058 Icemule pawnshop updated to act like Landing one and say &amp;quot;value&amp;quot; of item instead of just offering 35k]&lt;br /&gt;
|-&lt;br /&gt;
|Week 1 || June 27 ||&lt;br /&gt;
*New [[Adventurer&#039;s Guild]] location in [[Mist Harbor]] one block NE of Tigerlily &amp;amp; Rose&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 29 ||&lt;br /&gt;
*[[Monk]]s can now [[MEDITATE]] for damage [[resistance]]s (one at a time). More details on [[Meditation (saved posts)#Monk_Update|Wiki]] or [http://forums.play.net/forums/GemStone%20IV/Monks/Developer&#039;s%20Corner%20-%20Monks/view/1276 Officials].&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || June 30 ||&lt;br /&gt;
*[[SORT]] ALPHABETIC added to the SORT verb. (Works in conjunction with FLAG LOOK SORTEDVIEW to be more like ;sorter)&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 1 ||&lt;br /&gt;
*July is [[Roleplaying]] awareness month! ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/79 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 3 ||&lt;br /&gt;
*New documentation weekends throughout HSN ([http://forums.play.net/forums/19/241/3282/view/92 Officials])&lt;br /&gt;
*New Ta&#039;Vaalorian rare silk: [[Aquilorn]] ([http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3057 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 2 || July 4 ||&lt;br /&gt;
*[[Burghal Gnome Enclave]] released ([http://forums.play.net/forums/GemStone%20IV/Races/Burghal%20Gnomes/view/36 Officials])&lt;br /&gt;
*[[SEND]] update: When sending mana, the amount taken from the sender will never exceed the max amount possible for the receiver to accept, and no mana will be lost if both parties have no common mana sharing abilities. [[F2P]] accounts can no longer send mana to other players without a spell pass. ([http://forums.play.net/forums/19/224/2480/view/806 Officials])&lt;br /&gt;
*[[Customs of the Elves of House Vaalor]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/99 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 5 ||&lt;br /&gt;
*[[STAMINA (verb)]] updates including &#039;&#039;&#039;STAMINA BURST&#039;&#039;&#039; and &#039;&#039;&#039;STAMINA SECOND WIND&#039;&#039;&#039; ([http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/General%20Discussion%20about%20H&amp;amp;C/view/729 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 7 ||&lt;br /&gt;
*[[Lorminstra]] image&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 8 ||&lt;br /&gt;
*[[Hendoran Outpost]] released ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/139 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 9 ||&lt;br /&gt;
*[[Sacrifice]] updates including cooldown reduction, Sacrifice Channel and Sacrifice Infest ([http://forums.play.net/forums/19/235/2630/view/374 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 10 ||&lt;br /&gt;
*[[And Then There Were Two (short story)]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/87 Officials])&lt;br /&gt;
*New [[forest gnome]] material: [[Plumille]] ([http://forums.play.net/forums/GemStone%20IV/Races/Forest%20Gnomes/view/88 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 3 || July 11 ||&lt;br /&gt;
*[[STRIDE (verb)]] update adding 8 new ways to stride ([http://forums.play.net/forums/19/215/2311/view/1159 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 12 ||&lt;br /&gt;
*[[CHORTLE (verb)]] update adding 9 new ways to chortle ([http://forums.play.net/forums/19/215/2311/view/1164 Officials])&lt;br /&gt;
*[[SAY (verb)]] updates adding 69 new tones and 33 new speech verbs ([http://forums.play.net/forums/19/215/2311/view/1165 Officials])&lt;br /&gt;
*[[Mana Disruption (702)]] updated to remove &amp;quot;Touch of Disruption&amp;quot; creature check on [[tree viper]]s, [[war griffin]]s, etc.; no more hidden damage; and a new ability to disable a buff spell on an opponent for 15 seconds based on the average of [[EMC|Elemental]] and [[Spiritual Mana Control]] ranks and the [[summation chart]] ([http://forums.play.net/forums/19/235/2628/view/2686 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 13 ||&lt;br /&gt;
*[[Corrupt Essence (703)]] update adding an open cast version ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2710 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 14 ||&lt;br /&gt;
*[[Disintegrate (705)]] update adding bolt version and Necromancy benefits for a percent chance to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2762 Officials]}&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 15 ||&lt;br /&gt;
*[[Mind Jolt (706)]] messaging updated to be more demonic; Demonology lore benefit added to transfer the stun to a new target if the original dies with the mind jolt in effect, subject to a warding roll ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2816 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 16 ||&lt;br /&gt;
*[[Eye Spy (707)]] updated to standard spell duration and made refreshable ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2835 Officials])&lt;br /&gt;
*[[Divine Retribution (saved post)‎|Divine Retribution]] released as innate ability for [[paladin]]s once [[Guard the Meek (1613)]] has been learned.  It activates when a paladin has been killed, sending out a spiritual shockwave affecting all creatures in the area ([http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Spells/view/867 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 4 || July 17 ||&lt;br /&gt;
*[[LAUGH (verb)]] update adding 4 new styles and making styles target-able ([http://forums.play.net/forums/19/215/2311/view/1188 Officials])&lt;br /&gt;
*New sorcerer knockdown/potential damage spell [[Grasp of the Grave (709)]] implemented; [[Quake]] has been moved to the Arcane Circle, 1714 ([http://forums.play.net/forums/19/235/2628/view/2845 Officials])&lt;br /&gt;
*New [[erithian]] culture: [[Volnath Dai]] for [[Order of Voln]] members and [[The Story of the Volnath Dai|origin story]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/175 Officials])&lt;br /&gt;
*New [[giantman]] material [[Iron Boar Hide|iron boar hide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view/177 Officials])&lt;br /&gt;
*[[Wehnimer&#039;s Landing Militia (saved posts)|Wehnimer&#039;s Landing Militia]] open for joining by all WL citizens who meet the requirements ([http://forums.play.net/forums/GemStone%20IV/Towns/Wehnimer&#039;s%20Landing/view/7439 Officials])&lt;br /&gt;
|-&lt;br /&gt;
|Week 5 || July 19 ||&lt;br /&gt;
*[[Pain (711)]] updated to show damage ([http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2941 Officials])&lt;br /&gt;
*New [[sylvankind]] document release: [[Sylvankind Gemology Guide]] ([http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Announcements/view/35 Officials])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===HSN Recaps===&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1370 Week 1 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1374 Week 2 Recap]&lt;br /&gt;
*[http://www.play.net/gs4/news.asp?id=1379 Week 3 Recap]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20Promotions/Hot%20Summer%20Nights%202015/view Officials folder]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?96461-Hot-Summer-Nights-speculation PC thread]&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sylvankind_Gemology_Guide&amp;diff=66485</id>
		<title>Sylvankind Gemology Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sylvankind_Gemology_Guide&amp;diff=66485"/>
		<updated>2015-07-24T18:19:51Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Sylvankind Gemology Guide&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sylvankind Gemology Guide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by the hand of Nimaya Yra&#039;Leth&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Senior Scrivener to The House of the Paladin&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Elstreth&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Leyan, the 18th day of Charlatos, in the year 5115.&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preface&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I find myself on an endless quest to understand the intricacies of symbolism and folklore that I&#039;ve witnessed in my travels.  I consider my written contribution to be a physical, mental, and spiritual journey, ultimately resulting in this small collection of gemstone lore.  To ensure the years spent on trial and error and general education would not go lost to future generations, my tomes and scrolls have been religiously kept on what was learned, observed, and put into practice.  Some of our ways have been closely guarded and kept as secret through the ages, while others were shared freely with anyone in need.  I have translated this text into common for universal application, but the findings are based predominantly on my time living among Lassaran sylvan communities, and differ drastically from customary gem lore.  While the information cannot be presented as fact, the contents are immeasurably invaluable, simply as a piece of cultural commentary.  The guide examines the study of elemental influence, natural magic, totem animals, and eccentric healing methods related to the gems explored.&lt;br /&gt;
&lt;br /&gt;
Nature&#039;s influences were thought to comprise part of everything that existed in reality.  The primary elements recognized by most sylvans were water, air, fire, and earth.  It was infrequently expanded on to include the additions of moon, sun, metal, wood, lightning, and spirit.  Gems, at their essence, are all connected to elements of earth through Imaera&#039;s devoted hands.  However, some can be used to mirror other elements for spells or ritual work.  These alternatives have been denoted in the guide, with the focus being placed on primary elements alone.&lt;br /&gt;
&lt;br /&gt;
Totem animals are used to recognize the self being part of nature and nature being part of the self.  The totem can ascribe the animal&#039;s characteristics and habits to a person, family, plant, object, or in this case, gem.  They are emblems that allow the identification of the many facets that make up the marrow of a thing or person.  It is the calling on the root of whatever attribute is specified that draws power from their totem.&lt;br /&gt;
&lt;br /&gt;
Fetishes and talismans were used by all types of individuals, but they were particularly popular with those involved with the magic arts, as they served a purpose beyond simple adornment.  Talismans were defined as small trinkets that were designed to protect or to influence the feelings or actions of its wearer.  Fetishes were specified as personal artifacts carved into the shape of an animal that could be held in the hand or worn on the body.  They were thought to facilitate power, or at the very least bring some clarity, to their owner.  The greatest difference between these two items is vital to note; a talisman changed its wearer, while a fetish influenced external forces around its owner.&lt;br /&gt;
&lt;br /&gt;
Jewels and rocks were inset into the items to enhance other facets of their use.  The applications were vast and mostly dependent on the personal interpretation of its owner.  The totem and gem pairings listed in the guide are a tiny fraction of possible combinations that could be created with fetishes and talismans.  Endless blends are possible with limitless purposes, but they were often intended to influence hunting, healing, prayer, or basic spirituality.  The finished product is a physical representation of values that a sylvan could use to live a more harmonious life within the forest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gemology Index&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agate&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire, Earth, Air, Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Butterfly&amp;lt;br&amp;gt;&lt;br /&gt;
The ideal specimens of fire agate were those that resembled burning embers with traces of viridian running through them.  This particular agate was thought to be Imaera&#039;s earthly manifestation of a sun setting on the horizon.  Its history is strongly correlated with Yr&#039;Mez in the Silver Veil, as the people in the Tyesteron D&#039;ahranal were instructed to set their armbands or belts with a single cabochon of fire agate.  This addition would bring courage to their uncertain hearts and protect them in battle.&lt;br /&gt;
&lt;br /&gt;
Cloud and moss agates were the preferred choice for those that followed Gosaena.  Cloud agate was greatly prized by Gosaenan clerics, as its appearance and coloring represented the shroud that clouded our eyes from seeing what lies beyond our mortal life.  Meditating on a cloud agate was said to bring you clarity and peace of mind.  The lively green branching that ran through the icy-white base of a moss agate was widely respected as a metaphor for the transition between mortal life to immortal life in the afterworld.  The agate&#039;s totem is the butterfly, which was similarly a symbol of beautiful transformation.&lt;br /&gt;
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&#039;&#039;&#039;Amber&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Fox&amp;lt;br&amp;gt;&lt;br /&gt;
Amber comes in a variety of colors including the traditional golden, as well as brown, green, blue and black.     The gem has had a long history tied to Yr&#039;Shryv in the Silver Veil.  Brown amber was burned as incense during ceremonial death rites to ward off negative forces that might become attached to the newly passed soul.  In the embalming arts, green amber was often carved into the shape of a heart, and used to replace the actual heart inside the chest cavity.  These stone hearts were carved with sentiments from the family that were intended to carry into the deceased&#039;s new life beyond the Ebon Gate.  Common phrases were, &amp;quot;Our bodies may be parted, but our souls are forever entwined,&amp;quot; and, &amp;quot;Not even death shall blight our love.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Blue amber was the choice to use in spells to bring rain and was worn in a fetish form during droughts.  Black amber was saved for all things related to ritual work during periods of isolation or solitary trance sessions, and were revered as, &amp;quot;Imaera&#039;s Tears,&amp;quot; for having the unrivaled capability of capturing memories or retaining lingering energy inside the stones.  Foxes have a strong bond with their family, but also live alone for long times during the year.  They shared a powerful lesson about separation as a totem, and therefore were a fitting match for amber.&lt;br /&gt;
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&#039;&#039;&#039;Beryl&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Coyote&amp;lt;br&amp;gt;&lt;br /&gt;
Beryl is a mineral that can be colorless, red, yellow, green, blue or white.  Sylvans distinguished beryl and emerald as two individual rocks with varied objectives.  A deep grassy hue of green indicated the stone was an emerald, while a pale misty green color indicated the stone was beryl.   Beryl could be carved into flat, rounded plates or perfect spheres that were used as communion objects for scrying by seers and mystics.  These items were typically kept in clean, white chainsil to prevent scratching.  Coyotes were seen as the honored keepers of magic and wisdom, as were sylvan soothsayers and mystics, drawing an unmistakable parallel that designated the coyote as beryl&#039;s totem.&lt;br /&gt;
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&#039;&#039;&#039;Bloodstone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Snake&amp;lt;br&amp;gt;&lt;br /&gt;
Bloodstone is green chalcedony speckled with red spots that resemble splashes of blood.  Ancient remedies call for this stone to be pressed against wounds to stop bleeding.  Although any clotting was likely caused by the pressure and chilly temperature of the stone, this method launched a trend of donning bloodstone jewelry to improve circulation and resist blood disorders.&lt;br /&gt;
The Turamzzyrian Duchy of Aldora is widely known for the art of stone-tending, which likely evolved as a modified version of traditional sylvan stone healing practices.  The curative gem-based methods were passed down from early sylvans to humans during their migration to the western side of the Dragonspine mountains.  Ancestral humans that picked up the craft were part of the racially diverse Kannalan Empire, and Aldora is one of the last regions to have survived with a continued connection to Kannalan times.  The stone-tending techniques used in modern times have shifted from using the simpler stones still preferred by sylvans to much the more lavish and expensive jewels used now by humans.&lt;br /&gt;
&lt;br /&gt;
Sylvans regularly recommended that a patient who had undergone any amount of bloodletting be left to recover with a bloodstone.  As bloodstone&#039;s totem, snakes imparted dynamic spiritual medicine that referenced the shedding of skin, a practice which keeps their bodies in a constant state of renewal.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Chrysoprase&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Stag &amp;amp; Doe&amp;lt;br&amp;gt;&lt;br /&gt;
Chrysoprase is widely accepted as the apple-green stone of Imaera and her worshippers.  The gem&#039;s original history with Yr&#039;Tael-taught clerics seems to have been scattered to the wind over the ages.  One surviving text revealed that a small gathering of priests and priestesses from the great tree ritually buried the stone at sunrise around its perimeter.  The object behind this practice was that a blessing would be bestowed upon those who returned Imaera&#039;s chrysoprase to her; practitioners would gain the fortitude needed to ward off negative spiritual magic directed towards them.  Forest jade is an uncommon variety of chrysoprase found around tree roots in the woodlands outlying the Yuriqen territory.  The gemstone&#039;s coloration possesses an intense, luminescent verdure unmatched by all other jewels and minerals.  Occasionally, forest jade is striated with finespun acantha green and viridian filaments, though this variation can be much harder to obtain.  A scattering of brilliant copper inclusions is highly prized in the most choice specimens.  Deer, including both stags and does, were the totem of chrysoprase, instilling a sense of gentleness, innocence, and the appreciation for precious materials given to those under the Green Mother.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Citrine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Raccoon&amp;lt;br&amp;gt;&lt;br /&gt;
Citrine was used infrequently in items because it was thought to have potent abilities that relaxed the conscious psyche.  It was avoided, even in jewelry, by people who did not have complete control over their mental faculties.  Placing a citrine on the forehead was thought to open the veils of the mind to otherworldly realms.  Elaborate masks completely covered in citrine gems were used in shamanic spell rituals in an effort to absorb some of their positive properties, but multiple foreboding folk tales about citrine indicate such a practice had a tendency to lead the wearer down a negative path.  The less superstitious set the gem into talismans (but only talismans) to protect against poisons.  Healing properties of citrine extended to liver diseases, head injuries, eye ailments, and swollen glands.  Citrine&#039;s totem is the raccoon who teaches that behind masks, personal transformation can occur in both physical and spiritual forms.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Emerald&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air, Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Hawk&amp;lt;br&amp;gt;&lt;br /&gt;
Countless emeralds possess inclusions that give them a soft, mossy internal appearance, which may explain the longstanding affiliation with Imaera, and the reverent title of, &amp;quot;The Verdant Lady,&amp;quot; bestowed upon her by many sylvans.  They were seen as a definitive symbol of life.  The stones encouraged growth, regeneration, and exploration, and eventually became a favorite among empaths.  The emerald&#039;s virtues were distinctly aligned with Yr&#039;Weth in the Silver Veil, and the gem emerged as a popular material with those in the Lassaran D&#039;ahranal.  It was thought good luck would follow members of the D&#039;ahranal if they carried an emerald fetish carved into the shape of a hawk, as the bird provided a higher perspective on any undertaking.  The hawk totem aided travelers in fending off illness and was known to guide sylvans to the safest paths on journeys away from the forest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garnet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Bear&amp;lt;br&amp;gt;&lt;br /&gt;
Garnets are a fiery red stone and were often worn to improve health and increase courage.  Garnet-inset medallions carved with the head of a bear, which is also garnet&#039;s totem, were made for some members of the Kytawa D&#039;ahranal to enhance their energy and stamina.  In older weapons, hilts were sometimes inlaid with the jewel to increase endurance and precision.  It was said two garnets laid upon the brow of a patient would speed the healing of flesh wounds.  Bears were well-known to go into a semi-conscious trance, living off of their stored body fat, and the totem demonstrated how to draw on an inner storage of energy when it&#039;s needed most.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jasper&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Hummingbird&amp;lt;br&amp;gt;&lt;br /&gt;
Jasper is connected to Yr&#039;Nyx in the Silver Veil, and therefore the Fresiawn D&#039;ahranal as well.  Jasper was considered a precious material and often times set aside for artisanal works of art, due to the intense range of colors and banding present in the stones.  It was a prized choice for carved pieces such as decorative jewelry, statues, and combs.  Instruments accented with jasper were sometimes given to exceptionally gifted musicians, as the stone was said to encourage superior sound resonance because of its innate ability to channel and redirect energy.  Hummingbirds were considered to be one of Imaera&#039;s most beautiful creations bestowed upon Elanthia, explaining why the jewel-toned birds are the totem for jasper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lapis Lazuli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Badger&amp;lt;br&amp;gt;&lt;br /&gt;
Lapis was primarily used for a brilliant paint by those in the Fresiawn D&#039;ahranal.  Once crushed and processed with oils and water, it could be used on a variety of items, and the inherent soothing blue color made an ideal choice for artwork.  One old remedy suggested that a small amount of lapis lazuli dust could be combined with a milk-soaked poultice for multiple skin problems.  In powder form, lapis was used as a bright eyeliner worn for eventide religious ceremonies and was commonly selected as the base for clerical fetishes and jewelry.  Shards of the stone were ofttimes preserved in a natural, unfinished state which ensured maximum potency.  The nocturnal badger was regarded as one of nature&#039;s most powerful diggers, and as a totem to lapis lazuli, illustrated being completely in tune with the rawness of the earth and nighttime.&lt;br /&gt;
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&#039;&#039;&#039;Malachite&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Owl&amp;lt;br&amp;gt;&lt;br /&gt;
Malachite is a mineral ranging in composition from variegated deep forest green to light sea green swirled with darker veins.  Artisans crafted vases from the material, as its green color often gave a more natural appearance overall to an arrangement of foliage.  Followers of Gosaena wore a strand of malachite beads to honor their goddess in solitary ritual work.  After embalming and before burial, small wings of carved malachite were laid over the deceased&#039;s eyes, each stone etched with half of the saying, &amp;quot;Forever closed to mortal suffering; forever held in eternal peace.&amp;quot;  The close connection to Gosaena reveals some insight into the stone&#039;s totem animal, the owl; both of which are related to the mysteries of death, femininity, and spiritual projection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mithril-Bloom&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Falcon&amp;lt;br&amp;gt;&lt;br /&gt;
Mithril-bloom was thought to be a blessed stone from an old piece of folklore.  It was circulated for a time that mithril-bloom was Jaston&#039;s second stone, placing just behind blue quartz.  Wherever one of his feathers had touched the precious metal, brilliantly colored feldspar would spring up, creating the gems that we know today as mithril-bloom.  Sylvans were known to create lucky mithril-bloom fetishes specifically for Lornon&#039;s Eve, with the hope that it would encourage Jaston&#039;s Four Winds to blow good fortune their way in the coming year.  Peregrine falcons, each boasting a shock of dense white feathers at the neck, have long been considered the cousins of Jaston due to their pale coloring, thus explaining the gem&#039;s totem.&lt;br /&gt;
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&#039;&#039;&#039;Moonstone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Wolf&amp;lt;br&amp;gt;&lt;br /&gt;
Moonstone was chiefly associated with Yr&#039;Vara in the Silver Veil.  The gem was a perfect representation of a place entwined with lovers and dreams.  Scrying for your true love could be performed under the full moon with a bowl of water and five moonstones.  After dropping the moonstones into the bowl it was said that your true love&#039;s name would appear across the surface of the water.  Many wolves mate for life and have an intense lunar connection, adding to the air of romance surrounding the moonstone and its animal totem.&lt;br /&gt;
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&#039;&#039;&#039;Pearl&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Rabbit&amp;lt;br&amp;gt;&lt;br /&gt;
Superstitious sylvans used pearls to surmise who their true love was.  First, a private ritual was performed at dusk, in which Imaera&#039;s opinion of the potential love was asked. The seeker would then wait until sunrise and venture off on a lengthy journey to the southernmost riverbeds of the Ademyon.  Upon reaching the area, he or she would choose an oyster and harvest it.  If a pearl was found inside, it was considered Imaera&#039;s eternal blessing on the supposed pairing.  If nothing was found, it was not meant to be.  The exception to this rule was a black pearl, which indicated the other person&#039;s heart already belonged to another.  The prediction tactic was most often attempted by young sylvans before they were ushered into an arranged marriage.  A rare variety of purple Andemyon oyster pulled from the river of the same name produces a gorgeous variety of nacre called veil pearl.  The rock-adhering mollusks form delicate little teardrops in all manner of iridescent rainbow-based hues, sometimes yielding six or seven multicolored droplets in a single shell.  Finding lavender veil pearls, whether it be in the form of the entire inner shell, or as a crop of tiny beads, was widely viewed as receiving a sacred gift from Imaera.  Likewise, rabbits are amazingly fertile and produce a large number of offspring.  As pearl&#039;s totem, they celebrated the richness of creating new life and the benefits of a fresh beginning.&lt;br /&gt;
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&#039;&#039;&#039;Sapphire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Porcupine&amp;lt;br&amp;gt;&lt;br /&gt;
The most common specimen of sapphire happens to be a deep blue variety, which was most useful for anyone who attempted spells or ritual work that called upon water as a source of power.  As an adornment, blue sapphires were sometimes heated over blazing fires to enhance their coloring.  Violet sapphires, specifically, were suggested for use in the talismans of parents and their newborn children.  Trinkets or bracelets of violet sapphires were given as presents to expectant mothers.  Porcupines can float in water (perhaps explaining their link to the water aligned mineral), and taught sylvans how to be more flexible and aware of their surroundings as a totem.&lt;br /&gt;
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&#039;&#039;&#039;Topaz&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Pelican&amp;lt;br&amp;gt;&lt;br /&gt;
Topaz was preferred in circular cuts and fiery hues that were tinged with gold.  It is linked to Yr&#039;Thrumh in the Silver Veil, the largest of all the trees.  The most important figureheads and artisans of the Kytawa D&#039;ahranal were offered staves crowned with sizeable spheres of topaz.  The gems used for this purpose were blessed in a forest ritual performed by only a few of the best mystics available at the time.  Topaz was a gem reserved for meditation upon outside motivations and examination of personal behavior.  Pelicans do not compete for nesting, and enlist group help during their fishing time.  They were a symbol of teamwork and unselfishness that went hand in hand with the values of the Kytawa D&#039;ahranal.&lt;br /&gt;
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&#039;&#039;&#039;Tourmaline&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Bee&amp;lt;br&amp;gt;&lt;br /&gt;
Tourmaline possesses a greater variety of colors than any other gemstone.  When heated or rubbed the crystals can draw small particles like dust or hair.  This capability has lent it an association with attraction and fertility.  All fertility charms and fetishes created for women were made of at least one type of tourmaline.  The colors of the stones were expected to relate to whatever was thought to be the obstacle creating their sterility.  Personal gardens were bedecked with small tourmaline sculptures, and pebbles of the gem were planted alongside new seeds to ensure their fruitfulness.  Bees have long been a representation of fertility and productiveness, and their vital work with pollination explains why the bee was chosen as the totem of tourmaline.&lt;br /&gt;
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&#039;&#039;&#039;Zircon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Turtle&amp;lt;br&amp;gt;&lt;br /&gt;
The most used and popular form of zircon was gold, but fire and heat treatments also produced green, blue, grey, and yellow varieties.  Clear zircons were considered to be as useless as diamonds.  Gold-tinged zircons were frequently used as an ingredient in healthful elixirs and tonics.  While they were not directly consumed, steeping a handful of golden zircon in any liquid for at least two days was said to increase its intended properties three fold.  Likewise, a single zircon boiled in a tea increased general health and longevity.  Passed down from family to family in the Tyesteron D&#039;ahranal, an ancient technique used to craft intricate lamellar armor that mimicked the mottled patterns of tortoiseshell.  Neutral-toned variations of zircon customarily embellished the leathers, which were designed to enhance one&#039;s ability to hide in wooded territories.  The turtle as a totem, much like the zircon, promoted patience, sanctuary, survival, and the secrets to a healthful life.&lt;br /&gt;
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[[category:Sylvans]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sylvankind_Gemology_Guide&amp;diff=66484</id>
		<title>Sylvankind Gemology Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sylvankind_Gemology_Guide&amp;diff=66484"/>
		<updated>2015-07-24T18:19:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  &amp;#039;&amp;#039;&amp;#039;Sylvankind Gemology Guide&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;Written by the hand of Nimaya Yra&amp;#039;Leth&amp;lt;br&amp;gt;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Senior Scrivener to The House of the Paladin&amp;lt;br&amp;gt;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Elstreth&amp;lt;br&amp;gt;&amp;#039;&amp;#039; &amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sylvankind Gemology Guide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by the hand of Nimaya Yra&#039;Leth&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Senior Scrivener to The House of the Paladin&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Elstreth&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Leyan, the 18th day of Charlatos, in the year 5115.&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preface&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I find myself on an endless quest to understand the intricacies of symbolism and folklore that I&#039;ve witnessed in my travels.  I consider my written contribution to be a physical, mental, and spiritual journey, ultimately resulting in this small collection of gemstone lore.  To ensure the years spent on trial and error and general education would not go lost to future generations, my tomes and scrolls have been religiously kept on what was learned, observed, and put into practice.  Some of our ways have been closely guarded and kept as secret through the ages, while others were shared freely with anyone in need.  I have translated this text into common for universal application, but the findings are based predominantly on my time living among Lassaran sylvan communities, and differ drastically from customary gem lore.  While the information cannot be presented as fact, the contents are immeasurably invaluable, simply as a piece of cultural commentary.  The guide examines the study of elemental influence, natural magic, totem animals, and eccentric healing methods related to the gems explored.&lt;br /&gt;
&lt;br /&gt;
Nature&#039;s influences were thought to comprise part of everything that existed in reality.  The primary elements recognized by most sylvans were water, air, fire, and earth.  It was infrequently expanded on to include the additions of moon, sun, metal, wood, lightning, and spirit.  Gems, at their essence, are all connected to elements of earth through Imaera&#039;s devoted hands.  However, some can be used to mirror other elements for spells or ritual work.  These alternatives have been denoted in the guide, with the focus being placed on primary elements alone.&lt;br /&gt;
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Totem animals are used to recognize the self being part of nature and nature being part of the self.  The totem can ascribe the animal&#039;s characteristics and habits to a person, family, plant, object, or in this case, gem.  They are emblems that allow the identification of the many facets that make up the marrow of a thing or person.  It is the calling on the root of whatever attribute is specified that draws power from their totem.&lt;br /&gt;
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Fetishes and talismans were used by all types of individuals, but they were particularly popular with those involved with the magic arts, as they served a purpose beyond simple adornment.  Talismans were defined as small trinkets that were designed to protect or to influence the feelings or actions of its wearer.  Fetishes were specified as personal artifacts carved into the shape of an animal that could be held in the hand or worn on the body.  They were thought to facilitate power, or at the very least bring some clarity, to their owner.  The greatest difference between these two items is vital to note; a talisman changed its wearer, while a fetish influenced external forces around its owner.&lt;br /&gt;
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Jewels and rocks were inset into the items to enhance other facets of their use.  The applications were vast and mostly dependent on the personal interpretation of its owner.  The totem and gem pairings listed in the guide are a tiny fraction of possible combinations that could be created with fetishes and talismans.  Endless blends are possible with limitless purposes, but they were often intended to influence hunting, healing, prayer, or basic spirituality.  The finished product is a physical representation of values that a sylvan could use to live a more harmonious life within the forest.&lt;br /&gt;
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&#039;&#039;&#039;Gemology Index&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Agate&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire, Earth, Air, Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Butterfly&amp;lt;br&amp;gt;&lt;br /&gt;
The ideal specimens of fire agate were those that resembled burning embers with traces of viridian running through them.  This particular agate was thought to be Imaera&#039;s earthly manifestation of a sun setting on the horizon.  Its history is strongly correlated with Yr&#039;Mez in the Silver Veil, as the people in the Tyesteron D&#039;ahranal were instructed to set their armbands or belts with a single cabochon of fire agate.  This addition would bring courage to their uncertain hearts and protect them in battle.&lt;br /&gt;
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Cloud and moss agates were the preferred choice for those that followed Gosaena.  Cloud agate was greatly prized by Gosaenan clerics, as its appearance and coloring represented the shroud that clouded our eyes from seeing what lies beyond our mortal life.  Meditating on a cloud agate was said to bring you clarity and peace of mind.  The lively green branching that ran through the icy-white base of a moss agate was widely respected as a metaphor for the transition between mortal life to immortal life in the afterworld.  The agate&#039;s totem is the butterfly, which was similarly a symbol of beautiful transformation.&lt;br /&gt;
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&#039;&#039;&#039;Amber&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Fox&amp;lt;br&amp;gt;&lt;br /&gt;
Amber comes in a variety of colors including the traditional golden, as well as brown, green, blue and black.     The gem has had a long history tied to Yr&#039;Shryv in the Silver Veil.  Brown amber was burned as incense during ceremonial death rites to ward off negative forces that might become attached to the newly passed soul.  In the embalming arts, green amber was often carved into the shape of a heart, and used to replace the actual heart inside the chest cavity.  These stone hearts were carved with sentiments from the family that were intended to carry into the deceased&#039;s new life beyond the Ebon Gate.  Common phrases were, &amp;quot;Our bodies may be parted, but our souls are forever entwined,&amp;quot; and, &amp;quot;Not even death shall blight our love.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Blue amber was the choice to use in spells to bring rain and was worn in a fetish form during droughts.  Black amber was saved for all things related to ritual work during periods of isolation or solitary trance sessions, and were revered as, &amp;quot;Imaera&#039;s Tears,&amp;quot; for having the unrivaled capability of capturing memories or retaining lingering energy inside the stones.  Foxes have a strong bond with their family, but also live alone for long times during the year.  They shared a powerful lesson about separation as a totem, and therefore were a fitting match for amber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beryl&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Coyote&amp;lt;br&amp;gt;&lt;br /&gt;
Beryl is a mineral that can be colorless, red, yellow, green, blue or white.  Sylvans distinguished beryl and emerald as two individual rocks with varied objectives.  A deep grassy hue of green indicated the stone was an emerald, while a pale misty green color indicated the stone was beryl.   Beryl could be carved into flat, rounded plates or perfect spheres that were used as communion objects for scrying by seers and mystics.  These items were typically kept in clean, white chainsil to prevent scratching.  Coyotes were seen as the honored keepers of magic and wisdom, as were sylvan soothsayers and mystics, drawing an unmistakable parallel that designated the coyote as beryl&#039;s totem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodstone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Snake&amp;lt;br&amp;gt;&lt;br /&gt;
Bloodstone is green chalcedony speckled with red spots that resemble splashes of blood.  Ancient remedies call for this stone to be pressed against wounds to stop bleeding.  Although any clotting was likely caused by the pressure and chilly temperature of the stone, this method launched a trend of donning bloodstone jewelry to improve circulation and resist blood disorders.&lt;br /&gt;
The Turamzzyrian Duchy of Aldora is widely known for the art of stone-tending, which likely evolved as a modified version of traditional sylvan stone healing practices.  The curative gem-based methods were passed down from early sylvans to humans during their migration to the western side of the Dragonspine mountains.  Ancestral humans that picked up the craft were part of the racially diverse Kannalan Empire, and Aldora is one of the last regions to have survived with a continued connection to Kannalan times.  The stone-tending techniques used in modern times have shifted from using the simpler stones still preferred by sylvans to much the more lavish and expensive jewels used now by humans.&lt;br /&gt;
&lt;br /&gt;
Sylvans regularly recommended that a patient who had undergone any amount of bloodletting be left to recover with a bloodstone.  As bloodstone&#039;s totem, snakes imparted dynamic spiritual medicine that referenced the shedding of skin, a practice which keeps their bodies in a constant state of renewal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chrysoprase&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Stag &amp;amp; Doe&amp;lt;br&amp;gt;&lt;br /&gt;
Chrysoprase is widely accepted as the apple-green stone of Imaera and her worshippers.  The gem&#039;s original history with Yr&#039;Tael-taught clerics seems to have been scattered to the wind over the ages.  One surviving text revealed that a small gathering of priests and priestesses from the great tree ritually buried the stone at sunrise around its perimeter.  The object behind this practice was that a blessing would be bestowed upon those who returned Imaera&#039;s chrysoprase to her; practitioners would gain the fortitude needed to ward off negative spiritual magic directed towards them.  Forest jade is an uncommon variety of chrysoprase found around tree roots in the woodlands outlying the Yuriqen territory.  The gemstone&#039;s coloration possesses an intense, luminescent verdure unmatched by all other jewels and minerals.  Occasionally, forest jade is striated with finespun acantha green and viridian filaments, though this variation can be much harder to obtain.  A scattering of brilliant copper inclusions is highly prized in the most choice specimens.  Deer, including both stags and does, were the totem of chrysoprase, instilling a sense of gentleness, innocence, and the appreciation for precious materials given to those under the Green Mother.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citrine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Raccoon&amp;lt;br&amp;gt;&lt;br /&gt;
Citrine was used infrequently in items because it was thought to have potent abilities that relaxed the conscious psyche.  It was avoided, even in jewelry, by people who did not have complete control over their mental faculties.  Placing a citrine on the forehead was thought to open the veils of the mind to otherworldly realms.  Elaborate masks completely covered in citrine gems were used in shamanic spell rituals in an effort to absorb some of their positive properties, but multiple foreboding folk tales about citrine indicate such a practice had a tendency to lead the wearer down a negative path.  The less superstitious set the gem into talismans (but only talismans) to protect against poisons.  Healing properties of citrine extended to liver diseases, head injuries, eye ailments, and swollen glands.  Citrine&#039;s totem is the raccoon who teaches that behind masks, personal transformation can occur in both physical and spiritual forms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air, Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Hawk&amp;lt;br&amp;gt;&lt;br /&gt;
Countless emeralds possess inclusions that give them a soft, mossy internal appearance, which may explain the longstanding affiliation with Imaera, and the reverent title of, &amp;quot;The Verdant Lady,&amp;quot; bestowed upon her by many sylvans.  They were seen as a definitive symbol of life.  The stones encouraged growth, regeneration, and exploration, and eventually became a favorite among empaths.  The emerald&#039;s virtues were distinctly aligned with Yr&#039;Weth in the Silver Veil, and the gem emerged as a popular material with those in the Lassaran D&#039;ahranal.  It was thought good luck would follow members of the D&#039;ahranal if they carried an emerald fetish carved into the shape of a hawk, as the bird provided a higher perspective on any undertaking.  The hawk totem aided travelers in fending off illness and was known to guide sylvans to the safest paths on journeys away from the forest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garnet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Bear&amp;lt;br&amp;gt;&lt;br /&gt;
Garnets are a fiery red stone and were often worn to improve health and increase courage.  Garnet-inset medallions carved with the head of a bear, which is also garnet&#039;s totem, were made for some members of the Kytawa D&#039;ahranal to enhance their energy and stamina.  In older weapons, hilts were sometimes inlaid with the jewel to increase endurance and precision.  It was said two garnets laid upon the brow of a patient would speed the healing of flesh wounds.  Bears were well-known to go into a semi-conscious trance, living off of their stored body fat, and the totem demonstrated how to draw on an inner storage of energy when it&#039;s needed most.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jasper&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Hummingbird&amp;lt;br&amp;gt;&lt;br /&gt;
Jasper is connected to Yr&#039;Nyx in the Silver Veil, and therefore the Fresiawn D&#039;ahranal as well.  Jasper was considered a precious material and often times set aside for artisanal works of art, due to the intense range of colors and banding present in the stones.  It was a prized choice for carved pieces such as decorative jewelry, statues, and combs.  Instruments accented with jasper were sometimes given to exceptionally gifted musicians, as the stone was said to encourage superior sound resonance because of its innate ability to channel and redirect energy.  Hummingbirds were considered to be one of Imaera&#039;s most beautiful creations bestowed upon Elanthia, explaining why the jewel-toned birds are the totem for jasper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lapis Lazuli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Badger&amp;lt;br&amp;gt;&lt;br /&gt;
Lapis was primarily used for a brilliant paint by those in the Fresiawn D&#039;ahranal.  Once crushed and processed with oils and water, it could be used on a variety of items, and the inherent soothing blue color made an ideal choice for artwork.  One old remedy suggested that a small amount of lapis lazuli dust could be combined with a milk-soaked poultice for multiple skin problems.  In powder form, lapis was used as a bright eyeliner worn for eventide religious ceremonies and was commonly selected as the base for clerical fetishes and jewelry.  Shards of the stone were ofttimes preserved in a natural, unfinished state which ensured maximum potency.  The nocturnal badger was regarded as one of nature&#039;s most powerful diggers, and as a totem to lapis lazuli, illustrated being completely in tune with the rawness of the earth and nighttime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malachite&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Owl&amp;lt;br&amp;gt;&lt;br /&gt;
Malachite is a mineral ranging in composition from variegated deep forest green to light sea green swirled with darker veins.  Artisans crafted vases from the material, as its green color often gave a more natural appearance overall to an arrangement of foliage.  Followers of Gosaena wore a strand of malachite beads to honor their goddess in solitary ritual work.  After embalming and before burial, small wings of carved malachite were laid over the deceased&#039;s eyes, each stone etched with half of the saying, &amp;quot;Forever closed to mortal suffering; forever held in eternal peace.&amp;quot;  The close connection to Gosaena reveals some insight into the stone&#039;s totem animal, the owl; both of which are related to the mysteries of death, femininity, and spiritual projection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mithril-Bloom&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Falcon&amp;lt;br&amp;gt;&lt;br /&gt;
Mithril-bloom was thought to be a blessed stone from an old piece of folklore.  It was circulated for a time that mithril-bloom was Jaston&#039;s second stone, placing just behind blue quartz.  Wherever one of his feathers had touched the precious metal, brilliantly colored feldspar would spring up, creating the gems that we know today as mithril-bloom.  Sylvans were known to create lucky mithril-bloom fetishes specifically for Lornon&#039;s Eve, with the hope that it would encourage Jaston&#039;s Four Winds to blow good fortune their way in the coming year.  Peregrine falcons, each boasting a shock of dense white feathers at the neck, have long been considered the cousins of Jaston due to their pale coloring, thus explaining the gem&#039;s totem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonstone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Wolf&amp;lt;br&amp;gt;&lt;br /&gt;
Moonstone was chiefly associated with Yr&#039;Vara in the Silver Veil.  The gem was a perfect representation of a place entwined with lovers and dreams.  Scrying for your true love could be performed under the full moon with a bowl of water and five moonstones.  After dropping the moonstones into the bowl it was said that your true love&#039;s name would appear across the surface of the water.  Many wolves mate for life and have an intense lunar connection, adding to the air of romance surrounding the moonstone and its animal totem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pearl&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Rabbit&amp;lt;br&amp;gt;&lt;br /&gt;
Superstitious sylvans used pearls to surmise who their true love was.  First, a private ritual was performed at dusk, in which Imaera&#039;s opinion of the potential love was asked. The seeker would then wait until sunrise and venture off on a lengthy journey to the southernmost riverbeds of the Ademyon.  Upon reaching the area, he or she would choose an oyster and harvest it.  If a pearl was found inside, it was considered Imaera&#039;s eternal blessing on the supposed pairing.  If nothing was found, it was not meant to be.  The exception to this rule was a black pearl, which indicated the other person&#039;s heart already belonged to another.  The prediction tactic was most often attempted by young sylvans before they were ushered into an arranged marriage.  A rare variety of purple Andemyon oyster pulled from the river of the same name produces a gorgeous variety of nacre called veil pearl.  The rock-adhering mollusks form delicate little teardrops in all manner of iridescent rainbow-based hues, sometimes yielding six or seven multicolored droplets in a single shell.  Finding lavender veil pearls, whether it be in the form of the entire inner shell, or as a crop of tiny beads, was widely viewed as receiving a sacred gift from Imaera.  Likewise, rabbits are amazingly fertile and produce a large number of offspring.  As pearl&#039;s totem, they celebrated the richness of creating new life and the benefits of a fresh beginning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Porcupine&amp;lt;br&amp;gt;&lt;br /&gt;
The most common specimen of sapphire happens to be a deep blue variety, which was most useful for anyone who attempted spells or ritual work that called upon water as a source of power.  As an adornment, blue sapphires were sometimes heated over blazing fires to enhance their coloring.  Violet sapphires, specifically, were suggested for use in the talismans of parents and their newborn children.  Trinkets or bracelets of violet sapphires were given as presents to expectant mothers.  Porcupines can float in water (perhaps explaining their link to the water aligned mineral), and taught sylvans how to be more flexible and aware of their surroundings as a totem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Topaz&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Pelican&amp;lt;br&amp;gt;&lt;br /&gt;
Topaz was preferred in circular cuts and fiery hues that were tinged with gold.  It is linked to Yr&#039;Thrumh in the Silver Veil, the largest of all the trees.  The most important figureheads and artisans of the Kytawa D&#039;ahranal were offered staves crowned with sizeable spheres of topaz.  The gems used for this purpose were blessed in a forest ritual performed by only a few of the best mystics available at the time.  Topaz was a gem reserved for meditation upon outside motivations and examination of personal behavior.  Pelicans do not compete for nesting, and enlist group help during their fishing time.  They were a symbol of teamwork and unselfishness that went hand in hand with the values of the Kytawa D&#039;ahranal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourmaline&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Bee&amp;lt;br&amp;gt;&lt;br /&gt;
Tourmaline possesses a greater variety of colors than any other gemstone.  When heated or rubbed the crystals can draw small particles like dust or hair.  This capability has lent it an association with attraction and fertility.  All fertility charms and fetishes created for women were made of at least one type of tourmaline.  The colors of the stones were expected to relate to whatever was thought to be the obstacle creating their sterility.  Personal gardens were bedecked with small tourmaline sculptures, and pebbles of the gem were planted alongside new seeds to ensure their fruitfulness.  Bees have long been a representation of fertility and productiveness, and their vital work with pollination explains why the bee was chosen as the totem of tourmaline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zircon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Element: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Totem: Turtle&amp;lt;br&amp;gt;&lt;br /&gt;
The most used and popular form of zircon was gold, but fire and heat treatments also produced green, blue, grey, and yellow varieties.  Clear zircons were considered to be as useless as diamonds.  Gold-tinged zircons were frequently used as an ingredient in healthful elixirs and tonics.  While they were not directly consumed, steeping a handful of golden zircon in any liquid for at least two days was said to increase its intended properties three fold.  Likewise, a single zircon boiled in a tea increased general health and longevity.  Passed down from family to family in the Tyesteron D&#039;ahranal, an ancient technique used to craft intricate lamellar armor that mimicked the mottled patterns of tortoiseshell.  Neutral-toned variations of zircon customarily embellished the leathers, which were designed to enhance one&#039;s ability to hide in wooded territories.  The turtle as a totem, much like the zircon, promoted patience, sanctuary, survival, and the secrets to a healthful life.&lt;br /&gt;
&lt;br /&gt;
[[category:Sylvans]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iron_boar_hide&amp;diff=66277</id>
		<title>Iron boar hide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iron_boar_hide&amp;diff=66277"/>
		<updated>2015-07-17T15:36:16Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Boar Hide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In the depth of the DragonSpine mountains dwell a ferocious breed of wild boars that often grow to a size that matches the shoulder height of your average human. Known as the Mountain Razorback, the species is renown for their fearlessness when confronted by predators (very few) and hunters, often charging with violent abandon with large sharp tusks and thick hides bristling with quill like spikes. Since nearly the dawn of the giantman race, or at least since they began to wander the peaks of the DragonSpine, giantmen and women have hunted the beast. A traditional hunt requires the use of a massive boar spear and the steel nerve to level it toward a charging mountain razorback.&lt;br /&gt;
&lt;br /&gt;
== Appearance and Uses ==&lt;br /&gt;
&lt;br /&gt;
While prized for their meat and the multiple purposes their tusks can be crafted for, the mountain razorback is most often hunted for its hide. Colloquially known as iron boar hide, the thick hide actually offers no more defense than any other leather material, but is often incorporated into giantkin clothing for its capacity to help retain heat in the coldest months and for its appearance of the quills that proliferate along the ridge of the back of the beast. The color of the hide is iron grey, hence the name given to the hide by its wearers and merchants.&lt;br /&gt;
&lt;br /&gt;
The hide is often used for winter cloaks, but the quilled portion is also used for accent purposes on helms, arm and leg greaves, and shoulder pads. One camouflage technique used by its wearers is to wrap the cloak about themselves, then roll about in dead leaves or weeds, allowing the material to catch upon the quills. The wearer instantly then acquires the ability to better blend in with his or her surroundings. &lt;br /&gt;
&lt;br /&gt;
== General Restrictions ==&lt;br /&gt;
&lt;br /&gt;
Given the extreme dangers involved in the procurement of iron boar hide, giantkin are the exclusive producers of products made from the mountain razorback.  Don&#039;t expect to find the material sold by non-giantkin merchants!  Unless otherwise explicitly stated by the merchant, the material will not imbue the wearer with any bonus to hiding or other camouflaging related skills.  Don&#039;t worry, if looks could kill, the wearer is definitely going to stun fashion knowledgeable friends and family!&lt;br /&gt;
&lt;br /&gt;
[[category:Materials]]&lt;br /&gt;
[[category:Giantmen]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iron_boar_hide&amp;diff=66276</id>
		<title>Iron boar hide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iron_boar_hide&amp;diff=66276"/>
		<updated>2015-07-17T15:35:17Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Iron Boar Hide&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Boar Hide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In the depth of the DragonSpine mountains dwell a ferocious breed of wild boars that often grow to a size that matches the shoulder height of your average human. Known as the Mountain Razorback, the species is renown for their fearlessness when confronted by predators (very few) and hunters, often charging with violent abandon with large sharp tusks and thick hides bristling with quill like spikes. Since nearly the dawn of the giantman race, or at least since they began to wander the peaks of the DragonSpine, giantmen and women have hunted the beast. A traditional hunt requires the use of a massive boar spear and the steel nerve to level it toward a charging mountain razorback.&lt;br /&gt;
&lt;br /&gt;
== Appearance and Uses ==&lt;br /&gt;
&lt;br /&gt;
While prized for their meat and the multiple purposes their tusks can be crafted for, the mountain razorback is most often hunted for its hide. Colloquially known as iron boar hide, the thick hide actually offers no more defense than any other leather material, but is often incorporated into giantkin clothing for its capacity to help retain heat in the coldest months and for its appearance of the quills that proliferate along the ridge of the back of the beast. The color of the hide is iron grey, hence the name given to the hide by its wearers and merchants.&lt;br /&gt;
&lt;br /&gt;
The hide is often used for winter cloaks, but the quilled portion is also used for accent purposes on helms, arm and leg greaves, and shoulder pads. One camouflage technique used by its wearers is to wrap the cloak about themselves, then roll about in dead leaves or weeds, allowing the material to catch upon the quills. The wearer instantly then acquires the ability to better blend in with his or her surroundings. &lt;br /&gt;
&lt;br /&gt;
== General Restrictions ==&lt;br /&gt;
&lt;br /&gt;
Given the extreme dangers involved in the procurement of iron boar hide, giantkin are the exclusive producers of products made from the mountain razorback.  Don&#039;t expect to find the material sold by non-giantkin merchants!  Unless otherwise explicitly stated by the merchant, the material will not imbue the wearer with any bonus to hiding or other camouflaging related skills.  Don&#039;t worry, if looks could kill, the wearer is definitely going to stun fashion knowledgeable friends and family!&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iron_boar_hide&amp;diff=66275</id>
		<title>Iron boar hide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iron_boar_hide&amp;diff=66275"/>
		<updated>2015-07-17T15:34:19Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  &amp;#039;&amp;#039;&amp;#039;Iron Boar Hide&amp;#039;&amp;#039;&amp;#039;  == History ==  In the depth of the DragonSpine mountains dwell a ferocious breed of wild boars that often grow to a size that matc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Boar Hide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In the depth of the DragonSpine mountains dwell a ferocious breed of wild boars that often grow to a size that matches the shoulder height of your average human. Known as the Mountain Razorback, the species is renown for their fearlessness when confronted by predators (very few) and hunters, often charging with violent abandon with large sharp tusks and thick hides bristling with quill like spikes. Since nearly the dawn of the giantman race, or at least since they began to wander the peaks of the DragonSpine, giantmen and women have hunted the beast. A traditional hunt requires the use of a massive boar spear and the steel nerve to level it toward a charging mountain razorback.&lt;br /&gt;
&lt;br /&gt;
== Appearance and Uses ==&lt;br /&gt;
&lt;br /&gt;
While prized for their meat and the multiple purposes their tusks can be crafted for, the mountain razorback is most often hunted for its hide. Colloquially known as iron boar hide, the thick hide actually offers no more defense than any other leather material, but is often incorporated into giantkin clothing for its capacity to help retain heat in the coldest months and for its appearance of the quills that proliferate along the ridge of the back of the beast. The color of the hide is iron grey, hence the name given to the hide by its wearers and merchants.&lt;br /&gt;
&lt;br /&gt;
The hide is often used for winter cloaks, but the quilled portion is also used for accent purposes on helms, arm and leg greaves, and shoulder pads. One camouflage technique used by its wearers is to wrap the cloak about themselves, then roll about in dead leaves or weeds, allowing the material to catch upon the quills. The wearer instantly then acquires the ability to better blend in with his or her surroundings. &lt;br /&gt;
&lt;br /&gt;
== General Restrictions ==&lt;br /&gt;
&lt;br /&gt;
Given the extreme dangers involved in the procurement of iron boar hide, giantkin are the exclusive producers of products made from the mountain razorback.  Don&#039;t expect to find the material sold by non-giantkin merchants!  Unless otherwise explicitly stated by the merchant, the material will not imbue the wearer with any bonus to hiding or other camouflaging related skills.  Don&#039;t worry, if looks could kill, the wearer is definitely going to stun fashion knowledgeable friends and family!&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Story_of_the_Volnath_Dai&amp;diff=66274</id>
		<title>Story of the Volnath Dai</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Story_of_the_Volnath_Dai&amp;diff=66274"/>
		<updated>2015-07-17T15:22:10Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;The Story of the Volnath Dai&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
The Volnath Dai&lt;br /&gt;
&lt;br /&gt;
As related to and recorded by Culoney of Hendor.&lt;br /&gt;
&lt;br /&gt;
=== Where It Began ===&lt;br /&gt;
Momentous times often are followed by momentous discoveries.  This is a telling of a history that began in our Order&#039;s past, but which came to light in the strife of the present.  This is the origin of the Erithian sect of the Order of Voln.  This is the story of the Volnath Dai.&lt;br /&gt;
&lt;br /&gt;
It began centuries ago, when the banner of Selantha Anodheles began its fateful march outward from the powerful city-state of Tamzyrr and swept away many of the last relics of an earlier empire.  Under this banner, there was no place for the hathlyn, ordlyn, or sylvan, while in contrast, all were welcome beneath the Banner of the Shield, the banner of our Lord Voln.  It was not our Order&#039;s fate to remain immune to the wave of gold and crimson, and so we suffered.  K&#039;Tafali&#039;s monastery was ruined, the library splintered, and the followers of many races were left with one option: flight.  Among them was the Grand Master Fineval, a sylvan, pure as the snow  atop the high mounts of the Dragon&#039;s Spine, and as courageous as Lord Kai himself.  Few were the servants of our Lord who were of equal or greater caliber, and so it was that Master Fineval won passage for himself and his men and women from the fury of Anodheles&#039;s army and disappeared into time and became legend.&lt;br /&gt;
&lt;br /&gt;
In the present era, we turn to a place beyond the Elven Seas, beyond where the vessels of the Ashrim sailed, to the forgotten continent of Atan Irith.  In the city of Nathal-Ra, an Erithi was born and grew of age within the Nathal Dai.  He was raised to master the martial arts, if only to abhor their application, and to see the world as one of balance.  At an age when Erithi young men are filled with the wanderlust, he left the familiar shores of his homeland and rode the ocean winds into the west.&lt;br /&gt;
&lt;br /&gt;
=== In the Southron Wastes ===&lt;br /&gt;
&lt;br /&gt;
He landed on elven shores incognito in the time before the erithi race revealed themselves to Elanithians and began wandering.  One cannot say whether the gods guided his path, but it was a fateful one that drew him ever closer to the great swathe of wastes that mark the southern part of our continent.  It was perhaps one tale after another of the fantastic nature of the Southron Wastes, or it was the simple curiosity of an erithi raised by the sea to visit a land bereft of water.  Either way, in the time near what we declare to be 5020, he had by one means or another traveled deep into the wastes.  Unbeknownst to him, he dared where few others had explored and even less returned to speak of.  While the curse of the undead were known in Atan Irith, it did not exist on the scale that it does still within our lands.  There had been no Despana nor such threats as that of the Horned Cabal.  Thus, it was with surprise when in the midst of a desert storm he found himself surrounded by minions of the latter and his life, even his soul, were at grave risk.&lt;br /&gt;
&lt;br /&gt;
Had he perished that day, he would have become one more of the Everwandering, erithi who failed to return to Atan Irith from the journeys abroad: a flame extinguished in the silence.  As we know, he did not meet death that day, but instead, warriors who emerged from the wind and sand.  Their movements were practiced and without effort, as they adopted martial stances by which to release the undead of their immortal bindings.  When it was over, and quickly it was finished, in amazement, he shed the disguise so carefully held since his arrival in Elanith, and thanked his saviors.  One warrior among the band stepped forward, and it was then that the past and present merged: he was greeted by an elf named Fineval.&lt;br /&gt;
&lt;br /&gt;
=== The Fate of Fineval ===&lt;br /&gt;
Many years had it been since the great Master Fineval and his followers had unwillingly turned their backs on the home that had become the Turamzzyrian Empire, and for many years after that event, he and they wandered the wilderness beyond the marches of the empire.  It was to the south they were drawn and into the Southron Wastes they ventured, drawn by rumors of the presence of great evil.  The wastes are not an empty place.  There are those who live in them or, more accurately stated, survive in them.  It was these individuals, tribes of peoples who suffer to live without realizing that there are other means to live without suffering, who spoke to Master Fineval and his company of the undead that dwelt in the depths of the wilds.  As Fineval&#039;s people no longer had a life but their mission to the Lord Voln, they continued deeper and suffered the waste&#039;s natural and unnatural hazards. &lt;br /&gt;
&lt;br /&gt;
It was beyond a point that native guides claimed that none could live any further that in meditation, Master Fineval was graced with a vision of our Lord and there instructed to raise a fortress.  So in this place, Fineval instructed his men and women to build with stone and any other available material an outpost of the Order, and it was there that he instructed them to dig until water flowered from the earth.  Deep in the depths of the wastes, before any child of Elstreth learned to fear the name of the great liches that would later besiege their city and dreams, Fineval and his followers began the Order&#039;s long battle with the Horned Cabal.&lt;br /&gt;
&lt;br /&gt;
Tempered by the harsh reality of the wastes and the cruelty and might of their enemies, Fineval&#039;s Company, as they have since become known, were slowly transformed into the greatest of the Lord&#039;s servants.  In this greatest of tests, Fineval&#039;s Company evolved to the purest form of combating the undead.  One can attempt to describe it with many words such as, &amp;quot;one forged in fire&amp;quot; or, &amp;quot;one hammered into solidity.&amp;quot;  But in the simplest words, the Order in its history had never known, and perhaps might ever know again, the skill and spiritual lethality acquired by Fineval&#039;s Company.  It was composed of the older Ordlyn and Sylvans who survived the trek and their offspring.  They were the children of Our Lord&#039;s Fury, and unto them was bestowed from birth Our Order&#039;s righteousness.  It was they whom the Pilgrim met in the depths of the Wastes and by whom he was saved.&lt;br /&gt;
&lt;br /&gt;
=== Of Fineval&#039;s Legacy and the Pilgrim ===&lt;br /&gt;
&lt;br /&gt;
In the centuries that Fineval&#039;s Company stood resolute in the wastes, they saw and experienced many a thing that would be alien to those native to the Turamzzyrian Empire.  Yet, for all the impossible things they had witnessed surviving the wastes, none until that moment had ever set eyes upon a son of Atan Irith.  The discovery of a stranger in the strangest of lands was seen as a positive omen from the Lords of Liabo, and the Pilgrim&#039;s request to learn of the Order and its techniques, ways, and strategies was swiftly granted.  The stronghold that they called home had, over the centuries, become a hallowed place blessed with the blood and prayers of the Company.  It was here they took the Pilgrim and instructed him on Master Fasthr K&#039;Tafali and the creation of the Order.  They spoke not of the virulence of hate that had driven them and their ancestors into the nightmarish wastes, but of the teachings of Lord Voln and the great thinkers of the Order.  They spoke of Habbiton and the duty to always seek the understanding of those teachings to further the resolute devotion of the path. Before every sunrise, thanks were given in prayer for their opportunity to follow that path set before them.  The Pilgrim joined the aged Master Fineval in meditation and in the joyful hymns that harkened  back to the youngest years of the Order. &lt;br /&gt;
&lt;br /&gt;
So it was one day, he gazed across waves of the undead; a horde of the Horned Cabal that had repeatedly lashed out at the presence of the Company, outraged by its existence and frustrated by its resolve.  It was there that he learned that light is only brightest when there is darkness, and the darkness must be checked to prevent the dimming of the light.  The days were virtuous, and they passed into months and years, with Master Fineval and his Company a brilliant beacon in a wasteland the world had long given over to the tides of evil.  &lt;br /&gt;
&lt;br /&gt;
It was from the walls of the outpost that the Pilgrim watched perhaps the oldest and wisest of the Order&#039;s monks challenge one of the arch liches of the Horned Cabal to combat.  Such a challenge made by a less devout warrior would have been foolhardy or the type of action taken by those whose audacity outmatched their wits, but Master Fineval was not such an elf.  In the days of the Order, when its mission spread beyond the giantmen of Kedshold, he was one of the first of the sylvans to dedicate his life, as long as it may be, to the mission of our Lord.  Never before had the outpost seen such a massing of the enemy, and never had the light of hope seemed so dim.  Here then, the Pilgrim&#039;s lesson of light in darkness was learned, as the great Grandmaster of the Order took up arms one last time to face down the arch lich who held the reins of this unholy army. It was a duel fought against the arc of the sun from one horizon to another and as it continued, those who followed Master Fineval grew stronger in spirit and courage, while the opposite occurred for the lich&#039;s forces.  Under the light of the early evening stars, the stalemate broke when Fineval understood that he could not defeat the lich without receiving a mortal blow himself.  It was a truth visible from onlookers that victory could only come with sacrifice, and so Grand Master Fineval took his devotion to its highest level and slew the lich.  He was not killed immediately, but survived to suffer without complaint for seven more days and nights before finally succumbing to his wounds.  He joined our Lord Voln with the sounds of peace; the horde had fled without their leader.   &lt;br /&gt;
&lt;br /&gt;
By the walls that had remained firm against the Horned Cabal, the Pilgrim helped remove the soil with the others, handful by handful of dirt, to lay the elven Master of the Order to rest, welcomed to the Lady Lorminstra&#039;s arms at last and in peace.  So it was not long after, overcome by the sincerity and devoutness of the Company, and its leader&#039;s sacrifice, that the Pilgrim collapsed to his knees and bowed low to the earth.  In the presence of Fineval&#039;s legacy, the Pilgrim requested permission to become one of their ranks, to join the Order, and to accept the path of our Lord.&lt;br /&gt;
&lt;br /&gt;
There is little better place to forge a weapon than the heart of the fire, and so, in a wasteland plagued by the undead minions of the Horned Cabal, the Pilgrim was welcomed into the Order, and his baptism was one of flame. In this crucible of nature and wicked ruin, the Pilgrim followed the Path of Enlightenment, but in the process of learning also taught his brothers and sisters the ways of his own people.  The gifts of Kai, Charl, and Phoen became something more, something dynamic and new to those born not of the Erithi world.  When the leaders of Fineval&#039;s Company bestowed the mantle of Master of the Order upon the Pilgrim, it was of an order born of the fateful meeting of he and they.  Martially, Elanith had not and would not see again for many years later, such a fusion of traditional and foreign unarmed combat.  The keen blade had become sharper, and the enemies of our Lord shivered in fear.&lt;br /&gt;
&lt;br /&gt;
=== The Horned Cabal ===&lt;br /&gt;
&lt;br /&gt;
Rarely do such momentous things occur without destiny or purpose, and so the enemy that Fineval&#039;s Company had for so long fought finally shook off the dust of ages and drank again from the chalices of ambition.  The great liches of the Horned Cabal once more desired to sweep across the lands and render all that was life dead.  &lt;br /&gt;
&lt;br /&gt;
Great armies arose under the command of five arch liches, knowledgeable that the Grand Master Fineval stood in their path no more, gathered their forces, and eyed the approaches to the human empire from the squalid wastes.  There were many paths, but one was easier than most.  The easiest way to Empire was the same by which Master Fineval and his Company had long ago wandered down and, at its terminus, built their outpost.  Thus, the outpost was the barrier between the horde and the Empire, and to the enemy, it needed only to be overwhelmed like a sand castle by the waves of an incoming tide.  &lt;br /&gt;
&lt;br /&gt;
Had the Horned Cabal realized their dream, then this story would not have found quill, ink, or parchment.  The monastery and outpost established by Master Fineval and his Company would have been known only to the ruins and winds.  The great heroics of their centuries long defense of a land made foreign to them by the nature of their race would have never been praised by scholars or put in song by bards.  It was in that fateful day, when the armies of the Horned Cabal swarmed upon the outpost, that they discovered the strength of the Company and Lord Voln&#039;s steadfast defense had not come from one elf, but from those who had followed him and their faith in the Path.  No Arch Lich was struck down in the days that passed, nor did the Company survive unscathed, but dust clouds ushered an unending night illuminated by the release of souls by the defenders.  One of them, in the midst, was the Pilgrim, and it was in this atmosphere mixed with horror, darkness, and fervent belief that he was struck down into the filthy mess made from the waste of the putrid enemy soldiers and the blood of the valiant.  One might have expected death, to feel the icy embrace of Lady Gosaena&#039;s gaze, but in the din of ten thousand screaming nightmares, the Pilgrim heard the whispered wishes of Lord Voln in his soul.  The darkness of the Wastes was not the challenge meant for him to face under the banner of Lord Voln, but instead that challenge lay in Atan Irith and the undead that plagued that country.  Vibrant with the glory of those endowed with purpose, the Pilgrim refused to succumb to a fate many may have resigned themselves to and returned to his adopted brothers and sisters.  The waves of the enemy did not sweep away the outpost that day, nor the next, or the next after that.  By the sacrifice and effort of Fineval&#039;s Company, the enemy was reduced from an army capable of overrunning all the cities of men to one that might be stopped by those of similar spirit and valor.  Thus, the defeat by the village of Tyllan became the first and last of those who opposed the Horned Cabal.&lt;br /&gt;
&lt;br /&gt;
=== The Pilgrim Returns ===&lt;br /&gt;
&lt;br /&gt;
It was not the last time the monastery was threatened by the Horned Cabal or that Fineval&#039;s legacy prevented the unholy scourge from threatening the Empire to the north, but it was the last time that the Pilgrim witnessed as much.  Touched by the grace of our Lord Voln, the Pilgrim bid farewell to his brothers and sisters and began the first few steps of a journey that returned him to the sea and the homeland beyond.  In Nathal-Ra, he began to speak and teach those of his people who were willing to listen and drew them with him out into the wild distances beyond the settlements where the undead had long remained a pestilence.  He taught them of balance and of light and dark, of souls tormented, and souls freed.  And some listened.  A monastery was established in the coastal lands of Nathal-Ra, and a path that had been tread countless times in Elanith was now resumed far from the manor of Fasthr K&#039;Tafali.  It was not an easy process, but neither is the building of a wall.  It requires one stone after another, and with grace, the Pilgrim handled those of his people who objected to the alien ways of the Order of Voln, to the alleged destruction of families, bloodlines, and traditions writ across generations and time.  Some who chose to follow the Path found the doorways of their childhood shut permanently or the eyes and ears of loved ones blinded and deafened to their words and gestures.  As Lord Voln stepped forth from the flames of a fire to teach, so the Erithi who joined the Pilgrim were taught the ways of the Path in the face of the flames of hostility and rejection.  Good must always triumph and so it has in Atan Irith with one tragic shadow of an exception.&lt;br /&gt;
&lt;br /&gt;
As relayed to our ears by the good Master Benkueh of that distant land in the year 5112, the Pilgrim and founder of the Volnath Dai was assassinated by Erithi traditionalists who called themselves the Children of Ink.  Never has a martyr been so deserving of his status; may the Lady Lorminstra treat him well on his passage beyond the Ebon Gates.&lt;br /&gt;
&lt;br /&gt;
=== Volnath Dai ===&lt;br /&gt;
&lt;br /&gt;
While the emergence of the Erithi people has been a recent phenomenon here in the West, so has our understanding of the Volnath Dai.  From what has been learned since the people of the Pilgrim have come forth, this sect of our Lord Voln remains relatively small compared to the many monasteries that comprise the Order.  In contrast to our own confederation of equal monasteries, the monasteries established by the Pilgrim and his followers have but one leader in the monastery of Nathal-Ra and leadership devolves from there.  Every day a new outpost is established, deeper into the continent, and older outposts become monasteries as the Erithi people flock to the Lord&#039;s Path.  Many of those who follow the Path come from the Nathala Dai, but it is not unusual to discover members of the other Erithi clans serving.  For those who assume the mission of the Volnath Dai, their symbol is a white nautilus shell imposed on a shield of black.  Observation, however, has noted that some monks of our Erithi friends choose a simple black and white nautilus shell as the symbol of their association with the Volnath Dai.&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Grand Master Fineval left the regions of the Empire prior to the development of the Waterford Creed, the monks who followed and later instructed all did so without knowledge or agreement to the Creed.  As a result, the Pilgrim was not instructed in its adherence and so neither do the Volnath Dai adhere.  However, Master Fineval did walk in the time when the &#039;&#039;&#039;Compassion of Our Lord&#039;&#039;&#039; by Habbiton had been published to the Order.  A key quote of the work helps us to understand the theological building block upon which Fineval and his followers considered their own beliefs:&lt;br /&gt;
&lt;br /&gt;
“...while it is above us mere mortal followers of our Lord Voln to proclaim to know his mission, that is in itself a divinity that we shall never reach; at the same time, it is also above us to assume that we, as servants of our Lord, would be capable of understanding his message from the moment it was gifted upon us in the days of Fasthr K’Tafali.  It is blasphemy to question his message; it is not blasphemy to seek to further understand its divinity and how it then relates to us, his humble followers, and the greater world about us.”&lt;br /&gt;
&lt;br /&gt;
This push on understanding Voln&#039;s mission was transmitted to the Pilgrim, who took it back to the Erithi and continued to ponder the message and mandate of Lord Voln in Elanthia.  What has arisen since has become the centerpiece of the Eastern thought that is uniquely Erithian.&lt;br /&gt;
&lt;br /&gt;
=== Volnath Dai Theology ===&lt;br /&gt;
&lt;br /&gt;
The theological followings of the Volnath Dai are rooted in two sources: the beliefs taught and instructed by Master Fineval and the beliefs of the Pilgrim&#039;s dai of birth, the Nathala.  Young as the Volnath Dai are, there has been little eagerness in its members to reinterpret the lessons of the Pilgrim.  The theology of the Volnath Dai is best distilled in the writings of the Pilgrim, who in proper Erithi fashion, placed his teachings on paper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Remember that our world is one created in balance, and Voln was sent to us by Lorminstra&#039;s need and her father&#039;s grace not to make war, but to bring peace.&#039;&#039;&amp;quot; - The Maxims of the Pilgrim.&lt;br /&gt;
&lt;br /&gt;
Thus, the Erithi monks have adopted a standard of thought which views the undead as an imbalance in the world divided between the living and the dead, a world parted by the Ebon Gate.  It neglects the strong presence of mercy in the Waterford Creed and the undercurrent of all popular and persuasive Dandrelian thought.  For while Master Fineval and his monks existed in the time period when the great Habbiton had successfully argued for the appropriateness of always evaluating our Order&#039;s mission, the overriding place of mercy we know today was still then just one idea amongst equals.  The tormented undead are recognized to suffer by the Erithi, but their release to end that suffering is not the primary mission of the Volnath Dai.  Rather, it is a secondary achievement to restoring balance in our world with the removal of the creations of Luukos, Sheru, and so on.  Peace is desired above all else, and the Volnath Dai monks are loath to apply their fighting techniques in any situation that is not demanded of them by their vow to the Dai or the personal safety of themselves or others.&lt;br /&gt;
&lt;br /&gt;
=== The Maxims of the Pilgrim ===&lt;br /&gt;
&lt;br /&gt;
Many members of the Volnath Dai carry with them the &#039;&#039;Maxims of the Pilgrim,&#039;&#039; a collection of phrases and sayings of the Pilgrim upon which to meditate.  It is not uncommon for monks to spend years trying to fully understand one page of the text.  The &#039;&#039;Maxims of the Pilgrim&#039;&#039; usually takes the form of a small black leather booklet with a white nautilus shell on the cover.&lt;br /&gt;
&lt;br /&gt;
1.  &#039;&#039;&amp;quot;Remember that our world is one created in balance, and Voln was sent to us by Lorminstra&#039;s need and her father&#039;s grace not to make war, but to bring peace.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2.  &#039;&#039;&amp;quot;A follower of Voln is not the wind, but the water which silences the ripple.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.  &#039;&#039;&amp;quot;A weapon is neither good nor bad.  It is a tool available to both the wicked and the just, and it is only the purpose behind the strike which defines he or she who wields it.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4.  &#039;&#039;&amp;quot;Balance the mind, balance the body, and you will balance the world.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5.  &#039;&#039;&amp;quot;For every shadow there is light, and without light, there is no shadow.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6.  &#039;&#039;&amp;quot;One cannot say that light does not create shadow, but one is not required to stand in the shadow when there is light to follow.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7.  &#039;&#039;&amp;quot;Tradition is merely the crutch of the unimaginative and fearful.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category: Erithians]]&lt;br /&gt;
[[Category: Order of Voln]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Story_of_the_Volnath_Dai&amp;diff=66273</id>
		<title>Story of the Volnath Dai</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Story_of_the_Volnath_Dai&amp;diff=66273"/>
		<updated>2015-07-17T15:22:03Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  The Volnath Dai  As related to and recorded by Culoney of Hendor.  === Where It Began === Momentous times often are followed by momentous discoveries.  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
The Volnath Dai&lt;br /&gt;
&lt;br /&gt;
As related to and recorded by Culoney of Hendor.&lt;br /&gt;
&lt;br /&gt;
=== Where It Began ===&lt;br /&gt;
Momentous times often are followed by momentous discoveries.  This is a telling of a history that began in our Order&#039;s past, but which came to light in the strife of the present.  This is the origin of the Erithian sect of the Order of Voln.  This is the story of the Volnath Dai.&lt;br /&gt;
&lt;br /&gt;
It began centuries ago, when the banner of Selantha Anodheles began its fateful march outward from the powerful city-state of Tamzyrr and swept away many of the last relics of an earlier empire.  Under this banner, there was no place for the hathlyn, ordlyn, or sylvan, while in contrast, all were welcome beneath the Banner of the Shield, the banner of our Lord Voln.  It was not our Order&#039;s fate to remain immune to the wave of gold and crimson, and so we suffered.  K&#039;Tafali&#039;s monastery was ruined, the library splintered, and the followers of many races were left with one option: flight.  Among them was the Grand Master Fineval, a sylvan, pure as the snow  atop the high mounts of the Dragon&#039;s Spine, and as courageous as Lord Kai himself.  Few were the servants of our Lord who were of equal or greater caliber, and so it was that Master Fineval won passage for himself and his men and women from the fury of Anodheles&#039;s army and disappeared into time and became legend.&lt;br /&gt;
&lt;br /&gt;
In the present era, we turn to a place beyond the Elven Seas, beyond where the vessels of the Ashrim sailed, to the forgotten continent of Atan Irith.  In the city of Nathal-Ra, an Erithi was born and grew of age within the Nathal Dai.  He was raised to master the martial arts, if only to abhor their application, and to see the world as one of balance.  At an age when Erithi young men are filled with the wanderlust, he left the familiar shores of his homeland and rode the ocean winds into the west.&lt;br /&gt;
&lt;br /&gt;
=== In the Southron Wastes ===&lt;br /&gt;
&lt;br /&gt;
He landed on elven shores incognito in the time before the erithi race revealed themselves to Elanithians and began wandering.  One cannot say whether the gods guided his path, but it was a fateful one that drew him ever closer to the great swathe of wastes that mark the southern part of our continent.  It was perhaps one tale after another of the fantastic nature of the Southron Wastes, or it was the simple curiosity of an erithi raised by the sea to visit a land bereft of water.  Either way, in the time near what we declare to be 5020, he had by one means or another traveled deep into the wastes.  Unbeknownst to him, he dared where few others had explored and even less returned to speak of.  While the curse of the undead were known in Atan Irith, it did not exist on the scale that it does still within our lands.  There had been no Despana nor such threats as that of the Horned Cabal.  Thus, it was with surprise when in the midst of a desert storm he found himself surrounded by minions of the latter and his life, even his soul, were at grave risk.&lt;br /&gt;
&lt;br /&gt;
Had he perished that day, he would have become one more of the Everwandering, erithi who failed to return to Atan Irith from the journeys abroad: a flame extinguished in the silence.  As we know, he did not meet death that day, but instead, warriors who emerged from the wind and sand.  Their movements were practiced and without effort, as they adopted martial stances by which to release the undead of their immortal bindings.  When it was over, and quickly it was finished, in amazement, he shed the disguise so carefully held since his arrival in Elanith, and thanked his saviors.  One warrior among the band stepped forward, and it was then that the past and present merged: he was greeted by an elf named Fineval.&lt;br /&gt;
&lt;br /&gt;
=== The Fate of Fineval ===&lt;br /&gt;
Many years had it been since the great Master Fineval and his followers had unwillingly turned their backs on the home that had become the Turamzzyrian Empire, and for many years after that event, he and they wandered the wilderness beyond the marches of the empire.  It was to the south they were drawn and into the Southron Wastes they ventured, drawn by rumors of the presence of great evil.  The wastes are not an empty place.  There are those who live in them or, more accurately stated, survive in them.  It was these individuals, tribes of peoples who suffer to live without realizing that there are other means to live without suffering, who spoke to Master Fineval and his company of the undead that dwelt in the depths of the wilds.  As Fineval&#039;s people no longer had a life but their mission to the Lord Voln, they continued deeper and suffered the waste&#039;s natural and unnatural hazards. &lt;br /&gt;
&lt;br /&gt;
It was beyond a point that native guides claimed that none could live any further that in meditation, Master Fineval was graced with a vision of our Lord and there instructed to raise a fortress.  So in this place, Fineval instructed his men and women to build with stone and any other available material an outpost of the Order, and it was there that he instructed them to dig until water flowered from the earth.  Deep in the depths of the wastes, before any child of Elstreth learned to fear the name of the great liches that would later besiege their city and dreams, Fineval and his followers began the Order&#039;s long battle with the Horned Cabal.&lt;br /&gt;
&lt;br /&gt;
Tempered by the harsh reality of the wastes and the cruelty and might of their enemies, Fineval&#039;s Company, as they have since become known, were slowly transformed into the greatest of the Lord&#039;s servants.  In this greatest of tests, Fineval&#039;s Company evolved to the purest form of combating the undead.  One can attempt to describe it with many words such as, &amp;quot;one forged in fire&amp;quot; or, &amp;quot;one hammered into solidity.&amp;quot;  But in the simplest words, the Order in its history had never known, and perhaps might ever know again, the skill and spiritual lethality acquired by Fineval&#039;s Company.  It was composed of the older Ordlyn and Sylvans who survived the trek and their offspring.  They were the children of Our Lord&#039;s Fury, and unto them was bestowed from birth Our Order&#039;s righteousness.  It was they whom the Pilgrim met in the depths of the Wastes and by whom he was saved.&lt;br /&gt;
&lt;br /&gt;
=== Of Fineval&#039;s Legacy and the Pilgrim ===&lt;br /&gt;
&lt;br /&gt;
In the centuries that Fineval&#039;s Company stood resolute in the wastes, they saw and experienced many a thing that would be alien to those native to the Turamzzyrian Empire.  Yet, for all the impossible things they had witnessed surviving the wastes, none until that moment had ever set eyes upon a son of Atan Irith.  The discovery of a stranger in the strangest of lands was seen as a positive omen from the Lords of Liabo, and the Pilgrim&#039;s request to learn of the Order and its techniques, ways, and strategies was swiftly granted.  The stronghold that they called home had, over the centuries, become a hallowed place blessed with the blood and prayers of the Company.  It was here they took the Pilgrim and instructed him on Master Fasthr K&#039;Tafali and the creation of the Order.  They spoke not of the virulence of hate that had driven them and their ancestors into the nightmarish wastes, but of the teachings of Lord Voln and the great thinkers of the Order.  They spoke of Habbiton and the duty to always seek the understanding of those teachings to further the resolute devotion of the path. Before every sunrise, thanks were given in prayer for their opportunity to follow that path set before them.  The Pilgrim joined the aged Master Fineval in meditation and in the joyful hymns that harkened  back to the youngest years of the Order. &lt;br /&gt;
&lt;br /&gt;
So it was one day, he gazed across waves of the undead; a horde of the Horned Cabal that had repeatedly lashed out at the presence of the Company, outraged by its existence and frustrated by its resolve.  It was there that he learned that light is only brightest when there is darkness, and the darkness must be checked to prevent the dimming of the light.  The days were virtuous, and they passed into months and years, with Master Fineval and his Company a brilliant beacon in a wasteland the world had long given over to the tides of evil.  &lt;br /&gt;
&lt;br /&gt;
It was from the walls of the outpost that the Pilgrim watched perhaps the oldest and wisest of the Order&#039;s monks challenge one of the arch liches of the Horned Cabal to combat.  Such a challenge made by a less devout warrior would have been foolhardy or the type of action taken by those whose audacity outmatched their wits, but Master Fineval was not such an elf.  In the days of the Order, when its mission spread beyond the giantmen of Kedshold, he was one of the first of the sylvans to dedicate his life, as long as it may be, to the mission of our Lord.  Never before had the outpost seen such a massing of the enemy, and never had the light of hope seemed so dim.  Here then, the Pilgrim&#039;s lesson of light in darkness was learned, as the great Grandmaster of the Order took up arms one last time to face down the arch lich who held the reins of this unholy army. It was a duel fought against the arc of the sun from one horizon to another and as it continued, those who followed Master Fineval grew stronger in spirit and courage, while the opposite occurred for the lich&#039;s forces.  Under the light of the early evening stars, the stalemate broke when Fineval understood that he could not defeat the lich without receiving a mortal blow himself.  It was a truth visible from onlookers that victory could only come with sacrifice, and so Grand Master Fineval took his devotion to its highest level and slew the lich.  He was not killed immediately, but survived to suffer without complaint for seven more days and nights before finally succumbing to his wounds.  He joined our Lord Voln with the sounds of peace; the horde had fled without their leader.   &lt;br /&gt;
&lt;br /&gt;
By the walls that had remained firm against the Horned Cabal, the Pilgrim helped remove the soil with the others, handful by handful of dirt, to lay the elven Master of the Order to rest, welcomed to the Lady Lorminstra&#039;s arms at last and in peace.  So it was not long after, overcome by the sincerity and devoutness of the Company, and its leader&#039;s sacrifice, that the Pilgrim collapsed to his knees and bowed low to the earth.  In the presence of Fineval&#039;s legacy, the Pilgrim requested permission to become one of their ranks, to join the Order, and to accept the path of our Lord.&lt;br /&gt;
&lt;br /&gt;
There is little better place to forge a weapon than the heart of the fire, and so, in a wasteland plagued by the undead minions of the Horned Cabal, the Pilgrim was welcomed into the Order, and his baptism was one of flame. In this crucible of nature and wicked ruin, the Pilgrim followed the Path of Enlightenment, but in the process of learning also taught his brothers and sisters the ways of his own people.  The gifts of Kai, Charl, and Phoen became something more, something dynamic and new to those born not of the Erithi world.  When the leaders of Fineval&#039;s Company bestowed the mantle of Master of the Order upon the Pilgrim, it was of an order born of the fateful meeting of he and they.  Martially, Elanith had not and would not see again for many years later, such a fusion of traditional and foreign unarmed combat.  The keen blade had become sharper, and the enemies of our Lord shivered in fear.&lt;br /&gt;
&lt;br /&gt;
=== The Horned Cabal ===&lt;br /&gt;
&lt;br /&gt;
Rarely do such momentous things occur without destiny or purpose, and so the enemy that Fineval&#039;s Company had for so long fought finally shook off the dust of ages and drank again from the chalices of ambition.  The great liches of the Horned Cabal once more desired to sweep across the lands and render all that was life dead.  &lt;br /&gt;
&lt;br /&gt;
Great armies arose under the command of five arch liches, knowledgeable that the Grand Master Fineval stood in their path no more, gathered their forces, and eyed the approaches to the human empire from the squalid wastes.  There were many paths, but one was easier than most.  The easiest way to Empire was the same by which Master Fineval and his Company had long ago wandered down and, at its terminus, built their outpost.  Thus, the outpost was the barrier between the horde and the Empire, and to the enemy, it needed only to be overwhelmed like a sand castle by the waves of an incoming tide.  &lt;br /&gt;
&lt;br /&gt;
Had the Horned Cabal realized their dream, then this story would not have found quill, ink, or parchment.  The monastery and outpost established by Master Fineval and his Company would have been known only to the ruins and winds.  The great heroics of their centuries long defense of a land made foreign to them by the nature of their race would have never been praised by scholars or put in song by bards.  It was in that fateful day, when the armies of the Horned Cabal swarmed upon the outpost, that they discovered the strength of the Company and Lord Voln&#039;s steadfast defense had not come from one elf, but from those who had followed him and their faith in the Path.  No Arch Lich was struck down in the days that passed, nor did the Company survive unscathed, but dust clouds ushered an unending night illuminated by the release of souls by the defenders.  One of them, in the midst, was the Pilgrim, and it was in this atmosphere mixed with horror, darkness, and fervent belief that he was struck down into the filthy mess made from the waste of the putrid enemy soldiers and the blood of the valiant.  One might have expected death, to feel the icy embrace of Lady Gosaena&#039;s gaze, but in the din of ten thousand screaming nightmares, the Pilgrim heard the whispered wishes of Lord Voln in his soul.  The darkness of the Wastes was not the challenge meant for him to face under the banner of Lord Voln, but instead that challenge lay in Atan Irith and the undead that plagued that country.  Vibrant with the glory of those endowed with purpose, the Pilgrim refused to succumb to a fate many may have resigned themselves to and returned to his adopted brothers and sisters.  The waves of the enemy did not sweep away the outpost that day, nor the next, or the next after that.  By the sacrifice and effort of Fineval&#039;s Company, the enemy was reduced from an army capable of overrunning all the cities of men to one that might be stopped by those of similar spirit and valor.  Thus, the defeat by the village of Tyllan became the first and last of those who opposed the Horned Cabal.&lt;br /&gt;
&lt;br /&gt;
=== The Pilgrim Returns ===&lt;br /&gt;
&lt;br /&gt;
It was not the last time the monastery was threatened by the Horned Cabal or that Fineval&#039;s legacy prevented the unholy scourge from threatening the Empire to the north, but it was the last time that the Pilgrim witnessed as much.  Touched by the grace of our Lord Voln, the Pilgrim bid farewell to his brothers and sisters and began the first few steps of a journey that returned him to the sea and the homeland beyond.  In Nathal-Ra, he began to speak and teach those of his people who were willing to listen and drew them with him out into the wild distances beyond the settlements where the undead had long remained a pestilence.  He taught them of balance and of light and dark, of souls tormented, and souls freed.  And some listened.  A monastery was established in the coastal lands of Nathal-Ra, and a path that had been tread countless times in Elanith was now resumed far from the manor of Fasthr K&#039;Tafali.  It was not an easy process, but neither is the building of a wall.  It requires one stone after another, and with grace, the Pilgrim handled those of his people who objected to the alien ways of the Order of Voln, to the alleged destruction of families, bloodlines, and traditions writ across generations and time.  Some who chose to follow the Path found the doorways of their childhood shut permanently or the eyes and ears of loved ones blinded and deafened to their words and gestures.  As Lord Voln stepped forth from the flames of a fire to teach, so the Erithi who joined the Pilgrim were taught the ways of the Path in the face of the flames of hostility and rejection.  Good must always triumph and so it has in Atan Irith with one tragic shadow of an exception.&lt;br /&gt;
&lt;br /&gt;
As relayed to our ears by the good Master Benkueh of that distant land in the year 5112, the Pilgrim and founder of the Volnath Dai was assassinated by Erithi traditionalists who called themselves the Children of Ink.  Never has a martyr been so deserving of his status; may the Lady Lorminstra treat him well on his passage beyond the Ebon Gates.&lt;br /&gt;
&lt;br /&gt;
=== Volnath Dai ===&lt;br /&gt;
&lt;br /&gt;
While the emergence of the Erithi people has been a recent phenomenon here in the West, so has our understanding of the Volnath Dai.  From what has been learned since the people of the Pilgrim have come forth, this sect of our Lord Voln remains relatively small compared to the many monasteries that comprise the Order.  In contrast to our own confederation of equal monasteries, the monasteries established by the Pilgrim and his followers have but one leader in the monastery of Nathal-Ra and leadership devolves from there.  Every day a new outpost is established, deeper into the continent, and older outposts become monasteries as the Erithi people flock to the Lord&#039;s Path.  Many of those who follow the Path come from the Nathala Dai, but it is not unusual to discover members of the other Erithi clans serving.  For those who assume the mission of the Volnath Dai, their symbol is a white nautilus shell imposed on a shield of black.  Observation, however, has noted that some monks of our Erithi friends choose a simple black and white nautilus shell as the symbol of their association with the Volnath Dai.&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Grand Master Fineval left the regions of the Empire prior to the development of the Waterford Creed, the monks who followed and later instructed all did so without knowledge or agreement to the Creed.  As a result, the Pilgrim was not instructed in its adherence and so neither do the Volnath Dai adhere.  However, Master Fineval did walk in the time when the &#039;&#039;&#039;Compassion of Our Lord&#039;&#039;&#039; by Habbiton had been published to the Order.  A key quote of the work helps us to understand the theological building block upon which Fineval and his followers considered their own beliefs:&lt;br /&gt;
&lt;br /&gt;
“...while it is above us mere mortal followers of our Lord Voln to proclaim to know his mission, that is in itself a divinity that we shall never reach; at the same time, it is also above us to assume that we, as servants of our Lord, would be capable of understanding his message from the moment it was gifted upon us in the days of Fasthr K’Tafali.  It is blasphemy to question his message; it is not blasphemy to seek to further understand its divinity and how it then relates to us, his humble followers, and the greater world about us.”&lt;br /&gt;
&lt;br /&gt;
This push on understanding Voln&#039;s mission was transmitted to the Pilgrim, who took it back to the Erithi and continued to ponder the message and mandate of Lord Voln in Elanthia.  What has arisen since has become the centerpiece of the Eastern thought that is uniquely Erithian.&lt;br /&gt;
&lt;br /&gt;
=== Volnath Dai Theology ===&lt;br /&gt;
&lt;br /&gt;
The theological followings of the Volnath Dai are rooted in two sources: the beliefs taught and instructed by Master Fineval and the beliefs of the Pilgrim&#039;s dai of birth, the Nathala.  Young as the Volnath Dai are, there has been little eagerness in its members to reinterpret the lessons of the Pilgrim.  The theology of the Volnath Dai is best distilled in the writings of the Pilgrim, who in proper Erithi fashion, placed his teachings on paper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Remember that our world is one created in balance, and Voln was sent to us by Lorminstra&#039;s need and her father&#039;s grace not to make war, but to bring peace.&#039;&#039;&amp;quot; - The Maxims of the Pilgrim.&lt;br /&gt;
&lt;br /&gt;
Thus, the Erithi monks have adopted a standard of thought which views the undead as an imbalance in the world divided between the living and the dead, a world parted by the Ebon Gate.  It neglects the strong presence of mercy in the Waterford Creed and the undercurrent of all popular and persuasive Dandrelian thought.  For while Master Fineval and his monks existed in the time period when the great Habbiton had successfully argued for the appropriateness of always evaluating our Order&#039;s mission, the overriding place of mercy we know today was still then just one idea amongst equals.  The tormented undead are recognized to suffer by the Erithi, but their release to end that suffering is not the primary mission of the Volnath Dai.  Rather, it is a secondary achievement to restoring balance in our world with the removal of the creations of Luukos, Sheru, and so on.  Peace is desired above all else, and the Volnath Dai monks are loath to apply their fighting techniques in any situation that is not demanded of them by their vow to the Dai or the personal safety of themselves or others.&lt;br /&gt;
&lt;br /&gt;
=== The Maxims of the Pilgrim ===&lt;br /&gt;
&lt;br /&gt;
Many members of the Volnath Dai carry with them the &#039;&#039;Maxims of the Pilgrim,&#039;&#039; a collection of phrases and sayings of the Pilgrim upon which to meditate.  It is not uncommon for monks to spend years trying to fully understand one page of the text.  The &#039;&#039;Maxims of the Pilgrim&#039;&#039; usually takes the form of a small black leather booklet with a white nautilus shell on the cover.&lt;br /&gt;
&lt;br /&gt;
1.  &#039;&#039;&amp;quot;Remember that our world is one created in balance, and Voln was sent to us by Lorminstra&#039;s need and her father&#039;s grace not to make war, but to bring peace.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2.  &#039;&#039;&amp;quot;A follower of Voln is not the wind, but the water which silences the ripple.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.  &#039;&#039;&amp;quot;A weapon is neither good nor bad.  It is a tool available to both the wicked and the just, and it is only the purpose behind the strike which defines he or she who wields it.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4.  &#039;&#039;&amp;quot;Balance the mind, balance the body, and you will balance the world.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5.  &#039;&#039;&amp;quot;For every shadow there is light, and without light, there is no shadow.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6.  &#039;&#039;&amp;quot;One cannot say that light does not create shadow, but one is not required to stand in the shadow when there is light to follow.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7.  &#039;&#039;&amp;quot;Tradition is merely the crutch of the unimaginative and fearful.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category: Erithians]]&lt;br /&gt;
[[Category: Order of Voln]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Plumille&amp;diff=66081</id>
		<title>Plumille</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Plumille&amp;diff=66081"/>
		<updated>2015-07-13T13:41:17Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Plumille&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Plumille (plu-MEEL): Individual feather barbs are separated from their shaft and woven with silk thread to create a lightweight material with a moderate sheen.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
===History/Background===&lt;br /&gt;
&lt;br /&gt;
The art of creating plumille has been passed down through the [[forest gnome]] bloodlines. The process to separate the barbs is taught to children at an early age and by the time they are old enough to begin crafting the material, they have more than perfected the technique.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&lt;br /&gt;
Relatively lightweight, plumille is most commonly used for outer garments because of the natural water-resistant properties of the woven feather barbs, but the material is suitable for just about any garment.&lt;br /&gt;
&lt;br /&gt;
===Colors/Texture===&lt;br /&gt;
&lt;br /&gt;
Plumille is a lightweight fabric, and the barbs used in weaving are typically left in their natural color. Crafters who are more familiar with dyeing will often dye the barbs in a range of light to dark hues of a single color, ending in a gradiated effect on the final garment. &lt;br /&gt;
&lt;br /&gt;
===General Restrictions===&lt;br /&gt;
&lt;br /&gt;
Given the intricacy of the technique to produce plumille, only forest gnomes are currently skilled enough to weave it. It is anticipated that over the coming months, outlying villages will begin trading their stockpiles of this material, and other merchants across Elanthia will begin to offer it as part of their services.&lt;br /&gt;
&lt;br /&gt;
[[Category: Materials]]&lt;br /&gt;
[[Category: Forest Gnomes]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Plumille&amp;diff=66080</id>
		<title>Plumille</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Plumille&amp;diff=66080"/>
		<updated>2015-07-13T13:41:10Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
Plumille (plu-MEEL): Individual feather barbs are separated from their shaft and woven with silk thread to create a lightweight material with a moderate sheen.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
===History/Background===&lt;br /&gt;
&lt;br /&gt;
The art of creating plumille has been passed down through the [[forest gnome]] bloodlines. The process to separate the barbs is taught to children at an early age and by the time they are old enough to begin crafting the material, they have more than perfected the technique.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&lt;br /&gt;
Relatively lightweight, plumille is most commonly used for outer garments because of the natural water-resistant properties of the woven feather barbs, but the material is suitable for just about any garment.&lt;br /&gt;
&lt;br /&gt;
===Colors/Texture===&lt;br /&gt;
&lt;br /&gt;
Plumille is a lightweight fabric, and the barbs used in weaving are typically left in their natural color. Crafters who are more familiar with dyeing will often dye the barbs in a range of light to dark hues of a single color, ending in a gradiated effect on the final garment. &lt;br /&gt;
&lt;br /&gt;
===General Restrictions===&lt;br /&gt;
&lt;br /&gt;
Given the intricacy of the technique to produce plumille, only forest gnomes are currently skilled enough to weave it. It is anticipated that over the coming months, outlying villages will begin trading their stockpiles of this material, and other merchants across Elanthia will begin to offer it as part of their services.&lt;br /&gt;
&lt;br /&gt;
[[Category: Materials]]&lt;br /&gt;
[[Category: Forest Gnomes]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=And_Then_There_Were_Two_(short_story)&amp;diff=66079</id>
		<title>And Then There Were Two (short story)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=And_Then_There_Were_Two_(short_story)&amp;diff=66079"/>
		<updated>2015-07-13T13:33:34Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;And Then There Were Two (short story)&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I watched in horror as my brothers and sisters walked away, leaving me -- us -- for dead. I tried to call out, but my weakened state and parched throat made it impossible to speak, much less yell, and my broken body pinned me to the ground. I could only gaze across the bloated soil and wonder what was going to happen to us.&lt;br /&gt;
&lt;br /&gt;
He looked up and scanned the audience with his coal black eyes, noting an innocent - yet anxious - look on their faces. He pressed on, reciting the words on the brittle parchments tucked securely inside the leather journal.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I must have drifted in and out of consciousness, because I remember seeing the moons and sun. I am certain that multiple days passed, but exactly how many, I do not know.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;A rookery of albatross flew above my head. Their calls were distinct. High-pitched chirps with a lilting tone echoed across the farmland. There were hundreds of them, and you could have heard them for miles. That did not matter, though. What was important was that I heard them. Wersch Wiglow. I was alive.&lt;br /&gt;
&lt;br /&gt;
The elder gnome leaned back and rocked a few times in the old oak rocker, one hand resting on the chair&#039;s arm, and the other clutching the journal from which he read. He flipped the book over, hiding its aged pages. &amp;quot;Keep going! Keep going!&amp;quot; A chorus of young voices echoed the sentiment, the room deafened by a cacophony of youthful pleas.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kitcha, would you be so kind as to refill my blackberry juice?&amp;quot; A smattering of hushed snickers escaped the mouths of a few of the older children who had sneaked a taste of that notorious blackberry juice. They knew it contained a little more than just blackberries. Nonetheless, he continued to read aloud.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I looked around and saw Pretla slumped over a rock jutting out of the sand. She wasn&#039;t moving. I tried to crawl, and it was then that I realized my leg was broken. The very thought of curling my crushed limb beneath me sent an excruciating pain from the tip of my nose all the way to my big toe, and I wondered how I would get all the way over there, to her. I had to know if she was alive; I had to know.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;My early days of woodcutting meant that my arms were as strong as an ox. I called on that strength, clenched my fists, and sunk them into the soaked ground, dragging myself across the seemingly endless stretch between me and her. My heart was pounding, and I could feel each bead of sweat form on my brow, and as it trickled down the bridge of my nose, I could see the scarlet tinge as it mixed with the blood that must have been pouring from the gash on my head. The sunrise had begun and in just a few hours, the heat would be draining.&lt;br /&gt;
&lt;br /&gt;
The elder paused, smoothing the stray, dark grey hairs that had fallen across his face. Kitcha returned with a fresh glass of blackberry juice and handed it to her grandfather with a smile, pausing expectantly. He gave her a nod of approval and returned her bright smile. She skipped to her space on the floor, plopped down, and turned her attention back to the storyteller. He sipped from his now full glass and swished the liquid in his mouth a few times before swallowing. His cheeks appeared full of color.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The morning sun moved across the afternoon sky like a stallion-led chariot, swift and smooth. The more I closed that gap between me and Pretla, the closer the sun got to the opposite edge of the sky. I began pulling myself faster, chipped shells scraping against my stomach as I inched along. I had to stop and rest. I remember inhaling deeply, and the smell in the air was familiar, perfumed by the comforting, yet blood-tinged, scent of my friend.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I reached out, barely enough strength to lift my arm, and just as my fingertips grazed her torn and bruised cheek, I heard them again. Only this time, it was chaotic - and soothing - all at the same time. They sounded as if they were flying above me, rejoicing in my victory. And yet, their calls sounded urgent and alarming. The sky filled with streaks of black and white, and I was convinced that I was losing my hold on reality and that I would soon join Pretla beyond the [[Ebon Gate (gate)|Ebon Gate]]. I was with her now, though, so it was okay. As I reached for her hand, slowly and painfully, the feathers rained down around me. Hundreds - thousands - covered us in a fluffy blanket of grey. They stuck to our wet skin, and at that moment, I knew that it was not over. My destiny was being written, here and now.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I don&#039;t remember how long I watched the feathers fall, but my trance was broken immediately when Pretla grabbed my hand. Relief swelled inside my bruised body, and getting us to safety, up and out of the deluge and onto drier land, was now my main priority. The albatross soared high above the dangers of the flooded land, flying into the distance and then back again, over and over. They wanted me to follow. It was a sign.&lt;br /&gt;
&lt;br /&gt;
He stifled a yawn. &amp;quot;Are you not tired yet? We&#039;ve been reading this for hours, and it is nearly bedtime.&amp;quot; The children begged in unison, &amp;quot;Finish the story!&amp;quot; He complied.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Her hand was cold, but it warmed me. She was alive, and we had another chance. We were given another chance. We had to take it. The water was rising around us, and I knew it would just be a matter of time before it engulfed our surroundings. The albatross flew off to the east.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I spotted a thick branch just on the other side of the rock, and while I hesitated to let go of Pretla&#039;s hand, I needed that branch; it could be my cane, and it could help us get out of here. I reluctantly released my grip and dragged myself around the outcropping until I was close enough to grab the stick. It felt glorious in my hand.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Pretla was mumbling. I couldn&#039;t make out the words, but I rushed (as much as I could) back to the edge of the rock. I watched her mouth move, barely making out the words as her weakened hushed voice trickled over her lips. &amp;quot;Help me up.&amp;quot; She must be crazy, I thought. Up? Here? NOW? I gripped the tree limb in both my hands and hoisted myself to a sitting position, ignoring the incredible pain in my leg. I didn&#039;t care, because I knew my leg would heal. Pretla was an expert in the healing arts, and once she was recovered, she would be able to tend my wounds. Sitting, while more painful, gave me much better positioning to help her, and with a solid, but gentle tug, I was able to help her up. It was exhausting. She motioned toward the small flask that was still attached to my belt. Yes! Of course! Water. The thing that threatened to destroy us was also that which we needed to survive. I grabbed the flask and pressed it to her lips, tipping it slowly. She drank, gulp after gulp. &amp;quot;Slow down there, or you&#039;ll make yourself sick,&amp;quot; I suggested. She nodded and leaned back from the container. It was then that she saw my leg. I noticed her concern but insisted that we make the attempt for higher ground. She agreed.&lt;br /&gt;
&lt;br /&gt;
The audience was quiet and still, entranced by the story. They&#039;d heard it a hundred times, but it never grew old, unlike the storyteller.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;East. We must head east. Pretla looked at me with curiosity. I explained to her about the albatross - their song, their back and forth travels, their feathers. She began to remove the feathers from our bodies, carefully plucking each one from our skin. &amp;quot;Careful,&amp;quot; I cautioned. In her sweet little voice, which had begun to return, she said calmly, &amp;quot;I understand. We will save these. They were meant for us to keep them, and so, we shall.&amp;quot; Without hesitation, she swung her legs over the side of the rock and stood, slowly checking that her strength was enough to stand on her own. Her pack was still slung over her back, and she began to place the feathers inside delicately. &amp;quot;These feathers are near perfect. I want them to stay that way,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Dark clouds began to swirl overhead, the need for relocation becoming clear. Walking would be difficult, at best, and agonizing, at the least. Pretla decided to sacrifice her already sapped resource of energy to tend to my broken leg. This way, we could move together, toward the east.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Grandfather?&amp;quot; One of the young ones called out, breaking the room&#039;s hush. He marked his spot on the parchment with his finger and addressed her, only slightly annoyed. &amp;quot;Mmhmmm?&amp;quot; He raised one eyebrow for slight intimidation. The child continued meekly, &amp;quot;Can you skip all that icky stuff and go right to the part about the forest?&amp;quot; Childish but contagious laughter broke out amongst those seated, and the elder couldn&#039;t help but join in, recognizing that not all like to hear of the transformation of wounded flesh. He found it fascinating. Not all shared his interest in the details of healing arts, however. He nodded politely and flipped a few pages in the journal, quickly scanning the words. &amp;quot;Here we go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The walk was brutally slow, and the rain had begun again, but the albatross remained overhead, practically leading the way. The land looked foreign despite it being our home for the last several years. The wind - the rains - the storms - had demolished any familiarity that we may have had. The albatross knew where to go, and they could see where the higher ground was. They were leading us there.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The edge of the forest was thick but a welcomed change of scenery. It felt as if we were making progress, even if slow. We walked a long time. The sun had disappeared below the edge of the sky. The darkness was nearly suffocating, but I could still hear the albatross, soaring above us. They let us know they were still there, and we continued to follow their sounds. &amp;quot;Where are the others?&amp;quot; Pretla spoke hesitantly. My heart sank. I knew this question would come. I didn&#039;t want to answer it. I pretended not to hear her and continued walking. She did not ask again -- at least, not on this day.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The sun rose the next morning, and I could see the silhouette of the mountain. We were exhausted, but we knew this would be our new home. We will begin again. My mind was flooded with thoughts of the others. I had hoped we would meet up again and share our survival stories, but alas, this day never came.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;We climbed to the top of the mountain, the albatross at the lead. Upon reaching the summit far above the flooded valley below, the grey skies cleared, and we collapsed to the ground, weak and hungry. How fortuitous that we landed in the middle of a blackberry bramble.&lt;br /&gt;
&lt;br /&gt;
The elder gnome took a deep breath and laid the journal face-down across his lap, indulging in another sip of his blackberry juice. &amp;quot;Bedtime,&amp;quot; he said. The youngsters sighed, but knew there&#039;s no changing his mind. One by one, they approached the rocking chair and gave their elder a big hug before rushing off to their own beds.&lt;br /&gt;
&lt;br /&gt;
He gazed out a small window, admiring the scenic view from his homeland perch. Sipping his blackberry juice once more, he closed his eyes, nearly ready to retire himself. A familiar touch brushed across his shoulder, and he smiled. &amp;quot;Bedtime?&amp;quot; she asked. The elder gnome set his mug down upon a side table, tucked the journal on the bookshelf beside the chair, and reached for his cane carved from a thick branch, weathered with time. &amp;quot;Bedtime,&amp;quot; he agreed. &amp;quot;Tomorrow is a new day, and there is much work to be done. Come, Pretla. Tomorrow, we will sort feathers and teach the designs.&amp;quot; Wersch removed his apotl and placed it on the wooden frame designed to hold his ceremonial wardrobe. He rearranged a few of the black and white albatross feathers and nodded.&lt;br /&gt;
&lt;br /&gt;
Hand in hand, the couple retreated to their quarters. Wersch hiccuped, and Pretla muttered to herself, &amp;quot;You and that blackberry juice of yours. Hrmph.&amp;quot;&lt;br /&gt;
[[Category: Short Stories]]&lt;br /&gt;
[[Category: Forest Gnomes]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=And_Then_There_Were_Two_(short_story)&amp;diff=66078</id>
		<title>And Then There Were Two (short story)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=And_Then_There_Were_Two_(short_story)&amp;diff=66078"/>
		<updated>2015-07-13T13:33:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I watched in horror as my brothers and sisters walked away, leaving me -- us -- for dead. I tried to call out, but my weakened state and parched throat made it impossible to speak, much less yell, and my broken body pinned me to the ground. I could only gaze across the bloated soil and wonder what was going to happen to us.&lt;br /&gt;
&lt;br /&gt;
He looked up and scanned the audience with his coal black eyes, noting an innocent - yet anxious - look on their faces. He pressed on, reciting the words on the brittle parchments tucked securely inside the leather journal.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I must have drifted in and out of consciousness, because I remember seeing the moons and sun. I am certain that multiple days passed, but exactly how many, I do not know.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;A rookery of albatross flew above my head. Their calls were distinct. High-pitched chirps with a lilting tone echoed across the farmland. There were hundreds of them, and you could have heard them for miles. That did not matter, though. What was important was that I heard them. Wersch Wiglow. I was alive.&lt;br /&gt;
&lt;br /&gt;
The elder gnome leaned back and rocked a few times in the old oak rocker, one hand resting on the chair&#039;s arm, and the other clutching the journal from which he read. He flipped the book over, hiding its aged pages. &amp;quot;Keep going! Keep going!&amp;quot; A chorus of young voices echoed the sentiment, the room deafened by a cacophony of youthful pleas.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kitcha, would you be so kind as to refill my blackberry juice?&amp;quot; A smattering of hushed snickers escaped the mouths of a few of the older children who had sneaked a taste of that notorious blackberry juice. They knew it contained a little more than just blackberries. Nonetheless, he continued to read aloud.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I looked around and saw Pretla slumped over a rock jutting out of the sand. She wasn&#039;t moving. I tried to crawl, and it was then that I realized my leg was broken. The very thought of curling my crushed limb beneath me sent an excruciating pain from the tip of my nose all the way to my big toe, and I wondered how I would get all the way over there, to her. I had to know if she was alive; I had to know.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;My early days of woodcutting meant that my arms were as strong as an ox. I called on that strength, clenched my fists, and sunk them into the soaked ground, dragging myself across the seemingly endless stretch between me and her. My heart was pounding, and I could feel each bead of sweat form on my brow, and as it trickled down the bridge of my nose, I could see the scarlet tinge as it mixed with the blood that must have been pouring from the gash on my head. The sunrise had begun and in just a few hours, the heat would be draining.&lt;br /&gt;
&lt;br /&gt;
The elder paused, smoothing the stray, dark grey hairs that had fallen across his face. Kitcha returned with a fresh glass of blackberry juice and handed it to her grandfather with a smile, pausing expectantly. He gave her a nod of approval and returned her bright smile. She skipped to her space on the floor, plopped down, and turned her attention back to the storyteller. He sipped from his now full glass and swished the liquid in his mouth a few times before swallowing. His cheeks appeared full of color.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The morning sun moved across the afternoon sky like a stallion-led chariot, swift and smooth. The more I closed that gap between me and Pretla, the closer the sun got to the opposite edge of the sky. I began pulling myself faster, chipped shells scraping against my stomach as I inched along. I had to stop and rest. I remember inhaling deeply, and the smell in the air was familiar, perfumed by the comforting, yet blood-tinged, scent of my friend.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I reached out, barely enough strength to lift my arm, and just as my fingertips grazed her torn and bruised cheek, I heard them again. Only this time, it was chaotic - and soothing - all at the same time. They sounded as if they were flying above me, rejoicing in my victory. And yet, their calls sounded urgent and alarming. The sky filled with streaks of black and white, and I was convinced that I was losing my hold on reality and that I would soon join Pretla beyond the [[Ebon Gate (gate)|Ebon Gate]]. I was with her now, though, so it was okay. As I reached for her hand, slowly and painfully, the feathers rained down around me. Hundreds - thousands - covered us in a fluffy blanket of grey. They stuck to our wet skin, and at that moment, I knew that it was not over. My destiny was being written, here and now.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I don&#039;t remember how long I watched the feathers fall, but my trance was broken immediately when Pretla grabbed my hand. Relief swelled inside my bruised body, and getting us to safety, up and out of the deluge and onto drier land, was now my main priority. The albatross soared high above the dangers of the flooded land, flying into the distance and then back again, over and over. They wanted me to follow. It was a sign.&lt;br /&gt;
&lt;br /&gt;
He stifled a yawn. &amp;quot;Are you not tired yet? We&#039;ve been reading this for hours, and it is nearly bedtime.&amp;quot; The children begged in unison, &amp;quot;Finish the story!&amp;quot; He complied.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Her hand was cold, but it warmed me. She was alive, and we had another chance. We were given another chance. We had to take it. The water was rising around us, and I knew it would just be a matter of time before it engulfed our surroundings. The albatross flew off to the east.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I spotted a thick branch just on the other side of the rock, and while I hesitated to let go of Pretla&#039;s hand, I needed that branch; it could be my cane, and it could help us get out of here. I reluctantly released my grip and dragged myself around the outcropping until I was close enough to grab the stick. It felt glorious in my hand.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Pretla was mumbling. I couldn&#039;t make out the words, but I rushed (as much as I could) back to the edge of the rock. I watched her mouth move, barely making out the words as her weakened hushed voice trickled over her lips. &amp;quot;Help me up.&amp;quot; She must be crazy, I thought. Up? Here? NOW? I gripped the tree limb in both my hands and hoisted myself to a sitting position, ignoring the incredible pain in my leg. I didn&#039;t care, because I knew my leg would heal. Pretla was an expert in the healing arts, and once she was recovered, she would be able to tend my wounds. Sitting, while more painful, gave me much better positioning to help her, and with a solid, but gentle tug, I was able to help her up. It was exhausting. She motioned toward the small flask that was still attached to my belt. Yes! Of course! Water. The thing that threatened to destroy us was also that which we needed to survive. I grabbed the flask and pressed it to her lips, tipping it slowly. She drank, gulp after gulp. &amp;quot;Slow down there, or you&#039;ll make yourself sick,&amp;quot; I suggested. She nodded and leaned back from the container. It was then that she saw my leg. I noticed her concern but insisted that we make the attempt for higher ground. She agreed.&lt;br /&gt;
&lt;br /&gt;
The audience was quiet and still, entranced by the story. They&#039;d heard it a hundred times, but it never grew old, unlike the storyteller.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;East. We must head east. Pretla looked at me with curiosity. I explained to her about the albatross - their song, their back and forth travels, their feathers. She began to remove the feathers from our bodies, carefully plucking each one from our skin. &amp;quot;Careful,&amp;quot; I cautioned. In her sweet little voice, which had begun to return, she said calmly, &amp;quot;I understand. We will save these. They were meant for us to keep them, and so, we shall.&amp;quot; Without hesitation, she swung her legs over the side of the rock and stood, slowly checking that her strength was enough to stand on her own. Her pack was still slung over her back, and she began to place the feathers inside delicately. &amp;quot;These feathers are near perfect. I want them to stay that way,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Dark clouds began to swirl overhead, the need for relocation becoming clear. Walking would be difficult, at best, and agonizing, at the least. Pretla decided to sacrifice her already sapped resource of energy to tend to my broken leg. This way, we could move together, toward the east.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Grandfather?&amp;quot; One of the young ones called out, breaking the room&#039;s hush. He marked his spot on the parchment with his finger and addressed her, only slightly annoyed. &amp;quot;Mmhmmm?&amp;quot; He raised one eyebrow for slight intimidation. The child continued meekly, &amp;quot;Can you skip all that icky stuff and go right to the part about the forest?&amp;quot; Childish but contagious laughter broke out amongst those seated, and the elder couldn&#039;t help but join in, recognizing that not all like to hear of the transformation of wounded flesh. He found it fascinating. Not all shared his interest in the details of healing arts, however. He nodded politely and flipped a few pages in the journal, quickly scanning the words. &amp;quot;Here we go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The walk was brutally slow, and the rain had begun again, but the albatross remained overhead, practically leading the way. The land looked foreign despite it being our home for the last several years. The wind - the rains - the storms - had demolished any familiarity that we may have had. The albatross knew where to go, and they could see where the higher ground was. They were leading us there.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The edge of the forest was thick but a welcomed change of scenery. It felt as if we were making progress, even if slow. We walked a long time. The sun had disappeared below the edge of the sky. The darkness was nearly suffocating, but I could still hear the albatross, soaring above us. They let us know they were still there, and we continued to follow their sounds. &amp;quot;Where are the others?&amp;quot; Pretla spoke hesitantly. My heart sank. I knew this question would come. I didn&#039;t want to answer it. I pretended not to hear her and continued walking. She did not ask again -- at least, not on this day.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The sun rose the next morning, and I could see the silhouette of the mountain. We were exhausted, but we knew this would be our new home. We will begin again. My mind was flooded with thoughts of the others. I had hoped we would meet up again and share our survival stories, but alas, this day never came.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;We climbed to the top of the mountain, the albatross at the lead. Upon reaching the summit far above the flooded valley below, the grey skies cleared, and we collapsed to the ground, weak and hungry. How fortuitous that we landed in the middle of a blackberry bramble.&lt;br /&gt;
&lt;br /&gt;
The elder gnome took a deep breath and laid the journal face-down across his lap, indulging in another sip of his blackberry juice. &amp;quot;Bedtime,&amp;quot; he said. The youngsters sighed, but knew there&#039;s no changing his mind. One by one, they approached the rocking chair and gave their elder a big hug before rushing off to their own beds.&lt;br /&gt;
&lt;br /&gt;
He gazed out a small window, admiring the scenic view from his homeland perch. Sipping his blackberry juice once more, he closed his eyes, nearly ready to retire himself. A familiar touch brushed across his shoulder, and he smiled. &amp;quot;Bedtime?&amp;quot; she asked. The elder gnome set his mug down upon a side table, tucked the journal on the bookshelf beside the chair, and reached for his cane carved from a thick branch, weathered with time. &amp;quot;Bedtime,&amp;quot; he agreed. &amp;quot;Tomorrow is a new day, and there is much work to be done. Come, Pretla. Tomorrow, we will sort feathers and teach the designs.&amp;quot; Wersch removed his apotl and placed it on the wooden frame designed to hold his ceremonial wardrobe. He rearranged a few of the black and white albatross feathers and nodded.&lt;br /&gt;
&lt;br /&gt;
Hand in hand, the couple retreated to their quarters. Wersch hiccuped, and Pretla muttered to herself, &amp;quot;You and that blackberry juice of yours. Hrmph.&amp;quot;&lt;br /&gt;
[[Category: Short Stories]]&lt;br /&gt;
[[Category: Forest Gnomes]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Customs_of_the_Elves_of_House_Vaalor&amp;diff=65770</id>
		<title>Customs of the Elves of House Vaalor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Customs_of_the_Elves_of_House_Vaalor&amp;diff=65770"/>
		<updated>2015-07-05T03:48:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Customs of the Elves of House Vaalor&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Customs of the Elves of House Vaalor by Harlen Argeirres Vaalor, Lord Regent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== For Honor, Pride, and Glory ==&lt;br /&gt;
&lt;br /&gt;
While other cultures and races accept that every child born into their families has all the rights and privileges thereof, the same cannot be said of the Vaalor elves. Honor, pride, and glory are not innate qualities. They are values that must be instilled. They are not to be taken lightly; thus, they cannot be imputed based on something as arbitrary as the circumstances of one’s birth. It is a privilege to be called a Vaalor elf, and only those who prove themselves worthy may have the honor bestowed upon them.&lt;br /&gt;
&lt;br /&gt;
Whence springs this proud heritage? It originates from none other than the Prime Sovereign Commander and First Patriarch, Aradhul Vaalor. All Vaalor elves can trace their bloodlines back to the days of the First Patriarch and the founding of the seven elven houses. While it is not the only consideration, the first element of proving worthiness as a Vaalor elf is to be born of these bloodlines. Only those whose lineage is registered in the Ta’Vaalor Hall of Records may become citizens and claim the title of Elf of House Vaalor.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
&lt;br /&gt;
At birth, babies are examined by a qualified physician to ensure there is no defect. If none is found, the child is declared healthy and may begin the road to becoming a citizen of the city-state of Ta’Vaalor. If a defect is found, the physician must determine if the defect is one that can be overcome by growth and training, or alternatively, surgery or medical attention. If it can, the child is declared suitable. At one year, each child is examined again; and if found to still be healthy, a ceremony is held to announce the birth and give the child a name. Family members, close friends, and a magistrate from the Hall of Records attend such ceremonies. After the baby is named, the magistrate will register the name in the family’s lineage in the Hall of Records.&lt;br /&gt;
&lt;br /&gt;
While rare, sometimes a child&#039;s defect is determined to be incurable. Such a child will be denied active military service and assigned to a military path which can accommodate their inherent flaw, such as quartermaster or bureaucratic functions. Elves born to this fate often carry a personal burden of not completely realizing their duty to the House Vaalor or finding their own place in the legends and songs of Vaalor heroics. Often they may bind themselves to their birth families and become servants or caretakers, thereby indirectly securing for themselves a place of honor in Ta’Vaalor society. Alternatively, they may seek their fortunes in other elven houses, where they are usually found to be quite welcome.&lt;br /&gt;
&lt;br /&gt;
There is no standard in these cases. Some would rather serve in House Vaalor and be thus identified with the greatest house, while others seek higher status and move to other elven nations. It is rumored that some even take themselves off to live among dwarves or humans, though this cannot be confirmed and is considered shameful to even contemplate.&lt;br /&gt;
&lt;br /&gt;
The responsibility of child-rearing is more important than any other, even that of serving in the military. There will be no future military if each generation is not successfully ushered into its responsibilities. As children depend on their mothers for the first few years of their lives for sustenance, mothers are the primary caretakers of their children from birth through the age of 25. It is their responsibility to lay the groundwork for their children’s instruction in social graces, rudimentary military training, and elementary schooling. Though her husband also has responsibility for caring for and instructing the child, the mother has final say on all child-related decisions during this period.&lt;br /&gt;
&lt;br /&gt;
A family with financial security has better means to raise and instruct their children. A wealthy merchant may hire a well-rounded tutor to provide additional instruction, while nobles hire an expert in each subject in which they wish their children to be educated. Many nobles also employ a guardian for each of their children. This guardian is responsible for the child’s physical safety as well as to supplement and reinforce parental instruction.&lt;br /&gt;
&lt;br /&gt;
At the age of 25, the youngling is transferred to his or her father’s care and training. It is the father who begins intensive instruction, evaluating the young elf’s weaknesses and determining the fighting styles best suited to their personality, temperament, and natural abilities. The mother’s advice is often sought and relied upon, but during this period, paternal decisions are final.&lt;br /&gt;
&lt;br /&gt;
== Military Service ==&lt;br /&gt;
&lt;br /&gt;
The age of 50 is when social standing demands a divergence of paths. It is at this age that younglings become Provisional Citizens of Ta’Vaalor and are eligible to enter the military. Those without the financial means to pursue additional instruction usually join the military at this point, becoming Squire Legionnaires. Many of these never advance beyond the Legionnaire status, though some continue and become First Legionnaires, and in very few cases, High Legionnaires. It is almost unheard of for such a recruit to advance to Master Legionnaire, much less Lord Legionnaire.&lt;br /&gt;
&lt;br /&gt;
Those who are more affluent may purchase additional instruction for their children. This instruction ranges from private tutors to full-fledged military academies. Private tutors are usually young elves who have recently finished their military service and offer their skills for hire to those wanting to provide advantage to their child. More experienced, reputable soldiers may take on several young potential recruits at a time. But the most prestigious and decorated warriors wishing to pass their skills along to the next generations either open their own schools or join established academies as instructors. There are two military academies of note in Ta’Vaalor, both of which are attended exclusively by the children of nobility.&lt;br /&gt;
&lt;br /&gt;
Length of instruction at these academies varies based on which legion the potential recruit hopes to enter, the quality of parental instruction, the recruit’s own talent and natural ability, and the amount of money the parents are willing (or able) to spend. The graduates of these two academies will begin their military careers as officers. In addition, nobles have another advantage over other Vaalororians. Each lord regent is given command of a militia to protect his territory from foreign incursion. Elves raised in the Fortress may join the Crimson Legion reserves, but these reserves are so filled with other potential recruits and veterans, that battle experience is negligible and service for neophytes consists primarily of drills; whereas militia in outlying areas are far more likely to encounter enemy forces in the guise of orcs, trolls, and other such hostile creatures.&lt;br /&gt;
&lt;br /&gt;
When Vaalor elves have completed their 100 years of compulsory military service (whether retired or continued active duty), they are fully vested with the rights and privileges of a veteran of the city-state of Ta’Vaalor. Citizenship is granted to all born of Vaalor blood, but respect and honor of one&#039;s fellow citizens can only be won through completion of one&#039;s service. While the majority of Vaalor elves retire after their 100 years of service, many continue and make the military a lifelong career. Those who retire usually do so to marry, raise a family, and continue in the line of work of their parents.&lt;br /&gt;
&lt;br /&gt;
== Discipline and Punishment ==&lt;br /&gt;
&lt;br /&gt;
The Vaalor are intensely competitive when jockeying for position, but as position is settled, they become so cooperative that they seem to operate in battle as one elf, perfectly coordinated and with few errors. There is no room in the Vaalor military for insubordination. Such behavior is corrected swiftly and severely.&lt;br /&gt;
&lt;br /&gt;
Honor, pride, and glory are valued so highly that any who would damage these are faced with enough humiliation to bring an errant soldier back into line. The purpose of all discipline is to bring the one in error back into correct thinking and behavior. If such methods do not succeed, stronger measures include (in order of severity): demotion, temporary expulsion, temporary banishment, and permanent expulsion. At the extreme, there is death, permanent banishment, and as a last resort, death with permanent banishment.&lt;br /&gt;
&lt;br /&gt;
If an elf is permanently expelled from the Vaalor military before serving his 100 years, he will never be afforded respect or honor by his fellow citizens. In some respects, the elf becomes a second class citizen by the manner and means in which his fellow citizens treat him in day-to-day social interactions. He may find food served cold at inns or doors slammed shut in his face, for example. If his expulsion occurs later in his career, his rank is stripped, but some deference is given for the length of the elf&#039;s service by his peers versus those who have never served.&lt;br /&gt;
&lt;br /&gt;
When a Vaalor elf is temporarily banished, he is exiled from the city-state of Ta’Vaalor for a specified period of time. During this period, he is forbidden to enter any part of the Ta’Vaalor environs. Failure to abide by this restriction will result in either additional banishment time or worse, permanent banishment. During this time, he is stripped of all rights and privileges of being a Vaalor elf in the view of other Vaalor elves and restricted from using the appellation in self-description. Banishment in Vaalor society is one of stigmatization and ostracization. The severe impact of this punishment relieves the burden for further law enforcement.&lt;br /&gt;
&lt;br /&gt;
The death sentence is fairly straightforward. The Council of Regents recommends the sentence to the sovereign commander after the aforementioned methods of correction have failed. This recommendation is given heavy weight by the sovereign, but the decision is ultimately his alone. If Lorminstra deigns to refuse admittance to the offender at the Ebon Gate, the sovereign commander gives the offender a chance to redeem himself.&lt;br /&gt;
&lt;br /&gt;
Permanent banishment is considered worse than death. Permanent banishment is similar to temporary banishment, but unending. A Vaalor elf who is permanently banished lives like a ghost amongst her fellow elves. She is never acknowledged, never helped in time of need, nor finds her help accepted by others. Any elf joined in marriage to one who is permanently banished will suffer the same fate, as will their children. Their names are recorded among the names of those who are forbidden to participate in Ta’Vaalor society. Spouses may save themselves and their children by denouncing the marriage and repudiating the offender before the sentence is carried out. Rarely in the history of the House Vaalor has any elf received a punishment as damning as permanent banishment. It is seen as punishment for only the greatest of crimes that run afoul of Vaalor justice and societal ideals.&lt;br /&gt;
&lt;br /&gt;
Death with permanent banishment means the offender’s name is stricken from lineage records and put to death. The spouse and children are unaffected, if they reject the offender’s line and identify themselves by the remaining spouse’s line. In carrying out this sentence, poison is used so that Lorminstra is unable to come to the aid of the offender.&lt;br /&gt;
&lt;br /&gt;
These last two punishments are used only on the most hardened recidivists: those who have shown that they reject all Vaalor culture and are thus rejected by the culture. They have not been used in recent memory. As previously stated, the goal of all discipline is to bring the offender back to correct thinking and behavior. Failing that, punishment acts as a warning to those who would think of repeating the offender’s actions.&lt;br /&gt;
&lt;br /&gt;
== Marriage ==&lt;br /&gt;
&lt;br /&gt;
The Vaalor typically follow a consistent pattern for marriage. Because all Vaalor are required to serve 100 years in the military, this service is the primary consideration from birth until the service is completed. Flirtation and courtship during this period is frowned upon, but not prohibited.&lt;br /&gt;
&lt;br /&gt;
Among the Vaalor, marriage is an entirely civil matter. The wedding is performed by a magistrate either at the town hall or at the bride’s home (except in the case where a nobleman is marrying an untitled woman, where the wedding would take place at the estate of the nobleman’s family). Because of the expense involved and the waiting time required for a private ceremony, most weddings occur at the town hall. Only those of nobility and the very wealthy host private ceremonies. Wedding notices must be publicly posted at least one month in advance.&lt;br /&gt;
&lt;br /&gt;
The courtship and wedding process has several ways in which it may be initiated. Among the young, it may be initiated between the young man and woman themselves, most often because of mutual attraction, mutual admiration, or mutual ambition. If they reach the point at which they view themselves heading toward a matrimonial match, they then seek permission from their parents. If their parents are deceased, they seek affirmation from other close relatives, such as aunts, uncles, grandparents, or guardians.&lt;br /&gt;
&lt;br /&gt;
If parents consent to the pursuit of a union, it is customary for the parents of the higher-ranked party to approach the parents of the lower-ranked to discuss the match. If both parties agree, consent is given to continue the courtship. The relationship may be broken off at any time by either party. If either is in the military, they must also receive permission from their commanding officer(s).&lt;br /&gt;
&lt;br /&gt;
Courtships may also be initiated by a young woman or man who is interested in another elf, whom they have not yet met. The interested elf will approach their parents first and seek their approval of the elf they desire to court. If the parents approve, they will speak with other elf’s parents concerning the initiation of the courtship between their two offspring. If the parents have never been formally introduced, they will seek an intermediary who knows both families. This intermediary will then host an afternoon tea or dinner party to introduce the two families. If all parties agree, both sets of parents will give their consent, and the couple may begin a courtship.&lt;br /&gt;
&lt;br /&gt;
Finally, parents themselves may initiate what is called a courtship agreement, either by way of introduction via an intermediary or by approaching friends with whom they wish to align their family. Many marriages of the nobility take this route, with parents agreeing to the match while their children are still quite young. Despite this, no Vaalor can be forced to marry. This is not to say that coercion is not or hasn&#039;t been used, but the magistrate performing the wedding ceremony requires assent from both parties that they are willing participants.&lt;br /&gt;
&lt;br /&gt;
The foregoing suggests that Vaalor elves keep to themselves and do not marry elves of other cultures. While it isn’t an everyday occurrence, Vaalor elves are permitted to marry elves of other cultures. Intermarriage usually occurs because the family offers some strategic advantage, such as a strong breeding line, wealth, or political advantage. Some have even been known to marry for love, though it is rarely the only consideration. While citizenship is restricted to Vaalorians, elves of other houses may earn partial citizenship, which is a prerequisite for marriage to a citizen.&lt;br /&gt;
&lt;br /&gt;
Because of the nature of marriage and family in Ta’Vaalor, courtships that lead to marriage typically last several decades. However, many courtships are broken off at the early stages, never resulting in marriage. The longer the courtship lasts, the more likely the couple will marry.&lt;br /&gt;
Once a couple has decided to marry, they enter into a betrothal arrangement. A betrothal is a legal agreement between not only the couple but between their two families. At least two members of each family (aside from the couple themselves) must be present and give signed consent to the union.&lt;br /&gt;
&lt;br /&gt;
The Vaalor view marriage as a union between families, not just the union of two lives. As such, a betrothal can only be broken by infidelity, legal or disciplinary action against either party that sullies the family name, or by the agreement of both halves of the couple and a family representative from each side. After marriage, separation is quite rare but will be permitted in cases such as permanent banishment.&lt;br /&gt;
If parental or familial consent is not given, a magistrate will not perform a wedding ceremony. Furthermore, the city-state of Ta’Vaalor does not recognize weddings performed by other authorities for citizens of Ta’Vaalor. They do recognize marriages of those of other races or elven cultures since they understand that their authority extends only over those who are citizens of the realm.&lt;br /&gt;
&lt;br /&gt;
More devout elves may have two wedding ceremonies: one at the town hall to establish the legality of their alliance and the other before a cleric of their chosen arkati. The cleric-performed wedding usually includes only immediate family members: parents, siblings, and the marrying couple. Sometimes grandparents, aunts, uncles, cousins, and close friends may also attend. The format of this ceremony will follow the dictates of their chosen arkati.&lt;br /&gt;
&lt;br /&gt;
Civil weddings are formal affairs, and even those that take place at the town hall can be quite elaborate. A bride and groom with military involvement will typically wear a ceremonial coat representing their time served. If either party is still active, he or she will wear ceremonial dress, complete with sheathed weapon. Otherwise, the bride will wear a floor-length golden cloak embroidered with special insignia from the Crimson Guard; the groom will wear a matching knee-length coat of crimson. Underneath, they each will wear a garment incorporating familial colors. The groom will wear a piece of jewelry containing the personal symbol of his bride, most often a brooch or a ring. A belt buckle is a comment item of the groom that will be worn by the bride. These gifts are exchanged between the wedding couple.&lt;br /&gt;
&lt;br /&gt;
Wedding gifts are usually only given by family members and close friends. In most cases, these are gifts of service. For example, if the couple is traveling to the countryside after the wedding, friends and family may act as honor guard, both as ceremonial and actual protection along dangerous roads.&lt;br /&gt;
&lt;br /&gt;
Most Vaalor do not marry until they have completed their hundred years of service. Commanding officers will rarely give permission for marriage unless either the bride or groom has committed their life to military service. Even then, it is prevailing opinion that both parties should wait until after the first hundred years of service. Though, it is almost certain that an elf will receive citizenship upon retirement, many think it’s best to wait until citizenship has been conferred so that they may start their lives on the right track.&lt;br /&gt;
&lt;br /&gt;
After the wedding ceremony, the couple will sign a registration book to preserve documentation of lineage. After marriage, bride and groom are given a leave of absence from the military to establish themselves in married life.&lt;br /&gt;
&lt;br /&gt;
In families where the husband and wife, either one or both, are in the military, they usually wait several decades to have children, at which point, many couples decide to retire. If they remain in the military, they will have only one child (if they have any) because of the mandatory 25-year leave of absence necessary to fulfill parental duties.&lt;br /&gt;
&lt;br /&gt;
Couples in the military may also decide to adopt children or have their children fostered by another couple. This arrangement is typically made between two couples who are near relations (usually siblings).&lt;br /&gt;
&lt;br /&gt;
In the case of adoption, the adoptive parents contract with another couple who will give birth to and raise the child to adulthood. At one year old, the child is officially recorded as the child of the adoptive parents, but remains in the custody of his birth parents. When the child earns citizenship, he will be formally transferred to the family of his adoptive parents. When this occurs, the lineage of the child will reflect his birth parents as well as his adoptive parents. During the child’s formative years, the adoptive parents will spend as much time with the child as their careers allow.&lt;br /&gt;
&lt;br /&gt;
In the case of fostering, all parental rights are transferred to the foster parents until the child reaches the age of 50, whereupon the birth parents assume control and responsibility for the child; however, the birth parents remain the parents of record. In this case, the lineage of the child does not change, though it is noted in the official records that the child was fostered, along with the names of the fostering parents.&lt;br /&gt;
&lt;br /&gt;
Childless couples may also choose to adopt. In these cases, the children are transferred to the care of their adoptive parents and will be raised by them, starting at age one. The official record will note the birth parents as well as the adoptive parents in the child’s lineage.&lt;br /&gt;
&lt;br /&gt;
Unmarried men or women may also choose adoption, though the custom here varies. The adoptive parent may choose to raise the child or to let the birth parents raise the child and wait until the age of majority to take custody. Since adoption is primarily used as a means of passing along a family heritage, the adoptive parents may choose to void the adoption contract if a child is deemed ineligible for citizenship.&lt;br /&gt;
&lt;br /&gt;
If both adoptive parents die before the child reaches the age of official transfer, the birth parents will maintain parental responsibility until the child gains citizenship, at which point he will be officially declared a child of those recorded as such.&lt;br /&gt;
The adoption or fostering contract states the terms of care for the child, including financial arrangements.&lt;br /&gt;
&lt;br /&gt;
== Hierarchy and Family Structure ==&lt;br /&gt;
&lt;br /&gt;
Given the stringent militaristic and legal structure of Vaalor society, it is easy to infer that the society is one of strict hierarchy. This inference would be correct. Citizens of Ta’Vaalor are acutely aware of the rank of everyone around them. The reason is twofold: so as not to give offense and to be sure of one’s own standing and placement in the hierarchy in order to receive due honor.&lt;br /&gt;
&lt;br /&gt;
Within the family, the hierarchy is clear. Parents make decisions regarding their children, but the parent with the higher military rank is the leader within the family. However, nobility rank trumps military rank in civil matters. Thus, an untitled man who marries a noble must give deference to his wife on decisions where there is differing opinion.&lt;br /&gt;
&lt;br /&gt;
While military ranking follows a linear progression and is fixed upon retirement, social and family ranking are fairly fluid. They are based on marital and family connections as well as royal honors. Within the family, ranking is as follows: generation (parents being of higher rank than their children), social standing, royal honors conferred, military ranking, and finally, order of birth. Adopted/foster children have the rank and privileges of their placement within the custodial family.&lt;br /&gt;
&lt;br /&gt;
In informal circumstances, slight breaches of etiquette can be overlooked. However, during formal occasions, attention must be paid to station and ranking. Infractions may result in a social banning of the offender for a period of time determined by the seriousness of the blunder.&lt;br /&gt;
&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
&lt;br /&gt;
Death within the Vaalor culture is viewed as inevitable, though it is welcomed in the same way that life is lived: with honor, pride, and glory. Thus, the Vaalor seek an honorable death. The Vaalor consider the most honorable death one that comes after a life of service to their brethren.&lt;br /&gt;
Serving House Vaalor does not merely entail military service. It is the sum of a life well-lived in raising new generations to take the mantle of the old. Thus, a long life is sought, but a shorter one is not overly mourned if lost to a worthy cause, such as in military service or in protecting the lands from foreign incursion.&lt;br /&gt;
&lt;br /&gt;
When a Vaalor elf dies, there is a mourning period that lasts thirty days, but to avoid misinterpretation, the period of mourning is not meant as a time to solely bemoan the loss of the dead. The period of mourning is also a time to celebrate the deceased&#039;s life and accomplishments. During this period, a black band is placed across the crest of the deceased&#039;s family.&lt;br /&gt;
&lt;br /&gt;
A burial will take place within a week of death. This time allows military family members to travel from distant places. But even in death, the Vaalor do not escape their station. Burial rites will vary from one family to another. Graves of lower-ranked Vaalor elves are marked with simple headstones, while those of higher rank will have more elaborate monuments atop their graves. Nobles enshrine their dead in mausoleums.&lt;br /&gt;
&lt;br /&gt;
Within three days after burial, a celebration is held in honor of the recently departed. During this celebration, the deceased is honored through song and dance, poetry and remembrances. It is a time of laughter as well as the shedding of tears.&lt;br /&gt;
&lt;br /&gt;
Monarchs are exempt from these rituals. The length of mourning for a monarch will vary based on his popularity, as well as the circumstance of his death. When a monarch dies, a black band is placed across the crests of all families of Ta&#039;Vaalor, acknowledging the monarch as the head of all families.&lt;br /&gt;
&lt;br /&gt;
Monarchs are not buried but are burned upon funeral pyres. This is considered an honorable return to Koar, who bestows his wisdom upon the deceased ruler. They are often commemorated with statuary or tapestries depicting high points of their rule, but there is no royal tomb. These works of art are commissioned after the death and are installed during a special ceremony within a year. If his death is during war or a time of unrest, the work of art will be commissioned and installed within one year of declaration of the war&#039;s end.&lt;br /&gt;
&lt;br /&gt;
== Times of War ==&lt;br /&gt;
&lt;br /&gt;
During times of war or unrest, the sovereign commander may suspend wedding ceremonies. During this time, all elves of a serviceable age must stand ready to be called to the service of their brethren. Elves may still marry, but they will neither hold any of the normal festivities, nor be given any normal considerations.&lt;br /&gt;
&lt;br /&gt;
In the same vein, rites for the dead will be much less elaborate, and the life celebration will be delayed until peace has been restored to the realm.&lt;br /&gt;
&lt;br /&gt;
== Royalty &amp;amp; Nobility of House Vaalor ==&lt;br /&gt;
&lt;br /&gt;
There is a hierarchy within every aspect of Vaalor culture. While in other cultures, this hierarchy may be unspoken, in Vaalor culture, it is clearly defined. There are two distinct sets of hierarchy, but they are so entwined that is it difficult for an outsider to separate them. Yet, a Vaalor elf knows them well and mistaking one for another is highly unlikely.&lt;br /&gt;
&lt;br /&gt;
The military hierarchy has been discussed previously, so this designation refers only to the ruling hierarchy within House Vaalor.&lt;br /&gt;
&lt;br /&gt;
The official title of the ruler of House Vaalor is &amp;quot;Sovereign Commander,&amp;quot; though he may also be addressed as “Patriarch,” “Sovereign,” or simply “King”. Other honorifics such as “Your Excellency” or “Your Honor” are also acceptable. (It must here be noted that while a sovereign may be of either gender, Ta’Vaalor has only been ruled by males throughout history.)&lt;br /&gt;
&lt;br /&gt;
It is the sovereign alone who can make and abrogate law, so he does not involve himself in trivial matters. Therefore, the Council of Regents was created many centuries ago to oversee the administration of criminal justice and preside over low-level civil matters. The Council is also responsible for appointing officials within its jurisdictions to apprehend and detain those accused or suspected of criminal activity. Finally, the Council also acts as an advisor to the sovereign in any matter in which he seeks counsel.&lt;br /&gt;
&lt;br /&gt;
One becomes a member of the Council when they are conferred the title of Lord Regent by the king. Lord Regents may be of either sex and traditionally, those selected by the king for such an honor hold the important and prestigious rank and office of Lord Legionnaire Commander. Thereafter, the title of Lord Regent is passed along by inheritance. To ensure that each family remains worthy of serving in this capacity, the title must be confirmed every five hundred years. After a lord legionnaire commander receives this new honor, the office of Lord Legionnaire Commander is deemed vacated and becomes available to be bestowed upon the next worthy candidate.&lt;br /&gt;
&lt;br /&gt;
Under the old tradition, the monarchy was passed along by inheritance under a system of selection that was not solidified until the ruler&#039;s death. The sovereign could elect to choose any one of his children to be his successor, a selection that could have occurred at any time in the child&#039;s life. In the tradition since the exile of House Faendryl, it was deemed as a practical matter not to restrict the throne to just the offspring of the current ruler. Instead, while conservative in practice compared to House Illistim and its argent mirrors, the heir to the throne is generally selected by the Council of Regents. The sovereign&#039;s children are one of several eligible candidates that may be drawn from, a pool that also contains the children of the noble families who serve on the Council. Thus, a ruler&#039;s child may become heir, but it is a coincidence of kinship, not a right of birth when this happens. Military prowess is given the largest consideration by the Council of Regents; traits such as diplomacy, social graces, and an even temperament receive secondary consideration.&lt;br /&gt;
&lt;br /&gt;
If the sovereign dies without an heir or before an heir has completed compulsory military service, the government of Ta’Vaalor falls into the hands of a steward appointed by the Five Noble Houses. The Five Noble Houses are five families whose power goes back to the founding days of House Vaalor. Over the millennia, they have remained in power through military prowess, strong breeding lines, and strategic alliances within House Vaalor and the other four elven houses, often controlling the Council of Regents by composing a majority of its membership.&lt;br /&gt;
&lt;br /&gt;
The steward is selected from one of the Five Noble Houses and oversees the sovereign’s affairs until either the heir completes military service, or a new monarch is chosen all together. When there is no heir, the new sovereign is chosen by the Five Noble Houses at the end of the official mourning period and must be selected from the same pool of candidates from which the Council of Regents would have otherwise selected were the monarch living.&lt;br /&gt;
&lt;br /&gt;
If there are no suitable candidates, politics come to the fore in Ta’Vaalor. It is at this time that deals are made, alliances are formed, and favors are called in. But do not be mistaken. The families recognize that the honor, pride, and glory of Ta’Vaalor are at stake. While the end decision may be political, anyone chosen as sovereign will possess the qualifications necessary to rule House Vaalor. This elf is the personification of House Vaalor, the pinnacle to which all Vaalor elves must strive.&lt;br /&gt;
&lt;br /&gt;
When a new sovereign is crowned, the family name is dropped, and he is referred to by first name and the House Vaalor.&lt;br /&gt;
&lt;br /&gt;
== The Great Games ==&lt;br /&gt;
&lt;br /&gt;
Every hundred years, the city-state of Ta’Vaalor holds its Great Games. While it is a time of great festivity with citizens competing against each other for honor, pride, and glory, it is also a time to celebrate the proud history of Ta’Vaalor and to showcase its newest talent.&lt;br /&gt;
&lt;br /&gt;
The ruling class, particularly the Five Noble Houses, use the games to evaluate the potential of the latest crop of younglings. Nothing escapes their notice, from their fighting acumen to conduct in the ballroom. It is never too early to find fresh blood for the ranks, whether by recommendation to the king or by marriage.&lt;br /&gt;
&lt;br /&gt;
During every fifth Great Games, every lord regent is reevaluated for title retention. Those who are original title holders are exempt from this evaluation unless one-tenth of the Council members votes for reevaluation. This is not a formality. The Council holds many long sessions during this time, and each family must plead their case. Most families are not in danger of losing their status, but to treat the Council in a cavalier manner is to risk falling on the wrong side of the numbers.&lt;br /&gt;
&lt;br /&gt;
In order for a title of Lord Regent to be stripped from a family, three-fourths of the Council must vote for removal. However, if a simple majority votes for removal and the same occurs at the next quincentenary, the family must appeal to the king who will decide if the family can retain its title. If the king decides against the family, it will lose its title for at least the next five hundred years. If a family is removed from the Council, no one in the family is eligible to rejoin until after the next quincentenary.&lt;br /&gt;
&lt;br /&gt;
While lord regents are selected by the sovereign, the Council may present nominations to the king. Nominations must be accompanied by voluminous documentation detailing worth of both the nominee and the associated family.&lt;br /&gt;
&lt;br /&gt;
== Honorifics ==&lt;br /&gt;
&lt;br /&gt;
:Role: Ruler of House Vaalor&lt;br /&gt;
:Title: Sovereign Commander&lt;br /&gt;
:Approved prefixes (first name only): King, Sovereign, Patriarch&lt;br /&gt;
:Approved addresses: Your Excellency, Your Honor, Patriarch&lt;br /&gt;
:Signature: Full name with one of the following titles appended:&lt;br /&gt;
:The Excellence of Vaalor; The Honor, Pride, and Glory of Vaalor&lt;br /&gt;
&lt;br /&gt;
:Role: Heir to the Vaalor throne&lt;br /&gt;
:Title: Heir of House Vaalor&lt;br /&gt;
:Introduced as: First name, Title&lt;br /&gt;
:Approved prefixes: Heir Select&lt;br /&gt;
:Approved addresses: Your Highness&lt;br /&gt;
:Signature: First name appended by title or first name preceded by approved prefix&lt;br /&gt;
&lt;br /&gt;
:Role: Child of the Sovereign&lt;br /&gt;
:Title: High Lord of Vaalor or High Lady of Vaalor&lt;br /&gt;
:Introduced as: Full name, Title&lt;br /&gt;
:Approved prefixes (by last name only): High Lord, High Lady&lt;br /&gt;
:Approved addresses: Excellent Lord or Excellent Lady&lt;br /&gt;
:Signature: Full name with title appended&lt;br /&gt;
&lt;br /&gt;
:Role: Leader of one of the Five Noble Houses&lt;br /&gt;
:Title: High Lord of Vaalor or High Lady of Vaalor&lt;br /&gt;
:Introduced as: Full name, Title&lt;br /&gt;
:Approved prefixes (by last name only): High Lord, High Lady&lt;br /&gt;
:Approved addresses: Excellent Lord or Excellent Lady&lt;br /&gt;
:Signature: Full name with title appended&lt;br /&gt;
&lt;br /&gt;
:Role: Spouse of a leader of one of the Five Noble Houses&lt;br /&gt;
:Title: High Lord or High Lady&lt;br /&gt;
:Introduced as: Title followed by full name&lt;br /&gt;
:Approved prefixes (by first name only): High Lord, High Lady&lt;br /&gt;
:Approved addresses: High Lord, High Lady&lt;br /&gt;
:Signature: Full name prefixed by title&lt;br /&gt;
&lt;br /&gt;
:Role: Child of a leader of one of the Five Noble Houses&lt;br /&gt;
:Title: Lord or Lady&lt;br /&gt;
:Introduced as: Title followed by first name appended by the house&lt;br /&gt;
:Approved prefixes (first name only or full name): Lord or Lady&lt;br /&gt;
:Approved Addresses: Lord or Lady&lt;br /&gt;
:Signature: First name prefixed by title or full name with house appended&lt;br /&gt;
&lt;br /&gt;
:Role: Member of the Council of Regents&lt;br /&gt;
:Title: Lord Regent&lt;br /&gt;
:Introduced as: Full name, Title&lt;br /&gt;
:Approved formal prefixes: Lord&lt;br /&gt;
:Approved informal prefixes: Lord or Lady&lt;br /&gt;
:Approved addresses: My Lord&lt;br /&gt;
:Signature: Full name with title appended&lt;br /&gt;
&lt;br /&gt;
:Role: Spouse of Regents Council Member&lt;br /&gt;
:Title: Lord or Lady&lt;br /&gt;
:Introduced as: Title followed by full name&lt;br /&gt;
:Approved prefixes (first name only or full name): Lord or Lady&lt;br /&gt;
:Approved addresses: My Lord or My Lady&lt;br /&gt;
:Signature: Full name prefixed by title&lt;br /&gt;
&lt;br /&gt;
:Role: Child of Regents Council Member&lt;br /&gt;
:Title: Lord or Lady&lt;br /&gt;
:Introduced as: Title followed by full name&lt;br /&gt;
:Approved prefixes (first name only): Lord or Lady&lt;br /&gt;
:Approved addresses: My Lord or My Lady&lt;br /&gt;
:Signature: Full name prefixed by title&lt;br /&gt;
:Note: Children of nobility may keep their titles lifelong but do not pass it along to their own children unless they inherit the family’s title or receive a permanent one of their own from the sovereign.&lt;br /&gt;
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[[Category: Elves]]&lt;br /&gt;
[[Category: Ta&#039;Vaalor]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
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		<title>Customs of the Elves of House Vaalor</title>
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		<summary type="html">&lt;p&gt;GS4-SCRIBES: Created page with &amp;quot;{{official-document}}  &amp;#039;&amp;#039;&amp;#039;Customs of the Elves of House Vaalor by Harlen Argeirres Vaalor, Lord Regent&amp;#039;&amp;#039;&amp;#039;  == For Honor, Pride, and Glory ==  While other cultures and races ac...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{official-document}}&lt;br /&gt;
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&#039;&#039;&#039;Customs of the Elves of House Vaalor by Harlen Argeirres Vaalor, Lord Regent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== For Honor, Pride, and Glory ==&lt;br /&gt;
&lt;br /&gt;
While other cultures and races accept that every child born into their families has all the rights and privileges thereof, the same cannot be said of the Vaalor elves. Honor, pride, and glory are not innate qualities. They are values that must be instilled. They are not to be taken lightly; thus, they cannot be imputed based on something as arbitrary as the circumstances of one’s birth. It is a privilege to be called a Vaalor elf, and only those who prove themselves worthy may have the honor bestowed upon them.&lt;br /&gt;
&lt;br /&gt;
Whence springs this proud heritage? It originates from none other than the Prime Sovereign Commander and First Patriarch, Aradhul Vaalor. All Vaalor elves can trace their bloodlines back to the days of the First Patriarch and the founding of the seven elven houses. While it is not the only consideration, the first element of proving worthiness as a Vaalor elf is to be born of these bloodlines. Only those whose lineage is registered in the Ta’Vaalor Hall of Records may become citizens and claim the title of Elf of House Vaalor.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
&lt;br /&gt;
At birth, babies are examined by a qualified physician to ensure there is no defect. If none is found, the child is declared healthy and may begin the road to becoming a citizen of the city-state of Ta’Vaalor. If a defect is found, the physician must determine if the defect is one that can be overcome by growth and training, or alternatively, surgery or medical attention. If it can, the child is declared suitable. At one year, each child is examined again; and if found to still be healthy, a ceremony is held to announce the birth and give the child a name. Family members, close friends, and a magistrate from the Hall of Records attend such ceremonies. After the baby is named, the magistrate will register the name in the family’s lineage in the Hall of Records.&lt;br /&gt;
&lt;br /&gt;
While rare, sometimes a child&#039;s defect is determined to be incurable. Such a child will be denied active military service and assigned to a military path which can accommodate their inherent flaw, such as quartermaster or bureaucratic functions. Elves born to this fate often carry a personal burden of not completely realizing their duty to the House Vaalor or finding their own place in the legends and songs of Vaalor heroics. Often they may bind themselves to their birth families and become servants or caretakers, thereby indirectly securing for themselves a place of honor in Ta’Vaalor society. Alternatively, they may seek their fortunes in other elven houses, where they are usually found to be quite welcome.&lt;br /&gt;
&lt;br /&gt;
There is no standard in these cases. Some would rather serve in House Vaalor and be thus identified with the greatest house, while others seek higher status and move to other elven nations. It is rumored that some even take themselves off to live among dwarves or humans, though this cannot be confirmed and is considered shameful to even contemplate.&lt;br /&gt;
&lt;br /&gt;
The responsibility of child-rearing is more important than any other, even that of serving in the military. There will be no future military if each generation is not successfully ushered into its responsibilities. As children depend on their mothers for the first few years of their lives for sustenance, mothers are the primary caretakers of their children from birth through the age of 25. It is their responsibility to lay the groundwork for their children’s instruction in social graces, rudimentary military training, and elementary schooling. Though her husband also has responsibility for caring for and instructing the child, the mother has final say on all child-related decisions during this period.&lt;br /&gt;
&lt;br /&gt;
A family with financial security has better means to raise and instruct their children. A wealthy merchant may hire a well-rounded tutor to provide additional instruction, while nobles hire an expert in each subject in which they wish their children to be educated. Many nobles also employ a guardian for each of their children. This guardian is responsible for the child’s physical safety as well as to supplement and reinforce parental instruction.&lt;br /&gt;
&lt;br /&gt;
At the age of 25, the youngling is transferred to his or her father’s care and training. It is the father who begins intensive instruction, evaluating the young elf’s weaknesses and determining the fighting styles best suited to their personality, temperament, and natural abilities. The mother’s advice is often sought and relied upon, but during this period, paternal decisions are final.&lt;br /&gt;
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== Military Service ==&lt;br /&gt;
&lt;br /&gt;
The age of 50 is when social standing demands a divergence of paths. It is at this age that younglings become Provisional Citizens of Ta’Vaalor and are eligible to enter the military. Those without the financial means to pursue additional instruction usually join the military at this point, becoming Squire Legionnaires. Many of these never advance beyond the Legionnaire status, though some continue and become First Legionnaires, and in very few cases, High Legionnaires. It is almost unheard of for such a recruit to advance to Master Legionnaire, much less Lord Legionnaire.&lt;br /&gt;
&lt;br /&gt;
Those who are more affluent may purchase additional instruction for their children. This instruction ranges from private tutors to full-fledged military academies. Private tutors are usually young elves who have recently finished their military service and offer their skills for hire to those wanting to provide advantage to their child. More experienced, reputable soldiers may take on several young potential recruits at a time. But the most prestigious and decorated warriors wishing to pass their skills along to the next generations either open their own schools or join established academies as instructors. There are two military academies of note in Ta’Vaalor, both of which are attended exclusively by the children of nobility.&lt;br /&gt;
&lt;br /&gt;
Length of instruction at these academies varies based on which legion the potential recruit hopes to enter, the quality of parental instruction, the recruit’s own talent and natural ability, and the amount of money the parents are willing (or able) to spend. The graduates of these two academies will begin their military careers as officers. In addition, nobles have another advantage over other Vaalororians. Each lord regent is given command of a militia to protect his territory from foreign incursion. Elves raised in the Fortress may join the Crimson Legion reserves, but these reserves are so filled with other potential recruits and veterans, that battle experience is negligible and service for neophytes consists primarily of drills; whereas militia in outlying areas are far more likely to encounter enemy forces in the guise of orcs, trolls, and other such hostile creatures.&lt;br /&gt;
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When Vaalor elves have completed their 100 years of compulsory military service (whether retired or continued active duty), they are fully vested with the rights and privileges of a veteran of the city-state of Ta’Vaalor. Citizenship is granted to all born of Vaalor blood, but respect and honor of one&#039;s fellow citizens can only be won through completion of one&#039;s service. While the majority of Vaalor elves retire after their 100 years of service, many continue and make the military a lifelong career. Those who retire usually do so to marry, raise a family, and continue in the line of work of their parents.&lt;br /&gt;
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== Discipline and Punishment ==&lt;br /&gt;
&lt;br /&gt;
The Vaalor are intensely competitive when jockeying for position, but as position is settled, they become so cooperative that they seem to operate in battle as one elf, perfectly coordinated and with few errors. There is no room in the Vaalor military for insubordination. Such behavior is corrected swiftly and severely.&lt;br /&gt;
&lt;br /&gt;
Honor, pride, and glory are valued so highly that any who would damage these are faced with enough humiliation to bring an errant soldier back into line. The purpose of all discipline is to bring the one in error back into correct thinking and behavior. If such methods do not succeed, stronger measures include (in order of severity): demotion, temporary expulsion, temporary banishment, and permanent expulsion. At the extreme, there is death, permanent banishment, and as a last resort, death with permanent banishment.&lt;br /&gt;
&lt;br /&gt;
If an elf is permanently expelled from the Vaalor military before serving his 100 years, he will never be afforded respect or honor by his fellow citizens. In some respects, the elf becomes a second class citizen by the manner and means in which his fellow citizens treat him in day-to-day social interactions. He may find food served cold at inns or doors slammed shut in his face, for example. If his expulsion occurs later in his career, his rank is stripped, but some deference is given for the length of the elf&#039;s service by his peers versus those who have never served.&lt;br /&gt;
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When a Vaalor elf is temporarily banished, he is exiled from the city-state of Ta’Vaalor for a specified period of time. During this period, he is forbidden to enter any part of the Ta’Vaalor environs. Failure to abide by this restriction will result in either additional banishment time or worse, permanent banishment. During this time, he is stripped of all rights and privileges of being a Vaalor elf in the view of other Vaalor elves and restricted from using the appellation in self-description. Banishment in Vaalor society is one of stigmatization and ostracization. The severe impact of this punishment relieves the burden for further law enforcement.&lt;br /&gt;
&lt;br /&gt;
The death sentence is fairly straightforward. The Council of Regents recommends the sentence to the sovereign commander after the aforementioned methods of correction have failed. This recommendation is given heavy weight by the sovereign, but the decision is ultimately his alone. If Lorminstra deigns to refuse admittance to the offender at the Ebon Gate, the sovereign commander gives the offender a chance to redeem himself.&lt;br /&gt;
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Permanent banishment is considered worse than death. Permanent banishment is similar to temporary banishment, but unending. A Vaalor elf who is permanently banished lives like a ghost amongst her fellow elves. She is never acknowledged, never helped in time of need, nor finds her help accepted by others. Any elf joined in marriage to one who is permanently banished will suffer the same fate, as will their children. Their names are recorded among the names of those who are forbidden to participate in Ta’Vaalor society. Spouses may save themselves and their children by denouncing the marriage and repudiating the offender before the sentence is carried out. Rarely in the history of the House Vaalor has any elf received a punishment as damning as permanent banishment. It is seen as punishment for only the greatest of crimes that run afoul of Vaalor justice and societal ideals.&lt;br /&gt;
&lt;br /&gt;
Death with permanent banishment means the offender’s name is stricken from lineage records and put to death. The spouse and children are unaffected, if they reject the offender’s line and identify themselves by the remaining spouse’s line. In carrying out this sentence, poison is used so that Lorminstra is unable to come to the aid of the offender.&lt;br /&gt;
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These last two punishments are used only on the most hardened recidivists: those who have shown that they reject all Vaalor culture and are thus rejected by the culture. They have not been used in recent memory. As previously stated, the goal of all discipline is to bring the offender back to correct thinking and behavior. Failing that, punishment acts as a warning to those who would think of repeating the offender’s actions.&lt;br /&gt;
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== Marriage ==&lt;br /&gt;
&lt;br /&gt;
The Vaalor typically follow a consistent pattern for marriage. Because all Vaalor are required to serve 100 years in the military, this service is the primary consideration from birth until the service is completed. Flirtation and courtship during this period is frowned upon, but not prohibited.&lt;br /&gt;
&lt;br /&gt;
Among the Vaalor, marriage is an entirely civil matter. The wedding is performed by a magistrate either at the town hall or at the bride’s home (except in the case where a nobleman is marrying an untitled woman, where the wedding would take place at the estate of the nobleman’s family). Because of the expense involved and the waiting time required for a private ceremony, most weddings occur at the town hall. Only those of nobility and the very wealthy host private ceremonies. Wedding notices must be publicly posted at least one month in advance.&lt;br /&gt;
&lt;br /&gt;
The courtship and wedding process has several ways in which it may be initiated. Among the young, it may be initiated between the young man and woman themselves, most often because of mutual attraction, mutual admiration, or mutual ambition. If they reach the point at which they view themselves heading toward a matrimonial match, they then seek permission from their parents. If their parents are deceased, they seek affirmation from other close relatives, such as aunts, uncles, grandparents, or guardians.&lt;br /&gt;
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If parents consent to the pursuit of a union, it is customary for the parents of the higher-ranked party to approach the parents of the lower-ranked to discuss the match. If both parties agree, consent is given to continue the courtship. The relationship may be broken off at any time by either party. If either is in the military, they must also receive permission from their commanding officer(s).&lt;br /&gt;
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Courtships may also be initiated by a young woman or man who is interested in another elf, whom they have not yet met. The interested elf will approach their parents first and seek their approval of the elf they desire to court. If the parents approve, they will speak with other elf’s parents concerning the initiation of the courtship between their two offspring. If the parents have never been formally introduced, they will seek an intermediary who knows both families. This intermediary will then host an afternoon tea or dinner party to introduce the two families. If all parties agree, both sets of parents will give their consent, and the couple may begin a courtship.&lt;br /&gt;
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Finally, parents themselves may initiate what is called a courtship agreement, either by way of introduction via an intermediary or by approaching friends with whom they wish to align their family. Many marriages of the nobility take this route, with parents agreeing to the match while their children are still quite young. Despite this, no Vaalor can be forced to marry. This is not to say that coercion is not or hasn&#039;t been used, but the magistrate performing the wedding ceremony requires assent from both parties that they are willing participants.&lt;br /&gt;
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The foregoing suggests that Vaalor elves keep to themselves and do not marry elves of other cultures. While it isn’t an everyday occurrence, Vaalor elves are permitted to marry elves of other cultures. Intermarriage usually occurs because the family offers some strategic advantage, such as a strong breeding line, wealth, or political advantage. Some have even been known to marry for love, though it is rarely the only consideration. While citizenship is restricted to Vaalorians, elves of other houses may earn partial citizenship, which is a prerequisite for marriage to a citizen.&lt;br /&gt;
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Because of the nature of marriage and family in Ta’Vaalor, courtships that lead to marriage typically last several decades. However, many courtships are broken off at the early stages, never resulting in marriage. The longer the courtship lasts, the more likely the couple will marry.&lt;br /&gt;
Once a couple has decided to marry, they enter into a betrothal arrangement. A betrothal is a legal agreement between not only the couple but between their two families. At least two members of each family (aside from the couple themselves) must be present and give signed consent to the union.&lt;br /&gt;
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The Vaalor view marriage as a union between families, not just the union of two lives. As such, a betrothal can only be broken by infidelity, legal or disciplinary action against either party that sullies the family name, or by the agreement of both halves of the couple and a family representative from each side. After marriage, separation is quite rare but will be permitted in cases such as permanent banishment.&lt;br /&gt;
If parental or familial consent is not given, a magistrate will not perform a wedding ceremony. Furthermore, the city-state of Ta’Vaalor does not recognize weddings performed by other authorities for citizens of Ta’Vaalor. They do recognize marriages of those of other races or elven cultures since they understand that their authority extends only over those who are citizens of the realm.&lt;br /&gt;
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More devout elves may have two wedding ceremonies: one at the town hall to establish the legality of their alliance and the other before a cleric of their chosen arkati. The cleric-performed wedding usually includes only immediate family members: parents, siblings, and the marrying couple. Sometimes grandparents, aunts, uncles, cousins, and close friends may also attend. The format of this ceremony will follow the dictates of their chosen arkati.&lt;br /&gt;
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Civil weddings are formal affairs, and even those that take place at the town hall can be quite elaborate. A bride and groom with military involvement will typically wear a ceremonial coat representing their time served. If either party is still active, he or she will wear ceremonial dress, complete with sheathed weapon. Otherwise, the bride will wear a floor-length golden cloak embroidered with special insignia from the Crimson Guard; the groom will wear a matching knee-length coat of crimson. Underneath, they each will wear a garment incorporating familial colors. The groom will wear a piece of jewelry containing the personal symbol of his bride, most often a brooch or a ring. A belt buckle is a comment item of the groom that will be worn by the bride. These gifts are exchanged between the wedding couple.&lt;br /&gt;
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Wedding gifts are usually only given by family members and close friends. In most cases, these are gifts of service. For example, if the couple is traveling to the countryside after the wedding, friends and family may act as honor guard, both as ceremonial and actual protection along dangerous roads.&lt;br /&gt;
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Most Vaalor do not marry until they have completed their hundred years of service. Commanding officers will rarely give permission for marriage unless either the bride or groom has committed their life to military service. Even then, it is prevailing opinion that both parties should wait until after the first hundred years of service. Though, it is almost certain that an elf will receive citizenship upon retirement, many think it’s best to wait until citizenship has been conferred so that they may start their lives on the right track.&lt;br /&gt;
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After the wedding ceremony, the couple will sign a registration book to preserve documentation of lineage. After marriage, bride and groom are given a leave of absence from the military to establish themselves in married life.&lt;br /&gt;
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In families where the husband and wife, either one or both, are in the military, they usually wait several decades to have children, at which point, many couples decide to retire. If they remain in the military, they will have only one child (if they have any) because of the mandatory 25-year leave of absence necessary to fulfill parental duties.&lt;br /&gt;
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Couples in the military may also decide to adopt children or have their children fostered by another couple. This arrangement is typically made between two couples who are near relations (usually siblings).&lt;br /&gt;
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In the case of adoption, the adoptive parents contract with another couple who will give birth to and raise the child to adulthood. At one year old, the child is officially recorded as the child of the adoptive parents, but remains in the custody of his birth parents. When the child earns citizenship, he will be formally transferred to the family of his adoptive parents. When this occurs, the lineage of the child will reflect his birth parents as well as his adoptive parents. During the child’s formative years, the adoptive parents will spend as much time with the child as their careers allow.&lt;br /&gt;
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In the case of fostering, all parental rights are transferred to the foster parents until the child reaches the age of 50, whereupon the birth parents assume control and responsibility for the child; however, the birth parents remain the parents of record. In this case, the lineage of the child does not change, though it is noted in the official records that the child was fostered, along with the names of the fostering parents.&lt;br /&gt;
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Childless couples may also choose to adopt. In these cases, the children are transferred to the care of their adoptive parents and will be raised by them, starting at age one. The official record will note the birth parents as well as the adoptive parents in the child’s lineage.&lt;br /&gt;
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Unmarried men or women may also choose adoption, though the custom here varies. The adoptive parent may choose to raise the child or to let the birth parents raise the child and wait until the age of majority to take custody. Since adoption is primarily used as a means of passing along a family heritage, the adoptive parents may choose to void the adoption contract if a child is deemed ineligible for citizenship.&lt;br /&gt;
&lt;br /&gt;
If both adoptive parents die before the child reaches the age of official transfer, the birth parents will maintain parental responsibility until the child gains citizenship, at which point he will be officially declared a child of those recorded as such.&lt;br /&gt;
The adoption or fostering contract states the terms of care for the child, including financial arrangements.&lt;br /&gt;
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== Hierarchy and Family Structure ==&lt;br /&gt;
&lt;br /&gt;
Given the stringent militaristic and legal structure of Vaalor society, it is easy to infer that the society is one of strict hierarchy. This inference would be correct. Citizens of Ta’Vaalor are acutely aware of the rank of everyone around them. The reason is twofold: so as not to give offense and to be sure of one’s own standing and placement in the hierarchy in order to receive due honor.&lt;br /&gt;
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Within the family, the hierarchy is clear. Parents make decisions regarding their children, but the parent with the higher military rank is the leader within the family. However, nobility rank trumps military rank in civil matters. Thus, an untitled man who marries a noble must give deference to his wife on decisions where there is differing opinion.&lt;br /&gt;
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While military ranking follows a linear progression and is fixed upon retirement, social and family ranking are fairly fluid. They are based on marital and family connections as well as royal honors. Within the family, ranking is as follows: generation (parents being of higher rank than their children), social standing, royal honors conferred, military ranking, and finally, order of birth. Adopted/foster children have the rank and privileges of their placement within the custodial family.&lt;br /&gt;
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In informal circumstances, slight breaches of etiquette can be overlooked. However, during formal occasions, attention must be paid to station and ranking. Infractions may result in a social banning of the offender for a period of time determined by the seriousness of the blunder.&lt;br /&gt;
&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
&lt;br /&gt;
Death within the Vaalor culture is viewed as inevitable, though it is welcomed in the same way that life is lived: with honor, pride, and glory. Thus, the Vaalor seek an honorable death. The Vaalor consider the most honorable death one that comes after a life of service to their brethren.&lt;br /&gt;
Serving House Vaalor does not merely entail military service. It is the sum of a life well-lived in raising new generations to take the mantle of the old. Thus, a long life is sought, but a shorter one is not overly mourned if lost to a worthy cause, such as in military service or in protecting the lands from foreign incursion.&lt;br /&gt;
&lt;br /&gt;
When a Vaalor elf dies, there is a mourning period that lasts thirty days, but to avoid misinterpretation, the period of mourning is not meant as a time to solely bemoan the loss of the dead. The period of mourning is also a time to celebrate the deceased&#039;s life and accomplishments. During this period, a black band is placed across the crest of the deceased&#039;s family.&lt;br /&gt;
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A burial will take place within a week of death. This time allows military family members to travel from distant places. But even in death, the Vaalor do not escape their station. Burial rites will vary from one family to another. Graves of lower-ranked Vaalor elves are marked with simple headstones, while those of higher rank will have more elaborate monuments atop their graves. Nobles enshrine their dead in mausoleums.&lt;br /&gt;
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Within three days after burial, a celebration is held in honor of the recently departed. During this celebration, the deceased is honored through song and dance, poetry and remembrances. It is a time of laughter as well as the shedding of tears.&lt;br /&gt;
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Monarchs are exempt from these rituals. The length of mourning for a monarch will vary based on his popularity, as well as the circumstance of his death. When a monarch dies, a black band is placed across the crests of all families of Ta&#039;Vaalor, acknowledging the monarch as the head of all families.&lt;br /&gt;
&lt;br /&gt;
Monarchs are not buried but are burned upon funeral pyres. This is considered an honorable return to Koar, who bestows his wisdom upon the deceased ruler. They are often commemorated with statuary or tapestries depicting high points of their rule, but there is no royal tomb. These works of art are commissioned after the death and are installed during a special ceremony within a year. If his death is during war or a time of unrest, the work of art will be commissioned and installed within one year of declaration of the war&#039;s end.&lt;br /&gt;
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== Times of War ==&lt;br /&gt;
&lt;br /&gt;
During times of war or unrest, the sovereign commander may suspend wedding ceremonies. During this time, all elves of a serviceable age must stand ready to be called to the service of their brethren. Elves may still marry, but they will neither hold any of the normal festivities, nor be given any normal considerations.&lt;br /&gt;
&lt;br /&gt;
In the same vein, rites for the dead will be much less elaborate, and the life celebration will be delayed until peace has been restored to the realm.&lt;br /&gt;
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== Royalty &amp;amp; Nobility of House Vaalor ==&lt;br /&gt;
&lt;br /&gt;
There is a hierarchy within every aspect of Vaalor culture. While in other cultures, this hierarchy may be unspoken, in Vaalor culture, it is clearly defined. There are two distinct sets of hierarchy, but they are so entwined that is it difficult for an outsider to separate them. Yet, a Vaalor elf knows them well and mistaking one for another is highly unlikely.&lt;br /&gt;
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The military hierarchy has been discussed previously, so this designation refers only to the ruling hierarchy within House Vaalor.&lt;br /&gt;
&lt;br /&gt;
The official title of the ruler of House Vaalor is &amp;quot;Sovereign Commander,&amp;quot; though he may also be addressed as “Patriarch,” “Sovereign,” or simply “King”. Other honorifics such as “Your Excellency” or “Your Honor” are also acceptable. (It must here be noted that while a sovereign may be of either gender, Ta’Vaalor has only been ruled by males throughout history.)&lt;br /&gt;
&lt;br /&gt;
It is the sovereign alone who can make and abrogate law, so he does not involve himself in trivial matters. Therefore, the Council of Regents was created many centuries ago to oversee the administration of criminal justice and preside over low-level civil matters. The Council is also responsible for appointing officials within its jurisdictions to apprehend and detain those accused or suspected of criminal activity. Finally, the Council also acts as an advisor to the sovereign in any matter in which he seeks counsel.&lt;br /&gt;
&lt;br /&gt;
One becomes a member of the Council when they are conferred the title of Lord Regent by the king. Lord Regents may be of either sex and traditionally, those selected by the king for such an honor hold the important and prestigious rank and office of Lord Legionnaire Commander. Thereafter, the title of Lord Regent is passed along by inheritance. To ensure that each family remains worthy of serving in this capacity, the title must be confirmed every five hundred years. After a lord legionnaire commander receives this new honor, the office of Lord Legionnaire Commander is deemed vacated and becomes available to be bestowed upon the next worthy candidate.&lt;br /&gt;
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Under the old tradition, the monarchy was passed along by inheritance under a system of selection that was not solidified until the ruler&#039;s death. The sovereign could elect to choose any one of his children to be his successor, a selection that could have occurred at any time in the child&#039;s life. In the tradition since the exile of House Faendryl, it was deemed as a practical matter not to restrict the throne to just the offspring of the current ruler. Instead, while conservative in practice compared to House Illistim and its argent mirrors, the heir to the throne is generally selected by the Council of Regents. The sovereign&#039;s children are one of several eligible candidates that may be drawn from, a pool that also contains the children of the noble families who serve on the Council. Thus, a ruler&#039;s child may become heir, but it is a coincidence of kinship, not a right of birth when this happens. Military prowess is given the largest consideration by the Council of Regents; traits such as diplomacy, social graces, and an even temperament receive secondary consideration.&lt;br /&gt;
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If the sovereign dies without an heir or before an heir has completed compulsory military service, the government of Ta’Vaalor falls into the hands of a steward appointed by the Five Noble Houses. The Five Noble Houses are five families whose power goes back to the founding days of House Vaalor. Over the millennia, they have remained in power through military prowess, strong breeding lines, and strategic alliances within House Vaalor and the other four elven houses, often controlling the Council of Regents by composing a majority of its membership.&lt;br /&gt;
&lt;br /&gt;
The steward is selected from one of the Five Noble Houses and oversees the sovereign’s affairs until either the heir completes military service, or a new monarch is chosen all together. When there is no heir, the new sovereign is chosen by the Five Noble Houses at the end of the official mourning period and must be selected from the same pool of candidates from which the Council of Regents would have otherwise selected were the monarch living.&lt;br /&gt;
&lt;br /&gt;
If there are no suitable candidates, politics come to the fore in Ta’Vaalor. It is at this time that deals are made, alliances are formed, and favors are called in. But do not be mistaken. The families recognize that the honor, pride, and glory of Ta’Vaalor are at stake. While the end decision may be political, anyone chosen as sovereign will possess the qualifications necessary to rule House Vaalor. This elf is the personification of House Vaalor, the pinnacle to which all Vaalor elves must strive.&lt;br /&gt;
&lt;br /&gt;
When a new sovereign is crowned, the family name is dropped, and he is referred to by first name and the House Vaalor.&lt;br /&gt;
&lt;br /&gt;
== The Great Games ==&lt;br /&gt;
&lt;br /&gt;
Every hundred years, the city-state of Ta’Vaalor holds its Great Games. While it is a time of great festivity with citizens competing against each other for honor, pride, and glory, it is also a time to celebrate the proud history of Ta’Vaalor and to showcase its newest talent.&lt;br /&gt;
&lt;br /&gt;
The ruling class, particularly the Five Noble Houses, use the games to evaluate the potential of the latest crop of younglings. Nothing escapes their notice, from their fighting acumen to conduct in the ballroom. It is never too early to find fresh blood for the ranks, whether by recommendation to the king or by marriage.&lt;br /&gt;
&lt;br /&gt;
During every fifth Great Games, every lord regent is reevaluated for title retention. Those who are original title holders are exempt from this evaluation unless one-tenth of the Council members votes for reevaluation. This is not a formality. The Council holds many long sessions during this time, and each family must plead their case. Most families are not in danger of losing their status, but to treat the Council in a cavalier manner is to risk falling on the wrong side of the numbers.&lt;br /&gt;
&lt;br /&gt;
In order for a title of Lord Regent to be stripped from a family, three-fourths of the Council must vote for removal. However, if a simple majority votes for removal and the same occurs at the next quincentenary, the family must appeal to the king who will decide if the family can retain its title. If the king decides against the family, it will lose its title for at least the next five hundred years. If a family is removed from the Council, no one in the family is eligible to rejoin until after the next quincentenary.&lt;br /&gt;
&lt;br /&gt;
While lord regents are selected by the sovereign, the Council may present nominations to the king. Nominations must be accompanied by voluminous documentation detailing worth of both the nominee and the associated family.&lt;br /&gt;
&lt;br /&gt;
== Honorifics ==&lt;br /&gt;
&lt;br /&gt;
:Role: Ruler of House Vaalor&lt;br /&gt;
:Title: Sovereign Commander&lt;br /&gt;
:Approved prefixes (first name only): King, Sovereign, Patriarch&lt;br /&gt;
:Approved addresses: Your Excellency, Your Honor, Patriarch&lt;br /&gt;
:Signature: Full name with one of the following titles appended:&lt;br /&gt;
:The Excellence of Vaalor; The Honor, Pride, and Glory of Vaalor&lt;br /&gt;
&lt;br /&gt;
:Role: Heir to the Vaalor throne&lt;br /&gt;
:Title: Heir of House Vaalor&lt;br /&gt;
:Introduced as: First name, Title&lt;br /&gt;
:Approved prefixes: Heir Select&lt;br /&gt;
:Approved addresses: Your Highness&lt;br /&gt;
:Signature: First name appended by title or first name preceded by approved prefix&lt;br /&gt;
&lt;br /&gt;
:Role: Child of the Sovereign&lt;br /&gt;
:Title: High Lord of Vaalor or High Lady of Vaalor&lt;br /&gt;
:Introduced as: Full name, Title&lt;br /&gt;
:Approved prefixes (by last name only): High Lord, High Lady&lt;br /&gt;
:Approved addresses: Excellent Lord or Excellent Lady&lt;br /&gt;
:Signature: Full name with title appended&lt;br /&gt;
&lt;br /&gt;
:Role: Leader of one of the Five Noble Houses&lt;br /&gt;
:Title: High Lord of Vaalor or High Lady of Vaalor&lt;br /&gt;
:Introduced as: Full name, Title&lt;br /&gt;
:Approved prefixes (by last name only): High Lord, High Lady&lt;br /&gt;
:Approved addresses: Excellent Lord or Excellent Lady&lt;br /&gt;
:Signature: Full name with title appended&lt;br /&gt;
&lt;br /&gt;
:Role: Spouse of a leader of one of the Five Noble Houses&lt;br /&gt;
:Title: High Lord or High Lady&lt;br /&gt;
:Introduced as: Title followed by full name&lt;br /&gt;
:Approved prefixes (by first name only): High Lord, High Lady&lt;br /&gt;
:Approved addresses: High Lord, High Lady&lt;br /&gt;
:Signature: Full name prefixed by title&lt;br /&gt;
&lt;br /&gt;
:Role: Child of a leader of one of the Five Noble Houses&lt;br /&gt;
:Title: Lord or Lady&lt;br /&gt;
:Introduced as: Title followed by first name appended by the house&lt;br /&gt;
:Approved prefixes (first name only or full name): Lord or Lady&lt;br /&gt;
:Approved Addresses: Lord or Lady&lt;br /&gt;
:Signature: First name prefixed by title or full name with house appended&lt;br /&gt;
&lt;br /&gt;
:Role: Member of the Council of Regents&lt;br /&gt;
:Title: Lord Regent&lt;br /&gt;
:Introduced as: Full name, Title&lt;br /&gt;
:Approved formal prefixes: Lord&lt;br /&gt;
:Approved informal prefixes: Lord or Lady&lt;br /&gt;
:Approved addresses: My Lord&lt;br /&gt;
:Signature: Full name with title appended&lt;br /&gt;
&lt;br /&gt;
:Role: Spouse of Regents Council Member&lt;br /&gt;
:Title: Lord or Lady&lt;br /&gt;
:Introduced as: Title followed by full name&lt;br /&gt;
:Approved prefixes (first name only or full name): Lord or Lady&lt;br /&gt;
:Approved addresses: My Lord or My Lady&lt;br /&gt;
:Signature: Full name prefixed by title&lt;br /&gt;
&lt;br /&gt;
:Role: Child of Regents Council Member&lt;br /&gt;
:Title: Lord or Lady&lt;br /&gt;
:Introduced as: Title followed by full name&lt;br /&gt;
:Approved prefixes (first name only): Lord or Lady&lt;br /&gt;
:Approved addresses: My Lord or My Lady&lt;br /&gt;
:Signature: Full name prefixed by title&lt;br /&gt;
:Note: Children of nobility may keep their titles lifelong but do not pass it along to their own children unless they inherit the family’s title or receive a permanent one of their own from the sovereign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elves]]&lt;br /&gt;
[[Category: Ta&#039;Vaalor]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aqilorn&amp;diff=65765</id>
		<title>Aqilorn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aqilorn&amp;diff=65765"/>
		<updated>2015-07-05T03:21:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: Protected &amp;quot;Aquilorn&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aqilorn&#039;&#039;&#039; (a-KEE-lorn) is a unique blend of silk and thread-of-[[vaalorn]] that is highly prized by the nobility of [[House Vaalor]] for its shimmering appearance and supple, yet rigid texture.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
===History/Background===&lt;br /&gt;
&lt;br /&gt;
Techniques for creating aqilorn are a closely guarded secret, as it is usually only produced exclusively by the fortress city-state of [[Ta&#039;Vaalor]] by highly trained master weavers. Rumor has it: it requires both master weavers and master metalsmiths working in close concert to produce. This fabric is quite old, dating back to the founding of House Vaalor. Unfortunately, the method of creation was lost until recently rediscovered by an inquisitive [[Burghal gnome]] who stumbled upon a pattern book deep beneath the Fortress. The time and material requirements in creating the fabric make it extremely rare in large pieces and prohibitively expensive for all but the upper nobility.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&lt;br /&gt;
Aqilorn is most widely used by the Noble Houses of Ta&#039;Vaalor as a material for traveling garments and ceremonial wear. The extra strength and rigidity that the thread-of-vaalorn adds to the silk provide excellent protection from the elements without the burden of additional weight. Due to such characteristics, aqilorn holds form exceptionally well and beautifully complements other armor-based materials without sacrificing style. This makes it a suitable material for accenting robes, light leather, and full leather armors. Though woven with vaalorn thread, aqilorn carries no native enchantment, as the process in drawing the metal into thread degrades it.&lt;br /&gt;
&lt;br /&gt;
===Colors/Texture===&lt;br /&gt;
&lt;br /&gt;
Aqilorn is soft like the finest silk, yet has a subtle rigidity to it which allows it to maintain its structure. Regardless of the fabric&#039;s color, the addition of the thread-of-vaalorn adds a shimmering quality to the material which may or may not be readily visible depending on the weave. Traditionally, aqilorn was only produced in crimson and gold, as it was used exclusively by the monarchy during the early days of House Vaalor. Some obscure references have mentioned a &amp;quot;royal fabric,&amp;quot; and scholars believe aqilorn to be the referenced material in such texts. With the rediscovery of the creation process, the tones of aqilorn can be replicated in any hue that you may find in silk, providing a much more varied range of colors in modern versions of the fabric.&lt;br /&gt;
&lt;br /&gt;
===General Restrictions===&lt;br /&gt;
&lt;br /&gt;
Small patches of the cloth are available in the form of [[cobbling]] materials, pouches, and small purses/packs. The strength and durability of the cloth make it ideal for containers of all sorts, though the rarity of large pieces of the fabric make them extremely scarce. Larger pieces such as tunics, cloaks, gowns, and so on are much rarer and sold only on a rotating basis within Ta&#039;Vaalor.&lt;br /&gt;
&lt;br /&gt;
[[Category: Materials]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aqilorn&amp;diff=65764</id>
		<title>Aqilorn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aqilorn&amp;diff=65764"/>
		<updated>2015-07-05T03:20:59Z</updated>

		<summary type="html">&lt;p&gt;GS4-SCRIBES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aqilorn&#039;&#039;&#039; (a-KEE-lorn) is a unique blend of silk and thread-of-[[vaalorn]] that is highly prized by the nobility of [[House Vaalor]] for its shimmering appearance and supple, yet rigid texture.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
===History/Background===&lt;br /&gt;
&lt;br /&gt;
Techniques for creating aqilorn are a closely guarded secret, as it is usually only produced exclusively by the fortress city-state of [[Ta&#039;Vaalor]] by highly trained master weavers. Rumor has it: it requires both master weavers and master metalsmiths working in close concert to produce. This fabric is quite old, dating back to the founding of House Vaalor. Unfortunately, the method of creation was lost until recently rediscovered by an inquisitive [[Burghal gnome]] who stumbled upon a pattern book deep beneath the Fortress. The time and material requirements in creating the fabric make it extremely rare in large pieces and prohibitively expensive for all but the upper nobility.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&lt;br /&gt;
Aqilorn is most widely used by the Noble Houses of Ta&#039;Vaalor as a material for traveling garments and ceremonial wear. The extra strength and rigidity that the thread-of-vaalorn adds to the silk provide excellent protection from the elements without the burden of additional weight. Due to such characteristics, aqilorn holds form exceptionally well and beautifully complements other armor-based materials without sacrificing style. This makes it a suitable material for accenting robes, light leather, and full leather armors. Though woven with vaalorn thread, aqilorn carries no native enchantment, as the process in drawing the metal into thread degrades it.&lt;br /&gt;
&lt;br /&gt;
===Colors/Texture===&lt;br /&gt;
&lt;br /&gt;
Aqilorn is soft like the finest silk, yet has a subtle rigidity to it which allows it to maintain its structure. Regardless of the fabric&#039;s color, the addition of the thread-of-vaalorn adds a shimmering quality to the material which may or may not be readily visible depending on the weave. Traditionally, aqilorn was only produced in crimson and gold, as it was used exclusively by the monarchy during the early days of House Vaalor. Some obscure references have mentioned a &amp;quot;royal fabric,&amp;quot; and scholars believe aqilorn to be the referenced material in such texts. With the rediscovery of the creation process, the tones of aqilorn can be replicated in any hue that you may find in silk, providing a much more varied range of colors in modern versions of the fabric.&lt;br /&gt;
&lt;br /&gt;
===General Restrictions===&lt;br /&gt;
&lt;br /&gt;
Small patches of the cloth are available in the form of [[cobbling]] materials, pouches, and small purses/packs. The strength and durability of the cloth make it ideal for containers of all sorts, though the rarity of large pieces of the fabric make them extremely scarce. Larger pieces such as tunics, cloaks, gowns, and so on are much rarer and sold only on a rotating basis within Ta&#039;Vaalor.&lt;br /&gt;
&lt;br /&gt;
[[Category: Materials]]&lt;/div&gt;</summary>
		<author><name>GS4-SCRIBES</name></author>
	</entry>
</feed>